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Thread: Wasteland .9g Test Reports Thread
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03-29-14, 01:01 PM #1
Wasteland .9g Test Reports Thread
Post your observations/bugs/issues in this thread for the pre-release V .9g running on our TPG server.
Try to be as specific as possible so we can help AgentRev tweak and fine tune it prior to full release.
Have fun!Sent from an undisclosed location.
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03-29-14, 02:27 PM #2
Re: Wasteland .9g Test Reports Thread
Stores need a way to sell items in proximity. Spare ammo and other items that you want to sell, but don't necessarily want to sell your uniform or backpack to get rid of it. Possibly an in-store crate for selling? Currently you can sell the contents of a crate, but only if you have brought one there.
Icons for group members are too large.
For AI controlled vehicles (Armed Money Shipment), if they eject all the vehicle still belongs to them. Unable to hop in and take control until the mission is complete. This is a problem because there are two vehicles, the other AI vehicle may continue driving onward leaving the first vehicle behind.
Windows key for player names would be a nice addition.
Killed an AI gunner for chopper and they didn't eject from their gunner position. Unable to man the gun. Also occured with a disconnected player.
Player names (at least for groups) would be useful on the map screen.
UAV equipment is CSAT specific only. Should be open to all.
AI Objectives when completed drop their crates on the last killed AI, instead of in the vehicle inventory or near it.
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03-29-14, 04:23 PM #3
Re: Wasteland .9g Test Reports Thread
I will add more selling options in the future, but for now you can also use a quadbike for selling stuff like crates.
The issue is most likely your Arma 3 UI scale set to "Large", I code and test using the "Small" scale. I can however change it so the icons are the same size across all scales. I'm also trying to fix issues with dialogs not looking consistent on screens that are not 1920x1080 on "Small" scale.
This will be fixed in v1, I am in the process of rewriting the entire code behind missions.
I'll look into that.
I don't know about player names for all team members, this seems too Call of Duty-ish to me, however I will consider it for group members.
You were probably playing on CSAT then, because stores only shows UAV equipment that belongs to your team; this is due to the AI that controls the UAVs having issues when interacting with players that are not on the same side as them.
One notable example that occurred during early testing was me being on Blufor, purchasing a CSAT UGV Saif RCWS; the thing started shooting the crap out of me after I got out of the vehicle store.
Anyway, all the UAVs available are exactly the same for all sides, only the paintjob is different.
This is intended, as AI vehicles can often get destroyed during the mission, and if you kill a lone AI who's running away and it turns out to be the last one to complete the mission, trying to find back the vehicle from where he came from to get the crates would be a pain in the ass.Mitch27 liked this post
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03-29-14, 05:50 PM #4
Re: Wasteland .9g Test Reports Thread
Some of the usual; can't remove first aid kits directly from a vehicle. Have to drag to ground first. Someone tried both base and crate saves, but didn't seem to work. Gone after restart.
ALso had a weird one that we couldnt rerplicate however; indie and opfor designations got mixed up. DB was lead for a two man indie group, then switched to Opfor. HIs old groupmate could still see his icon, as green. ALl opfor player group icons were green and opfor capture points turned to green and not red. BOth opfor and indie got the $300 capture bonus! Opfor guys left the game and came back, which fixed it.Sent from an undisclosed location.
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03-29-14, 06:27 PM #5
Re: Wasteland .9g Test Reports Thread
Arma 3 bug, I have no control over this.
Fixed, should work after next restart
I see the problem here, the issue is that DB remained in your group after he switched over to Opfor, but the group was still belonging to Indie. Territory capture is based on your group side, so even thought he was now Opfor, he still belonged to an Indie group, which is why he also received the money. I will fix this by reseting the group when going back to lobby.
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03-30-14, 11:04 AM #6
Re: Wasteland .9g Test Reports Thread
Two more:
Unable to tow vehicle with heli. Tried with an Orca and Hunter. Got the yellow scroll option to do, but never could get it to work.
Selling quad contents at gunstore; unable to do. Tried from both the store menu and holding the quad, pointing at store clerk.
Thanks Rev!Sent from an undisclosed location.
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03-30-14, 11:12 AM #7
Re: Wasteland .9g Test Reports Thread
Rev, any thoughts on increasing the number of spawn towns? If it is an FPS issue I would rather see more spawn towns with vehicles and less loot in the buildings. The current set up seems more in line with breaking point and not A3?
General Thoughts (Opinion):
Remove tanks and armed choppers from the stores or double their cost.
Reduce the number of diving missions or their likelihood.Last edited by Nuckle; 03-30-14 at 11:18 AM.
Mitch27 liked this post
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03-30-14, 04:43 PM #8
Re: Wasteland .9g Test Reports Thread
At last THE mission has arrived! Greeeaaat!
Here are some of my suggestions to make the mission a bit more "wastelandie" ( if thats even a word )
NO plane spawns, heli-spawns = RARE. No MBT and gunship-missions (slammer t-100, blackfoot and kayman)
A loose suggestion to the "capture area-system" might be to have it spawn a "low-tire" vehicle i.e an armed offroad or a little-bird or something like that. And if it wouldent impact server-performance, maybe have the areas occupied by some AI from the start (4-8 maybe) and when its capped, spawn in some friendly guards for the "owners"
Mission suggestion : SQUAD WEAPONS-mission. Could be like the downed-heli, armed-convoy, whatever really. Only the reward is different. .50-static, GMG, mortar or the static launcher-editions . That i would very much like Sir.!
Bug : Statics weapons gets gets you kicked by battle-eye if you try to dismantle (create vehicle restriction or somthing like that) Not sure if this has anything to do with this mission though.
Anyways, thanks for your dedication there Rev!
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03-30-14, 08:43 PM #9
Re: Wasteland .9g Test Reports Thread
When using a Medikit, when at a high health amount (In this case, 98) you are not healed to the full 100, but still constantly receive the notification that you need to heal. Taking damage to a lower amount and then healing, brings you up to 100.
Unable to chat in game while waiting for GUI to complete when deploying spawn beacon. Also occurs when eating, (possibly other actions as well). Workaround is to toggle voice chat (double tapping caps lock) then toggle off when done speaking.
https://www.youtube.com/watch?v=HBJG...ature=youtu.be
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