#dev_rc_branch

1 messages Β· Page 7 of 1

thick zephyr
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For whatever reason Discord doesn't let me reply to the thread on mobile (It says 'done reading? Check out <random text channel>'), so I'll reply here: what if a whitelisted website gets compromised? For example, popular mission has a webpage that they display and that website gets compromised

pallid cliff
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So I can then uninstall all browsers and just use arma as a Webbrowser. Nice...probably also uses less ram than Chrome.

earnest mural
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can it download stuff like viruses?

full sonnet
# thick zephyr For whatever reason Discord doesn't let me reply to the thread on mobile (It say...

Maybe because you don't have !verify ( #offtopic_bot_cmds ) maybe that blocks you from threads.

Mh.. I would put that on the same level as whitelisting a malicious website.
If the mission maker whitelists something, that they cannot keep safe, its basically the same as whitelisting something unsafe?
And if they know they cannot keep it up forever, they could include the .html directly in their mission pbo, so it never gets lost.

full sonnet
full sonnet
earnest mural
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can πŸ™‚

full sonnet
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😒

earnest mural
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why sad?

full sonnet
earnest mural
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ok..

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oh the thread

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thought you meant this channel

full sonnet
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Another question would be the same thing, about "Extension UI"
https://community.bistudio.com/wiki/CT_EXTENSION

Extension gets mouse/keyboard inputs, and renders into a texture that's displayed as a control in-game.
Technically its about 90% the same code as for WebBrowser (which just sends mouse/keyboard to steam, and gets a texture back)

You could ask the same security questions for it. And do some popup/approve solution too.
But IMO that does not make sense, because extensions can already do anything they want.
Even if we don't do extension UI. A extension already via DirectX access can render anything overtop of the game.
And even without the new DirectX access, extensions could also find the DirectX things by themselves and access it anyway without our support.
And even without that, the extension could act like a steam/discord overlay and render things into your game that way.
And even without all of that, extensions could open a second windows window, that transparently overlays over your game and renders things over top of your game.

So TLDR; for extensions, all of this and MUCH more is already possible anyway, so trying to place artificial restrictions (that would be not that hard to circumvent) onto it doesn't make sense to me.
And Extensions are still subject to BE whitelisting.

We are making this easier to access now, but the old way to render an overlay in a game, is just one google and a couple stackoverflow posts (Or searching through my github) away.

verbal venture
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Extension UI would be cool

full sonnet
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Extension and WebBrowser controls are in there.
But both are heavily WIP, but they work as currently documented on wiki

tall pumice
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so i'm on latest dev-branch and i just noticed that hitting enemies in virtual arsenal with HE grenades makes them not explode. if i hit anything else, the grenade explodes as expected πŸ€”

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unloaded all mods just to make sure-- same. hitting target with HE grenade = no explosion. hitting ground = explosion

meager sage
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Hand nades or UGL nades? tanking

tall pumice
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UGL

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didn't test regular grenades

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i guess grenades are hard to test, since they bounce

meager sage
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can confirm (with "arifle_CTAR_GL_blk_F") blobcloseenjoy

full sonnet
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@unreal arrow notlikemeowcry

gray quarry
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oh wow

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interesting addition

normal current
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working as intended

unreal arrow
unreal arrow
unreal arrow
broken lake
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Yo, @full sonnet , was that you that I discussed a bug with the damage eventhandlers a few months to a year ago about? I was wondering if the changes to the helicopters you demonstrated where they survive crashes were in this dev branch release.

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If you need a refresh, I had a bug where I tried to disable impact and scripted damage to helicopters via a damage eventhandler and it was seemingly engine sided they were blowing up or something. Not sure if this rings a bell.

full sonnet
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Don't remember

broken lake
# full sonnet Don't remember

Here's the thread on the forums where I experienced the problem, not trying to delve into it too much aside from reminding you perhaps of the chat. Since it's off topic for this board, only the question about the aircraft damage stuff was specific to the dev channel however.
https://forums.bohemia.net/forums/topic/236333-handledamage-eventhandler-aircraft-not-working-as-expected/

harsh orbit
normal current
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from what I gather he is trying to have vehicles negate all damage besides guns/missiles etc
so any collision damage etc should be ignored

but air vehicles specifically want to blow up

repro steps:

  • spawn heli (tested with pawnee)
  • add event handler that ignores all damage : (vehicle player) addEventHandler ["HandleDamage", {0}];
  • gentle crash > rotor gets destroyed for ~1 second and magically appears again full health and the rest of the parts stay fine
  • hard crash > kaboom

same thing with jets, only difference with jets is that landing gear are fucky and always break, even with allowDamage false

broken lake
# unreal arrow do you mean this? https://feedback.bistudio.com/T181306

Not really, I was trying to negate ONLY impacts and wrecks damage like @normal current said.

But it seems there's maybe something scripted at an engine level causing it regardless of the eventhandler. There's a lad in my forum post who actually recreated the steps and documented it beter than I could.

broken lake
trim crane
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Yeah, helis still have crash death working that ignores the HandleDamage

trim crane
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it doesn't it just dies ignoring the EH

normal current
broken lake
light lintel
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Added more feedback

light lintel
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CSLA RM-51 doesn't seem to work with ArtilleryShellFired, the EH seems not to fire at all

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I don't know if it's the only one

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RM-70 doesn't work

light lintel
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The other artillery units from vanilla, CSLA, GM, WS/RF seem to work with it

halcyon moth
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Is that a pylon-based launcher?

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I've seen that used in mods so that the rockets come out of the right holes.

light lintel
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Ah. It's possible, i saw i could change the magazine of the RM-70 from the editor attributes, so i'm assuming it is?

halcyon moth
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Did it let you change each rocket individually?

light lintel
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no πŸ€”

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but aircraft pylons also just change the magazine -- at least vanilla ones

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okay only the RM-70 has this, RM-51 does not

umbral orchid
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RHS' grad/bm-21 uses pylons for its rockets too, so can try it if you have it installed

light lintel
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No sadly don't have it...

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I don't know if this actually uses pylons btw

umbral orchid
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ill test with SPE as we use pylons for the calliope just to confirm if the issue is pylons

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nah works fine

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so CSLA is doing something different

light lintel
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Thanks for testing!

nimble bane
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They've have (had?) an issue with their RM-51 as well, doesn't work with doFireArtillery or the scripted fire mission waypoint last time I checked. I'm not sure if they fixed that, but it would appear something is off with their rocket artillery.

unreal arrow
unreal arrow
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Should have
artilleryScanner = true;
in config, does it have it?

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this is the only condition that looks like might fail

light lintel
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yeah, i tested using the artillery computer πŸ˜…

unreal arrow
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It seems handledamage works fine to negate the damage apart from this random variable in equation

trim crane
unreal arrow
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because it is risky

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and unnecessary

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you only want to cancel it or not, it is so minor you dont want to modify it, but it would fire every simulation which is not helpful

trim crane
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I see no problem with it

trim crane
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if option is on, it goes through HD

unreal arrow
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yeah no, I played with it there is no benefit of having access to it

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modifying value does not do much, except when you zero it. also in most cases other forces kill the heli before this damage even has a chance to accumulate. so if you cancel other damages this one will eventually reach critical value and explode the heli, which brings element of randomness you want to get rid of in this case

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also it has no usual handle damage info, so not suitable for that format, as a separate EH yes, but then again no point as it insignificant

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I'd get rid of it completely in the engine looks like someone was trying to overkill helicopters

tall pumice
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btw while we are at helicopter damage... in advanced flight model, if the helicopter touches ground with anything that isn't dampers, it viciously explodes
https://www.youtube.com/watch?v=bhkDFaI1e6Q
dont mind my piloting
this is also an issue with the helicopter in reaction forces-- if you have the gears up, the dampers rotate from vertical to horizontal, so if you then touch down, they don't touch ground anymore... and the helicopter explodes.

gray quarry
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the advanced flight model has weird issues with like (modded?) vehicles and keyboard/mouse controls. with helicopters i just end up constantly spinning without control

trim crane
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One thing that is still beyond HD for helis is collision damage

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It seems like there are two systems at once, both classic heli crash logic AND epe logic at the same time

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I think EPE goes through HandleDamage and can be filtered but classic isn't

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Or the other way around, not sure

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This is evident by source and instigator, source is null in one kind of damage, and heli itself in another

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Repro:

  1. Spawn heli
  2. heli addEventHandler ["HandleDamage", {0}]
  3. Ram the heli until it blows up
rich pond
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Do we have a method of being able to tell if an object or projectile exists on the current machine only?
I'd like to avoid sending references to objects/projectiles don't exist globally over the network.
If we don't have methods currently, could we get them returned in getEntityInfo/getShotInfo? I can make a ticket if wanted.

full sonnet
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NetID

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0:0 for locals

rich pond
full sonnet
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Uff

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Maybe not. But I'd expect shot info to have the local/virtual/fake flag

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Yeah the isReal flag

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It's false for remote projectiles.
Don't know if there would be a local projectile that's also not real

rich pond
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But we might switch over to getShotInfo isReal when 2.18 comes out

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Thanks!

unreal arrow
viscid onyx
unreal arrow
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we have to leave some arma in arma c'mon

gray quarry
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wdym

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oh that reminds me, why is arma simulation not realistic enough out of the box?

