#dev_rc_branch

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teal elk
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there some estimated release date of 2.12? meowheart

tepid dock
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release date of 2.12?
Wouldn't you prefer to know 2.14 release date, instead? ๐Ÿคจ

teal elk
formal cipher
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Wait, we didn't even release 2.10 yet confuse

teal elk
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we are at 2.08 on release, 2.10 on dev, but when 2.10 is released its 2.10 or 2.12?

formal cipher
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2.10 is the upcoming release, dev is currently at 2.11 as we have already branched 2.10

teal elk
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๐Ÿคฆโ€โ™‚๏ธ

tepid dock
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as we have already branched 2.10
@teal elk there's your answer, I guess ๐Ÿ˜ (assuming you were asking about 2.10)

teal elk
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not the best of my mondays

formal cipher
teal elk
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that what i want to know before the brain fart lol, thank you

spark smelt
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Hi I don't find a bug report channel, so I decided to post it here first.

There is a critical crash issue with Hands-Free mode Bluetooth headsets.

Once Hands-Free Bluetooth headsets are set as Arma 3's audio output device, and player tries to get in a helicopter, the game would instantly crash with ACCESS_VIOLATION 0xC0000005.

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You can reproduce this with East Wind campaign first chapter.

viscid onyx
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The "bug report channel" is here: https://feedback.bistudio.com/project/view/1/
However, Bluetooth/USB audio devices crashing A3 is a well-known issue with the Windows 10 USB audio driver. The workaround, unfortunately, seems to be to just not use them. Your headset might have an audio jack you can use instead of wireless mode.

carmine juniper
spark smelt
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Okay, however this does not happen on other games. meowhuh

carmine juniper
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As Nikko says, Arma 3 has this issue, regardless other games

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IIRC this was some driver issue with Win10, but not sure

steel rune
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and if you're using mic on your bluetooth headset it will downgrade the audio profile to mono only

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BT bandwidth โค๏ธ

full sonnet
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Thats a quite old known issue, started appearing with windows 10

wraith moss
lament crow
full sonnet
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Well I know 100% that microsoft has a bug in their bitrate conversion code on win10.
Maybe thats in that fix, they said they wanted to fix it.

Both A3 and DayZ were affected because in order to not hit that bug, you had to do something special that wasn't documented.
But we updated both A3 and DayZ to do that special thing in... 2.08 I think.. 2.10 has another audio fixes update maybe that changes anything.

frail wharf
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With support for terrain editing in 3den with the Deformer mod with 2.10, would it be possible also add road editing?

full sonnet
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Everything is possible with enough effort and time

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Will it be done? no

frail wharf
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but that's a limitation on the engine/game or the mod?

full sonnet
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Mod? What mod

frail wharf
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Deformer

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Because like, if we can edit terrain, then I suppose we could edit roads?

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no idea, that's why I'm asking

full sonnet
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Don't know, try if they move

lament crow
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๐ŸŽต There's always gonna be another mountain
I'm always gonna wanna make it move๐ŸŽถ - Miley Cyrus

winter crescent
carmine juniper
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Ded('s) update eh?

full sonnet
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hope fully not too many complaints about how bad the new TI is sad sadcat sadcat sadcat2 sad_pusheen Sadge meowsad vadeSad thesaddest JordSad feelsSadMan parrotsad saddestroyedwobcat

timber sorrel
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New thermals look amazing amazed

viscid onyx
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In the preview image in the tweet it looks like the smoke column becomes invisible when it's in front of the sky ๐Ÿค”

full sonnet
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Thats what I meant with how bad it is ๐Ÿ˜„
It is still there, but for some reason it fades out alot there, its alot harder to see

celest geyser
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Yeah, I hope we can revert back to the old thermal rendering. I like how the current one is you have clear hot and cold spots. But the rest of the scene is kind of disorienting, hard to get a feel for space. That is more of a balance.

tepid dock
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What do you mean by disorienting? Which part, exactly?

viscid onyx
# full sonnet Thats what I meant with how bad it is ๐Ÿ˜„ It is still there, but for some reason...

I....wonder if it's depth related.
I've noticed when taking screenshots that since smoke isn't included in the depth buffer, when DoF is on (or at least Reshade's depth-based DoF) it gets affected by the depth of whatever it's in front of - most notably the sky since it has infinite depth. This looks kind of similar and I wonder if some depth-based effect is being tripped up by whatever got changed in the sky's thermal handling.

celest geyser
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Harder to get a sense of distance. Not as much immersion as you get from the visual view.

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But I haven't tried this RC yet. Just judging by the twitter pic.

tepid dock
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Well, I dunno, maybe I'm biased but I usually can't see anything in the old thermal view ๐Ÿคทโ€โ™‚๏ธ

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I literally have to switch it on and off to be able to move, because everything is... just gray

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Especially now that I started to look at flir imagery on Youtube and it looks much more like the image on the right, so I guess that's how it should be rendered

celest geyser
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You do need to avoid looking at hot (or cold depending white-hot/white-cold) objects. They change the dynamic range of your sensore. Looking with thermals and seeing parts of your hot tank, you don't see faint cold things in the distance.

viscid onyx
# viscid onyx I....wonder if it's depth related. I've noticed when taking screenshots that sin...

Actually, in connection with this, it might be worth specifically checking the appearance of distant vehicles when viewed against the sky. I've had trouble with staging pictures of flying vehicles because they tend to disappear from the depth buffer when they're a couple of hundred metres away, which inflicts the same problem as I mentioned with smoke. If this is a depth thing as I speculated, this could make distant air vehicles very hard to spot on thermals.
Unfortunately I don't have RC or dev installed for logistical reasons. If someone who does could check the appearance of air vehicles against the sky at ~300m+, I think that could be a useful insight.

celest geyser
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I don't know what military grade thermals look like. The current ones do work a bit like thermal cams available in retail market. (in grey-scale, not false color)

tepid dock
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You do need to avoid looking at hot (or cold depending white-hot/white-cold) objects. They change the dynamic range of your sensore.
And also I actually disagree with this sentence. I was having trouble fighting infantry in Tanoa's jungle. Barely could see anything, so the "hot engine which skews the dynamic range of the sensor" doesn't apply here

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Anyway, looking forward to see how it looks in-game ๐Ÿ™‚

wraith moss
viscid onyx
wraith moss
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That is the BIS engine problem not from ReShade ๐Ÿ’ฏ

limber forum
ivory ridge
full sonnet
full sonnet
full sonnet
limber forum
full sonnet
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ooohh right... yeah...

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Well I don't want to talk about that, I have my opinion on it

limber forum
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ok?
didn't think it was a controversial topic

grave viper
limber forum
celest geyser
wraith moss
full sonnet
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No

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You go check if you have the problem

wraith moss
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I don't have it but for ppl which have it.... but....

full sonnet
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well then they have to check

wraith moss
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I only asked because you said Both A3 and DayZ were affected because in order to not hit that bug, you had to do something special that wasn't documented. and it's easy for you to determine if it is fix it or not ๐Ÿ‘‹

full sonnet
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no its not easy for me

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I never had that issue

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if I had and could reproduce it, I would've fixed it

safe vale
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Hmmm, I'm not able to get the new "Resolution" PP effect to work while in thermal but it works with nightvision and normal views.

safe vale
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(using the example code provided on the wiki)

["Resolution", 1, [400]] spawn
{
    params ["_name", "_priority", "_effect", "_handle"];
    while {
        _handle = ppEffectCreate [_name, _priority];
        _handle < 0;
    } do {
        _priority = _priority + 1;
    };
    _handle ppEffectEnable true;
    _handle ppEffectAdjust _effect;
    _handle ppEffectCommit 5;
    waitUntil { ppEffectCommitted _handle };
    systemChat "admire effect for a sec";
    uiSleep 3;
    _handle ppEffectEnable false;
    ppEffectDestroy _handle;
};
full sonnet
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Thermal has its own, it might take that from vehicle config only

wispy mortar
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Hey! People here is talking about an player custom action that dig a trench. So after 4 hours of game play the terrain will have lot's of trenchs!
Considering the trenchs are ok (nothing crazy) this can cause any problem?

carmine juniper
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Editing the terrain already is crazy enough ๐Ÿ˜‰

wispy mortar
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So it's not to use it like that? ๐Ÿ˜”

carmine juniper
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I mean, you can expect some issues like AI doesn't recognize something or so

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But it's always free to use

wispy mortar
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Ah

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I will keep trenchs clean

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Not crazy over a already crazy thing

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Not too deep, not to large

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Just for one or two players to hide

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in knee position

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not too slope

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not on reoads, not near objects, will remove grass

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๐Ÿ’

harsh orbit
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also keep in mind that the terrain is composed of triangles. to "dig a trench" you have to move a triangle vertex lower. this will affect adjacent triangles
now if the cell size is large, say on Altis, which is 7.5 m, you can only dig a trench that is ~15m wide

wispy mortar
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But will do some trenchs test.

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๐Ÿ‘

full sonnet
wispy mortar
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๐Ÿฅธ

quiet kernel
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Not sure if intended but with the new thermal, the the equipment both Viper and CTRG use stands really far out verses their anti-thermal suits/helmets

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With the newest thermal update

winter crescent
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The TI improvements specifically target some highlighted criticisms like contrast, the skyline, and noise / resolution (the latter mostly for mods to use if they wish). There are risks to doing this work now, since the TI runs over all data and some data may not be balanced well for the new values. We don't have the resources to tweak the whole game now, so best we can do is try to target edge cases and hope that overall this is an improvement. There's a possibility some scenarios work less well than before, so the question is whether the balance is favorable on the whole. We also realize military-grade TI can do some fancy things by now, let alone in fictional 2035+. But there we have to again be careful about balance within the missions and ORBAT. Best way to help now is to give it a go in the RC and report problematic cases (especially new compared to 2.08 TI), like above with Viper / CTRG. We'll see what's possible salute

quiet kernel
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Thank you, it's fanastic improvement as well.

frail wharf
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Is there any documented process on changing towns/places names? Or is that not possible for 2.10?

