Bug List – ArmA: Armed Assault Talk

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''Solution:'' After a certain threshold (5 kills?), the TK-ratio is measured... if it is > 0.5 -> kick with text to the player. If it was not on purpose - nice, he learned some lesson. If it was on purpose - well, it was deserved. [[User:Weasel75|Weasel75]] 04:00, 27 December 2006 (CET)
''Solution:'' After a certain threshold (5 kills?), the TK-ratio is measured... if it is > 0.5 -> kick with text to the player. If it was not on purpose - nice, he learned some lesson. If it was on purpose - well, it was deserved. [[User:Weasel75|Weasel75]] 04:00, 27 December 2006 (CET)
: Non-feature/wish. --[[User:BigDawgKS|Big Dawg KS]] 19:02, 27 December 2006 (CET)
: Non-feature/wish. --[[User:BigDawgKS|Big Dawg KS]] 19:02, 27 December 2006 (CET)
* Here is an excerpt from my RPT file.  I hope it is appropriate to post it here.
<div style="background:#cdcdf9;border:1px solid #cfcfff;padding:1em;padding-top:0.5em;padding-bottom:0.5em; color:black;">
=====================================================================
== D:\Program Files\Bohemia Interactive\ArmA Demo\ArmADemo.exe
=====================================================================
Exe version: Mon Dec 25 02:10:26 2006
Cannot register unknown string STR_MSG_RESTART_NEEDED
=======================================================
Date: 12/25/06  Time: 02:10:56
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 00BD1451
Version 1.03.5109
Fault address:  00BD1451 01:007D0451 D:\Program Files\Bohemia Interactive\ArmA Demo\ArmADemo.exe
file:   
world:    SaraLite
Prev. code bytes: 45 CC 8B 45 F8 89 45 8C 8B 45 8C F3 0F 10 45 C4
Fault code bytes: F3 0F 11 00 8B 45 8C F3 0F 10 45 C8 F3 0F 11 40
Registers:
EAX:10640000 EBX:00000001
ECX:10640000 EDX:10640000
ESI:01ECEE34 EDI:10055F10
CS:EIP:001B:00BD1451
SS:ESP:0023:01ECC97C  EBP:01ECCA48
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00010246
=======================================================
note: Minidump has been generated into the file C:\Documents and Settings\....\Local Settings\Application Data\ArmA Demo\ArmADemo.mdmp
</div>


==Multiple reports about same bug==
==Multiple reports about same bug==

Revision as of 20:01, 27 December 2006



Questionable Bugs

Are they really bugs or should they be removed?


Older Entries

Subsonic (Silenced) Ammunition

Currently, silenced ammo, that is presumed to be subsonic, generates supersonic cracks. Maybe it's a bug, maybe it's a engine limitation. I suggest adding a wish list entry for config boolean isSupersonic, or something like that. Opinions? --Sniperwolf572 22:43, 15 December 2006 (CET)

Add it to the audio bugs list, and possibly your wish to the wishlist. then clean this up. :) hoz
Supersonic crack is generated only when ammo is moving at supersonic speed. There is no need for any flag. Some silenced weapons really do fire supersonic rounds. Which weapon / ammo do you think the behaviour is currently wrong? --Suma 13:05, 18 December 2006 (CET)
I've looked trough the config, and noticed that you can assign different sounds to cracks too, so my wish is already there. Since we have two types of ammo for the M4, and weapon sounds are assigned to weapons now instead of ROF and magazines, SD ammo would be a logical choice to have subsonic ammo for M4. SD ammo for M4 currently generates cracks. I also believe that MP5SD6 uses subsonic ammo (currently generates supersonic crack), and there are also two magazine types for it (MP5 mags are not "named", small bug which I will submit), so I'm assuming one is SD, and could be made subsonic. I'm not sure about other weapons, but, since weapons now determine sounds and not magazines, I would suggest making all magazines that have their SD variant subsonic. And we can still use the non SD variants as non-subsonic ammo. --Sniperwolf572 14:54, 18 December 2006 (CET)
To make clear my point - if a config-side fix it is much cleaner to really make the ammo speed subsonic than to disable supersonic crack for ammo to pretend it is subsonic. --Suma 14:59, 18 December 2006 (CET)
Yes, I understand what you were saying, I was just another making a counter-point to my wish. ;) Ammo speed is indeed a cleaner fix. Hence, I suggest making all ammo that has SD counterpart subsonic. For example, 30Rnd_556x45_StanagSD (B_556x45_SD) to be subsonic, but 30Rnd_556x45_Stanag (B_556x45_Ball) supersonic. --Sniperwolf572 15:14, 18 December 2006 (CET)