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would it be possible to turn non-essential vanilla things into mods that may be turned into community maintained content?

halcyon moth
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Example?

gray quarry
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hmm, i suppose things like campaigns, showcases, attachments, modular inventory system, idea would be ship a known good version and then have the user update it with the community patchwork

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or like map features or idk 2d editor

gray quarry
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idk, something like extending engine limitations by making built-in stuff more modular and pluggable

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shipping with a out of box experience that can be easily upgraded with the community maintained continuation/evolution of the features in question

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am i too weird/confusing?

viscid onyx
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That sounds like a lot of really big changes to how the game and/or engine works. Not to mention the licensing/liability issues of letting community code in.
There is/was an initiative to take community contributions to the Functions Library, but anything more in depth than that is likely to require more QA and dev resources than are available.

gray quarry
viscid onyx
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Arma 3 is not open-source and I think it's quite unlikely that BI will make it so

gray quarry
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not even able to be partially open sourced?

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under the arma license?

wise dragon
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BI will never open source one of their active projects

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Let alone one of their biggest cash cows

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That's both a dumb business move and not how BI does things

gray quarry
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okay

gray quarry
tepid dock
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And if they have not open sourced OFP, Arma 1 and Arma 2 yet, I don't see them open sourcing their third (fourth) installment

gray quarry
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oh well

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fair point

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isn't ofp codemasters'?

tepid dock
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Depends on which "Flashpoint" you're asking about πŸ˜„
The original Flashpoint (not Dragon Rising) was written by BI and Codemasters was merely the publisher

gray quarry
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ah ok

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arma cwa is the ofp rerelease under the arma ip with a version bump, yeah?

tepid dock
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Then they kept the trademark and that's why it was renamed to Arma: Cold War Assault

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And Codemasters hired another studio to create Dragon Rising which only used the same name but was a completely different game

unreal arrow
# gray quarry wdym

Was a joke about Arma being Arma. This is really weird damage, caused by a dead crew inside invincible helicopter, If I find the cause I will fix it of course.

rustic plaza
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Hello there! Not sure if devbranch followers noticed but after some research and discussion about this issue - #dev_rc_branch message - it was decided to unify everything to use "short rod" geometry for characters.

Hitpoints configuration in base character was adjusted in base character config so if you are using short rod geometry in your character, then there is nothing to do from your side. If you are still using older geometry model, then I would strongly recommend to use geometry from samples.

Hopefully soon (tm) there should be also o2script to help with mass replacement of geometries across p3d similar as it was done with Fire Geometry in past

digital vessel
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would be nice to get a log when encountering an outdated model, as there is lots of content that might not ever be updated

lament crow
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Another good question is whether all the CDLC models already use the 'short rod' geometry or if some still need updating? thonk

tall pumice
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at least ws and rf should use the short boys already

trim crane
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Speaking of animation geometry, I really wish offset rotational axis speed would get addressed somehow, been an issue since the beginning of A3.

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When rotating the character in animation that has offset rotation (like running forward), you end up with very large velocity, which gets propagated over network and messes up movement prediction on remote players.

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You see this with players appearing to run at unusual speeds indoors, getting phased through walls, etc.

light lintel
trim crane
umbral orchid
small moss
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Is this channel suitable for game engine update suggestions?

carmine juniper
full sonnet
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No dev branch today, sorry 🫠

carmine juniper
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Optimization update 🀣

lucid totem
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FPS++++!!

steel rune
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Optimizing Poseidon are we?

umbral orchid
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finally, 60fps

trim crane
tall pumice
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the new battlebits update looks weird

light lintel
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Too much ethereal oil

winged plover
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"Beauty is in the eye of the beholder" - More FPS

waxen vigil
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so we can finally play ARMA 3 in Operation Flashpoint graphics as intended

upper radish
lucid totem
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his GPU apparently

halcyon moth
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It's fine, the texture hardware is having a nice rest

verbal venture
gray quarry
teal snow
full sonnet
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Just set texture quality to lowest, and you'll basically have that

trim crane
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Was there any traction to forbid "Very Low" textures from server side? I hate that sweaty players all use that for vegetation visibility advantage.

full sonnet
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You can detect it and kick the player

verbal venture
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Until changed

trim crane
trim crane
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Same as say shadows which are super important during night for example

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No reason to have them if you want to get advantage in both visual and FPS

verbal venture
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Guilty as charged.

verbal venture
carmine juniper
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It's possible. Done in Enhanced Artwork Supporter

full sonnet
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It'll break soon

trim crane
full sonnet
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Well soon is relative, 2.20 is a while away

carmine juniper
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It's sooner than never

tall pumice
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what was the next one again? 2.18? or 2.19?

mossy cloak
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100% would prefer a command or server option to do this though

viscid onyx
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I think it's sensible that there isn't a good way to force graphics settings. Someone might be playing on low settings for completely legitimate reasons, and it wouldn't be very nice if people could force them straight to Extreme everything and 200% res scale and torch their GPU

tall pumice
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check graphic settings and current fps πŸ˜„

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if settings are low and fps are high -> straight to jail

trim crane
viscid onyx
light lintel
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just force everyone to low settings πŸ˜›

full sonnet
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Not to mention all the other non-graphics settings

tepid dock
viscid onyx
# tepid dock Tbh playing PvP on low settings is borderline cheating so I wouldn't mind blocki...

You already can do that safely, by kicking them, or blacking out their screen, or disabling their simulation or whatever. The issue with forcing graphics settings is that it's not a clean safe block; it has consequences outside the current mission, especially but not only if the forced settings are persistent. Graphics overload could crash the whole PC, damage the GPU...and if the settings were to persist after the current mission, someone might even be fully stuck, unable to even load the main menu to change them back.

tepid dock
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  1. If you can already prevent someone from playing by doing workarounds, then there is no harm in adding a simple command that does the same, but without workarounds (assuming the "I wouldn't be able to play with such settings" line of thought)
  2. Then just do it non-persistent, but mission only
  3. If setting higher graphics settings would damage your GPU, then... you should ask your manufacturer for a refund, seriously
full sonnet
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wasted script command, big harm

tepid dock
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If it's being used, then it's not wasted. No harm πŸ™‚

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It really was disheartening to have to choose whether I wanted to stay true to myself and play the Arma that I wanted to play, while knowing that I'm probably giving the other "hardcore" gamers an advantage or switching to Arma-minecraft mode and being on par with them, visibility wise 😦

trim crane
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Which becomes more and more scarce

trim crane
halcyon moth
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Wait, so which display settings give you an advantage, aside from better FPS?

trim crane
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lowest textures, lowest objects

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its arguable of course, but there is slight advantage due to loss of texture detail

halcyon moth
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Helps for picking out targets at long range against background?

lucid totem
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yes

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"no grass" too

halcyon moth
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I didn't think it went low enough to be useful.

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grass is locked to terrain grid size, isn't it?

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hmm, can kinda see it with "very low" textures.

lucid totem
wise dragon
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youve got more to worry about if client can arbitrarily execute code

halcyon moth
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Looks like very low settings make much more difference at close range than at distance, so I'm not sure it'd help much. Makes all the nearby stuff blurry, but long range detail is similar.

trim crane
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Yeah I tried making an example and the difference is not that big over distance

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Also some tree loses its leaves completely

halcyon moth
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bad models :/

trim crane
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Many seem to do actually

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Some LODs are just terrible, right on is closer

wise dragon
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most of the tree lods are horrific

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too late in dev to have them changed though afaik

trim crane
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One LOD is missing leaves or something

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All trees and bushes seem to do that actually

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Happens randomly

gray quarry
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Β―_(ツ)_/Β―

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nothing to see here, usual engine issues

wise dragon
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thats not engine issues thats p3d issues

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one of the tree lods is indeed missing leaves

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iirc lythium uses it extensively

gray quarry
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oh ok my bad lmao

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well hey, if you like thin trees it's right up your alley at least :D

halcyon moth
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There's some engine oddity with which tree LOD it picks, but yeah, bad LODs.

gray quarry
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yes

trim crane
gray quarry
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same often happens when using binoculars or any zooming

gray quarry
# trim crane

lol that's not so bad fwiw, lod equivalent of mipmapping ftw

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reminds me of comparing this to how source engine implements lod switching

trim crane
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No vegetation at some angles

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Also there is fraction of a second during lod blending where you can see everything behind the vegetation

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doubt this kind of stuff can be fixed with video settings lower limit though

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Or maybe it can, I couldn't get bad results in standard at all

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If there is this kind of LOD glitching, it happens way too far away to notice

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Very low "Objects" is the culprit for this mess

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Works much better on standard objects setting (next after lowest)

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So if anything to limit, its the objects setting

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These trees are still bad though

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You need both standard textures and objects for this issue to go away

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So yeah, both needs to be limited to stop gameplay advantage due to LOD issues

lament crow
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I wish there was a way to disable LOD and force the game to use the best looking one always (for distances below 1k), on a plane or heli it makes almost no sence since objects are so far away that full LOD doesn't benefit the scene)

trim crane
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6 FPS gameplay aviator

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But yeah, would be cool for screenshots

lament crow
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And FPS was maybe lowered by 15% at most (for me)

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Don't know if the huge number I used (on the config file) was enough to force all objects into max/best LODs all of the time but I could no longer notice any difference between normal view and zoomed view (hold right click) in terms of quality (texture poping was no longer a thing)

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Perhaps with the upcoming shadows improvements (no longer render for all objects even the not visible ones?) and the raycast improvements (objects behind other objects making them not visible are no longer taken into consideration for some physics calculations?) the impact would be even more neglegible. It is a matter of waiting for 2.20 πŸ˜‰

pallid cliff
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Dx12 will fix all thatπŸ˜„

lament crow
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Honestly I am impressed by all the optimizations lately, perhaps the benefits of a Dx12 implementaition have already been surpassed by now or will soon be. Arma 3 has never felt better than now. Still no one will complain if the devs have the audacity for even bolder endeavours 🫑

gray quarry
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uhhh, is arma 3 on mac implementing Metal?

