#dev_rc_branch

1 messages · Page 5 of 1

trim crane
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No, where unit is local

unreal arrow
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which unit?

trim crane
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The one that could be hit by a rotor

unreal arrow
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how do you know this, you need to calculate collision first, 1 client has todo it, which client if there are 5 units next to chopper?

trim crane
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Exactly the same as its done with vehicle body collisions

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You can't run over unit that doesn't see itself being run over

unreal arrow
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calculate possible collision on the unit's pc?

unreal arrow
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you cant do this, as Im trying to explain you will have to calculate it for every client on every client

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so the vehicle calculates it then sends damage to whatever unit it hit

trim crane
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Its already done like this for unit-car collisions

unreal arrow
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unit has own collision calculation

trim crane
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Why can't this rotor collision be as well?

unreal arrow
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which does not include rotor collision

trim crane
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It is unfair that player clearly didn't touch a rotor yet they died simply because they lagged a bit and helicopter owner saw them touch it

unreal arrow
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stayaway from rotors

trim crane
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Even worse right now it seems to work from unrelated sources, like PERF server sees remote unit touch remote helicopter's rotor

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and it kills the unit

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This is the result of current design

unreal arrow
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dont think thisisthe case the authority is the vehicle that has unit in collision result remote chopper doesnt have unit in collision result so it cannot send damage request

trim crane
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Well knowing Arma I expect everything, global damage multiplied by number of clients is a usual occurence

unreal arrow
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I have seen this video already, is this a rotor kill?/

trim crane
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Yes, other videos attribute the kill to helicopter pilot

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This also started recently with latest perfs

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And this damage is not checked through HandleDamage

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Fits this rotor damage perfectly

unreal arrow
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but you could have scripted it from having just a vehicle, show ne it has instigator

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helicoter or drone all the same you could kill with drone before and this doent show the rotor kill and I cannot even imagine how this was possible from the vid

ruby edge
unreal arrow
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point is, the change is the unit dies everywhere after hitting the rotor instead of dying on one client only and becoming a ghost

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Cant really confirm or deny this is the rotor kill because not enough data

trim crane
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I believe this is rotor kill because:

  1. It started just recently with PERF on the server (clients are all stable)
  2. It bypasses scripted damage checks (HandleDamage)
unreal arrow
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so theserver perf the clients are not?

trim crane
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Yes

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What I believe happens: Server sees REMOTE heli's rotor touch REMOTE unit and sends the damage message

unreal arrow
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no the client thathasspinning rotor collision sends damage

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mismatch in clinet server could be the reason

mental fulcrum
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Rotor damage is part of vehicle simulation

unreal arrow
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correct

mental fulcrum
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So stable client would still do the local setDamage 1 basically

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Also iirc the calc for rotor collision is a static radius and it's quite rare to trigger it

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You basically need to rub your face on tailrotor

unreal arrow
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no it used to do setdamage 1 to remote client resulting it ghost unit

mental fulcrum
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Yeah but like in engine, not command, thus I said "local"

unreal arrow
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its a good point the fact that client is not updated may be the case of strange behaviour

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im going to look at it tomorrow with the focus on what could happen if client has old handling and the server has new

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and if this can be diverted through handle damage as well

mental fulcrum
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That would be nice, the stable implementation does not even care about allowDamage afaik

trim crane
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HitHRotor destruction also ignores HandleDamage btw (it checks for allowDamage though)

unreal arrow
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i will need a repro for that preferably a ticket too

harsh orbit
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I don't think so. But you can test 😅

unreal arrow
trim crane
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I assume it made unit ragdoll for helicopter owner but the unit itself was still walking around normally?

unreal arrow
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that was the bug yes

unreal arrow
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one other possibility is that that set damage 1 from rotor to remote unit (old code) could get broadcast because of server changes but not immediately so it looks like random death. are there servers that run only perf for both?

trim crane
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I don't think anyone runs anything but stable there

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I think I sort of reproduced it

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Player 1: Perf
Player 2,3: Stable

Player 1 = server
Player 2 = heli
Player 3 = foot

  1. Heli is attached to Player 1
  2. Player 2 and 3's game is frozen for 20 seconds
  3. Player 1 rotates to move Player 2's heli rotor to Player 3
  4. Then Player 1 moves heli away
  5. Both 2 and 3 unfreeze
  6. Player 3 ends up dead
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10:54:37 ---------------------------------------------------------
10:54:37 "Frame 59314: Killed Both: B_Soldier_F"
10:54:37 ["B Alpha 1-4:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Heli_Light_01_armed_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)",true]
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Screens 1 and 2: helmet player and heli player clients are frozen
Screen 3: players unfreeze, helmet player dies

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Gonna see if this also happens when all 3 are Perf

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I think this repro matches what's going on with live server, Perf server sees remote heli rotor touch remote unit and kills the unit

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Same picture when server and 2 clients are on dev build

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["Arma 3","Arma3",215,151218,"Development",false,"Windows","x64"]

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11:07:57 ---------------------------------------------------------
11:07:57 "Frame 62709: Killed Both: B_Soldier_F"
11:07:57 ["B Alpha 1-4:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Heli_Light_01_armed_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)",true]
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Yep, reproduces properly

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(Warning: Loud music)

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Number above players is them broadcasting their diag_frameno each frame, to visually show that their game is frozen and doesn't simulate anything

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I froze both remote players, then make remote heli rotor touch remote unit and it killed the unit

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Exactly what we see happening on real servers, random deaths because server saw the rotor collision while neither unit nor heli saw it

