#dev_rc_branch
1 messages · Page 9 of 1
Every time I tried DOF the focus distance was set to 25m. But it's changeable, don't know what sets it
Will fisheye effect happen?
Its the third on my list
that seems to work.
jo that seems good.
Control stength, distance and.. whatever that last thing is that moves the offset of the blurred thingies
I really love to see more better blur solution 😩
#arma3_feedback_tracker message
(I used a custom refract particles to make such blur, but that's not reliable as you could imagine)
Is this good enough for what you want?
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
Detached, as in, samples itself are not related with DOF effect?
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
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
Doesn't seem too useful to me, but what do I know
Annoying thing is we cannot change the FOV
Maybe better with black edges?
You'd probably want to set the color of the outside area?

Black corners doesn't work. Because eye-adaptation runs after this, it sees the black and wants to brighten the scene :/
It must be CamSpy from Perfect Dark if I see a deja vu 🙂
This looks wrong because there should be no oval shape. The effect should extend beyond the view port
@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?
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.
This is exactly what we need ♥️
Is it possible to tweak eye adaptation in vehicles? I've noticed it makes the front windscreen too bright, but side windows are fine
Seems to happen consistently across vanilla vehicles
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.
unlikely
Well there are script commands to set the eye adaptation stuff
Yes it calculates luminance of full image, yes technically I could change the area it uses for that
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
- spawn B_Mortar_01_F
- 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"];
- start mission as mortar gunner, fire illumination round, wait it initiate
- go in splendid camera mode and move closer to flare
Is getting a vanilla version of CBA fnc waitUntilAndExecute still being considered. I recall dedmen mentioning that.
I remember talking about that recently, but I think the result was no
Too bad.
what is worse, arma 3 or gta 5 in terms of (fake) hdr aka viewport eye correction?
I seem to remember it was possible to play GTA5 at night, so definitely A3.
and gta 4? (which aims for realism like a3 and its from 2008)
hmmm i see, very interesting
maybe some lessons could be taken from there
hmmmm, right, nights in a3 are more pitch black than they should
if you force a full moon it becomes somewhat playable
Yeah we do that, but it's pretty marginal on some maps.
go for April 20
has a high moon in most years
or around april 20,
also adjusting your video settings, especially lowering the contrast slider will give your better night visibility
Better off fudging it with setApertureNew, but that doesn't excuse having garbage defaults.
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
so you can adjust your arma settings for bad monitor settings
I usually turn up my monitor brightness haha
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…
It all comes down to non-existent shadows at distance. Nights defaults could be brighter while keeping good amount of dark if only there were Screen space shadows. Considering game does have screen space reflections its a shame they didn't add them.
"Eye adaptation" itself is.. fine.
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
almost correct
bad
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.
I guess i should say here that I've calibrated my monitor 😅
I just have the brightness really low so that there's less eye strain in general. I turn it up when required
Now that the Enfusion engine exists, will Real Virtuality 4 be open-sourced?
Just recalled that, we have no PPEffect for saturation? Would it be a thing for the new bonus?
isnt that what colorcorrection can do?
AFAIK no
There are brightness, contrast but not saturation
...Unless there is an undocumented param
What do you mean by "now"? Enfusion existed for a decade already
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 :>
It can be scripted pretty easily. But cautiously due to FPS impact of large number of particles. It was probably removed for the same reason
i know there are mods for it, but this is about native implementation
What did they look like? like this:
CfgWorlds → CAWorld → Rain → raindrop="\A3\data_f\raindrop.p3d";
jup. 🤷
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
You mean the BI forums? 
https://dev.arma3.com/post/spotrep-00013
It looks like there was a rework of the rain system around that time, so the splash particles might have been disabled while they were adjusting them to work with the new system. So maybe they don't work with rain occlusion or something like that.
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
just reactive it and throw into next dev-build. we'll see then if the game melts or not 😄
Grass doesn't have occlusion though (it can still appear under a roof).
I don't know whether that is the problem, but rain occlusion was one of the new features added by the rain rework, and it seems like an obvious candidate for causing issues.
Oh that kinda occlusion. Yeah looking at the code I don't see any checks for that
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)
make different particles for light and heavy rain 😄
i dont think many would care that grass has the same splashes as asphalt
My bad, I didn't know. But you didn't answer my question; I guess the answer is no? Anyway, I'm new here. I'm very interested in Arma 3's new multi-core version and the engine particle limit topics. Could you provide me with some official links detailing these subjects?
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
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
I think canuse with the parameters speed and levels[] params in config of rain
Animation speed drops seems to be
realism creep? :D
but it would still be more underwhelming than a simple particle spawn solution, unless clutter-based approach is more perfomance-friendly.
i was just going by the current particle model
it's a bunch of "droplet" meshes with a rolling texture
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(
Can we get rainfall runoff simulation while we're at it
and how about tessellation for mud surfaces and such
Arma 4 should have groundwater simulation so that the trenches we dig thanks to deformable terrain can flood 
Nice that you think ARMA 4 will have terrain deformation...