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or doing a dx conversion?

light lintel
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Are they even developing the mac version anymore?

lament crow
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How many people is playing Arma on a Mac right now?

light lintel
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...5?

gray quarry
lament crow
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Most of my friends with macs just install windows via bootcamp anyway, it is the only way to game efectively there

gray quarry
tall pumice
lament crow
tall pumice
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..

gray quarry
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lol

pallid cliff
calm wasp
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also shadows distance 0, still worse FPS, unless you really disable them blobdoggoshruggoogly

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there is also a problem with enabling/disabling shadows ingame
need to change settings and restart arma for them to apply
previously it worked on the fly while ingame

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and if you set shadows to like 3000 m and you have a mountain in front of you, buy you're still looking in a direction that has many many kms of objects that have shadows, despite them all being behind the mountain, FPS still tanks heavily

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all of that started after making accessible the extreme settings in the patch

gray quarry
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RIP

gray quarry
normal current
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Its kinda complicated to do occlusion culling for shadows since a shadow from an object thats completely obscured should still be visible
ex. Large tower obscured by a building casting a shadow next to/past the building on the ground

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there is some solutions but idk if Arma used them

winter crescent
waxen vigil
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yesss can't wait for 2.20

fervent remnant
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what does RC really mean?

meager sage
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Release Candidate

fervent remnant
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This is an official update?

meager sage
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this is a Release Candidate, available for testing as (for example) a separate branch in Steam. If testing doesn't show any issues - it'd get pushed to full release state (as in: main branch)

viscid onyx
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Added: Mission option to ignore upside-down self damage for helicopters
Didn't dedmen completely remove this previously? Or is this another, separate system for auto-damaging flipped helos?

full sonnet
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I removed the instant kill.
Now they just get normal damage upside down

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Or in some cases they act... Arma-y

tall pumice
calm wasp
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?

lucid totem
tall pumice
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but at what cost

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throwing grenades through windows is cool tho

tall pumice
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so it doesnt seem to happen at all times

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but often enough that i have noticed within 5 mins in 3den

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so either my pc is dying or something happened in todays dev-branch update πŸ₯²

viscid onyx
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it can always be both

harsh orbit
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But there was nothing about it in the changelog

tall pumice
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restarted game just to make sure, but still.

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i mean, it's easy to test. if someone has dev-branch active, just boot up the game, go into 3den and flying around a few seconds. should be visible then

mental fulcrum
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I hope we can tweak it with mods.

umbral orchid
full sonnet
tall pumice
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if i dont move it doesnt seem to change at all. if i fly around, it starts to load stuff

full sonnet
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Mh but it's models, not textures.
Maybe my counting was off by one

tall pumice
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textures as well

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i placed some vehicles and they have issues as well

full sonnet
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Wo gehobelt wird fallen spΓ€ne

tall pumice
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aaf with new adaptive camo system

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interestingly, not every model suffers from it

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my guess is house lod textures are working because they are small? compared to vehicles at least, which even in the last lod will still load the regular textures and not some special mlod texture

halcyon moth
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hmm. I found a couple of walls and buildings where the top LOD hadn't loaded in, but after I moved around for a few seconds it did. Not sure if it was the movement or the time.

full sonnet
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I probably messed up the preloading. I will find out in time

halcyon moth
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ok, I flicked to Georgetown and nothing is loading in :P

full sonnet
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Now that dev branch is so broken. I recommend trying out RC branch, it has the real big goodies

tall pumice
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it's the langoliers eating the world

light lintel
calm wasp
full sonnet
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It fixed one case of alt tab issue. There are probably more

ruby edge
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Made a quick test with my old modded Exile server and a "Vanilla Exile server"
No issues so far πŸ‘
Also made a Yaab test, 127 FPS.
With latest perf build it was 123 FPS.

full sonnet
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Most of the performance things aren't in yet

teal snow
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playerTargetLock
just need a set version now

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have a custom radar system, for an apache, that leaches the input from getsensortargets, but only shows the top 16 important targets, so we have to have custom lockon systems and i cant control the sens radar, always slowly moving towards my goal

fervent remnant
teal snow
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im literaly counting every frame

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im normaly on 30, so for me thats a boost to 31

fervent remnant
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when you launch a dynamic mission with AI, the fps can jump +- 50 fps on the server

fervent remnant
fervent remnant
teal snow
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i must be experiencing perceptual blindness, i never noticed a grass option

harsh orbit
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setTerrainGrid command

calm wasp
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terrain quality

harsh orbit
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I think with setTerrainGrid you don't have to sacrifice terrain quality to get rid of grass think_turtle

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Or maybe they both do the same thing and I misremember πŸ˜…

calm wasp
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both same thing

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removing grass = lower hills/mountains = rocks floating in the air and enemies visible on the other side of the hill/mountain, through it, since it's lower, when lower quality

viscid onyx
viscid onyx
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I don't see how that solves the problem

calm wasp
primal shale
#

Starting getting errors like this on the dev branch today when closing dialogs, happens randomly but often for long periods when it starts.

fervent remnant
viscid onyx
#

Sorry, let me rephrase what I was saying before.
"At high terrain detail settings, the terrain LOD still changes at long range, causing objects to appear to float, or be visible through hills."
Removing grass won't fix that. There will still be discrepancies in the terrain at long range, but now everything else will be uglier too.

scarlet root
#

you can disable grass by modification of clutter class in the given terrain config - thus you can use very high terrain detail with no grass and other clutter

#

that said its a poor way to achieve the goal. it should be separated in the engine finally

viscid onyx
#

Okay, so it's a solution to what Groove was talking about (terrain quality and grass being attached), but it was pinged at what I was talking about (there is no setting where terrain never deforms) which it doesn't solve at all. So that's where I've got confused, I guess.

waxen vigil
calm wasp
#

or Arma 2 Free

cobalt prairie
#

183855

scarlet root
#

back to the future

gray quarry
#

lol

misty aspen
#

Hey question, if someone were to make a feedback tracker ticket, what are the chances of UAVS getting a 1000m height setting between 500m and 2000m?

keen sundial
#

It is Depending on the UAV. If there is an option, could it be a manual option? But 2.18 is on RC, so that will need a while.

misty aspen
verbal venture
misty aspen
#

because I noticed while playing warlords that it'd be nice to have

#

Aaaah oki

verbal venture
#

I asked for it some months ago or so

primal shale
shrewd flame
#

no need to post the same message everywhere. Doing so just here would be enough

primal shale
#

I wouldnt consider two place everywhere, but noted

shrewd flame
primal shale
#

Not exactly very useful considering its mostly offline

#

Thanks though, It's odd the link I sent mentions the ability to select the branch through a .cmd file, but said file doesnt exist

carmine juniper
#

It is online rn

primal shale
#

Where do I see that? The site just says "Stay Updated"

#

Ah lower down in the right it says the access code, thanks!

#

Do you know how to get the servers to be selectable when using the games dev mode? Its greyed out

primal shale
verbal venture
#

That should work iirc, diag has it disabled

primal shale
#

Which exe cooresponds to the dev build? My server isnt showing up in LAN even though its set to the RC build

#

Hm the regular 32 bit one has access to 2.18 commands so I assume its dev, and yet the server is missing

primal shale
#

eventually got it working with the RC branch, thanks everyone for your help

full sonnet
#

Dev branch client should also have the server exe's in it

gray quarry
primal shale
gray quarry
wise dragon
#

dev branch and rc arent compatible iirc

#

dev branch has stuff for 2.20 on already

gray quarry
#

oh yeah, i forgot, i was going to say that as well

ocean tundra
#

Would it be possible to add a command to offset player’s position marker on map/gps?

#

For example player’s actual pos is [123,456] but the map shows his position at [789,987]

#

Cool use case would be for electronic warfare / jamming scenarios

carmine juniper
#

Better suggestion: let us hide more map marker things

ocean tundra
#

the GPS still shows your current grid even if you hide markers

harsh orbit
gray quarry
#

lol

ocean tundra
#

Everything should be the same, just the position of player offseted to somewhere else on both maps and gps

#

And AI too if they are affected by the command

past moon
#

just q, anyone has issues with the 2.18 RC servers we put up ?

tall pumice
#

have issues with the whole game :p

lament crow
gray quarry
#

lol

cobalt prairie
#

Could we increase some visibility of drawLine3D at night? Its still almost invisible at night even with the new width param.
And maybe correct color under NVG and TIs to make it cooperate better with drawIcon3D?
https://imgur.com/a/oXIxr3q

#
onEachFrame {
    _width=20;
    _beg = player modelToWorld [-50,100,5];
    _endR = player modelToWorld [50,100,5];
    _endG = player modelToWorld [50,100,10];
    _endB = player modelToWorld [50,100,15];
    drawLine3D [_beg, _endR, [1,0,0,1],_width];
    drawLine3D [_beg, _endG, [0,1,0,1],_width];
    drawLine3D [_beg, _endB, [0,0,1,1],_width];
    drawIcon3D ["",[1,0,0,1],_endR,0,0,0,"Red"];
    drawIcon3D ["",[0,1,0,1],_endG,0,0,0,"Green"];
    drawIcon3D ["",[0,0,1,1],_endB,0,0,0,"Blue"];
};

code used on the screenshot

full sonnet
#

FT ticket

cobalt prairie
hexed citrus
pallid cliff
#

@full sonnet I found an issue in RC.