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11:16:08 ---------------------------------------------------------
11:16:08 "Frame 117384: Killed Both: B_Soldier_F"
11:16:08 ["B Alpha 1-4:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Heli_Light_01_armed_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)",true]
````Killed` EH log on victim unit's side btw, so this is new rotor damage (killer=heli, instigator=pilot)
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I tested this and it worked identically in both setups:

  1. PERF + Stables
  2. All DEVs
ocean sail
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dev update 22-11-2023 rev. 151158

Fixed: A recent fix in an audio conversion tool has now been applied on all sound data. This should reduce 'popping' glitches at the end of samples.
Is 'all sound data' means absolutely all (and every) sound file in Arma 3 data? Because I can reproduce this e.g. with vehicle smoke screen and vehicle turret servo rotation
Vehicle movement and vehicle interior sounds still popping too

formal cipher
ocean sail
full sonnet
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🗒️ popping and crackling are different things

formal cipher
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I took a look at the source and processed files of some of the internal engine sounds, they don't seem to differ at all even with the compression and decompression. If there is a cause for some form of distortion or audio artifacting, it is either because the files are an imperfect loop or there is an issue still in the in-game audio system. The fix for the DC offset caused by compression, which is what was fixed in the audio conversion tool, is correctly applied to those files.

full sonnet
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The popping that was fixed, was basically your speaker being held at 100% (instead of oscillating around 0%), and when the sound ends it would "pop" back to zero percent.
Also noticable when tabbing out and sounds get stopped.

trim crane
unreal arrow
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in unscheduled?

trim crane
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Speaking of which, wish there was a diag command to cut off network in the similar way for development and test purposes

unreal arrow
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but the setdamage message sent to frozen client does not disappear it just delayed

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until client is unfrozen

trim crane
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Both heli and unit were frozen, none saw the moment of rotor touching, server killed the remote unit

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What happens on live server: Units get out of the helicopter (or walk by), server predicts their position wrong, which ends up near the rotor, so server decides to kill them

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Yet neither helicopter owner nor unit owner touched saw rotor collision

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Bet this will also work for 3rd non-server client, gonna be a complete mess with say 50 players, people will start dying randomly by being near a working helicopter

unreal arrow
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can you try this on current stable and tell me what is the result?

trim crane
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Same setup but all stable?

unreal arrow
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all clients and server are stable, yes

trim crane
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Can't get unit killed from rotor, only through collision damage which properly fires HandleDamage and Killed with heli pilot as killer (no instigator)

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18:40:55 ---------------------------------------------------------
18:40:55 "Frame 51838: Killed Both: B_Soldier_F"
18:40:55 ["B Alpha 1-3:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-4:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)","<NULL-object> ()",true]
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No result in trying to kill remote unit with attached remote heli (both frozen)

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Expectedly can't kill with normal roadkill collision either

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So it is indeed a bug in PERF/DEV builds where clients can kill because of remote entity collisions they saw

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For a fix I'd still suggest to do this collision check from unit side, not from helicopter side, this will make it in line with the rest of multiplayer design

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Or just ditch it and leave things as they were

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no rotor damaging units

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Speaking of roadkill damage, I'd suggest making killer the vehicle and instigator the driver

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Might affect some backwards compatibility though

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I've been super deep into damage propagation recently so I probably can do a write up on all damage issues there are in the game with suggested fixes, but again backwards compatibility is a big concern

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Perhaps we can introduce some kind of mission description.ext flag for expanded damage source tracking?

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So actively developed missions can flip the flag and enjoy better damage tracking?

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improvedDamageSources = 1; or something?

harsh orbit
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btw can you plz explain which issue you were talking about? I think I misunderstood think_turtle

harsh orbit
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dunno. it does look like it could be caused by the suspension system.
but maybe it's caused by the ragdoll

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nope it doesn't help with that issue. I just got Arma'd 🥲

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so it's a ragdoll issue then

umbral orchid
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yeah it does it even on vehicles without wheels/suspension like statics

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just way less often and usually way less violent/arma space program

ocean sail
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remove collision if unit ragdolling?meowtrash

harsh orbit
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I guess. I'll investigate it later

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btw it only happens with non-local units right? I've never noticed this in SP

umbral orchid
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I'm pretty sure it's non-local yeah

unreal arrow
hot wave
trim crane
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They used to destroy trees and walls first few years of arma because of that

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unit dies -> bushes, trees and walls nearby fall down

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on a populated mp server

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Its like the features weren't developed to be played in multiplayer 🤔

trim crane
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Not as much at least

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each client used to do damage with each ragdoll they had regardless of locality

keen sundial
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These units also yeet vehicles around

full sonnet
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The ragdoll issue is that ragdolls have incredibly high mass

harsh orbit
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It doesn't happen in SP tho think_turtle

ruby edge
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Even when the ragdoll is done and you hit a corpse your vehicle often gets launched into the air (MP).

trim crane
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I wonder if sudden prediction/interpolation movements produce large velocity? I believe they do.

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Ragdoll owner sees tank moving over it -> Remote tank corrects position with a sudden movement -> Sudden tank movement transfers to ragdoll -> Tank owner sees ragdoll updating position with a sudden movement and large speed -> Sudden ragdoll movement transfers to tank -> Repeat

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Btw you can reproduce MP physics issues (where collision launches vehicles through the map) very easily, simply SHIFT+MINUS+FPS two clients to 20 FPS and every collision will end up like this

viscid onyx
trim crane
viscid onyx
trim crane
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So I guess launching is not only because of large velocity, but also network updates placing objects inside each other

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Large velocity probably contributes to huge collision damage

viscid onyx
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Being intersected can be instant death even with 0 velocity tbh

trim crane
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Yeah, velocity gets added from that launch that happens even with local objects

halcyon moth
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That is a physx tendency, IIRC. It doesn't deal well with large overlaps.

trim crane
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@full sonnet Is there a reason why display unique names are limited to a-z, A-Z, 0-9, _ characters?

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If we could have slashes in there, I'd be able to provide texture paths right in the display name

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Will be useful for models to use mission file textures

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Slashes and dots

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Having to do ```sqf
_name regexReplace ["XXX/", ""] regexReplace ["VVV/", "."]

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"#(rgb,1024,1024,1)ui('Texture_AnyPicture','iXXXpVVVpaa')"

full sonnet
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Don't remember.
I would expect only quote to not be allowed

trim crane
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Gonna make a ticket

floral arrow
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Can someone tell me what is the latest RC branch version number? Game updater throws me an error, when I try to update and I'm not sure I'm having the latest one.

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version->build

digital vessel
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1.54 133479 is what I have for RC

floral arrow
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Thank you!

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Yup, always getting a timeout with gameupdater and It's not the latest build

pallid cliff
tall pumice
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Tweaked: Blood drop effect was improved anyone knows what exactly was improved?

ocean sail
ocean sail
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killzone_kid, how about replce the old 3D blood models with new better quality analogs from the Laws of War DLCidap (you can find it in Eden Things → Medicine)? It's a same non surface attached models so seems no problems if wanted
Means a CfgCoreData → slopBlood, footStepBleeding0, footStepBleeding1
see picture models compare
https://ibb.co/QKtkNt4

plus Laws of War blood models have Fresh and Old versions, it will be possible to realize on injury fresh blood spawn → pause → replace it with the old one → pause → delete

Image Arm-A-3-Screenshot-2024-01-12-19-56-06-89 in Marat's images album

unreal arrow
ocean sail
unreal arrow
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Laws of war? ah ok

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So these models are not used anywhere?

tall pumice
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scenery object / decals

unreal arrow
tall pumice
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in 3den, if you type in "blood" in scenery category, you'll find them

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they are probably used in the laws of war campaign somewhere

unreal arrow
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I see

ocean sail
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And maybe by design the player's blood drops must be different from Eden Editor prop?

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Although they quickly deletinng, don’t known about how big problem it will bethink_turtle

ocean sail
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Also when player bleeds on some object(building) the blood drops creating on the ground not room surface
In the case of a blood pool (slopBlood) spawned after unit dead it cannot be done - it's an object the texture attached to terrain surface
But blood drops can be adjusted in 3D position, spawning on the building's floor will be possible i guess

analog fractal
harsh orbit
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it's available in a newer revision. so changelog is incorrect

pallid cliff
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Is there any rough estimate for when the next dev update will come?

winter crescent
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Every Wednesday afternoon, unless we opt out that week for a variety of reasons or the smoke test fails.

unreal arrow
wide path
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Is there any chance we could get someone to have a look into the LOD limits for the runway pieces please?Probalby a class roads thing.We have such great runway tex's /pieces now i think that class limitation LoD probaly needs a tweak.Has been the same very ,very low LoD for runways since Arma 1.From what i seen the reforger stuff is amazing.Hate to have all that quality faded out too quickly.Maybe the runway pieces could have its LoD's linked to object quality?Would be nice.

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*Object view distance.

broken musk
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not sure if known, the new "getModelInfo" return is not in current public dev

carmine juniper
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Well BIKI often writes about future Dev content

broken musk
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👍

tall pumice
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quite prophetic

harsh orbit
trim crane
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ANYTHING = ENTITY getModelInfo NUMBER

full sonnet
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But it only returns 5 elements.
That hardly is worth the effort

trim crane
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Perhaps

unreal arrow
unreal arrow
full sonnet
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Can also put it into one command.
If -1 then all are returned

unreal arrow
pallid cliff
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17-1-2024
EXE rev. 151287 (game)
EXE rev. 151287 (Launcher)
Size: ~77 MB

DATA

Fixed: Wrong unflip action condition for UGV - FT-T171437
Fixed: Wrong unflip action condition for Kart - FT-T171437
Tweaked: Debug console can be enabled for singleplayer scenarios with enableDebugConsole scenario parameter - FT-T178141
Tweaked: Added option to skip automatic scenario parameter initialization in singleplayer - FT-T178325
Added: BIS_fnc_unflipThing scripting function
Fixed: Undefined variable error in BIS_fnc_unflipVehicle
Added: Re-enabled unflip action for Quadbike - FT-T171437
Fixed: Wrong unflip action condition for static weapons - FT-T171437

ENGINE

Added: getEntityInfo script command
Fixed: AI characters may move away while getting healed (failing the heal) - FT-T158514
Added: actionNow script command - FT-T177447
Added: diag_resetAnims script command to diagnostics binary - FT-T178065
Added: getModelInfo now also returns mass - FT-T163583
Fixed: Explosion sound effects were not audible if the explosion occurred beyond the view distance - FT-T171589
Added: Additional syntax for the landAt script command for landing at a specific helipad - FT-T178205
Added: disableAI "FireWeapon"
Tweaked: Added alternative syntax to the getEntityInfo script command for fast access, as well as an isMan property - FT-T178345
Added: overrideHazeQuality server and scenario parameters, and also added haze to the getVideoOptions command return
Added: Additional context to the 'cycle as first waypoint' warning message - FT-T178338

pallid cliff
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So many nice changes. Love it

unreal arrow
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Dont forget to add that skip var to wiki please

pallid cliff
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Already done

unreal arrow
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woohoo

pallid cliff
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Works great. Thanks

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that isMan check in getEntityInfo, does that check for "man" or "CAManBase" or something else?

full sonnet
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"isMan" config entry

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configOf _entity >> "isMan"

pallid cliff
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I see.

unreal arrow
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isman && !isanimal

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animal is also Man but this is not what isMan

harsh orbit
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I personally have isAgent object (for checking if unit is created with createAgent) too but it's not committed yet

unreal arrow
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we have isagent command

harsh orbit
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that's for team member

unreal arrow
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just add alt syntax

harsh orbit
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yes it's alt syntax

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but I haven't committed it because it's part of another thing

unreal arrow
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it is better to have separate commits so it could be reverted/investigated/included/excluded easily

trim crane
full sonnet
unreal arrow
carmine juniper
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private _weaponHolder = "GroundWeaponHolder_Scripted" createVehicle getPosATL player; 
private _primary = primaryWeapon player ; 
player actionNow ["DropWeapon", _weaponHolder, _primary]; ```This fails to drop weapon properly into the `_weaponHolder`, even though the weapon disappears to nowhere, despite `action` works very well
unreal arrow
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ticket please and ping @harsh orbit

trim crane
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cache = createHashMap;
unit = player;
[
     diag_codePerformance [{getText(configOf unit >> "simulation") == "soldier"}]
    ,diag_codePerformance [{cache getOrDefaultCall [typeOf unit, {getText(configOf unit >> "simulation") == "soldier"}, true]}]
    ,diag_codePerformance [{unit getEntityInfo 0}]
]