I just want trees to lose foliage from blast wave
They don't? Only when bullets go through?
spawning few sprites of leafs and removing them from the model are different things 
you are asking for a LOT
sir
Sir this is a Wendy's
You can remove all foliage of trees in the Eden editor. There should be a way to do it locally?
There isn't unfortunately
It should be doable as a hide animation 🙂↕️
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?
most trees would look very ugly, since the branches aren't very detailed (as they are usually hidden by foliage)
I think that's fine cuz trees get stripped by shockwaves, shredded by frag, or burned, wouldn't be pretty anyway
what i mean is, they have holes in the mesh, etc
when i did the burnt tree variants for RF, i had to fix a lot of holes
Damn, technically it's possible to appy #shorewetmaterial to all surfaces to have reflections, we just need that to be a global parameter, instead of being dependant on shoreMaxWaveHeight.
shoreWetLayerReflectionIntensity setting even lets us tune intensity of materical specular.
https://imgur.com/a/iAwf8y1
so you mean to do that dynamically while raining to simulate wetness ?
Yes. Or via config that can be changed on the run, like we do with lighting via diag_SetLightNew
Yeah you can apply a material to surfaces. But then you loose all the other material properties
Gib moar custom chat/radio channels 
The things you could do with even like 30 custom channels compared to ~10 that we have now, but would appreciate even higher count
Afaik there is an open ticket for that
why ?
phone call systems etc
Hmm, I'll try to find the ticket. Was it Sa-Matra's one (IIRC)?
And organizing comms in vanilla
wouldn't it be better to have something similar to TFAR / ACER instead of frequency you put the number of a player ?
extension + teamspeak required, radio channels just work in-game without external requirements
get free channel > add 2 players to it > let them use it > remove when done
Exactly 👍
I've apparently lost the 2FA key to my feedback tracker account x) Bamboozled by myself
https://feedback.bistudio.com/T159403
this one perhaps?
this is why i don't like 2fa
keep backups, like you should with all your data. i prefer a service that just bricks my account when i lose my 2fa than a service that just lets me reset it with email
Yeah, this ^ (I usually keep backups, but this time I seem to have missed it) 😄
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.
I can store your passwords and 2FA secrets if you need an Offshore Backup 🙂
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?
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
- Tweaked: Improved efficiency of listbox sorting - https://feedback.bistudio.com/T184005
- Added: Listbox sorting is now multithreaded - https://feedback.bistudio.com/T184005
- Added: "PylonChanged" entity Event Handler - https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#PylonChanged, https://feedback.bistudio.com/T190875
- Added: Post-processing effects Sharpness, DepthOfField, Fisheye - https://feedback.bistudio.com/T163827
- Fixed: Flares did not apply the Attenuation config to their light emitter
- Tweaked: Improved netcode performance
- Added: Netcode fast retransmit on packet loss
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
for the people wondering
green uh-80 looks p.nice, imo
didnt know i needed this in my life
now i wonder if the stealth stat has been tweaked for those variants
it has
good job
Does the weapons Ghosthawk have a HUD or modelled reticle for aiming its new toys?
radarTargetSize = 0.7; - old
radarTargetSize = 0.9; - new
new pilot hud, so yes
bit of the shame the windows on the uh-80 havent been closed, since the miniguns are gone now 😄
@rustic plaza may still read some of your feedback for consideration 😛 There are some glitches on specific pylon weapons that we already know about.
I could have sworn this was a thing already?
nice, finally we get to see them 😄
for better RF weapon pods compatibility, please add CANNON_PODS_RF to the hardpoints array 🥲
kinda want to see my gatling pods on them 😄
As an interim solution, try this https://steamcommunity.com/sharedfiles/filedetails/?id=2980962612
The textures are already in the files, but it might not be configured as a garage texture source by default
Showed up since I read about this change elsewhere, what's the flare change about?
Rather, can a visual comparison be provided?
eject code was changed can we also see MP issues fix please (sounds, particles, pilot deaths) https://feedback.bistudio.com/T174022
Never mind, it is already setup. Dunno what that change note is about then
fuel tank for the uh-80 is just visuals, right?
it doesnt actually increase amount of fuel
Ah, makes sense. Just another case of confusing Aegis features for vanilla I guess lol
tail gear door hidden selection doesnt work. that's a bug on the vanilla model already
That would make sense, but as I mentioned, I was actually wrong. The green texture source is already fully configured in vanilla.
Yes
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
48 DAGRs by default for pylon ghosthuwk 
47 isn't enough and 49 is too many. who wouldn't need a transport heli with 48 guided rockets
are they really guided? it dosnt has a laser designator so maybe would only work in IR mode
What doesn't have a laser designator? They're SACLOS (manual) + SALH (laser) + IR.