Placing a trigger by double clicking in Eden (The small asset menu) the trigger gets placed at 0,0,0. Other entities work fine.

If you then select the trigger in the entity list and press "F" a script error pops up.

>
18:06:57   Error Type Not a Number, expected Number
18:06:57 File A3\3DEN\Functions\fn_3DENCamera.sqf..., line 150
18:07:11 Error in expression < then {_pos set [2,(_pos param [2,0]) + getterrainheightasl _pos];};
};
} foreac>
18:07:11   Error position: <getterrainheightasl _pos];};
};
} foreac>
18:07:11   Error Type Not a Number, expected Number
18:07:11 File A3\3DEN\Functions\fn_3DENCamera.sqf..., line 144
18:07:11 Error in expression <ected "");


if (count _pos > 0) then {
move3DENCamera [_pos,true];
};
};
};



>
18:07:11   Error position: <move3DENCamera [_pos,true];
};
};
};



>
18:07:11   Error Type Not a Number, expected Number
18:07:11 File A3\3DEN\Functions\fn_3DENCamera.sqf..., line 150
#

And the game crashes at some point meowsweats

#

See DM for dump file

tall pumice
#

we also found a bug with 3den and rc branch

#

when starting our ws extraction scenario in 3den in sp mode, error popups about variables show up

#

this only happens in eden, and only in sp. if i start the mission from the main menu, there is no error

#

also this only happens on the rc branch, not on stable

#

really weird

scarlet root
#

doesnt load all EBO's from Spearhead for me

#

will check other CDLCs

scarlet root
#

hm no issue with any other CDLC

scarlet root
#

SPE was working before i switched the branch πŸ€”

#

down is still in progress. so cant tell yet what files this is

#

(switched from perf branch)

teal snow
#

would it be difficult to have a function for telling the sensors to lock a valid target

#

like

_bool = vehicle player setSensorTarget Object;
scarlet root
ocean sail
#

I was get some cfgSurfaces... errors when tried pack addon via addonBuilder on Dev
Success when set RC branch

ocean sail
#

Build failed. Result code=-1073741819
Binarize task failed.
20:02:16: '/' is not a value
20:02:16: No entry 'C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\bin\config.cpp/CfgSurfaces/BuildingRubble_exp.dust'
20:02:16: '/' is not a value
20:02:16: N

#

Same on RC, just try pack any vanilla or mod .pbo

full sonnet
# pallid cliff <@90532520101183488> I found an issue in RC. Placing a trigger by double clicki...

It tries to render trigger at nan,nan,nan position.

The "crash" you sent, is a freeze. With a trigger at nan,nan,nan position. It freezes when you open the map.
It tries to render the elipses, with -2147483648 line segments. The number of segments can never be negative. But whoever wrote this apparently thought it should support negative numbers anyway, but then also didn't handle negative numbers at all causing a freeze.

Its a refactoring messup, and applies to all trigger creations. I split a function in two, but forgot to call the second part, from within the first part.
Thank you πŸ«‚

pallid cliff
#

Glad I could help.

full sonnet
tall pumice
#

thing is, for a test i just defined the variable again right before that error pops up. and then on mission start it'll complain about the next variable πŸ˜„

full sonnet
tall pumice
#

the variable is initially set in initserver.sqf file

full sonnet
tall pumice
#

maybe it loads too fast?

full sonnet
#

Ah

tall pumice
#

or too slow

full sonnet
#

Yes.
initServer.sqf is called AFTER the variable errors happen

tall pumice
#

and it's called in initplayerlocal.sqf if i remember right

#

so i guess load order has issues

full sonnet
#

https://community.bistudio.com/wiki/Initialisation_Order is on your side there, BUT.
initServer.sqf is scheduled. If its started, while the scheduler is already full. It will not execute the first line.

its controlled by initFunctions.sqf

        if (!is3DEN) then 
        {
            if (isServer) then // server execution (hosted or dedicated)
            {
                if (fileExists INIT_SERVER_SCRIPT) then
                {
                    [] execVM INIT_SERVER_SCRIPT;
                    INIT_SERVER_SCRIPT call bis_fnc_logFormat; // log only if executed
                };
            };

            //--- Run mission scripts
            if (!isDedicated) then 
            {
                if (fileExists INIT_PLAYER_LOCAL_SCRIPT) then // client execution (incl. hosting client)
                {
                    [player, didJIP] execVM INIT_PLAYER_LOCAL_SCRIPT;
                    INIT_PLAYER_LOCAL_SCRIPT call bis_fnc_logFormat; // log only if executed
                };
#

[] spawn {systemChat "A";};
[] spawn {systemChat "B";};
prints A, B

[] execVM "A.sqf";
[] execVM "B.sqf";
prints A, B

I didn't mess up the execution ordering blobdoggoshruggoogly

#

But what definitely happens here, is we spawn both at once.
If scheduler is full, initServer.sqf might suspend after first instruction.

And then because it "ran", it is at the end of the queue.
Next frame, initPlayerLocal starts at the start of scheduler timeframe, and gets the full 3ms to itself.

So.. race condition?
You cannot know that initServer.sqf has finished before initPlayerLocal.sqf runs

tall pumice
#

but why it was never an issue before and is with rc branch now?

tall pumice
#

i've slapped a waitUntil { !(isNil "lxWS_requiredIntel") }; in the beginning of initplayerlocal.sqf πŸ˜„

tall pumice
#

do we have an eta for the official release? will have to try to schedule a ws patch then for soon after

winter crescent
tall pumice
#

ok, thanks. sounds good

#

in the past we occasionally had issues with linux servers. makes me wonder now if issues with the script scheduling caused those.

formal cipher
gray quarry
#

hmmm, would it be possible to have a stable-compatible experimental branch of tools?

full sonnet
#

Tools dev branch is generally stable compatible

#

At least. Currently. We don't really do compat breaking changes on tools

teal snow
#

probably a long shot but wanted to ask before i put a ticket in, is it possible to correct the link between client fps and firerate of weapons, im sure its probably not, but wanted to ask

full sonnet
#

Perhaps

#

Pretty sure ticket for it already exists though

tall pumice
#

isnt this issue as old as arma?

full sonnet
#

There once was a fix for it, a decade ago

umbral orchid
shrewd flame
tall pumice
#

it's the beginning of a pirate song

#

"there once was a fix, like a decade ago, hey ho hey ho"

pallid cliff
#

Dev got an arrow to his knee before he could commit the change though.

lucid totem
pallid cliff
teal snow
#

i made i fix with a script to alter the reload phase,, but it messes with the audio so not a good solution

scarlet root
#

i think to recall "things" were fixed with the to SQF export from Eden - if so, does anyone have FT or changelog at hand?

  1. doesnt covert bool correctly in setVariable

_this setVariable ['SPE_ARTY_AI_DIR',1,true]; (_this setVariable ['Enable_Dir',0,true]);
=>
_this setVariable ['SPE_ARTY_AI_DIR',true,true]; (_this setVariable ['Enable_Dir',false,true]);

  1. double semicolon at times

_this setname "Reinhold Poehler";;
_this setspeaker "spe_male02ger";;
_this setpitch 0.979453;;

  1. faulty case for some sqf commands
  2. obsolete space at end of each line
full sonnet
pallid cliff
#

It is. It's in the eden pbo

#

1200 lines of joy. Have fun

#

Oh shit

#

I found even more issues

#

Need to check what's behind 0.5 == 0.5 when I am back home.

#

Set variable with %s placeholder in attribute doesn't work at all

#

Just gets parsed to 's' instead of the variable name.

#

This is also bad as layer names are not unique

#

Should have the layer index appended.

lucid totem
#

. . . screen photos?

pallid cliff
#

Not possible.

#

I am at work. My tablet has no discord.

#

Hmmm exitWith seems to also be an issue as it exits the entire script or at least a large part of it.

#

@full sonnet Do you want us to create a ticket with a collection of potential issues/improvements?

full sonnet
# pallid cliff

Last change to that SQF file was december 2021.
So I'd say any issues within it weren't fixed "recently"

full sonnet
pallid cliff
lucid totem
#

(SQF ones only)

verbal venture
lucid totem
#

that's mentioned in the EULA

lament crow
#

I've seen lots of mods on the workshop running the https://community.bistudio.com/wiki/setObjectScale command on a loop so it works on units/vehicles and not just on simple objects/attached objects. Would it be posible to expand the command so a loop is no longer needed? We all know that Arma doesn't need any more loops running on the background πŸ˜‰

#

I've also seen it being extensively used in missions on a loop too, for example to make a xenomorph be as big as a queen etc etc... or johnnyboy's giants script etc

tall pumice
#

oh god, this is terrible

#

and then people complain why arma performance is so bad

lucid totem
full sonnet
#

it isn't supposed to work at all, loop or just single run

#

Actually don't know why it even works, that's a mistake

#

The wiki on that is correct.
Only for attached and simple objects, and inside eden editor.
Any other case is not supported and may stop working any time

mental fulcrum
#

|| break it 😈 ||

tall pumice
#

it works like since god knows when

#

you can do funny stuff with it, but it's buggy as hell

#

this is as small as i was able to make my character when testing it. smaller than that and it bugs out completely and you become invisible. still, even this is already causing issues when switching terrain surface textures

lament crow
#

Ok, so a request turned into a bug being found 😦

#

And now it is my fault that lots of mods, missions and scripts that use the command will be broken 😒

tall pumice
#

should write your name into the changelog

lament crow
#

He also dropped Dx 12 because I asked, maybe I should ask for extra optimization so devs also drop that and I drag all of you with me

wise dragon
#

its not meant to work even slightly

#

(the point being that it is somewhat doable)

analog fractal
#

Yeah it's just a KJW mod

#

Ignore it /s

lament crow
wise dragon
#

me and dedmen spent a solid period of last year just going:
kjw: can i do X
dedmen: no, not possible
kjw: i did X
dedmen: pikachusurprised

wise dragon
lament crow
#

So many issues being overlooked, just add this to the list of "won't fix" too and be done with it πŸ˜‰

#

Nothing more to see here gents, move on now

lament crow
wise dragon
#

im not that good

#

capital ships was already a thing dedmen said wasnt possible

tall pumice
#

capital ships?