  • When running the game at 1920x1200 (maybe other 16:10 resolutions as well) the map screen will not fill the screen. The effect seem to be random: sometimes it is placed low/center or low/right with black edges. [v1.02] --Xpz
Please remove this entry, a Catalyst driver update fixed the problem. -Xpz
  • No MP network connection after upgrade to 1.02 1.01 was (and is) fine. [1.02]
    Link to Forum Post. - Iron Eddie - update your firewall settings --SniperAndy
  • When swimming a long distance weapons fall off, except pistol happens with squads too [1.0.1. CZ] - MISTA
Not a bug, but a feature. --Sniperwolf572 18:29, 16 December 2006 (CET)
  • AI can see trough the smoke generated by smoke grenades. Doesn't matter if AI has any prior knowledge of player or other unit behind the smoke. [1.02] -Sniperwolf572
Not a bug but something BIS commented on in the past. It's a performance issue and same as in OFP. Solution would be creating a addon that spawns a invisible object witz a view geo --SniperAndy
  • Nearly every helicopter is able to do loops. Its a urbane legend that only "some" helicopters can performan them. But it is very material intense and very dangerous (the helicopter can "fall" in its own rotor system...). Even a CH-53 can do loopings. http://www.youtube.com/watch?v=VC2E8RJE3Jo [KSK-D]Arbaal 10:31, 16 December 2006 (CET)
Not a bug but a replay regarding choppers being able to do loops now. --SniperAndy
  • Confirming performance drop with v1.02 compared to v1.01 here! v1.02 seems to relinquish some more "task priority" to windows than v1.01 (f.e notepad performance in parallel task on my system is MUCH better now than in 1.01). However I'd like to have the power back in ArmA rather than in Notepad though :-\ cant longer confirm for my system; made a fresh install&patch and looks even better performaing than 1.01. [v1.02] - wiper 17.Dec.06, 00:20 CET
"striked" by user --SniperAndy
  • Missing punch animation. Not a big deal to most, but it is to me!! [1.02] Zombie Mod
Then add to the wish list. hoz
  • No firing sound and firing visuals (muzzleflash, tracer) with MP5 in Multiplayer as spectator.
Not signed. More information would be good like (what does the reporter mean as spectator? As a seagul, using keygetys spectate script?) hoz
  • Placing Unit-Empty-Sounds-Music produces error message "Cannot Load Texture - ca\data\data\vlajka.paa --Taggart
Already reported, no need to include it in the talk page. hoz
  • AI units which follow over bridges (if so, most don't!) tend to fall off the bridge. They constantly look for different paths sideways off the bridge and occasionally move through the balustrade/bridge wall (see also AI bug reports) [v1.02] - wiper16.Dec.06, 18:10 (edit 19:24) CET
Already in AI bugs, fits better there. --Sniperwolf572 16:18, 18 December 2006 (CET)
  • Bullets are not going where they should. I am using the M4 Aimpoint, am prone, and when I use single fire, the bullets do not go to the "dot" most times. If this is FADE then let me know, the only thing I have installed is the Czech->English lang pack. [1.02] -- Zombie Mod
Could not reproduce on two systems. If talking about bullet drop over longer distance, that's more of a feature. --Sniperwolf572 16:18, 18 December 2006 (CET)
  • Sometimes during a game I have to push and hold a key on the keyboard 1-2 seconds to stand up / lay down / reload /etc. Mouse is uneffected. Even the Game is closed I have to push and hold a key to see any effect, normalizing 15-20min after ArmA is closed. Witnessed in 1.01 and 1.02. Mantelmann 19:23, 17 December 2006 (CET)
Never happened on two systems in over a week of playing. Maybe not caused by the game. --Sniperwolf572 16:18, 18 December 2006 (CET)

