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savedbygrace
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User Since
Mar 6 2013, 1:08 AM (610 w, 4 d)

Recent Activity

May 11 2016

savedbygrace edited Steps To Reproduce on T113528: Smoldering fire unable to rekindle without kindling.
May 11 2016, 7:00 AM · DayZ
savedbygrace edited Additional Information on T113527: Incomplete Railway Section.
May 11 2016, 7:00 AM · DayZ

May 10 2016

savedbygrace edited Steps To Reproduce on T89152: Gate Action Icons Reversed.
May 10 2016, 4:47 PM · DayZ
savedbygrace added a comment to T87202: Night time can be easily cheated away with gamma/brightness sliders for night vision.

I don't mind the night but the flashlight does not work properly while indoors. The beam should cast more ambient light around the room since the beam is bouncing off of lighter or reflective sources. Similar to the way the roads and rails light up when you shine your beam down them; that's how the rooms should light up.

May 10 2016, 3:21 PM · DayZ
savedbygrace added a comment to T87083: Some spawned gear is unreachable.

That image with the M4 was in a barrack. I attempted every way I could think of to reach it but no dice. The proximity of the door and walls to the bed prevent prone turning.

May 10 2016, 3:16 PM · DayZ
savedbygrace added a comment to T86764: Climbed to the Top of a Ladder, went to climb back down and got flung off and sent back up to the top of the ladder and Killed..

Similar situation for me. I was climbing the ladder on the top floor of an apartment building and once I got to the top, it flung the character back down the ladder, causing injury.

May 10 2016, 2:37 PM · DayZ
savedbygrace added a comment to T86685: Put the flashlight on the floor (turned on) and grab it back the light spot stills on the same place.

I equiped my rifle without turning my light off and the light source remained behind when the device was removed from my hand. In the image you can see that my rifle is equipped(with no flashlight) but the beam is still on the ceiling.

May 10 2016, 2:32 PM · DayZ
savedbygrace added a comment to T63715: Light bulbs are hot even whan its mid day.

I can confirm that with regular vision, the light bulbs look as though they are burning during daylight. That's not necessarily a bad thing though, because in prior titles, there was never a texture which showed lights on during the day. At least now, it looks more realistic, so long as that texture is replaced when the bulb is destroyed.

May 10 2016, 12:51 AM · Arma 3
savedbygrace 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 developers have the correct line here. If you guys get what you want, then you would explode, along with all collateral damage if a rocket or grenade goes off near you. Trucks, ammo caches and entire bases could be consumed by stray projectiles.

If anything should be changed, explosives should be chain able to achieve a larger explosion. This can be done with class name checks when a device is positioned to see if another is within a meter or so. If so, an option to chain to the existing object should be presented along with the set timer action.

If it is not chained with the existing, the material should be rendered useless as the consumable material is burned in the blast.

If neither are detonated, the device should be able to be disabled by engineers of any side and added to their own inventory for re-use.

May 10 2016, 12:19 AM · Arma 3

May 9 2016

savedbygrace added a comment to T62290: Cricket sounds are buzzing.

It sounds fine to me. I've heard the insect before, though I can't identify it for certain what it is. Most likely a cicada, locust or different type of cricket/grasshopper than what your use to hearing.

May 9 2016, 11:54 PM · Arma 3
savedbygrace added a comment to T61925: [Suggestion] Touch Off Explosive should be tied to an item..

I definitely agree to this. Can you imagine an OPFOR placing a device somewhere, sprinting away to detonate the device and getting KIA before doing so? Imagine then one of the BLUFOR comes along, dodie dodie do,"Ooh, a clacker!" *smiles*, squeezes and blows his team up near where the device was planted. OFPOR achieves goal, even in death.;D

May 9 2016, 11:36 PM · Arma 3
savedbygrace added a comment to T61050: No footstep sounds when walking on certain objects..

I had this issue as well, notably on the steel, diamond plate walkways of the dome at M-26

May 9 2016, 10:40 PM · Arma 3
savedbygrace added a comment to T60847: Slow Walking Disrupted with Lateral Infantry Movement.

I have since discovered that pressing the back key "S" while holding the forward key "W" will lock the slow walk in to allow lateral movement along with the forward. Pressing it again will unlock it. This is certainly an awkward combination but at least it exist. Thank you and sorry for the premature report.

May 9 2016, 10:17 PM · Arma 3
savedbygrace edited Steps To Reproduce on T60847: Slow Walking Disrupted with Lateral Infantry Movement.
May 9 2016, 10:17 PM · Arma 3
savedbygrace added a comment to T60401: Infantry auto stand-up while crawling near low walls/stone hedge.

This same misfeature occurred in former titles as well and is not exclusive to rock walls but other obstacles that units can walk over normally. It's very annoying to have the engine stand a unit up at the worst possible time. I think it could be fixed by adding an animation for it because without an animation, its likely the unit will follow the angle of the object if prone is allowed.

On a side note, it's annoying that the player can actually walk over these walls normally without the V step anyhow. If, in the midst of a fire fight, the player approaches the wall too quickly and remains in a combat squat, he promptly steps up onto the wall, in the line of fire rather than using the wall for its intended purpose, cover.

May 9 2016, 9:43 PM · Arma 3
savedbygrace added a comment to T60222: SP Missions not recognized in the Missions folder.

Relax guys. This feature has existed in every BI title since OFP. They'll get it working, just don't argue in the bug report notes.

May 9 2016, 9:35 PM · Arma 3
savedbygrace edited Steps To Reproduce on T60222: SP Missions not recognized in the Missions folder.
May 9 2016, 9:35 PM · Arma 3
savedbygrace added a comment to T60141: Cannot Shoot through Windows.

