#dev_rc_branch

1 messages · Page 9 of 1

leaden heron
#

Yea you are right

full sonnet
#

Every time I tried DOF the focus distance was set to 25m. But it's changeable, don't know what sets it

hollow spruce
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Will fisheye effect happen?

full sonnet
#

Its the third on my list

full sonnet
full sonnet
#

jo that seems good.
Control stength, distance and.. whatever that last thing is that moves the offset of the blurred thingies

carmine juniper
#

(I used a custom refract particles to make such blur, but that's not reliable as you could imagine)

full sonnet
#

Is this good enough for what you want?

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Thing is it only does blur behind the focal plane, not infront of it.
And you have no control over the blur samples, because that is actually detached of the actual DOF

carmine juniper
#

Detached, as in, samples itself are not related with DOF effect?

full sonnet
#

It first precalculates a blurred image of the current scene.
That blurred image is used by different pp effects.
The DOF effect just takes the pre-blurred image, and applies it over top

carmine juniper
#

I see

#

I for one, more wished for alternative/better blur solution, because the four samples just seems so bad. But improved DOF might find some interesting idea once I get one

full sonnet
#

Maybe better with black edges?
You'd probably want to set the color of the outside area?

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notlikemeowcry Black corners doesn't work. Because eye-adaptation runs after this, it sees the black and wants to brighten the scene :/

carmine juniper
#

It must be CamSpy from Perfect Dark if I see a deja vu 🙂

pallid cliff
full sonnet
#

@hollow spruce does that do what you need?
I can't let you adjust the outside corners, but you could just put UI over it, or a strong vignette?

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You can adjust it to be larger than the screen, so you don't see the outsides.
The issue is that I cannot increase FOV, to fill the corners.

hollow spruce
#

This is exactly what we need ♥️

light lintel
#

Seems to happen consistently across vanilla vehicles

keen sundial
#

I just built a mission file with some monitor calibration images. Arma does pretty wild stuff when it comes to simulating brightness adaptation. I assume it’s calculating the average brightness in the image to then adjust to make things more visible. Maybe it is possible to reduce the area that is used for these calculations to the center third of the screen? I’m not sure about the area the human eye uses to adjust for the amount of light reaching the retina but it usually tries to adjust for the brightest areas and not for the average. Does it average at 50%? Maybe it’s possible to have it average the upper 70-80% of the brightness instead?

In human vision rods and cones need about 30-60 minutes to fully adjust to darkness while the iris of the eye reacts almost instantly. So to us humans it feels like the adjusting to brightness works a lot faster. In reality rods and cones have different sensitivities with the rods that are sensitive to blue light having a much higher sensitivity compared to cones which are sensitive to red and green light. That’s why humans see black and white when it’s dark and I think arma3 does model this correctly.

Sorry for the wall.

full sonnet
#

Well there are script commands to set the eye adaptation stuff

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Yes it calculates luminance of full image, yes technically I could change the area it uses for that

rustic plaza
#

where do you see such large glare?

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just to be sure - its vanilla without mods?

ocean sail
# rustic plaza where do you see such large glare?

not large, camera moved too close to see the border of the illumination flare object
its current devb 2.19.152791 of course without mods

  1. spawn B_Mortar_01_F
  2. put into object init field code:
this addMagazine "8Rnd_82mm_Mo_Flare_white_illumination";
this loadMagazine [[0], "mortar_82mm", "8Rnd_82mm_Mo_Flare_white_illumination"];
  1. start mission as mortar gunner, fire illumination round, wait it initiate
  2. go in splendid camera mode and move closer to flare
pallid cliff
#

Is getting a vanilla version of CBA fnc waitUntilAndExecute still being considered. I recall dedmen mentioning that.

full sonnet
#

I remember talking about that recently, but I think the result was no

pallid cliff
#

Too bad.

gray quarry
#

what is worse, arma 3 or gta 5 in terms of (fake) hdr aka viewport eye correction?

halcyon moth
#

I seem to remember it was possible to play GTA5 at night, so definitely A3.

gray quarry
#

and gta 4? (which aims for realism like a3 and its from 2008)

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hmmm i see, very interesting

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maybe some lessons could be taken from there

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hmmmm, right, nights in a3 are more pitch black than they should

harsh orbit
halcyon moth
#

Yeah we do that, but it's pretty marginal on some maps.

keen sundial
#

go for April 20

#

has a high moon in most years

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or around april 20,

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also adjusting your video settings, especially lowering the contrast slider will give your better night visibility

halcyon moth
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Better off fudging it with setApertureNew, but that doesn't excuse having garbage defaults.

keen sundial
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I actually setup a small missionfile with monitor calibration charts. If you stay at a decent distance, you an actually use it to make all dark and white values visible

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so you can adjust your arma settings for bad monitor settings

light lintel
keen sundial
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Usually you want to decrease „contrast“ because that’s the level of the black values. If stuff blurs out, you need to touch brightness.

But due to Armas adaptive system you should to do that on a reference image where you see what you do. It’s actually „interesting“ to see what arma does to ensure visibility in dark conditions. It actually color shifts completely dark and bright luminance, if you set your „brightness“ and „contrast“ right. But these are wrong names anyway to make it easier for consumers. The problem isn’t even so much the arma settings but the monitors people use

#

For a more realistic feel of adaptation it would make more sensesense to to average that on 80%. Or give control over that with a script command so it can vary if being inside a vehicle or in the open and if it uses 100% of the visible areas or just a certain area around a definable position of the screen. But that would be such a niche feature for perception nerds…

frozen atlas
keen sundial
#

What do shadows have to do with a player that has a badly setup monitor because the game renders night in the lower 5% of luminance values. And changes the lower ones into green and magenta

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almost correct

#

so if it wasn't averaging out of the full image, this could show a better result and would help with better simulated vision in a vehicle. In bright conditions even raising your rifle can make the whites indistinguishable. So to keep this remotely relevant to this channel an option to adjust the area that is used for averaging or allowing to set the value used for averaging the luminosity.

light lintel
#

I guess i should say here that I've calibrated my monitor 😅

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I just have the brightness really low so that there's less eye strain in general. I turn it up when required

reef bobcat
carmine juniper
#

Just recalled that, we have no PPEffect for saturation? Would it be a thing for the new bonus?

umbral orchid
#

isnt that what colorcorrection can do?

carmine juniper
#

AFAIK no

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There are brightness, contrast but not saturation

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...Unless there is an undocumented param

full sonnet
tall pumice
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few days ago i remembered that arma 3 alpha had rain drop particle effects on ground. it was removed at some point later (at least that's how i seem to remember it). does anyone remember why and can we make dedmen investigate if it might be possible to bring it back? rain always looks flat and annoyingly boring :>

frozen atlas
tall pumice
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i know there are mods for it, but this is about native implementation

ocean sail
tall pumice
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can't remember, it's been years

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that's probably the particle effect

full sonnet
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jup. 🤷

tepid dock
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temporarily

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What was the date of the commit? 😅

full sonnet
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Disabled in august 2013. That is quite a while ago.
It doesn't say why it was disabled though, it links to some old message board from back then that I don't have access to

verbal venture
#

You mean the BI forums? kappa

carmine juniper
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That explains why I don't really knew it

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It is disabled in Arma 3 Beta, then

viscid onyx
full sonnet
#

They are implemented as ground clutter. Like grass, just dynamically spawned and a bit animated to splishy splashy around
And grass does work fine in the rain

tall pumice
#

just reactive it and throw into next dev-build. we'll see then if the game melts or not 😄

viscid onyx
full sonnet
#

Oh that kinda occlusion. Yeah looking at the code I don't see any checks for that

full sonnet
#

Dwarden managed to dig it up.
Splash strength is the same, even in light rain (light rain would cause too big splashes)
Rain splashes are the same on every ground surface (grassy field has same splashes as asphalt)

tall pumice
#

make different particles for light and heavy rain 😄

#

i dont think many would care that grass has the same splashes as asphalt

reef bobcat
tall pumice
#

the rain splash model could probably be edited with 50% of the splash mesh removed. maybe scaling each splash mesh a little smaller too and it could work for "light rain" i guess

viscid onyx
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I think the splashes would also need to be properly connected to rainParams, e.g. no splashes for snow/option to turn off splashes, colour changes, etc

ocean sail
#

I think canuse with the parameters speed and levels[] params in config of rain
Animation speed drops seems to be

gray quarry
#

realism creep? :D

frozen atlas
tall pumice
#

i was just going by the current particle model

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it's a bunch of "droplet" meshes with a rolling texture

frozen atlas
# tall pumice i was just going by the current particle model

I mean I use that particle in rain script. I simply set particle size (as well as amount of particles) depending on rain strength. And I would expect engine-based solution to do the same I guess?

Need to add surfacetype check in that script of mine💡 ✍️
On rain topic🌧️ , dream of something like SetObjectMaterial support for roads, so it would be possible to change material(glossiness) dynamically. Not expecting that though(

light lintel
#

Can we get rainfall runoff simulation while we're at it

tall pumice
#

and how about tessellation for mud surfaces and such

light lintel
#

Arma 4 should have groundwater simulation so that the trenches we dig thanks to deformable terrain can flood frogthinking

arctic fern
#

Nice that you think ARMA 4 will have terrain deformation...

bleak canopy
#

I just want trees to lose foliage from blast wave

broken fern
verbal venture
#

spawning few sprites of leafs and removing them from the model are different things dogeKek

near carbon
#

sir

light lintel
#

Sir this is a Wendy's

harsh orbit
#

we don't provide that service here

keen sundial
#

You can remove all foliage of trees in the Eden editor. There should be a way to do it locally?

pallid cliff
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There isn't unfortunately

carmine juniper
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I mean Eden is local

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pa dum tss

bleak canopy
#

It should be doable as a hide animation 🙂‍↕️

keen sundial
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I mean locally in a way so that it is restricted to a certain area. That’s a poorly used word in my side for arma.

How does it work in the editor? Just changing the alpha channel of all leaves and bushes?

tall pumice
#

most trees would look very ugly, since the branches aren't very detailed (as they are usually hidden by foliage)

bleak canopy
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I think that's fine cuz trees get stripped by shockwaves, shredded by frag, or burned, wouldn't be pretty anyway

tall pumice
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what i mean is, they have holes in the mesh, etc

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when i did the burnt tree variants for RF, i had to fix a lot of holes

frozen atlas
past moon
frozen atlas
full sonnet
#

Yeah you can apply a material to surfaces. But then you loose all the other material properties

solid crown
#

Gib moar custom chat/radio channels meowawww

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The things you could do with even like 30 custom channels compared to ~10 that we have now, but would appreciate even higher count

full sonnet
#

Afaik there is an open ticket for that

green summit
#

why ?

ebon quail
solid crown
#

Hmm, I'll try to find the ticket. Was it Sa-Matra's one (IIRC)?

solid crown
green summit
ebon quail
solid crown
#

Exactly 👍

#

I've apparently lost the 2FA key to my feedback tracker account x) Bamboozled by myself

ebon quail
ebon quail
solid crown
vapid zephyr
#

I had an idea, and I have no idea if it's the right place for it.