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And what consists a terrain edit? the amont of cells edited? For example changing the height for a cell from 10 to 999 has the same impact as changing it from 10 to 11?

viscid onyx
frail wharf
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thanks

winter crescent
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PSA: Dev-Branch will not see an update this week due to "logistical issues".

carmine juniper
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Ah, good ol' logistical issues, I missed you ๐Ÿ˜„

past socket
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Sun Tzu quote fits right here ๐Ÿ˜…

candid dew
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(sorry about the meme on a serious channel as this)

plain panther
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The TI updates reminded me of a reddit thread a while back regarding star luminance under night vision - A BI dev jumped in and said that apparently star brightness was turned down accidentally under night vision, and that they fixed it for the next dev branch.

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I'll see if I can find the thread, but I was really hoping it'd be part of this RC

winter crescent
plain panther
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I'm just going off of dev logs, haven't had time to actually download the new steam branch yet, but I'll check if I see any difference when I do

whole sorrel
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That was fixed in the 2.08 perf/profiling branch months ago, so it's almost certainly in 2.10

keen sundial
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Check the comments on Imgur that mentions itโ€™s coming in 2.10. Also that โ€ždeveloperโ€œ dedmen is in here

full sonnet
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Ye that's definitely in, whether the change is strong enough for you i can't tell though, we went for a middle ground that seemed good to us

winter crescent
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The RC-Branch has received a small update with a few fixes and translations. The actual release window should open next week.

broken musk
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so what is the right way to initialize missionProfileNamespace ... the file is not created until the first "saveMissionProfileNamespace;" is called

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should we just put "saveMissionProfileNamespace;" at the top of the init file

#
if (!isMissionProfileNamespaceLoaded) then {
    saveMissionProfileNamespace;
};```
unreal arrow
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Why would you want to create file for no reason

wise dragon
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how is starVisibilityCoefNV supposed to work? Set to 5 should be 5%, right...?

broken musk
safe vale
wise dragon
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They don't come up with the config viewer nor scripting commands for some reason

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Always returns 0 -- but I'll try using 0.05 instead then

safe vale
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even if you are outside the range I'd imagine the value is clamped to min/max expected values

wise dragon
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Yeah as all stars look the same size

unreal arrow
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I will ask again, what is the point to create a file if you donโ€™t have anything to save in it?

halcyon moth
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Well, the profile namespace saves even if you don't call saveProfileNamespace, right.

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Documentation kinda implies that the mission profile namespace is different.

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Either way it seems the sensible approach is to call the save command once after writing your save data, although I've had to rewrite code that had a very different idea.

harsh orbit
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the sensible approach is to call the save command once after writing your save data
that would be slow

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it should be saved periodically. but I think the game also saves the namespace when you end the mission

wise dragon
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is the "Local Only" attributes feature a 2.10 feature...?

wise dragon
wispy mortar
wise dragon
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And thats only half done

wispy mortar
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๐Ÿ˜ฎ

wise dragon
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using platforms to make an entire floor aint it ๐Ÿ’€

hot wave
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turns out 1500 cargo platforms bloats the mission size to 10MB

ocean tundra
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just use the scaling script

wise dragon
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Muh collisions

wispy mortar
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Most of those 6000 objects are already Simple Objects?

wise dragon
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im using the local only ting and disabling simulation

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local only and simple object has no benefit from what i can tell?

harsh orbit
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Deponds on their simulation

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Objects with simulation="house" don't really benefit from changing to simple objects

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It's mostly only effective with PhysX objects

wise dragon
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So I can have a non simple object be local only..?

harsh orbit
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idk about the 3den option, but in general yes (and it would be less network intensive)

wise dragon
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Less network intensive than a simple object being local only?

harsh orbit
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no less than a global object

wise dragon
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im confused

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what should i be setting it to for it to be least network intensive

harsh orbit
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as long as it's local it has no network cost. doesn't matter whether it's simple or not

wise dragon
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gotchu i understand now

harsh orbit
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for a local object simple/disable simulation only save client performance

wise dragon
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so i shouldnt be bothering with calling setsimpleobject and stuff in the init should i

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for either client or network performance if its local ^

harsh orbit
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you can find the simulation of an object in config viewer (right click -> find in config viewer)

wise dragon
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simulation = "house"; but has no doors either

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but seeing as ive got so many even if its a marginal improvement its probably worth doing it

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I think I'm at 9k platforms now ๐Ÿ’€

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and that needs to double but 3den isnt exactly in love with me

broken musk
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@wise dragon how does it perform in multiplayer

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anyone going to be playing this 9k platformer or is it for ... personal consumption...

wise dragon
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i get over 80fps most of the time though which in surprised about

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It only occured to me last night that I can setobjectscale with remoteexec or something and really not need to have so many tbf

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-- my maths of how many platforms it is might be wrong too, i cant actually check properly as selecting them all crashes my game

harsh orbit
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Count it using nearestObjects or something meowsweats

wise dragon
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I'll do that once I'm home

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I just know i have over 2k layers

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I think its like 2.4k layers for 200x200 meter tiles made of 4x4 platform objects from a mod

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Top layer is about 4km wide so I think my maths isn't too far off seeing as theres another bottom layer too

viscid onyx
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There's got to be some bigger objects you can use to cover more ground. Using 4x4m objects to cover a 4x4km area is absurd

wise dragon
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50x50m objects

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But 4x4 of them to make a larger "tile"

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Can't find any bigger than 50x50 because collisions don't like it apparently

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...but i might try mess with objectscale if it performs awfully in mp

wise dragon
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wait i forgot count exists

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15814 objects

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will need to mp test

harsh orbit
wise dragon
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its on vr terrain

full sonnet
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No further issues on RC branch my dudes ๐Ÿธ?

wise dragon
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I can get more deets in half an hour or so but it always returns 0 no matter the value

full sonnet
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debug console? ๐Ÿค”

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I didn't know there was a way to get it in debug console

wise dragon
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give us a few loading arma now

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laptop is being super chuggy for some reason

viscid onyx
# full sonnet I didn't know there was a way to get it in debug console

You said you made it into a normal config entry instead of whatever weird hack it was before, so it should be possible to retrieve it through the debug console like any other config entry, e.g.

getNumber(configFile >> "CfgWorlds" >> worldname >> "Lighting" >> "starVisibilityCoefNV")```
wise dragon
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oh hold on its working when i overwrite it

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but when its not overwritten (i.e just the default one) it returns 0

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As you can see, not the default variable

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But if I go onto stratis (which is one I don't overwrite with the mod I did) and try it

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Then it returns 0

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Changing worldname to CAWorld returns 0 as well

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I know it's not 0 because I tried 0 in the mod and it just hides all stars in nv

wise dragon
full sonnet
wise dragon
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oh that'd be why thonk

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just confusing for trying to overwrite it

ivory ridge
late harbor
harsh orbit
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Someone reported that footsteps and tire marks (#mark and #track) get buggy and won't delete after some time:
#arma3_scripting message

Tho I don't think it's new

teal elk
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terrain edit will be complatible with multiplayer? meowawww

ivory ridge
late harbor
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nah, 64bit ๐Ÿ˜… , let me test it though...

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But if its not working on current stable it's not really a problem with RC, but it should be fixed nonetheless.

steel rune
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par should work regardless of server, client or hc

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assuming the file is valid

late harbor
late harbor
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That's why I asked for the content :P.

steel rune
late harbor
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ah didn't see it there... ๐Ÿ‘€ we can continue there.

broken musk
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there is still an issue with the damage model of CSAT tracked APCs (Kamysh and Tigris)

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RC

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they do not show damage

wise dragon
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Another "issue" -- local only objects show up in zeus. unsure if intentional or not but seeing as its purpose on the tooltip is literally to optimise large scenarios im not 100% sure thats a good idea imo

steel rune
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why wouldn't it show if its local to the zeus? ๐Ÿค”

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should it just disappear instead?

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there is a difference between being visible and editable

viscid onyx
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I think they're talking about it being editable

formal cipher
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AFAIK, local only objects are meant to reduce network traffic by not syncing the state of the object. Doesn't indicate anything about it being editable, visible, or any other property.

steel rune
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if you're running zeus mods that makes all objects editable then that is up to you and your chosen mods?

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or if the mission maker made the object as editable

viscid onyx
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I don't think it's a good idea to make local-only objects non-editable. I wouldn't be surprised if there are mods out there which use local-only objects for things Zeus might need to edit, and I'm very dubious that a distinction could be made between Editor-placed scenery objects and script-spawned ones used by those mods.

steel rune
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any object is non editable unless you make

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I just tried in eden editor with a local only object, it is not editable unless you make it so

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just like any other object

wise dragon
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Yeah it's able to be made editable is what I meant

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But seeing as the intent for local only is for large scale scenarios I think having that may not be too bueno ๐Ÿคท

steel rune
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then why did you make it editable? ๐Ÿค”

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either the mission maker set it as editable, intended or not

wise dragon
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because i might want to edit objects on top of them without having like 50 local only objects coming up as well when i set it as editable ๐Ÿ™ƒ

steel rune
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or if its a mod issue, tell the mod author to update the mod into consider local objects before making it editable

wise dragon
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also seeing as theyre not synced on the server surely nothing the zeus does would influence other clients..?