Template:Bug priority

Removed this item as, no one else has complained about a performance decrease, there is no images or details as to what the performance decrease is. Is it a blocky LOD problem? or Textures aren't loading? hoz
User issue, Eddie solved it, check forum topic. --Sniperwolf572 16:55, 18 December 2006 (CET)
  • Auto-hover in choppers seems to make the chopper rotate left, right on its own accord if you take your hands off the controls (ie: don't move the mouse). It's weird. Wind effects? [1.02] Zombie Mod
It's the tail rotor, if you're damaged it slows down a bit. Taking your hands off the controls might also stop it from automatically compensating for the counter-torque. --Big Dawg KS
Not replicable without damaging the helo. Also noted that this behavior, on my machine, is less notable on auto-hover than just plain hovering helo without auto-hover on. --Sniperwolf572 16:55, 18 December 2006 (CET)
  • Weapons magically stick to dead units [1.02] burns 01:50, 16 December 2006 (CET)
Would this be more appropriate in the wish list? IMO it's not a bug, but a non-feature (that feature being the bodies dropping their weapons). --Big Dawg KS
Same opinion as Kyle. --Sniperwolf572 16:55, 18 December 2006 (CET)
  • First Unit placed in a Helicopter still is placed on the co-pilots seat instead of being placed in the back (or the side of an MH-6). [1.02] -- W0lle 04:10, 16 December 2006 (CET)
I think this is working as designed and not a bug. Its the same way with trucks the cargo position 1 starts in the front seat. hoz
Same opinion as Hoz. --Sniperwolf572 16:55, 18 December 2006 (CET)
  • Placing an Helicopter on the map and removing it's fuel still makes the crew "abandon" it's vehicle and proceed on foot. [1.02] -- W0lle 04:11, 16 December 2006 (CET)
This sounds like its working as designed. Why would the crew stick around if it can't fly the helo without fuel? hoz
Similar as Hoz. Maybe this behavior should be a little configured by BIS to depend on the unit behavior, if unit is at "SAFE", maybe it's waiting for a refuel, and it should stay inside, and if at "DANGER" the unit is out of fuel, probably in a life threatening situation, and usually can not fight back, therefore it should exit the helo. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • Still no M203 iron sight although the engine would be perect to simulate rl sight behaviour [1.02] burns 01:27, 16 December 2006 (CET)
Should be moved to wish list. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • MG´s reload to fast [1.02] burns 02:00, 16 December 2006 (CET)
Personal opinion I guess, but open for debate, maybe a forum topic would be adequate. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • M203 grenades still explode if impact is closer than 30m. They should get live after about 30m flight path only [1.02] burns 01:27, 16 December 2006 (CET)
Should be moved to wish list, as this is a non-feature. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • In MP, if you fire once one of the M134 fixed on the blackhawk or the gun from the cobra it will be emptied without causing any damage (except if you press the left mouse button). This bug was already present in the versions before. [1.02] --Serclaes 10:48, 16 December 2006 (CET)
Already reported. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • It is very hard to kick teamkiller if theres no admin. And choosing admin takes too much time. Is there any way to fix it? Maybe teamkiller after few teamkills should be kicked automatically? [1.05 Polish] gutekfiutek
Belongs in the wish list. --Big Dawg KS 23:32, 18 December 2006 (CET)
  • Only one machinegun on little bird helicopter works. This lowers the chance of hitting what you are aiming at when strafing. Both machine guns should fire. I think Shilka has same problem but is less problemsome. [1.02] --Twisted
This is not actually a bug, but design decision. Probably because you can't operate two or more turrets at the same time, but we still don't know that. This non-feature is compensated in other ways. --Sniperwolf572 15:21, 19 December 2006 (CET) Thanks for the feedback. However I do not see how it is compensated for? Surely having one machinegun that doesn't work is a bug? Do missiles also only come out one missile launcher or more than one if the helicopter has them? --Twisted