Would it be possible to add the option to make a data-link receive entity synchronized to the data-link sender, so that it is the only information that the supported entity receives? And then if that entity dies the receiver no longer gets any targeting information.

This would be a great option for SAM systems that have dedicated radars for missile batteries. And I'm sure that mission makers could find additional reasons to use this feature.

tepid dock
vapid zephyr
#

And while I'm here, would it also be possible to get a horizontal velocity vector for the HUD/HMD? As well as a class type for active radars (similar to wheeled/tank/unknown/laser/IR/etc.) in the HUD/HMD radar points?

vernal ravine
#

30-04-2025
EXE rev. 152843 (game)
EXE rev. 152843 (Launcher)
Size: ~103 MB

KNOWN ISSUE

  • 32-bit Client might crash to desktop

DATA

  • Fixed: AI jet pilots will now properly eject from their plane when it is damaged more then its ejectDamageLimit
  • Fixed: One pop-up target in CoF: Red 2 was behaving incorrectly
  • Fixed: Missing windows fire geometry on armed variants of Ifrit - (https://feedback.bistudio.com/T190093
  • Added: Stub-wing variants with pylon configurations for AH-99 and UH-80 helicopters
  • Tweaked: Illumination flares (effects, attenuation, intensity, drag, Zeus modules, mortar variant)

ENGINE

full sonnet
#

I think the pp effects are already documented on the wiki?
Please try them out, we only have a couple weeks to fix issues with them

tall pumice
#

for the people wondering

#

green uh-80 looks p.nice, imo

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didnt know i needed this in my life

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now i wonder if the stealth stat has been tweaked for those variants

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it has

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good job

viscid onyx
tall pumice
#

radarTargetSize = 0.7; - old
radarTargetSize = 0.9; - new

tall pumice
#

bit of the shame the windows on the uh-80 havent been closed, since the miniguns are gone now 😄

winter crescent
#

@rustic plaza may still read some of your feedback for consideration 😛 There are some glitches on specific pylon weapons that we already know about.

weary tide
gritty lion
#

nice, finally we get to see them 😄

tall pumice
#

kinda want to see my gatling pods on them 😄

viscid onyx
keen siren
#

Showed up since I read about this change elsewhere, what's the flare change about?

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Rather, can a visual comparison be provided?

ocean sail
viscid onyx
tall pumice
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fuel tank for the uh-80 is just visuals, right?

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it doesnt actually increase amount of fuel

weary tide
tall pumice
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tail gear door hidden selection doesnt work. that's a bug on the vanilla model already

viscid onyx
weary tide
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Uh

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So what's new about the olive green livery

tall pumice
#

sad. should run a script that tweaks fuel efficiency when the pylon gets detected :p we did something similar with the fuel tank in RF

ocean sail
#

48 DAGRs by default for pylon ghosthuwk frogthinking

ebon quail
zenith robin
#

are they really guided? it dosnt has a laser designator so maybe would only work in IR mode

broken fern
zenith robin
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the uh80 dont know the technical name only that they can be guided by ir lock or laser lock , anyways so cool to still get new stuff 12 years after release

timber sorrel
#

well unless it gets a gunner cam it wont be able to wire guide

broken fern
tall pumice
#

some of those misaligned pylons cant be fixed unless the pylon proxies on all vehicles are tweaked

calm wasp
#

can't equip CSAT specific short range AA missile when changing loadout, because CSAT heli has NATO pylon, thus NATO loadout...

#

understadable if ammo is missaligned on visually completely different pylon type vs. perfectly aligned on the other one.
but here it's about same ammo and visually exactly same pylons' types, just located in different places of the same wing(s)...

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or maybe CSAT Orca heli has NATO pylon, just so it can have small DAG(R) container, because CSAT FFARs container, like the one from Mi-48 Kajman is way bigger and would visually partially sink into the ground 🤔
since orca is so small and pylons hanging so low?

tall pumice
#

i just noticed the name is inconsistent. original helicopter is the "Ghost Hawk" while the new one is "Ghosthawk"

leaden heron
#

DOF works great so far

    _handle ppEffectEnable true; 
    _handle ppEffectAdjust [180, 130, 0.01]; 
    _handle ppEffectCommit 0; 
#

just some objects seem to be only half blurry

carmine juniper
#

It is nice to see reyhard is still around with us...

signal edge
carmine juniper
signal edge
#

dof [-250,30,.01] with nvgs ftw! youre welcome

broken fern
#

Something feels really weird about Ghost Hawk Pylons's HMD compared to the others. Like either way sharper or dimmer.

jovial kelp
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I wonder how this DoF is implemented. Seems to havea few wierd quirks

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with [100, 1000, 0.04], if I aim at something close my reticle is clear, if I ame at something in the distance the reticle gets blurred. If I aim it in the distance near a tree or something, the reticle is blurred but the blur is obscured by the tree while the main reticle is not

#

that was a horrible example let me redo that

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Far, far partially obscured, and close (which looks like it should)

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the only reason I bring it up is because I had the same idea as debug about NVG style DoF which also happens to blur your reticle specifically if you aim it within blurring distance

viscid onyx
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I'm not sure this is a problem with the DoF as such, I think it's just how transparency works. If a thing is transparent at all (in this case, the gunsight) then it's treated as fully transparent for a lot of purposes, including the depth buffer, which is used for post-processing. Ambient occlusion shadows have the same issue, though it's less noticeable (they're visible through the dirty parts of windows) and so does depth-based post-processing through Reshade.
Basically the rendering system can't really understand the concept of "semi-transparent object with another object behind it"; it only has single-stage depth, and for transparency, that means the transparent object is ignored.

#

I think you'll find the same thing with e.g. a near car window with a distant background

ocean sail
#

How about making a unarmed version of the UH80 for vanilla? same pylons version but without pylons system and new pilots MFD

full sonnet
full sonnet
timber sorrel
#

will the new bf get radome

bleak canopy
#

DOF at 500 is pretty funny. I've never really noticed this due to keeping DOF off, but at default 100, it really changes the vehicle HUD/HMD, I suppose most noticeable when in a low-flying helicopter.

opal summit
#

That's pretty extreme, but DOF at 500 would probably be extreme everywhere
I thought most of the real HMDs are projected at or near infinity, which would mean it would be sharp when focusing at distant objects

bleak canopy
#

although forcing it up when recovering from a nearby blast could be an idea xD

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For pylons, and proxies in general, I wonder if how big a job it is to configure an additional offset, so rivet counters can adjust stores.

light lintel
timber sorrel
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as in what else would it be able to take

timber sorrel
#

honestly i also wish aircraft had more weaponry in arma 3
as in more diverse equipment
whether that be GPS glide bombs, JDAMs, ALCMs (i.e. JASSM, storm shadow), standoff weaponry (i.e. JSOW, AGM-84), thermobarics, incendiary

it would just make aircraft that much more of a special kind of threat
would also enjoy seeing some more love being thrown at the light multiroles, i.e. buzzard, gryphon

timber sorrel
ebon quail
#

Yeah those are a bit questionable 😂

timber sorrel
timber sorrel
bleak canopy
#

This is appropriate right?

ebon quail
timber sorrel
candid glen
bleak canopy
#

The window has been conveniently left open for the crew to reload

broken fern
arctic fern
broken fern
near carbon
near carbon
hollow spruce
#

image with fisheye effect:

//Fisheye parameters [aperture, scale1, scale2]  
private _hndl = ppEffectCreate ["Fisheye",0]; 
_hndl ppEffectEnable true; 
_hndl ppEffectAdjust [15,0,0.1]; 
_hndl ppEffectCommit 0;
#

shouldent the center of the image be closer and objects in the corners further away?

full sonnet
#

Afaik the default for the scales are 1

hollow spruce
#

the center looks like its inverted and caving in instead of bulging outward.

#

Fisheye should look like this edit image:

full sonnet
#

Still with zero scale or more proper?

#

15 aperture also sounds weird

hollow spruce
#

i tried now this:
_hndl ppEffectAdjust [180,1,1.5];
it looks much better but it would definitely look better if we could have the effect to fill the corners

full sonnet
#

You won't get the effect to fill the corners

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maybe could add a vignette

hollow spruce
#

okay i will try that 👍

timber sorrel
#

just a suggestion for the helicopter pylons; maybe add gunpods? it would be pretty nice to have the 20mm gunpods on the ghosthawk, or forward-facing miniguns
SDBs would be pretty funny
shriekers could be nice, not sure why the ghosthawk wouldn't have them if the pawnee does
would also be pretty nice to maybe have the taru with pylons? think 2035 mi-8
kajman already has external pylons, not sure if pylons could be actually mounted on the orca in a way that wouldn't look too awkward, unless you remove the passenger seats maybe
would also be nice if the AAF helicopters got some love too, give them pylon versions as well

carmine juniper
#

Finally got a hand on the latest Dev. Feedbacks for DOF:

  • possible to make multiple DOFs? currently seems not possible (mainly thought for further and closer combo)
  • possible to make smoother focal region? (not sure how it is actually called, I mean the transition between the focus and bokeh)
    Overall, much nicer feature to see than I thought.
#

Also,

Added: Olive green livery for UH-80
Which livery we talk about? I thought we had this for a long time...

full sonnet
#

I don't know, if you can have multiple of the same pp effect, with different parameters, then you would also be able to have multiple DOF

#

smoother transition, probably not

verbal stag
#

One thing that’s very hard to handle with DoF tricks are optic reticles. E.g. EOTech Holographic sights, the reticle is essentially projected to infinity so although the sight body is blurry, the reticle is crystal clear. Not sure how that could be done in A3?

frozen pumice
#

I hope someday local versions of commands for locking vehicles will be added

frozen pumice
#

Or stackable version of inGameUISetEventHandler at least

carmine juniper
# full sonnet I don't know, if you can have multiple of the same pp effect, with different par...