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
well unless it gets a gunner cam it wont be able to wire guide
Perfectionist 🤓 ☝️ /j
some of those misaligned pylons cant be fixed unless the pylon proxies on all vehicles are tweaked
how about visually same pylon type and ammo attached to it and in one place on the wing it's aligned correct, but visually same pylon type and ammo attached to it, in another place on the same wing and it's totally missaligned?
or like Orca heli (CSAT) has (NATO) pylon and NATO short range AA missile from Wipeout, instead of CSAT pylon and CSAT short range AA missile from Neophron?
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)...
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?
i just noticed the name is inconsistent. original helicopter is the "Ghost Hawk" while the new one is "Ghosthawk"
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
It is nice to see reyhard is still around with us...
thank you so much for this edit, i have ACE arsenal working again with all my oodles of mods! (ticket T184005)
Haven't messed with it yet. Just to be sure it's (basically) vailla A3 right? So stunning to see (your lighting as well)
dof [-250,30,.01] with nvgs ftw! youre welcome
Something feels really weird about Ghost Hawk Pylons's HMD compared to the others. Like either way sharper or dimmer.
I wonder how this DoF is implemented. Seems to havea few wierd quirks
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
Far, far partially obscured, and close (which looks like it should)
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
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
How about making a unarmed version of the UH80 for vanilla? same pylons version but without pylons system and new pilots MFD
The DOF gets the clear texture, and a pre-blurred texture.
Then it looks how far away from camera the pixel that you're seeing is, and selects blurred or clear texture based on that.
I assume the reticle doesn't write any depth information, so it doesn't know its up front
Take the pylons one and keep the pylons empty.
"How about" a week of work, no, not really.
the biggest boo hoo ever
will the new bf get radome
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.
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
although forcing it up when recovering from a nearby blast could be an idea xD
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.
Fun fact, the heat blur effects from fires will also distort the HUD elements 😄
what other pylons?
as in what else would it be able to take
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
clusters 😱
i know the best solution to this is mods, but it would also give the vanilla experience on aircraft a bit more depth than just dagr spamming & sdbs
you got an opinion on what i said about aircraft ordinance?
This is appropriate right?
Likely not happening, especially not entirely new ordnance (and especially those listed since they would require completely new guidance/targeting systems)
and what is the likeliness of us seeing that in arma 4 
No idea, I only touch A3
The minimum is BOFORS 57mm cannons
The window has been conveniently left open for the crew to reload
JASSM is in the files, thermobarics aren't really any different than what we have, and S.O.G PF has napalm and WP.
The new renderer person... cool 😉
The only two answers: "I don't know" and "You won't know".
🤓
107mm*
i dont know, but somehow i cant get a "realistic" looking fisheye effect with the new post-processing effect.
image without fisheye effect:
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?
Afaik the default for the scales are 1
the center looks like its inverted and caving in instead of bulging outward.
Fisheye should look like this edit image:
Still with zero scale or more proper?
15 aperture also sounds weird
#dev_rc_branch message See this
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
okay i will try that 👍
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
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...
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
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?
I hope someday local versions of commands for locking vehicles will be added
Or stackable version of inGameUISetEventHandler at least
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
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 🙂 )
From this example it seems like only horizontal oval of same shape is supported. Would be nice to be able to adjust the shape.
They were supposed to be also LOAL and this functionality is now restored, although not in traditional LOAL (new fire mode) due to this rocket being already kind of weird beast when it comes to what it does (SACLOS,IR,LASER)
new MFD is exclusive to armed variant. As for unarmed variant, it is probably to late for this patch but maybe in future
You are right, it was a miscommunication about just the stub-wing parts having received green textures. Going to remove it from log.
sad. maybe as compensation add a black blackfoot? 😄
It will be great. Once again I would like to remind about configuration issues the list of links to tickets is here: https://pastelink.net/cvjhmvof
Maybe for some it's not too late for 2.20 🙏
The wings are already hideable so unarmed variant can be approximated by mission maker, which is great.
@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 ?
up to 2.7 and 2.9redist version
so the 2.9 dll's are present?
this is from directx redist
Which steam will auto install with the game, so should be fine
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?
We are installing the DirectX Jun 2010 Redist
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 
use the 2.9 redist nuget package and include it in a3 then?
up to 2.7 is there
For what it's worth: the base installation of Windows 7 Pro SP1 doesn't have any of those by default (I had some spare time at work so I decided to spin a new installation in a VM while I was totally working)
Your company still maintains a Window 7 install build?
Nope, I have access to most of Windows .iso files (and others) at my.visualstudio.com
yeah, windows 7 does not come with xaudio, it comes with the directx redist
Ah okay, hope it's not connected to the Internet. I have been reliably informed by randos in this discord that running Windows 7 is a threat to the world and puts everyone connected to the Internet at risk
here we go again
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
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 😭
Can you combine multiple instances of other pp effects?
Like is that a DOF specific issue, or is that an issue for all pp effects?
if its for all then no fix
This?