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or am i being dumb in that regard

steel rune
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if you don't want it as editable, don't make it editable?

viscid onyx
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It wouldn't affect other clients but that doesn't mean the Zeus will never want to interact with a local-only object for their own ends

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Local-only objects aren't only used by the new Editor option. createVehicleLocal has been around for a long time and is used for lots of things, some of which a Zeus may very well be interested in touching. A blanket change to how things already work is not a good idea.

steel rune
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out of the box any eden editor placed local objects won't be editable, so that's inline with what you're requesting?

wise dragon
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i cant even remember what the editable objects interface looks like one second

steel rune
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you either add it via sqf or the Add Editable Objects module

wise dragon
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ye that module

steel rune
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then you've specifically said to make it editable, that's on you

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that's a valid option, it's not like that by default but if mission maker needs it the option is there

wise dragon
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one moment let me check what the module ui looks like

steel rune
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you can limit zeus entities and you can select if crew is included

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that's it

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you sync it to the object you want to be editable

wise dragon
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is it the one with the check marks for what you include because if so a local object checkmark would be more in line with what im asking

steel rune
wise dragon
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wait is it not a vanilla zeus feature within zeus? thonk

steel rune
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you sync objects that should be editable, the blue line

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I think you're talking about some zeus mod, if so then you would need to talk to the mod author

wise dragon
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serves me right for not playing vanilla for so long then

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literally forgot it was a modded feature ๐Ÿ’€

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ignore me then

viscid onyx
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Vanilla Zeus is designed with the idea that the missionmaker can and will restrict what Zeus can edit. If they could just place a module to bypass it that would sort of undermine that idea.
Zeus mods on the other hand don't care at all about that (which has caused me problems when I actually do want to restrict things :U )

wise dragon
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Yeah thats on me ignore me I'll figure out which mod adds it and go hassle them once 2.10 drops

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Just placing down a zeus module and having like 50 platforms come up that are important to the players survival wasnt too useful

wise dragon
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yeah its my bad i thought update editable objects was a vanilla module within zeus prior to editor lol

lament crow
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Triggers don't have the option for "Local Only" right? They are either global or server (when placed on the Eden Editor), because scripted triggers do have a command to make it local I believe...

full sonnet
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nop

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the p was a typo but its still correct

wise dragon
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ignore that i was being dumb again

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although when local only appears seems to be somewhat inconsistent -- does it come up when simulation is enabled when theres no performance change from it being disabled or something?

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for example its coming up on helipad decals while simulation is enabled however not houses etc while simulation is enabled

lament crow
full sonnet
wise dragon
wise skiff
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was the RC branch just removed? I was updating my units modpack and switched back to profiling branch, then wanted to continue to do something with 2.10 yet steam does not have the branch anymore and the access code is now invalid

deft oar
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Looks like 2.10 has just been released

wise skiff
misty aspen
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๐Ÿ‘€

wise skiff
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i manage to hit the dumbest timings

misty aspen
carmine juniper
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Nice

misty aspen
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Tweaked: Header text of Launcher HTML preset files in order to better explain how to import a preset
owoYay

pallid cliff
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What a changelog. Feels like back in Arma 3 Alpha ๐Ÿ˜„

harsh orbit
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Let's hope the same for v2.12 meowawww

broken musk
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yes 2.10 was enough to get me tinkering again

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that was a short RC .. hopefully those bugs got fixed

full sonnet
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Which bugs :harold:

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We didn't find anything major in RC

broken musk
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huge congrats to you and KK. that was a big update

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many months of work

wise dragon
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indeed

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a l o r g e boi

misty aspen
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Yush congrats bingyay

misty aspen
harsh orbit
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I only use the dev branch so I don't care about stable releases blobdoggoshruggoogly
By v2.12 I meant further development

carmine juniper
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You know what, majority of them don't know what it is

hot wave
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Is the FT for the Taru pods correct? It's the same as the stacked event handler FT

Fixed: Init script error for Taru pods - FT-T164036

Fixed: Error when stacked Event Handler code was too large - FT-T164036
wispy mortar
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RC time was small, i was about to install it today! ๐Ÿ˜ฌ

full sonnet
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3 or 4 weeks as every time

wispy mortar
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Ah ok, i was too late so.

ocean tundra
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Fixed: BIS_fnc_scriptedMove function was upgraded to work with Arma 3

wispy mortar
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I have an agent of typeOf "C_man_p_shorts_1_F_afro" near me, if i dosqf nearestObjects [player,["C_man_p_shorts_1_F_afro"],10]i receive a []. If i do a:sqf nearestObjects [player,["CaManBase"],10]i receive an array with me and the agent.

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Arma 3 2.10

wispy mortar
#

I fixed by changing from nearestObjects to nearEntities.

#

When i tried to subscribe to the ticket system i got an error, long time ago. I will try again.

harsh orbit
wispy mortar
#

I used nearestObjects a while ago (2.08) to detect #Crater objects and it worked. Not sure about 2.10, still not tested.

harsh orbit
#

Really? thonk
I'll have to test this again later but iirc it didn't work when I tried it

wispy mortar
#

After finding them with nearestObjects.

#

This was yesterday, i believe.

versed abyss
#

Would it be possible to sync local objects with event handlers? Like barbwire that either has an alive state or a dead state?

full sonnet
#

if you give it a variable name for example so you can find it, yes

wise skiff
#

anyone tried the scripted move script so far? the compiled function looks completely different than the plain sqf file, old sqfc file?

#

nvm i had the old profiling branch companion mod loaded...

wispy mortar
#

I'm using setTerrainHeight in one vertex only. The function is ultra fast in some places but in others it generate a general freeze. Same number of objects above the modified part of the terrain. What's make it slow on some parts of the terrain and fast in others? I want to know that to avoid using it where it will generate a general freeze.

#

Map is Malden 2035

light lintel
#

scripting request: would be great if doArtilleryFire could return whether the command was executed successfully or not... while there are some artillery commands that can check if the weapon solution is in range etc, the AI appears very sensitive so factors such as slope. in the latter case, the command just fails silently and there's no way to understand why it is failing.

#

(gamelogic on the left is in the foreground, and marks the location from which the artillery is fired)

#

(map is altis, artillery unit in question is BM-21 from Global Mobilization)

#

unitReady goes from true to false to true within a split second. When command is executed normally unitReady stays false while artillery is firing.

#

Artillery fired normally for all other waypoints using the same script so nothing else should be causing this.

full sonnet
lament crow
wise dragon
#

everybody seems to have issues using it on malden

wispy mortar
#

I make many small setTerrainHeight for a digging "fake animation". On some places it works and is a lot fluid, on others i have a massive freeze while the change is running. I removed the animation and did a "one time" terrain change.

#

Now can't detect any freeze.

wispy mortar
#

Malden have a 12.5 terrain grid size, Altis have a 7.5 terrain grid size ๐Ÿ˜ฎ

wispy mortar
#

In Altis i have no freeze.

light lintel
#

Livonia has some issues too

lament crow
light lintel
#

huh interesting, i don't use workshop missions

#

for our community missions we do use livonia a fair bit, which is why we notice, i guess ๐Ÿ˜„

#

(malden too, i love that map for urban/semi-urban infantry missions)

lament crow
#

Malden is great! I wish it had Altis' performance...

grave viper
light lintel
#

was still a problem in 2.08, another person in our group mentioned it only a week or so ago

lament crow
#

Many of the most prominent modders and mission makers back on their projects, resuming work on their mods, frameworks, missions and content.

#

The reinvigoration of the whole community is almost palpable

#

There is still so much life left on Arma 3, it is mind blowing really

ocean tundra
#

Added: Use of setObjectTexture(Global) to override a clan selection texture
does this work in both SP and MP? will it be permanent? (normally in a vehicle the clan selection texture changes depending on the clan of the commander/driver.)

#

also does this new feature apply to hiddenSelectionsTextures token in configs too?

wispy mortar
#

I had only one small problem, but on more complex missions i believe this can be a break cause.

unreal arrow
wispy mortar
#

No problem in 2.08.

unreal arrow
#

sounds like a hotfix candidate

formal cipher
# ocean tundra `Added: Use of setObjectTexture(Global) to override a clan selection texture` do...

The global versions of the command work in MP. It is also "permanent" as in it will not get replaced by the clan texture of any person that enters the vehicle. When setting the clan vehicle texture of the vehicle it will go through the following steps:

  1. Check for setObjectTexture(global) clan texture
  2. Check for the clan texture of the driver/commander
  3. Nothing displayed
    You can still revert it by passing an empty string, at which point it acts as before as it doesn't have anything set in the first step.
formal cipher
ocean tundra
formal cipher
#

Yea, that should work

ocean tundra
# formal cipher What do you mean by the "hiddenSelectionsTextures token"?

i mean the initial textures for a unit is set by the config, setobjecttexture basically modifies the config's texture via script yes?
now is it possible to assign a clan selection texture via the config?
example of config from B_Soldier_05_f:

            hiddenSelections[] = {"Camo1", "Camo2", "insignia"};
            hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\pilot_suit_nato_co.paa", "\A3\Characters_F\Common\Data\pilot_helmet_nato_co.paa"};
#

can i add a "clan" to the hiddenselections token and assign a permanent texture?

formal cipher
#

No, that is not supported.

ocean tundra
wispy mortar
#

When you is on parachute, in third person, the shores flicker a lot. When you change to first person the flicker stops. This have something to do with Z-buffer, right? But it's a lot ugly. This can be "fixed"?

unreal arrow
#

sounds like config problem @rustic plaza ?

rustic plaza
full sonnet
harsh orbit
#

I was actually gonna suggest make it a bit grayer but a command is better

#

But now what about people who don't know scripting? ๐Ÿ˜ฌ

full sonnet
#

New default will be 10-90 instead of 0-100
I'm leaving this open to add more parameters in the future, like maybe foliage brightness range

harsh orbit
full sonnet
#

no

harsh orbit
#

Oh wait it was width not end meowsweats

full sonnet
#

its not end, its.. yea

harsh orbit
#

Negative width then notlikemeow

full sonnet
#

but.. could make the width negative notlikemeow

#

But I blocked it, 0-1 only. Maybe can get messy later but this is for hotfix

carmine juniper
#

Hmm a hotfix for a thermal vision? That's hawt

unreal arrow
#

mission + server param?

wispy mortar
#

Nice, trunks will glow or not glow based on sum, day time, geo location, etc, or they allways glow?

winter crescent
#

Let's face it, we were always going to hotfix the TI update, no matter if bugs were found โค๏ธโ€๐Ÿ”ฅ

near hedge
wispy mortar
#

The viper is anti-thermal?

viscid onyx
#

The CTRG stealth uniform is definitely anti-thermal, so this must be a WHOT image, which means the Viper backpack shown here is definitely not anti-thermal

near hedge
#

Yes viper is anti thermal, just like CTRG. But the viper harness isn't unlike the CTRG backpack which is also anti-thermal

ocean tundra
unreal arrow
#

Sorry, bug? Where is bug?

