Page MenuHomeFeedback Tracker

austin_medic
User

Projects

User does not belong to any projects.

User Details

User Since
Jul 18 2013, 8:56 PM (592 w, 53 s)

Recent Activity

May 24 2016

austin_medic added a comment to T116737: Weapons are raised in vehicle/helicopters.

Can also confirm for sure.

May 24 2016, 3:32 AM · Arma 3
austin_medic added a watcher for Arma 3: austin_medic.
May 24 2016, 3:31 AM

May 10 2016

austin_medic added a comment to T86363: Large Square Shadow On Altis.

I had that happen once, long ago though. Seems like it just happens at random, though I haven't encountered it in years at this point. I might've been mucking around with settings too much and crashed the display driver which then caused that to happen (just once though). Are you on latest drivers? what video card is it?

May 10 2016, 1:04 PM · Arma 3
austin_medic added a comment to T86163: Massive FPS drops.

Lower the number of sound sources in audio to 16 or lower and see if that fixes it. Theres a running problem with the jet minigun creating many sound effects at once and overwhelming the engine's capablity to handle it

May 10 2016, 12:58 PM · Arma 3
austin_medic added a comment to T86023: Eden editor saves changes to a mission file every time you press "play scenario"..

Even if they NEED to have a file with the data to save to run the mission, they could simply make a copy of the mission file (with the changes done to it) temporarily to use rather than overwriting the original. Then when you go back into editor, it simply deletes the second file and nothing happens to the original.

May 10 2016, 12:55 PM · Arma 3
austin_medic added a comment to T83905: Random Massive Slow-Downs.

This is a problem with a mod, not the game. Theres a fat chance the mod developer went overboard with way too many polys on his guns, which is murdering framerate as the game isn't designed to utilize more than 15-20 thousand polys for models.

You should go tell the mod developer about this instead of Bohemia.

May 10 2016, 11:51 AM · Arma 3
austin_medic added a comment to T83900: 100% possibility of crash after x minutes.

So, any relevant information to give in the description on this? How do you know theres a 100% probability of a crash? Are you running mods? What system are you on? Did you verify files?

May 10 2016, 11:51 AM · Arma 3
austin_medic added a comment to T83663: Local Host Server always crashes the game with the error 'include file a3\functions_f\params\paramguerfriendly.hpp not found'.

Well this ticket can be closed now, dumping the mpmissions folder in documents fixed the problem.

May 10 2016, 11:44 AM · Arma 3
austin_medic added a comment to T83663: Local Host Server always crashes the game with the error 'include file a3\functions_f\params\paramguerfriendly.hpp not found'.

Repro mission uploaded.

May 10 2016, 11:44 AM · Arma 3
austin_medic edited Steps To Reproduce on T83663: Local Host Server always crashes the game with the error 'include file a3\functions_f\params\paramguerfriendly.hpp not found'.
May 10 2016, 11:44 AM · Arma 3
austin_medic edited Steps To Reproduce on T83618: Land_OfficeChair_01_F has some model issues with the back of it (being able to see into the 'blue void').
May 10 2016, 11:43 AM · Arma 3
austin_medic added a comment to T82945: Arma 3 Crashing.

well for starters theres some addons conflicting which is probably causing other problems farther down in the .rpt log:

20:13:09 Conflicting addon SMA_HK416 in 'STOCK_RECOIL\', previous definition in 'SMA_HK416\'
20:13:09 Conflicting addon TRYK_Uniform in 'Zabb\', previous definition in 'tryk_unit\'
20:13:09 Conflicting addon TRYK_Uniform in 'Zara\', previous definition in 'tryk_unit\'

that usually causes a crash right there, and theres other things farther down near the bottom where the crash happens.

some of the addons have script errors which doesn't really help the situation but I doubt those would cause a crash as theres a safety net for them.

May 10 2016, 11:21 AM · Arma 3
austin_medic added a comment to T82939: Random frees during loadingscreen (Application Hang).

