#dev_rc_branch

1 messages ยท Page 6 of 1

full sonnet
#

oen is bigger.
And bigger == more damage resistant

wise dragon
#

ah thanks

#

will check my own stuff

trim crane
#

What a voodoo damage system

unreal arrow
#

yes

leaden heron
#

Thanks God I made my own

full sonnet
#

Markers are bunged up in dev-branch.
Setting marker properties could set them on a random other marker (only if you are using setMarkerDrawPriority)

ruby edge
#

"Tweaked: View geometry of a few more structures (House_1W03_F, House_2W03_F, House_2W04_F, House_2W05_F, IndustrialShed_01_F and u_House_Big_01_V1_F) "

This one is also slightly broken.
Land_House_2W02_F

See message here #arma3_feedback_tracker message

feral tangle
#

Loosely connected. There are a couple of Enoch ruins (the standalone grey ones) that are missing damage = no named property, so if they take enough damage they just poof out of existence. (Not even any effects).

mellow shoal
ocean sail
light lintel
#

The model shown in the video is u_house_big_01_v1_f.p3d, and the same issue also exists with u_shop_01_v1_f.p3d. Both of these models are missing openings for the windows in their geometry LOD.

rustic plaza
light lintel
#

Okay

#

But can we have the hole ๐Ÿ˜…

#

Or do you mean different solution with same effect?

full sonnet
#

found a age old texture loading bug while looking into ui2texture issues.
When a texture is too large, and doesn't have enough mipmaps, it is possible that it simply doesn't show up.
Because the game will calculate that it wants a mipmap, that is lower resolution than the lowest available.
Which it considers "the texture is so small, that the player cannot see it anyways"

But.. This texture isn't small, I can clearly see it. Or rather I could if it loaded it.

This only happens with procedural textures with limited number of mips. Because packed paa textures always generate enough mips.
But it could also happen with MipMapTool modified paa's that remove the lower mipmaps.

At the distance in the screenshot, and per resolution set in the procedural texture and at lowest texture quality, the game tries to load these mips (index starting at 1)
64: 3 (results in 16x16 texture)
128: 4 (results in 16x16 texture)
256: 5 (results in 16x16 texture)
512: 6 (results in 16x16 texture)
1024: 7 (results in 16x16 texture)

So it really really wants to load a 16x16 texture.
Now if you make a 1024x1024 procedural texture (perlinNoise, or ui2tex, or r2t) with less than 7 mipmaps. Thus a 16x16 version doesn't exist.
The game will simply not load anything.
In my example there is a 1024x1024 texture with 5 mips. As you can see you can't see anything.
You certainly wouldn't expect this size of texture on the screen to be "too small to see, thus don't need to load it"

This was fun to track down...

This caused me alot of brainmelt back when working on ui2tex that only allowed one mip. They would just not load.

umbral orchid
#

that might explain a bug I saw with procedural textures not rendering at a distance (like text, license plates etc) even when theyre part of the lod

full sonnet
#

I had some very ugly workarounds for text/ui procedurals, that mostly worked and sometimes was absolutely broken.
But I finally figured out the real issue. It'll be fixed in next #perf_prof_branch, so maybe you can see if broken stuff works after that

rustic plaza
rustic plaza
tall pumice
#

i'm really curious what this different solution would be

pallid cliff
#

Beaming the grenades of course.

tall pumice
#

inb4 clip through houses

steel rune
#

it was solved in ofp already, the grenade teleported to the bottom center of the house whenever you throw one at it

unreal arrow
#

Tried it now, depending on at what part of the opening you throw grenade, it may pass through or may bounce.

unreal arrow
full sonnet
pallid cliff
#

Niiiice

#

Area markers as well?

carmine juniper
#

I'm more curious how lowres the tex is

tall pumice
#

funny, just today i was wondering if i can script that without dying of pain

pallid cliff
full sonnet
#

I can reuse the code from triggers for area markers.
But I wonder if that wouldn't be annoying if they'd always show up like that

earnest mural
#

3den toggle button?

full sonnet
#

uff adding buttons is big uff

#

That'd b e so much more effort

#

maybe I can just make it be low height and only outer edges

tall pumice
#

if no button, then some hotkey? ๐Ÿ˜„

#

only the inner circle will ever know about it

pallid cliff
#

The main problem with area markers is that you never know where they start and end. I wrote a script to visualize them with triggers temporarily

tall pumice
#

i just place a soldier on the edge ๐Ÿ˜„

#

good enough for quick check

full sonnet
#

I think I'll just take the trigger box. But without top/bottom on the box.

And then make it limited height and let it fade out.. somehow.. maybe.

full sonnet
#

This though should be okey? I think that would be un-annoying enough to just leave it
Can also make it fade out a bit harder when unselected

full sonnet
full sonnet
tall pumice
#

that's kinda cool

#

it's flat painted on the 2d map after all, might as well be flat painted on the 3d surface!

full sonnet
#

it is 3D still. You can even set the height now

full sonnet
#

I never noticed how hard it is to see triggers on non-VR maps.

#

The 3D model for trigger and markers can already be controlled by set3DENModelsVisible script

pallid cliff
#

Yeah. The colours are sadly semi hardcoded in config. Would have been nice to have a command for that

tall pumice
#

never had a problem with seeing trigger areas

#

but i always thought it would be nice to be able to color triggers

buoyant patrol
#

Could this be added to all modules with areas? Having this for minefield module, would be great

ocean tundra
pallid cliff
pallid cliff
#

You know my tickets better than I do.

full sonnet
pallid cliff
#

Module areas are already drawn in 3D.

viscid onyx
tall pumice
#

hmm looks like on dev-branch it is not possible to disable autonomous mode on drones

#

allow lights cant be toggled either

#

i just reverted to stable to check and there everything works as expected

harsh orbit
harsh orbit
viscid onyx
#

There are modules that have built-in areas, e.g. covermap, civ presence

pallid cliff
#

They are custom attributes though iirc.

#

They would need size2 or size3 and canSetArea property to properly function.

unreal arrow
#

No dev this week

full sonnet
tall pumice
#

sometimes it can be so simple

full sonnet
#

I think I'll keep the icon rotating.

On map screen, the icons already rotated (so unit icon pointed forward where the unit was looking)
in 3D view the icons always simply pointed upwards on screen.

tall pumice
#

yeah, that's not so great

full sonnet
#

Ah I was just doing it wrong.
I can just turn off passengers.
I'll try to make it good

pallid cliff
#

Sweet

#

If am wondering. If markers now are only drawn when selected/hover, would it make sense to make their height unlimited?

#

oh shoot.

#

Scaling is bugged in 3D notlikemeow

#

Never rotate a marker in 3D around z or x

full sonnet
pallid cliff
#

Also, what's Unterholz ? ๐Ÿ˜„

#

Anyway, back to the topic

#

Another thing is, you can now change the height of the marker, but the visualisation area doesn't start at ATL 0 then

full sonnet
pallid cliff
#

Basically a floating area

pallid cliff
full sonnet
full sonnet
pallid cliff
#

Both the scaling and area widgets are wrongly oriented then

full sonnet
#

ah i got it

pallid cliff
#

So basically same logic needs to apply to it as with triggers

#

Rotating around x and z does nothing

full sonnet
pallid cliff
#

Good news, snapping to surface works and fixes wrong rotation ๐Ÿ˜„

#

Also, should the z translation axis do anything? Markers only have size2 attribute, they should always be ground level.

#

get3DENSelected "marker" # 0 get3DENAttribute "position" // [[3432,2940,87]]
Now one can do things like this

#

Not sure if that was possible before

full sonnet
#

Scripted markers actually have a 3D position, and its also stored as a 3D position

pallid cliff
#

Yeah, just noticed, default marker height in Eden Editor seems 5

full sonnet
#

thats just the surface of VR terrain

pallid cliff
#

Doesn't return 5 for any other entity

full sonnet
#

It was not possible to do in Eden directly, without hand-editing the mission.sqm.
Markers were always stored as 3D in mission.sqm, and also created as 3D at game start

pallid cliff
#

Alright, cool then. I think I've tested everything I wanted

full sonnet
#

I didn't have to change anything, the only thing is that you can now edit the height in the 3D view.
But that was just because UI was missing before, only the UI is new

pallid cliff
#

Now I wonder what happens if I replace size2 attribute with size3 so one can also set height in attributes UI

full sonnet
pallid cliff
#

Switching between local and global coordinate system works too?

full sonnet
#

yes, the rotation being applied you mean

#

So

  • Zone only when selected โœ…
  • No Rotation around XY โœ…
  • Full height zone โœ…
  • Icons rotations โœ…

I think that was all?

viscid onyx
#

I think enabling the Z position coordinate in the Transformation attributes section would be sensible, if it's not a lot of trouble to do that (now that the same thing can be done in the 3D view)

full sonnet
#

Mh.
It would be a config change which is hard. And it really only is useful for power users.
95% of users won't deal with marker height

pallid cliff
#

I'll Mod that if it doesn't break anythinf

full sonnet
#

It already is 3D internally, so shouldn't matter yeah. I think its better done on your side

#

One thing maybe now is, placing markers forces you onto map screen.
That isn't really needed anymore now that you can place in 3D.
But, in general map markers are for the map, so it still makes sense to place them on the map

viscid onyx
#

I'd be OK with removing that tbh, mostly it's just annoying when I accidentally click on Markers instead of Modules

pallid cliff
#

In a perfect world we'd have a setting for that. But that requires config

full sonnet
#

oh wow. Was this always bugged?

Clicking on the "Markers" tab, forces map.
But you can then close the map, you are still on the marker tab. You can now click on a marker to place it but you don't see anything, it just ignores the placing if map isn't open

viscid onyx
full sonnet
#

Trying to find the marker placement code.
The marker preview on the map, doesn't call the marker preview code, nor the marker icon rendering code.