```=>`[[0.000822514,100000],[0.000662739,100000],[0.000319898,100000]]`
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Twice faster than caching config check result, works great!

broken musk
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nice work on the "BIS_fnc_unflipThing" function

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only tweak I'd make is to add a couple second delay before re-enabling damage

broken musk
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@harsh orbit chance that new disableAI "fireweapon" can also apply to player characters? allows to simulate weapon safeties and have proper safe zones without that addAction

harsh orbit
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No

pallid cliff
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unit lockPrimaryWeapon bool ?meowawww

ruby edge
mental fulcrum
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addAction with defaultAction shortcut works too

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Outside of ffv seats

umbral orchid
tall pumice
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disable player fire input until he hits reload key or switches weapon 😄

wise dragon
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the addiction method is incredibly easy

scarlet root
unreal arrow
tall pumice
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that old addaction solution isnt good

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there's a better way

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our workaround to disable the ping button was to use the EH version: if isNil "lxWS_disablePingEH" then { lxWS_disablePingEH = addUserActionEventHandler ["TacticalPing","Activate",{ private _unit = player; disableUserInput true; _unit spawn { disableUserInput false; }; }]; };

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similar could be done with the fire action i guess 😄

scarlet root
mental fulcrum
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addUserActionEventHandler ["defaultAction","Activate", {
    systemChat "defaultAction";
    disableUserInput true;
    [] spawn {disableUserInput false};
}];

seems to block firing but it will also block stuff like clicking in dialogs ;D

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(can't click stuff in arsenal for example)

wise dragon
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just addaction for blocking firing

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its what i do to fake guns be able to fire multiple ammo types from the same magazine

harsh orbit
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it probably makes more sense to have something like actionName disableUserInput disable instead
dunno if it's feasible tho

wise dragon
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allowUserInput rather than disable imo

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then userInputAllowed getter

harsh orbit
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first of all it's just an idea, so no one said it's happening
second of all disableUserInput already exists. why make a new command?

tall pumice
broken musk
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weapon safety is just such a core part of the game and MP, a dedicated solution would be good. however we’ve survived this long without

broken musk
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maybe just monitor for 216 and if more complaints roll in then address

unreal arrow
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from watching people unflip vehicles in MP hundreds of times
old function

wise dragon
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and ive added plenty

umbral orchid
ocean sail
harsh orbit
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Nope. I still haven't gotten to it but I do have it on my to-do list

ocean sail
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Also bullet hit water produces concrete (or dirt) sound effect, though in config there are 8 sounds bullets will hit the water with correct paths
I want create ticket about this tomo

harsh orbit
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Even if you're in the middle of water?

ocean sail
harsh orbit
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no need for ticket/test

ocean sail
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Alsonootnoot grenade launcher projectile will create dirt particles on hit water (vegetation too AFAIK, tested long time not shure)
Shoot grenade using e.g. MX GL at water; and shoot vegetation in close range less 10m

harsh orbit
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that's a config issue

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in AmmoConfig >> "HitEffects" class, there should be a list of all hit effects (for water, there should be hitwater), but there's only two

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vehicle and object

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afaik neither is used anymore?

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never seen those

trim crane
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Was having no effects on water fixed btw?

full sonnet
#

Today ye

trim crane
#

👍

wide path
#

@full sonnet ,Can we please get class roads LoD coef made public/editable ?We need a cfg edit to adjust for different modes to be better portrayed.Since Jets DLC we have alot of aircraft ppl ,we have been graciously given South Asia and there are more flying terrains to come in the future but without the ability to edit these values we still stuck in 2008/Arma 1 era values.

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Not great for flying modes.:(

carmine juniper
harsh orbit
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class roads LoD coef made public/editable
what is that exactly?

wise dragon
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i assume they mean ability to modify dist roads lod changes

wide path
# carmine juniper https://community.bistudio.com/wiki/setFeatureType Does this work for you

Thanks!.I have utilised this feature on 3den placed runway pieces but cant access the road class that the WRP baked objects adhere to.The 3den placed objects dont reflect light correctly and are broken in regards to vehicle headlights.If i remove class roads from the p3d the runways adhere to the object viewdistance but then also are broken in regards of night time lighting.If we can edit/adjust the roads class LoD coef we dont have to resort to hacky solutions that dont really work anyway.Is there another class i can try in the p3d that will give me correct LoD's and correct lighting?Might have to do some experimenting.I think i may have already tried class House but had no luck.Dont really wanna get all hacky...Would love to see a CfgWorlds entry that does this on a case per case basis.Like our individual world cfg entries.

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If i can mod my pistol to fire HE cows and rabbits at 600 rounds per minute i reckon we should be able to edit terrains to better suit the modes they were designed to support...lol

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Making roads more visible could be an issue in terrains like Fallujah etc.So a CfgWorlds entry would prolly work best.

wide path
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Just thinking out loud , runways are probaly closer to a Class Land_Landmark type feature.

pallid cliff
harsh orbit
#

@winter crescent btw I renamed getObjectBones to getBoneNames meowsweats

brazen axle
#

To increase the immersion of vehicle crew/passengers in periods without GPS, I’ve been attempting to remove the crosshairs on the main map, that track a vehicle’s position. After investigating map layers, Rsc controls, server settings and vehicle configs, I’ve run out of ideas. A few posts on Discord suggest that it’s currently not possible to remove these crosshairs as they are an inherent part of the Arma 3 engine. Is this true?
I noticed that there were some updates to the server difficulty settings in 2.12. Would it be possible to include an option to remove these crosshairs in a future dev build?

calm wasp
#

you mean red square with the dot, that you move over the map, that shows the position and hight?

brazen axle
calm wasp
#

ah...

brazen axle
# calm wasp ah...

yeah exactly. It's a strange one, because even with max realism settings, tracked ww2 / vietnam vehicles effectively have a gps. Unless I'm missing something.

scarlet root
#

there is a ticket

brazen axle
broken musk
#

can we get a sitrep on the 2.16-2.18 adjustments ... there were some stuff moved from 16 to 18, wondering if 18 will come sooner than expected

winter crescent
#

2.16 will be a mini update, but it requires a version increase.
2.18 will be a more regular platform update.
Timelines are not yet confirmed.

waxen vigil
#

Soon™️

formal cipher
pallid cliff
#

Hey, that's my job 😄

scarlet root
#

what PBOs are needed to get the console in SP? tried to load functions_f.pbo from dev branch with perf branch, but doesnt seem to work

harsh orbit
#

console?

scarlet root
#

Posted January 17
17-1-2024
EXE rev. 151287 (game)

DATA
Tweaked: Debug console can be enabled for singleplayer scenarios with enableDebugConsole scenario parameter - FT-T178141

scarlet root
#

ok i think i realized my mistake.. (FP + not latest data extracted). my bad

unreal arrow
#

what's FP?

scarlet root
#

filepatching

unreal arrow
#

does it work in vanilla dev?

scarlet root
#

will test now

#

works 👍

digital vessel
#

lbSetTooltip no longer works on RscListNBox in the RC, there is no lnbSetTooltip command

unreal arrow
#

PSA: remains collector improvement from todays dev is not complete, MP still has problems which should be sorted with next dev

pallid cliff
carmine juniper
harsh orbit
#

you can do cooler stuff with it but that would be one yeah 😅

carmine juniper
#

Yeah I'm thinking I maybe can do a nice thing with blending

harsh orbit
#

not just that, but using switchGesture you can play moves as gestures

carmine juniper
#

Oh?

harsh orbit
#

they need a mask to work correctly tho

harsh orbit
carmine juniper
#

That would be dope. I wish there is a way to blend multiple animations with proper movements

harsh orbit
carmine juniper
#

Do these blend only two animations and two gestures?

harsh orbit
#

you mean the blend factor?

carmine juniper
#

Yeah

harsh orbit
#

it blends the current anim with the next anim

#

dunno if it works with gestures tho (they do have a blend factor but not sure if the engine uses it)

carmine juniper
#

As in, you can't play more than two animations

harsh orbit
#

no

#

engine only supports 2 anims

carmine juniper
#

Looks gesture also only supports two

#

Even though the limitations this is very big to us I guess. It still does mean there is a slight chance to tweak anim for very specific case... I mean, screenshotting

#

BTW, does this mean weapon swtich anim actually was a gesture?

harsh orbit
#

for players yeah

#

not sure for AI

#

I think they played it as anims

#

I've never seen AI move and switch weapons at the same time

carmine juniper
#

That kinda makes sense, I was wondered why I couldn't remake weapon switch anims via script

harsh orbit
umbral orchid
#

speaking of weird things for AI, they for some reason don't ever play turning animations

harsh orbit
#

I think playing anims messes with AI aiming

#

at least it does when you do playMove. they can't aim during the first cycle of the move

umbral orchid
#

I never noticed until I was looking into animal animations and noticed the vanilla goat etc dont play their turn animations - if you selectPlayer the goat they play fine

carmine juniper
#

One thing I still think we lack regarded to anims is aiming command actually, they said no though

harsh orbit
#

actually I was gonna add it (but limit it to get the "ok" from others). I even got a draft working but never sent it. now it's too late

carmine juniper
#

Wish you are still around

harsh orbit
#

well I'm not, that's why it's too late 😅

carmine juniper
#

So technically you can blend up to four animations now... I am guessing what is possible after this

verbal venture
# harsh orbit

This looks cool. The AI is synced with SQF I assume?
(Had a "multi server" in mind for some time now for larger scale PvP ops. One side on one server other side on the second, with units synced. Mind sharing how you achieved this? animations/positions are something I have yet to experiment with)

carmine juniper
harsh orbit
#

yeah. it's just that

tall pumice
#

can we record player animations and apply it to some ai?