I haven't not heard this is by design and maybe should be included in the bug list unless you have some indication it is by design.hoz
It's a work-around to an engine limitation. It's the best they can do without modifying the engine, though to what extent I'm not sure. --Big Dawg KS
Twisted, as far as I know, you can assign only one point where bullet is generated per gun/turret. Currently, one AH-6 minigun, that you see tracers coming from, fire double the amount of bullets with each click, to simulate both guns being fired. FFAR-Type rockets on the other hand have two exit points, and they alter with each shot, you will see a rocket coming from the right, then left, right, etc. And Hellfire types are also another thing, since they are defined as proxies on the model, but AFAIK (and I'm not sure about this) they are still launched from the defined memory points as FFAR Type rockets. I'm not sure if it's still an engine limitation, but as BIS hasn't done it differently, it's either not possible, or they just did it this way. --Sniperwolf572 15:35, 20 December 2006 (CET)
Ok I spoke to a dev. This should be added to the bug list as both gunners are supposed to work. hoz
Nice. I have returned the bug into the bug list. --Sniperwolf572 15:09, 21 December 2006 (CET)
  • AI soldiers won't run for cover when being attacked by a tank or APC. For example: Take a BMP-2 and fire at a Stryker until the crew gets out. They will just lay down next to their vehicle and wait for you to kill them one by one. [1.02] TomasRiker
Non-feature/wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • AI soldiers don't care when one of their comrade is killed. When someone of their group is killed, they should know that their location is not safe and run somewhere else, but they just stay there and don't do anything. [1.02] TomasRiker
Non-feature/wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • The BMP-2's 30mm gun sounds like a toy gun. [1.02] TomasRiker
Wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • All tracers look the same. For example, the BMP-2's 30mm rounds look just like 5.56mm rounds from a light machine gun. They should have a larger diameter. TomasRiker
Non-feature/wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • The UH-60 minigun will run out of ammo the first time it is fired. The ammo counter just keeps ticking down. [v1.02 (Multiplayer/german)] --xpz
This is the same as a report prio 2 by TheVoodoo slightly above Str1ker
Similar bug to one already there, commented the one left on the bug list to be more clearer. --Sniperwolf572 16:19, 21 December 2006 (CET)
Can someone without SickBoy's "Cz/Ger to Eng" patch verify that this is an actual bug, and not an fault on SickBoy's end? --Sniperwolf572 17:55, 21 December 2006 (CET)
Yes, it's in the unmodified german version Screenshot Scruffy 01:23, 24 December 2006 (CET)
  • When wounded in legs player cant run for short distance (this feature was in ARMA version 1.0 and OFP). Is this a bug, or feature? [1.02PL]
No, it's a feature/non-feature. --Big Dawg KS 21:48, 21 December 2006 (CET)
  • Javelin Antitank missile is not top-angle attack as it is supposed to be but fires directely into the target [1.02 German] -SOBR
Non-feature. --Big Dawg KS 21:53, 21 December 2006 (CET)
  • Rahmadi mission created with mission editor. When the weather is set to 'raining' - rain is visible inside some of the buildings you can enter. Looks like the rain just passes right through the ceiling.[v1.02] --RickOShay
I think this can be called a non-feature. Anyone agree/disagree? --Big Dawg KS 23:21, 22 December 2006 (CET)
  • The Harrier takes almost the entire length of the runway to takeoff and once in the air, flight is very difficult even with a joystick, throttle and rudders. There is also no vertical take off.[v1.02] --RickOShay
Non-feature. --Big Dawg KS 23:21, 22 December 2006 (CET)
Already reported. --Big Dawg KS 23:32, 22 December 2006 (CET)