The marker placement has custom icon drawing code.
Which is why the size/shadow doesn't actually match up between preview and placed marker

viscid onyx
#

y tho

full sonnet
#

Ah unless you're placing a Rectangle or Ellipse, where it actually does use the drawMarker functionality.

There is specifically a "allow marker placing" check that only allows markers when map is open.
Fun fact, when you place a unit, then allowMarkerPlacing is enabled, because.. yeah.

I'll turn that off. So you can place markers with map closed, but the map will still auto open when you click on the markers tab

#

lol.

Ah unless you're placing a Rectangle or Ellipse, where it actually does use the drawMarker functionality.
Yeah, and because Rectangle and Ellipse don't have any icon. It does all the effort to set up a marker and draw it to... draw nothing.
The scaling there is F'ed up for Area markers too, but you can't see it because they are invisible ๐Ÿ˜„

pallid cliff
full sonnet
#

Tweaked: Eden object icons now rotate with the object
Added: Eden markers can now be placed in 3D (non-map) view
Fixed: Eden marker placement preview icon didn't exactly match the marker (slight size difference and missing shadow)
Fixed: Eden 3D marker could be rotated in pitch/roll axis (should only be yaw)
Tweaked: Show 3D marker area only when marker is selected
Tweaked: 3D marker area is now "infinite" height (previously was limited because it would be too annoying if it always showed, which it now doesn't)
๐Ÿคž
They'll all be in next prof, don't know when

trim crane
#

@full sonnet Any easy way to expose 3DEN's line drawing into scripting?

#

I know these are 2d unlike say DrawLine3D which are actual geometry going through objects, but this will still be very useful even if it will be drawn over everything.

#

Maybe even call it drawLine2D

full sonnet
#

no

#

I think that thing is a 3D model that is just scaled

#

with simple object + set object material + setObjectScale in 3D that could be doable

trim crane
#

Meant these

full sonnet
#

but I opted against 3D scale, but 3D for local only objects might be viable

#

Yeah, I think thats a model thats scaled

#

Atleast when I initialize it, I give it models
Maybe not, can't look now maybe friday

trim crane
#

Hmm, these looks like 2d UI lines ๐Ÿค”

#

3D scale sounds great too though

viscid onyx
# trim crane Hmm, these looks like 2d UI lines ๐Ÿค”

They look like the same kind of line as is used for the translation widget handles, and I'm pretty sure those are UI and not models (appear in front of terrain, not affected by lighting, no perspective, don't seem to be affected by post process effects)

pallid cliff
#

3D Position works very nicely

#

I have one last wish. Would it be possible to show markes both in 2D and 3D when they are hover on/selected, even if their alpha is set to 0?

#

Currently it's super annoying to work with markers that are set to be invisible.

#

The code must be already there, but I guess it's something like (1.5 * currAlpha). A marker with 0.2 % alpha will be better visible when hovered over/selected, but if its alpha is 0 it will still be invisible.

halcyon moth
#

This would completely break Antistasi :P

pallid cliff
#

How?

halcyon moth
#

Because we have an awful lot of logic-related markers that are alpha 0 and need to be untouchable.

pallid cliff
#

It would still be

#

This is about eden editor

halcyon moth
#

ah, fine

pallid cliff
#

That hover logic for markers is just borked, instead of increase alpha by a % of the alpha set in editor it should just change it to a fixed value, preferable 100%

#

Sadly I cannot control that via script without changing the original attribute value. Which is ...not ideal.

trim crane
halcyon moth
#

In most cases it's not even a good method these days, but it's how it was written.

trim crane
halcyon moth
#

I did consider switching to locations to some stuff, because nearestLocations is a lot better than what you get for markers.

#

but there are workarounds.

tall pumice
#

r3vo is right, invisible markers are a huge pain to work with

full sonnet
tall pumice
#

why not always 100%?

full sonnet
pallid cliff
#

configfile >> "Cfg3DEN" >> "Marker" >> "Draw" >> "2D" >> "alphaHover" //1
configfile >> "Cfg3DEN" >> "Marker" >> "Draw" >> "2D" >> "alphaNormal" //0.5

#

What do these do?

viscid onyx
pallid cliff
#

Looks like it. But from the naming of the properties they are supposed to do exactly what I suggested

full sonnet
pallid cliff
#

But it doesn't work like that for markers currently

full sonnet
#

But it does

pallid cliff
#

It is multiplied with the marker alpha.
Yes, that's what I described earlier with 1.5 * currAlpha (guess it was a bad description)

#

So if selected or hovered it should use (configfile >> "Cfg3DEN" >> "Marker" >> "Draw" >> "2D" >> "alphaHover") as absolute value

full sonnet
pallid cliff
#

Why not 100% though?

full sonnet
#

I still want to see that its supposed to be in some way transparent, even if selected ๐Ÿค”

pallid cliff
#

Hmmm, not sure, with alpha 0.7 the difference is probably not noticeable

#

Imho It should just be 100% as with all other icons.

#

configfile >> "Cfg3DEN" >> "Marker" >> "Draw" >> "2D" >> "alphaSelected" //1
Would also be consistent with that

full sonnet
#

๐Ÿฅบ

pallid cliff
unreal arrow
#

possible? yes, actual? need to check

pallid cliff
#

Would be appreciated ๐Ÿ‘

full sonnet
pallid cliff
#

CommentCamera? Sound weird

#

Thanks for checking btw. Too bad there aren't more.

full sonnet
#

it checks if the objects id == camera object id.
The id is -999
that should be the eden camera

pallid cliff
#

I see. So attribute only for the camera.

pallid cliff
#

get3DENSelected "comment" //[-999]
I see. So camera is somehow a comment. Interesting.

tall pumice
#

out of curiosity... would it be possible to bind the "release uav controls" action to the "get out of vehicle" action?

#

i really hate having to use the scoll wheel action when i can just press v

#

and let's be honest, those actions are kinda similar anyways

pallid cliff
verbal venture
tall pumice
#

I realized my question made it a bit overcomplicated. would be enough to just add "release uav control" to the hotkey menu under commons. for now I made myself a tiny mod that does the same, but would still be nice to have this as a native function

full sonnet
#

Guess we have some undocumented actions

pallid cliff
#

I love undocumented stuff ๐Ÿ˜„

#

I'll test these later. Thanks for checking.

pallid cliff
#

These XXXGridIncrease/Decrease actions are so buggy notlikemeow

full sonnet
#

AddCustomConnection is not handled (Only by UI onMenuSelected handler)
ChangeSeat is not handled (Only by UI onMenuSelected handler)
AddCustomStart doesn't exist?
PublishCustomComposition meowsweats A element in the compositions tree must be selected. Then it opens either the publish dialog, the workshop search (category selected), steam workshop page (someone elses steam composition selected)
Unknown well.. .. Well.. Yeah. Nothing, placeholder

pallid cliff
#

Now I wonder, how did I end u p with addCustomStart instead of addRandomStartwhen all I did was copy the list from you to excel ๐Ÿ˜„

#

Alright, all done. Cheers

wise dragon
#

Added: Headgear model can now be switched based on NVG being on or off
huh?

ruby elm
#

I can see that being used by modders for futuristic headgear with integrated nvgs or other high tech stuff

full sonnet
waxen vigil
#

but what if people just want it to stay up regardless of NVG is down or not

full sonnet
#

Ah I think for that one I couldn't make the FT ticket public

wise dragon
full sonnet
wise dragon
#

whats the config params for that? same as nvg?

waxen vigil
#

oh so it's for mods then

full sonnet
#

@tall pumice has been tasked to help with documenting that on wiki ๐Ÿ˜„

class CfgWeapons
{
    class ItemCore;
    class H_HelmetB : ItemCore
    {
        class ItemInfo;        
    };
    class H_PilotHelmetHeli_B : H_HelmetB
    {
        class ItemInfo: ItemInfo
        {
            modelHMDOff = "A3\Characters_F\Common\headgear_helmet_heli"; // Use this when NVG is off
            uniformModel = "A3\Characters_F\Common\headgear_helmet_heli_visor_up"; // Use this when NVG is on
        };
    };
};
carmine juniper
#

Inttresting?

wise dragon
#

does it work the same as how nvg works at the moment? been having a crap ton of problems with that & hiddenselections recently

full sonnet
#

yes

wise dragon
#

ah

waxen vigil
#

wait, this could be used for that Heavy combat helmet (altyn) from RF without the NVG effect

full sonnet
#

RF requested that feature

waxen vigil
#

Any QoL is always be accepted

tall pumice
waxen vigil
tall pumice
#

i'm just happy that i can swap the visor on our pilot helmet!