It seems it only accepts the one with biggest priority

0 spawn {
    systemChat "first";
    _a = ppEffectCreate ["DepthOfField", 5]; 
    _a ppEffectEnable true; 
    _a ppEffectAdjust [180, 130, 0.01]; 
    _a ppEffectCommit 0; 
    
    sleep 5 ;

    systemChat "second";
    _b = ppEffectCreate ["DepthOfField", 6]; 
    _b ppEffectEnable true; 
    _b ppEffectAdjust [-180, 50, 0.01]; 
    _b ppEffectCommit 0; 
    
    sleep 5 ;

    systemChat "third";
    _c = ppEffectCreate ["DepthOfField", 3]; 
    _c ppEffectEnable true; 
    _c ppEffectAdjust [5000, 50, 0.01]; 
    _c ppEffectCommit 0; 
} ;```
#

Alsosqf _handle = ppEffectCreate ["DepthOfField", 1000]; _handle ppEffectEnable true; _handle ppEffectAdjust [5000, 50, 0.01]; _handle ppEffectCommit 0; >1000 priority makes it broken

warped path
#

Is it actually possible to scale the area of the fisheye effect separately along the X and Y axes? Right now, it seems like the effect only scales in the shape of a horizontal oval. It would be nice to have a setting for X and Y so the area could be transformed into a circle (which would be great for adjusting the effect for scopes 🙂 )

frozen atlas
rustic plaza
rustic plaza
winter crescent
tall pumice
#

sad. maybe as compensation add a black blackfoot? 😄

ocean sail
bleak canopy
#

The wings are already hideable so unarmed variant can be approximated by mission maker, which is great.

full sonnet
#

@gray quarry you are on Windows 7 right?
Can you check in your Windows/System32 folder, what XAudio* dll you have?
2_7/2_8/2_9 ?

gray quarry
full sonnet
#

so the 2.9 dll's are present?

gray quarry
#

this is from directx redist

full sonnet
#

Which steam will auto install with the game, so should be fine

gray quarry
#

the 2.9 one is a separate redist i think

#

lemme find it

#

yeah it's a nuget package

#

you looking into implementing newer xaudio?

full sonnet
#

We are installing the DirectX Jun 2010 Redist meowsweats I assume its not in there.
Yeah we need to upgrade some time.
Windows 8 ships 2.8, maybe we'll just go to that one then meowsweats

gray quarry
#

use the 2.9 redist nuget package and include it in a3 then?

tepid dock
arctic fern
tepid dock
gray quarry
#

yeah, windows 7 does not come with xaudio, it comes with the directx redist

arctic fern
gray quarry
#

here we go again

tepid dock
#

Don't worry mr. Sarcastic; that's literally the first thing that I did before running the VM 🙃

#

However, it was more because the last time I've downloaded a perf/prof binary posted by Dedmen from Discord, I've then received a corporate mail a few days later that they've detected I had some GAME EXECUTABLES Copyrighted to Bohemia Interactive on my disk

arctic fern
#

They'll be coming after me in November when I don't move to Windows 11 because I still want to play ARMA 2 with BattlEye enabled 😭

full sonnet
full sonnet
gray quarry
#

nothing installs xaudio 2.9 redist, you ship it with your software

#

see the ms link

#

it's a nuget package, not a installer apparently

full sonnet
# full sonnet You won't get the effect to fill the corners

The reason is, the eye adaptation tries to adapt to the blackness and overexposes all the rest of the image
Because the pp effects are still part of the 3D render pass.
If you put a vignette UI over it, that is UI that is after the eye adapation stuff

tall pumice
#

trippy

frozen atlas
warped path
# full sonnet Does that seem right <@472064931857170442> ?

Yes, the ability to form a circle is exactly what I was talking about. But it seems that this glitch with image stretching outside the effect area, on the sides, occurs because the area is being rounded into a circle? Or is it possible to fix this?

full sonnet
#

It is because there is no outside data available

#

All the visible image, is squished inside the circle.
There just isn't more data to the left/right of it

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But I should probably just leave it without fisheye effect, but that'll mean you see some parts twice on your screen

#

video in a minute

tepid dock
full sonnet
warped path
tall pumice
#

make it a zoom and we have new rifle optics that dont rely on crappy pip 😄

full sonnet
#

Could zoom in the pp, but then you're just zooming in on pixels 😄
Can't zoom without also zooming the outside area

warped path
tall pumice
#

low resolution digital optics

full sonnet
#

PPResolution effect 😄

tepid dock
tall pumice
#

not sure if joke or if i missed something

keen sundial
#

Maybe „we“ should probably get control over the area that is used to calculating the overall brightness… or give full control? Just if it isn’t possible already.

carmine juniper
gray quarry
#

dedmen, you want to implement hrtf audio maybe? the audio system is pretty dated i guess

full sonnet
full sonnet
umbral orchid
#

i don't know if its some jank set up ony my side (because it is jank) but dev branch does not want to launch buldozer today

#

getting:

22:11:29 ErrorMessage: Shaders not valid (mismatch of exe and data?)
22:11:29 Application terminated intentionally
ErrorMessage: Shaders not valid (mismatch of exe and data?)
#

tried recopying bin config.cpp, dta files etc

#

works fine when I switch branches

#

another one I got, this only appears once and then it nukes the shader file in P:\bin

22:26:13 error X3501: 'VSPostProcess': entrypoint not found

22:26:13 Error while creating postprocesses
22:26:13 ErrorMessage: Error creating Direct3D 11 graphical engine
22:26:13 Application terminated intentionally
ErrorMessage: Error creating Direct3D 11 graphical engine
vernal ravine
#

07-05-2025
EXE rev. 152859 (game)
EXE rev. 152859 (Launcher)
Size: ~77 MB

DATA

  • Fixed: Tail wheel missing from Camo2 hidden selection on UH-80 in first LOD
  • Fixed: format related error in the "Remnants of War" campaign - https://community.bistudio.com/wiki/format
  • Added: New illumination flares to faction ammo boxes (several more factions to be done)

ENGINE

  • Fixed: Animation skipping / freezing on long animations
  • Tweaked: Improved game start speed
  • Added: UVScale XY to Fisheye post processing effect - FT-T163827 - https://feedback.bistudio.com/T163827
umbral orchid
#

I did update that

#

and deleted, reverified, and copied it again

#

ill take a better look at it again tomorrow

cunning topaz
#

Same, dev branch buldozer no worky.

cunning topaz
#

Reverted to stable branch. Still not working. "External Viewer: Unable to create viewer". Was working fine yesterday, no other changes other than today's A3 update.

autumn gate
#

I dont know if it is tonights dev branch update, but i tried a few times to launch A3dev and my computer became unresponsive. No mouse input, nothing. Just a3 start screen. And had to boot the pc to get out of it. After reverting to main branch it is working again. Before the update it was fine.

full sonnet
#

Make sure exe matches dta/bin.pbo. Otherwise the shaders would be unhappy.
But I don't know why that is new today. That usually only happens when new shaders are added, and that happened in the previous dev, not today.

The shader change done to fisheye, wouldn't cause shader errors if it missmatched (because using previous dta/bin.pbo), it would just render wrongly

autumn gate
#

Sorry. Not going back to dev now. I will wait for the 2.20 update.

full sonnet
#

If you have unpacked data on your pdrive, you need to delete all shaders_ files, so you don't have old ones that are loaded via filePatching

full sonnet
autumn gate
#

No nothing worked.

#

Mouse cursor froze.

#

Also the keyboard.

full sonnet
#

blobdoggoshruggoogly Windows shouldn't let us do that, unless it itself is crashing

autumn gate
#

Now everything is normal and never had win crashes with this pc. The reason i had the dev in the first place was to get out of the custom compositions redownloading bug.

frozen atlas
autumn gate
#

no windowed

full sonnet
cunning topaz
#

Got buldozer working again by changing OB path to viewer to point directly at arma3_x64.exe in game folder, rather than a copy renamed to buldozer.exe on p:. No idea why that doesn't work anymore, but can at least continue working now.

full sonnet
#

if you want to copy it, you also need to copy dta/bin.pbo, or its unpacked files

teal snow
#

hey got a couple questions, we have just rolled out a custom scripted Helicopter FM for our mod but where getting shafted by input handling
basically is it worth putting a ticket it for these problems

  • collective analogue jumping to 0 in menu
  • being able to detect what input device is giving a input (keyboard vs joystick commanding a cyclic input)
  • fix for multiple axis bindings on inputs compressing device input/output range
viscid onyx
teal snow
#

the collective jumping to 0, that one isnt as much of an issuie if we could just detect what device was giving what input

harsh orbit
viscid onyx
teal snow
#
  1. yes
  2. better custom control patterns for differing inputs
  3. yes
cunning topaz
teal snow
#

basically the input thing is: output = device input / number of bound axis

#

so if you have 3 bound axis, the game only registers 33%

solid crown
#

Ah, the memories of almost getting banned from 77th JSOC I&A server after crashing VTOL three times, until I realized that analog throttle/collective value went from 100 % to 0 % if the input of throttle was at less than 50 % 😄

full sonnet
bleak canopy
#

Did this work? xD

teal snow
#

were trying to build alot of input handling functions, but where getting shafted

#

we found a work round for the escape menu collective bottoming out, but the scripting required to try and calulate the number of bound axis then multiply there registed output to our fm is alot
then we just cant check what input device is commanding an input at all, this one would mainly benifit our collective handling for KB vs HOTAS

keen sundial
dreamy lily
#

i can 100% verify that the inputAction with multiple axes assigned to it divides the input action still

#

if you have 3 different axis assignments on 1 input action it'll only output a maximum of 0.3333

#

and it'll progressively get smaller with more assignments

#

I’m writing the code to solve the problem time meow

teal snow
#

we compensate for it in our code easily
but would be great if the axis output was -1, 1
instead of -0.5, 0.5

#

for analogue axis

keen sundial
mellow wolf
#

Not all axes are self-centering, though I'd think that'd also be reason to avoid linking two axes to the same input in the first place.

dreamy lily
#

especially if you're trying to convert the 0 to 1 value of each axis to a -1 to 1 value which is more useable

#

say via a linear conversion

icy kelp
full sonnet
icy kelp
#

then I switch to -cpuCount (7) usage toward after AIs started battling

icy kelp
#

I'm still researching the issue

full sonnet
#

Does it stay at 100% constantly, or does it go back down if the server is idle?