Template:Bug priority I left the bug put removed the ongoing discussion --SniperAndy

  • The Cobra can not stand still even when "auto hoover" function is on.I have to correct the moves with controls to keep the chopper in place.And everytime the tailrotor is used (X or C) the Cobra starts to spin uncontrolable.[1.02 german]
No signature. --Big Dawg KS 21:02, 24 December 2006 (CET)

Newer Entries

Ok, I moved these here because there's already a 50 page thread on the forum about this and the flight model has already been brought to BI's attention. If they're cleaned up and perhaps merged, and can qualify as a bug, then they can be resubmitted. --Big Dawg KS 22:23, 21 December 2006 (CET)

  • Rudder controls for AV-8B lose noticeable effect in too slow speeds. Consider this: stall speed for the plane seems to be around 200 (you can barely keep it's nose up). At this speed you should be able to use rudder to adjust the plane heading (for example aligning for runway when landing). Also rudder is used for aiming (to some extent) when firing the minigun. At the moment you can't turn the heading enough with pedals to aid landing or attacking with minigun. Another point; when you bank hard (close to 90deg left or right) you should be able to keep the nose of aircraft from falling with rudder. This issue will probably apply to other fast moving winged aircraft as well. (tested with joystick with rudder axis). 21 Dec 2006. [v 1.00 - 1.02] -Tuusita
Can we call this a bug? I'm not sure if it's actually a bug or your opinion (wish). --Big Dawg KS
I would call it a physics problem. Rudder physics on all aircraft, fixed and rotary wing, are wrong.
--ColonelSandersLite
Still, if it's a non-feature and not technically a bug, it doesn't belong here. We all know there is serious debate about the current flight model in ArmA, I don't think we need to continue it here. --Big Dawg KS 22:23, 21 December 2006 (CET)
  • Controlling AV-8B throttle with joystick throttle axis is difficult. When you set throttle axis to near center it seems there is "an autothrottle" that increases throttle when nose is pointing up (above horizon) and decreases throttle when nose is pointing down (below horizon). This "autothrottle" is not able to hold speed when you are banking and your nose points slightly down; it will decrease throttle even if your speed is slowing down since your nose points below horizon. Suggested fix: 1)(preferred)control aircraft throttle directly (when throttle axis is designated in Controls) OR 2)make "autothrottle" try to hold the speed (the speed when throttle axis was centered). 21 Dec 2006. -Tuusita
Again, I think this is more of a wish than a bug, unless it is a serious issue that makes it unplayable. There's been a lot of dispute about the flight model and there are many conflicting opinions as to how serious a problem it is, if one at all. --Big Dawg KS
  • Got the full game and cannot start the game. When i click on the game icon , 10 small scare appear and when 8 of the 10 scare is checked, window error message appear and stop the game lauching. What i should do? -Bob819
Go to BI forums troubleshooting section, this is not troubleshooting but a bug list, you are also not listing your system specs and the actual content of the error message. --Sniperwolf572 09:24, 25 December 2006 (CET)
  • Version is 1.02 German, all drivers are up to date in fact it is a new computer. When running the game it will stop after the first screen with the small helo comes up and the game attempts to load, it will then freeze and go to a microsoft error report which I have submitted. I have tried reinstalling, running 1.0, 1.02, 1.02 with lang patch, all to no avail. The game was running fine yesterday.
Go to BI forums troubleshooting section, you are also not listing your system specs. I encountered this only when I installed addons with faulty config. --Sniperwolf572 09:31, 25 December 2006 (CET)
  • Players can perform as many TKs as they want - no kick.

We just had two guys (James: 1855235 and Noli: 5173253) walking all crowded public servers to TK at spawn. Once they got into tank, they setup behind spawn and kill everyone. Once one server is cleared, they switch to another one.

If its not a bug - then at least its a *big* gap for exploits.

So unless this is fixed, one or two "bad" guys can ruin the fun for some hundreds. Until then, dont expect a widespread acceptance of the public servers/ArmA in general.