Happens to me sometimes without mods in MP when its trying to load in the terrain that is big like Altis it will freeze the game for a few seconds then unfreeze which probably is because the island is being loaded into the RAM and it bottlenecks somewhere along the line until everything gets through, if you just let it go and don't click anything (as that will bring up the application non responding message), it will start working again and you can play with no problem. Could also be caused by a large amount of scripts that need to be moved into RAM as well that also causes it to freeze up for a while in loadscreens.

also .rpt logs from the appdata folder and crashdumps would be good for the devs to have

May 10 2016, 11:20 AM · Arma 3
austin_medic added a comment to T82934: After "End Game" mission BattlEye Script Restriction 4.

has nothing to do with the game itself, but rather that specific server is using filters that are blocking a script because something inside it was detected by the server-side filters and the rule for it was to kick you.

May 10 2016, 11:20 AM · Arma 3
austin_medic added a comment to T82916: Game Crashes with Error Instruction at 0x01df34338 referenced memory at 0x000000d8. The memory could not be read..

Uploaded now

May 10 2016, 11:20 AM · Arma 3
austin_medic added a comment to T82916: Game Crashes with Error Instruction at 0x01df34338 referenced memory at 0x000000d8. The memory could not be read..

This is true. From the disscussion on the arma subreddit it would appear that the game sometimes tries to access restricted memory and windows blocks it of course then the game crashes from an access violation (in rpt anyways, on screen it shows something similar to the above with different memory addresses of course)

May 10 2016, 11:20 AM · Arma 3
austin_medic added a comment to T82857: Add a quicksave button.

upvoted but it might not be possible due to technical limitations. Since scripts are running in the background the current save function needs time to grab them in their current state, which can't be done (probably) if everything is still moving at full speed.

May 10 2016, 11:18 AM · Arma 3
austin_medic added a comment to T82761: Blocked loading of file 'E:\Steam\SteamApps\common\Arma 3\dxgi.dll'.

Nothing to do with the game itself, you need to contact Battleye to unblock the file.

May 10 2016, 11:15 AM · Arma 3
austin_medic added a comment to T82719: Device Removed crashes introduced in 1.46 [PRIMARY TICKET].

They're going to want directX information .rpt logs, and crashdumps, nothing can be done without them.

May 10 2016, 11:13 AM · Arma 3
austin_medic added a comment to T81841: [!NOT FIXED] 3D model of the terminal at the airport of Altis has problems..

resolution is set as not fixable. Funny thing is it is fixable if the level designer would do a bit of fiddling to attach the three sections of the airport terminal perfectly with no breaks between them.

May 10 2016, 10:43 AM · Arma 3
austin_medic added a comment to T81726: Update faction showcase missions with all new additions.

It would be a nice thing for them to do if theres time to 'go back for it', though not a big need in my opinion.

May 10 2016, 10:39 AM · Arma 3
austin_medic added a comment to T81695: Implement redirectClient script command.

I highly doubt its possible to use this for anything that high scale. It not being possible with the engine is highly likely. Fat chance just like sendUDPMessage this was implemented for the sole perpouse of having the game send extremly simplistic information to an external debugger in something like Visual Studio for testing back in the pre-alpha/beta and was simply left in there so it wouldn't break anything else by being removed.

In most cases older code isn't removed, its just hidden away so nothing uses it and it just sits there.

May 10 2016, 10:39 AM · Arma 3
austin_medic added a comment to T81193: We need a hotkey to start the engine of a helo/vehicle.

you can also simply hit the ascend key (shift by default I believe) and the engine will also start automatically if it was turned off

May 10 2016, 10:23 AM · Arma 3
austin_medic added a comment to T80787: Add Micro Tavor / mTar-21, X95 SMG, X95S, and X95 7.62 and FIA units for the FIA Faction.

Must agree the AAF and FIA need some unique weaponary. Currently they only differ in appearance from CSAT and NATO really.

May 10 2016, 10:09 AM · Arma 3
austin_medic added a comment to T80618: Teach the AI to shoot from buildings (Windows, doors, second floor) in the DLC marksman..