#

Like if no player connects, does it go back down?

icy kelp
#

I'm looking that will be if I stay on 4 cores

#

sorry for my english, I'm trying to make all fast

full sonnet
#

That sounds like the freeze reported on #perf_prof_branch
Windows should not let that happen, even if a process uses 100%, but apparently windows is buggy

icy kelp
#

drop on 6th core is result of deleting all AIs

#

Right now I can't provide more info

#

look into this bug later

icy kelp
#

I'll send launch string

#

stable right now:

start C:\SoG\arma3server_x64.exe -cpuCount=4 -server -netlog -networkDiagInterval=120 -bandwidthAlg=2 -maxMem=15360 -high -debug -port=2302 -limitFPS=50 -name=serverProfile -loadMissionToMemory -autoInit "-mod=@storm;@noxvell;@colombia;@kat;@3as;@3as_terrains;@3den;@ace;@aceanimations;@acegestures;@ace_ext;@cba_a3;@deformer;@improved_melee_system;@jlts;@jm's_structures;@lambs;@legion_studios_base;@lightsabers_and_force;@miranda;@mirandacont;@stormaddons;@swzt;@tfaranim;@tfar_beta;@zeusenchanced;" "-serverMod=@extdb3;@DiscordEmbedBuilder;@Pythia" "-config=C:\ServerifyA3\Profiles\25798119-6729-4139-b8e4-2692d6e0b8b8\server.cfg" "-cfg=C:\ServerifyA3\Profiles\25798119-6729-4139-b8e4-2692d6e0b8b8\basic.cfg" "-profiles=C:\ServerifyA3\Profiles\25798119-6729-4139-b8e4-2692d6e0b8b8" 

start C:\SoG\arma3serverhc_x64.exe -cpuCount=4 -networkDiagInterval=120 -bandwidthAlg=2 -connect=127.0.0.1 -maxMem=7168 -high -client "-mod=@storm;@noxvell;@colombia;@kat;@3as;@3as_terrains;@3den;@ace;@aceanimations;@acegestures;@ace_ext;@cba_a3;@deformer;@improved_melee_system;@jlts;@jm's_structures;@lambs;@legion_studios_base;@lightsabers_and_force;@miranda;@mirandacont;@stormaddons;@swzt;@tfaranim;@tfar_beta;@zeusenchanced;"
#

was:

start C:\SoG\arma3server_x64.exe -enableHT -server -netlog -networkDiagInterval=120 -bandwidthAlg=2 -maxMem=15360 -high -debug -port=2302 -limitFPS=50 -name=serverProfile -loadMissionToMemory -autoInit "-mod=@storm;@noxvell;@colombia;@kat;@3as;@3as_terrains;@3den;@ace;@aceanimations;@acegestures;@ace_ext;@cba_a3;@deformer;@improved_melee_system;@jlts;@jm's_structures;@lambs;@legion_studios_base;@lightsabers_and_force;@miranda;@mirandacont;@stormaddons;@swzt;@tfaranim;@tfar_beta;@zeusenchanced;" "-serverMod=@extdb3;@DiscordEmbedBuilder;@Pythia" "-config=C:\ServerifyA3\Profiles\25798119-6729-4139-b8e4-2692d6e0b8b8\server.cfg" "-cfg=C:\ServerifyA3\Profiles\25798119-6729-4139-b8e4-2692d6e0b8b8\basic.cfg" "-profiles=C:\ServerifyA3\Profiles\25798119-6729-4139-b8e4-2692d6e0b8b8" 

start C:\SoG\arma3serverhc_x64.exe -enableHT -networkDiagInterval=120 -bandwidthAlg=2 -connect=127.0.0.1 -maxMem=7168 -high -client "-mod=@storm;@noxvell;@colombia;@kat;@3as;@3as_terrains;@3den;@ace;@aceanimations;@acegestures;@ace_ext;@cba_a3;@deformer;@improved_melee_system;@jlts;@jm's_structures;@lambs;@legion_studios_base;@lightsabers_and_force;@miranda;@mirandacont;@stormaddons;@swzt;@tfaranim;@tfar_beta;@zeusenchanced;"
full sonnet
#

-high that parameter doesn't exist

#

the start command, has a /high parameter.
But you are not passing it to the start command, you are passing -high to the Arma server. That does nothing

#

Also I hope you're not running -netlog on a production server because that's expensive

full sonnet
#

even with cpuCount 4?

#

We'll push a potential fix to #perf_prof_branch today.
But dev-branch won't be updated until next week

icy kelp
#

I'll try cpucount to 4 and 2

#

for server and HC

#

that should left to me 2 cores

#

if something will go wrong

solid crown
icy kelp
tough sand
#

It would be helpful if dev could ping me or role every time an update comes in...

full sonnet
#

Guess we could make a announcement/news channel that we use for dev/rc/prof releases?

pallid cliff
#

Yeah a channel just for changenotes would be neat.

lucid totem
#

use this one
"everyone stop talking!!"

tall pumice
#

would be easier to find in the future 😄

gray quarry
#

just a channel for dev/prof announcements will be great

#

for linux announcements too

icy kelp
warped path
#

Hello, I’d like to ask if its possible to add support for the new effects (DOF, fisheye) so they can be used in the CfgOpticsEffect.
It seems that currently its not possible to apply these new effects to scopes. I tried creating a new class using fisheye with my own parameters, but it does not seem to work in game 🙄 or maybe im misunderstanding something? Thx

full sonnet
#

Are there other effects that don't work in there?

warped path
signal edge
# icy kelp after this update our server CPU heads to 100% load after arma3server_x64.exe st...

can confirm that cpu spikes upon startup after loading finishes but the game hasn't quite loaded to the main menu. it is so bad, that my entire computer, including the mouse lags and it has been consistent regardless of mods and has done it every time i've started the game the last few times. my guess is the latest update for "improved game start speed" causes it and that is only possible via multithreading which inevitably can cause a spike like that (double edged sword scenario)

full sonnet
light lintel
#

I tried last night with profiling, ran YAAB a couple of times, no issues, startup times do feel much lower. I do not use -cpuCount

warped path
icy kelp
#

I haven’t time to do more tests with that, but my current config works pretty stable

signal edge
carmine juniper
vestal berry
#

Could we also possibly get the ability to reverse DOF? so that close is blurred and long is not?

carmine juniper
#

You can

carmine juniper
vestal berry
#

oh perfect! i was fiddling with it and couldnt get it to work, but that works!

viscid onyx
carmine juniper
#

Is that the latest Dev?

#

Oh - oh, just realized I somehow have older Dev?

#

Yeah I somehow did

full sonnet
full sonnet
#

RadialBlur, FilmGrain, ChromAberration, WetDistortion, ColorCorrections, DynamicBlur, ColorInversion
These currently work, I'll add DepthOfField and Fisheye

carmine juniper
#

It actually turns out I just didn't installed last update when I posted it hence I didn't see how it worked. And you are correct

teal snow
#

any possibility to fix the axis input being averaged by total # bound axis
and the collective changing values in menu

full sonnet
#

not 220

#

I already wanted to have it fixed in the psat so no reason against it. But if my fix didn't work, then the fix is probably not as easy

dreamy lily
#

Would be a godsend

#

The work arounds I’ve had to do have been painful

winter crescent
placid warren
#

No I used them for the human zooming level changing

#

class CfgVehicles {
class Land; // External class reference

class Man : Land {
    class ViewPilot;    // External class reference
};

class CAManBase : Man {
    class ViewPilot : ViewPilot {
        minFov = 0.45;
        maxFov = 0.75;
        initFov = 0.75;
    };
};

class Civilian : CAManBase {};

class Civilian_F : Civilian {};

class VirtualMan_F : Civilian_F {
    class ViewPilot {
        initFov = 0.75;
        maxFov = 0.75;
        minFov = 0.45;
    };
};

};

#

and it just becoming no longer functional after installing RC branch

#

I don't think it's intentional, as it's not mentioned in the post about 2.20RC

#

So it may be a bug?

placid warren
#

Holy moly

#

Is the newly DOF feature coming with the 2.20 release?

#

This is so hecking cool

#

❤️

broken fern
placid warren
#

😮I see

#

and the fisheye effect for faking PIP, is that going to be with 2.20 too?

leaden heron
#

both should come with 2.20

placid warren
#

great

winter crescent
#

RCs (already) updated with minor changes:

  • Added: Custom Arma 3 Steam Game Recording icons (documentation forthcoming)
  • Fixed: Various "Old Man" script errors
  • Fixed: PP Fisheye / DepthOfField did not work in CfgOpticsEffect
quiet kernel
#

Question, with the flares update. Does that include it so the AI can now benefit from the extra light?

#

I remember issues with MP were you could make the brightest of flares, but the AI never really benefited as they only saw the low level flare.

hot tree
#

Does the flare change apply to vanilla flares only?

verbal venture
full sonnet
hot tree
#

Neato, thanks

full sonnet
austere lintel
full sonnet
halcyon moth
#

Is 2.20 going to have any of the netcode changes? Guessing not because they're pretty recent.

#

Would love to have that ordering fix in there at least though.

steep lava
#

Also, the names of the UH-80 Stub wing pylons don't follow the existing pattern seen on, for example, the Mi-48. The Mi-48 has PylonRight1, PylonRight2, PylonLeft2, PylonLeft1 and the UH-80 has pylon1, pylon2, pylon3, pylon4

broken fern
carmine juniper
#

className is not a big concern anyways

bleak canopy
#

check the jets. You have 12345678, 3124, etc.

full sonnet
grand crane
#

First of all, my English is bad, so I don't know if this will get across, but.... Wasn't multithreaded support for Listbox sorting included in 2.20RC?

#

The dev version booted much faster with large mods and addon list in my experience.

full sonnet
#

listbox sorting is in.
The very recent improvements for game start time are not.

Game start time is not related to list box sorting

lucid totem
#

Game start time is not related to list box sorting
fix it

warped path
#

New effects now work in scopes - thank you for this and for everything you do!

I wanted to ask about scaling the "fisheye" effect. Right now, when reducing its horizontal scale (X) to make the radius appear more circular, it seems like the entire image is being squished, not just the area where the effect is applied. Because of this, the image becomes narrow and characters look stretched

is there a way to adjust this so that only the size of the effect area changes, without the image itself being compressed like this? In other words, so that the effect just applies within the defined radius from the center, or something like that, rather than compressing the entire scene to fit the area.

Im not sure if I explained my question well, so I’ll add an images to better illustrate what I mean meowsweats

full sonnet
#

Oh right! Thank you 😄
I was worried about that because I didn't test it and we also didn't push a dev branch

full sonnet
#

I probably just need to apply the multiplier in some other place than now

full sonnet
#

This would be what's currently on RC

#

with a 90 aperture
Normal.
Scaled to square in RC
Scaled to square in new

warped path
#

Oh, this really does look like what I was talking about. I dont see any horizontal compression here, so i guess - yes
As you can see - the current version compresses the image.

full sonnet
#

Does it make sense to make that a parameter? like would there be any sense in wanting the compression?
I'm thinking no, we just only give people the "fixed" version?

warped path
full sonnet
warped path
#

oh look – its basically a budget PiP 😆

umbral orchid
#

ive seen that done before for 'pip' yeah

#

just scaling the pixels basically

#

it can be sorta serviceble if the ratio of the normal 'zoom' isn't too far away from the fake pip

broken fern
#

IMO the sensitivity is just as big of an issue.

spark wadi
#

Having seen a lot of people talking about it, but not getting a like 100% "confirmed" answer - I've been on the profiling branch for a while, and it's been great in terms of noticing an increase in FPS (like double FPS for some of my friends)

The multithreading that was teased or mentioned a few months ago, is that in the current RC branch? Is Multithreading in Profiling? Is it in neither?

