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GunterSeverloh
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User Since
Mar 8 2013, 3:10 PM (615 w, 2 d)

Recent Activity

Dec 5 2022

GunterSeverloh added a comment to T169215: Status Access Violation (Going through the logs shows an error with d3d11.dll.

Review this
https://community.bistudio.com/wiki/Arma_3:_Unusual_process_exit

Dec 5 2022, 4:09 AM · Arma 3
GunterSeverloh added a comment to T169170: [SOUND] The occlusion works strangely in buildings.

I noticed aside this that the sound of troops running around, their breathing is not directly coming from them
rather it seems to follow them, this was in game master.

Dec 5 2022, 3:58 AM · Arma Reforger
GunterSeverloh changed Category from category:general to category:aiskilldifficulty on T169230: Difficulty Settings - [Feature].
Dec 5 2022, 3:50 AM · Arma Reforger
GunterSeverloh created T169230: Difficulty Settings - [Feature].
Dec 5 2022, 3:49 AM · Arma Reforger
GunterSeverloh changed Category from category:general to category:steamworkshop on T169228: Mod updating bug/feature.
Dec 5 2022, 3:28 AM · Arma Reforger
GunterSeverloh created T169228: Mod updating bug/feature.
Dec 5 2022, 3:21 AM · Arma Reforger
GunterSeverloh added a comment to T169113: Keybind for sprint set but another action occurs instead.

This still dont work with the new update which from the changelog wasn't "fixed" or effected indirectly.
Something i noticed was when i press right shift a couple of times after i end up
aiming down the sights initially, i end up actually sprinting. So it seems toggle sprint
is indirectly linked to sprint (hold) and same for aim down the sight.

Dec 5 2022, 2:53 AM · Arma Reforger

Nov 27 2022

GunterSeverloh updated the task description for T169113: Keybind for sprint set but another action occurs instead.
Nov 27 2022, 10:11 AM · Arma Reforger
GunterSeverloh changed Severity from severity:none to severity:minor on T169113: Keybind for sprint set but another action occurs instead.
Nov 27 2022, 10:04 AM · Arma Reforger
GunterSeverloh updated the task description for T169113: Keybind for sprint set but another action occurs instead.
Nov 27 2022, 8:07 AM · Arma Reforger
GunterSeverloh created T169113: Keybind for sprint set but another action occurs instead.
Nov 27 2022, 8:04 AM · Arma Reforger

Dec 10 2018

GunterSeverloh updated the task description for T134894: Show only missions for the map you opened in the editor.
Dec 10 2018, 8:39 PM · Arma 3
GunterSeverloh added a comment to T134894: Show only missions for the map you opened in the editor.
Dec 10 2018, 8:39 PM · Arma 3
GunterSeverloh created T134894: Show only missions for the map you opened in the editor.
Dec 10 2018, 8:36 PM · Arma 3

Jul 16 2017

GunterSeverloh added a comment to T126147: Arma3Launcher_Exception_20170710T142907.

Late reply, but i got the launcher working now, thank you!

Jul 16 2017, 6:12 AM · Arma 3

Jul 10 2017

GunterSeverloh created T126147: Arma3Launcher_Exception_20170710T142907.
Jul 10 2017, 4:46 PM · Arma 3

May 10 2016

GunterSeverloh added a comment to T83741: Crash after short period of game play: 0xC0000005 - STATUS_ACCESS_VIOLATION.

Make sure nothing is overheating too.

May 10 2016, 11:47 AM · Arma 3
GunterSeverloh added a comment to T81360: Increase size of listbox and weapon description text field.

Also make the lists more readable by having a more solid, lighter background so you dont have to angle the camera around to see what is listed.

May 10 2016, 10:28 AM · Arma 3
GunterSeverloh added a comment to T79559: Loading Screen pops up every 10 seconds.

I started getting this last night, only when I host a mission with and without addons as soon as the mission starts, its like every 10secs the screen goes to the loading screen for the mission.
Theres no lag its like you alt tab out of the game and when you come back if you were moving like running when the screen changed your character finished his run, no lag just goes to the loading screen for 1-2 seconds and then goes back to the game, then in another 10 or so secs same thing.
You simply cannot host a mission for yourself now, it happens with any mission, i tried with heavily scripted missions, and with missions with nothing but placed squads and a player.

May 10 2016, 9:25 AM · Arma 3
GunterSeverloh added a comment to T78443: Bugged balcony collision (video).

That bug can be specific to that particular building,make sure its not doing it for all buildings, or buildings that have doors or debris on the floor between the transition of the balcony and the room.

May 10 2016, 8:52 AM · Arma 3
GunterSeverloh added a comment to T78313: Fatique meter.

Alternative to this http://www.armaholic.com/page.php?id=26237
but fatigue is not in vanilla game, think it should be an option to see a meter under game options, and allow a player to choose it if they want to use it.

May 10 2016, 8:48 AM · Arma 3
GunterSeverloh added a comment to T75699: Make Zeus's 3d editor compatibilities into the arma 3 editor.