#

that would make building cutscenes etc a lot easier

harsh orbit
#

you can. but not aiming/head/leaning

carmine juniper
#

Technically we already can but this means more eaiser

tall pumice
#

yeah i mean easier

verbal venture
#

Damn, multi server arma might be a thing one day copium

tall pumice
#

why should i script something terribly slow if i could just run & stuff myself and then apply that to an actor later

harsh orbit
verbal venture
#

I don't think it's normal to bleed out of your butt

harsh orbit
#

well if one keeps hitting their butt on the ground like this guy it's bound to happen 🤣

ocean tundra
carmine juniper
#

Hmm nice way to animate

full sonnet
#

I don't understand whats special about that video. Can someone explain what this addition actually made possible there?

carmine juniper
#

Continuously loop a part of animation? Oh wait it's already possible with setAnimSpeedCoef?

sudden quest
#

It's in the video description.

full sonnet
#

Thank you

carmine juniper
#

Aha, yeah

ruby edge
# full sonnet I don't understand whats special about that video. Can someone explain what this...

Before when using switchmove the camera also flickered sometimes due to move change.
The animation changed instantly to the repair animation, now it's a relatively smooth transition no matter what initial stance/animationstate the player has.
On ending the animation/action it also goes back smoothly to a player controllable state instead of acting wonky (instant animation change, taking weapon out etc).
I used a combination of playMove and switchMove in the video. (The looping Exile repair animation was also important i guess (no clue why since i don't know much about animations)).

full sonnet
#

Ah thats because you can now specify the offset of where the animation should start?

harsh orbit
#

that and the blending

#

if you blend it'll look smooth

lament crow
feral tangle
#

Hypothetically, would there be any fundamental problems with the "take controls" feature of co-pilot positions being made accessible to land vehicle classes?

full sonnet
#

I assume the problem might be that its only implemented for aircraft? I don't know how the code for that works

feral tangle
#

As far as we can tell it is engine side enabled for only heli and plane classes.

#

Came up in conversation about some possible functionality enhancements we could make to the "co driver" positions for some of our vehicles in Spearhead.

full sonnet
#

Actually TakeControls actions are implemented in Transport, so for all vehicles and ammoboxes.
And we call it "VehicleControl" generically.

Might just work, someone would need to try it 😄

feral tangle
#

🤔

full sonnet
#

Are you volunteering?

feral tangle
#

I can volunteer @umbral orchid. 😄
When he (presumably) wakes up at least.

umbral orchid
#

im awake but it didnt work last time I tried it

full sonnet
#

Engine blocks the actions, so you wouldn't be able to try it

umbral orchid
#

@full sonnet seems something else is borked with it

#

strange that dll is there in the dll folder

#

manually copying the dll to the same folder as the exe fixed it at least

#

unfortunately doesnt show the action still

#

I could force it with
player action ["TakeVehicleControl", vehicle player];

#

that also works on 2.14

#

strange I thought it didn't last time I tried it

#

at least 2.14 profiling branch

full sonnet
#

Maybe most cars are not configured to have the second seat be a "copilot" seat?

umbral orchid
#

this was with a tank and I added isCoPilot = 1 to it

#

turrets without it couldn't use the TakeVehicleControl scripted action either, only the turret I set isCoPilot 1 to could. but the action never showed up in the action menu

full sonnet
#

I'd probably have to try, but not soon

umbral orchid
#

np - at least its good to see that it works its just the action is hidden

#

makes me wonder if the pilot camera stuff is available for vehicles other than aircraft too

harsh orbit
#

are the animation issues in profiling branch (before the update) present in the latest dev branch update?

full sonnet
#

yes

scarlet root
#

dev branch is roughly each 4 week or so, right?

harsh orbit
#

every week

#

unless something goes wrong or there's nothing to update

formal cipher
#

Or there is some scheduling that makes it impractical

scarlet root
#

thanks

carmine juniper
#

Is load3DENScenario only for Eden workspace, not for like main menu?

full sonnet
#

Yes

carmine juniper
#

Hm. Was wondered if it can be used to launch my last mission in one click from Main Menu. Was because just lazy to set startup parameter

tall pumice
#

that's the one feature i'm really missing.. being able to load 3den missions from main menu

#

for years already

#

having to boot up 3den, in a terrain i don't even want, then opening load screen, selecting map, etc... annoying

#

especially since i have such a huge amount of mission files that just opening up the loading interface for the first time takes a couple seconds

pallid cliff
#

Who doesn't miss that feature.

carmine juniper
#

If it can be called from Main Menu that's a big pleasure too

near carbon
scarlet root
#

is there a particular reason the Arma 3 server doesnt have a "Development Branch"?

verbal venture
scarlet root
#

thats just with diag.exe - dev branch is just stable+1 (ie 2.17 atm) that has both data changes and latest engine (ie network affecting stuff cant be in perf branch)

trim crane
verbal venture
#

Ah, I see. Might have mistaken those two.

trim crane
#

Profiling is also often compatible with stable, I remember using it on my live server

verbal venture
#

Profiling/performance yeah. Using both regularly

wise dragon
#

a3server.exe is included with the client dev branch so its even weirder

umbral orchid
#

probably logistics

#

also the server version has reduced filesize pbos (textures etc removed) iirc

#

so would require those being generated, less of a problem these days when dev branch doesn't add new assets etc very often but shrug

that's my guess anyway

wise dragon
#

ah ofc probably build time lmao

scarlet root
#

dev branch still has the anim sync broken

#

almost unplayable with this unfortunately

unreal arrow
unreal arrow
formal cipher
scarlet root
unreal arrow
#

What animation has to do with it? Seems the problem with animation was that the spectator camera was not smooth and unit would stand in FFV position, what issues you have?

scarlet root
#

all anim transitions were broken; AI not able to operate normally as result; after some time you could no longer reload your weapon; after some time vehicles started to beam and server crashed; as said also some client crashes (we dont have normally); plus some audio glitches with wrecks (scripted system - could be a result of "working" wreck clean-up. didnt have time to investigate yet)

pallid cliff
#

@scarlet root don't we have a video of that glitch? Could DM it to KK.

full sonnet
#

was already fixed though (twice) on profiling

pallid cliff
unreal arrow
full sonnet
#

The animation transitions sounds like the spectator one

#

Spectator was broken because all animations were broken, and you were looking out of the broken animation units eyes

But that was a clientside only bug and wouldn't apply to AI running on a server?

near carbon
#

Dedmen constantly breaking the game SA_pepecry

full sonnet
#

nu

scarlet root
#

this was the AI beaming - this recording is from observer mode
however it happened also when in a vehicle or as infantry

#

if there is a dev branch update this week with the anim fix, we will try again on Sunday (mainly the garbage collector)

full sonnet
#

Dev branch for this week is already closed, so unless we fixed the crashes by accident they'll be next week

unreal arrow
unreal arrow
#

ok

scarlet root
#
  • AI wasnt able to use weapons properly. especially AT launchers
pallid cliff
pallid cliff
#

No. I just paste it here when I see the notification in my inbox😄

earnest mural
#

ok i can move to there

#

reposted sorry and thx 🙂

raven beacon
#

Was there ever any progress made on flushing the vRam? I see some conversation about this last year.

carmine juniper
#

I think SUPERFLUSH is a thing already?

raven beacon
#

Is that in profiling only, or also in the regular build?

carmine juniper
#

Urmm it looks it is 2.18 command

raven beacon
#

Hm, will have to try this.

wide path
#

@full sonnet , seems alot of ppl having trouble making their placable objects have sounds.e.g rotating radar dishes.not all simulations have sound controllers enabled.Would be good if they all had the ability to make sounds.

full sonnet
#

aha

halcyon moth
near carbon
#

but not a fix all issues

halcyon moth
#

Well, the behaviour's kinda odd because it won't free VRAM until it runs out.

near carbon
#

if only arma didnt leak memory as much

halcyon moth
#

But I don't think that actually hurts.