Wonder what installs it then. Steam install directX redist, but it says june 2010 version? Surely that cannot have XAudio for windows 8 and onwards
dxredist installer includes past redists, it got integrated into windows and sdk after june 2010 release
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
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
Does that seem right @warped path ?
Feels right to me
trippy
Yes!
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?
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
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
If this is used to overlay something to simulate looking through the lens of some kind of optics, then I think that it would be perfectly normal to see a part twice as that's what would also happen in real life
This
Looks nice
make it a zoom and we have new rifle optics that dont rely on crappy pip 😄
I thought the same 😅
Could zoom in the pp, but then you're just zooming in on pixels 😄
Can't zoom without also zooming the outside area
yes, but we’ll most likely end up with a lot of pixels at high zoom 🌝
low resolution digital optics
PPResolution effect 😄
You mean the new LRDO scope, introduced in 2.20? 🙃
not sure if joke or if i missed something
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.
AFAIK at least ColorCorrections supports multiple instances
dedmen, you want to implement hrtf audio maybe? the audio system is pretty dated i guess
Won't do
If it's as easy as adding the hrtf thingy, which it seems to be, I don't have a reason against it
Unlikely.
It's actually using pretty old tech, because we have to support too old graphics cards.
And that tech is hard to adjust
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
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
dta/bin.pbo has changed
I did update that
and deleted, reverified, and copied it again
ill take a better look at it again tomorrow
Same, dev branch buldozer no worky.
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.
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.
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
Sorry. Not going back to dev now. I will wait for the 2.20 update.
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
ctrl+alt+delete to open task manager also doesn't work?
Windows shouldn't let us do that, unless it itself is crashing
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.
I assume you use fullscreen mode. Was always a thing in arma.
Borderless window helps avoiding having to reboot.
no windowed
You can also use profiling branch for that
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.
if you want to copy it, you also need to copy dta/bin.pbo, or its unpacked files
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
There are existing tickets for a couple of these (multiple bindings: https://feedback.bistudio.com/T185354, looking for the menu zeroing now)
the collective jumping to 0, that one isnt as much of an issuie if we could just detect what device was giving what input
collective analogue jumping to 0 in menu
you mean pause menu?
being able to detect what input device is giving a input
why would this matter tho?
multiple axis bindings on inputs compressing device input/output range
you mean the output range keeps decreasing when you bind to an axis?
Well, it'd be nice to have it fixed in general. Bit awkward trying to adjust your view distance while flying given that you instantly start falling from the sky
- yes
- better custom control patterns for differing inputs
- yes
throttle zeroing https://feedback.bistudio.com/T85149
Had tried extracting dta/bin.pbo to p:\bin but that didn't help.
basically the input thing is: output = device input / number of bound axis
so if you have 3 bound axis, the game only registers 33%
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 % 😄
Ah I think I member that
Did this work? xD
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
Yes long fixed and working
as in what was fixed? I still get averaged inputs https://www.youtube.com/watch?v=VdWBPKbeilE
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
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
If your joystick/controller is in neutral it shouldn’t happen
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.
the fun thing is, if you inadvertantly map say, 2 axes to heliCyclicForward and 1 axis to heliCyclicBack, it will bias in the back direction
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
after this update our server CPU heads to 100% load after arma3server_x64.exe started. Adding -cpuCount and lowering amount of CPU cores resolves problem with starting, but server can crash in the battle.
We use 8core CPU and HeadlessClient. Before there was a -enableHT launch option
after it finished starting up, or while its starting/loading
with -enableHT CPU usage towards to 100% after box with server console appears
then I switch to -cpuCount (7) usage toward after AIs started battling
if I put -cpuCount to 8 acts like in first option
I'm still researching the issue
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?
If arma 3 uses all the processor cores (8), then CPU utilization up to 100% appears even without loading the mission. This breaks the entire OS and the connection via RDP is cut off.
I'm looking that will be if I stay on 4 cores
sorry for my english, I'm trying to make all fast
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
I have used -cpuCount=4 (on HC and Server) and Server with HC works pretty stable. CPU usage too.
Previously there isn't such of a problem
drop on 6th core is result of deleting all AIs
Right now I can't provide more info
look into this bug later
oh, we have used -high param on HC and Server
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;"
-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
hmm I thinked that it was on
https://community.bistudio.com/wiki?title=Arma_3:_Startup_Parameters
fine thanks
thanks I should remove it)
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
yeap, players have played sometime and "crash" appears (server started correctly)
I'll try cpucount to 4 and 2
for server and HC
that should left to me 2 cores
if something will go wrong
You can also run the server as service with nssm (https://nssm.cc) and set the affinity for the A3 server process in its settings. You can both increase priority of the process and leave just one core/thread to keep the OS alive and responsive if the server process goes crazy. Just make sure to use the featured pre-release to avoid bugs with newer Windows based OSes
Thanks, will check this out later or when server will lead to unresponsive OS again. That should help.
It would be helpful if dev could ping me or role every time an update comes in...
Guess we could make a announcement/news channel that we use for dev/rc/prof releases?