#

Am I correct to understand that if you are subscribed to some composition on Steam and the owner removes it you get error?

carmine juniper
#

Let me guess, so players can't unsubscribe yet the error happens?

unreal arrow
#

What is the proposed solution?

#

Call Gabe so he can chase the offender and make them put compo back?

viscid onyx
#

I would assume they're after some way to clean up subscribed-but-removed compositions in order to get rid of the error message. From the comments, it seems like a subscribed-but-removed composition generates an error every time you load the Editor, and since it's removed you can't unsubscribe to remove the error. So they're looking for a way to force Arma to see it as unsubscribed and stop trying to load it.

ocean tundra
#

or show them in a way that doesnt force players to click close everytime they start the game

unreal arrow
#

simply not show the error? just have it show in rpt
inb4 "BIS Where is my composition!!11!!!!"

ocean tundra
unreal arrow
#

We are going to set hotline

ivory ridge
#

Correct me if i am wrong but there is not all functions from the ai command menu available as script command, right? For example healing an ai by an ai medic is only availble over the command menu. Would it be possible to become these as script command?

broken lake
#

@full sonnet I have a question, wasn't that you a few months ago demonstrating some changes to helis that removed their scripted explosion damage?

#

If it was you I was wondering if those changes were ever going to hit a dev branch at the very least

dusty scarab
#

Hmm the 2.10 group eventhandler "enemydetected" does just fire every 5 sec and loses its point a bit. Maybe the knowsabout one is more reliable when it comes to handling detection of players by ai and for example reporting them to other units.
Any opinion on this?
And how is that eventhandler made actually? I'd like to understand the limitations.

full sonnet
versed abyss
dusty scarab
#

Ok so it fires every 5 sec then

versed abyss
#

Does it trigger when there are no enemies? The code that detects enemies might trigger every 5 seconds and if an enemy is still detected that event will fire. Because we don't really have the opposite of the event.

dusty scarab
#

It does not trigger when there are no enemy, no, but it triggers constantly if there is one. Makes it not really usable, since I would have to check if that target has alrdy been reported and so on. More helpful would be an "enemyDetected" and an "lostTrackOfEnemy" type event. But I can work with what is there. Its just not ideal, its Arma, how would one complain?^^

carmine juniper
winter crescent
#

Splendid catch! 4 entries went AWOL, but they've just been rounded up and published to the log.

loud linden
#

Does uisleep depend on the fps of the game? I noticed a feature after the update that my uiSleep became slower at low fps

halcyon moth
#

You're limited to 3ms of scripts per frame, so if you're spamming them hard then both uiSleep and sleep will last longer.

wispy mortar
#

As i understand, if your FPS is 5, a uiSleep of 0.001 will wait for 0.2 seconds.

#

At least 0.2 seconds.

full sonnet
#

mh..
Direct comparison, but the new version has contrast 0.1-0.3 instead of default 0.1-0.9, to match the actual contrast a bit closer

ocean tundra
#

huge fps improvement

teal snow
#

Which one is improved left?

unreal arrow
#

The one that doesnโ€™t say 2.08

teal snow
#

Fair enough, looks good

keen sundial
#

Would the arma engine allow stabilized turrets to be turned relative to the vehicle and not relative to the terrain as it is the case currently?

full sonnet
#

This is true right? updating a workshop item will make it become invisible if latest EULA isn't accepted

mental fulcrum
#

Yes, it's true.

full sonnet
#

@little granite you tested uploading contributor items <#arma3_tools message>
on A3 and it worked right?

scarlet root
#

yes you can

#

but it may trigger above (item to get hidden until uploader confirms latest EULA)

full sonnet
#

Doesn't work for me in publisher. I get the infamous
ErrorCode 1
ErrorMessage "STEAM_API_DLL TODO"
SteamErrorCode 2
Thank you valve for making your error messages be a TODO...

little granite
full sonnet
#

And that works?
Why is mine refusing to do it :sad:

little granite
#

did you accept contributor status

full sonnet
#

OMG

#

๐Ÿซ‚

little granite
#

that method works with any game with workshop content

#

but i later discovered publisher lets you enter any workshop id

#

if u use cmd line

full sonnet
#

Fun that steam shows me that I am a contributor on an item, even though I never accepted.
But it doesn't let me upload to it :3

#

Well now the UI will also show it

little granite
#

oh really?

#

thats neat

little granite
#

i dont see it on my publisher i assume thats what you're working on?

full sonnet
#

Well now meaning, in the future once I'm done ๐Ÿ˜„

#

Its juuust not perfect yet

little granite
#

lol i feel that

full sonnet
#

a parameter is incorrect, yes, yes thank you

little granite
#

:)

meager sage
#

"werks on my machine" (c) gaben

inner pagoda
#

It's possible I'm losing my mind, but did the "Scenario saved" chime in the Eden editor get noticeably louder for some reason?

mental fulcrum
#

Yeah, it it's really loud since 2.10

#

Sounds like it's playing few sounds at once or smth.

wise skiff
#

Haven't noticed that, any mods running?

viscid onyx
#

2.10 added playSoundUI which isn't affected by the volume sliders. If the save sound was previously on a channel you had turned down, and is now on the UI channel, that might make it sound louder

unreal arrow
#

we will probably add a slider in options

full sonnet
#

just needed a bit of baseball bat.
Cannot change Visibility or Preview Image on contributor items, but all else works

mental fulcrum
#

Current volume of the save sound hurts my ears. ;/

boreal sedge
#

Hi Guys. Anybody know about the new start param " SetThreadCharatistics"? I've searched everywhere and can't find any document / introduction of how to use that .

halcyon moth
#

It's intended to convince Windows to use the P-cores instead of the E-cores on hybrid CPUs. I don't know whether it actually helps and I can't find the win32 API reference for it anymore.

#

Maybe Microsoft killed it :P

grave viper
# boreal sedge Hi Guys. Anybody know about the new start param " SetThreadCharatistics"? I've ...

there is some mentions in #perf_prof_branch #perf_prof_branch message
in terms of arma you can set this flag in Startup Parameters. As much as I remember if this option is set arma will tell MS Windows that this process is a game and Windows scheduler will try to optimize task schedule to get some performance. But on some Windows releases it can cause hard OS lockups. So it is disabled by default but available as an option.

wispy mortar
#

Hmm! I can get performance boost in a 10th generation intel processor, with SetThreadCharatistics?

#

Can use on server, HC and clients?

calm wasp
#

you can test and see

dusty scarab
#

I am encountering a problem using missionProfileNameSpace: The variables are not being stored persistently, when reloading the mission, the saved vars are gone. Is that intended? ProfileNamespace works though.

Edit: They are stored temporarily, like in missionNameSpace

scarlet root
#

confused with a few things

#

isProfileNamespaceLoaded is not listed on the BIKI - could be just a docu thing

#

more importantly your pastebin shows profileNamespace and not missionNamespace

#

@dusty scarab

dusty scarab
#

Yes i did a typo there ;/ sry have been tryin hard for too long, ofc I tested with missionProfileNameSpace

#

it works now

#

I actually pasebinned the wrong code ^^

unreal arrow
dusty scarab
loud linden
#

Why the file is not closed after I compiled it via compileScript or preprocessFile ?

dusty scarab
#

Ok, so the problem is still present:
I store variables in missionProfileNameSpace using the missionEventhandler "MPEnded".

The event seems to trigger on #restart but not on #restartServer, also ending a mission with zeus does not trigger it. I do not understand. How does it work?

I read the vars individually by a script that is run from the postInit of an editor placed module. The storing of variables in missionProfileNameSpace seems to be very wonky. Maybe it does not work at all when executed several times within short period?

#

I think using missionProfileNameSpace to save stuff is not reliable. The command seems to be broken.

#

Any experience on this?

scarlet root
#

@dusty scarab make a A3 FT ticket with specific repro steps. will increase chances KK to look into it a great deal

dusty scarab
#

Right. Will do.

unreal arrow
#

I need a 100% repro, there is a little chance you are doing something strange, but also possible that there is a bug

wispy mortar
#

I'm having general missions problems because this don't return no-class objects:sqf nearestObjects [_pos,[],_rad,true]Any way to fix that?

halcyon moth
#

well, there's nearestTerrainObjects

wispy mortar
full sonnet
wispy mortar
#

@full sonnet sorry, server was not using 2.10 second hotfix.

#

I believe now it's fixed, still need to test.

unreal arrow
#

Oh wait you are on stable. Why would you post on dev channel?

halcyon moth
#

I assumed it was #scripting when I answered :P

wispy mortar
#

Yes, sorry.

#

๐Ÿฆป

steel rune
#

didn't see the getTerrainInfo before, big thanks for this one ๐Ÿ™‚

steep gust
#

hey guys, I'm looking for a scripting command to get the player camera position (visual), currently the only command to get true eye position (including head tracking offsets) is with positionCameraToWorld which is simulation and so doesn't work in vehicles.
There also doesn't appear to be any way to pull current 6dof headtracking offsets independently

full sonnet
#

Simulation vs visual doesn't matter for player, as they are local

steep gust
#

Every other render time scope position I pull that I need for cockpit coding looks smooth to the player, but positionCameraToWorld appears to be updating at the simulation speed

#

In the hopes of finding a memory point/selection position I could pull in render time scope to grab the head tracking offset I wrote a script that checks for any world position change in every single selection position for every available LOD (and i mean every LOD, even the obscure ones) - the result: not a single player or vehicle player LOD selection position is changed due to headtracking movement (translation). Very sad times.
I'm gonna look into animations and see if maybe there is some animationPhase for the player or vehicle player for headtracking movement but I dont have high hopes ๐Ÿ˜ฆ

steep gust
wispy mortar
#

He probably is using the function on remote players.

