Page MenuHomeFeedback Tracker

Deadfast
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 1 2013, 2:37 PM (311 w, 6 h)

Recent Activity

Jul 10 2016

Deadfast created T119231: (Apex) Lifou - Fence in a building.
Jul 10 2016, 7:47 AM · Arma 3

May 10 2016

Deadfast added a comment to T80753: Pistol holster on should contain pistol, not be empty..

This is a duplicate of an existing ticket - #369. Closing.

May 10 2016, 10:08 AM · Arma 3
Deadfast added a comment to T80553: Low velocity bullets (9mm .45ACP) ricochet too much indoors.

Confirmed in stable 1.36.128579.

Attached a picture (<i>bouncy.jpg</i>) which displays the bullet trajectory. In addition to what seems like way too many ricochets to me, the bullets will sometimes ricochet under some extreme angles as well (<i>180.jpg</i>).

In development 1.37.128722 the problem is also present but much less so. Mainly it looks like the extreme angle ricochets are actually not present so it is more difficult to get a "good" bounce sequence going.

May 10 2016, 9:56 AM · Arma 3
Deadfast added a comment to T80535: Some aircraft hangars are placed "backwards" on Stratis and Altis, cannot move aircraft out of hangar.

Please first update the repro with a list of a hangars that suffers from the issue (or at least an example of one such hangar).

May 10 2016, 9:56 AM · Arma 3
Deadfast added a comment to T80535: Some aircraft hangars are placed "backwards" on Stratis and Altis, cannot move aircraft out of hangar.

If that is the case I apologize for misunderstanding but please provide some better testing guidelines, mainly the positions of those bugged hangars.

May 10 2016, 9:56 AM · Arma 3
Deadfast added a comment to T80535: Some aircraft hangars are placed "backwards" on Stratis and Altis, cannot move aircraft out of hangar.

Why can't you just spawn the aircraft rotated by 180 degrees (<i>jet setDir ((getDir hangar) - 180)</i>)?

May 10 2016, 9:56 AM · Arma 3
Deadfast added a comment to T80535: Some aircraft hangars are placed "backwards" on Stratis and Altis, cannot move aircraft out of hangar.

No, I am not joking. I told you how you can dynamically spawn an aircraft so it faces the correct way.

If the environment team took 5 minutes to turn the hangars by 180 degrees then all of the hangars will be facing <i>away</i> from the runway and the jets will keep spawning facing the wall. You would also have to rotate the model itself and at the end of the day all of the scripts that took the 5 seconds to accommodate for the current state would end up broken.

May 10 2016, 9:56 AM · Arma 3
Deadfast added a comment to T79836: Current implementation of gun scopes allows cheating.

This is a duplicate of an existing issue: #8592. Closing.

May 10 2016, 9:34 AM · Arma 3
Deadfast added a comment to T79768: A Transitioning to Vault animation bug.

No problem, resolved.

May 10 2016, 9:32 AM · Arma 3
Deadfast added a comment to T79767: A Transitioning to Vault animation bug.

Closing - duplicate of #0021410.

May 10 2016, 9:32 AM · Arma 3
Deadfast added a comment to T79260: Beep sound while raining.

Closing as a duplicate of #15911.

May 10 2016, 9:14 AM · Arma 3
Deadfast added a comment to T78948: Add jumping, the ability to climb over the fence, add ways to jump off into the trench and jumping out of it..

Closing as duplicate of #5241.

May 10 2016, 9:05 AM · Arma 3
Deadfast added a comment to T78923: [CLOSABLE] New "addAction" command needed for manually settable "actionUID".

Closing as requested.

May 10 2016, 9:04 AM · Arma 3
Deadfast added a comment to T78923: [CLOSABLE] New "addAction" command needed for manually settable "actionUID".

I don't think this is needed. Here is a better readable version of what you posted.

<pre>
thing setVariable ["TAG_myAction", thing addAction ["Stuff", "stuff.sqf"]];
// ...
thing removeAction (thing getVariable ["TAG_myAction", -1]);
</pre>

May 10 2016, 9:04 AM · Arma 3
Deadfast added a comment to T78295: Full computer crash when accessing multiplayer.