#

that said, many things are possible, but that doesn't mean it's a good thing to do

lament crow
# tall pumice that said, many things are possible, but that doesn't mean it's a good thing to ...

True, lots of stuff on the workshop took a lot of work but just look silly in the end... Like far future stuff having great models but then A3 vanilla looking maps taking you completely out of the immersion. There is also the weapons with gamey GUI based sights or iron sights that take up 80% of the screen, both not fit for a realistic game engine like arma's or the melee aliens that just teleport around and look glitchy rather than immersive or scary

wise dragon
full sonnet
full sonnet
verbal venture
#

Dedmen: not possible
Also dedmen: which commands do you need to make it work?
(Dedmen loves us, but secretly petdedmen)

wise dragon
full sonnet
#

Show proof aviator

wise dragon
#

Never

tall pumice
#

gonna test and if it doesn't work, i blame dedmen

#

lod loading works again. good job, nobody needs blame

lucid totem
harsh orbit
#

@full sonnet I think the model loading "fix" has broken something. The nearRoads command doesn't work during pre-init anymore and returns an empty array meowsweats
When I put a breakpoint before it and wait a second before continuing, it does work so it's because of the async loading stuff

full sonnet
#

Preload was split into steps and every frame now only does one step.
So probably after the 5th frame it'll work

#

Yes I'll fix it. It should preload everything on mission start

tall pumice
#

out of curiosity, why was it split into steps?

harsh orbit
full sonnet
scarlet root
#

what about PreloadTextures and PreloadConfig definitions?

full sonnet
#

completely unrelated

full sonnet
#

Oh no some script broke and is now producing "Not a Number" values, what can we do.
SQF Debugger saves the day. Just set a breakpoint, and add a condition to only trigger on NaN.
And tadaa.

It feels so under utilized.. The VS Code extension wasn't updated/improved for 4 years (and yet it still works fine). And there is still so much to improve on it.
I want to invest some time on making it better, but is it really worth it if seemingly no-one is using it? πŸ™ƒ

tepid dock
#

is it really worth it if seemingly no-one is using it? πŸ™ƒ
Buy some Google ads for common errors that people are likely to google 😬

analog fractal
full sonnet
#

😒

halcyon moth
#

This stuff tends not to work out of the box, and unless you're the author you have little chance of fixing it. So everyone gives up and goes back to printf debugging.

#

You know "NaN" isn't a documented result for typeName, right :P

lucid totem
#

done 😁

mental fulcrum
#

what can we do.
look into the RPT context and see where it's nan in the stacktrace?

#

IDK, every time I've tried to use the debugger for SQF I wound it faster to just check the rpt and usually I can immediately find the issue in my scripts.

tranquil sphinx
#

I tried to use it twice and it wasn't overly helpful compared to just checking the RPT and inspecting the code

verbal venture
#

I used it once and it was super helpful peepoLove

light lintel
#

I use the SQF linter extension and that by itself prevents a bunch of errors πŸ˜„

halcyon moth
#

Best thing to do with debuggers is step through your apparently working code through and check that it's actually doing what you think it's doing.

#

I do kinda miss that.

#

Doesn't matter much unless your logic is pretty complex though.

light lintel
#

And variable states!

full sonnet
#

In this case, it came from an array.
And it was set into the array inside another function, where it was pulled from another array, that came from another function, where the value was calculated by combining 6 numbers.
One of the numbers was calculated by a loop that keeps adding a value to it. On one iteration of the loop, a sqrt call had a negative input value making it return nan, that was then added onto the value, making it nan too, which was then combined into the _loss, making it nan too, which was then returned by the function, which was then put into an array, pulled out of the array again, put into another array, which then later was picked up elsewhere, iterated over, and then when trying to get the value out again the NaN was found.

Callstack doesn't get me far on that. It tells me there was a NaN in the array.
I would then have to edit the code with filepatching, or repack the pbo and add tons of log tracing into every place to check to try to find where it came from.
or... I can just do one click in the debugger to set a breakpoint instead.

And debugging it, the function gets called every second or so. And 90% of runs its absolutely fine.
But, setting a breakpoint, and setting a condition to only trigger when NaN is present, lets me look at all variables and track it backwards to see where it came from.

pallid cliff
#

That's sick. Definitely going to give it a try again.

grave viper
#

I tried it years ago, did not get how to use and fallback to diag_log debug.

full sonnet
#

Biggest issue was to set up prefix.
I made a tutorial but meh.
Next version will show every script function, no matter what mod it is and you can just debug it directly without needing local files.

mental fulcrum
#

That will be way more useful, especially if it can trigger on "exceptions"

full sonnet
#

I've finally learned how to do VS Code plugins. But now have to wait on the maintainer who wasn't active for 4 years, merging pull requests.
Or I bite the bullet and make a fork and publish that but I don't like having two things that do the same thing but one just being old

full sonnet
teal snow
#

welp i suck at something, il try again when i awaken

light lintel
#

@ KK, just wanted to follow up on ArtilleryShellFired, and if there's any possibility of getting a fire mission counter/ID with it for better tracking what the AI is doing?

shrewd flame
#

failed attempt at pinging hmmyes

light lintel
#

No, intentionally avoiding it πŸ˜› it isn't like, critical or anything

tall pumice
#

it seems a3 tools on dev-branch have issues with mikerotools

#

specifically p3d files.

#

trying to pack my addons with it corrupted the files

#

after reverting from dev-branch tools back to stable, everything was working normal again

steel rune
#

Can you repro issue with addon builder and binarize enabled? Mikero mostly just runs binarize for the p3d files

tall pumice
#

we did confirm the issue with running binarize directly via console

#

and it wasn't just certain p3d files, it was all of them that we tried. binarize would create some .deb file, then throw an error message and now the p3d is corrupted

full sonnet
#

What error message?

#

How do you judge "corrupted"?

#

Can you send me p3d and binarize command line to repro?

full sonnet
#

The only reference to .deb that I can find in our code, is diag_SQFCDebugDump command, that writes a deb file.
Can't find anything in binarize code that would do that

tall pumice
#

but wait, i have screenshots of the error

#

ok i lied, dont have any of that error. will have to wait till evening

tall pumice
full sonnet
#

I shall wait for the repro then.

I tested the process on a couple models and didn't have issues, but maybe your model is just alot more complex to show stuff I didn't find

harsh orbit
full sonnet
#

Was fixed

#

Or should be, i did not retest

harsh orbit
#

Nice. Thanks πŸ‘
Do we get a dev branch update this week?

full sonnet
#

no

#

But I can send you one if you want to test

winter crescent
tall pumice
#

Engine support for headgear models switching based on NVG being on or off (not used in vanilla data)

#

so no pilot helmet visor flip? πŸ₯²

full sonnet
#

only nvg

tall pumice
#

i mean, vanilla pilot helmet does not use the feature

#

since it does have both models, visor up and down in the game files

#

but (not used in vanilla data)

full sonnet
#

:poutcat:

light lintel
#

@unreal arrow sorry for ping but I'm assuming 2.18 is getting closer to release... For the ArtilleryShellFired mission EH, is there's any possibility of getting a fire mission counter/ID with it for better tracking what the AI is doing? It would be super helpful!

unreal arrow
light lintel
#

Aww okay β€” thank you so much for checking!

tall pumice
#

yeah, i have some issues right now

#

trying to make that repro but... now it works :x

#

and i dont understand why. we tried for hours that day until we finally realized that swapping between dev and non-dev tools fixes/breaks it

#

and it wasnt just on my pc, the same issue happened on two different machines

scarlet root
#

have you checked logs (pboproject, binarize, etc) for anything special to stand out?

tall pumice
#

looks all the same as usual

#

what i remember from the error we had was that the console printed some error about memshape

#

need to wait a bit until we can check it on the other machine again. but for now i am unable to reproduce the issue ..

full sonnet
#

the only "memShape" that exists, is in disabled code, and that would also never be printed

tall pumice
#

yeah, that error was printed by pboproject. i can't remember anymore what happened when we were running binarize via console

#

except that it broke off the compile and damaged the p3d

#

so... i guess we gotta wait until i can confirm it again πŸ₯²

tall pumice
#

ok, was able to reproduce it now

#

i'll send you a pm

gray quarry
#

hmm, would the dev/beta a3t be suggested/recommended for general use with stable/perf/prof authoring?

waxen vigil
#

dev build can only be play with other dev build

weary niche
#

I also had the memshape issue the other day and had to import my p3ds into blender and reexport them to make it go away

full sonnet
#

What is the memshape issue. Please the actual message that you get

tall pumice
#

pretty sure it's the pboproject issue. updating to latest rev should work fine

#

also a reminder to always backup your files in case of corruption

primal shale
#

With the new p3d encryption being a thing, is that something modders can use? Or is it just for internal use within BI?

calm wasp
#

"internal"

full sonnet
#

Check the wiki page linked on tools changelog

primal shale
#

Thankyou! It says its opt in encryption for mods, and then links to a page saying its not documented for security reasons but will be shared with select creators via this discord. Is there a way to get on that list of select creators?

full sonnet
#

If you work on some big mod, where encryption would be relevant

primal shale
#

Gotcha, I've got a mod with 40+ p3d's coming out in the next few weeks, but I take it you mean more so cdlc sized content. Nevertheless, thankyou for the info, I appreciate it!

full sonnet
#

You can DM me about it

tall pumice
#

hm. sometimes vehicles and items on the ground will "jump into the air" and fall down again. was this issue ever investigated?