They will fire out the windows of buildings if you use the building positions that are already ingame. No need to create additional memory points in the models when these things already exist. Only thing BI needs to really do is teach them how to get into the building and where to look after they reach the position they want to be at (e.g at the nearest doorway leading outside, out a window). Currently it's possible with scripting but it would be nice to have them do it on the fly.

May 10 2016, 9:59 AM · Arma 3
austin_medic added a comment to T80527: JIP packets are lost sometimes.

This is probably a biproduct of using UDP to send data since its faster and more efficient, but doesn't have any error checking and only sends the data once. It also doesn't bother with setting up a port on the server and the client to send the data since that wastes time. If the packet doesn't get to the destination then it doesn't ever get resent.

May 10 2016, 9:56 AM · Arma 3
austin_medic edited Steps To Reproduce on T80498: AI Pilots are incapable of flying with cargo using LIFT CARGO and DROP CARGO waypoints..
May 10 2016, 9:55 AM · Arma 3
austin_medic added a comment to T80496: banned for 3 days from game crash.

There isn't a lot to go on here. Was this a server ban? or was it a battleye globalban (can't connect to ANY servers).

May 10 2016, 9:55 AM · Arma 3
austin_medic added a comment to T80493: Say3D needs a Global equivalent like call CBA_fnc_globalSay3d to easily play 3D sound on all clients.

I agree. There is workarounds but I'm getting tired of jerry rigging things to work as they should in Arma 3.

May 10 2016, 9:55 AM · Arma 3
austin_medic added a comment to T80289: Bullets case disappear after firing from weapon..

don't need 80 metric tons of bullet casings laying all over the map after a few firefights. it'll just slaughter FPS even more.

May 10 2016, 9:48 AM · Arma 3
austin_medic added a comment to T80196: Zeus - Grouped Object Rotation Stacks All Objects In One Place.

Looks like this ticket got sucked into the black hole just like so many others that get dropped somewhere in the chain between devs that are on here and ones that are doing bug-fixes. This is why this game is such a banged up third-world car nowadays with the blue hood and rusty red paint job.

May 10 2016, 9:45 AM · Arma 3
austin_medic added a comment to T80196: Zeus - Grouped Object Rotation Stacks All Objects In One Place.

I must agree. It is an issue, and another one they refuse to fix even though its been assigned. One of those cases where it gets assigned to the manager then he never has the care to assign it to anyone else in the team who is actually going to fix it (Like Moricky).

May 10 2016, 9:45 AM · Arma 3
austin_medic added a comment to T80196: Zeus - Grouped Object Rotation Stacks All Objects In One Place.

you can save in zeus too if you have the scripting knowledge to pull it off. Anyhow, any update on when this is getting fixed?

May 10 2016, 9:45 AM · Arma 3
austin_medic added a comment to T80196: Zeus - Grouped Object Rotation Stacks All Objects In One Place.

I can confirm this is happening. I've lost literally hours of work over the past few days when working on an exporting script for zeus. Not to mention how poorly coded the snapping functionality is (if it is even supposed to exist). When I try to walls next to each other now they don't even get remotely close to each other, one always snaps like 3 meters apart from the other one. Though this appears from my testing, it ONLY occurs in single player or editor. In Multiplayer this snapping does not happen at. all. Tested on BIS's zeus servers.

May 10 2016, 9:45 AM · Arma 3
austin_medic added a comment to T80187: Separate kill feed and chat window.

It would be nice indeed. Though there is scroll up functionality for the chat window (use the chat key to bring up the message bar, then hit page up to scroll up in the history, it goes back quite a long ways)

EDIT: I see somebody above already posted it. I believe you can also make the chat window larger or smaller by editing the UI element sizes for your profile, thus allowing more text to fit on the screen

May 10 2016, 9:45 AM · Arma 3
austin_medic added a comment to T79884: multiple selected Objects are crunshed together if you try to move them..