Please provide the error code and offending file displayed on the BSOD.

May 10 2016, 8:48 AM · Arma 3
Deadfast added a comment to T77644: Thermal will not pass glass.

As the_Demongod says above, you cannot see with thermal sight through glass in real life either. Closing as no bug.

May 10 2016, 8:31 AM · Arma 3
Deadfast added a comment to T77638: No texture wile aiming down MX 3GL 6.5mm with MRCO.

Closing as duplicate.

May 10 2016, 8:31 AM · Arma 3
Deadfast added a comment to T77628: profile and mission folder.

As AD2001 said, please use the forums to ask question. The feedback tracker is not the right place to ask questions.

I'll close the ticket.

May 10 2016, 8:31 AM · Arma 3
Deadfast added a comment to T77580: lineIntersects / lineIntersectsWith commands seem to be totally broken/unreliable.

Closing as no bug.

May 10 2016, 8:29 AM · Arma 3
Deadfast added a comment to T77570: Next Weapon Buton.

<i>I still would put this as user error and move to close this post :)</i>

I disagree. If there is a conflict it should be clearly indicated.

May 10 2016, 8:29 AM · Arma 3
Deadfast added a comment to T77567: OSD Time, Date, Location Causes Massive Performance Issues on First Mission Load.

I'm sorry, I don't understand what you're talking about?

May 10 2016, 8:29 AM · Arma 3
Deadfast added a comment to T77553: test.

I am not sure what to make of this. If this is meant to be a serious bug report please create a new ticket with a description of what the issue actually is.

May 10 2016, 8:29 AM · Arma 3
Deadfast added a comment to T77550: Disregard....

Disregarding and closing!

May 10 2016, 8:28 AM · Arma 3
Deadfast added a comment to T77212: explosion d'hélicoptere.

I'm sorry but Bohemia Interactive is not associated with Altis Life so the Feedback Tracker cannot be of help to you.

Please contact the admin of the server you were playing on.

Closing ticket.

May 10 2016, 8:21 AM · Arma 3
Deadfast added a comment to T77188: 10 Random Cooking Tips And Tricks.

Obvious spam is obvious. Making private to hide the link.

May 10 2016, 8:21 AM · Arma 3
Deadfast added a comment to T76955: No Occlusion Culling in ViewPilot LOD (Interior View).

Done, #18595 closed.

May 10 2016, 8:14 AM · Arma 3
Deadfast added a comment to T76940: Instant death upon joining MP Game..

Closing as requested.

May 10 2016, 8:13 AM · Arma 3
Deadfast added a comment to T76568: One street light flashing with each shot from rifle [video].

It looks to me like the gun's muzzle flash counts towards the limit of dynamic lights and for whatever reason the street lamp is dropped as a result.

May 10 2016, 8:03 AM · Arma 3
Deadfast added a comment to T76202: [SPOILER] Crossroad's name - Radio Protocol.

Confirmed in 1.15.116121.

May 10 2016, 7:54 AM · Arma 3
Deadfast added a comment to T75800: Slo-mo when get up with handgun.

Confirmed in 1.11.115723.

<b>AmovPpneMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon</b> is too slow. Same with <b>AmovPpneMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon</b> (pistol prone -> pistol kneel).

I'd propose making them twice as fast.

May 10 2016, 7:44 AM · Arma 3
Deadfast added a comment to T75791: Zeus - Allow user to define Zeus Keys.

This is a duplicate of #17337, closing.

May 10 2016, 7:44 AM · Arma 3
Deadfast added a comment to T75748: Idle swimming animation is broken in shallow waters..

Confirmed in 1.11.115723.

It keeps forcing you into the bottom swim animations.

May 10 2016, 7:43 AM · Arma 3
Deadfast added a comment to T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.

You cannot address parent directories, hence the crash. As such, this is a duplicate of #9629 and I will close it.

May 10 2016, 7:43 AM · Arma 3
Deadfast added a comment to T75707: Smoke goes through walls.