Solution: After a certain threshold (5 kills?), the TK-ratio is measured... if it is > 0.5 -> kick with text to the player. If it was not on purpose - nice, he learned some lesson. If it was on purpose - well, it was deserved. Weasel75 04:00, 27 December 2006 (CET)

Non-feature/wish. --Big Dawg KS 19:02, 27 December 2006 (CET)
  • Here is an excerpt from my RPT file. I hope it is appropriate to post it here.
=========================================================

== D:\Program Files\Bohemia Interactive\ArmA Demo\ArmADemo.exe

=========================================================

Exe version: Mon Dec 25 02:10:26 2006

Cannot register unknown string STR_MSG_RESTART_NEEDED

===========================================

Date: 12/25/06 Time: 02:10:56


Exception code: C0000005 ACCESS_VIOLATION at 00BD1451 Version 1.03.5109 Fault address: 00BD1451 01:007D0451 D:\Program Files\Bohemia Interactive\ArmA Demo\ArmADemo.exe file: world: SaraLite Prev. code bytes: 45 CC 8B 45 F8 89 45 8C 8B 45 8C F3 0F 10 45 C4 Fault code bytes: F3 0F 11 00 8B 45 8C F3 0F 10 45 C8 F3 0F 11 40

Registers: EAX:10640000 EBX:00000001 ECX:10640000 EDX:10640000 ESI:01ECEE34 EDI:10055F10 CS:EIP:001B:00BD1451 SS:ESP:0023:01ECC97C EBP:01ECCA48 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010246

===========================================

note: Minidump has been generated into the file C:\Documents and Settings\....\Local Settings\Application Data\ArmA Demo\ArmADemo.mdmp

Multiple reports about same bug

  • Rudedog's and Pennywise's bug reports about MP shooting bug are one and same, they should just be combined into single bug report. It affects all weapon in multiplayer, with unpatched German client and whether you Join-In-Progress or not. This bug is in 1.03 demo dedicated server as well. --Feersum
I wasn't able to find the dupe. Someone else must of removed it. hoz

Defining Priority

Bug priorities To make it easier for BI people to see important bugs, we introduced bug priority templates. Add new bugs with priority 0. Only BigDawgKS, Sniperwolf572, the BI staff and the wiki sysops are allowed to set priorities to values higher than 0.


How does one define a priority?

Priority 1

  • Any issue that causes a CTD (crash to desktop)
  • Any issue that prevents the game from loading.
  • Any issue that prevents installation of a patch
  • Any issue that decreases performance significantly, up to the point of making the game unplayable. (especially if this was working better in previous ver)


Priority 2

  • Issues that prevent MP game play
  • Any issue that prohibits game play as per design
  • Issue that prevent the operation of a vehicle/unit/object as designed. (can't get in vehicle, helicopter moves incorrectly)
  • Issues that allow cheating. (example: sniper sites allows a person to see through walls)
  • Significant performance issues (low fps in situation where decent fps would be expected)

Priority 3

  • Annoying behavior, such as Repeated voice command.
  • Sounds that aren't working as they were designed.
  • Collisions in models which affect game play. (such as doors which prevent entry, invisible wall)
  • AI not doing as they should/designed. (stuck, not running for cover, etc)
  • Mission issues that prevent the completion or playability.
  • Scripting commands that do not work as intended and/or at all

Priority 4

  • Any issue that causes an in game error (missing paa, missing name)
  • Graphical Nuisances (missing textures)
  • Annoying collision issues.


Priority 5

  • Missing sounds which maybe were never intended.
  • Spelling errors
  • Minor mission issues that don't affect the game play

Talk about the Priorities

So, what have we decided on other users changing bug priorities? I've just noticed some more subjective bug rating. --Sniperwolf572 18:12, 23 December 2006 (CET)

They should leave them at 0 so the proper people can see them easier and make sure they're properly prioritized, IMO at least. --Big Dawg KS 19:16, 23 December 2006 (CET)
I agree, not that it matters or that I change priorities but I think this would be the best way to see what is happening. Also for users. But I think the bug list should have a content list as well to the sections like the talk page. It makes locating sections much faster --SniperAndy
Someone will always try to increase the priority, I think thats a given. Best we can do is just keep an eye on it. Lets try to keep as much chit chat out of the bug reports as possible. If the chat helps with the problem then so be it, if it takes away from the report then copy it to here with a link. Good job so far in maintaining the list. What about a separate section for the demo bugs, I noticed one or two and these bugs should be minimal(hopefully) to warrant lots of sections? hoz
Why bother with a bug list for the demo? I don't think that the demo will be patched or get any attention in the future!? --SniperAndy