#

If you want it to use less then you can tell it to use less in the launcher. Assuming that the option works.

near carbon
#

99% of people dont even know launcher has parameters

#

xd

halcyon moth
#

99% of people don't even notice when Arma is using 20GB of VRAM :P

near carbon
#

tbh performance is pretty great nowadays

#

you'd be hard pressed to be running at 20 fps nowadays unless u r RAM Capped

#

or 20 year old cpu.

near carbon
#

lol

#

the MaxVram setting?

calm wasp
#

have even seen 23 GB vRAM used

#

although with mods

near carbon
#

huh 23 gbs?!

calm wasp
#

yes

near carbon
#

my 4070 ti only have 16 gb of vram

#

tho

calm wasp
#

I have 24 GB vRAM

near carbon
#

4090?

near carbon
calm wasp
#

no

#

not vRAM related

near carbon
#

what is that related too

#

cuz thats my most annoying problem, you hit LOD Flickering and then performance on server/client starts eatting absolute shit

#

its fixable but its kind of annoying cause usually its like absolutel severe

halcyon moth
#

It's system memory. Turns out that the default cap was 4GB.

#

Profiling branch got changed to 75% of physical. Otherwise you can use maxmem to increase it.

near carbon
#

when will that be on default

#

ill checky Thonk

#

although i dont struggle with performance

calm wasp
#

I've even bought my 3090 Ti because of 24 GB, thinking this was the reason when I had a 8 GB vRAM GPU

but turns out it was 4 GB max RAM coded by devs blobdoggoshruggoogly

near carbon
#

thats a sadge

calm wasp
#

but it's still not solved

#

even with 75% of RAM

light lintel
calm wasp
#

because 16 GB out of 32 is not 75% and it still results in same crap

near carbon
#

i havnt really noticed the issue myself, the only issue i cant get over is fucking tree flickering reeeeee

light lintel
#

With a 6GB vRAM GPU I used to end up with crashes

#

With 12GB I've been fine so far

near carbon
#

i remember when i had 8 gb of ram

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Arma would just hard lock my entire pc

#

a lot

#

Arma isnt really playable with below anything of 12gb of vram and 16 gb of ram

#

lol

light lintel
#

Well, if you use high textures then it is fine

#

In my experience at least

near carbon
#

i use everything on extreme

light lintel
#

Yeah well there's the problem 😛

near carbon
#

no no i dont have any problem personally

#

my performance is great

light lintel
#

Oh okay

near carbon
#

but my pc is like top 1%

#

Lol

halcyon moth
#

has 2GB of VRAM, it's fine

near carbon
#

LOD Flickering and stuff like that isnt related to ram cap ig

#

more like server issue

light lintel
#

Well I meant if people are using a 6GB or 8GB card then they should use high textures and that'll be fine for them. With vanilla assets I could use Ultra too. But that was a no to with GM textures.

#

I've seen LOD flickering offline too, i assumed that was an asset LOD issue

near carbon
#

no its random issue

light lintel
#

But i guess it depends on what you mean by LOD flickering...

near carbon
#

but its the biggest issue you'll run into

light lintel
#

I've seen some videos of trees and assets popping in and out of existence and that was probably RAM related

#

As opposed to LOD flickering/ z-fighting

near carbon
#

if thats true my server with 64gb of physical ram

#

wouldnt be flickering

light lintel
#

Arma doesn't use it all though

near carbon
#

true

light lintel
#

It was capped at 4GB or whatever

near carbon
#

i dont know if its ram

near carbon
#

it might be fine

#

i should try it

#
Build: Stable
Version: 2.14.151313

Allocator: C:\TCAFiles\Users\name\5690\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
PhysMem: 128 GiB, VirtMem : 131072 GiB, AvailPhys : 66 GiB, AvailVirt : 131068 GiB, AvailPage : 67 GiB, PageSize : 4.0 KiB/2.0 MiB/HasLockMemory, CPUCount : 16
#

cause this is my server

#

xD

raven beacon
# halcyon moth I think it mostly turned out that the VRAM wasn't the problem.

Was curious as we had another mission last night where some clients got the t-pose 3fps low poly bug. It was on a large map though so I'm blaming that, but it ran fine for quite awhile and then just randomly hit people at different points throughout the night. I didn't check my vram while it was happening though

calm wasp
halcyon moth
#

You're still getting the same issue on current profiling?

calm wasp
#

of course

#

75% of my 32 GB RAM would be 24 GB, but I never see more than like ~17 GB playing vanilla Warlords or standing AFK for hours at respawn on our vanilla server

but it still occures

halcyon moth
#

Curious. Must be another limit in there somewhere.

formal cipher
halcyon moth
#

is generally weirded out by virtualmemory being set lower than physicalmemory there

light lintel
#

is it? looks like >1000x as much
AvailPhys : 66 GiB, AvailVirt : 131068 GiB

#

it's almost implausibly high 😄

#

130 TiB of virtual memory?

near carbon
#

lol

light lintel
#

It's 131068 GiB

near carbon
#

ya

#

i think it means 131 GiB

light lintel
#

That would make more sense 😄

near carbon
#

yeah if my server is lagging

#

its most likely a mod

#

the only thing that made my server almost crash was Zulu's Headless Client Mod

#

its weird because i used it a long time ago it worked fine.

#

probably mod conflict tbh

near carbon
#

i dont get that either tbh

full sonnet
harsh orbit
#

x64: Windows 8.1 and Windows Server 2012 R2 or later: 128 TB

#

If you try A3 on Win 8 or 7 you should get 8 TB, according to that link

scarlet root
#

we tried dev branch again last Sunday. no more issues with beaming AI and such. however we still had AI crew to be in standing anim after revive - how could we determine if our issue is a different one?

#

we do this

SPE_fnc_play_vehicle_animation =
{
    params
    [
        ["_unit", objNull, [objNull]]
    ];

    if (!isNull _unit) then
    {
        // TODO, find a better way to determine the vehicle seat animation?
        private _animation = _unit getVariable ["SPE_revive_vehicle_animation", ""];