Duplicate of #2325, closing.

May 10 2016, 7:42 AM · Arma 3
Deadfast added a comment to T75696: Zeus Keys hardbound, please make re-bindable.

Confirmed, ESDF user myself.

May 10 2016, 7:42 AM · Arma 3
Deadfast added a comment to T75692: Night vision not work with DMS & SOS aim weapon..

As others have said, this is not a bug. It's physically impossible to operate certain sights while wearing NVG.

If you believe there are scopes where it should also not be possible to use NVG but it is, please create a new ticket for it.

I'll close this one.

May 10 2016, 7:42 AM · Arma 3
Deadfast added a comment to T75667: 3D Scopes.

This is a duplicate of an existing ticket: #2510.

I'll close this one.

May 10 2016, 7:41 AM · Arma 3
Deadfast added a comment to T75663: Changing from rifle to launcher results in vaulting.

Confirmed in 1.11.115429.

This is caused by <b>AmovPercMstpSlowWrflDnon</b>'s <b>connectTo</b> which adds an edge leading to <b>Acts_TreatingWounded_in</b> with a really low cost of 0.001.

May 10 2016, 7:41 AM · Arma 3
Deadfast added a comment to T75663: Changing from rifle to launcher results in vaulting.

Whoops, turns out this is a duplicate of #14775. I'll close this one.

May 10 2016, 7:41 AM · Arma 3
Deadfast added a comment to T75629: For some reason bug resolving got so slow! With such tempos Arma 3 is hopeless! (Developers must see!).

I guess it's rather obvious why I'm closing this. Tickets like this just waste everyone's time.

Don't forget everyone can assist in keeping the tracker clean. If you find a duplicate ticket please add a comment saying so.

May 10 2016, 7:40 AM · Arma 3
Deadfast added a comment to T75605: changing of weapon will stop the character.

Closing as duplicate of #0001819.

May 10 2016, 7:40 AM · Arma 3
Deadfast added a comment to T75577: setUnitPos Not Working Properly.

#0017229 is newer but it has more activity so I'll close this one as a duplicate.

May 10 2016, 7:39 AM · Arma 3
Deadfast added a comment to T75570: vehicles that flip to the side will bounce back to normal..

Duplicate of #799, closing.

May 10 2016, 7:39 AM · Arma 3
Deadfast added a comment to T75559: please add some sound when opening doors.

Thanks Koala, closing as duplicate of #0002927.

May 10 2016, 7:39 AM · Arma 3
Deadfast added a comment to T75548: Bullets do too little damage after penetrating a wall.

Bullets traveling at the speed of a butterfly won't do much damage, I don't see a problem here.

May 10 2016, 7:39 AM · Arma 3
Deadfast added a comment to T75268: AI won't pick up mortar bag in "Breaking Even".

AI can pick up the bag, the problem is as soon as the AAF shows up (very soon) the AI enters danger mode which results in them (very slowly) advancing from cover to cover. This would be one case where the ability to set AI to careless would be handy.

May 10 2016, 7:32 AM · Arma 3
Deadfast added a comment to T75201: Adjusted Stance shouldn´t change when reloading.

Closing, duplicate of #3537.

May 10 2016, 7:30 AM · Arma 3
Deadfast added a comment to T74927: Add "parseArray" command.

<b>getArray</b> doesn't do any parsing, it just returns the array value that is held in memory since the game start, which is when the entire config will have been parsed.

May 10 2016, 7:23 AM · Arma 3
Deadfast added a comment to T74927: Add "parseArray" command.

<i>Why can't parseArray just remove "" and treat the content as if I typed array? I am not 100% on how SQF gets converted into C++, but would this "[]" to [] conversion be possible before SQF becomes C++ code?</i>

Well it essentially does that. The reason the former is much faster is because it was <i>already</i> compiled alongside the rest of the script. If you were to measure the time it takes for the <b>whole</b> script to call compile preprocessFile you'd notice little difference.

SQF never becomes C++ code, it just gets broken down to instructions that are interpreted by the engine (which just happens to be written in C++).