Yeah a channel just for changenotes would be neat.
use this one
"everyone stop talking!!"
how about a forum, with a post? 😄
would be easier to find in the future 😄
Config with cpuCount=4 on server and cpuCount=2 on HC works pretty stable. So… yes. Need more testing
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
Are there other effects that don't work in there?
Tbh I havent tested any of the other new effects yet, except for fisheye, but other effects from stable version definitely work.
I'll check the other new effects and let you know what else isnt working
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)
Are you manually setting -cpuCount parameter?
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
Sharpness, DOF and Fisheye do not work when set as an effect for optics
We had this problem on our server only — players didn’t report any problems with CPU usage up to 100%
Maybe deal is in -enableHT or other CPU related options
They just mentioned that game starts up faster
I haven’t time to do more tests with that, but my current config works pretty stable
negative, just let the game do that on its own
Fisheye feedback:
- Is it possible to invert the area (so outer is affected instead?)
- Is it possible to tweak the aspect ratio (so possible to make the effect in 1:1 instead of 16:9 just like my screen is?)
https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fmqqdk6l3b2u71.jpg
What I basically thought is if it could be a nice postprocess to make a fake PiP scope like this
Could we also possibly get the ability to reverse DOF? so that close is blurred and long is not?
You can
Like this
oh perfect! i was fiddling with it and couldnt get it to work, but that works!
For point 2, there are (apparently) X and Y scale parameters
Is that the latest Dev?
Oh - oh, just realized I somehow have older Dev?
Yeah I somehow did
A: not in 2.20,
B: Yes I already did that and posted that last week? Is that not what you want?
Yeah found it.
It just doesn't know how to convert the string you pass in config, to the enum used internally.
RadialBlur, FilmGrain, ChromAberration, WetDistortion, ColorCorrections, DynamicBlur, ColorInversion
These currently work, I'll add DepthOfField and Fisheye
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
any possibility to fix the axis input being averaged by total # bound axis
and the collective changing values in menu
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
We've published the update 2.20 RC branch: https://www.reddit.com/r/arma/comments/1kmeaxv/arma_3_update_220_release_candidate_testing/ (in lieu of forums)
Access code: Arma3Update220RC
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?
Holy moly
Is the newly DOF feature coming with the 2.20 release?
This is so hecking cool
❤️
It does say "Must use latest Development version of Arma to work".
both should come with 2.20
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
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.
Does the flare change apply to vanilla flares only?
Dedmen mentioned some time ago an option for addon/mission makers to create "pins" in the steam recording, like an important moment. Was that considered?
We added new, vanilla flares.
Existing flares were not touched
Neato, thanks
There is a script command for it. It's either on wiki or pinned in wiki channel
where we can check full changelog if forum not available ?
RC never has a full changelog
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.
Quick bug report: The pylons on the AH-99 Stub wings are swapped.
https://i.imgur.com/LiXu85v.jpeg
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
There is no existing pattern 😭. I don't think more than three vehicles have the same pattern.
className is not a big concern anyways
check the jets. You have 12345678, 3124, etc.
No.
But anyone who wants them can just use profiling branch, so whatevs
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.
listbox sorting is in.
The very recent improvements for game start time are not.
Game start time is not related to list box sorting
Game start time is not related to list box sorting
fix it
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 
Oh right! Thank you 😄
I was worried about that because I didn't test it and we also didn't push a dev branch
I think so yes. Do you maybe have some repro mod I can test that with? Like your scope?
I can probably script it too, I shall try probably tomorrow.
I probably just need to apply the multiplier in some other place than now
Is that correct?
This would be what's currently on RC
with a 90 aperture
Normal.
Scaled to square in RC
Scaled to square in new
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.
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?
I dont think theres any point in compression, because it makes using the scope very uncomfortable 👌
glob glob
oh look – its basically a budget PiP 😆
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
IMO the sensitivity is just as big of an issue.
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..
Yes it's in the RC.
@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.
Yes, sure. Thank you!
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?
tldr is multithreading has always been a thing in a3 but yes almost all(or all, i lost track) of those improvement to multithreading found in prof are in RC for 2.20
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
most large servers are already running profiling binaries so that wont change much
even if server owners haven't done anything on their end?
no server owners would have to switch to it, but most large/popular servers do
Cheers, appreciate it
Even if not performance directly, people should see the AI behave more intelligently as they have more time to "think" and act
Arma AI and intelligent arent usually used in the same sentence 😂
Better than 99% of other games though 🤷
Arma AI IMO is pretty solid for what environment they are given.
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)
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.
arma 3 definition of realism is odd/awkward/weird tbf
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?
Does it have a map with icons in the dialog? :P
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.
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.
Do you have a repro? 🥺
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
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
No they don't help, I need the repro
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
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
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.
May 7th was the latest dev branch update
Just to clarify then, so RC is the May 7 DEV build, or was anything else added in RC branch?