        [_unit, _animation] remoteExec ["switchMove", 0];
    };
};```
and before
```sqf
        private _animation = animationState _unit;

        private _isInVehicle = _vehicleUnit isNotEqualTo _unit;

        if (_isInVehicle) then
        {
            _unit setVariable ["SPE_revive_vehicle_animation", _animation];

            [_unit] call SPE_fnc_play_terminal_animation;
        };```
#

i guess a possible alternative to switchMove would be to use some from of moveInXXX and such

#

@plain bluff do you remember why you implemented it this way?

#

hm it was only added today

#

seems we need to test once more next Sunday

#

@unreal arrow GC seem to work as expected now. we will need to do some more focus testing on some specifics and potentially adjust our cleanup configuration, yet so far looking good 👍

unreal arrow
unreal arrow
trim crane
unreal arrow
trim crane
unreal arrow
#

it's on dev you can test

trim crane
#

People stick out of tanks and easily killable with small arms

unreal arrow
#

why is he visible, maybe should be set to invisible in config?

harsh orbit
#

afaik it's an animation timing issue or something like that

trim crane
harsh orbit
trim crane
#

Works with same repro so hope its fixed too

umbral orchid
#

so the only way crew die is when the vehicle dies

unreal arrow
umbral orchid
#

or from damage shared from the vehicle

harsh orbit
trim crane
#

Vanilla crew animations have "sit down" small animation bit which prevents this bug from happening

umbral orchid
#

nah not that animation

#

leopard means the hatch openig and closing

#

when they enter

#

no vanilla vehicle uses it

trim crane
#

Unless you meant vehicle door animation and not unit animation that plays on get in

harsh orbit
trim crane
#

Ah, alright

harsh orbit
#

they delay the getting in/out so it's somehow related

umbral orchid
#

that's interesting if it is related to the vehicle door animation because spearhead has the same issue occasionally and we use the door animations

trim crane
#

From my observation its about "intro" crew animation

#

if vehicle has it, bug doesn't happen

umbral orchid
trim crane
#

not sure how its called internally

#

that long sit down animation when you get in\out of a quad bike

umbral orchid
#

getInAction
getOutAction

#

followed by a transition animation in the driverAction (or gunnerAction etc)

trim crane
unreal arrow
#

it probably happens if turret is remote

harsh orbit
#

I have reproed it in SP too

#

well not the mortar one

#

RHS vehicles (+ other vehicles with doors)

umbral orchid
#

so it plays the settlein animation and then switches to the 'idle'

#

I don't think its related to this though

trim crane
#

Lack of driverInAction maybe?

#

"rhs_t72_driver" in RHS, "ManActCargo" on mortar

umbral orchid
#

driverInAction is just for when the driver is turned in, driverAction is turned out

trim crane
#

Ah, thought its "getting in"

umbral orchid
#

nope thats this

getInAction

trim crane
#

You also see it on vanilla tank but just for a few frames

#

then it fixes itself

#

Yeah, guess it might have something to do with door animation, no other leads from me

pallid cliff
trim crane
#

Tried perf build, looks to be fixed there. You see broken animation for a bit and then its fine

#

Still broken in RHS

#

So its fixed for vanilla mortar, not fixed with RHS assets

unreal arrow
#

mortar gunner specific fix

#

we tried a wider scope before it always breaks something else

tall pumice
#

99 little bugs in the code, 99 little bugs in the code. Take one down, patch it around 117 little bugs in the code.

full sonnet
trim crane
#

Same repro as this, except swap mortar for a tank

#

Can change it for you if you'd like to check it

trim crane
#

If you meant the crew sticking out

calm wasp
#

Dedmen don't forget this time to include heli related changes into stable 2.16, please 🙏
so all players can finally benefit from that

radiant lagoon
unreal arrow
calm wasp
unreal arrow
#

I don't know why

calm wasp
#

ot is to just have 1 line more of stuff fixed for 2.18?
also until 2.18 it will take a long time, again

unreal arrow
#

I know it is small update, don't know what's in it yet

calm wasp
#

it's there, since 2.10 and the fix was already updated/refined/improved by Dedmen
just give it finally to all the people on stable...

unreal arrow
#

when staging for 2.16 is released (soon) you can test it and see if it is there for sure

scarlet root
#

@unreal arrow how were weaponholders handled by the GC before your recent work?

the reason for asking is defaults for it when you havent defined the new params in desc.ext
currently it uses separated hardcoded defaults, right?

wouldnt it be better for backwards compatibility to use the values from corpse if not defined for weaponholders

ie a mission has set mode=1 for corpses - so far weaponholders were removed too (somehow). now weaponholders have the 0 for SP/2 for MP mode as default.
so corpses would get cleaned up but weaponholders would stay - unless a mission gets updated with the new desc.ext params for weaponholders, correct?

#

sample:

"RemainsCollector setup: [disposalPeriod, managerMode, removeLimit, removeMinTime, removeMaxTime, minPlayerDistance, unit1, unit2....]"
["Corpses:",[5,1,50,300,360,100]] // custom setup via desc.ext
["Wrecks:",[5,1,25,300,3600,100]] // custom setup via desc.ext
["Weaponholders:",[5,2,50,3600,36000,100]] //no defined in desc.ext - defaults taken from engine supposely?

unreal arrow
#

not handled automatically yet just manual add remove. I'm working on finishing it. why do you say it should have default as corpses? to me it makes sense that whs should stay longer especially if someone relies on looting, suddenly their mission has whs disappearing don't think this is a good idea

scarlet root
#

just values taken from corpse if not defined for WH

#

why: backwards compatibility - ppl set custom corpse values they may not work with new defaults for WH.

#

preferably WH would have its own default values and ppl would update their missions. but wont happen too many times and may even be a prob for official missions/game modes

#

if prior behavior was WH not cleaned up at all (unless scripted), it may also be safer to have it say this way as at times this may be intentional

#

as said i dont know how it works till/with 2.14 - just noticed the difference setup as posted when WH setup is not yet defined in desc.ext

#

(added comments to the logging)

unreal arrow
#

I am sorry you lost me. What kind of backward compatibility are you taking about? WH collector is a new feature. This is why it makes sense to default it in a such way that it won't impact user missions with default short removal time but on the other hand does provide cleaning. Corpse weapon holders are cleared with copses so nothing changes here. It is confusing that on one hand you say clean them quicker on the other hand you want it to stay as before, not cleaned at all. I'm sorry I find it hard to understand your concern

scarlet root
#

How does it work so far with the GC? (before your recent work)

The WH gets removed with the corpse? Not removed at all?

#

Corpse weapon holders are cleared with copses so nothing changes here
So the new WH setting is not for WH from corpses, yet only WHs without corpse?

mental fulcrum
winter crescent
# calm wasp so why not finally merge? it was supposed to be in stable long long time ago

2.16 is a mini-update with the primary goal of allowing the new Creator DLC to work.
It only receives a few select merges into 2.14. The only reason it gets a version raise, is because some of those merges need it (usually MP compatibility).
Why not to include everything? It's mostly that we don't have scope for the full QA treatment that so many changes all over the game need (several weeks of testing). This is what we'll do again for 2.18.

unreal arrow
unreal arrow
#

they are simulated WH

#

Also I won't be adding them to "manage all" mode

viscid onyx
unreal arrow
#

better to expect less and get more

full sonnet
#

😮 I got it

#

wtf..

#

I found where it happens.
Game restart, exact same parameters to same function, different result

#

I changed that in 2021, because it broke when you had game installed in D:\โฟลเดอร์ใหม่\steamapps\common\Arma 3
But why does it EXTREMELY rarely randomly break

near carbon
pallid cliff
scarlet root
#

Big thank you to NeilZar, for your last build in an official Arma 3 Live Ops capacity and all your hard work these past years
kudos to you @formal cipher 👏

vernal spear
#

There seems to be a slight issue since the game update ahead of the latest CDLC. Since then, when in Eden, I place down an RHS T-72 and it spawns with the three crew. When attempting to drag the crew out, I can drag them out fine, but when I drag them back into the tank, only the gunner and driver will go back in. When dragging the commander unit back into the tank, it claims the tank is full. I believe it may be to do with the fact that the RHS commander turret has the crew unit defined there in the config. On mission load, playing as the commander I can order them all out and then order them back in fine. Then as commander I can still walk up to and get into the tank. Testing as a fourth unit in command of the tank crew, I can order them in and out fine. They all mount up. Finally, as Zeus I can drag them out of the tank and when I drag them back in, the gunner and driver go in automatically. The commander unit then runs up and manually gets in rather than being dragged in. I spoke to reyhard and he suggested I post it here as it might have been the latest game update changing something? I think it is how they have configured the commander cupola though.

full sonnet
#

We merged only very few changes into that update.
And I can't see any that would do that.
Very sure it wasn't an issue before the update?

vernal spear
#

Honestly, I don't know. We've used RHS for a long old time now and if so, it has either never been noticed or never reported. This is a report I had back to 3CB Factions yesterday on Steam, and upon further testing between the initial reporter and myself, we reduced it back down to an underlying RHS issue and I believe how they define the commander position. It is possible to replicate it with just RHS and cba_a3 running. I have reported it to reyhard and da12thmonkey but was also asked to report it here in case it was the engine update. The main issue appears to be via Eden though.

full sonnet
#

There was a fix for locked turret slots, quite a while ago

mental fulcrum
#

They have turn out turrets

#

and you can let go off the MG

#

so pretty sure it's related to script that's locking the turrets.

mental fulcrum
umbral orchid
#

Maybe 3den is prioritising the locked MG turret for the commander

vernal spear
#

entirely possible.

umbral orchid
#

Yeah i'm seeing a similar issue with spearheads tanks with commander MGs

vernal spear
#

but you can only drag 2 crew back in via Eden

#

ah ok

umbral orchid
#

I just tried it now

full sonnet
#

Ticket with repro steps then, RHS is easier than spearhead

feral tangle
#

RHS is easier than spearhead
😦

umbral orchid
#

I tried with an old 2.14 exe I had kicking around, same issue, might be related to the turret locking afterall