#

Not his own player object.

steep gust
#

here's what I'm working on if you're interested

ocean tundra
#

Thats super cool

steep gust
tepid dock
verbal stag
steep gust
# tepid dock You can use https://github.com/opentrack/opentrack/releases

Thanks but as mentioned before the issue is that I need to be able to find the players head tracking offset in-game in order to position the outter pip camera correctly. Unfortunately the only position I can get that does this is positionCameraToWorld and this doesn't update at the same frequency as render time scope so the camera lags behind in vehicles

steep gust
steep gust
safe vale
#

and then you can use CBA_fnc_vect2Polar on the normalized vector between two positionCameraToWorld calls (one at 0,0,0 and the other at 0,0,100) to get the pitch

steep gust
#

Thank man, good ideas, I'll take a look at these

#

I guessed theoretically it would be possible to do some crazy trig off a visual/render position to back locate the origin haha

steep gust
safe vale
#

They're only using it for the direction aspect, positioning is handled by modelToWorldVisualWorld which should solve the lagging issue.

leaden heron
#

It would be nice to have a local command for addMagazine just like addItemCargo. So I can add Magazines with a ammo count to a local storage.

leaden heron
#

Just another idea, Put Eventhandler should also give the container object back, if he drops one. Like for example Vest into cargo, would give back the ContainerObject from the Vest.

rain parrot
#

and then run it inside a draw eventhandler

#

that's how we had to solve the cockpit interaction checks

steep gust
#

Though now I'm curious did you find a render scope position in cockpit that includes headtracking for pressing buttons?

rain parrot
#

I think this is probably the wrong channel to go in to depth for this discussion, but we can continue in DMs

winter crescent
#

Hiya, we've had other priorities these past 2 weeks, so there was no Dev-Branch update. There will also not be one today for lack of changes. Don't worry, they will return arma3

lament crow
open gull
lament crow
open gull
frail wharf
#

I'm more interested in knowing what other priorities are these

lament crow
# frail wharf I'm more interested in knowing what other priorities are these

Just pure expeculations but I imagine it could be due to several factors like: 1) the DayZ Halloween patch/event/discount requiring extra manpower. 2) a Reforger emergency rally... 3) A company wide restructuring which involved some reshuffling/brainstorming on all corporate levels. 4) Massive hiring and capacitation of new staff that required all "veteran devs" as tutors/teachers. 5) A combination all the previously mentioned plus some additional spanking/commendations/promotions ๐Ÿ˜…

#

Ohhh and Tencent's international shares dropping like flies could have sparked some red flags and some changes too, thou not likely due to how isolated BI seems to be from Tencents affairs: Tencent Holdings Ltd -69.20 (-24.64%) (Last 30 days shares value)

open gull
formal cipher
wispy mortar
#

Speculation: Dedmen Meta Quest Pro just arrived.

#

By mail.

lament crow
open gull
open gull
frail wharf
#

hope: Discussing PBR for Arma 3
Reality: Some reshuffling of priorities for reforger/Arma 4

winter crescent
formal cipher
#

I completely forgot it was mentioned in there.

lament crow
timber sorrel
#

Is there anything actually going on right now in the RC branch

carmine juniper
#

Since no RC branch is on right now, no

steep gust
#

Wondering again about the possibility of a positionCameraToWorldVisual command; from further testing it would indeed seem as though PositionCameraToWorld is run in simulation and not render scope. PositionCameraToWorld is the only command in the game engine currently that takes into account headtracking movement in addition to player's position, and so currently there is no way to get an accurate player camera position that doesn't lag behind moving vehicles

full sonnet
full sonnet
# steep gust Thanks but as mentioned before the issue is that I need to be able to find the p...

But for local/non-remote player, simulation and render should be the same I'd think?
Just checked, it pulls from camera which has no visual/render scope thing.
Maybe you could try to pull the position on Draw3D instead of EachFrame?

and so currently there is no way to get an accurate player camera position that doesn't lag behind moving vehicles
But there is, https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/core/functions/fnc_defaultPositionCoordinates.sqf#L33

carmine juniper
#

@winter crescent Sorry for the ping - the latest Dev says ["Arma 3","Arma3",211,149975,"Development",true,"Windows","x64"] despite the new changelog says 149990, cannot use the text texture

formal cipher
#

It is showing 149990 in the launcher after updating, interesting. I'll look a bit further.

#

Using productVersion returns 149990 for me.

carmine juniper
#

In your Steam A3?

formal cipher
#

Yea, just updated to the Dev steam branch

carmine juniper
#

Okay, let me check and verify again

#

Gee, now I wonder why my first installation says so even Date modified says it's updated. Looks it's a false positive

#

Sorry! ๐Ÿ™‡โ€โ™‚๏ธ

formal cipher
#

No worries, Steam can be weird sometimes with downloads.

carmine juniper
#

Some feedbacks:
-How do I change the color of text?
-I think background color format should be RGBA, which is more standard, no?

full sonnet
#

Ah I knew I forgot something.

#

yeah probably? Not sure actually. I reused the one function we had to parse these hex strings, and for some reason it did ARGB so I just left it like that

steep gust
full sonnet
#

Ah because it also translates the head/camera and not just rotation

#

Now I understand....
I think that code for that really just moves the camera

steep gust
#

I spent last night trying to run draw3D for positionCameraToWorld with no luck, I also have tried subtracting/adding the position offset between render and simulation to null out the lag of the camera position call but it still isn't smooth

#

Either a positionCameraToWorldVisual, or make one if the memory points factor in 6DOF headtracking so we can pull that position in render scope. I've looked at anims and there's nothing there either for head tracking

full sonnet
#

"positionCameraToWorldVisual" doesn't exist even in engine

#

"or make one if the memory points factor in 6DOF headtracking" if it doesn't actually trigger animations (which it doesn't) that won't work

#

maybe we can give you the inputs

#

have you tried inputAction?
That may return the value of the input coming from headtracking?

#

But then you'll be missing sensitivity stuff

steep gust
#

Good point about the sensativity though, wondering if there would be a way to get the final headtracking output value in-game (like in terms of the confic values for min and max XYZ (I can't remember the exact nomenclature of the top of my head) but there's a place where the config defines max headtracking translation movement for a given vehicle)

#

This could then easily be scaled to a distance value and applied to a memory point position with vector add

steep gust
#

regarding the new dev branch addition:
ENGINE
Added: "text" Procedural texture source - FT-T161708

How can this be changed on the fly? Or is it simply defined once in the object model's surface before compiling into pbo

steep gust
#

ah I see, thank you

steep gust
#

would it be possible to determine which LOD pip cameras render? current it's locked in the game world/external LOD causing issues for in-vehicle pip applications

carmine juniper
#

Another text feedback: shadow style and its color?

full sonnet
#

I think I'll leave these both out

carmine juniper
#

Hmm

#

Not to make the args too complicated?

frail wharf
#

What would be the use cases of procedural textures with text?

#

I'm thinking: nametags on uniforms hiddenSelection, ACE tagging with actual text, adding player/group specific markers to vehicles based on who is crewing it

#

HUD information?

carmine juniper
#

I can actually see the reasonable way to rotate texts

#

B-but... is there anything else?

frail wharf
#

Also, what will be charset available?

#

having full access to unicode would be cool

carmine juniper
frail wharf
#

โ—ฌ

meager sage
#

set the rotation, set the texture to red "ARMORY" on transparent background, ???, profit

full sonnet
#

One of my ideas was the PUBG scoretables that were just textures I think, with this you could make it procedural

#

Maybe the FT ticket lists some usecases? Don't remember actually

full sonnet
#

It has become time to tease what I'm working on. Hopefully arriving on dev branch next week or the week after

ocean tundra
#

Electronic whiteboards?

wise skiff
#

post the other thing ๐Ÿ˜„

full sonnet
#

I'll leave it to you to guess what the feature is ๐Ÿ˜„

viscid onyx
#

...are you making Arma inside Arma?

carmine juniper
#

Kinda surprised that nobody made a DOOM in Arma yet

full sonnet
#

We need another Super Miller Land, just that you play it on an actual ingame laptop ๐Ÿคฃ

tepid dock
#

Does that mean that I can finally (dis)play "Bad Apple" in-game? ๐Ÿค”

full sonnet
#

You're the second one saying that today ๐Ÿ˜พ
I don't know what it means, but rendering video on surfaces was already a thing previously
but this might make it easier... actually I should probably test that

tepid dock
#

Although, after seeing Bad Apple on Disassembly Flow Graph , in [REDACTED] Pro, I think nothing will surprise me, at this point ๐Ÿ˜„

south rampart
#

I am already wondering who will create playable video games on laptops already, and what that game gonna be.

#

Maybe someone will go that far and write even their own mini OS in it. meowtrash

#

Or how a person will push the "Hack laptop" mission beyond a simple "Hold action".

full sonnet
#

There is already..... "ArmaOS" its called?

#

https://youtu.be/_nEdm9vPIhQ?t=603 ah thats german.
A laptop with terminal but using display overlay for its functionality

#arma3 #arma3mod #arma3german

00:00 Intro
01:22 Modvorstellung
09:30 ArmaOS
19:20 Outro

Dies ist die Vorstellung meines neuen Mod-Projekts fรผr Arma 3 "Advanced Equipment". Ich stehe noch ganz am Anfang und suche mit diesem Video einige Mitstreiter, denen die Idee auch gefรคllt. Es geht darum, bisher tote und rein dekorative Assets aus Arma 3, v...

โ–ถ Play video
teal snow
#

just to confirm can these in world UI screens be attached to model coords

cunning topaz
#

Would it be possible to increase the bone limit in model.cfg skeletonBones[] beyond 255 please? Naively I might hope it's a simple question of changing the data type?

viscid onyx
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I'm really curious about what kind of skeleton you're making that has more bones than a human body

cunning topaz
carmine juniper
rain parrot
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I guess I can finally stop bitching about userMFDValues

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shit this pretty much makes the whole MFD system obsolete

full sonnet
full sonnet
full sonnet
#

fps hit for updating that map every frame isn't even that bad, thats a 4k texture
Also the updating only happens when texture is actually visible on screen, quite efficient meowheart

viscid onyx
#

In real life there are those military fold-out smartphone mounts that attach to the chest of your plate carrier. I wonder if someone could use this tech to simulate that, so you can freelook down to see your GPS or whatever.

full sonnet
#

you could

carmine juniper
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If your smartphone screen has a selection, right?

full sonnet
#

and with the bone attach to, you could even get it to look somewhat right

carmine juniper
#

Huh, I thought attachTo can't show something in FPP

full sonnet
#

I don't know why not

carmine juniper
#

Oh well I realized what I've said is broken enough

viscid onyx
#

I think if it was attachTo your body would render in front of it. I was thinking of making it part of a vest or something like that

carmine juniper
#

That's what I've tried to say

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Vaccinated brain be like

viscid onyx
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[hypothetically making it a vest, not me personally actually doing it]

full sonnet
#

displayUpdate command that needs to be called manually.
Will set a flag in the display, and next time if its on screen, and the flag is set, it will re-render.