<i>although parseNumber is slightly slower than 1st example it is much faster than call compile workaround.</i>

When you use <b>parseNumber</b> it already knows the input string (should) contain a number so it just (presumably) calls atof to get the numeric value.

With <b>compile</b> the script interpreter has no idea what it could find in the string so it has to interpret it.

May 10 2016, 7:23 AM · Arma 3
Deadfast added a comment to T74927: Add "parseArray" command.

<i>parseArray is expected to be a much faster dedicated command.</i>

I don't see how that could be possible. parseNumber probably just calls atof, this proposed command will have to understand SQF grammar to correctly interpret the contained data types.

May 10 2016, 7:23 AM · Arma 3
Deadfast added a comment to T74833: Sticky aim.

No worries, I'll close the ticket as no bug.

May 10 2016, 7:21 AM · Arma 3
Deadfast added a comment to T74833: Sticky aim.

I'm sorry but you didn't actually say what the issue is?

May 10 2016, 7:21 AM · Arma 3
Deadfast added a comment to T74833: Sticky aim.

Thank you for updating the description.

It sounds like you have toggled on free look. It's a feature that allows you to look around without having to change the direction of your movement. The default key to toggle it on/off is <b>2x Left Alt</b> or <b>Numpad *</b>.

Try turning it on using the aforementioned key and see if this is what you've encountered.

May 10 2016, 7:21 AM · Arma 3
Deadfast added a comment to T74830: Destroyed buildings cause significant performance drop.

In 1.19.124337 I am no longer able to see the buildings underground. The issue with huge FPS drop remains (61 => 27).

May 10 2016, 7:21 AM · Arma 3
Deadfast edited Steps To Reproduce on T74830: Destroyed buildings cause significant performance drop.
May 10 2016, 7:20 AM · Arma 3
Deadfast added a comment to T74829: MTP Combat fatigues always appear as worn texture.

I am not sure if it were every different but <b>U_B_CombatUniform_mcam</b> and <b>U_B_CombatUniform_mcam_worn</b> look identical - they both use uniformClass <b>B_Soldier_F</b>.

May 10 2016, 7:20 AM · Arma 3
Deadfast added a comment to T74825: Explosion effects appear on each surface penetrated..

The effects are purely audiovisual in 1.09.113293.

The same problem was present in A2.

May 10 2016, 7:20 AM · Arma 3
Deadfast added a comment to T74796: Critical letter of feedback to Bohemia Interactive Studios (Contains a lot of things/feedback).

I am sorry, general feedback like this should be posted on <a href="http://forums.bistudio.com/forum.php">the forums</a> instead or split into individual tickets.

May 10 2016, 7:20 AM · Arma 3
Deadfast added a comment to T74791: Money back petition for bad game optimization!.

Closing invalid ticket. If you wish to return the game please contact whoever sold it to you.

May 10 2016, 7:19 AM · Arma 3
Deadfast added a comment to T74783: Disappearing bullets.

There is no need to shout, edited title.

May 10 2016, 7:19 AM · Arma 3
Deadfast added a comment to T74747: MX's black variant cartridge ejection.

Given they fire caseless ammunition the lack of cases is correct. Closing.

May 10 2016, 7:19 AM · Arma 3
Deadfast added a comment to T74717: Improve working with extensions.

<i>just do "dll" callExtension (str ["hey",3,2.5,["hey2",123]]);
dll could parse that on its own.</i>

Yes, but at this point you're essentially writing your own SQF parser.

May 10 2016, 7:18 AM · Arma 3
Deadfast added a comment to T74717: Improve working with extensions.

<i>1. Switch STRING type of data to ARRAY to be sent to and from extension.</i>

That wouldn't be of much use. A better solution would be to allow the command to accept:

  • string
  • number
  • bool
  • array (containing any of the above)

The DLL would receive the supplied data type as an array of bytes containing the serialized data type, size of this array and the data type identifier. We'd return the favor for the output.