#

and not something in 2.16

full sonnet
#

Well I know its not 2.16 because there was no change for that in there 😄

#

But we did change putting units into locked slots.
Or rather, previously you could put units into locked turrets, that was broken. So we fixed that.

#

Might be that the turret is indeed just locked, in which case I don't want to waste my time on debugging that to find out just that

mental fulcrum
#

Pretty sure it's just that

viscid onyx
#

GM vehicles also have Editor-locked stowable MG turrets, and they don't have this issue 🤔

full sonnet
#

GM was the one who reported that bug with locked turrets.
So they would've definitely fixed their scripts if they were broken

umbral orchid
#

It isnt locked in our case, I can move them into another slot and then move them into the commander slot fine

#

it's like it ignores the commander slot

#

Ill check if GM works, and what they do differently to make it work

#

Well GM its a loader rather than a commander position, the loader MGs on spearhead tanks work too. I wonder if its got something to do with commanding or primaryObserver that's causing it

viscid onyx
umbral orchid
#

oh good tip ty I had a quick look and could only see loader/dedicated gunners, checking the marder now

#

marder works

#

its turn out turret however has different primaryObserver and commanding = 0; set compared to the commander turret

#

Yeah that's the issue
two turrets with primaryObserver = 1;
3den will ignore one of them

vernal spear
#

interesting. Good find! That gives me something to test out. 🙂

unreal arrow
formal cipher
#

Looks like Haze gets reset when loading a save. Been playing Air Control from RF, and everytime I load a save the Haze resets to standard and then after a while pops back to very low, which I set in the settings. Haven't confirmed it happens specifically because I load a savegame, but it is the only common factor everytime I noticed it.

halcyon moth
#

How long is a while?

unreal arrow
formal cipher
formal cipher
unreal arrow
#

could be some sort of pp reset, I will try to repro

formal cipher
#

Seems to be a pp reset, I just noticed it as well on switching to a new day in RF Air Control. They do a fade in from black on a new day.

carmine juniper
#

You're blue already salute

scarlet root
#

it seems all language container (PBOs) were touched/rebuilt with the latest dev branch update - was that intentional?

unreal arrow
#

yeah localisation for haze

formal cipher
#

I believe it wasn't the latest but the one before that when all the languages were updated.

ocean tundra
#

is there documentation on what new extreme settings in video options does?

light lintel
#

number go up, dopamine hit

formal cipher
#

It's not really new, it was released with 2.14 or maybe even earlier. I can't rememeber exactly.
But it is similar to the Enhanced Video Options mod, where values can be pushed higher than they could before. Most of it is just pushing the setting to the maximum possible, hence the performance warning.

wise dragon
#

it was indeed with 2.14

light lintel
#

I guess it would be good to know what "push setting to the max possible" is supposed to actually achieve for image quality etc

#

With some things like view distance it is obvious, but for other things like textures, rendering it is not obvious as an end user

formal cipher
#

It's mostly in the LOD's, IIRC. So the highest LOD is basically always used.

halcyon moth
#

If you can't tell the difference then turn it down. Just wasting power otherwise.

ocean tundra
#

need all of those explained in the wiki!! @lucid totem mad

near carbon
#

Lou not doing his job?!

#

broooo

carmine juniper
#

No he does

wise dragon
#

textures is also probably just mipmap related

viscid onyx
#

You can't make textures any higher-res than they actually are, so it probably increases the distance at which they stay full-res

carmine juniper
#

This is what I understand actually

wise dragon
#

yeah just 4k for longer or sumn

scarlet root
#

is it possible the crash on game exit made it into 2.16?

#

and/or into dev branch?

#

put a few more crash logs on the FT

tall pumice
#

for me the game crashes always on alt+f4, for months already 😄

#

only very rarely does it not crash

wise dragon
#

wasnt it crashing on exit put into like 2.08

#

ive not had a crash on alt+f4 for years

ocean tundra
#

me always crash on alt f4

halcyon moth
#

2.16 fixed crashing on exit (alt-f4 or otherwise) after 2.14 broke it for me.

full sonnet
pallid cliff
#

insert dedmen fix image here

wise dragon
#

just got it actually

#

i think i never get it bc i always close the launcher

cunning topaz
#

I launch via Arma3Sync and have never ever had a crash on exit, most often using Alt+F4, tens of times / day.

keen sundial
#

I had the crash on current profiling and had to restart my pc yesterday

winter crescent
full sonnet
# full sonnet 😮 I got it

found it.
256 byte long buffer.
Somewhere in the middle is a null char and after it is random bytes.
The code is supposed to find the last backslash.

Usually code finds the string length by searching for the first null char. And then when it found the end, it searches backwards from there.
But due to compiler upgrade, it instead used a constructor that was made for compile-time string literals (Where their buffer length == string length+1, so instead of calculating the length at runtime, it just uses the length it already got)

It ran the compile time string code, on a runtime string, got the wrong length, and was searching for the backslash in the random bytes region. And if it finds it there, it'll fail exactly like that.
Didn't help much that running through it in a debugger, the debugger also stops displaying at the first null char

mental fulcrum
#

nice catch, suprisingly little stuff broke with the compiler upgrade.

#

Or maybe there's more gems like this hiding around hide

unreal arrow
#

No DEV this week

pallid cliff
#

Means bigger dev next week🥳

gray quarry
#

anything can be done about the memory "leaks" it produces? especially with mods

formal cipher
gray quarry
halcyon moth
#

Uh, it'll increase a ton in a short time if you load a lot of objects or fly around the map at low altitude.

#

"memory leak" is normally a slow increase over a longer period.

#

Pretty hard to spot or prove in Arma.

pallid cliff
#

The only "memory leak" would be Arma not flushing memory when terrain gets changed.

#

But since memory is cheap these days I don't mind😄

halcyon moth
#

Well, I don't doubt that Arma has multiple memory leaks. It's a fairly messy C++ project after all. Whether there's anything that has a noticeable impact is another matter.

light lintel
scarlet root
#

House not found in the list
House 24388546b00# 211891: XXX.p3d (to) not found in the operative map

#

is this new? cant recall seeing that in rpt

#

Get matrix of physx actor is not valid! Object: 2ea8fb6e080# 688026: chairwood_f.p3d REMOTE, Land_ChairWood_F, Remote
Matrix is not valid as physx transform! Object: 2ea8fb6e080# 688026: chairwood_f.p3d REMOTE, Land_ChairWood_F, Remote

#

happens also for some more

#

Matrix is not valid as physx transform! Object: 2eaa78c2b00# 688390: spe_us_crate_ammunition.p3d REMOTE, SPE_BasicAmmunitionBox_US, Remote
Matrix is not valid as physx transform! Object: 2eaa8bdeb00# 688529: dummyweapon.p3d REMOTE, WeaponHolderSimulated, Remote

harsh orbit
#

it means the entry point points to some non-existing house

harsh orbit
#

that message means either the position is not finite (which seems to be the case here) or the scale is too small (or something else that causes the matrix to be almost singular)

scarlet root
#

with these typ of generic objects, seems hard to pinpoint which of em is causing it, no?

harsh orbit
#

given the weirdness of A3 physx, it's not unlikely that the object went into space or something 😅

#

or maybe fell thru floor? (not sure if it happens tho) think_turtle

scarlet root
#

submerged placement with dynamic sim to trigger it later?

harsh orbit
#

dunno blobdoggoshruggoogly

unreal arrow
#

map streaming?

full sonnet
full sonnet
#

I suspect if you manually adjust it, while in triple-head mode on an ultra wide, it might get bonkered

shrewd flame
#

so is the manual placement calculated in a different mode than the auto one? why not have the custom UI layout scale?

full sonnet
#

custom is when you go into Game - Layout options, and edit your layout there

tall pumice
#

not sure where to put this. just looking for confirmation, i guess... did the rounds counter in the magazines break on public?

#

i just noticed it doesn't count down anymore

wise dragon
#

did it ever count down

#

thats not worked for as long as i can remember

tall pumice
#

yes, it was counting down until recently

#

it is checking for "Rounds:" in the text + if the number after matches the bullet count in the magazine and then adjusts the number to the current rounds

wise dragon
#

huh

tall pumice
#

ok i just checked on dev-branch. there it works

#

so it's just not working on public

full sonnet
#

I wonder how that is done 🤔
The "Rounds: " thing, is "hardcoded" in the stringtable entry for the magazine

#

str_a3_cfgmagazines_150rnd_762x51_box1
Caliber: 7.62x54 mm&lt;br/&gt;Rounds: 150&lt;br /&gt;Used in: Zafir

#

But its not in the AKM mag
str_a3_cfgmagazines_30rnd_762x39_mag_f0 -> 7.62 mm 30Rnd AKM Reload Tracer (Yellow) Mag
I assume, when its not in the string, then the Game adds it by itself

I can't find the string for the AK12 Khaki Mag

umbral orchid
#

I was curious about it too when I saw it working

umbral orchid
#

basically two strings get displayed in that tooltip

full sonnet
#

It finds : %1< with %1 being replaced by maxAmmo, in the translated description string.
If it finds it, then its replaced by the ammocounter

Usually your stringtable text would be
: 30<br />

umbral orchid
#

lol yeah I figured it was something like that - hack indeed

tall pumice
#

that moment when not even dedmen knows about this 😄

carmine juniper
#

Never knew there is such hardcoded feature

tall pumice
#

wtf

umbral orchid
#

it's only a fairly recent addition

tall pumice
#

nah, i have seen this for god knows how long

#

at least my brain tells me that it's there for a long time

full sonnet
#

Added October last year from KK

umbral orchid
#

that's fairly recent in my book lol

#

means its not in 2.14 then

tall pumice
#

feels like years for me. i've crunched since then

umbral orchid
#

would be 2.18 only i guess

full sonnet
#

He mentions there were previous attempts to do the same, but I cannot find them.
It would be safe to go into profiling branch so its in there too probably

tall pumice
#

that reminds me. magazine strings are probably one of the biggest pain in the arse for me. we have a bazillion strings just to differentiate the mag color. very annoying.

#

even just a wildcard for the bullet count would be a big improvement already. no need to have 10Rnd, 20Rnd, 30Rnd, 150Rnd, etc.. if it could just be %1Rnd and then it takes the bullet count from the mag class

#

maybe i should make a ticket for that? 😄

#

alternatively, being able to use multiple strings in config. STR1 + STR2 + STR3 = $$$

full sonnet
#

unlikely

tall pumice