#

i really hate the headgear clutter in arsenal

wise dragon
#

wait theres visor up/down variants?

waxen vigil
#

so how will you workaround it? like invisible NVG if Heavy combat helmet is used?

wise dragon
#

simply dont

tall pumice
wise dragon
#

are they not in the release build or am i just really blind

waxen vigil
#

it's there even in promo pics and trailer

pallid cliff
wise dragon
#

yoris beat you to it ๐Ÿค

pallid cliff
#

I was the one who beat yoris to it ๐Ÿ˜‰

tall pumice
#

damn, i should have requested the headgear swap feature also for facewear

#

@full sonnet plz ๐Ÿ˜„

#

no more sunglasses when nvg

full sonnet
#

๐Ÿ˜ 

#

no

wise dragon
#

i will send you a carton of ribena

viscid onyx
umbral orchid
#

ohhh is this the window fix

tame rover
# full sonnet For example pilot helmet. Visor up if NVG is down

Is there a way yet to have nvg slot devices that have an on and off state without adding actual night vision or thermal yet? I remember requesting that when Apex came out ๐Ÿ˜„ https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3040339

full sonnet
#

No

#

Lexx also requested it. But not feasible

tame rover
#

Shame. Would allow that visor up/down action by having an integrated non-night vision NVG device in the helmet

tall pumice
#

works great btw

#

btw any plans to have the vanilla heli helmet swap by default? feels like it wouldn't do much harm and is a cool detail. and wouldn't need extra mods then :>

full sonnet
#

Last status I got was that its being considered

tall pumice
#

ok, plz consider harder ๐Ÿ˜„

calm wasp
#
  • honey, hi! where are you?
  • I'm at the bus stop, waiting for the bus
  • ok, hurry up then.
  • ok, I'll wait for the bus faster ๐Ÿ˜
weary tide
#

This is wife logic

#

Hence, this is correct logic and no discussion is to be had

#

Lest you wish to sleep on the couch

pallid cliff
#

@scarlet root Fixed: Eden Editor multiplayer scenarios would apply the player name to the "player" unit, even if a different "playable" unit was chosen

#

This is probably the issue we had with the nametags

wide path
pallid cliff
#

Two things regarding drawing markers in 3D in Eden Editor that I have just noticed.

  • Marker texts are not localized, instead @STR.... string is shown
  • Markers are shown even if their parent layer is set to "Enable Transformation" false
full sonnet
#

are marker texts localized anywhere else?

peak aspen
#

i guess this is the type of thing that should be asked here.
could it be possible the remove the 4096x texture limit and allow higher resolutions? i've read that original OFP allowed up to 16k textures.

tall pumice
#

why would you need such a high res texture

#

if there really is a limit, then please no. all those tacticool specblackops mods will then have vests with 8k texture pockets on them

pallid cliff
#

Maybe in the entity browser too, but not sure

light lintel
#

Arma can barely handle 4K textures properly

peak aspen
peak aspen
gray quarry
light lintel
#

can run into out of memory issues related to VRAM

#

haven't had it in a while though, but not sure if it's because of my newer pc or cumulative changes to arma / perf branch

peak aspen
#

well, it's not like changing the textures size limit would instantly turn all of then in 16k textures.
The original textures would continue there (i'm pretty sure that the game will only show 2k textures or above, if you have then set to ultra as well).

light lintel
#

but on my older PC it was easy to run into it with GM + ultra textures

#

there is a big diff b/w high and v.high ultra

wise dragon
#

not once have i ever had problems with 4k textures flooding my vram

#

nor have we ever had issues with 4k textures reported in usp

gray quarry
#

well, even on a 4090 or a quadro?

light lintel
#

At least some by me but also Groove_C

wise dragon
#

people who don't know how to click the "very high" button on textures instead of "ultra" then

light lintel
#

Well... before you go on insulting the intelligence of people unnecessarily:

  • very high and ultra seemed to have similar results
  • high and very high have marked difference in VRAM
  • if ultra or very high is leading to <20 fps and eventually crashing, then that means the game isn't handling this very well, which is what I said in the first place. Reducing quality settings is a workaround to prevent the problem being triggered, not proof that the problem does not exist
#

But of course, if one person doesn't have a problem then that means the problem does not exist blobdoggoshruggoogly

peak aspen
#

it looks more like a specific problem you had because of your older PC. How much VRAM it had?

wise dragon
#

KJW โ€” 05/04/2024 22:20
can you help me prove a point plz 4k textures arent going to kill lower end gpus arent they
Dedmen (โˆฉ๏ฝ€-ยด)โŠƒโ”โ˜†๏พŸ.*๏ฝฅ๏ฝก๏พŸ /(O_O)/\ โ€” 05/04/2024 22:40
shouldn't
just lower texture quality if anyone has issues

#

if your vram is too low for the settings you're on................. lower the settings

light lintel
#

If you insist on missing the point then that's up to you

#

Vanilla game has no problem with ultra textures because it doesn't use 4K textures

#

GM does have issues

#

using mixed assets or running missions with different asset sets in the same session means a mix of good looking assets and less good looking assets (because vanilla on high and GM on high are different quality)

#

or constant toggling settings

#

Other games will more gracefully handle VRAM, dynamically reduce quality, or less gracefully -- textures go missing, or textures are flushed leading to stuttering

#

Arma seems to not do this very well or reliably, which is what i was saying. Now if you have 8K textures, the problem might get even worse.

light lintel
calm wasp
#

24 GB vRAM

gray quarry
#

oofs, i guess its very bad

full sonnet
pallid cliff
#

I am at work right now but try @STR_Enable.

keen sundial
# light lintel 6GB. Now i have 12GB. Groove_C reported the crash even with 20+ GB iirc

Even Livonia in the basegame can create this issue. Just load more and more detailed textures in the VRAM by closely looking at buildings/trees. Takes like 3-4 minutes. Once the vram is fully loaded textures will start flickering and the game will crash. Havenโ€™t tried it since I upgraded to 24 instead of 20GB of vram, but groove had the issue too I have no doubts I can recreate it.

halcyon moth
#

This seems odd given that the whole of vegetation_f_enoch.pbo is under 400MB.

keen sundial
#

You just load more higher LOD textures in the vram. I could easily recreate and Iโ€™m trying to make a video of it now

halcyon moth
#

Yeah but the entire texture set for vegetation is a couple orders of magnitude smaller than the VRAM.

keen sundial
#

Iโ€™ll try to make a video of it now

halcyon moth
#

If you have a consistent and fast replication method, I'm sure Dedmen can figure it out anyway :P

keen sundial
#

I have yet to provide him with that video for a lot more then a year

#

Well something has improved. Itโ€™s taking a lot longer now

#

But itโ€™s slowly filling. Couldnโ€™t get it above 17.1GB with only the map, but adding vehicles now has me at 19.1GB

#

Almost there at 23.3gb

keen sundial
#

well, 64GB of pagefile, 14.4GB of RAM, 24GB of VRAM and tanoa gets a stuttering hell when flying over the center of the island

#

but no crash

#

but this PC also almost costs 5k

#

but vram remained maxed until I now closed the game

light lintel
#

Yeah that sounds a lot like what I used to see with 6GB VRAM

#

In my case I wouldn't look closely at trees but would try and fly over most of the map at low altitude

#

But mostly focused on buildings and GM vehicles

gray quarry
#

sucks that it leaks vram

light lintel
#

I don't know if it leaks or just doesn't manage it well enough

halcyon moth
#

As a counterpoint, if you stick it in Standard display settings then 2GB VRAM works fine :P

#

So I'm really not sure what's going on here.

gray quarry
#

strange, maybe its too much quality? is it compressed or not?

light lintel
#

My observations were:

  • Vanilla assets (2K), even with very high and ultra there was no problem, it stays around 3-4GB out of 6GB available (but i don't test indefinitely). Stepping down to high reduces the memory footprint but also noticeably impacts texture quality.
  • GM assets (4K), very high and ultra very quickly full up to 5.5GB and stay there, but in relatively short time spans it could cause severe stuttering or a crash. Reasonably easy to force this condition by changing maps, placing different assets in editor, zooming in and out or moving over terrain, going in to virtual arsenal to edit vehicle customisation or unit loadouts, and then repeating on a new map. The first sign of trouble is usually textures taking multiple seconds to load.
  • high textures are 3-4 GB iirc (maybe it's equivalent to 2K ultra?) and didn't seem to cause issues.
  • these repro steps may seem artificial but it's kind of what you do when mission making (which has organically triggered crashes, sometimes even on an empty Gabreta)
  • system config for these tests: i5-5775C, 32GB DDR3-2133, GTX 1660 Ti 6GB, game installed on PCIe 3.0 NVMe SSD.
gray quarry
#

so it doesnt unload the textures when switching maps?

light lintel
#

Possibly yeah. I know there's been discussion here or in #perf_prof_branch that flushing isn't working properly or something, but that's beyond my knowledge

gray quarry
#

interesting question: what happens if you switch from one map with specific assets to another with assets that arent shared with the previous map?

light lintel
#

I usually start from an empty map and spawn random assets. I've had it if i copy-paste assets, but more recent years that stopped causing a crash, in which case i found i needed different assets

#

Crash frequency did decrease in recent years, where it mostly led to stuttering and very low fps (<5)

gray quarry
#

oh hmm, which malloc would be recommended? (particularly for windows 7)

keen sundial
gray quarry
#

sucks, sounds a bit like a memory leak to me

gray quarry
keen sundial
#

The game unloaded like 2-3GB of VRAM but it would fill that up in no time

gray quarry
#

oh okay

#

good to know it can unload part of the stuff

keen sundial
#

I was recording but OBS crashed and the file didnโ€™t have the proper settings

gray quarry
#

oh bummer

#

that kind of scenario is why obs recommends mkv

#

you can always remux it quickly to mp4 from the file menu

keen sundial
#

I know ๐Ÿ™ƒ

gray quarry
#

how much vram you have? 24gb?

#

and it gets filled pretty quickly? what graphics settings you got?

keen sundial
#

Yes 24 GB. It takes a considerable time now. I made live commenting yesterday.

All maxed, 5-40km view distance. ๐Ÿ™ƒ

gray quarry
#

ah okay

keen sundial
#

I can try with GM later

gray quarry
#

gm? golden master or game master aka zeus? ๐Ÿ˜…

keen sundial
#

What I tested was vanilla arma

gray quarry
#

gotcha

keen sundial
#

Global mobilization DLC

gray quarry
#

oh okay

keen sundial
#

Because SK mentioned that I creates a lot more load. Also I didnโ€™t run any special allocator.

gray quarry
#

hmm, that cdlc has a lot of assets or higher quality than vanilla?

keen sundial
#

Which in the past had negative impact for me

#

Check above

gray quarry
#

oh okay, sorry for being a bit forgetful and stuff

feral tangle
#

@full sonnet

Any impressions on why a terrain baked object would not be able to utilise destructionEffects when the model has the class = road property?

harsh orbit
feral tangle
#

Yup.