The function signature would then be:
void __stdcall RVExtension(char *output, int outputSize, int outputType, const char *function, const int functionSize, const int functionType)

Of course, we'd then require documentation about how the RV data types work so we can deserialize/serialize them.

May 10 2016, 7:18 AM · Arma 3
Deadfast added a comment to T74717: Improve working with extensions.

Good point, we can just have the command return and take an array. Still, that's not going to make much difference in the difficulty of implementation.

May 10 2016, 7:18 AM · Arma 3
Deadfast added a comment to T74697: Ability to Have Normal and Dev Builds Installed at the Same Time..

You can do this using <b>steamcmd</b>.

May 10 2016, 7:17 AM · Arma 3
Deadfast added a comment to T74601: Can't erase Debug Console lines.

Indeed, closing.

May 10 2016, 7:15 AM · Arma 3
Deadfast added a comment to T74566: Pressing one of the lean keys while sprinting makes the character run in slow motion.

I'm unable to reproduce this in 1.19.124294, I assume this must have been fixed. Resolving.

May 10 2016, 7:15 AM · Arma 3
Deadfast added a comment to T74507: No aparecen los subtitulos en la campaña..

I'm sorry, all submitted tickets must be in English.

May 10 2016, 7:13 AM · Arma 3
Deadfast added a comment to T74488: Left mouse button selects action menu actions at random.

Closing.

May 10 2016, 7:13 AM · Arma 3
Deadfast added a comment to T74405: addons/keys not accepted by certain servers.

There is no bug.

May 10 2016, 7:11 AM · Arma 3
Deadfast added a comment to T74397: ! isNull will always fail.

Please provide a full example of your script where we can actually see what <i>_item</i> is.

May 10 2016, 7:11 AM · Arma 3
Deadfast added a comment to T74378: HandleDamage is now completely broken.

There is no bug here. Please use the forums for scripting discussion.

May 10 2016, 7:10 AM · Arma 3
Deadfast added a comment to T74366: Doors never make a sound..

Closing as duplicate of #0002927.

May 10 2016, 7:10 AM · Arma 3
Deadfast added a comment to T74280: Request to Bohemia - it's taking too long for issues to be resolved and new content to be released..

Please post feedback of this nature on the forums, preferably in this thread: http://forums.bistudio.com/showthread.php?147351-Arma-3-Feedback-Tracker

May 10 2016, 7:08 AM · Arma 3
Deadfast added a comment to T74270: Rain sound contains weird clicking sound effect.

Reproduced in 1.31.127362.

There is a fault in the sound file (A3\sounds_f\ambient\rain\rain_new_1) - at 15.665s there is some kind of a click.

May 10 2016, 7:08 AM · Arma 3
Deadfast added a comment to T74270: Rain sound contains weird clicking sound effect.

I've heard my share of rain and this does not sound like a raindrop hitting a puddle of water. I'm sure it is the sound of a raindrop hitting something but whatever it is it just does not work on a 1 minute looped sample.

May 10 2016, 7:08 AM · Arma 3
Deadfast added a comment to T74179: Please chanfe this ancient action menu.

Closing, don't duplicate tickets.

May 10 2016, 7:06 AM · Arma 3
Deadfast added a comment to T74172: *Updated* 5.56mm penetration capability is too low / some materials have penetration values off.

Is there any other issue with 5.56x45mm penetration or is it just this particular shack? If the latter is the case this one's a duplicate of #5164.

May 10 2016, 7:06 AM · Arma 3
Deadfast added a comment to T74159: Random Crashes (physx3_86.dll).

Please read the how to guide and provide the required information about your PC and a more detailed repro.

May 10 2016, 7:05 AM · Arma 3
Deadfast added a comment to T74128: Switching to your sidearm and back shouldn't bring you to a halt..

Closing thanks to being a duplicate.

May 10 2016, 7:04 AM · Arma 3
Deadfast added a comment to T74121: The not reappearing campaign introduction screen causes motion sickness.

I have no idea what you're on about. You're welcome to create a new ticket as long as it actually describes the problem rather than just being a rant.