#

the first or last or both? 😄

full sonnet
#

all

tall pumice
#

sad

umbral orchid
#

its definitely one of the more annoying things - I'm glad for that hack though as going through all those magazine strings and adding something like
Rounds: %1/30
to all of them would suck

#

although probably easy with regex

full sonnet
#

You could probably automate generating most of these magazine strings.
You only need to translate the display name in the first line, the other stuff always stays the same anyways?

mental fulcrum
#

I'm not happy with this feature at all as we hide amount of rounds in ACE

#

And suddenly they're there in inventory tooltips

tall pumice
full sonnet
tall pumice
#

not really. it's going by word count and for example "5.56 mm AP 30rnd Reload Tracer (Yellow) Mag" is 8 words. now if i do (Red) and (Green), we are already at 24 words anyways

#

i mean, it doesn't really matter if the other languages are just 1:1 taking it over or not

full sonnet
#

I mean you don't need to translate the Caliber/Rounds part

tall pumice
#

though i'm pretty sure for example chinese and russian translates it

tall pumice
mental fulcrum
#

Gimme a moment to roll out of bed and eat something ;D will make an example

tall pumice
#

i know that we could just use a tool to generate those strings / generally it's not that much work, especially since you only ever do it once. but it really triggers me that there is so much duplication 😄

near carbon
#

It's joever

mental fulcrum
#

but he's not responsible for that one ;3

near carbon
#

Still his fault!

mental fulcrum
#

true

#

Dedmen fix

near carbon
#

Although

#

Hashmapobjects

#

I can forgive him

tall pumice
#

just override all mag strings in ace. ez 😄

near carbon
mental fulcrum
#

no its dead, i haz no time

near carbon
near carbon
mental fulcrum
#

not sure mikero supports runtime eval in configs, but game and HEMTT does.

tall pumice
#

hmm. thanks, will check it out in a bit

unreal arrow
tall pumice
#

it was in my dev branch!

#

until i switched to stable

unreal arrow
#

the single number was always max round capacity the split numbers is when it was added

tall pumice
#

i'm using dev-branch so much, i don't even know anymore what isn't in stable

waxen vigil
#

the sanity

scarlet root
#

endload should be in dev branch, right?

#

cant get it to work - but might be the workaround via on-screen keyboard is the reason

#

would be good to see cheats finally possible to trigger without numad too (and no workarounds necessary)

#

also something seems to have changed with loadingscreen

#

it gets to hang fairly frequently in our assets preview mission - no sqf errors

#

and if you kill the loadingscreen with internal key combo, the mission ends instantly normally

#

2d editor mission

#

spawns all stuff and deletes them instantly again

#

very useful to check for config or model errors logged to rpt

#
...
startLoadingScreen ["WAIT",""];
MyVehicles = [] call compile preprocessFileLineNumbers "createVehicleList.sqf";

if (true) then
{
    private["_xCoord","_yCoord"];
    _xCoord = (getMarkerPos "target") select 0;
    _yCoord = (getMarkerPos "target") select 1;
    {
        diag_log "";
        diag_log _x;

        _vehicle = createVehicle [_x,[_xCoord,_yCoord,0],[],0,"CAN_COLLIDE"];

        deleteVehicle _vehicle;
    } forEach MyVehicles;
};
endLoadingScreen;

endMission "END1";```
#

this worked reliable for years. since a couple of months endLoadingScreen no longer always gets executed/stops the loadingscreen at times

full sonnet
#

diag_log

scarlet root
#

sorry dont follow. it logs all stuff till the end. just doesnt stop the loadingscreen

full sonnet
#

so you know the command is executed, it just doesn't work?

scarlet root
#

loadingscreen starts, it processes all vehicles, logs the diag_log next to the engine generated rpt messages, gets to the end, but loadingscreen doesnt get ended - via cheat i can make it go away again

#

at times it still works, at other times not

#

the processing is also just a few seconds (with infantry or vehicles)

#

no freezing dump gets generated either

unreal arrow
#

and if you remove endmission?

carmine juniper
#

BTW: One of RF module Wildfire causes an instant CTD in Diag exe, not in regular Dev exe. I'll report back in hours but what it could be? It's very frustrating when I do a debug or something

carmine juniper
#
  30.262: Unhandled exception.```🤔
mental fulcrum
#

Bad particle config?

carmine juniper
#

Uploading. It does seem to have something with SpaceObject + setParticleFire

steep gust
#

Hey guys, I'm jumping back in to finish a Ui-to-Texture based mod I was working on in 2.12, however, a uiontexture layer I was using for text seems to not be working anymore since 2.14.
I know some changes were pushed including UIeX, and was wondering if any changes were made that might prevent text displayed through uitotexture from working?
They used to be working back in 2.12

#

to add some more detail, the ui classes are being loaded in game as before, this was verified by calling them in debug, but they're simply no longer visible

#

I have checked the model and it's uitotexture suface used for this and it is still setup as it was when working back in 2.12

trim crane
#

What I think helped me remedy the issue: have 3 mipmaps instead of 1 in texture declaration, displayUpdate the texture on the next frame.

#

Either way something broke with them or was broken

#

Haven't done a repro yet, but I was having this issue very consistently in my mission

steep gust
rustic plaza
#

random thing: did you know that character geometry LOD (not fire geometry) is affecting damage that is being dealt to character? meowtrash

tall pumice
#

how? i thought fire geo does all that

rustic plaza
#

NATO character was taking ~0.4-0.6 dmg when shot was fired at leg, which resulted in 3 shots required to kill someone

AAF soldier, after unifying armorStructural, took around 0.5 to 0.8 dmg, so only 2 shots were required to kill him. After raising armorStructural the required amount of shots was sort of similar.

It seems, that someone was also struggling with different damage on NATO vs AAF soldier and simply decided to change armor structural value on AAF so AAF matches NATO. That band aid was really confusing for me and it seems the true problem here was Geometry LOD, which per se doesn't affect damage.

I guess what is happening there is weird algorithm, which is present since OFP, where larger objects have stronger damage resistance to their smaller counterparts. This was supposed to simulate different structural resistance of i.e. large houses vs small shed without need to configure armor value on all objects back then.

While it was convenient for limited amount of assets which was available in OFP, it brought terrible problems with configuration of assets where i.e. different weapon variants of MRAP would have different damage resistance because of different bounding box. This issue was sort of fixed in tanks DLC with introduction of armorComponent but characters are not using it, so that weird seize coef is still present.

#

aaand its quite terrible, since geometry LOD is quite random in A3 data

#

now the question to mod makers is - which one are you using? Long "rod" or short "rod" version?

tall pumice
#

i just checked our uniforms in WS and it looks like we use both

#

which makes sense, considering we used vanilla uniforms as base for most of our variants

#

funny. everything from the release version has the long rod, everything in the 1.1 upate the short rod

mental fulcrum
#

why, but why two different collider models xD

rustic plaza
#

53 vanilla uniforms are using long rod, 34 short rod, 2 have no rod geometry. In RHS everything is using short rod

#

why, but why two different collider models xD
copy pasta from some different template I guess? Since its not affecting a lot in A3 (anims have own collison shapes defined in config) no one probably bothered about it

mental fulcrum
#

It seems we're using short rod in SOGPF

rustic plaza
#

I'm sort of inclined to unify everything to short rod, since it is used more frequently on military uniforms (most of the civ character are using long rod for instance)

tall pumice
#

ok, gonna fix up WS with short rod too

#

it's not the size that matters

umbral orchid
#

long rod is A2

#

atleast last tiem I checked the A2 samples it had it

#

I assumed at the time its how arma 2's gun collision worked where if you had a long weapon like an MG or 50 cal sniper you'd get stuck in doorways etc

rustic plaza
#

ah, thought so! Just keep in mind that short rod should use armorStructural = 4 (instead of 3)

umbral orchid
#

...good to know

tall pumice
#

random example, B_Patrol_Soldier_AT_F has armorStructural = 3;

#

didn't check where it inherits from

#

ok, i checked. B_Soldier_base_F has armorStructural = 3;

#

which uses model="\A3\characters_F\BLUFOR\b_soldier_01.p3d"; aha, which has the long rod

rustic plaza
tall pumice
#

i also notice that my short rod has Component01 and Component03, but no 02 - that can't be right?

rustic plaza
#

I think it had some purpose but I would have to search for it on slack

tall pumice
#

so probably better to keep it like that for now? 😄

rustic plaza
#

depends - if you are using short rod, use armorStructural=4

#

if long rod = 3

tall pumice
#

yeah, i'm reworking everything right now

rustic plaza
#

i.e. B_Soldier_02_F is using short rod and has armorStructural 4

#

till original designer of personal protection was in company, he did those hacks all over the place but it was nowhere documented, so I thought it is some weird design where rifleman with t-shirt has more armor for some weird reasons

#

I guess he didn't knew it was caused by those geometries and just changed armorStructural for character which gave different result than he expected

steel rune
#

maybe create a wiki page with this info, this might impact a lot of mods and it would be nice if there was a single source of truth that can be linked instead of this discord conversation that is not on the public web

tall pumice
gritty lion
#

i assumed that triangle shaped object in geo lod was used to define if the weapon was colliding with objects, iirc during alpha the character would lower his gun if he was colliding with objects (like reforger does now)

half zodiac
#

GM stuff is all short rod.

half zodiac
#

If you change it, you'll need to change collisionGeomCompPattern[] = {1,3}; in your cfgVehicles class. So best to stick to it. Also the individual vertex tags must remain as they are:

collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","9a","10a","11a","12a","13a","14a","15a","16a","17a","18a","19a","20a","21a","22a","23a","24a","25a","26a","27a","28a","29a","30a","31a","32a","33a","34a","1c","2c","3c","4c","5c","6c","7c","8c"};

half zodiac
#

Arma 3 Samples\Addons\Test_Character_01 is short rod as well, so the template as handed out seems to also intend on the short rod.

gritty lion
#

huh i see

cobalt frost
#

Oh dear this sounds like a nightmare to deal with across mods 😅 Samples character has short rod too luckily. so Id wager most mods should have that

past matrix
#

We can hope meowsweats

wise dragon
#

wait whats actually wrong with it