I don't think I want to have some option to set each frame re-render, can just be done with EachFrame script. And performance wise its not a good idea generally.
There are few UI's that change every frame

safe vale
#

so I'd imagine MFDs are much more performant than doing something like that with RTT

full sonnet
#

I don't know how MFD's work, so can't tell

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RTT is not expensive though

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It renders directly on the GPU, and the texture stays on the GPU, and you can decide when to update it
The main problem is VRAM size of the textures

mental fulcrum
#

it's fine with 24 gigs bloblgrimace

full sonnet
carmine juniper
#

I thought Harry Potter is not a thing in Arma

full sonnet
formal cipher
#

Oh boi, can't wait to see the creations people come up with.

grave viper
#

I can bet first will be anime girls

ocean tundra
#

Please also make clan selection override available for configs ๐Ÿ™๐Ÿ™๐Ÿ‘

mental fulcrum
#

You can override it in config, via init EH ๐Ÿ™‚

halcyon moth
#

Need an option to turn this off for those extra 2fps on client :P

full sonnet
#

I'll still need to test fps impact, but its just UI rendering it should be very low

ocean tundra
#

And if you drop the uniform and pick it back up

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Having an engine solution would be better than scripted ๐Ÿ™

ivory ridge
steep gust
#

with the new UI to texture features being added allowing for detailed pip mfd/displays for weapon control seats in vehicles, a key remaining requirement for this use case will be correctly controlling aim sensativity for the vehicles turrets when viewing the pip screen in first person. We'll need a way to control the turrets aim sensativity based on the fov of the pip screen/camera and not the players view.

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This would also allow us to finally create high powered dual render scopes, currently it's almost impossible to aim accurately with dual render scopes over 4x

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@full sonnet I also wanna thank you for working in this new feature for us, it's dawning on me all the new features we'll be able to add with this!!

royal folio
#

Also wanted to say thanks for this feature as with this we can stop asking for more mfd values ever year

full sonnet
#

Looking good so far, unless something unexpected happens (which happens quite often :U) it will be in this weeks dev branch.
Docs so far <#community_wiki message>
Will definitely need quite a bit of testing, so if you have a use case please try it out, we still have plenty of time to adjust things

carmine juniper
#

^Me waiting for the changelog for the new update I've just downloaded

steep gust
#

omg it's up?!

#

time to call off work sick ๐Ÿ˜ฌ ๐Ÿ‘‹

#

16-11-2022
EXE rev. 150030 (game)
EXE rev. 150030 (Launcher)
Size: ~80 MB

DATA

Fixed: Minor clipping of fingers on the right hand when using the Promet rifle
Added: Black variant of Carryall backpack - FT-T167324
ENGINE

Tweaked: Added textColor to text procedural textures and changed the color order to RGB(A)
Added: ctrlAt script command
Added: displayUpdate script command (part of UI to Texture)
Added: displayUniqueName script command (part of UI to Texture)
Added: UI to Texture support
Fixed: allMissionObjects returning an empty array when running on Proton
Added: groups <side> script command - FT-T164521
Added: targets script command syntax for groups - FT-T168408

carmine juniper
#

Here we go, quick UV Checker

carmine juniper
#

Yeah I've expected something more complicated but it is way easier to handle

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Pretty nice something yeah

full sonnet
#

I think the hardest part might be when you have multiple instances of same display, and trying to associate them with the onLoad handler. But the unique name thing should solve that

steep gust
#

Can the Procedural texture syntax e.g #(rgb,1024,1024,1)ui("RscDisplayRenderTest","abc"), be applied to a surface directly in an objects p3d?

#

or must it be applied as a hidden selection texture through script?

light lintel
carmine juniper
carmine juniper
full sonnet
#

p3d textures work just fine, but you may need to be careful with initialization time.
onLoad handler may be called earlier than expected.

carmine juniper
#

Now, I wonder why you've added this ๐Ÿ‘€

full sonnet
#

Used it alot in Enfusion and its just nice to have.
And someone requested text to texture rendering, and from there UI wasn't far to go

rain parrot
#

dedmen you're my favourite person in the world

full sonnet
carmine juniper
#

Draw3D this time

rain parrot
#

got an rscmapdisplay loaded and working on the blackhawk's cockpit in just a couple minutes and everything worked pretty much like I hoped it would

#

no more meticulous budgeting of userMFDValues or creating 50 invisible pylons from now on

full sonnet
#

The scaling of the grid numbers is weird. I also noticed that on my tests ๐Ÿค”
That might be dependent on resolution?

rain parrot
#

could be, though for in the cockpit having the numbers very big like that actually makes them super readable

meager sage
#

Looks readable though

full sonnet
carmine juniper
#

Yeah actually had similar issue (?) for my Glock

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Text is slightly wider

rain parrot
#

vaguely related note but does anybody know if it's possible to rotate a map in a dialog? so I can align the map's direction with the helicopter's heading

full sonnet
#

Something I didn't test was if UI scaling option in video settings affects the displays notlikemeow

carmine juniper
#

IIRC it is Big for me?

meager sage
#

Maybe it's 0..1 being the whole screen instead of default ui region in the center

rain parrot
#

but yeah I was messing around with this yesterday and I'm just blown away by how seemlessly this works

#

I was expecting weird glitches and performance issues

carmine juniper
#

Yeah, this is freaking good feature

full sonnet
#

I'm looking at the ctrlMap commands and mapAnim and I cannot actually find anything about rotation ๐Ÿค”

rain parrot
#

I don't know of any modded maps that can rotate, I only know of the vanilla info panel map being able to do it

full sonnet
#

The RscMap config, has a flag that switches between north orientation, and rotating with player

rain parrot
#

it does?

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I didn't notice that, what's the name of the flag

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because then I can just switch between two maps, one north and one forward

carmine juniper
#

Yeah as far as I know it is possible, a GPS screen can do that

full sonnet
#

mapOrientation
0 == north at top
1 == current vehicle heading (that may not work, UIOnTexture doesn't pass the vehicle)
2 = current weapons heading

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Ah no nevermind, current vehicle should work.
It uses the focusOn (is that a script command? I think it is?) vehicle, or if not present then cameraOn
and weapon does the same

rain parrot
#

awesome

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thanks!

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god why do I have to have a job, I wish I could try this right now ๐Ÿ˜„

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guess it's time to install arma on my work computer and try this on my lunch break lol

carmine juniper
#

Two notes I've found:

  • The syntax is case sensitive
  • The display name and instance name doesn't require to be quoted
full sonnet
#
  • The syntax is case sensitive
    That is intentional, it had to be for "text" because you want to render uppercase letters too

What part specifically is case sensitive that you stumbled on? For classname it wouldn't matter

  • The display name and instance name doesn't require to be quoted
    hmpf. I guess thats fine but I think I'm not trimming whitespace, which would mess up class name โœ… I'll fix that later (the trimming)
    Mh actually it might.. There might be more stuff wrong there, I may make it require quotes I'll test it
carmine juniper
#

For setting it into a p3d might struggle a bit for its sensitivity

full sonnet
#

Why? I can't see why

carmine juniper
#

OB tries to lowercase it as far as I tried. Maybe I'll try again later

full sonnet
#

Welp... well for UI that can be handled.
But for procedural text thats kinda bad ๐Ÿ˜„

carmine juniper
#

Yeah tried once again. It can save it with mixed cases, but once I open it in OB again it tries to lowercase it

steep gust
#

It would seem as though ui2texture, like hidden selections, doesn't work on some weapon attachments in that they can't be applied to scopes/accessory gear? Wondering if anyone else can verify
Disregard my last, just verified that ui to texture works for scope accessories and we can now incorporate full UI into dual render scopes!

steep gust
#

Interestingly I found that if you have a UI2Texture object selection applied in pilot LOD and not also in LOD0 it caused a CTD, copying the pilotLOD UI2Texture selection into LOD0 fixed this

glass talon
#

@full sonnet ๐Ÿซต After months of searching, I've found the Arma 3 wizard

carmine juniper
#

He always has been ๐Ÿ™‚

glass talon
#

I'm about 9 years too late for the party, but I'm so so glad this game is still being updated and active. Even something that can seem trivial makes a huge impact in this game, and I'm loving every bit.

full sonnet
carmine juniper
#

Yeah it is something I can imagine

full sonnet
carmine juniper
#

I can consider your update this time is the best ๐ŸŽ‚๐ŸŽ 4 me eyes_shaking

full sonnet
steep gust
steep gust
full sonnet
#

Even this mess works
#(rgb,1024,1024,1)ui(RscMain " , abc")
But please stay with proper quotes and stuff, everything else may randomly break in a future update and then I won't accept any complaints

carmine juniper
#

IMO the current way that doesn't require quotes is better, since is easier to define in a config

#

Esp, is an array (like hiddenSelectionsTextures)

full sonnet
#

I'll also get ' quotes working for config use.
Well without quotes works for now, but if I find a reason to need to not allow it, it can go away. So far I haven't found a reason

carmine juniper
full sonnet
#

I don't know why it would do that, its just plain texture blobdoggoshruggoogly

carmine juniper
#

Also uh, how do we call this mechanic? โ€œDisplay to Textureโ€? โ€œUI to Textureโ€?

full sonnet
#

I call it UIOnTexture internally

carmine juniper
#

Mhm

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Huh, it probably does so because it lost rvmat shading? The close one is just a setObjectTexture #(argb,1,1,1)color(1,0,0,1,co) and further is the same texture but in UIOnTex

full sonnet
#

but setObjectTexture shouldn't get rid of the material, no matter what texture ๐Ÿค”

meager sage
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i bet POLPOX meant that shading makes a texture look brighter than you see by just looking on it in preview

carmine juniper
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Well, shading I mean, aka rvmat

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#(argb,1,1,1)color(0.5,0,0,1,co) this time. UiOnTex doesn't respect lighting it seems

full sonnet
#

is your ui also argb vs rgb?