May 10 2016, 7:04 AM · Arma 3
Deadfast added a comment to T74044: 4-five .45 Suppressor off side..

Confirmed in 1.09.113293.

May 10 2016, 6:57 AM · Arma 3
Deadfast added a comment to T73750: Huge overhead for array type data..

I noticed the same thing in A2, arrays are sent as serialized data structures.

May 10 2016, 6:50 AM · Arma 3
Deadfast added a comment to T73556: Comparing animationState on AI is broken.

Please note what the documentation for the <i>in</i> command says:
"Checks whether x is equal to any element in the array. If x is a string, the array is checked case-sensitive"

I am note sure what the second example is supposed to demonstrate. That condition will be true only when you are not performing any of the checked medic anims.

May 10 2016, 6:44 AM · Arma 3
Deadfast added a comment to T73528: all GUI elements are in one spot.

Resolving the issue.

May 10 2016, 6:44 AM · Arma 3
Deadfast added a comment to T73498: Pistol is not visible in the holster.

Duplicate, closing.

May 10 2016, 6:43 AM · Arma 3
Deadfast added a comment to T73495: Crosshair Control.

Changes from dev branch will eventually be ported to stable. Since this is a duplicate of #13989 I'm going to close this.

May 10 2016, 6:43 AM · Arma 3
Deadfast added a comment to T73449: Pistol is not shown in holster.

Duplicate, closing.

May 10 2016, 6:42 AM · Arma 3
Deadfast added a comment to T73134: Character animation glitch carrying missile launchers.

Confirmed in 1.11.115429.

This is caused by <b>AmovPercMstpSlowWrflDnon</b>'s <b>connectTo</b> which adds an edge leading to <b>Acts_TreatingWounded_in</b> with a really low cost of 0.001.

May 10 2016, 6:30 AM · Arma 3
Deadfast added a comment to T72971: WEAPON TRANSITION.

This is a duplicate of #1819.

May 10 2016, 6:26 AM · Arma 3
Deadfast added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

I've updated the ticket title. Please make sure to use descriptive titles in the future.

May 10 2016, 6:22 AM · Arma 3
Deadfast added a comment to T72542: please add the handgun inside the Holster otherwise the holster does not make any sence.

Duplicate of #369, closing.

May 10 2016, 6:15 AM · Arma 3
Deadfast added a comment to T72519: Riochet simulation of bullets.

Ricochets are already simulated, try shooting at the ground at night with some tracer ammo.

No change required, closing.

May 10 2016, 6:15 AM · Arma 3
Deadfast added a comment to T72053: Bullet penetration poorly simulated; like shooting a BB gun.

This is actually a duplicate of #2125. I'm closing this, please post your video there, thanks!

May 10 2016, 6:02 AM · Arma 3
Deadfast added a comment to T72047: getPosASL and eyePos return incorrect Z coordinates.

This doesn't sound like a bug. Both getPosASL and eyePos return PositionASL, drawLine3D expects PositionATL. If you feed it PositionASL you get your Z offset by the sea level. Use ASLtoATL to convert the positions.

May 10 2016, 6:02 AM · Arma 3
Deadfast added a comment to T72044: Game Crashes on start up due to Arma3.cfg.

Try deleting the Arma 3 directory in your documents, it should be re-created the next time you start the game.

May 10 2016, 6:02 AM · Arma 3
Deadfast added a comment to T72021: You can walk right through giant rock at 8596.71, 25377.3.

Confirmed.

May 10 2016, 6:01 AM · Arma 3
Deadfast added a comment to T72008: Stream Friendly UI option breaks SideChat function.

Done.

May 10 2016, 6:01 AM · Arma 3
Deadfast added a comment to T72008: Stream Friendly UI option breaks SideChat function.

This is by design. It is <i>St<b><u>r</u></b>eam friendly</i>, not <i>Steam friendly</i>, perhaps you misread the label?

May 10 2016, 6:01 AM · Arma 3
Deadfast edited Steps To Reproduce on T72002: Land_Net_Fence_Gate_F stops rendering at certain angles.
May 10 2016, 6:01 AM · Arma 3