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deniz0790
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User Since
Mar 11 2013, 4:07 PM (340 w, 2 d)

Recent Activity

Sep 18 2017

deniz0790 added a comment to T126725: The Instruction at 0x referenced memory at 0x The memory could not be read.

as silly as it sounds, unplugging my usb headset (just unplug everything but mouse to test) solved this for me and at least two other people !

Sep 18 2017, 8:29 PM · Arma 3
deniz0790 added a comment to T126758: Game crashes on entering any Mission.

read my update pls this may help others

Sep 18 2017, 8:02 PM · Arma 3
deniz0790 edited Steps To Reproduce on T126758: Game crashes on entering any Mission.
Sep 18 2017, 8:02 PM · Arma 3
deniz0790 edited Additional Information on T126758: Game crashes on entering any Mission.
Sep 18 2017, 7:54 PM · Arma 3
deniz0790 updated the task description for T126758: Game crashes on entering any Mission.
Sep 18 2017, 7:51 PM · Arma 3
deniz0790 created T126758: Game crashes on entering any Mission.
Sep 18 2017, 7:50 PM · Arma 3

May 10 2016

deniz0790 edited Steps To Reproduce on T68418: 3D Scope - huge advantage for several players !.
May 10 2016, 3:53 AM · Arma 3
deniz0790 added a comment to T67987: Dramatic changes in gunfire pitch / bad doppler effect implementation.

I had to lol so hard when my buddy told me my gunfire was pitching up as i slowly walked towards him with like 3-5 km/h max ! XD

agreed, this needs fixing, atm it just sounds funny

doppler effect istn even hearable when someone moves towards you with under 20-30 km/h

AND MADDOGX :

0010057 this thread you just closed was no duplicate of 0008592 !
I had a whole different approach ! maybe you should review the two threads and re think your decision !
i was talking about a different problem then in the other thread !

May 10 2016, 3:38 AM · Arma 3
deniz0790 added a comment to T66954: 3D optics peripheral vision problem..

In the current dev build, you implemented 3d-scopes .
Don't get me wrong , they look great !
The big problem is, while being zoomed into the scope, you can look arround using the numpad keys (looking left right up down) or a device like trackIR to look around with full field of view ZOOMED in by the the amount of the scope magnification you are using !

I suppose a fix would be :
Disable the options of looking around outside the scope for scopes with magnification (for example SOS, Arco, RCO) because is it extremely unrealistic and gives several players a huge advantage.

Another option could be to force to zoom OUT, when looking around with your head while zoomed into a scope and zooming back in when releasing the button or returning to center view .

May 10 2016, 3:01 AM · Arma 3
deniz0790 added a comment to T62904: Only own explosives explode, even if they are near ( less than 1 m ) to explosives that someone else planted.

@Zeloran :

I'm getting your point ...
Then other charges should get combat ineffective or destroyed like written on wikipedia ...
also, i'm suppoting the detonator thread that was mentioned, but thats another point...
The thing is : atm nothing happens to a charge planted 10cm from an explosion.

May 10 2016, 12:19 AM · Arma 3
deniz0790 added a comment to T62904: Only own explosives explode, even if they are near ( less than 1 m ) to explosives that someone else planted.

the standard loadout of demolition soldier has 1 explosive charge in the inventory ... by the way

if its c4 used in arma as "explosive charge", thats how its named, you could detonate many c4 charges wth one charge that has a detonator by the way, it only depends on the distance to the other charges...
if they are to far to explode maybe they get ineffective, or maybe nothing happens....

i hope you are getting my point ^^

May 10 2016, 12:19 AM · Arma 3
deniz0790 added a comment to T62904: Only own explosives explode, even if they are near ( less than 1 m ) to explosives that someone else planted.

solution a is what i was getting into,

you could reach that by using damage the charge is getting by nearby explosions, or being able to independly put a detonator on the charge that someone else left there .
i am talking about a way to use charges, that someone of your team planted, in the way i was writing about in the description.

yesterday i was playing a coop mission and my team could not complete it because the building we had to destroy was so massive it needed two or more charges to disintegrate.
we ended up as 3 buddies each planting one charge, as we left the building they got shot .
i touched off the charge , only my charge exploded, mission failed .
they were all on one pile inside the building.

May 10 2016, 12:19 AM · Arma 3
deniz0790 added a comment to T62904: Only own explosives explode, even if they are near ( less than 1 m ) to explosives that someone else planted.

KEEP I MIND :
this was possible in arma 1,2 and OP flashpoint i think

AND using a grenade to destray an anti personnel mine in a hard to reach place would be unrealistic ???
what do the soldiers in afghanistan do to destroy IEDs ? they blow them up dude

keeping this in mind you could take your downvote back or not if youre still in that opinion ^^

May 10 2016, 12:19 AM · Arma 3
deniz0790 added a comment to T62904: Only own explosives explode, even if they are near ( less than 1 m ) to explosives that someone else planted.

also keep in mind chain reactions will not really be possible simply because of the quantity you can carry of these c4 charges as it was always in arma ....

May 10 2016, 12:19 AM · Arma 3
deniz0790 added a comment to T62904: Only own explosives explode, even if they are near ( less than 1 m ) to explosives that someone else planted.

So you mean it is unrealistic, if you coop with other players to destroy some kind of base and your partners die, you cant make the other explosvies explode with your ones planted ?

May 10 2016, 12:19 AM · Arma 3
deniz0790 edited Steps To Reproduce on T62904: Only own explosives explode, even if they are near ( less than 1 m ) to explosives that someone else planted.
May 10 2016, 12:19 AM · Arma 3
deniz0790 added a comment to T62515: Vehichles blowing up without any warning is a bit unrealistic, isn't it?.

this would add some realism, but you would have to separate normal damage or gunfire from for example AT rockets hitting a car cause that would cause an immediate explosion still....

May 10 2016, 12:04 AM · Arma 3
deniz0790 added a comment to T62490: Driver in vehicle appears dead.

noticed this two, some players entering a vehicle appear in the dead pose when appearing inside

May 10 2016, 12:02 AM · Arma 3

May 9 2016

deniz0790 added a comment to T62355: Rain in buildings.

really about time to tweak this out ... 12 years old XD

May 9 2016, 11:57 PM · Arma 3
deniz0790 added a comment to T61565: Magazines of 30 bullets are the same size (visual model) as those of 100 bullets.

changing that would be nice, although priority is not "high" as its not affecting gameplay

May 9 2016, 11:12 PM · Arma 3
deniz0790 added a comment to T59905: Game freeze while connecting to a server lobby.

same problem !

May 9 2016, 7:18 PM · Arma 3
deniz0790 added a comment to T58441: [Alpha] Quadbike- when turned over, the player doesn't recieve any damage.

agree with Kol9yN not dead, but injured, rag doll -> prone

May 9 2016, 3:15 PM · Arma 3