There is already tickets related to this problem and they've been Ignored by Bohemia completely.

May 10 2016, 9:36 AM · Arma 3
austin_medic added a comment to T79812: Sub-Surface structures.

I'd assume this could be possible in terrain builder to create a diagonal "sink hole" then pretend thats a tunnel, and build your facility into the side of a hill or something since it would all need to be above sealevel.

Being able to do things like trenches and stuff without them being above ground would be nice, but I don't think its possible with how far the engine has evolved already (RV needs to go into retirement after they're done with A3 and DayZ in my opinion), alot of the code for handling terrain is probably burried real deep, and it would be a hassleto rip it all out to redo it.

May 10 2016, 9:33 AM · Arma 3
austin_medic added a comment to T79644: Game crashes without any error box saying it stopped responding - errors in config for Mi-290 Taru.

this error has since long been resolved. needs to be closed.

May 10 2016, 9:28 AM · Arma 3
austin_medic edited Steps To Reproduce on T79644: Game crashes without any error box saying it stopped responding - errors in config for Mi-290 Taru.
May 10 2016, 9:28 AM · Arma 3
austin_medic added a comment to T79611: FPS KILLER VEHICLES.

This problem has been here since they put in AA vehicles, and jets for that matter too. Anything that fires lots of bullets really fast (with the exception of the minigun on HELICOPTERS, probably because the rounds on them don't explode on impact) has this issue. The sound dupes way too fast and for some reason that bogs down everything else, causing FPS to drop to 0 while the game waits for the spamning of sounds and commands to stop.

It's very easy to dupe it every single time.

This problem also happens in SP and MP, it doesn't matter where you do it. It happens regardless of what environment you do it in, though in MP it does swamp every client to my knowledge, not just one thats firing.

May 10 2016, 9:27 AM · Arma 3
austin_medic added a comment to T79600: Please give for player the opportunity to disable AutoSave..

You can turn it off in settings too I believe under your Profile.

May 10 2016, 9:27 AM · Arma 3
austin_medic added a comment to T78885: Invisibility + invincibility.

I can confirm this is a new bug. There is a problem with the client being able to send get out data with vehicles to the server (probably because they didn't change something important when undoing the gauranteed network messaging), usually for me anyway it happens after about 20 minutes. Was on a dedicated server, friend showed on my screen as sitting in a truck, while he told me he was over 600 meters away. I spawned another truck where he said he was just to see what would happen, sure enough when he jumped in that truck I spawned, his character warped over there and out of the old vehicle he was in.

May 10 2016, 9:03 AM · Arma 3
austin_medic added a comment to T78870: Side mirrors bugs and problems.

Agreed. This is very lazy on Bohemia's part, whats the point of even having this functionality in the engine if it won't be used?

May 10 2016, 9:03 AM · Arma 3
austin_medic added a comment to T78859: Massive crash players on my server.

looks like its a BEClient.dll related crash, I've been getting these as well. Usually after 30 or 40 minutes of gameplay (of course this happens after the netcode seems to break, certain actions with vehicle (Get in and get out), end up not being sent to everyone else on the server). The problem probably isn't visual in any way. It's something that is going on "under the hood" with BE.

May 10 2016, 9:02 AM · Arma 3
austin_medic added a comment to T78846: [RC3] beclient.dll causing CTD Exception code: C0000005 ACCESS_VIOLATION at 300B22F6.

It would appear they have put up a release candidate patch for the problem, heres the link:

http://steamcommunity.com/games/arma3/announcements/detail/146686309998241261

May 10 2016, 9:02 AM · Arma 3
austin_medic added a comment to T78710: BIS_fnc_moduleCAS broken after release of 1.26.

+ 1 to the above. It is still broken.

May 10 2016, 8:58 AM · Arma 3
austin_medic added a comment to T78536: CLOSED.

Don't think anything can be done about this. It's hardly a feature, more of a quirk of the engine that probably can't be fixed because where the problem lies is so deep inside the engine it'd be impossible to fix it without breaking countless other features.