#

I tried a great many things. ๐Ÿ˜„

#

Setting damage = building in the model would allow the object to sink into the floor on death. But it refuses to play any destruction effects outlined in the config of the object. So no particle effects, no swapping to a ruin object if specified.

feral tangle
#

Loosely related, I have also found out that if a models center position is in water destruction effects behave... strangely. Their finish flag gets set to true almost immediately. Causing premature ending of delayedDestruction.

hollow spruce
#

Just a question regarding addForce command, how will a person react to it if the setUnconsious parameter is set to false?

full sonnet
#

localization is fixed

full sonnet
full sonnet
feral tangle
#

If there was no intentional exclusion, then would it be feasible to enable it on that class was my next thought.

full sonnet
#

Don't want to spend the time to search further.
I couldn't find anything about named property "class" being road being related to destruction.

Road shapes can also get merged together, maybe it could loose the effects in that process

feral tangle
#

Hmm okay.

#

Thanks.

hollow spruce
wise dragon
#

find out

viscid onyx
#

It should just be that they're ragdolled but not unconscious, same as if you get lightly tapped by an object in the current version.

full sonnet
#

its the same as when you get hit by a vehicle

#

you fall over, lay on the ground a bit.
But you are not unconscious

peak aspen
gray quarry
#

oh yeah, for some reason shooting people from a distance causes a unrealistic ragdolling to happen

gray quarry
# full sonnet new or old?

wdym? this is with ace in profiling/stable. sorry for posting about that here but the conversation reminded me of that

wise dragon
#

thats known with ace

gray quarry
#

oh i see

#

ace issue instead?

gray pier
#

Anyone know if there is a line I can throw in a config that allows the NVG model to stay on the character when they are inside vehicles?

tall pumice
#

there are multiple lines for different vehicle seats

#

however, for ffv seats and some other exceptions, nothing will help

tame rover
#

Added: Vehicle marker lights now animate with animated memory points does this mean the light points can now move with model.cfg animation (use case such as proper position/nav lights on the Black Wasp folding wingtips, which are currently just an emissive texture) or something else?

umbral orchid
#

I really hope so

tall pumice
#

as someone who is not a programmer, Added: DLL extension access to DirectX what kind of funny things can we do with that?

mental fulcrum
#

render custom stuff inside the game without injection.

tall pumice
#

damnit, why am i not a programmer

mental fulcrum
#

any cool ideas? ;D

tall pumice
#

i have some, but no way will i ever be able to do it

tepid dock
#

Streamed youtube videos watched on the laptop object ingame ๐Ÿ˜‰

mental fulcrum
#

or other tube.

tepid dock
#

I doubt this would realistically be doable or if it would even look remotely good but: video call, face extraction, apply speaker's face to soldier's face texture ๐Ÿ˜‰
But the actual result will most probably look so scary and mutilated that it will prevent you from sleeping at night

#

OFP vibes

pallid cliff
wise dragon
full sonnet
carmine juniper
#

Just tested, exhaust is not supported (so far)

gray quarry
gray quarry
harsh orbit
pallid cliff
#

Any ETA for the next update?

harsh orbit
#

Why?! ๐Ÿ˜…

#

Oh you mean next stable?

pallid cliff
#

Yes

gray quarry
wise dragon
#

extensions run on BE have to be WL by BE

#

otherwise its the exact same level of security as no BE (none)

#

its about as secure as running ace

gray quarry
#

gotcha

#

most mods with extensions are whitelisted ye?

wise dragon
#

probably about 50/50

#

dunno if theres any stats on that

radiant lagoon
#

Also hitpoints smoke effects dont

past moon
#
Bohemia Interactive Forums

Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.

full sonnet
#

Mh that bug that re-appears sometimes where specifically on linux server every unit is stuck in an animation...

When animations are loaded, they are cached by a hash.
The hash is
_hash = CalculateStringHash(animationRtmName + Format("_%x", pointerToSkeleton));
Making a hash by appending a pointer as a string to a name is sus.
But formatting the pointer as a 32bit hex integer.. while a pointer is 64bits long meowsweats

Also the animations are all only compared by hash, so if there is a hash collision...
Also the hash we store is 32bits long, but everywhere where we use the hash, we convert it into 64bits.
Also the animation also contains a reversed flag for.. loading them reversed. But that's not incorporated into the hash, so reversed and unreversed versions of the same animations, have the same hash. Even though the data inside them is vastly different.
fun fun fuuun.

weary niche
#

Was testing the new magazineUnloaded EventHandler and noticed that it cannot be used as a muzzle event like fired and reloaded can. I mentioned it on the feedback tracker. What're the odds of this being something we could do?
https://feedback.bistudio.com/T174935

full sonnet
#

uff I need to copy it and make a second eventhandler just for the muzzle events
Annoying.. but if you need it..

weary niche
# full sonnet uff I need to copy it and make a second eventhandler just for the muzzle events ...

It would be greatly appreciated! ๐Ÿ™‚
If you're feeling extra generous, a version of SlotItemChanged and WeaponChanged tied to the weapon would probably be extremely useful. Both of those would be great for the optimization, or at least simplification, of RHS' add an attachment and get different anims system. It would also allow you to specify a certain weapon to check for muzzle switching instead of having to add it globally with an if statement to specify to the weapon class.

#

Not sure if the new WeaponReloading one would be necessary, since you should be able to find out if the weapon is reloading based on whether reload has fired and reloaded hasn't... but I'm not positive that works the way I think it does.

full sonnet
#

uff

#

add that as comments to the FT tickets and send me linsk for all the tickets

weary niche
misty storm
#

Tweaked: Turning off white-listing for Remote Execution (this is a temporary measure until solutions for problems with the current approach are found)

#

you expecting people will run that? :P

wise dragon
#

are we definitely getting platform updates after 2.18?

tall pumice
#

btw since last dev branch i can alt+f4 out of a mission inside 3den and the game won't crash anymore.

waxen vigil
#

progress people, progress

carmine juniper
#

A progress not to break the progress

fervent remnant
#

What are the chances that Chernorus from Dayz will ever appear in Arma 3?

wise dragon
#

install cup

fervent remnant
upper radish
#

install green sea terrains

wise dragon
#

we'll be lucky to get to 2.30 let alone get another map

fervent remnant
#

green sea terrains only pvp

#

There is no implementation of roads for AI

verbal venture
fervent remnant
full sonnet
winter crescent
# full sonnet 2.20 is already on the list

2.18 is basically confirmed, it's just a matter of seeking a release window somewhere towards the end of summer.
2.20 is planned, but purely as just being the next platform update.
At this stage in A3's life, it's healthy to account for the scenario where suddenly further official support is slowed down more or even stopped for whatever reasons (f.e. business). However, there is no actual indication of that happening in the short-term! So our expectation is things will flow as they have recently at least for 2024/2025.

full sonnet
# weary niche Here you are: SlotItemChanged - https://feedback.bistudio.com/T174935 WeaponCha...

Confirm they are all muzzle events right?
I see Reloaded is a muzzle event.

SlotItemChanged/WeaponChanged on a muzzle is weird. Because these rather apply to the weapon itself. rather than a muzzle on the weapon.

Like if you wanted it to trigger on the weapon (all muzzles), you'd have to copy the EH to each of them which is weird
But afaik we don't have weapon wide config eventhandlers so it must be this way right?

#

WeaponChanged you would want to fire on both old and new weapon?

full sonnet
#

So SlotItemChanged will just fire on currently selected/active muzzle.
Also SlotItemChanged will only fire for attachments changed on the weapon.
For entity it would also trigger when the weapon is added to the entity (for example binocular slot). It won't fire on the weapon for that.

Muzzle events:
"MagazineUnloaded" (probably with the on prefix? whatever the other muzzle events do)
"WeaponChanged" (Fires on both old and new weapon)
"SlotItemChanged" (Only weapon attachments, not weapon added/removed from soldier)

Are in, please take care of #community_wiki people and test it on next dev branch, I don't have time for either ๐Ÿฅบ

verbal venture
viscid onyx
#

I think if it was practical to make setObjectScale fully MP-compatible (it does sort of work in MP now), they would've done that when they implemented it. That's not one of the ancient commands from A2 or OFP, it's a new one. It's already at the limits of what the engine can do.

weary niche
weary niche
wise dragon
verbal venture
#

^^

peak bane
#

When I use unit1 ignoreTarget player; command on a player in a car, game instantly freezes. (Tested on current dev build)

wise dragon
#

vs vehicle player?

peak bane
scarlet root
#

do you have to alt+f4 ?

scarlet root
#

on that note i think you also freeze the game if you do a for loop without exit condition, or is it supposed to have a max iteration limit?

meager sage
#

Something like 10k iterations in the unscheduled code iirc

halcyon moth
#

I think the iteration limit is specific to while loops?

#

Assumption is that if you do shenanigans with for loops then it's intentional.

meager sage
#

while stops at 10k iterations as well

#

{_a pushBack 1} forEach _a stops at array size limit of 9999999

peak bane
# scarlet root do you have to alt+f4 ?

Alt+F4 does not work, I can barely enter Task Manager.