Hmm, okay, thank you. That means something did change on the Arma side that made it "worse." I'll have to mess with it without mods to see if the issue persists for me.
RC is a stable build from may 14th
DEV is technically behind RC right now
but the stable build is even older because we split off a month ago
_rayCastData array is this
Yeah thats wrong.
It must be wrapped in array.
private _results = lineIntersectsWith [_rayCastData];
Its not
[isect1, isect2, isect3]
its
[[isect1, isect2, isect3]]
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 :/
huh what?
it is...
the biki has lied to me...
https://community.bistudio.com/wiki/lineIntersectsWith#Alternative_Syntax
how? 😄
The biki hath caused confuse on the diwi
example 4 and the alternate syntax description. there is [] missing around the whole thing
…they are there?
it's the description that is tricky to read
it needs to be lineIntersectsWith [[element1, element2, ...]]
does this happen to also be the case for the lineIntersectsObjs alternative syntax? i'll be testing it in a bit for my APS, but i'm not yet done figuring out my setUnitLoadout adjustments
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.
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)
lineIntersects is missing
https://community.bistudio.com/wiki/lineIntersects
Done
AI use a different switching mechanism. I guess it was not included in this command
now i can stop every incoming projectile in parallel :D
(although i think nearEntities has the most significant performance hit in my use case anyway)
I'm glad you guys fixed the drone landing bug!
Oooh faancy
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
There are some general performance improvements coming which might help AI but as far as I know there are no AI specific changes.
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
Interesting, I remember having to manually lock them
Possibly connected to #dev_rc_branch message
DAGR also has SACLOS guidance when not locked, so be careful with that
well it wasn't SACLOS because I was just stationary
it was autolocking to any target (inc. friendly) within sight...
(the missile takes a sharp turn towards the target)
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
On stable branch DAGR rockets don't follow cursor.
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
but this also means it's not following the target either. so I guess that confirms it, thanks
I also just rotated the camera.
Just tried to lock on any target but couldn't.
yeah it didn't use to lock at all iirc
Update: I just managed to lock on friendly Ifrit.
automatically or via lock/next target key?
Using T.
in my case it just does it automatically 
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
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?)
Oi indeed nearEntities is somewhat bad. It iterates all vehicles. I could make that multithreaded though.
Maybe someday, if I get a sample of it performing badly
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.
#TeachAIToBrake
wait
it was #teachAItoBreak all along??
Isn't the AI dead or uncon in that image?
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
but this situation actually happens when ai is even alive
Not joking about can openers.
I know that, it is vcom ai driving right?
Nope, with vanilla AI. Just put can openers discretely beneath objects the AI cannot see (stuff like wrecks) and they will drive around them
See this video I did: https://www.youtube.com/watch?v=HPbdrbNuihE
As everyone knows, AI are sometimes very stupid drivers when there are obstacles in the road. The solution? Can openers!
You heard me right, the AI hate them.
The first run in this video is AI failing to negotiate an obstacle course - the sort of thing you normally see...
In the second I placed can openers under the wrecks and the Stomper ...
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
I see, thank you for this😊
No. Changing it would break old missions
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?
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.
I don't think it keeps so many people deom playing. Considering the game still peaks at 15k up and down monthly.
The ai pathfinding is bad and it just make many people can't fully enjoy the game. It's a fact
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.
I agree that the AI pathfinding can use work. More disagree on the idea that thousands of players are refusing to play this game because of it.
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.
fuck it, options, i guess how much do i have to pay for fixed pathfinding
😂
Out of curiosity, is it no longer feasible to have something like useAISteeringComponent? 
I thought this was an AI videos because of how realistic the physics were 
Poor PhysX
wdym?
A bunch of fixes deep in the pathfinding stuff. That all need to check if an option is set?
Ugh
if the ai actually stopped walking through walls, that’d be a total game-changer, right now they just act like the walls aren’t even there and walk through it 😭

isnt ai walking through walls related to terrain cell size or something?
Usually no. That is usually extreme circumstances where an object crosses two texture grids awkwardly and most of the service lods stop working in the "second" grid.
Most of the time AI walking through stuff is because they are on a path lod and collisions are intentionally disabled when on a pathlod, because... reasons. 😄
btw do you need a ticket for this?
That's for @rustic plaza (probably next week)
I remember some talk about this, might be intentional
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
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;
well if you want to add auto seek it's ok, but the bug with targeting friendlies should be fixed. not sure if it's a config or engine issue
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
I think it would be neat to have "DAGR" with SACLOS+IR+laser and "DAGR-B" with LOAL+IR+laser, so there's a tradeoff choice to make
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
to not kill friendlies?! 😅
anyway, maybe it's better to have multiple variants then
Is there any chance of getting native convoy support? It’d be nice to be able to stick a convoy on a route and never have them leave it unless I allow it
The current ai refuses to do convoy work at all
True dat 
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😅
Yup, agreed
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
Is the CT_webbrowser stuff in the rc?
yes, but not internet-mode. Only local-file sandbox mode
Can i still js fetch local files? Or does it all have to be bundled in one html?