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Mh the normal color would be _co, so Diffuse texture type.
UIOnTex is R2T texture type, maybe that makes a rendering difference

carmine juniper
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Does R2T have similar issue/feature?

full sonnet
#

oh there is a bug where it doesn't set srgb mode

carmine juniper
#

Nice, so will be fixed?

full sonnet
#

can you send me UI to test that?

carmine juniper
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Mind if DM?

full sonnet
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nu

carmine juniper
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Rg wait a min

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dunt push me plox ill do make a great repro mission

full sonnet
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I don't need mission, I already built one, just need the UI class

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If you want full screen UI on texture you can just do x/y=0 w/h=1

carmine juniper
#

Aha, good to know

#

No need to pixelW/H right?

full sonnet
#

yu

carmine juniper
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Noic

full sonnet
#

the safezones are also from corner to corner

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Mh all the normals also go away..
But your UI is #(rgb,1,1,1)color(0.5,0,0,1,ca)
instead of #(argb,1,1,1)color(0.5,0,0,1,co)

But that makes no difference, and the srgb flag also doesn't ๐Ÿค”
Maybe I can make it diffuse instead of R2T

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or I can let you select the type, just like color thing does

carmine juniper
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displayUniqueName doesn't work at very first frame of the texture (aka onLoad), intentional or nu?

full sonnet
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not intentional, I thought I did set it early enough ๐Ÿค”

carmine juniper
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So ya, smth like onLoad = "uiNamespace setVariable [format ['PLP_foobar%1',displayUniqueName (_this#0)],_this#0] ;"; doesn't work

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IKR there would be a workaround already, but headsup

full sonnet
carmine juniper
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O, I might missed your doc?

full sonnet
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Yep that was it. But it breaks colors in some other cases

full sonnet
#

Okey added optional parameter to select texture type
#(rgb,Width,Height,MipCount)ui("DisplayClassName","UniqueName","co")
same as color procedural. So that can be used where needed, and we'll hope that doesn't break anything now ๐Ÿ˜„
(also with quotes if wanted :u )

full sonnet
carmine juniper
#

Hmm

harsh oyster
full sonnet
carmine juniper
#

Wots dis?

full sonnet
#

I had to rewrite part of our R2T handling to make it R2T non-R2T texture types ๐Ÿคฃ

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But now you can also make UI normal maps and thermal maps and... specular and macro and stuff

meager sage
full sonnet
#

as seen in the video, left variant is the "fixed" version with _co texture type

meager sage
#

and "unfixed" in this context is what? _ca? Or just skipped "co" in UI texture definition?

full sonnet
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skipped, default

#

,co) on left, and ) on right

frail wharf
#

I'm curious on how are features decided to be implemented. The subscribes count on a ticket matters?

viscid onyx
#

I'd guess it's a balance of what's in demand (and would open up a lot of opportunities), what's practical and feasible, and what the devs are interested in. A lot of subscribes doesn't really matter if the request can't be done using the available resources or would take forever; a request with few subscribes may be done if it's something quick and easy with a tangible benefit.

full sonnet
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I don't care about subscribers.
I judge whats useful and how much work it'd take

frail wharf
#

But for example, two features that are possible and would take the same amount of effort, but one has more subscribers

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But I get it, I'm a dev too... I'm just asking because the A3TI team made some feature requests that are needed to finish their vision for their mod

scarlet root
#

phabricator is just too crappy to track that

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with dev heaven using Redmine, it worked quite well

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however we had also a very strict review and approval process for reports

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and BI programmers largely only checked those reports

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as programmer a reliable and quick repo, is usually most important

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feature requests are more like Dedmen said

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popularity cant reflect complexity and effort involved

rain parrot
steep gust
#

On the subject of UI to texture and materials, do you know why the UV transformative collomitor rvmat won't work with UI to texture surfaces when applied as the material?

full sonnet
#

no

steep gust
#

Afaik this rvmat moves the UV map to make scope shadow elements move with weapon sway

full sonnet
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The thingy shouldn't care about UV's

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maybe its related to the material issues polpox found, and it needs to be a _co type texture

steep gust
rain parrot
steep gust
#

amazing

steep gust
# full sonnet The thingy shouldn't care about UV's

Having done more digging, I think this might just be why the scope sway rvmat isn't working
Sorry I know this is a super specific use-case and so I feel bad to bug about this, the new feature is amazing and has opened up a ton of cool new opportunities, but it would be epic if it could be made to work with this rvmat stage, as we could then have animated 3D and Dual render Scopes.
Here's a short vid that hopefully helps to show what I'm referring to:
https://gfycat.com/gracefulscaryazurevasesponge
The center crosshair is a an ordinary texture with an rvmat as follows:

class Stage0
{
    uvSource = "texCollimator";
};

The center cross correctly moves with the weapon sway mimicking an infinity position/scope optic paralax - showing the true aim point of the weapon
The UiOnTexture text line is also using the same rvmat, however, it doesn't have its position modified correctly, and is static on the surface of the scope glass.
The way these 3D scope optics are setup is having all the elements at the rear surface of the scope, the texCollimator uvSource then moves the texture's UV to mimic the optical elements like crosshairs and give the illusion of the optics being 3D

tepid dock
sudden vapor
#

Can anyone recommend or help me with the callExtension ability?

#

I'm looking to get the data from vehicles such as; offroad detection, speed, RPM, machine gun fire etc
Then translate that into SimHub for a buttkicker to turn it into vibration.

At the moment it just detects noise which doesn't work very well when 'quietly' going over rough terrain as you can't feel it

full sonnet
steep gust
sudden vapor
#

Can someone help write a simple extension for me?

scarlet root
dusk sluice
rain parrot
#

It's still got some minor bugs in there around rendering diary entries, and the code isn't incredibly optimized, but I'll probably push it out on the workshop when the ui-rtt feature goes live

steep gust
#

Confirming:

class Stage0
{
    uvSource = "texCollimator";
};

now works when used on UiOnTexture ingame!
Thanks again @full sonnet ๐Ÿ™

carmine juniper
#

Does UIOnTexture support mask texture type?

#

Thank you for proper rvmat support, my UVChecker does work finely with proper shading โ˜บ๏ธ

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Also BTW, guess it is reported already but does seem to have the proper text aspect ratio when the screen is only 4:3. Or I'm crazy I guess

full sonnet
full sonnet
carmine juniper
#

I... think I couldn't make multimat happened, maybe I've done something wrong. Maybe I'll touch tomorrow

carmine juniper
rain parrot
#

is anyone else having issues RTTing a dialog with a map on it? since the last update my game seems to CTD whenever I load any map controls to texture

steep gust
rain parrot
#

oh yeah that's it, it runs fine on the normal exe

#

that's what changed, nothing to do with the update

full sonnet
#

need probably add note about that on the wiki page, I wanted to go over the wiki thing but no time yet

steep gust
#

Does anyone know if I spawn a UiOnTexture (RTT PIP feed) as the text line in a UI class, if I have to call the update in a loop in game to keep it a live feed? Setting up a rtt surface in the object model doesn't require constantly calling an update and the pip feed just runs after spawning

full sonnet
#

if you want it to update you have to update it

rain parrot
#

so you're saying in theory we could use this tech to render screenshots to texture by rendering an RTT camera to a RTT-UI and never calling displayUpdate again for that display

#

no idea what I would use this for, but at some point I will probably come up with some awful reason to use this

#

unfortunately it wouldn't work for JIP players

full sonnet
#

uh... yes ๐Ÿค”

full sonnet
#

youll probably have to update twice. Because of one-frame delay both for RTT render and the UI on texture render
and also I think RTT (as UIOnTexture) only actuall renders to the texture if its visible on screen

rain parrot
#

also dedmen I just want to say again that this feature is amazing, we've started using it on some new features in tandem with the MFD system to get the best of both worlds and it integrates effortlessly so far, and performance is also awesome

#

running a map with displayUpdate every frame seems to be completely fine, before I tested it I was afraid it would pretty much ruin my life doing that

full sonnet
#

on tanoa rendering a map is definitely noticable on the fps counter, for me

#

But so is just pressing M and looking at the map ๐Ÿ˜„

rain parrot
#

that makes sense, silly me is mainly using stratis as a test environment - do you happen to know if map rendering becomes less intensive for controls like RscMapControlEmpty? Or does the same code still run in the background

full sonnet
#

they all use the same map control, which is the expensive part

rain parrot
#

That sadly is what I expected, thanks for the info, I'll be sure to do some testing on Tanoa so I can judge performance better

#

But in either case that's nothing for you to worry about, I'll just have to add in a potential rate limit on the updates when the FPS gets too low

#

By the way, do you have any idea why using the map control in diag exe causes a CTD? If so, is that anything you think you'll be fixing?

full sonnet
#

I know why, no won't fix it.
Its a safety check that's failing, correctly so

rain parrot
#

๐Ÿ‘ good to know, I'll try to just write some check in to my code that stops it from creating the map when you're on diag exe

#

do we have any simple way of finding out if you're on diag? maybe a preprocessor define

full sonnet
#

__A3_DEBUG__ is always set on diag
productVersion script command might indicate it

steep gust
#

Can confirm that PIP RTT UIonTexture takes two refreshes to load each frame, I think this essentially means the framerate is cut in half unless im missing something.
It occured to me last night that we can now overcome the PIP aspect ratio being broken if the players monitor is other than 1:1 - Just get the horizontal and vertical game resolution at game start and apply the ratio difference to the RTT PIP displays Width