#

i notice it quite often on the ws terrain, but also rarely on altis and more often on livonia

tall pumice
#

happens with all vehicles and also weapons on the ground etc

#

cant see anything in .rpt log that could point to it

full sonnet
#

It could happen when its woken up from sleeping.
But it should never go to sleep while its active (engine running and driver inside)

tall pumice
#

this issue is quite old. noticed it the first time around when ws was released

full sonnet
#

I have only ever seen it when starting up the engine.
Never when just standing around like that

tall pumice
#

so while writing about this, i made a funny observation

#

it looks like this behavior stops if i alt+tab once and go back into the game

urban briar
tall pumice
#

it happens a lot more on our terrain than others, but i have seen it happen everywhere by now

carmine juniper
#

Sanity check, is this in SP?

tall pumice
#

this is sp yes

#

but i'm pretty sure that i saw it happen in mp as well

carmine juniper
#

Yeah was just wondered if it was sort of desync

urban briar
#

Confirm -- it happens in MP too.

tall pumice
#

and i remember QA giving us tickets with crapton of logs with something like "object x is under terrain, moving up" or something along the lines

#

but right now if i am looking at the logs, i see nothing

#

maybe server logs are different, dunno

full sonnet
tall pumice
#

ah, so that's probably with the weapons jumping then.

#

let's see if i can repro that right now

full sonnet
#

yeah weapon holders are ThingX

urban briar
tall pumice
#

ok, cant repro right now. dropped a rifle next to the car and now not even the car wants to jump πŸ˜„

harsh orbit
tall pumice
#

the videos were made right after start of the mission

#

tested in 3den, sp

harsh orbit
#

After you get in the vehicle and get out does it stop?

tall pumice
#

nope, doesnt stop

#

sometimes it stops but not always

#

so my theory is that it might have something to do with the decal objects. however, i have seen this issue happen even in areas without any decals at all

#

in the areas with decals i can just reproduce it more easily

#

so if you start extraction in sp, get in a car and drive to the location from my video, then wait, you should be able to see the effect. hopefully. maybe.

#

at least i can reproduce it there very reliable.

harsh orbit
#

Let me try

#

Doesn't happen for me. I tried a few times think_turtle

#

Maybe it's related to FPS? What is your FPS?

urban briar
#

Could you check in Last Stand mission?

#

There are a lot of weapon holders there.

harsh orbit
#

Which one is Last Stand?! πŸ˜…

#

Is it a vanilla campaign mission?

urban briar
#

It's from WS CDLC.

#

If you have it. 😁

harsh orbit
#

I only see Alchemist and Extraction

urban briar
#

Really?

#

It's MP mission.

tall pumice
#

last stand is a mp coop scenario. but you would have to play it for a while and clutter up the ground with stuff. so not really fast to test, imo

#

but yeah, that's what i mean.. it's not always happening. often i am perfectly fine. but then suddenly... lots of issues out of nowhere.

urban briar
#

I have locked to 58 FPS, and, as I wrote, for me it happens always on Sefrou-Ramal world. Didn't notice that for other worlds. Maybe I just wasn't paying attention.

#

And I don't remember it starting right after WS CDLC release, it started happening sometime after v1.1 release.

harsh orbit
#

I couldn't repro it meowsweats
I've seen the issue a few times before but I thought maybe this was more reproducible

cunning topaz
#

It's also commonly seen in MP when you are observing a vehicle from outside.
When you get in as driver/pilot, the jumping stops.
In this instance, fairly certain it's a localisation/ownership issue.

urban briar
#

But I've never seen this issue in, for example, Takistan world from CUP.

pallid cliff
#

We have had this issue as well in our Spearhead 1944 cdlc. It also happens in Singleplayer if I am not mistaking

tall pumice
#

so happy to see i'm not the only one πŸ˜„

pallid cliff
#

Refering to the video lexx posted

cunning topaz
#

Lexx, are you the driver of that car while observing it?

tall pumice
#

yes

#

but as you can see in the other video, i am also outside the car

pallid cliff
#

We also have had tons of glitches with weapons being constantly lifted and dropped back to terrain.

#

This has not always been present in the game.

cunning topaz
tall pumice
#

yes, can be seen in the 2nd video

#

i drove the car to that location, got out, then back inside

cunning topaz
#

Hmm, that looks a bit like bad car physx

pallid cliff
#

It also happens with tracked vehicles for us.

cunning topaz
pallid cliff
#

I have not. Perhaps I find some time today.

urban briar
#

Could this be an issue with worlds, not vehicles, weapon holders, etc?

tall pumice
pallid cliff
#

I know

urban briar
#

Because it also happens for Offroads in Sefrou-Ramal world.

tall pumice
#

considering the issue happens less on altis and more on our terrains, i'm pretty sure terrain settings play a role in the issue

#

maybe grid size, etc

cunning topaz
#

Terrain cell size?

pallid cliff
#

What cell size you use?

tall pumice
#

cant remember. 2 i think

#

we needed a small size

pallid cliff
#

I mean..that could be related. @scarlet root do you know our cell size for Mortain and Normandy? Mortain was much smaller I think.

harsh orbit
#

getTerrainInfo is a thing in case you guys didn't know πŸ˜…

pallid cliff
#

Yeah. Not at home right now.

weary niche
scarlet root
#

it seems there is value display change with e values. from what i understand it should not change the value itself

#

TBD if any sqf command or tool is affected (probably not i'd assume)

full sonnet
halcyon moth
#

Figured that one was MP only though, don't remember seeing it in localhost.

scarlet root
#

(my bad - had old vs new flipped)

gray quarry
austere lintel
#

Does new 3d markers in 3den builds by engine somehow or is it available to investigate how it works in some external script ? Wondering is it possible to draw(show) markers these way outside 3den

mental fulcrum
#

It's in engine. Similar can be done with drawIcon3D command.

austere lintel
full sonnet
#

The area markers are just a model, that is scaled up.
Problem is setObjectScale only has uniform scale, so you cant do the same scaling with it

edgy bridge
verbal venture
#

I didn't see a ticket about non working end on Zeus, am I blind or should I create it?

normal current
verbal venture
#

Ah shit
Fun

harsh orbit
pallid cliff
#

Is dev any different currently from stable?

harsh orbit
pallid cliff
#

I see

harsh orbit
#

But not sure if it's broken on the actual dev. Let me try that one

#

I have to verify my game and all my mods too to get it back meowsweats

#

No not broken on the public dev

#

Ah I see the build Dedmen sent me probably contains his async AI stuff and it was probably incomplete

tall pumice
harsh orbit
#

Yeah I hid it πŸ˜…

tall pumice
#

async ai stuff?

harsh orbit
#

it's public again if you want to see it

harsh orbit
tall pumice
#

for a moment i thought the infamous ai fix dlc is real!

tall pumice
#

so about the mentioned "objects are jumping"-bug from a few days ago. by now i actually really believe that it is fixed (in sp) if i just alt+tab out of the game and come back

lament crow
tall pumice
#

ok, now alt+tab did not fix the issue. tl;dr -- no idea

austere lintel
#

any TI change in last update ? Haven't seen in changelog but looks like something has changed

full sonnet
#

no

tall pumice
#

i thought this issue was fixed like a billion years ago πŸ˜„

green summit
viscid onyx
#

The RCO (HAMR) rifle optic. There's a gap between the glass and the inner face of the casing.

digital vessel
#

on 2.19.152232 I get a million lines in 5 minutes of
d:\Bis\Source\Dev\Futura\Es\Memory\memAlloc.hpp(588) : Assertion failed 'CheckSameThread(_owningThread)'

full sonnet
#

Yup, known and already fixed last week

rustic plaza
tall pumice
#

lod0

#

3rd person

winter crescent
wise dragon
#

Love u all no homo

feral tangle
#

Is there a full build version number somewhere? Changelog just says 2.18.

full sonnet
#

152302

feral tangle
#

Thank you.

autumn sky
#

Fixed: Partially filled weapon magazines could disappear after reloading in multiplayer

πŸ₯³

meager sage
#

t/.co/Ho... blobcloseenjoy

pallid cliff
#

Link is broken.

winter crescent
#

You briefly scared me I wrecked the link, but that's just Discord preview shenanigans?

feral tangle
#

Links inside discord embeds seem to be broken. At least for embedded twitter posts. But the actual link when viewed on twitter does work.

winter crescent
#

I blame Elon.

pallid cliff
#

Yeah. Sorry.