I would check out the RC branch but Im afraid I couldn't access too many servers for the time being..

feral tangle
#

Yes it's in the RC.

full sonnet
#

@warped path if you want to test. This goes into the dta folder, on rc branch. That has the new shaders for the stretch fix so you can test.

spark wadi
# feral tangle Yes it's in the RC.

Thanks for the answer, does that mean that it's also in the profiling build I've been using? Or is it different from that build?

Basically;

Is this RC for 2.20 (iirc?) that has Multithreading similar to the profiling branch?

ebon quail
spark wadi
#

Thanks, I do wonder if that means that players will see an even larger increase in potential performance once not just clients but also servers swap to the improved Multithreading

ebon quail
#

most large servers are already running profiling binaries so that wont change much

spark wadi
#

even if server owners haven't done anything on their end?

ebon quail
#

no server owners would have to switch to it, but most large/popular servers do

spark wadi
#

Cheers, appreciate it

dark hemlock
#

Even if not performance directly, people should see the AI behave more intelligently as they have more time to "think" and act

ebon quail
#

Arma AI and intelligent arent usually used in the same sentence 😂

arctic fern
#

Better than 99% of other games though 🤷

quiet kernel
#

Arma AI IMO is pretty solid for what environment they are given.

broken fern
#

Apart from weird pathing, they're super smart if you let them autonomously decide where they want to go (No formation/Open fire + SaD/Guard waypoints)

quiet kernel
#

Yea, I think Reforoger has it right with focusing on self-preservation. Which is what I think Arma 3 lacks a bit, but it still does better in manuver then Reforger does currently.

#

Otherwise they will heal their wounded, re-arm from sources, refuel, and even call in repair trucks if they exist.

gray quarry
#

arma 3 definition of realism is odd/awkward/weird tbf

ruby edge
#

Got one random client crash yesterday on creating a dialog with 2.20 RC.

22:47:10 "ExileClient - Starting session..."
22:47:10 "ExileClient - Requesting character..."
22:47:10 "ExileClient - Processing character..."
22:47:10 "ExileClient - Selecting spawn area..."
22:47:10 "ExileClient - Waiting for dialog to open..."
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at ACCE7600

Couldn't repro, should i still send the mdmp and bidmp?

halcyon moth
#

Does it have a map with icons in the dialog? :P

halcyon moth
#

Apparently there's an ancient bug where map icons occasionally cause crashes.

#

We've been running into it recently in our new UI because fancy things are a mistake.

#

Had to attempt a lot of shitty workarounds.

halcyon moth
#

You should probably send the mdmp anyway, in case it's something else. But if it is the map icon crash, I'd be interested to look at your map draw handler and see what it has in common.

full sonnet
#

I tried a few days ago. Alot of people are crashing with ctab. So I added 20k icons to ctab, no crash

#

I only can't fix it because I don't have a repro

dark hemlock
#

I don't know if there's a consistent repro, I know it happens to people when using multiple devices (microdagr + tablet or similar)

#

If a crash dump would help I can try to get one

full sonnet
#

No they don't help, I need the repro

full sonnet
#

I found why config error line numbers are sometimes wrong.
Config is preprocessed into this

#line 1 "serverconfig\server.cfg"


hostname = "name";

When the config parser reads the #line, it should read that line till the end, and then once it gets to the start of the next line, it should note down the line number, and from then on count the linebreaks to keep track.

Now where does the #line line end?
Most people would probably say

#line 1 "serverconfig\server.cfg"<- here

But nu uhh!
The #line line of text ends at

#line 1 "serverconfig\server.cfg"


<- here

🤡
Now hostname is line 1, even though it should be 3

wise skiff
#

testing the alternate syntax of lineIntersectsWith right now

private _boar = some agent somewhere in the world;
private _allTargetsSeen = [player];
private _boarEyePos = (getPosASL _boar) vectorAdd [0, 0, 0.75];
private _rayCastData = _allTargetsSeen apply {[
    _boarEyePos,
    AGLToASL (_x modelToWorldVisual (_x selectionPosition "spine3")),
    _boar,
    _x,
    false
]};
diw_debug = _rayCastData;
private _results = lineIntersectsWith _rayCastData;

this results in this error

13:42:15 Error in expression <ebug = _rayCastData;
private _results = lineIntersectsWith _rayCastData;
private>
13:42:15   Error position: <lineIntersectsWith _rayCastData;
private>
13:42:15   Error Type Number, expected Array

_rayCastData array is this

[
    [[7445.48,7589.35,5.74996],[7444.32,7500.1,6.22434],Agent 0x000002104E38C140,bis_o1,false]
]

doing this however works as this is the old syntax

lineIntersectsWith (_rayCastData select 0);

having in the array _allTargetsSeen 2 entries causes this error

13:48:36 Error in expression <ebug = _rayCastData;
private _results = lineIntersectsWith _rayCastData;
systemC>
13:48:36   Error position: <lineIntersectsWith _rayCastData;
systemC>
13:48:36   Error 5 elements provided, 3 expected

Build info:

Type: Public
Build: Stable
Version: 2.20.152884
azure fiber
#

Apologies for the dumb question, but I'm not sure where to easily find when the last Dev Build was updated since the forums are down. I've been following the discussion here and on the Profiling channel for the last week, but haven't played Arma due to work. Finally yesterday when I tried playing a SP mission (with mods in the editor), it was stuttering like crazy. It would do it even with just a couple of vanilla units in an empty mission. Switching to Profiling it was smooth as silk. So my question is... Did Dev Branch get updated in the last 7 days? If not, I'll have to track down whatever is happening on my end.

ebon quail
arctic fern
#

Just to clarify then, so RC is the May 7 DEV build, or was anything else added in RC branch?

azure fiber
ebon quail
full sonnet
#

but the stable build is even older because we split off a month ago

full sonnet
#

Its not
[isect1, isect2, isect3]
its
[[isect1, isect2, isect3]]

halcyon moth
# full sonnet Do you have a repro? 🥺

Sadly not. Had four different people with crashes, but not repeatable. So we're doing statistical debugging where we change something and then run the server for a few days :/

full sonnet
#

The biki hath caused confuse on the diwi

wise skiff
#

example 4 and the alternate syntax description. there is [] missing around the whole thing

lucid totem
#

it's the description that is tricky to read

wise skiff
#

it needs to be lineIntersectsWith [[element1, element2, ...]]

pallid cliff
#

Indeed, the biki is wrong.

#

@wise skiff It should be correct now

digital sail
wise skiff
#

and maybe lineIntersectsSurfaces. will actually test that as i will be switching over to that

#

lineIntersectsSurfaces description for alternate syntax also wrong, same issue. interestingly enough, the example 4 there is correct

#

lineIntersectsObjs same issue on biki, example two also missing extra bracket wrapping.

pallid cliff
#

🥫 🪱

#

All fixed I think.

digital sail
#

Is isSwitchingWeapon supposed to return false on AI? Given this change to setUnitLoadout:
https://community.bistudio.com/wiki/setUnitLoadout

Since 2.20 if the command is executed while the unit is in the process of switching weapon, the command will be aborted. To check if unit is switching weapon use isSwitchingWeapon.
I'd assume that AI are affected by this as well, but curiously when I call it on them while they're pulling out their launcher, the command doesn't report true and setUnitLoadout succeeds.

#

Although I did manage to get an AI stuck switching weapons by exiting remote control mid animation:
(isSwitchingWeapon returns true, setUnitLoadout fails, and AI won't switch back until after remote controlling again)

wise skiff
pallid cliff
#

Done

harsh orbit
digital sail
#

(although i think nearEntities has the most significant performance hit in my use case anyway)

elder gulch
#

I'm glad you guys fixed the drone landing bug!

misty aspen
placid warren
#

Will AI in 2.20 got more stable? Not meaning they should be intelligent or something, just responsive

#

The High Command AI in previous version is very unresponsive in some way

pallid cliff
placid warren
#

Ah okay

#

Thank you

harsh orbit
#

am I misremembering or did DAGR rockets not use to lock before?
I was playing the Helicopters showcase and it seems that they autolock when you fire them, sometimes onto the friendlies...

#

repro: start the mission, get into the heli, switch to DAGR, fire (no need to take off)
it gets diverted towards the friendly vehicles.
similarly, when you're supposed to destroy the two Hunters, the rockets lock automatically

light lintel
#

Interesting, I remember having to manually lock them

viscid onyx
#

DAGR also has SACLOS guidance when not locked, so be careful with that

harsh orbit
#

well it wasn't SACLOS because I was just stationary

#

it was autolocking to any target (inc. friendly) within sight... meowsweats (the missile takes a sharp turn towards the target)

harsh orbit
#

video of it btw (just get in and fire)

#

if someone's on stable and can test it to make sure if it's new that would be great

urban briar
#

On stable branch DAGR rockets don't follow cursor.

harsh orbit
#

this isn't following the cursor. it's just following a target (probably the Ifrit in the hangar)
I'm just rotating the camera to show the curve

harsh orbit
urban briar
harsh orbit
#

yeah it didn't use to lock at all iirc

urban briar
#

Update: I just managed to lock on friendly Ifrit.

harsh orbit
#

automatically or via lock/next target key?

urban briar
#

Using T.

harsh orbit
#

in my case it just does it automatically meowsweats

vivid bane
# harsh orbit video of it btw (just get in and fire)

you right. now checked in the dev branch, and it’s the same as yours. I simply fire, and the missile finds the target

Tried the stable branch, and everything works as before the missile just flies front. Lock-on only works via T or R

light lintel
#

LOAL and SACLOS seems like a really bad combo lol

#

When does SACLOS override LOAL?

#

(what happens when it's under gunner control instead of pilot?)

full sonnet
placid warren
#

Hi. Is it possible that the AI pathfinding will get some love? I know this is a huge problem for ARMA3 and hasn't been generally improved for years.

feral tangle
#

#TeachAIToBrake

lucid totem
#

wait
it was #teachAItoBreak all along??

arctic fern
placid warren
#

nah it is just a gif I picked from discord

#

😂

arctic fern
#

But if you are just talking about AI not "seeing" some objects on the road and just crashing into them and then just trying to continually driving through them then I have can openers for you as a solution - works pretty consistently

placid warren
#

but this situation actually happens when ai is even alive

arctic fern
#

Not joking about can openers.

placid warren
#

I know that, it is vcom ai driving right?

arctic fern
#

Nope, with vanilla AI. Just put can openers discretely beneath objects the AI cannot see (stuff like wrecks) and they will drive around them

placid warren
#

but that f k up most of the scenarios, what I was talking about is more like some primary stuff, which may only be fixed from the engine/main game updates

placid warren
full sonnet
arctic fern
#

Am I correct in thinking that the can opener fix works because they have physics but some objects that can be found or placed on roads, like wrecks and some props don't Dedmen, or is there a different explanation?

placid warren
#

That's a shame... Because of the 2.20 update, the fps issue got solved. The only thing stops many people from enjoying this game is AI pathfinding right now.

quiet kernel
placid warren
#

The ai pathfinding is bad and it just make many people can't fully enjoy the game. It's a fact

halcyon moth
#

I'd be ok with just fixing the obviously broken details. Quadbikes vs bridges, units attempting to get to upper floors of buildings, amphibious vehicles humping buildings, busted vehicle turning logic.

quiet kernel
grave python
#

I think we need a function to specify which objects the AI should avoid. In my custom map, AI-controlled cars and armored vehicles follow completely different paths. Most roads are completely unused by cars—it seems they stop because they detect some obstacle.