#

so to ghet a correctly proportioned PIP image for a 1080p monitor just do the following:
1920/1080 = 1.777
PIP RTT class Height = 1
PIP RTT class Width = 1.777
Tested and produces perfect proportions in PIP

full sonnet
#

oh right i wanted to fix that, forgot about that notlikemeow

#

ah no that's pip, so doesn't matter?
But something was wrong with text stretching

steep gust
#

There's been an aspect ratio variable in the RTT PIP text line since forever but it never worked

steep gust
#

but by default the RTT PIP feed assumes the player's monitor is 1:1 and squashes the horizontal UV unless manually counter squashed, I used to do this in the object models RTT/PIP selections UV

full sonnet
#

PIP yes, but is it a problem for UI on texture too

keen sundial
#

Is there a way to fix PIP not working if a Zeus is active?

steep gust
full sonnet
#

I don't know how you mean that, if its a bug I should fix then I need repro

steep gust
# full sonnet I don't know how you mean that, if its a bug I should fix then I need repro

My b,
-Have an object ingame with a UiOnTexture defined for a surface like: #(rgb,1024,1024,1)ui("RscDisplayRenderTest","abc")
-Have a UI class structure setup in config that references said UiOnTexture surface
-Make one of the UI controls have a text line like : #(argb,64,64,1)r2t(rtt,1.0)
..or..
-Set one of the UI controls text line to #(argb,64,64,1)r2t(rtt,1.0) via script in game
--Result is a pip feed that always has a resolution of 1024x1024
(my guess is that the pip rtt resolution always inherits the UiOnTexture resolution - but I haven't tested this theory yet)

full sonnet
#

Ah I see ๐Ÿค”
hmpf

full sonnet
rain parrot
#

I really love that you can just do any insane stuff imaginable with the UI-RTT feature

steep gust
#

Well now I need an aminated start up logo inside my scope mod ๐Ÿคท

steep gust
steep gust
carmine juniper
#

Outstanding! Can't wait to see more things the community will make, yeah?

#

Let me guess, it is inspired by Escape from Tarkov?

steep gust
#

It's been in the works for over a year but the new UiOnTexture added a whole new level of potential depth to it

carmine juniper
#

Nice. Would be the best thing for you for a while

steep gust
verbal stag
#

Is it still using the โ€˜standardโ€™ PIP and then adding addition layers with the new UiOnTexture feature?
(Sorry- on mobile so small images!)

steep gust
carmine juniper
#

Quick feedback about colored laser, when Alt+Tab the game will make the laser IR-only until you turn it on again

full sonnet
#

๐Ÿค” wat
So when you tab out, the visible laser becomes IR only, until you turn it off and on again?

carmine juniper
#

Ye as far as I can see

full sonnet
#

Maybe something for Neil to fiddle with ๐Ÿซ‚

formal cipher
#

@carmine juniper Do you have an example code for when it happens, or does it always happen when the final argument (isIR) in drawLaser is set to false?

carmine juniper
#

Sorry if isn't clear enough, I meant laser pointer accessory with isIR = 0 config

formal cipher
#

Ah, okay. I didn't think of the config version.

full sonnet
formal cipher
#

I think I may have already found the issue, if this comment is anything to go by.
// only scripted(Temporary) lasers can be non-IR, and we've just deleted them all. Thus there can be no daylight lasers anymore

full sonnet
#

That comment probably isn't updated right, but the code under it is. But that flag getting broken on tab out could be it

formal cipher
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I'm not able to reproduce it with the test PBO.

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Nevermind, I am able to reproduce it now. You need to have the pause menu open when alt-tabbing

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I also noticed that the bullet traces in the arsenal also update their rendering when I turn on the laser again.

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Seems that is unrelated though

rose musk
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I can't send pictures here, but it looks aligned at a 4:3 monitor resolution but stretched horizontally at a 16:9. Can't put evidence pictures here but happy to send it via another method

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(not a problem we can't work around though if required, the rest of this system has been absolutely amazing to play with)

steep gust
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Has anyone run into text being stretched when used as UiOnTexture?
I've checked the UV mapping and it isn't streched, all my picture elements spawn with the correct aspect ratio too (provided I use Keep Aspect), but all the text is stretched sideways, and I can't find a way to adjust the aspect ratio for the letters, adjusting W/H just moves the borders for the text string

steep gust
full sonnet
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I tried to repro that stretching but couldn't

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What is the trick to make it as bad as possible

rose musk
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My guess is more screen width in aspect ratio = more bad

steep gust
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My use case might not be the best as an example but I can describe my setup, So I have a perfectly circular flat surface (1:1) in my object with UiOnTexture setup as 1024x1024, with a circular unstretched (1:1) UV map for it too. I reference this in my config to get a handle for code. I try spawning my UI text elements onto that display with their width and height set to normal width and heigh values in config equal. (Changing width and height in config and in script only adjust the text string's borders, not the aspect ratio of the text itself (not an issue just a game thing))

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Result - text is always stretched to be longer sideways than it is tall.

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I'm running the game on a 16:9 monitor which I think is the cause of the problem as @carmine juniper had experimented

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The thing is BC we have control for the width and heigh of picture UI elements in game we can counter for this in config and scripts, but afaik, there's no way to adjust the aspect ratio (width and height) for text elements

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I would send picture but I'm at work ATM

rose musk
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That sounds similar to what I have seen. The difference between 16:9 and 4:3(12:9) is small enough that it is easy to miss unless you have a reference like on the attached imgur. If it wasn't for the exact same font in a different method being directly below, I likely would never have noticed

steep gust
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I would guess that I could fix the stretched UI text elements by squashing the uv map for the UiOnTexture surface, as this works for the same pip aspect ratio issue, but this would only solve the problem for people using 16:9 monitors, for anyone with a different monitor aspect ratio they have the opposite issue

rose musk
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In our position, we are lucky enough to be able to have control of the vehicle, so UVAnimations can work for us

winter crescent
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Hiya, there will be no more branch updates this year. We'll return in 2023 on the road to 2.12. Wishing all of you splendid holidays ๐ŸŽ…

harsh orbit
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also how do you get the display object to modify it? think_turtle

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is it thru the "uniqueName"?

#(rgb,Width,Height,MipCount)ui("DisplayClassName","UniqueName","texType")

like uiNamespace getVariable "uniqueName"?

harsh orbit
full sonnet
full sonnet
harsh orbit
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Oh I see now. Thanks a lot!

harsh orbit
harsh orbit
full sonnet
harsh orbit
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oh I see meowsweats

full sonnet
unreal arrow
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Next dev:
needService
allowService
allowedService
"Service" mission EH
documentation incoming

past moon
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DEVELOPMENT and RELEASE CANDIDATE branch discusssion goes here

keen sundial
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Also fixed:
Arma allocating up 20GB of data into the pagefile.

limpid ledge
carmine juniper
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I presume is just a nonsense joke

keen sundial
steady sundial
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Is it possible to have steam have 2 branches for different folders? It's almost impossible to upgrade and downgrade 1.5gigs on Aussie internet all the time

gilded basin
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HAHA @steady sundial and after that you want GabeN to make peace in the entire world

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((PRAISE OUR LORD AND SAVIOUR))

fading ether
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You can use the game updater in the tools for having different branches of arma3 at the same time

gilded basin
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yup but thats no steam solution

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as i said

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PRAISE THE LORD GabeN

steady sundial
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Ahh awesome cheers @fading ether and @gilded basin all hail master GabeN

past moon
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i've got all steam branches separately, using steamCMD to download each, not steam client

carmine juniper
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Tweaked: Added support for CT_OBJECT creation using ctrlCreate - FT-T165245
pretty13โ€ผ๏ธ

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Very, very nice!

unreal arrow
full sonnet
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yeah 21:9 vs 4:3 notlikemeow

full sonnet
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The width of fonts depends on the aspect ratio at game start notlikemeow
This seems not fixable

full sonnet
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Welp fixed it. Question is just what things I broke with that now notlikemeow

teal snow
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this is something i do so often, run into the issuie, try to fix it, fail, complain about it, and fix it before anyone notices i was struggling

steep gust
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Amazing dedmen, thanks again for looking into this, this will fix a ton of stuff on my end ๐Ÿ‘Œ๐Ÿ™

solid island
full sonnet
#

So for that keybinding issue from #perf_prof_branch
I'm thinking, we make keys block by default.

Meaning for SHIFT+W keybind. If you hold W in editor you fly around, if you then press shift you stop. When pressing shift, the shift+w action wins and the W action deactivates.

Then we have config entry, like modifierBlocking=0 where you can turn it off, so that your action won't block others

I think thats the best solution?

mental fulcrum
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Makes sense to have actions define if they're blocking or not.

full sonnet
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#community_wiki message
I hope that works for your usecases, mainly for Darkbelg as you want the non-default behaviour

harsh orbit
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For backward compatibility

full sonnet
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Backward compatibility would mean to have it blocking by default

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That's how its been

halcyon moth
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Yeah, otherwise Antistasi would never have worked :P

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Also the grenade thing.

versed abyss
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"So that your action won't block others" does that mean that it runs parallel ? If so then yes this is fine.

Could another possibility be to look at the onActivate config code and when it returns false the next onActivate is triggered? I mean the first thing i tried was to return false in the onActivate.

versed abyss
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So the CBA implementation of keybinding also has this problem?

verbal stag
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Iโ€™m guessing thereโ€™s something fundamental in the code that means the irdotcolor array only works for visible lasers in this statement about new goodies for 2.12?

#community_wiki message

If it were available for IR lasers as well, I suspect using large values in the array would be a way to control the dot brightness so would be a solution to the issue I was asking about in the modelling channel?
Would extending this to IR be possible?
(Colour would be irrelevant - just want a way of changing brightness)

full sonnet
full sonnet
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you can use dotSize to control size/brightness?

verbal stag
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That just makes it bigger not brighter

full sonnet
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its just a 2D image, not a light

verbal stag
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The effect Iโ€™m after is a much less bright beam (which Iโ€™ve managed) but much brighter impact dot and itโ€™s that bit that Iโ€™m struggling with

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But does it not have an rvmat with an emissivity value?

full sonnet
verbal stag
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I think/hope that I can get the effect I want by upping that emissivity.
Although like the laser beam, would probably need to make a new model to assign a new value