...
17:18:43 Creating action map cache
17:18:55 No alive in 10000 ms, exceeded timeout of 10000 ms
17:19:07 No alive in 21500 ms, exceeded timeout of 10000 ms

The last two lines are most probably the error.
Now I remember that it probably also freezes when you use ignoreTarget on a dead unit, I just didn't realize it when it happened to me before.

meager sage
#

for "_i" from 1 to 2 step 0 do {...} hangs the game and goes to at least 200k iterations

#

for [{_i = 0}, {true}, {_i = _i + 1}] do {diag_log _i} hangs

carmine juniper
#

Hmm, just toyed around load3DENScenario and sometimes it doesn't work even it returns true. Maybe loading into Eden through Startup Parameter caused it?

pallid cliff
#

Yeah. I think I had some ticket for that or I pmed KK. Not sure what the resolution was though.

peak bane
#

When a player gets incapacitated by an enemy AI unit, and the player leaves and rejoins the game as the same unit (still incapacitated), and then manually respawns, the AI unit who incapacitated the player gets bugged and does not attack the respawned player anymore. (Tested on dedicated server on current dev build with respawn on position of death). May be related to this: #arma3_feedback_tracker message

peak bane
#

It probably is related, because when I set disabledAI = 1;, it works normally. I also got this in one of the rpt files, which might be the problem.

15:33:38 Error: Object(6 : 6) not found
15:39:45 Error: Object(5 : 6) not found
peak bane
#

Another problem I have encountered, or rather an inconsistency, on a hosted server, when I add a FiredMan event handler for a remote (client) unit on the server, it does not trigger if the remote unit has a silencer on and is out of host player's view, but it triggers when the silencer is not mounted, no matter how far from the host player. On a dedicated server it triggers fine for any unit with a silencer on or off.

steel rune
peak bane
viscid onyx
#

Gunshots can be quite loud. 3km may be within its notional audible distance.

weary niche
#

When can we expect the next Dev Branch update?

wise dragon
#

never

#

dont expect any updates

waxen vigil
#

asking for updates will push it back by 2 weeks

gray quarry
weary niche
#

Wasn't pushing for an update so much as asking what the schedule may look like for the next one, as some features have requested testing.

viscid onyx
#

In my experience, a pause in dev branch updates often means another release update is approaching, and devbranch will resume after that. I doubt it's 2.18 ("late summer" was last heard about that) but there could be a CDLC update going through. Or maybe people are just on summer holiday ๐Ÿคท

wise dragon
#

given lack of bohemians, probably the latter

gray quarry
#

ahh

scarlet root
#

or โ›ฑ๏ธ

waxen vigil
#

Must be taking a vacation to Limnos this summer

winter crescent
#

A skip of Dev can mean many things, from build issues to ~~pipeline ~~logistical issues to lacking QA availability to there just not being many changes to people absence. It makes every Wednesday afternoon an exciting moment of the week aviator

carmine juniper
#

Positive.
2.17.151869, just put Mission file as a part of Launch Parameter, it doesn't work even if it does return true. If I launch Editor from Main Menu, it does seem to work

full sonnet
#

I just put a quoted mission file name like "test_HARM_FlyingJet.VR" at end of launch parameters but it doesn't open editor at game start

carmine juniper
full sonnet
#

oh full path

light lintel
full sonnet
carmine juniper
#

What about "missions\someMission.vr" or such?

#

STrAtIs does work on my end too

full sonnet
#

loading a mpmissions...
also works

#

its a different terrain though

#

maybe only broken when loading different mission on same terrain

#

Oh interesting

#

it didn't work.
It switched terrain, and displays the mission name in top right. But it didn't load any of the objects in the mission

gray quarry
#

huh

#

so it's case sensitive, what's the cost of making it insensitive? is it worth doing?

full sonnet
#

Ah I got the problem.
Global state. Fun.

If you first load a "user mission" in eden, a "User mission" flag is set. And if that flag is set, then it searches in your my documents.
If the flag is not set, it uses the path as a global path, without prefixing my documents folder, and fails finding the mission

gray quarry
#

lol

full sonnet
#

fixed next prof/dev

ocean sail
#

On the current dev I was able to lock (manpads, vehicle A-A, A-G missiles) target but all locked missile was not even try to follow target, after shot the missile fly direct vector, as like no-lock shot
perf build same #perf_prof_branch message

carmine juniper
unreal arrow
#

also on unrelated note setFace not working with custom faces should work in next dev

scenic widget
#

Does it still do sounds with custom faces?

light lintel
carmine juniper
#

65k today

light lintel
#

ah 65K just today

#

Lol makes more sense

#

The tweet said "so far" so it was confusing

carmine juniper
#

Yeps

pallid cliff
#

Kinda insane for an 11 year old game isn't it?

#

Oh wait. It costs 2.79?meowsweats

carmine juniper
#

Yes, 90% today

unreal arrow
fervent remnant
#

there is a reason to give Arma 3 a rebirth and release a major addition, for example with Chernorus + ๐Ÿ™‚

viscid onyx
#

How much Arma 4 dev time are you willing to sacrifice to make that happen?

tall pumice
#

all of it

shrewd flame
trim crane
#

Make ๐Ÿ‘ Tanoa ๐Ÿ‘ And ๐Ÿ‘ Livona ๐Ÿ‘ Playable ๐Ÿ‘ Without ๐Ÿ‘ DLC ๐Ÿ‘

tall pumice
#

that would be stupid

trim crane
ruby edge
gray quarry
#

plus editor

trim crane
#

Either way, both Tanoa and Livonia are so underutilized, such a shame

unreal arrow
wise dragon
#

but this is getting off topic

waxen vigil
gray quarry
#

lol

#

i see, not able to use editor on that terrain at all nor the 2d one.

light lintel
lament crow
lament crow
#

So it is doable, even by BI's standards now

lament crow
light lintel
#

Well I'm assuming there's going to be no new first party content so...

wise dragon
#

we cant even get hiddenselections fixed on certain lods lmao

full sonnet
carmine juniper
#

I see

tall pumice
#

so sad. every fix matters!

tepid dock
#

I just visualized Lexx patting the load3DENScenario fix on its head, saying "Don't worry about what the others say about you. To me, you matter!" ๐Ÿ˜„

full sonnet
meager sage
#

although the video seems to be a different kind of strange

full sonnet
#

Its not scripted placement. Its the mouse cursor handling

#

I wonder what will break when I just make this change.
To me the last 9 years state is just obviously broken

dark hemlock
#

scream test time

tall pumice
#

pretty sure i know this issue for years

#

cant remember when this happened, because i usually dont place objects on other objects like that

#

maybe it had something to do with small objects? tables etc? because that placement is very awkward as well

full sonnet
full sonnet
#

Is there no way to turn off that placed objects are aligned to terrain below?

#

Like here, its orienting to terrain below, but I want it to just be zero rotation straight up

#

I tried the buttons at top but doesn't do anything

wise dragon
#

yeah you have to orient them in the transform menu every time afaik

ruby edge
full sonnet
#

Yeah that's what I would've expected to do it but it doesn't

#

it makes it so it doesn't follow the terrain while you move it around. But it doesn't influence initial placement

ruby edge
#

Yea not for initial placement

full sonnet
#

With how great Eden is it surprises me that you cannot do this

green summit
wise dragon
#

is stuff in the viewpilot lod of objects only loaded into vram when the lod is required or is the entire p3d and textures loaded at once?

full sonnet
#

LOD's are generally only loaded when needed. Some like fire/geometry are probably always loaded

wise dragon
#

awesome time to put 5 8k textures in my 1 million tris viewpilot lod

#

thanks dedmen

full sonnet
#

I'll put this in for testing on dev/prof only and we'll see how it handles.
Most likely gonna skip it for 2.18 stable.

Maybe also with that.

It would be more neat if it would just orient it to the object you are clicking on, instead of terrain/sealevel gradient.
Probably doable...

full sonnet
wise dragon
#

this is simultaneously great and also annoying ๐Ÿ’€๐Ÿ’€

#

wait its a keybind to turn on/off right

harsh orbit
full sonnet
#

View and fire lod

#

It always did that. It then just ignored the position and manually did some roadway checks with the object it hit

harsh orbit
#

Well that's not a good idea. Objects that do move should be placed on roadway

#

I mean soliders
Also placing physx objects below the geometry/physx lods is also not a good idea

full sonnet
#

Soldiers and vehicles yeah. Putting a soldier onto a shelf that doesn't have roadway, makes them float.
But I think I'd rather leave that decision to the mission maker, than simply it not being possible to put any objects onto non-roadway things

#

Soda cans are being pushed out of the shelf if they are not simple object. But why is it a not good idea?

harsh orbit
#

I just mean in terms of physx interactions

full sonnet
#

Well it will bug around

#

but so will placing two vehicles inside eachother, and we let people do that too.
So it not being good isn't a reason to not allow it, you can do lots of good with it. But you can also mess it up sure

viscid onyx
#

Can any of this improved positioning logic also be applied to Zeus placement? (Especially to the alt+drag vertical positioning...)

full sonnet
#

meowsweats Zeus is oofie

feral tangle
#

Zeus placement is ๐Ÿ’€.

full sonnet
#

We already discussed that in the past. But Zeus doesn't have UI buttons for place along surface or not, like Eden has.
So it would be a UI change which is hard

harsh orbit
#

Can this be changed to AGL?

pallid cliff
#

Last time I used Zeus I was like " Why doesn't if have the Eden placment tools"

full sonnet
#

That should be doable without any issues I'd think yeah

#

Changing how camera moves surely can't break anything ๐Ÿ˜„

viscid onyx
harsh orbit
#

Yeah iirc it doesn't use any intersection with objects

full sonnet
#

If its just that then probably.
Can you make me a example, screenshots or video so I can see what exactly you mean

harsh orbit
#

At least having roadway intersection would be nice

viscid onyx
#

(I would be very happy just with alt+drag only moving the object vertically instead of also moving it horizontally)

harsh orbit
full sonnet
viscid onyx
meager sage
#

well, local Z and so on

full sonnet
#

Ah alt drag is the up down only, I thought you meant sideways :u

#

I don't think I've ever seen height editing doing anything other than height editing

meager sage
#

i mean "I've placed a garden gnome on the side of this sphere, now i want to move it 15 cm inside" would be a valid usecase blobdoggoshruggoogly

verbal venture
feral tangle
full sonnet
#

I need to see it in a video to understand that

viscid onyx
#

I've just recorded a short demo, trimming for upload now

#

[world's longest copyright check for a video under 2 minutes]