As for infantry, their movement is mostly AI-determined. They often halt due to combat, and they can't navigate through maze-like structures.

near carbon
#

😂

trim carbon
granite marlin
#

Poor PhysX

full sonnet
hollow spruce
tall pumice
#

isnt ai walking through walls related to terrain cell size or something?

feral tangle
harsh orbit
full sonnet
#

That's for @rustic plaza (probably next week)
I remember some talk about this, might be intentional

rustic plaza
#

I added LOAL to it, yes

#

although it is bit weird missile since it has LOAL, SACLOS, IR lock before launch and good know what else

#

LOAL (aka autoSeekTarget) was removed around Jets DLC, since we hoped to use new LOAL profile - spoiler alert - it didn't work due to clash with SACLOS. I re added autoSeekTarget again to it but if its having some weird behavior, then I might remove it and instead add new missile with more sane selection of functions/locking modes

ebon quail
#

instead add new missile with more sane selection of functions/locking modes
Something like this one? 😂
weaponLockSystem = CM_Lock_Visual+CM_Lock_IR+CM_Lock_Laser+CM_Lock_Radar+CM_Missile;

harsh orbit
rustic plaza
#

why though?

#

LOAL is not checking for friends or foes

#

same thing happens if you launch regular LOAL ASRAAM missile - it is not checking sides but just locks on heat signature that it finds

#

IFF interrogation is usually done on launcher, not sure if there are some existing missiles which are checking IFF on the fly

viscid onyx
#

personally I'd even argue for SACLOS+IR versus LOAL+laser, but I don't think removing laser from the base DAGR would be very backwards compatible at this point

harsh orbit
#

anyway, maybe it's better to have multiple variants then

dreamy lily
#

The current ai refuses to do convoy work at all

trim carbon
# harsh orbit wdym?

Just that useAISteeringComponent once upon a time ago seemed like it was trying to solve the issue of new AI behavior while also supporting old implementations by making it an opt-in.

But there seems to be a reason that's not seen as an option now😅

light lintel
#

Although I'm generally curious why an air to ground missile would need LOAL, seems like a great way to kill something unintended (like civilians or friendlies)

#

Would also be nice to have some pure SACLOS air to ground, ground to ground and surface to air missiles for vehicles

languid ice
#

Is the CT_webbrowser stuff in the rc?

full sonnet
#

yes, but not internet-mode. Only local-file sandbox mode

languid ice
#

Can i still js fetch local files? Or does it all have to be bundled in one html?

full sonnet
#

Yes, no

leaden heron
#

A nice little feature for the A3API would be localize stringname

full sonnet
scarlet root
#

what is the best way to test the 2.20 RC with CDLC beta branch?
rename the CDLC folder, switch to RC branch?

full sonnet
#

probably, yes. Sounds the easiest

scarlet root
leaden heron
#

Can we please have the ability that "_btn ctrlActivate true" also activates connectToServer

#

I understand why its not working with links but for connectToServer it should work

#

I completely redone the Main menu and Server Browser in html but I can't let the player connect to the server unless he presses the button himself. The only workaround for that is either create an huge invisible button or use an script which presses all buttons like direct connect button then with ctrlsetText adds ip and the rest

full sonnet
#

Its intentional that you cannot force a user to connect to a server against their will by force pressing a button for them

#

which presses all buttons like direct connect button
You can't do that either, these buttons are protected

leaden heron
#

But you can and that for years

full sonnet
#

Not anymore

#

You could open a native-ui message box when you click the connect in browser. And let the user use it to confirm

leaden heron
#

I did this via html and I dont wanna use arma ui buttons 😭

ruby edge
#

That was a nice feature, server to server connecting for hive servers etc.
Don't see how anyone could abuse that blobdoggoshruggoogly

leaden heron
#

true, you can't anymore use an hive system that it automatically connects you to an different server

tepid dock
leaden heron
# full sonnet Not anymore

I honestly don’t see how this could be abused. First, a user would need to intentionally download a mod that modifies the GUI. Then, even if it auto-connects to a specific server, that’s still a choice they made by installing the mod. Technically, you could also just display a single button that gives the user no other option but to connect to that server.

Please reconsider this decision, it would genuinely mean a lot to me and the community.

leaden heron
full sonnet
#

Thats okey.
We already considered it. That's why it is how it is now

scarlet root
#

@leaden heron sorry been out of sqf for a while now - why cant you do the connectToServer via a script/have your html elements launch a script?
that said also didnt follow why the ctrlActivate was disabled

PS: we/Conner have/has done the sqf approach in EMM - DM me if you want the relevant code

full sonnet
scarlet root
#

i see. well i guess he could still open the MP menu, like we do, hide the native Arma ui and put his webbrowser in this context, and have it interact there?

leaden heron
#

probably not possible tho

scarlet root
#

(no idea what capabilities exist between Arma and the webbrowser to interact)

full sonnet
#

I don't think so. The only way for a browser to send us a message, is for a script to do it.
And a script, can be triggered by script, not necessarily button press

leaden heron
#

I guess what I will do is just register the hover via html send it to arma and then create an invisble button on that position

scarlet root
#

@leaden heron care to share what the options is about?

leaden heron
scarlet root
leaden heron
#

ohh, yea I havent done anything with the options yet, but I have to open the arma options menus since I can't change the options in the background via script

#

maybe I can, I will see. would be nice to have everything via html

#

atleast the leave button works 😂

scarlet root
#

arma options probably also need the right ui context. probably even hard/more effort to have them interact

#

is there some public ui event triggered if you close this new webbrowser?

full sonnet
#

Webbrowser is a UI control. Behaves the same as other controls.

austere lintel
leaden heron
leaden heron
#

ctrlSetURL "";
using an empty string does not remove the url from the button, is that intentional ?

trim crane
#

Bet there could be some kind of trick like putting a screen wide button behind browser control or something

#

I remember there was a bug where a hidden button could be pressed if you had a live one above it, maybe some variation of that

rustic plaza
#

nevertheless, for now, Ghost Hawk is now using special variant of DAGRM with LOAL albeit with old display name. This will be tweaked later, maybe with even split to sensor types

#

as for LOAL IR guidance - it seems both side of UA:RU conflict are experimenting with this concept right now and there are even some reports of autonomous drones which pick targets based on some machine learning training. So even though both side are using sometimes same vehicles, you still won't have FF since you are most likely firing such drone in area where there are no friendlies

light lintel
#

Nothing could ever go wrong meowsweats

light lintel
#

At least the pilot/gunner has control over what the missile is targetting

leaden heron
ebon quail
leaden heron
pulsar crater
#

Issue about "Old Man" and 2.20RC, at the first meeting with "Keystone" in the jungle,
no beeps after "Download App" and activated the Geo-Finder, also no icon at the middle left of the screen.
To be sure that its not from my side, i switched to the 2.18 and restart the mission: no bug with beeps.

lucid totem
#

bipmen fix

tall pumice
#

too many performance enhancements

pulsar crater
#

Don't be cruel with an old man, save his beeps.

viscid onyx
#

Sadly the Tanoan healthcare system doesn't provide free bip replacements

bleak canopy
#

Seems like an issue with the expanded userMVDvavlues. I changed the blackfoot's HMD color to use them user50 to user53 but no HMD shows despite script returning the correct values.
by default they use user0 to user3, and also when I change them to user40 to user43 they work and change colours with the values.
Repro: I dumped the helicopter config, added mfdMaxUserValues and changed the color[] and alpha entries under MFD, merged the config, and spawned the vehicle.

full sonnet
frozen atlas
#

Would be good to have parameter on the amount of rain particles in RainParticles config class.
The effectRadius parameter is almost useless currently, due to predefined amount of rain particles. (so we can set up something more than a decade old 15-meter rain)

tall pumice
#

do you really need rain around the player further than 15m?

#

can you even tell at longer range?

ruby edge
#

I never even realised it's only 15m, so i guess no 😄
Even if you use the snow thingy you don't see it.

tall pumice
#

yes, that's the thing. maybe 15m is even too far already

frozen atlas
#

Also using snow, I would like to increase particle count even at low distance effect. Currently particle count is too low for a good old snowstorm.

bleak canopy
broken fern
#

The AH-99 Stub wing's pylons don't mirror right.

scarlet root
#

switched to 2.20 RC first time and getting startup crash (2/2) with

14:34:18 error X3501: 'VSPostProcess': entrypoint not found

14:34:18 Error while creating postprocesses
14:34:18 ErrorMessage: Error creating Direct3D 11 graphical engine
14:34:18 Application terminated intentionally
ErrorMessage: Error creating Direct3D 11 graphical engine


Exception code: 0000DEAD at 3F23AF29
Version 2.20.152903
Fault time: 2025/05/27 14:34:18
Fault address: 3F23AF29 01:00039F29ll C:\Windows\System32\KERNELBASE.dll
file:
world: SPE_Mortain
Prev. code bytes: 7A C2 07 00 48 8D 4C 24 20 48 FF 15 FF 82 1A 00
Fault code bytes: 0F 1F 44 00 00 48 8B 8C 24 C0 00 00 00 48 33 CC

#

launching different version still works tho

#

is my hardware too old, or something got messed up switching branches? (dlls?)

winter crescent
#

Incorrect bin.pbo in Dta? Try deleting that folder and redownload / verify?

scarlet root
#

it was changed with the branch switch

#
File: bin.pbo

CRC-32: 50bf4e36
SHA-1: 76786827ad7327fc6811a1337ce321396cd456a4
SHA-256: 427742c7a3f87029cb6ffab03180933abe7000bcccff3aadca43df5f4e5e0278
SHA-512: d846a510b681d29a7f2b1e4a4cf1ce9831c5ee52633026ed53c35e010f5924e58e66f589c3eb051d06e710fe896b576e99d638267926796d07ee90201664ee10

#

dlls should be from cdlc_private_beta branch

#

(previously/before cdlc_private_beta i had perf branch)

full sonnet
scarlet root
#

thanks 👍 looks like something went amiss in the EBO/CDLC (?) build process. will double check with Bob and Dantes

scarlet root
#

Unable to retrieve steam ugc detail

#

is this spam at the start of the rpt normal with 2.20 ?

halcyon moth
#

I was getting it with the latest perf exe yesterday too, so it's not just dev branch. Haven't checked against stable.

gray quarry
#

sounds like some issue with steam api and workshop items

#

maybe updating steam api was a mistake :harold:

full sonnet
full sonnet
#

fuck 🤣

#

The MFD is loaded, before that max user values config entry is loaded

The code is literally two lines too far down

scarlet root
# full sonnet no

alright. a client (or mod) problem, or just something with steam [backend/etc]?

full sonnet
#

blobdoggoshruggoogly We haven't touched that recently, and I've not seen any report of that since the steam update. So I'd say its valve

winter crescent
tall pumice
#

i'm still curious if it was not mirroring right or was it not mirroring right 😄

leaden heron
#

Quick update to the main menu and server browser:
Since all options displays are protected, I wasn’t able to fully recreate them in HTML, but it still turned out great visually.
I added UI sound effects, and you can now see if a server is currently restarting.