green summit
pallid cliff
#

Or just post the link here directly πŸ˜‰

tall pumice
#

or just dont post twitter links πŸ˜„

wise dragon
#

Or just don't use twitter

obtuse beacon
#

Or the internet

gray quarry
#

bruh

tall pumice
#

there seems to be a bug in the vanilla hemtt mirror πŸ€”

tall pumice
#

uv is misaligned. needs to be moved down, then it should be fixed

lucid totem
#

and the MH6 mirror is not a mirror because the helicopter's reflection is on the left
btw πŸ˜„

tall pumice
#

uv needs to be mirrored then

lucid totem
#

this bug is canon
it's on Miller
period

light lintel
#

Bug is feature confirmed :p

grave viper
#

Can someone remind me. Should direct connect in server browser try to connect or just show server in list? I have an issue with it. Nothing happened

#

Seems like bug. When I use button with script command it connects. When I use filter on Internet tab server shows up but takes time. Direct doesn't work.

steep gust
#

Calling anyone with UI on texture experience; I'm banging my head against a wall here.
I'm coming back to an UI-to-Tex scope mod to finish it up and get it live.
I have everything working absolutely fine with no issues except that after packing it up into mod format I get: bin\config.bin/RscInGameUI.reapir_optic_ui
After clearing this error in game, again everything works like a charm.
Obviously I sought to fix this one remaining issue and nested my UI to Tex optics class into: class RscInGameUI but this is when all hell breaks loose.
All of a sudden, all my ui to tex elements load onto the 2d game interface and not into the physical 3d scope sufaces.
And now instead of getting the bin error, I get a new one saying i have poorly formatted render to texture name? my UI on Tex: #(rgb,1024,1024,1)ui("reapir_optic_ui","reapirui","ca")
I even tried loosing the 3rd array element for ca at the end to reflect the biki but no difference.
Does anyone know what ui optics class elements I can use for UI on tex that wont place all the UI elements into the 2D screen?
I've tried everything but can't get past this final issue before releasing 😦

#

I think the weirdest thing is how everything worked pefectly (except for the missing config bin error) until I nest my optic config class into RscInGameUi.
I'm more than happy to be proven doing something stupid here and fully expect that to be the case but I'm at a loss

weary niche
#

Not really dev_rc_branch related anymore, however, so we should probably discuss further in #arma3_config

#

Clearly the main issue is that the display is in RscInGameUI, however

#

Your display class should just go directly in the root config

#

The issue is very likely your weaponInfoType = "reapir_optic_ui"; on line 77

#

just make it weaponInfoType = "RscWeaponZeroing";

#

weaponInfoType is used for drawing 2D elements on the screen when zoomed into the 2D ADS mode iirc, and is a totally different functionality than what you're using it for

full sonnet
#

No dev again this week, because the performance stuff failed QA πŸ«‚

steep gust
lament crow
harsh orbit
#

@full sonnet About doing explosion intersections MT:
Do you MT each explosion or do you collect all explosions and do their intersections together? (I don't think the former is really worth it)

full sonnet
#

There usually is only one explosion, not multiple

#

And the stuff needs to be done when the explosion happens, I cannot wait to see if maybe some other explosion might happen soon

grave viper
full sonnet
#

That is correct, the previous dev-branch was before the hotfix.

gray quarry
#

hey, would it be possible to look into issues with usb microphones not being picked up properly by the game at all?

#

basically improving the robustness against OS changes, is wasapi/wdm/mme/dx used here or its own conversion? thoughts about asio support? XD the last one is a meme

ocean sail
pallid cliff
#

If KK builds us a new attribute control. πŸ˜„

ocean sail
unreal arrow
full sonnet
#

Okey progress on Webbrowser.
I found a way to load a html file without needing to ask the user for approval.

So you can embed .html files inside your mission/mod pbo. And display them in a webbrowser.
Including javascript and css (must be embedded inside the html file, no separate external files. Though you could load extra files via SQF and javascript, as far as SQF is able to)

tepid dock
#

Javascript, watching the situation from afar

#

Inb4 React For Arma πŸ˜†

#

And JS UI modding, in general

full sonnet
#

The annoying thing is just having to stuff it into a single file.
But there are webpack solutions already out there that do that right? πŸ˜„
Images only possible via data url's.

But theoretically you can ask SQF to give you a data url for some other file, that you can then send back via javascript and embed somewhere.
I will probably prepare some code for that, I need to test it anyway

harsh orbit
#

You still use Steam right?

full sonnet
#

yea

harsh orbit
#

Wouldn't it be better to include CEF or sth in a3 itself?

full sonnet
#

Yes. But won't do that.

full sonnet
#

I will add a way to turn a image out of a pbo into a data url.
So you can import any paa file, into the javascript.
That way @trim crane can rebuild his killfeed again, this time as a single html page instead of hundreds of ui2tex πŸ˜„

mental fulcrum
#

Rust WASM Arma UI binoculars

full sonnet
# mental fulcrum Rust WASM Arma UI <:binoculars:1069238271961473104>

If someone wants to try that, They shall do that before 2.20 releases and they find out some small thing is missing πŸ˜„
But I don't know the security profile of wasm, if it can launch external web requests even if the javascript its called from isn't allowed to do so, that'd be a problem. But I would assume wasm devs considered that.

tall pumice
#

nyx tank has red tracers (blu) instead of yellow (ind). plz somone fix plox

#

this is unacceptable

full sonnet
#
//_image = controlNull ctrlWebBrowserAction ["GetTextureAsDataURL", "A3\ui_f\data\map\markers\flags\Netherlands_ca.paa", 1024];
//_image = controlNull ctrlWebBrowserAction ["GetTextureAsDataURL", "A3\ui_f\data\GUI\Cfg\LoadingScreens\GC_wallpaper_10_co.paa", 1024]; 
_image = controlNull ctrlWebBrowserAction ["GetTextureAsDataURL", "A3\ui_f\data\IGUI\RscTitles\SplashArma3\arma3_lite_splash_ca.paa", 1024];

_ctrl ctrlWebBrowserAction ["OpenDataAsURL", format['
  <body style="
    background: repeating-conic-gradient(#FF1493 0%% 25%%, transparent 0%% 50%%) 50%% / 64px 64px;
    overflow:hidden
  ">
    <img src="%1" style="width: 2040px;"></img>
  </body>
', _image]];

assembling html in SQF

light lintel
#

Arma Alpha Lite confirmed

harsh orbit
verbal venture
harsh orbit
#

Sure it's always been possible. But with this you won't even need a tool to extract the full, high-quality texture, hence why I said very easy blobdoggoshruggoogly
ofc textures are not very important but still...

tall pumice
#

meh, who cares is my opinion on that πŸ˜„

#

if we could do complex interface stuff in html now, with button events (running a script when clicking a button on the html page) etc. i accept everything

#

this makes interface creation a million times easier. this whole rsc config stuff is just a huge pain in the butt

grave viper
#

Arma life internet let's go(even if i don't play a3life)

grave viper
full sonnet
# harsh orbit doesn't this make ripping textures from the game very easy? <:meowsweats:7076260...

You mean.. like unpacking the pbo using the official tools and double clicking on the file to open it in the official tools and using the official option to save it as png?
Or displaying the texture full size and taking a screenshot?

Probably should block ebo's, I'll think about that.
But why would you go to all the effort to get it into javascript and get it back out to then open it in browser and save it, if you could just take a screenshot of it.
It doesn't get you the full quality, its webp compressed. It'll be very close, about as close as a screenshot.

trim crane
#

You can easily script to display the texture you want to rip 1:1 on the screen

steep gust
#

Amazing dev branch update notes! Best game devs ever!

I have a quick question about one of them:
Added: Asynchronous AI and sound simulation
Does this add any new game audio controls?

pallid cliff
#

No

gray quarry
scarlet root
gray quarry
tall pumice
#

it means things can happen independent of each other

harsh orbit
steel rune
#

though you're far more likely to just use a regular native extension if you want do naughty things

steep gust
gray quarry
full sonnet
full sonnet
#

JS can request files from engine, without involving SQF.
With that you can also implement loading Javascript libraries.

function LoadLibrary(filePath)
{
  eval(await A3API.RequestPreprocessedFile(filePath));
}

LoadLibrary("z\\myMod\\addons\\lib\\FancyChartsLibrary.js");

Can even run preprocessor, on Javascript files.

tall pumice
#

inb4 building missions in JS now instead of SQF

full sonnet
#

Webbrowser is only available when you have a UI, so you couldn't use it on server side

full sonnet
# gray quarry is this secure yet?

It just uses loadFile/preprocessFile for the text files.
I didn't change the texture loading stuff yet. Don't know if I will, probably not.

dark hemlock
#

hmmmmmm
will dev console be available to everyone?

full sonnet
#

Yes. Probably only when running game with -debug (Mainly to protect normal players, from having it open mid game and tabbing them out)

full sonnet
#

RscTitles UI runs in fullscreen, and overlays a webbrowser as a HUD element (checkerboard pattern to visualize it)

Script eventhandler gets path to the weapon texture, and the names of killer/killed and runs javascript
https://github.com/dedmen/ArmaWebBrowserTests/blob/master/ArmaMission/init.sqf#L18

https://github.com/dedmen/ArmaWebBrowserTests/blob/master/src/KillTracker.ts#L13A
Typescript receives that and asks the Arma API to give it the contents of the texture, texture fetch happens async (loading texture file could take a while) and when the contents have arrived (probably a frame later) it adds a new row that CSS animations pops in https://github.com/dedmen/ArmaWebBrowserTests/blob/master/src/KillTracker.css#L2

full sonnet
light lintel
#

Killing one kills multiple?

tepid dock
full sonnet
full sonnet
shrewd flame
#

it's missing MLG sounds and vuvuzelas on multikills

light lintel
lucid totem
#

what are the chances, in 0..100% range, of seeing setPlayable in a working state?

ocean tundra
verbal venture
trim crane
#

I'd make a proper addLobbySlot command instead or something

#

With an ability to specify role name, squad, etc.

full sonnet
wise dragon
#

@verbal venture

verbal venture
#

addLobbySlot explains it

wise dragon
#

Don't u have a ticket

verbal venture
#

Nah, I only bumped an old one

#

But I can make one

wise dragon
#

Paste the old one

verbal venture
#

Adding a slot into lobby is something that I need a bit. Project I play on deletes all AIs and respawn is turned off, so the empty slots from lobby disappear, meaning that if you die (slot gone) and your game crashes, you are not able to get back in and spectate.