#

You can see when I'm holding Alt when the cursor changes to the vertical arrow

#

It definitely feels a lot worse when you're trying to actually do something in a mission. I wish we had a proper 3D translation (and rotation) widget for Zeus, but that's probably out of scope

full sonnet
#

Ah! Thank you
Yeah that's stupid, should be easy fix

umbral orchid
#

RE: zeus would it be possible for a keybind or something to turn off snapping to ground/objects

#

similar to how we can turn off snapping in 3den

teal snow
#

are there any commands to hide "iconplayer_ca.paa", the red ring on players, i know its linked to gps and difficulty, but trying to use RscMapControlEmpty, but it shows the player

earnest mural
teal snow
#

no im trying to do it local to the new rtt map

#

i think its being drawn by a func so i cant disable it

full sonnet
mental fulcrum
#

Make it a command and let ZEN handle that

teal snow
#

literaly need a thing with nothing

scarlet root
#

pretty sure there is a ticket for it

#

||and Dedmen wanted to look into that some point|| ๐Ÿ™„

teal snow
#

the second one could work

#

im trying to do it on rtt dialoge map, not the player map, but that would work

scarlet root
#

if to be make customizable/togglable for tank, should be done also for infantry

teal snow
#

im trying to do it for a helicopter rtt map

#

but evan a basic funciton like that could do what i want, and i could just script it so when the main map is open, the gps comes back

#

so its only hidden on the rtt

#

doubt that will get added though, its more that a year old

scarlet root
#
p:\a3\3den\config.cpp
8564             iconPlayer = "\a3\3DEN\Data\Cfg3DEN\Object\iconPlayer_ca.paa";
8567             iconPlayable = "\a3\3DEN\Data\Cfg3DEN\Object\iconPlayer_ca.paa";

p:\a3\ui_f\config.cpp
16779                     text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";
17893                     text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";
20619                     text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";
58524                     text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";
59117                     text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";
88536         icon = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";
95491         iconPlayer = "\A3\ui_f\data\igui\cfg\islandmap\iconPlayer_ca.paa";
97899         icon = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";

p:\a3\ui_f_curator\config.cpp
248             texture = "\A3\ui_f\data\igui\cfg\islandmap\iconPlayer_ca.paa";
250             textureRemote = "\A3\ui_f\data\igui\cfg\islandmap\iconPlayer_ca.paa";
257             texture = "\A3\ui_f\data\igui\cfg\islandmap\iconPlayer_ca.paa";
259             textureRemote = "\A3\ui_f\data\igui\cfg\islandmap\iconPlayer_ca.paa";
6547                 text = "\A3\ui_f\data\igui\cfg\islandmap\iconPlayer_ca.paa";

#

if you havent, you could look up those

#

maybe one of those help - if you can do a config mod

teal snow
#

i tried those

#

the 3den one dosent apply to my context, neither does curator
the ui_f is a definition for the class RscDisplayMainMap;

#

i tried making my own without it
but it still shows

#

think its being drawn with this funciton

(findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw", {
    if (BIS_WL_playersAlpha > 0) then {
        {
            (_this # 0) drawIcon [
                "A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa",
                if (_x == player) then {[1, 0, 0, BIS_WL_playersAlpha]} else {[1, 1, 1, BIS_WL_playersAlpha]},
                getPosVisual _x,
                20,
                20,
                0,
                if (_x == player || !alive _x) then {""} else {format [" %1", name _x]},
                2,
                0.05,
                "EtelkaNarrowMediumPro",
                "right"
            ];
        } forEach (BIS_WL_iconDrawArrayMap);
    };
};
#

so i cant stop it

scarlet root
#

if the scripted, you can either disable it with the mission parameter (BIS_WL_playersAlpha == 0) or do ctrlRemoveEventhandler / ctrlRemoveAllEventHandlers

gray quarry
full sonnet
# full sonnet Ah! Thank you Yeah that's stupid, should be easy fix

nothing is ever easy with zeus code.
In eden, when you height edit it creates a vertical plane, on which you then move the object up and down.

Zeus instead uses a horizontal plane, and moves it up/down based on mouse movement and recalculates position on the now elevated horizontal plane notlikemeow

tall pumice
#

delete zeus code, copy&paste 3den code. ez fix

gray quarry
#

can i ask what is currently holding up dev?

viscid onyx
#

There was a devbranch update last week. It's common for dev to be every-other-week, so not having an update this week doesn't mean there's a holdup.

gray quarry
#

oh thanks, sorry that i didnt pay attention to that

full sonnet
carmine juniper
#

Let's exploit meowsweats

#

...But why? It is just because you thought of something out of nowhere without exact usecase? hmmyes

full sonnet
#

I've been scrolling through SteamAPI and stumbled upon that

tall pumice
#

hmm. make custom website, host on your server, integrate on laptop scenery hidden selection in your mission file.

#

can i abuse this for custom mission statistics with checking how often a certain website gets pinged ๐Ÿค”

full sonnet
#

External websites would get messy very quickly. You would still need to go through Arma's whitelisting, same as htmlLoad.
But html file with integrated CSS and Javascript, in a pbo?

#

I wonder how that works when a Javascript tries to load a external site. Would it just go through unchecked, or would we need to approve it.

tall pumice
#

yeah, dangerous. easy to abuse i guess

steel rune
#

it should follow CORS, its still chromium behind the scenes

mental fulcrum
#

If you're looking into steamworks stuff, do you think it would be viable to add the new Steam Timeline APIs as a commands for mods?

#

Would be neat to for example be able to add markers about doing unconcscious, dying, respawning, objectives etc. to the timeline.

#

I was thinking about making a mod that uses that via DLL but having it integrated in the game would be way better.

viscid onyx
#

Adding a replay marker every time the sniper misses a shot

winter crescent
#

The events need configuration in the Steam back-end (icon / localization), so I don't think custom modded events are feasible easily. We're exploring the feature for the future generally though.

#

Although perhaps the set of pre-defined ones could be useful in a limited way. We'll see.

mental fulcrum
#

as for the events:

#

doesn't this mean it accepts whatever the game gives to it?

viscid onyx
#

Even if detailed custom event types aren't doable, I think a generic "something happened" marker that can be triggered by script would be a neat thing to have on its own

full sonnet
mental fulcrum
#

so it's ideal for mods ;D

mental fulcrum
#

and that would be plenty times two

gray quarry
#

wait nevermind, source engine webview is more win32 land instead, or used to be

full sonnet
verbal venture
#

Extension with chromium inside and some magic

#

like rendering on every draw3D

mental fulcrum
full sonnet
gray quarry
gray quarry
#

but i'd rather recommend making the upgrade in source code and linking against the newer steam_api

#

that'll break anything depending on a static interface list

#

so if you'd like to possibly break steam emulators it'll be fun to push this

full sonnet
#

You cannot replace steam_api.dll with a normal mod

gray quarry
#

wouldn't it really do much harm to update steamworks api to benefit from newer features, no?

#

or you really fear adding work overhead on the source code because of a "minor" dependency

verbal venture
#

Lately I feel that anything dedmen touches and fixes, it shows another 5 20 years old bugs

#

God knows what dark magic they had to do 12 years ago to get it all working

gray quarry
#

i am positive that updating steamworks sdk wont put a big maintenance burden on the source code

full sonnet
#

I have no idea what you are talking about at this point

#

You're not making sense to me

scenic widget
#

Get Biki rendered within Arma itself? (Or any other custom wiki for a server, mission, gamemode etc)

gray quarry
#

basically, motd = message of the day in a web view

#

or a cinema gamemode in arma 3 xD

#

things like that

#

are one of the usecases of having a webview

#

and steamworks sdk would need to be updated then mods can implement web screens and other newer features from steamworks

full sonnet
#

A extension can, as of right now on dev/profiling. Or 2.18 release. Already use and implement the steam browser thing.
But they have to render it into a texture or screen overlay, and manually handle mouse/keyboard inputs.
It would be better if it were an actual UI control

full sonnet
tepid dock
#

Totally unsuspicious

full sonnet
carmine juniper
#

You see? He's not green

gray quarry
#

former developers doing some a3 updates huh?

umbral orchid
#

need to change the passwords more often

#

and the locks

tall pumice
#

former developer, new changelog poster

gray quarry
#

another posted a changelog a few months ago

carmine juniper
#

If you mean DnA, Joris-Jan Van't land is still known A3 dev

winter crescent
#

Raz was on the A3 frontlines before, and he's back for more salute

gray quarry
#

woot

carmine juniper
#

B-but where is our โ€œtechnical issuesโ€

tame rover
#

Logistical issues delivering the technical issues

unreal arrow
#

Next dev: new param for vehicles 'disableDriverAttenuation', should be true for open vehicles so that when driver gets is external sounds are not attenuated. Complements disableSoundAttenuation for turret and attenuationCargo for cargo.

#

@lucid totem could you add to wiki please?

lucid totem
#

I uh what where?

gray quarry
viscid onyx
lucid totem
viscid onyx
lucid totem
#

๐Ÿ˜ฉ please someone tell me in #community_wiki - I'm no good at config

unreal arrow
unreal arrow
#

remoteExecutedJIPID <- ๐Ÿ‘Œ

unreal arrow
halcyon moth
#

Does that have the same issue as isRemoteExecuted(JIP) where it lies if it was an HC -> client remoteExec?

trim crane
#

@unreal arrow Since you're looking at RE, any chance for https://feedback.bistudio.com/T171307 ? I guess RE does entity netid match execution, perhaps it can also do the same for netid+space+anychars so you can stack multiple things for each entity

unreal arrow
trim crane
#

Sad, could've been a mega useful feature

#

How does it work right now anyway? Regex check?