Hmmm, its true for most buildings. I have discovered a 2 story structure where the glass behaves as expected. You can shoot through either side at any time during the breaking process. First shot reveals no immediate damage, usually. Second shot fractures the glass, third causes bullets holes and more fractures, fourth causes breakage with visible shards(very cool). There was another one story structure(cant recall which one), that allowed damage through it for the first four shots an then no damage after, although it never displayed the breaking process. The others allowed no damage, and displayed no breaking process.
Third shot = http://imageshack.us/a/img715/7346/arma32013030721421236.jpg
Fourth an final shot = http://imageshack.us/a/img59/8099/arma32013030721422029.jpg

May 9 2016, 9:28 PM · Arma 3
savedbygrace added a comment to T60085: Blood in water.

This would add no less strain on CPU/GPU than any other particle effects used in the air. It would allow a visible indicator that you actually hit the individual, and if a visible cloud of bloody sea water induces fear into the player of nearby sharks, the game play and their immediate goal would change significantly. Sharks ARE most likely going to arrive soon, since BIS has the animations for fish and using eventhandlers to spawn sharks near the area and pushing them toward the blood cloud can add tremendous strategic layering to a mission designers work.

And to those who claim this is only aesthetics; The whole purpose of the game is aesthetics, it is SUPPOSE to be entertaining.

May 9 2016, 9:25 PM · Arma 3
savedbygrace added a comment to T59444: Snakes can open doors.

Tried it with bunnies but they walk through walls and doors. Then I was able to actually view this myself. Captured a video of it.
http://youtu.be/IMgrJekHaVY

May 9 2016, 6:55 PM · Arma 3
savedbygrace added a comment to T59165: Vehicles Move Faster in Reverse than Forward.

No sir, different issue altogether. I am highlighting the lack of power a vehicle has while on an incline, not torque. There will always be a slow down when weight is considered but for a vehicle to come to a complete stop on a gentle slope is not practical at all, especially if you can whip it right around and conquer the incline in reverse.

May 9 2016, 6:42 PM · Arma 3
savedbygrace edited Steps To Reproduce on T59165: Vehicles Move Faster in Reverse than Forward.
May 9 2016, 6:42 PM · Arma 3
savedbygrace added a comment to T59165: Vehicles Move Faster in Reverse than Forward.

No, I don't think so. The way it behaves is nothing like past games where the vehicle would slow, but never this bad. I am confident that it's just a config tweak. They'll get it.

May 9 2016, 6:42 PM · Arma 3
savedbygrace added a comment to T59079: Ifrit vehicle physics bug when turning at high speeds..

Here's another example video captured from a different perspective.
http://youtu.be/5RC9aRicZmM

May 9 2016, 4:18 PM · Arma 3
savedbygrace added a comment to T59044: Incorrect IFRIT Passenger Animation.

Sorry guys, I didn't see the search feature before. I'll make sure I check for tags next time.

May 9 2016, 4:16 PM · Arma 3
savedbygrace edited Steps To Reproduce on T59044: Incorrect IFRIT Passenger Animation.
May 9 2016, 4:16 PM · Arma 3
savedbygrace added a comment to T58958: Tires screeching while breaking on every surface.

Its not squeaking but rather the friction sound of rubber tearing at pavement. Not only is it out of place on dirt, sand and grass but it should be reserved for takeoff or abrupt stopping on pavement, when speed decreases rapidly.

May 9 2016, 4:09 PM · Arma 3
savedbygrace added a comment to T58899: Land vehicles when acceleration gears up like someone that has never driven with a stick before..

I agree with this on the sound transition for the quad bike. There seems to be no smooth transition sounds for gearing up or down yet. It increases in rpms and then quiets to allow the continuous idle sound to be heard before playing another gear rev. The speed doesn't appear to match the sound either.

May 9 2016, 4:05 PM · Arma 3
savedbygrace added a comment to T58798: Getting stuck in rocks..

Looks like it. But frosty submitted his first.

May 9 2016, 3:33 PM · Arma 3
savedbygrace added a comment to T58798: Getting stuck in rocks..

I experienced this with vehicles as well. The vehicles would ride over some boulders without touching their face. Others would allow the vehicle to sink into it. The area that I was messing around in was around the Spartan shield. The rock that allowed my vehicle to sink into it was close to the docks at the village near the Spartan shield.

May 9 2016, 3:33 PM · Arma 3
savedbygrace added a comment to T58701: Soldiers try to change stance around fire.

Just replicated this myself. I placed a fireplace and then circled it with units. Placed some units further away and then lit it with a script. All but one unit within 29 meters began to change back and forth between two animations. The one unit that did not was 28 meters away. Was able to repeat by switching the fire off and on again. Player and AI are both affected.

May 9 2016, 3:26 PM · Arma 3
savedbygrace added a comment to T58682: AI can't fight on bridges.

Hmm, yep, it is the same issue. This one was posted before the issue number you give above. Wouldn't hurt to merge them together, if possible.

May 9 2016, 3:25 PM · Arma 3
savedbygrace added a comment to T58682: AI can't fight on bridges.

AI have always, ALWAYS, gone crazy on elevated terrain such as setpositioned objects. Bridges, piers, dams, etc. It's existed from OFP and I probably one of the lowest priorities to BIS. Too bad though.

May 9 2016, 3:25 PM · Arma 3
savedbygrace added a comment to T58463: Better support for binding modifier keys with mouse buttons / wheel.

I prefer scrolling through actions with my mouse wheel and then selecting the action with my left click mouse button but there is no option to add the user action to the left click mouse button.

May 9 2016, 3:15 PM · Arma 3