Currently you can save your missions with zeus another way through MCC, see my thread
http://forums.bistudio.com/showthread.php?185426-Can-I-use-Zeus-3d-editor-to-build-nonzeus-missions&p=2818432&viewfull=1#post2818432

May 10 2016, 7:42 AM · Arma 3
GunterSeverloh added a comment to T75024: Halo to Parachute landing realism.

All im asking is give control back to the player apon landing, not have to sit there and wait for a 5-6sec animation to finish.
Also note that parachuting, is not accurately portrayed based on what you guys with experience have explained.

May 10 2016, 7:26 AM · Arma 3
GunterSeverloh added a comment to T75024: Halo to Parachute landing realism.

Im not saying fight with a parachute on your back, you dont have one anymore after you land, all im interested in is the part where when you do land that you do a belly flop and then all this extra stuff before you gain control of your character again.

At least lets cut out animations after you land so that we can be ready to fight and have control of the character right away, I'm mostly saying the belly flop is unrealistic, no one does that, not the way portrayed ingame, its a waste of time and unnecessary "extra" stuff you have to watch your character do before actually fighting.

The whole objective with halo and parachuting is to get to an inaccessible area of the battle that you normally wouldn't be able to do other wise, but if you are engaged as soon as you land you cant do anything til your character is done laying on his stomach and then standing there like everything is ok, again its unneeded and wastes time and not realistic.

As for alternative functions and or features as you suggested if you want real realism then someone can make that, personally i dont care, i just want after I land to not have to sit there an watch my character do all this useless stuff, as said i have no control over my character once I land til the animation ends, if we can cut that part out then we can begin to look at other things.

May 10 2016, 7:26 AM · Arma 3
GunterSeverloh edited Steps To Reproduce on T75024: Halo to Parachute landing realism.
May 10 2016, 7:26 AM · Arma 3

May 9 2016

GunterSeverloh added a comment to T61951: Make multiple units playable at once, & other editor option/features.

Hi guys (Devs) hate to bump my own feedback tracker ticket but is this suggestion even in consideration? Being worked on?

There has been numerous updates to the game since this ticket was posted, as massive as the updates are each time, surely you guys could make something simple as this:

To break it down to 2 things is:

All i want to do is highlight units, vehicles, planes, ect,. which we can do already and then make them playable at once, and be able to copy a playable unit and paste them. Thats it, if thats a success then lets extend the feature further.

But since OFP and still in Arma3 we still have to highlight, edit a unit, make playable, hit ok, then go to the next unit, repeat, alot of work there and its tedious. Would be simpler and faster to do the process once for a whole squad and not have to edit each individual unit.

Please consider this, this a wanted feature for the editor.
Thank you for your time.

May 9 2016, 11:37 PM · Arma 3
GunterSeverloh added a comment to T61951: Make multiple units playable at once, & other editor option/features.

Its now pushing September 2015, and no sign of possibility to add this feature for the editor.

We already have highlighting in the editor, we already have the ability to make units playable, and copy n paste them, now we just need to combine it so we can highlight a squad and make that whole squad, or units selected all playable at once.

Thats it!

Please add this, it will save us modders, mission makers alot of time.

May 9 2016, 11:37 PM · Arma 3
GunterSeverloh added a comment to T61951: Make multiple units playable at once, & other editor option/features.

Also have a BIS forums thread:
http://forums.bistudio.com/showthread.php?149002-Make-multiple-units-playable-at-once-amp-other-editor-option-features&p=2326350#post2326350

May 9 2016, 11:37 PM · Arma 3
GunterSeverloh edited Steps To Reproduce on T61951: Make multiple units playable at once, & other editor option/features.
May 9 2016, 11:37 PM · Arma 3
GunterSeverloh added a comment to T60863: We're are gonna need a 3D editor..

What Wallside said but in more detail...
Basically just need to be able to save with zeus like you can with the regular editor, so save as a usermission, and be able to export to sp or mp.
As 7rust says and also here
http://forums.bistudio.com/showthread.php?185426-Can-I-use-Zeus-3d-editor-to-build-nonzeus-missions&p=2818432&viewfull=1#post2818432
this works for saving currently but imo and im sure many others can agree its tedious and alot of steps just to save, if BIS just expanded Zeus with the save load feature, and when i say load I mean where you left off or what you built will be all there when you access zues.

May 9 2016, 10:18 PM · Arma 3
GunterSeverloh added a comment to T59947: Better ragdoll.

Think the ragdolls need to be stiffened up a bit too, give them a backbone, so when they fall they aren't laying with their feet up by their head, or some other unrealistic odd positions.

May 9 2016, 7:20 PM · Arma 3
GunterSeverloh added a comment to T58799: Deploying a weapon / proper use of bipods.

"anyway, I have some important words to say:
*ahem*
"VTS Weapon Resting"
Thank you. "

I use vts weapon resting all the time, but... it still dont help or stop the sway 100% the crosshairs and or iron sites still move a tiny bit.
If your gun is resting on something why is there still movement, if your gun is on a bipod, and sitting on something, the gun should not be moving at all, thats the whole point.

May 9 2016, 3:52 PM · Arma 3