I also found a solid workaround to open URLs using an invisible button. This means you can now directly open each mod’s Steam Workshop page from the browser, and since it opens within the Steam overlay, you can subscribe to the required mods instantly.

Additionally, I improved how Arma's default connection error messages are handled. When joining a server fails due to reasons like missing mods or incorrect passwords, those messages are now sent back to the HTML interface and displayed in a cleaner, more readable format.

https://streamable.com/9vyzib

Watch "Replay 2025-05-28 14-12-36" on Streamable.

▶ Play video
scarlet root
# leaden heron Quick update to the main menu and server browser: Since all options displays are...

Much kudos to your efforts!

  • I'd assume you work with a static server list and query those directly?
  • Did you manage to fully support mod matching - including optional mods, server only mods?
  • Finally did you look into mod sync yet by launching the A3 Laucher with the ip+port of the desired server? (there is connect:// and similar commands to do that via steam) We only had a prototype not fully implemented, yet it should work (in most cases - depends a bit on user setup/how A3 is launched/permissions). As alternative there might be still the lot more crude way of named pipes Suma had added very late in A2:OA (and apparently was merged into A3 codecase) [might need an external launcher tho - via Steam would be better if doable to your needs]
leaden heron
full sonnet
#

The URL's should only allow ftp/http(s)/gopher protocols

scarlet root
# leaden heron

imho still way too complex. basically for the average user it should tell him:

  • you are missing mods or non matching mods
  • try mod sync via A3 launcher (basic steps)
  • if fails, try repair mods via A3 launcher (basic steps)
  • finally join discord to get support (provide rpt)
opal summit
#

Still keep proper error messages
At least that way it isn't painful to troubleshoot
You could add the steps to the current message

harsh orbit
#

that still won't always solve the issue. sometimes you have duplicate signatures and deleting them will solve the issue

full sonnet
#

You can add them in a spoiler tag to open the detailed message 🙂

#

Also please keep the Arma 3 logo and bohemia copyright somewhere visible. In one corner is fine.
But please don't remove our copyright disclaimer from our game meowsweats

feral tangle
#

My copyright now. 😈

tall pumice
ebon quail
# tall pumice

name = "Arma 3 Creator DLC: Reaction Forces";
author = "Rotators Collective";
author = "Bohemia Interactive";
hmmyes

tall pumice
#

literally shaking rn

ebon quail
#

better be

leaden heron
leaden heron
winter crescent
full sonnet
tall pumice
#

like and subscribe, dont forget to ring the bell button!

lucid totem
#

and comment below what you think should be in the next update uh-oh, wrong idea

teal snow
waxen knot
#

Default loadout for Stub Wing Ghost Hawks is broken on latest RC update if you attempt to select the preset in 3DEN. Manually re-equipping the pylons to use LOAL DAGRs remains unaffected.

The attachment for each individual pylon was updated but the default preset was not. The default preset still uses PylonRack_12Rnd_PG_missiles instead of PylonRack_12Rnd_PGM_missiles, so it defaults to empty since the non-LOAL DAGR is no longer available to the Ghost Hawk.
(left is unmodded with broken default preset, right is modded with fixed preset array)
https://i.imgur.com/i7LCcn5.png

#

Same issue is present for the Long-Range loadout as well since it has 2x non-LOAL DAGRs defined in its preset instead of the new LOAL DAGRs.
attachment[] = {"PylonFuelTank_UH80","PylonRack_12Rnd_PG_missiles","PylonRack_12Rnd_PG_missiles","PylonFuelTank_UH80"};
https://i.imgur.com/CpbmA4R.png

leaden heron
pallid cliff
#

Maybe I missed it, but what's the reason we get a stub wing variant now?

#

Did someone find an old usb stick with a model or what?

#

Btw. the class names are incredible

B_Heli_Attack_01_dynamicLoadout_F
B_Heli_Attack_01_pylons_dynamicLoadout_F

Guess which one is the stub

feral tangle
#

I assume Reyhard(?) had some kind of illness, that weirdly had to be cured by making content for A3.

ebon quail
#

so yeah basically Reyhard got the itch for a3 again and finished them 😂

pallid cliff
#

Nice

feral tangle
#

That's a weird itch.

#

I know it too well.

#

Been looking for a cream to get rid of it.

light lintel
#

I pray reyhard continues to have such itches 😄

arctic fern
#

The physics on their RDS pack bikes is so good...

waxen knot
#

Speaking of unfinished assets...

  • \a3\weapons_f\acc\acco_srs_f.p3d is just lying around waiting to be fixed.
  • A certain airburst grenade launcher wants to see the light of day (5rnd_25x40mm_he, \a3\weapons_f\acc\reticle_cdtes.p3d, and RscOptics_punisher).
  • \a3\weapons_f\acc\acca_snds_osprey_f.p3d and \a3\weapons_f_exp\binocular\o_nvgoggles_blk_f.p3d are just waiting to be implemented into the game.

Just throwing these out there y'know... 😗🎶

scarlet root
#

Steam no longer picks up the 2.20 RC in regards to steam overlay and screenshot key shortcut, etc for me.
Fairly sure it still worked with perf branch (and still does with other branches). Any ideas anyone?

scarlet root
#

could it be related to Unable to retrieve steam ugc detail?

harsh orbit
#

@full sonnet regarding the web API, what do you think about allowing custom browsers like CEF by providing some interface functions similar to the custom malloc? (using command line like -browser=cef)
would it be hard to implement?
I still can't trust Steam not to break this feature in the future 🥲

leaden heron
#

That's an good idea, I'm redoing all the ui in the Webbrowser and if the future breaks I'm screwed 😭

harsh orbit
#

I didn't mean that "near" a future, I meant a rather distant one 😅

#

where we might even have to run Arma in a virtual machine 😅

full sonnet
harsh orbit
#

I know but I prefer to use the vanilla feature as much as possible 😒

#

I'm not saying add it now. just asking how dependant is it on Steam rn and can it be replaced relatively easily

gray quarry
#

they're trying to minimize included dependencies and relying on external out of the box middleware that is plug and play

harsh orbit
#

that's exactly the issue.
an external thing that's being changed outside of the game by itself, which could break what the game (or in this case, mods) relied on.
again I'm not saying it'll be an issue any time soon but imo it's better to address it when possible.
I know that Dedmen doesn't want to bother with CEF or other libraries, which is why I proposed that idea: just provide the bindings (if feasible with the current implementation) and let the modders bother with it

ocean sail
#

Since fuseDistance ammo parameter works, please review value for M_SPG9_HEAT for now it 50 meters but docs say it form 2.5 to 20 meters

azure fiber
scarlet root
#

yeah steam no longer shows fps here either (with 2.20 RC build)

ebon quail
gray quarry
#

was it since the steam api update that overlay broke?

arctic fern
azure fiber
# ebon quail What about default/main branch?

All branches. It's been that way for months...at least since fall of 2024. It was probably a little before nVidia released it's new and improved beta version of their nVidia settings. I know that because I started using that for FPS shortly after I lost it in Steam.

arctic fern
#

As I mentioned the Steam overlays fps counter was working for me yesterday

feral tangle
#

Steam overlay fps counter works for me right now... 🤷

arctic fern
#

I would note I've held off on Nvidia updates recently

azure fiber
#

Yeah, I don't think it had anything to do with Nvidia. I haven't updated my drivers in a long time. I just mentioned it as a time frame of reference. I've stopped worrying about it at this point, but figured I'd mention it since it may or may not have been related to kju's issue.

lament crow
#

Has anyone ever proposed that when trying to load a mission with missing dependencies, instead of showing an empty Lobby and uniable to play it shows a popup windows that says "You are missing dependencies: Western Sahara + Aegis to play this missions, would you like to load these assets and restart the game?"

#

I you click yes, then it closes arma, loads/downloads the missing dependencies, restarts arma when finished and auto loads the mission (now playable)

#

I believe Reforger already does this but it has in game mod switching unlike A3 which would require a restart

gray quarry
#

pretty sure it'll not be implemented at this point though, cuz a3 dev has been sunset and its on community support

lament crow
#

Could be, but since external content activation is a massive pain point for players, mission makers and even CDLC devs then perhaps BI is "specially" compelled to offer this modern functionality

gray quarry
#

its no small feat and costs money that they're trying to reduce

lament crow
#

Thank you for pointing that out and because of your awesome insight my suggestion is no longer valid

#

According to Juesto's "protocol" all Arma 3 devs are to be let go immediately, because they costs money and BI is trying to reduce costs (even it that means loosing valuable players and potential revenue due to new sales) 😂

#

In reality companies only "cut costs" on products no longer generating enough sales to break even. As long as a product continues to get sizeable sales and even CDLC sales, then it will continue to receive improvements, specially if the company has their communities in high regard

broken fern
lament crow
#

and you are talking about the past

gray quarry
#

any launcher qols? havent heard anything back from those proposals

lament crow
broken fern
gray quarry
#

there's no option to select what executable to launch which is super useful for users in dev/profiling branch

ebon quail
gray quarry
#

how about ability to export commandlines without launching the game?

#

wait, i dont remember if that's a thing

ebon quail
#

I don't believe it is, and same answer. you can always launch the game and check with task manager / process explorer what the arguments are no?

gray quarry
#

particularly modsets

#

only in rpt because its otherwise truncated

ebon quail
#

well the launcher has modset exports/imports

gray quarry
#

well, yeah but that doesn't expose the -mod= arguments used without launching the game and checking the rpt

ebon quail
#

again, such a niche feature that its not worth adding. when do you need the -mod argument? for a server? thats a 1 time setup when ur already setting up configs etc anyway

gray quarry
#

its me or do certain edge cases of kill/crash/startup related stuff nuke rpts/configs?