#

\d+:\d+ on JIP handle?

unreal arrow
#

it checks if string is netid and treats it like an object, otherwise as string id

#

look at the example i added

trim crane
unreal arrow
#

no

trim crane
#
_args remoteExec ["func1", 0, format ["%1", netid player]]
_args remoteExec ["func2", 0, format ["%1 my RE one", netid player]]
_args remoteExec ["func3", 0, format ["%1 my RE two", netid player]]
#

ok

unreal arrow
#

they also most likely wont execute in that order

#

i added note to remoteexec

trim crane
#

Even if having all execute at all, instead of one entity overwriting another

unreal arrow
#

also sleep doesnt work in jip exec have to look at it

trim crane
#

Make a note for each mission/mode to add their own postfix to avoid collisions

trim crane
# unreal arrow what do you mean

If my idea was implemented, we should add a note for each mission/mod maker to have their owner postfix when adding JIP RE to an entity

#

Not right now

unreal arrow
#

with remoteexecutedjipid you can encode object into id and remove message even when object is no longer

trim crane
#

๐Ÿค”

#

Interesting

unreal arrow
halcyon moth
#

I assumed it was intentional.

#

IIRC client -> client doesn't do it, which suggests there's code specific to headless clients.

unreal arrow
# trim crane Interesting

you can even have a generic function and all jip call one function then dispatch calls based on jipid

#

and have one routine for removing redundant messages from queue

#

calls come in, object linked, is object good? proceed, no good exit and remove from jip

#

proceed according to second id encoded

unreal arrow
halcyon moth
#

hmm, there's a note on isRemoteExecutedOwner:

in a remote-executed context received from a Headless Client will return 0 by design. To check if the context is remote executed, use isRemoteExecuted or isRemoteExecutedJIP.

#

Although my recollection is that isRemoteExecuted returns false in that case.

unreal arrow
#

hmm not sure then if remoteexecutedjipid will return "" or id

full sonnet
#

We actually already had script value to json, and other way around from Argo scripts, it was just never included in Arma 3...
I needed it for testing hashmap things.. So might aswell?
Only bool, float, string, array, hashmap (With only the support types as key/value)

tepid dock
#

Json to and from CallExtension, instead of barbaric strings? ๐Ÿฅน

unreal arrow
#

jason is not string?

tepid dock
#

Json is less barbaric string ๐Ÿ˜‰

tepid dock
#

Having something that allows you to convert Arma stuff to json and pass that to the extension (instead of doing str() in SQF) lets you decode that json using state of the art json libraries instead of writing your own custom "Arma string decoder/encoder" functions in the extension ๐Ÿ˜ฆ

lucid totem
full sonnet
#

Is it already on wiki?

#

Behavior also changed slightly because hashmap support instead of key-value pair arrays

#

I also thought I'd change the names to just "value" instead of "gameValue"

#

Yeah due to the array/hashmap change, the examples on the argo wiki pages also won't work

lucid totem
#

ok, copy/paste with some edits it is then ๐Ÿ˜  ๐Ÿ˜„

full sonnet
#

I don't know, you tell me.
Do you like the "gameValue" name. IMO it doesn't make sense, game-value is internal naming for script values/variables. I don't think that is otherwise visible anywhere publicly. So it doesn't really make sense to put here?

full sonnet
#

Ah seems not.
"fake" callExtension gameValueToJson allExtensions that doesn't do any extra escaping
"fake" callExtension ["test", [gameValueToJson allExtensions]] that does.
"fake" callExtension ["test", [parseText gameValueToJson allExtensions]] that does not

fervent remnant
#

is it possible to do as in DAYZ: for the player's camera to zoom in when the player is at the fence and he could not peek at the fence from a third person?

tepid dock
tepid dock
#

I'm not using callExtensionArgs because I have a dispatcher on the extension side that decides which (Python) function to call, since the users provide their own functions, so I don't know how many args there will be, ahead of time

#

However I'm not sure if having jsonToGameValue return a hashmap (if I understood correctly) would not break a few things ๐Ÿค”
Need to go afk, sorry

full sonnet
#

JSON object will return hashmap, JSON array will return array, string returns string, number returns number, bool returns bool.
So you'd probably just return a JSON array, and you will get a script array out

tepid dock
#

(I mean... besides that it takes in json as input, now)

full sonnet
#

"Added: valueToJson and jsonToValue script commands" it is

#

@Lou
valueToJson or valueToJSON ?

unreal arrow
#

valueToJSON valueFromJSON

#

or just toJSON fromJSON

#

me gusto โฌ†๏ธ

meager sage
#

"Copy" button of the code benchmark in debug console is partially broken for me in the dev build. The result in clipboard is ```Result:
%2 ms

Cycles:
10000/10000

Code:
getText ((configOf backpackContainer player) >> "assembleInfo" >> "assembleTo") isNotEqualTo ""``` (notice %2 instead of actual execution time). Ticket-worthy?

full sonnet
#

๐Ÿ˜ข

#

Very interesting. That shouldn't be possible unless the code says %%2

lucid totem
#

althoughโ€ฆ is the "from" only from hashmap or?

unreal arrow
#

to hashmap

full sonnet
#

its neither to hashmap nor from hashmap
all json types are supported

unreal arrow
#

im confused

full sonnet
#

bool, scalar, string, array, hashmap. Both input and output

unreal arrow
#

ah ok

harsh orbit
unreal arrow
tall pumice
#

it just so happened. nobody knows why. it is a mystery

pallid cliff
#

1/3rd of a Kebab might be a hint

light lintel
#

so niche

gray quarry
#

popularityโ„ข๏ธ

full sonnet
nova wigeon
full sonnet
full sonnet
# nova wigeon are those able to replace the CBA functions for JSON parsing and encoding?

https://github.com/CBATeam/CBA_A3/blob/master/addons/hashes/fnc_encodeJSON.sqf

Description:
Serializes input to a JSON string. Can handle

  • ARRAY
  • BOOL
    - CONTROL
    - GROUP
    - LOCATION
    - NAMESPACE
  • NIL (ANY)
  • NUMBER
    - OBJECT
  • STRING
    - TASK
    - TEAM_MEMBER
  • HASHMAP
    ~~ - Everything else will simply be stringified.~~

So.. I'd say no? It might be if you manually iterate the whole structure, and manually stringify unsupported types before passing it to toJSON
Your parseJSON also uses CBA namespace by default. So it would not be a drop-in replacement.

It somewhat works, but not with default arguments

feral tangle
#

Found some weirdness with remote explosives' damage falloff behaving backwards...? Closer to the model center the less damage is being done. Originally found on some of our explosives in SPE, but also was able to repro with the vanilla satchel charge. ๐Ÿ˜ตโ€๐Ÿ’ซ

full sonnet
#

You think this is new issue? Or a hidden gem

tepid dock
#

toJSON/fromJSON won't support nil/any, isn't it? ๐Ÿค”

full sonnet
#

Not directly, in array/hashmap values I don't know.
I wanted to test that but didn't yet. It should though

tepid dock
#

Oh wait, json does support null values. Nevermind, carry on

#

I got bamboozzled by the fact that you can't have null as the object key so for a moment I assumed that you can't have nulls at all.

>>> print(json.dumps({'x': None}))
{"x": null}
>>> print(json.dumps({None: 'x'}))
{"null": "x"}

I tried the latter first, hence my confusion

full sonnet
#

Mh but hashmaps can have nil keys meowsweats

tepid dock
#

Fix the hashmaps, then ๐Ÿ˜† ||/s||

feral tangle
feral tangle
#

We have two explosives in SPE that are very similar in size to the satchel and demo block. We played around with the service lods on our Satchel equivalent, (Config wise they were the same except for the indirecthit value) if we shrank it down to smaller than the visible part it started to work. So it might have something to with exceeding some bounding sphere limit? ๐Ÿคท

full sonnet
#

probably gonna need a repro mission

#

and ticket

feral tangle
#

Sure.

unreal arrow
waxen vigil
#

heh neat

meager sage
#

holy Gun Jesus

tall pumice
#

hmm would be kinda cool if we could change sound attenuation by script. this way could imitate open doors / windows

#

cant remember right now if it's a single value or related to all sound effects, though.. so might not be as easy

viscid onyx
ocean sail
feral tangle
hearty plinth
#

What does that actually mean? mode is always 2 regardless of mode setting in mods/mission?

solid crown
gray quarry
#

possible fix for special characters in paths?
i get a message when opening and then rpt spam while the player cards are in display:
Warning Message: Picture c:\users\ not found

misty storm
#

CfgRemoteExec does nothing atm but remoteExec filter should still work

tall pumice
#

sounds like a mod issue?

teal elk
winter crescent
full sonnet
gray quarry
full sonnet
#

Might be some bad mod script

#

With -debug you should get context, if it comes from a script

gray quarry
#

no, it happens when i open the player profile (right shift+p) and as long as i have that open the warning is spamming the rpt, my user profile is called '

gray quarry
full sonnet
#

Make a feedback tracker ticket with repro steps

gray quarry
#

okay

#

basically what fails to load is the images that should be there representing the player(s)

pallid cliff
#

Tweaked: Regenerated a lot of Eden Editor previews to fix glitches with various assets

What were these glitches?