Yes, no
A nice little feature for the A3API would be localize stringname
what is the best way to test the 2.20 RC with CDLC beta branch?
rename the CDLC folder, switch to RC branch?
probably, yes. Sounds the easiest
would be handy to pin latest RC access post: #dev_rc_branch message
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
No
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
But you can and that for years
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
That was a nice feature, server to server connecting for hive servers etc.
Don't see how anyone could abuse that 
true, you can't anymore use an hive system that it automatically connects you to an different server
Looks really neat! 😄
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.
thank you! Had some sleepless nights 😄
Thats okey.
We already considered it. That's why it is how it is now
@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
because connectToServer needs UI context (aka being run by script triggered by button press).
A webbrowser cannot do that
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?
"not yet" maybe ? 🥺
probably not possible tho
(no idea what capabilities exist between Arma and the webbrowser to interact)
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
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
@leaden heron care to share what the options is about?
what do you mean ?
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 😂
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?
Webbrowser is a UI control. Behaves the same as other controls.
can you post a repo with code to look how you did this ?
I will make an tutorial at some point when Im done yea
ctrlSetURL "";
using an empty string does not remove the url from the button, is that intentional ?
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
In real life, LOAL on A2G is used mostly in combination with laser designator with laser codes - an example is AGM114K which has few LOAL profiles. Combining Laser & IR guidance is quite of weird thing, especially since Brimstone was also designed to be used in LOAL mode, and thats why its so weird in game
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
Nothing could ever go wrong 
I think it makes more sense with selectable modes/profiles
At least the pilot/gunner has control over what the missile is targetting
I ended up doing that, an invisible button which gets placed by the first click on mouse position and gets removed if mouse moves some pixel or after an timer, so it's now the double click. Works pretty well
Maybe you could place the button when you hover over the join button?
then it'd only be a single click to join
For the single join button I can do that, for the whole server card I will stick to double click.
Good idea 🙌
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.
bipmen fix
too many performance enhancements
Don't be cruel with an old man, save his beeps.
Sadly the Tanoan healthcare system doesn't provide free bip replacements
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.
can you pack me that as a pbo?
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)
do you really need rain around the player further than 15m?
can you even tell at longer range?
I never even realised it's only 15m, so i guess no 😄
Even if you use the snow thingy you don't see it.
yes, that's the thing. maybe 15m is even too far already
yes. I use 28 meters. But it reduces rain density due to rain particle count limitation.
And it is a really noticeable thing. Especially when you're near or in big houses and caves.
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.
simplified the changed config
The AH-99 Stub wing's pylons don't mirror right.
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?)
Incorrect bin.pbo in Dta? Try deleting that folder and redownload / verify?
it was changed with the branch switch
File: bin.pboCRC-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)
14:36:22 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\SPE_RC\dta\bin.pbo - 152443
That is 152443, the RC build is 152903
thanks 👍 looks like something went amiss in the EBO/CDLC (?) build process. will double check with Bob and Dantes
Unable to retrieve steam ugc detail
is this spam at the start of the rpt normal with 2.20 ?
I was getting it with the latest perf exe yesterday too, so it's not just dev branch. Haven't checked against stable.
sounds like some issue with steam api and workshop items
maybe updating steam api was a mistake :harold:
can you explain more?
don't mirror correctly/properly, or don't mirror onto the right side? 😄
The max is still set to 50
fuck 🤣
The MFD is loaded, before that max user values config entry is loaded
The code is literally two lines too far down
alright. a client (or mod) problem, or just something with steam [backend/etc]?
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
This was already solved by reyhard for the next RC update.
i'm still curious if it was not mirroring right or was it not mirroring right 😄
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.
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]
1.yea its an static server list
2.Havent looked into optional mods yet, will do
3.Actually good idea, will check, you mean like this: steam://run/107410//-connect=135.181.74.185%20-port=2302
The URL's should only allow ftp/http(s)/gopher protocols
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)
Still keep proper error messages
At least that way it isn't painful to troubleshoot
You could add the steps to the current message
that still won't always solve the issue. sometimes you have duplicate signatures and deleting them will solve the issue
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 
My copyright now. 😈
name = "Arma 3 Creator DLC: Reaction Forces";
author = "Rotators Collective";
author = "Bohemia Interactive";

literally shaking rn
better be
it shouldn't show in the first place, since it checks for mod mismatch first like in the video, but you are right, if that fails it show an better message. I will implement your suggestions, also an detailed message like dedmen said
will do boss
actually if someone connects to the server via arma 3 launcher for example it would show
Subscribe to #arma3_branch_changelog to not miss any updates 🫂
like and subscribe, dont forget to ring the bell button!
and comment below what you think should be in the next update uh-oh, wrong idea
that is an absolutely awsome menu, is this planend to be a standalone thing or part of a bigger mod
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
Maybe something which could be possible 🙏
#1377274813827256321 message
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
I assume Reyhard(?) had some kind of illness, that weirdly had to be cured by making content for A3.
so yeah basically Reyhard got the itch for a3 again and finished them 😂
Nice
That's a weird itch.
