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Any chance to see this fixed? (Shell extraction)

 

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10 minutes ago, R3vo said:

Any chance to see this fixed? (Shell extraction)


What exactly do you mean? The shells beeing rendered behind the mesh of the prowler or that they dont have collision?

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37 minutes ago, Redphoenix said:


What exactly do you mean? The shells beeing rendered behind the mesh of the prowler or that they dont have collision?

The first one.

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Aiming deadzone is still broken in latest dev build, any idea when or if this will be fixed ? 

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I just remembered that something isn't quite right with the FFV radius of the commander in the Gorgon. There is absolutely nothing blocking my way, yet...

 

 

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the "Fixed: The RCO, MRCO, ARCO and ERCO had an artifact on the lens when the sun was reflected from them " Seems to have broken  most of these for the magnified optics..... Seems okay in Arsenal with a few (the black and green hex ARCO for example) but others seem opaque

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Some feedback for consistency purposes in the DLC browser:

 

Malden DLC doesn't have a preview video like everything else does.

Apex DLC doesn't have Showcase VTOL listed under singleplayer content.

Only Tac-Ops DLC and Laws of War DLC seem to have achievements listed in the browser.

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rpt spam

Quote

Strange convex component65 in a3\rocks_f\sharp\sharprock_wallh.p3d:geometryFire
Strange convex component06 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
Strange convex component05 in a3\rocks_f\sharp\sharprock_spike.p3d:geometryFire
Strange convex component119 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
Strange convex component103 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView

 

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8 hours ago, petek said:

the "Fixed: The RCO, MRCO, ARCO and ERCO had an artifact on the lens when the sun was reflected from them " Seems to have broken  most of these for the magnified optics..... Seems okay in Arsenal with a few (the black and green hex ARCO for example) but others seem opaque

 

Could you please show me a picture and post the rpt via pastebin?


Edit:
I checked in the internal build and it seems okay. Wait for the next dev branch update and then report again if its fixed or not, please.

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17 hours ago, petek said:

the "Fixed: The RCO, MRCO, ARCO and ERCO had an artifact on the lens when the sun was reflected from them " Seems to have broken  most of these for the magnified optics..... Seems okay in Arsenal with a few (the black and green hex ARCO for example) but others seem opaque


Just tested on just released dev branch - doesnt happen for me now. 

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Tweaked: Entity locality is now set before the init script call 

Could someone elaborate on this please? What will the implications be?

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What is the new retexture magazine proxy stuff for? Are vanilla weapons getting proxies for mags?

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22 minutes ago, Redphoenix said:


Just tested on just released dev branch - doesnt happen for me now. 

 

Bug seems to be fixed, it was present after yesterday update though.

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1 hour ago, SuicideKing said:

Could someone elaborate on this please? What will the implications be?

According to reyhard on discord ( #scripting)

Quote

reyhard-Today at 09:24

[Public] Entity locality is set before the init script call
 

commy2-Today at 09:35

Does that mean I can use setVariable public and it works now inside the init event?
 

reyhard-Today at 10:20

not sure, it's more about if(local _vehicle)exitWith{}; in init fields

on dedicated server all vehicles were local to everyone during init phase and then changed locality accordingly after mission fully started
so i.e. virtual garage functions were executed on each machine
 

Sa-Matra-Today at 10:24

I think it affected JIP as well
 

reyhard-Today at 10:51

indeed


And in #dev_rc_branch

Quote

reyhard-Today at 17:37

http://feedback.rhsmods.org/view.php?id=3839 here I noticed it for first time
 

reyhard-Today at 17:53

local flag is set before init & init event handler

so yes, it should fix most of those issues
 

SuicideKing-Today at 18:10

reyhard two follow up questions: Is the init field now not run globally? If no, then what happens to code that assumes it is run globally? Like say addactions or eventhandlers?
 

reyhard-Today at 18:11

no, it's just local flag set before init execution

simple as that

local will return proper value for code executed in init field

 

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On 12/7/2017 at 4:10 PM, Redphoenix said:

Please post your feedback here! I need to know if there are still issues with it.
Also, please tell me if anything changed on your performance.

A bit late to the party, but here's a zoomed in recording on dev branch:

90cc9f367d059ad714f5acbe8ef11a26--music-

 

Look at the plant in the center. I can count at least 8-9 LODs. Isn't that incredibily overkill?

If there's absolutely nothing more that can be done, I'm ready to put my mind at peace BI :don13:

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Just now, Fushko said:

A bit late to the party, but here's a zoomed in recording on dev branch:

 

Look at the plant in the center. I can count at least 8-9 LODs. Isn't that incredibily overkill?

If there's absolutely nothing more that can be done, I'm ready to put my mind at peace BI :don13:


Yes, for now its as good as it can be.

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What would be the performance impact of removing LODs completely? So that first of second most detailed LOD is visible regardless of distance?

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11 minutes ago, dragon01 said:

What would be the performance impact of removing LODs completely? So that first of second most detailed LOD is visible regardless of distance?

Tested something similar on the PC on my office - about 25-30fps with all on Ultra. LODs are very important ;)

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20-12-2016 - 03-01-2018

There will not be any Dev-Branch updates until January 3rd 2018. Enjoy the holidays everyone!

 

Oooh! Expectations : The 3rd of January 2018 will be huge update to devbranch from all the hard work during Christmas!! :D

 

 

Just kidding of course :) 

 

MERRY CHRISTMAS BI-Studio!

 

May all your traditions stay true, all your family and friends be of good health and best of wishes into the next year :)

 

Take care, stay safe and remember to always "Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update."

 

Oh, and if you have that extra Christmas spirit, remember to purchase winrar too.

 

See you in 2018!

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https://imgur.com/a/03W7h

 

First two pictures show that something's wrong with the IDAP Van's LOD.

 

The last picture shows a script error at the end of the 2nd "No Hope" mission. The error prevented any progress. So it seems this

Quote

Fixed: Scenario progress could get stuck after resuming an outro of the Beyond Hope operation 

 

is not yet fixed.

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On 19.12.2017 at 9:26 PM, Strike_NOR said:

MERRY CHRISTMAS BI-Studio!

 

May all your traditions stay true, all your family and friends be of good health and best of wishes into the next year :)

All with Christmas.
I liked this tradition. )

ofpny2-jpg.63799

Not enough of this in Arma, or what's new, with fireworks _

 

 

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Can anyone confirm that selecting multiple units in Eden locks of the game for a short time? Somethings wrong here. Tested on dev with no mods.

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4 minutes ago, R3vo said:

Can anyone confirm that selecting multiple units in Eden locks of the game for a short time? Somethings wrong here. Tested on dev with no mods.

I can. 

Also happens with selecting multiple objects.

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