May 10 2016, 8:54 AM · Arma 3
austin_medic added a comment to T78304: Quadbike Driver should have graceful death animation.

Well the guy on the quad technically should ' fall off' of it after hes dead. An animation would look hilariously out of place if the bike was going too slow or too fast.

May 10 2016, 8:48 AM · Arma 3
austin_medic added a comment to T77939: Weapon sway goes at 4 times its normal speed..

You really should include more information as to what the problem is... One sentence isn't really going to get the developers to change anything.

Anyhow, I personally don't really notice a difference with weapon sway in the update, therefore I think its fine.

May 10 2016, 8:39 AM · Arma 3
austin_medic added a comment to T77840: Zeus place more effects modules.

I agree, these should be added. Though it would probably be easy to hook it up in an addon as well, but if BI is adding new effect modules they should be added to zeus as well, not excluded.

May 10 2016, 8:36 AM · Arma 3
austin_medic added a comment to T77645: Include scripted ragdoll effects.

This would be nice to get some control over this feature. It seems some of this stuff that was jammed into the game and is kinda botched to say the least is just being ignored by the devs now because of how messed up it is.

May 10 2016, 8:31 AM · Arma 3
austin_medic added a comment to T77092: Global chat is laggy in almost every server.

Well something like that wasn't listed as a "feature" (and you don't create features to not list them on the box or somewhere.) and dropping codec quality seems to help it.

May 10 2016, 8:18 AM · Arma 3
austin_medic added a comment to T76961: Should be able to jump cinematics [resolved by Koala].

I believe you can already do this if you cared to look hard enough. When the cinimatic starts press escape and there should be a few buttons in the menu in the lower left corner that allow you to skip the cinimatic.

May 10 2016, 8:14 AM · Arma 3
austin_medic added a comment to T76756: Flares are useless (launcher).

If you wanted to you could probably jerry rig the game and make a script that has a lightpoint then attach it to a flare that you spawn, but it should be more bright automatically and not need to be done by the mission maker.

May 10 2016, 8:08 AM · Arma 3
austin_medic added a comment to T76699: AI Pathfinding Issues [PRIMARY REPORT].

Believe I found a spot right outside Agia Marina on the road by the Gas Station, it would appear AI refuse to navigate around objects that may be blocking the road in that specific location, they just stop nearby and refuse to move on their own again.

EDIT: It seems they are able to get around the object in the road, but they stop once they are around it

edit edit: it would appear that the sign at the gas station, or the bush beside it is causing the main problem with the AI not being able to continue on his route.

May 10 2016, 8:06 AM · Arma 3
austin_medic added a comment to T75959: Get rid of the camera's pitch limit in Zeus.

I must agree. The limit makes it difficult to place units in the sky like helicopters. The thing will only go so high before I'll need to move the camera then have the helicopter move 100000 meters away because the mouse moved a tiny bit, where as if I was able to look up then that wouldn't have happened.

May 10 2016, 7:48 AM · Arma 3
austin_medic edited Steps To Reproduce on T75929: AI floats about 2 feet off the ground when doing `this switchmove "Acts_WalkingChecking";`.
May 10 2016, 7:48 AM · Arma 3
austin_medic added a comment to T75603: illuminated blood on the ground loses its color.

low hanging fruit for any dev who wants to tweak the texture of this to fix the bug.

May 10 2016, 7:40 AM · Arma 3
austin_medic edited Steps To Reproduce on T75423: Mission Randomly Restarts. 'Mission Failed' Message pops up, then the game resets and sends everybody back to the lobby..
May 10 2016, 7:35 AM · Arma 3
austin_medic added a comment to T73740: Game crashes with either arma3 stopped responding or the display driver stops working, crashing the game in the process..

It appears after a full game reinstall the problem has disappeared. Maybe that error i was getting ingame before the crash was related to something in one of the config files that got corrupted or something.