#

right, apologies then

ebon quail
#

If you just look at a feature like that with no context its an hour or 2 of dev time (even spending that on this is questionable)
but then it has to be localized for all the launcher languages, QA needs to check it works and didn't break anything else etc

gray quarry
#

i understand

ebon quail
#
  • I don't think anyone likes touching the launcher code 😂
arctic fern
#

Crumble is absolutely correct. It is much more important to ready the new renderer for 2.22

gray quarry
#

bummer, so at this point only under the hood changes that are confirmed to not break anything are a pass?

arctic fern
ebon quail
gray quarry
#

what's wrong with the launcher code? is it that cursed?

arctic fern
#

Sounds like it's like the AI code, cause Dedmen does not seem to want to touch that either

#

Though he'll probably just rewrite the whole thing for 2.24 🙏

halcyon moth
#

I would be surprised if the launcher code is anywhere near as spaghetti as the AI code.

gray quarry
#

its c#/.net :harold:

arctic fern
#

Someone should detail how the launcher server browser works because my understanding is that it is cursed

ebon quail
gray quarry
#

rewrite the launcher then /hj

arctic fern
#

I'd rather Live Ops work on the in game code than touch the launcher... Limited resources

ebon quail
#

Rewriting it in electron hmmyes

#

make it use more memory than the game

arctic fern
#

Go!

gray quarry
#

at this point, sure why not 🤣

halcyon moth
#

I dunno, there are some low-hanging-fruit annoyances in the launcher that would save a lot of pain. Maybe you could look into open-sourcing it :P

gray quarry
#

since its .net is already decompilable anyways so the code isnt that secretive, makes sense to open source it

halcyon moth
#

All the thing does is build a string and poke steam a bit. Shouldn't be anything unreleasable in there.

gray quarry
#

it does more than that but yeah agreed, nothing that mission critical

ebon quail
#

Maybe you could look into open-sourcing it 😛
Still wouldn't help with localization/QA tho, + we would have to do code reviews on pull requests that may or may not even be usable

gray quarry
#

why not somehow improve the in-game experience to obsolete the launcher then? for the 25th anniversary

ebon quail
#

I'd rather dedmen spend his time on his passion projects in-engine like optimization and cool features like the web browser UI

halcyon moth
#

I mean just so that people can fork the thing.

#

It's quite a good launcher other than a few issues.

gray quarry
#

so, open sourcing to not accept changes and let the community fork it?

arctic fern
ebon quail
arctic fern
#

It is silly though that the in game server browser, which is faster than the launcher server browser can't load mods in at that point rather than needing all that to be loaded at game startup... Even Project Zomboid allows mods to be installed and updated in game

viscid onyx
#

Arma mods get compiled during game startup, and they can include changes to things including the server browser. Changing that would require a fundamental shift in how the game works and loads content.

ebon quail
#

It just wasn't designed to be able to do that

gray quarry
#

you ever seen windows 8 and later's bootloader? it loads a minimal windows environment just to show the boot options
we could have something similar to obsolete the launcher:
a lot of this is already in place so i suggest/propose implementing a profiles dialog box like gecko has, with compatibility with launcher presets all done in win32 api (accessibility benefit) it might be ugly but hey
mod management is already in place, doesnt hurt to move the rest of the junctioning and other func from the launcher.
i promise it'll be minimal amount of work, since most strings are in the game itself already; even would be able to browse servers without loading the full game until selected
precache ftw, you could present a simple gui once in place of the main menu where you can change things before jumping in game

#

too much hassle?

#

Dang it, but im onto something at least, no?

#

a warmup async way to preload the game while you browse for servers or missions to play right from the game process itself

#

also dedicated server panel gui when

ebon quail
arctic fern
#

Presumably someone other than BI could have actually made a new launcher though?

gray quarry
#

technically it already has a gui under windows

#

the console window is gui mode not console mode

ebon quail
gray quarry
#

most are unheard of or are very specifically catered

#

the official launcher shadowed other launchers

arctic fern
gray quarry
#

agreed

arctic fern
#

Well, the stuff that everyone wants and adding pylons to crappy 2035 helos...

gray quarry
#

(are my suggestions to replace the launcher too ambitious and hell in practice?)

#

well shoot, at least its out there, i really hope something like it is feasible

arctic fern
#

Just imagine what we'll be able to do when they open source RV4 🤯

#

Not related to the launcher ofc, but...

gray quarry
#

really appreciate your time to discuss and chat about it, crumble!

arctic fern
#

Never know, might want to make a post in #creators_recruiting Can't hurt to do so so long as there's a plan behind it?

gray quarry
#

hm?

lament crow
#

A3's most requested feature has always been performance and thank God and thank the devs that is being addressed. Everything else is just a plus really and truly welcome

#

Its been stated that some of A3's remaining weakest points are a "no go" for Dedmen:

  1. Ai related stuff
  2. Inventory related stuff
  3. User interface related stuff (IE bringing Reforger like "F" key universal interactions system etc to A3)
#

I would say that in order to take Arma 3 to its final mile BI should open up the editing of the game's models (IE adding things to buildings like ocludders, random furnitre etc)

lament crow
# broken fern 3 is space bar!

Spacebar "alone" works on doors, items and ladders (when the icon appears on the middle of the screen)... everything else is scroll wheel + space (which is archaic)

#

Also, the doors/ladders icon appears on the player instead of the item so that is also different and worst in A3

#

The whole interaction system is much much refined/modernized in Reforger

#

I understand that shaders, lightning and other very technical stuff ins't backwards replicable from Reforger to Arma 3 but UI/interaction is pretty doable if there is will for it

placid warren
#

I would be crying for an at least controlable AI system

#

How many of us like to always play singleplayer with only AIs?

full sonnet
# pulsar crater Issue about "Old Man" and 2.20RC, at the first meeting with "Keystone" in the ju...

Thank you! Found it.

In November I found a bug.
synchronizedObjectsAdd checks compatibility to see if the objects can be synced.
It has 3 types, AIEntity, Trigger and Invalid.
When you get an Invalid element, it would do a out of bounds read and read some garbage memory.

Turns out, Old man relied on this garbage memory containing something that would convert to "true", to be able to sync Invalid non-syncable objects, to its modules.

lucid totem
#

oof… if you keep the fix, can you keep Old Man features? 😮

tall pumice
#

crumble plz fix now

ebon quail
carmine juniper
#

OM is not made by BI - you are not responsible for it!

viscid onyx
#

I'm pretty sure it is made by BI

lucid totem
#

maybe by B, but certainly not I

bleak canopy
verbal venture
raven mist
hollow spruce
#

There is an issue with the fisheye effect — the lights (I think it's the light flare) appear detached from the light source.

#

without fisheye:

#

with fisheye:

#

they also follow with the head movement

lucid totem
#

where is "Dedmen fix" gif when you need it

tepid dock
verbal venture
pallid cliff
#

I guess there are no plans to add support for custom marker colors to Eden Editor, right? https://community.bistudio.com/wiki/setMarkerColor

I have created a custom attribute and that's working fine so far. Sadly there is no way for me to change the color in Eden Editor so the user sees the custom color. Please consider adding some way to do that in the future (I guess it's too late for 2.20)

placid warren
viscid onyx
#

It's already on RC branch for release in the next couple of weeks, so I would guess yes

gray quarry
#

rc is feature freeze afaiu

dusk hinge
#

hey guys, ive not used the dev branch for deving before. But I am aware of the reloadCfg; command so I can quickly edit and change configs for my mods.

How do I setup the pbos to do this? As arma 3 locks the pbos when you load it, wont it tell me the pbo cant be deleted as its in use? so I cant delete, repack and use reloadCfg; while its loaded?

carmine juniper
dusk hinge
carmine juniper
#

That should work

viscid onyx
#

How are you doing that without the vehicles annihilating each other? :U

full sonnet
#

It disables collision between connected segments

viscid onyx
#

iiiiiiinteresting

ebon quail
#

Now we just need an animation for the radar to retract/hide the legs so it can be towed 😄
(if it doesn't already have one)

viscid onyx
ebon quail
#

I doubt it

full sonnet
#

It does not have memory points for the wheels. Don't know how vehicle setup works but I'd think thats required

ebon quail
#
  • engine support for just backing up to any compatible trailers/vehicles and attaching them 😄
#

I'll stop before dedmen murders me

trim carbon
arctic fern
#

Didn't someone do a truck mod with working attachable trailers once?

viscid onyx
full sonnet
#

setTowParent is also reliant on ugly hacks still to make the wheels don't stick. I think I found a way that works now.
But multiplayer is probably gonna be a pain again. With just forcing locality it should be alright though, and trailers wouldn't usually have drivers.

ebon quail
full sonnet
trim carbon
full sonnet
#

Are there any long thin physx(ThingX) objects that one could use as a towbar?

viscid onyx
viscid onyx
#

Huh

#

Can we have a version of that in green? :U

arctic fern
feral tangle
viscid onyx
arctic fern
#

Scale it 🙂

full sonnet
#

not far off

viscid onyx
# arctic fern Scale it 🙂

The notoriously inefficient procedure that you're not supposed to do with non-static objects in MP? Possible yes, but it'd be better if there was an alternative that didn't require it.

full sonnet
#

oh sad, it must be Transport, not ThingX 🤔

arctic fern
#

New config entry, same model

viscid onyx
#

It's unfortunate that none of the vanilla AFVs come with modelled towbars you could snip off to use. They'd be a more correct design and size for ground vehicles.
I think some of the CDLC ones do though, maybe you could ask if you can borrow a piece of their models.

#

The GM Bergepanzer actually has two. No excuse for not sharing one :P

full sonnet
bleak canopy
#

Part of P:\a3\structures_f_heli\Ind\Airport\MobileLandingPlatform_01_F.p3d?

#

Miller bar

arctic fern
#

I was hoping for the KartBar

tall pumice
#

use miller with split-legs animation from that kart trailer

full sonnet
bleak canopy
#

Can the tracked recovery vehicle tow a tracked ifv? Bobcat tow panther

mortal swallow
tall verge
#

I wonder if there are any ways this can result in arma-ing on a dedi

#

More than the usual situations/collisions

scenic trail
#

If the vehicles are all local to the driver should be good yes? FaunaNodders

carmine juniper
#

Huh... more possibility for ropes or?

light lintel
#

All this makes me think of is "Arma 4 when" Ded

civic sonnet
jovial kelp
light lintel
#

isn't this already Arma 3 v2 😛

tough sand
#

I can't wait the Arma 3 3.0

harsh orbit
verbal venture