I want to create a spectator slot on mission start and if it get's occupied, create a new one. Allowing people to always at least spectate

fervent remnant
#

Will it really be possible that a player (slot) can be created by a script command?) Hallelujah

full sonnet
#

I don't see why not, currently.
But it requires further investigation that will only be done with ticket

verbal venture
#

TomStare ok

verbal venture
teal elk
#

some time ago ive tryed to modify some stuff on slot selection but didnt found any leads in the wiki, its posible?

full sonnet
verbal venture
#

Like UI? Afaik CBA does do some edits

#

will add it as comment then KKomrade

teal elk
verbal venture
lucid totem
harsh orbit
#

Do we get dev update today?

winter crescent
#

Nope

full sonnet
#

Webbrowser can load local files in mods.
Would you expect

webBrowser ctrlSetURL "z\mymod\addons\index.html"
or rather something like
webBrowser ctrlSetURL "file://z/mymod/addons/index.html"

The first is easier, but it being a "URL" maybe it should stay a URL and obey the syntax

wise dragon
#

Second imo

full sonnet
#

I prefer it too, but will people be confused/dislike, mainly that its forward slashes wheras everything else in Arma filesystem is backslash.
Though it works the same way on windows too

shrewd flame
#

it's seturl not setpath so I'd go for 2nd too

full sonnet
#

πŸ‘ That it'll be then.
People will have an alternative if they want to
_ctrl ctrlSetURL "file://z/mod/file.html" is equivalent to
_ctrl ctrlWebBrowserAction ["LoadFile", "z\mod\file.html"] is also equivalent to
_ctrl ctrlWebBrowserAction ["OpenDataAsURL", loadFile "z\mod\file.html"] is also equivalent to
_ctrl ctrlSetURL ("data:text/html;base64," + controlNull ctrlWebBrowserAction ["ToBase64", loadFile "z\mod\file.html"])
Duplicate API to do the same thing is probably not good, maybe I'll get rid of that

dark hemlock
#

Adding the protocol only seems to make sense if other protocols are supported

full sonnet
#

data: protocol is supported.
And if browser is set to allow external URLs then http/https is too

#

I found one more example above πŸ˜„ Though thats a bit wild

#

https://community.bistudio.com/wiki/CT_WEBBROWSER#Local_Content is available today on #perf_prof_branch
But with two small tweaks. file:// doesn't work, and javascript api has a typo on prof.

So if anyone wants to play around with it, its ready to use.
I also have a sample project with webpack+typescript+custom font and css https://github.com/dedmen/ArmaWebBrowserTests/tree/4499d2b0354815eede928e2fc425b4c3ef421d26 (Don't use newer commits, they'll require newer game version than available)
Development on this is probably going to go on for a bit, I'll need feedback and people to tell me things that I've missed.

wise dragon
#

Wait is this the doom in arma

full sonnet
#

Yes, but you'd have to convert it into file:// with forward slashes, if you want to use the SetURL variant.
The file finding/loading works same as loadFile.

So loadFile "index.html" or "file://index.html" would both refer to file inside mission

full sonnet
mental fulcrum
#

does the browser communicate with the game via alerts?

trim crane
#

πŸ‘

mental fulcrum
#

yikes, I guess that's the only thing you can hook into? :D

full sonnet
#

yeah I got alert and confirm, and thats it

#

Engine reserves alerts starting with "__A3"

mental fulcrum
#

I guess not a big issue if it will be packaged into a lib

full sonnet
#

The A3API is already injected as a "library" into every page, but that communicates with engine directly, not with SQF.

For things to SQF, they need to be done manually with the JSDialog eventhandler.
I'll add an example for that to the wiki example

mental fulcrum
#

I have no idea what I could do with this, but looking at the code, seems fine

full sonnet
#

Added example of how to communicate with sqf.

_ctrl ctrlAddEventHandler ["JSDialog", {
    params ["_control", "_isConfirmDialog", "_message"];

    // Insert message as text into the page, by assembling Javascript code to insert a new element and set its text.
    _control ctrlWebBrowserAction ["ExecJS", format ["const eSpan = document.createElement('span'); eSpan.textContent = 'Script says %1!'; document.body.appendChild(eSpan);", _message]];

    true; // We need to tell it that we handled the "dialog", by returning true or false.
}];
``` ```js
// Send a message to script
A3API.SendAlert("Javascript is sending an alert"); // This alert will trigger a JSDialog (Alert Dialog) eventhandler

End result:

<span>Script says Javascript is sending an alert!</span>

If you wanted to communicate with SQF, you'd probably use JSON.

A3API.SendAlert(JSON.stringify({document: "test"}));``` ```sqf
_ctrl ctrlAddEventHandler ["JSDialog", {
    params ["_control", "_isConfirmDialog", "_message"];

        fromJSON _message; // hashmap [["document", "test"]]
        fromJSON _message get "document"; // "test"
    true; // We need to tell it that we handled the "dialog", by returning true or false.
}];
lucid totem
#

inb4 cougars in my area - I know they're fake because they are not endemic to Altis

viscid onyx
harsh orbit
#

Dedmen, while you're working on perf improvements, can you also plz check why loading a game from save takes a really long time?
For instance, run any showcase mission (such as Infantry), save, then load
I can't find any good explanation why such a simple mission should take so long to load. I think something is broken
For some reason, when loading from save, it always takes 15 seconds to fill up the mission loading bar (the one after loading the terrain). But when I run a scenario for the first time it's almost instant
Happens on both perf and dev branches btw (probably stable too)

scarlet root
#

what increases savegame time (storing and loading) a lot too is object states - ie many hideObjects or damage states.
possibly due to storage structure seemingly rather expanded.

repro is: SPE, SP, PZKW, start mission, save-load game

harsh orbit
#

Yeah but the Infantry mission is almost as simple as a few units running from waypoint to waypoint πŸ˜…

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This even happens if you just save as soon as you load into a mission, so there shouldn't even be any state changes
Also that 15 second delay was consistent in every mission I tried. So something is off

scarlet root
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Hence the "too" - it might be a general design topic of the data structure, next to other type of issues with rather the engine handling.

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Curious if the system is still basically the same as it was made for OFP, or redone at times, or just duct tape revisions whenever necessary.

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That said i think to remember in OFP save-load was very fast (edit: at least with somewhat modern hardware its ~1s for save/load)

harsh orbit
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Let me test A2 real quick πŸ˜…

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Ok I had A3 2.15 on my laptop actually
Looks like it's a new issue
On my laptop (which is much weaker than my PC) it took 1s to load

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Ok no it's not a new issue. It just takes longer on my PC. Weird think_turtle
I wonder if it has something to do with having too many cores
Update: using -cpuCount=4 didn't help so I guess nope

scarlet root
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did a quick test with A1 (god was that terrible in so many ways) and A2 (only getting 20-30 fps with high settings - and ppl complain about A3 optimization πŸ˜› )

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A1: saving 2-3s, loading ~1s
A2: saving 3-5s, loading ~2-3s

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sameish wiht A2:OA (but even worse fps.. 18 vs 21 fps in benchmark 2 🐸 )

scarlet root
harsh orbit
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Yeah something's wrong with my PC. Debugging

pallid cliff
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Have you tried turning it off and on again?πŸ˜„

harsh orbit
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It's been bugging me for a few weeks now πŸ˜…

harsh orbit
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So the issue is related to WaitForMultipleObjects call which is a kernel call
For some reason it's spinning too long meowsweats

tall pumice
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loading a savegame does feel awful slow

harsh orbit
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If someone else with Intel 13th gen CPU (or maybe 14th too) and Win10 could test this I'd appreciate it
I guess it's win 10's fault

harsh orbit
tall pumice
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what conditions specifically

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i just scrolled up but i'm stupid

harsh orbit
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I mean what is your CPU and Win? πŸ˜…
Is it also 13th/14th gen and Win 10?

tall pumice
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win11, 12th gen intel core i9-12900k

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i didnt stop time, but feels like loading infantry showcase right after start takes like 10 s

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ok i just stopped the time. 16,81s

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saved right at the beginning and reloaded

harsh orbit
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Yeah it's really long.
Here's a vid if someone else wants to see/try for themselves
(notice how fast the restart is, and how slow loading from save is)
13700, Win 10

tall pumice
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yup, pretty much looks the same for me

meager sage
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10-ish seconds on Win10 with 5800x3d, 16-ish in the second run
6-7-ish to resume from "Showcases" menu

cunning topaz
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Load time: 13.2s
Restart: a few secs
AMD Ryzen 7 5800X, Win 11

winter crescent
full sonnet
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Tried infantry showcase.
At the start in the forest, save game (about 2 seconds), load that save (about 3 seconds)

harsh orbit