May 10 2016, 6:50 AM · Arma 3
austin_medic edited Steps To Reproduce on T73740: Game crashes with either arma3 stopped responding or the display driver stops working, crashing the game in the process..
May 10 2016, 6:50 AM · Arma 3
austin_medic added a comment to T72784: Sometimes textures on buildings appear black.

I notice this happens for me after the texture on the building has been flickering between two different shades for > 10 seconds, if I take a few steps back from where it started happening the texture returns to its normal state and the flickering stops as well.

May 10 2016, 6:21 AM · Arma 3
austin_medic added a comment to T72766: Gamespy Connections.

This is adding onto the post above... It seems some servers are just randomly restarting on their own. Nobody is doing it on Rcon nor through server control. The server just does it by itself. BE logs show no hackers. I heard somebody even empied their server when this was happening, sure enough, it restarted itself again even though it was empty with only the guy who owned it on the server. This is happening every few minutes as well... Nothing is logged that shows anything that invovles a restart. I'll try to get some logs on here incase somebody wants to go digging around in loads of code.

On top of that, some servers are also dropping clients (people getting no message received) randomly as well. This usually happens for about 60 seconds before the server gets the random restart...

May 10 2016, 6:20 AM · Arma 3
austin_medic edited Steps To Reproduce on T72135: SimulWeather commands not documented/have strange behaviour.
May 10 2016, 6:05 AM · Arma 3
austin_medic added a comment to T72078: nearestBuilding crashes the game with Altis.

It seems almost all of the nearest commands (nearestObject,nearestBuilding) are broken so they crash the game. Even more strange is that not everybody has the issue. Some people only get lag, others have the whole game crash back to the desktop. This problem is ONLY on Altis. On Stratis the command works as it should with no issues. It never shows any errors, nothing. Theres nothing in the RPT log. I think they might be something if the game creates a dump file somewhere...

May 10 2016, 6:03 AM · Arma 3
austin_medic added a comment to T71814: When flying through clouds, they show as a sphere shape around the aircraft. The same occurs skydiving..

I can confirm this is an problem. Tested it with a custom AC-130 mod and same thing happens. Clouds avoid the plane by going into a sphere shape and continually move away from me as I fly around.

May 10 2016, 5:56 AM · Arma 3
austin_medic added a comment to T70526: Some people do NOT like the new commands put into the scripting part of ArmA 3.

Before you could just use _DP = floor (random 10); which would return a random whole number between 1 and 10. Now you need to declare the variable as well... so you would also need to do _DP setVariable ["random 10"]; and even then that appears not to always work... in the way of the game still saying its undefined, even though it is...

May 10 2016, 5:16 AM · Arma 3
austin_medic added a comment to T70526: Some people do NOT like the new commands put into the scripting part of ArmA 3.

Also worth noting once again that lots of people like to do fluent coding. if you already know what _DP for example equals... Why would you want to declare it??????

May 10 2016, 5:16 AM · Arma 3
austin_medic edited Steps To Reproduce on T70526: Some people do NOT like the new commands put into the scripting part of ArmA 3.
May 10 2016, 5:16 AM · Arma 3
austin_medic edited Steps To Reproduce on T70062: BIS_fnc_MP breaks after a time and eventually stops sending anything over the network..
May 10 2016, 4:58 AM · Arma 3
austin_medic added a comment to T70062: BIS_fnc_MP breaks after a time and eventually stops sending anything over the network..

Well, there is a theory that is apparently confirmed that kiddies with scripts can break the function... Tonic ended up posting some code that apparently stops it from happening... soo...

May 10 2016, 4:58 AM · Arma 3

May 9 2016

austin_medic added a comment to T61369: Realistic Wounding System.

penalties already did exist from a2, damage to arms head and torso reduced aiming capability and increased fatigue heavily, same in a3, in a2 and a3 it seems also if you take enough leg damage you wont be able to run and only walk until you get treated. Anyhow any type of medical system is better than the hilariously simplistic FAK/medkit system we have now.

May 9 2016, 11:03 PM · Arma 3