Bug List – ArmA: Armed Assault

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:Tested in editor with speed command. -[[User:Dirk|d034rk]]
:Tested in editor with speed command. -[[User:Dirk|d034rk]]
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}}
{{Bug priority|5|
{{Bug priority|5|
The borders of the first loading screens are gobbled up when starting ArmA in widescreen resolutions. [1.02] -[[User:Xpz|Xpz]]
The borders of the first loading screens are gobbled up when starting ArmA in widescreen resolutions. [1.02] -[[User:Xpz|Xpz]]
}}
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{{Bug priority|5|When tabbing through selection buttons it is nearly impossible to see which one is currently active (only a 1-pixel light green border as indicator). [1.02] --[[User:Kronzky|Kronzky]] 22:20, 26 December 2006 (CET)}}
{{Bug priority|5|When tabbing through selection buttons it is nearly impossible to see which one is currently active (only a 1-pixel light green border as indicator). [1.02] --[[User:Kronzky|Kronzky]] 22:20, 26 December 2006 (CET)}}
{{Bug priority|5|
{{Bug priority|5|
Rain is 'drawn' inside buildings. Specifically when you run up the stairs in double storey buildings rain is visible as if you were still outside. I would say this is a bug if the most realistic combat simulation is aiming at realism. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
Rain is 'drawn' inside buildings. Specifically when you run up the stairs in double storey buildings rain is visible as if you were still outside. I would say this is a bug if the most realistic combat simulation is aiming at realism. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
}}
{{Bug priority|5|
{{Bug priority|5|
Headlights and searchlight is 'drawn' inside some buildings and through walls. I would say this is a bug if the most realistic combat simulation is aiming at realism.[1.02] --[[User:Rick0Shay|Rick0Shay]]  
Headlights and searchlight is 'drawn' inside some buildings and through walls. I would say this is a bug if the most realistic combat simulation is aiming at realism.[1.02] --[[User:Rick0Shay|Rick0Shay]]  
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
}}
{{Bug priority|5|
{{Bug priority|5|
Searchlight from chopper is 'drawn' inside some buildings and through walls. I would say this is a bug if the most realistic combat simulation is aiming at realism.[1.02] --[[User:Rick0Shay|Rick0Shay]]  
Searchlight from chopper is 'drawn' inside some buildings and through walls. I would say this is a bug if the most realistic combat simulation is aiming at realism.[1.02] --[[User:Rick0Shay|Rick0Shay]]  
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
}}
{{Bug priority|5|
{{Bug priority|5|
When player disembarks into waist high water - water is often drawn over players head. A blue haze is drawn over sky and terrain presumably to show that the player is underwater - but there is no sound or indicator to show this. Clearly there is a problem with wave / water height calculation. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
When player disembarks into waist high water - water is often drawn over players head. A blue haze is drawn over sky and terrain presumably to show that the player is underwater - but there is no sound or indicator to show this. Clearly there is a problem with wave / water height calculation. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
}}
}}
{{Bug priority|5|
{{Bug priority|5|
When player climbs a ladder ('ladder' object placed in mission editor) the animation of the hand movement is incorrect. The players hands at the top of the ladder grab 'air'. The vertical distance is about 5 steps before the animation stops.  Seems player position on a ladder is based on the player mid point or foot pos and not hand/head position. This is obviously a bug since the player gets locked in mid air and has to continue climbing one body length before being released from the ladder. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
When player climbs a ladder ('ladder' object placed in mission editor) the animation of the hand movement is incorrect. The players hands at the top of the ladder grab 'air'. The vertical distance is about 5 steps before the animation stops.  Seems player position on a ladder is based on the player mid point or foot pos and not hand/head position. This is obviously a bug since the player gets locked in mid air and has to continue climbing one body length into the air grasping at a non existent ladder before being released from the ladder. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
}}
{{Bug priority|5|
{{Bug priority|5|
In broad day light when player faces sun (not looking up) - the ambient light is reduced. When the player faces away from sun the ambient light increases. This is not the same as looking into the sun where light blinds the player. Glare effect should be lighter facing towards the light source (sun) and much brighter looking into the sun. To test this try walking outside and look around. The game is attempting to mimic aperture restriction like in a camera - however it causes lots of other graphic anomolies in the game relating to shading and texture flashing. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
In broad day light when player faces sun (not looking up) - the ambient light is reduced. When the player faces away from sun the ambient light increases. This is not the same as looking into the sun where light blinds the player. Glare effect should be lighter facing towards the light source (sun) and much brighter looking into the sun. To test this try walking outside an-d look around. The game is attempting to mimic aperture restriction like in a camera - however it causes lots of other graphic anomolies in the game relating to shading and texture flashing. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
}}