#

I know a few were wrong and some had incorrect aspect ratio

rustic plaza
#

some of them were related to outdated loadouts in preview pictures, some of them contained older state of the structure from development and sometimes they were using wrong picture due to incorrect config

pallid cliff
#

Cheers

tall pumice
#

never noticed any of that ๐Ÿ˜„

wise dragon
#

does the helmet nvg thingybob support hiddenselections?

full sonnet
#

don't expect it

wise dragon
#

roger

#

os there any chance of that scripted depth of field postprocess effect for 2.18 or is it too late now

full sonnet
#

late

wise dragon
#

yay

primal shale
#

is it expected for selectionPosition with syntax 2 to take 500ms at 10000 iterations? This is incredibly long
Edit: The culprit is the use of "AveragePoint" or "BoundingBox" as the return mode... I get that it probably has to check all the vertex positions to get this number, but still. That feels long

halcyon moth
#

500 milliseconds per call?

#

or you mean 500 microseconds, or 500ms for 10k iterations (50 microseconds)?

primal shale
#

The second one, 500 milliseconds per 10k

unreal arrow
#

did you use code performance? if it says 500ms at 10000 iterations that is per call, as the resulting time is divided by number of iterations

unreal arrow
harsh orbit
#

Yeah. It reanimates each vertex meowsweats

full sonnet
#

should be doable to just do it once for all vertices? meowsweats

#

Yeah. It reanimates each vertex
But it depends on what type of object it is.

But yeah we can animate the whole object, before we pull the points, instead of doing it for each point.
But, not soon, and with ticket repro/benchmark

primal shale
#

Using something with less vertex's, like "Head", results in a total of about 220ms, proving it runs more for more vertex's

primal shale
full sonnet
#

0.05ms isn't that bad

#

And I would expect the Spine3 selection to only contain one point? ๐Ÿค”

#

Why not use FirstPoint?

primal shale
full sonnet
#

Ah right you are doing that extreme objects follow thing

primal shale
#

Yes, like I said a few messages though, I've found a solution thats good enough for my case. Just here to try and improve it for later down the line now

wise dragon
#

for commands which have already been implemented and need changes do we just put it on the ft ticket?

#

ticket's already been closed as resolved and assignee (leopard) removed notlikemeow

winged plover
primal shale
full sonnet
wise dragon
fervent remnant
#

I would really like the
switchCamera
command to work with the parameter set
thirdPersonView = 0;

feral tangle
full sonnet
#

Next dev and prof tomorrow (not dev tomorrow)

#

Fix looks pretty good. If you want to test you could on internal >152082

feral tangle
#

Hmm last time I tried updating my internal (two weeks ago) it crashed on boot. So I got scared. ๐Ÿ˜…

#

But I will give it a go.

wild otter
#

Any rough idea about when 2.18 might ship Y/Q guess there are certain schedule windows throughout the year when it might drop (sorry newbie here no idea about BI release processes) ?

viscid onyx
#

The last official word I can recall was that the target (not guaranteed) was "late summer".
Recently there have been some mentions of certain changes being "too late for 2.18" so I think it's going to be reasonably soon.

feral tangle
#

Probably see RC for it this month I would imagine.

gray quarry
#

oh hmm, only bi and cdlc devs get internal access?

pallid cliff
#

Yes

gray quarry
#

would it be possible to symlink/hardlink/junction most of the pbos that don't change with dev to save on space with the p drive and maintaining a dev install?

viscid onyx
#

Anything can change on dev branch. It's perf/prof that maintains data compatibility.

gray quarry
#

im aware, im asking since largely there's no changes if a link based setup would work better to save on storage or if it wouldn't work due to the amount of changes

gray quarry
#

ummm sorry to ask here but are tester positions open at all from time to time nowadays?

waxen vigil
gray quarry
winter crescent
# feral tangle Probably see RC for it this month I would imagine.

We'll start branching / build snapshotting in about a week, then public RC opens in the weeks following, so could still be this month.
Release of 2.18 may be in September, but it's still being puzzled in the BI release schedule (we need Publishing QA for example).

gray quarry
#

oh good, what data changes are there to expect?

winter crescent
#

Check back Dev-Branch change log since the last update. Don't expect new content.

harsh orbit
wise dragon
#

its being run locally

#

but the interpolation should probably still be there given it interpolates for velocity

pallid cliff
pallid cliff
#

I see.

#

I guess someone needs to run fileExists on all previews ๐Ÿ˜„

rustic plaza
pallid cliff
#

Oh I see. Great

#

Too bad I just updated all the asset pages on the bikimeowsweats

light lintel
#

Thanks for adding ArtilleryShellFired @ KK!

#

Will try it out

light lintel
halcyon moth
#

I wouldn't worry about the perf cost of the EH. The artillery shell itself is likely to be far more expensive on networking.

#

Especially if your MLRS is firing cluster rockets :P

light lintel
#

But i am thinking how useful it is to know all that information for every shell in the fire mission, because it'll all be the same except the shell, and the shell you can get from Fired EH anyway

hexed citrus
#

I guess that shouldn't happen... Happens every time I start editor preview after DEV update... ๐Ÿ™‚

17:15:41 Invalid path (only relative paths supported): 'C:\Users\xxx\Documents\Arma 3 - Other Profiles\Xeno\missions\co30_Domination.Altis\init.sqf'
17:15:41 Warning Message: Script C:\Users\xxx\Documents\Arma 3 - Other Profiles\Xeno\missions\co30_Domination.Altis\init.sqf not found
17:15:41 ScriptVM file C:\Users\xxx\Documents\Arma 3 - Other Profiles\Xeno\missions\co30_Domination.Altis\init.sqf cannot be opened!
full sonnet
#

Dedicated Server may be unable to load mission files
Looks to be the same issue for that too. CC @earnest mural

#

Fix for profiling branch tomorrow, dev-branch next week maybe.
I can give you last weeks dev-branch exe if you need it?

hexed citrus
#

All good, no hurry

wise dragon
#

is the angular velocity stuff likely to get looked at before release

full sonnet
#

no

wise dragon
#

sad

unreal arrow
light lintel
#

I see, thanks!

ocean sail
light lintel
# unreal arrow the big shells are network synced so can trigger EH globally without loss of per...

although i would say, is there a way to expand the EH to obtain the fire mission too? like do fire missions have an ID or something?

In my current implementation, I was handling it by adding a Fired EH and then removing it using the code executed by the EH (so that it only fired once), and then adding it again later, which i think is super clunky.

I just need to answer the question "where is the artillery firing this time" but having this information per shell in the fire mission is not useful to me (but it can be for other implementations, so it's good to have), and would just add more processing steps (which i'm not sure of how to handle with this EH really).

#

So this EH solves the problem of having a unified EH to track artillery fire events and targets for players and AI (hopefully ignores commander turrets?) but still will cause complications for tracking per-firemission info. Like i could say, if the target is the same then it's the same fire mission, but that's not necessarily true at all. I could impose a time limit but artillery units in the game have significantly different salvo firing rates. So i'm a bit unsure of what the solution is, short of removing and re-adding the EH, but since this is global and tracks all artillery units, it would be chaos :/

#

It could be as simple as adding a counter to the vehicle (unit namespace?) that increments from 0 on each fire mission, and is returned by the EH

#

(Although that would still require some processing in code to prevent things running per shell fired)

#

Maybe ArtilleryMissionFired could be a variant EH of this, that just execs per fire mission?

primal shale
#

Someone said awhile back that there was going to be a method of protecting texture and model content within pbo's coming in the future, is this still a thing? (I think dedmen said it, but I cant find the message)

verbal venture
wise dragon
#

iirc it was just pbos in general

#

but as ilbi says, theres no way to stop people ripping what needs to be loaded to be displayed

verbal venture
#

Having troubles with ocap exporter extension, saying it could not be found.
It was reported working before the last update, any ideas?

#

(diag exe)

full sonnet
#

๐Ÿ‘‹
In dire need of feedback!

Thinking about adding a WebBrowser as a UI control. Question is security/safety.
All URL's need to be whitelisted (same as htmlLoad, or clickable links on Button/StructuredText controls. Whitelist is controlled by mod config or description.ext)

The differences to existing website opening (via button that opens steam overlay):

  • Can run Javascript inside the page, from SQF (And the javascript inside the page, can trigger SQF eventhandler to allow bi-directional communication)
  • Can be opened without user input
  • Can be displayed ingame (as opposed to steam overlay or tabbing you out of the game to open in your main webbrowser)

What I got so far:

What if someone just displays porn that could get twitch streamers on the servers banned.
The URL needs to be whitelisted, so the mission maker would specifically need to whitelist the bad website to allow for this to happen.
But what if the mission maker is malicious and wants to do it.
Then the mission maker could already include bad images/videos in the mission file, and already display them in UI.

Also we had to hardcoded block Steam websites, because you would be logged in on them and via Javascript a SQF script could be editing your steam profile. So no visiting Steam in these.

#

For now the idea is to show the user a popup when a webbrowser control is used.

"Arma 3 wants to show web content, allow?
Yes / Yes - Always / No / No - Always"
The "Yes " option would remember it for the current game session, so you only get one popup per mission.
The "Always" option stores it into your profile and remembers it forever.

Another safety option could be, to simply not allow at all to open external websites.
Everything to open, would need to be a .html file inside a pbo, or just generated as a string in script.

But that also opens the question about iframe's. You could whitelist a website, that includes a non-whitelisted website in an iframe.
Though if you have the power to whitelist a site that contains a malicious iframe, you might aswell just whitelist the malicious website and open it directly.

Also looking for ideas of what you would consider "malicious" things that could be done with this.
Displaying bad images, videos, sounds is covered above.
It could be used to grab players IP address, but that can already be done with htmlLoad (if website is whitelisted).
Running a in-browser bitcoin miner, well I guess? I'd put this on the same level as the mission maker whitelisting porn websites.

The browser is a embedded chromium, same as in Steam overlay. With all its security features, and being kept up-to-date via Steam client updates.

#

For discussion purposes, making this a thread. Please reply in there so we can keep it together.