{{Bug priority|5|
{{Bug priority|5|
Ambient light from 'Fire object' dropped into mission lights up objects which are not line of sight. This is not reflected light it is direct lighting. Example a lit fire directly lights up facing surface of buildings, fences and other objects which are obscured from fire by other buildings, objects. Seems there maybe a scattered light/direct lighting problem which effects everything (stones etc. as mentioned above).[1.02] --[[User:Rick0Shay|Rick0Shay]]  
Ambient light from 'Fire object' dropped into mission lights up objects which are not line of sight. This is not reflected light it is direct lighting. Example a lit fire directly lights up facing surface of buildings, fences and other objects which are obscured from fire by other buildings, objects. Seems there maybe a scattered light/direct lighting problem which effects everything (stones etc. as mentioned above).[1.02] --[[User:Rick0Shay|Rick0Shay]]  
}}
}}
{{Bug priority|5|
{{Bug priority|5|
When firing any weapon at night (most visible) the gun flash animation has poor transparency effect showing rough edges. Looks like a texture issue. Don't think this is a card specific problem but for reference card used is : Geforce 8800 GTS 640MB DX10 card. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
When firing any weapon at night (most visible) the gun flash animation has poor transparency effect showing rough edges. Looks like a texture issue. Don't think this is a card specific problem but for reference card used is : Geforce 8800 GTS 640MB DX10 card. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
}}
}}
{{Bug priority|5|
{{Bug priority|5|
Wierd visual problem relating to light source replication on island. Dropped in player as parachute 'flying' (night). Put in one 'fire lit' below. On preview it looks like there are at least 4 other 'fires' around the island (Rahmadi) in the distance including the one below. It seems the object or light from the object 'fire' is being replicated in other areas on the island. This could be a significant error relating to all other lighting issues mentioned above - where light is passing through terrain mesh at points where an object is placed too far into mesh. These 'lights' are only visible from certain angles relative to origin light source. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
Wierd visual problem relating to light source replication on island. Dropped in player as parachute 'flying' (night). Put in one 'fire lit' below. On preview it looks like there are at least 4 other 'fires' around the island (Rahmadi) in the distance including the one below. It seems the object or light from the object 'fire' is being replicated in other areas on the island. This could be a significant error relating to all other lighting issues mentioned above - where light is passing through terrain mesh at points where an object is placed too far into mesh. These 'lights' are only visible from certain angles relative to origin light source. [1.02] --[[User:Rick0Shay|Rick0Shay]]  
}}
}}
{{Bug priority|5|
{{Bug priority|5|
When the seagul takes off from perching on the ground, it will pass through the ground before it takes wing as part of its animation routine. [v1.03]  --[[User:Plaintiff1|Plaintiff1]]
When the seagul takes off from perching on the ground, it will pass through the ground before it takes wing as part of its animation routine. [v1.03]  --[[User:Plaintiff1|Plaintiff1]]

Revision as of 17:01, 2 January 2007

Bug additions are to be clear and concise. Information on how to reproduce and locate bugs or visually displayed with a movie or image is essential in helping BI fix any bugs as quickly as possible. Your additions are to be signed and version number properly identified or your addition will be removed without notification.

Introduction

Help BI keep track of important bugs by contributing to this list! Before you begin editing, read over the How To Report section. Its very important to provide accurate detail by posting reproducing steps, images, movies, and locations of bugged models/graphics.

If you have a more detailed bug report that requires more room then makes sense for the Biki then go to the BIS Forum and find the current bug thread and post it there.

There is a wishlist for making suggestions to improve Armed Assault, please use this list for those suggestions

You should only post bugs about the current version

Current ArmA version is: [1.02]

Current Dedicated server version is: [1.02]

You can find information about the 1.02 patch here

The old bug list can be found here Armed_Assault:_Bugs_List-version-1.01.5094.

How to Report

Submitting bugs in a usable format is essential. Your wasting everybody's time if you post something meaningless and there is a good chance your addition will be removed or ignored.

1. Post in the appropriate section.
2. Always sign your entries by adding ~~~ after your addition. Failure to sign your addition will result in someone removing your addition without notification.
3. Add your bug using the template Bug priority with priority 0 add the end of the appropriate section. Authorized people will alter the priority of your bug.

The source code of a new bug with the template Bug priority should look like that:

{{Bug priority|0|
YOUR TEXT HERE -~~~
}}

Here are a couple of decent examples of usable information.

Template:Bug priority Template:Bug priority

Reproduction missions can be very helpful for complex problems, when possible provide a link to the mission containing only the necessary items to illustrate the bug report.

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.

General Issues

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AI Issues

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Audio Issues

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Collision Issues

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Control Issues

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Editing & Scripting

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Island & Object Issues

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Mission Issues

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Multi Player Issues

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Dedicated Server Issues

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Performance Issues

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Physics Issues

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Realism Issues

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Units/Vehicles

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Visual Issues

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Weapons

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