I know it too well.
Been looking for a cream to get rid of it.
I pray reyhard continues to have such itches 😄
The physics on their RDS pack bikes is so good...
Speaking of unfinished assets...
\a3\weapons_f\acc\acco_srs_f.p3dis 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, andRscOptics_punisher). \a3\weapons_f\acc\acca_snds_osprey_f.p3dand\a3\weapons_f_exp\binocular\o_nvgoggles_blk_f.p3dare just waiting to be implemented into the game.
Just throwing these out there y'know... 😗🎶
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?
could it be related to Unable to retrieve steam ugc detail?
@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 🥲
That's an good idea, I'm redoing all the ui in the Webbrowser and if the future breaks I'm screwed 😭
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 😅
Make an extension UI and use whatever you want
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
they're trying to minimize included dependencies and relying on external out of the box middleware that is plug and play
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
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
Not sure if it's related, but I lost the ability to have the Steam FPS overlay in A3 many months ago. It works fine in other games. It's been a problem on all versions of A3 (RC/Profile/Dev).
yeah steam no longer shows fps here either (with 2.20 RC build)
What about default/main branch?
was it since the steam api update that overlay broke?
Steam fps shows for me using 2.18 - at least yesterday it did...
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.
As I mentioned the Steam overlays fps counter was working for me yesterday
Steam overlay fps counter works for me right now... 🤷
I would note I've held off on Nvidia updates recently
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.
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
pretty sure it'll not be implemented at this point though, cuz a3 dev has been sunset and its on community support
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
its no small feat and costs money that they're trying to reduce
Really? I never tought companies would be trying to optimize costs and also that development costs money...
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
Kind of what they already did, no?
Juesto is talking about the present.... "its no small feat and costs money that they're trying to reduce"
and you are talking about the past
any launcher qols? havent heard anything back from those proposals
There are no proposals, you just fired all the devs remember?
Luckily for him, there's already a bunch of stuff done on launcher QoLs IIRC.
there's no option to select what executable to launch which is super useful for users in dev/profiling branch
The honest answer is that it really just isn't worth the dev time at this point for a relatively niche usecase/feature
how about ability to export commandlines without launching the game?
wait, i dont remember if that's a thing
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?
well the launcher has modset exports/imports
well, yeah but that doesn't expose the -mod= arguments used without launching the game and checking the rpt
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
its me or do certain edge cases of kill/crash/startup related stuff nuke rpts/configs?
right, apologies then
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
i understand
- I don't think anyone likes touching the launcher code 😂
Crumble is absolutely correct. It is much more important to ready the new renderer for 2.22
Vulkan and DX12 
soon™️
bummer, so at this point only under the hood changes that are confirmed to not break anything are a pass?
Dwarden would love you long time for that 😉
Its a case by case basis. but we definitely try to avoid breaking changes
what's wrong with the launcher code? is it that cursed?
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 🙏
I would be surprised if the launcher code is anywhere near as spaghetti as the AI code.
i see, thank you for your time so far /gen
its c#/.net :harold:
Someone should detail how the launcher server browser works because my understanding is that it is cursed
I don't think anyone likes touching a decade plus old .net
rewrite the launcher then /hj
I'd rather Live Ops work on the in game code than touch the launcher... Limited resources
Go!
at this point, sure why not 🤣
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
since its .net is already decompilable anyways so the code isnt that secretive, makes sense to open source it
All the thing does is build a string and poke steam a bit. Shouldn't be anything unreleasable in there.
it does more than that but yeah agreed, nothing that mission critical
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
why not somehow improve the in-game experience to obsolete the launcher then? for the 25th anniversary
I'd rather dedmen spend his time on his passion projects in-engine like optimization and cool features like the web browser UI
I mean just so that people can fork the thing.
It's quite a good launcher other than a few issues.
so, open sourcing to not accept changes and let the community fork it?
And the new Vulkan/DX12 renderer you promised...

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
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.
It just wasn't designed to be able to do that
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
its a server, why would it need a gui
Presumably someone other than BI could have actually made a new launcher though?
technically it already has a gui under windows
the console window is gui mode not console mode
I dont understand your question, there is lots of 3rd party arma 3 launchers
most are unheard of or are very specifically catered
the official launcher shadowed other launchers
My point was simply that if there is a demand for this, the community could do it and you folks could do the stuff everyone wants
agreed
Well, the stuff that everyone wants and adding pylons to crappy 2035 helos...
(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
Just imagine what we'll be able to do when they open source RV4 🤯
Not related to the launcher ofc, but...
really appreciate your time to discuss and chat about it, crumble!
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?
hm?
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:
- Ai related stuff
- Inventory related stuff
- 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)
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
I would be crying for an at least controlable AI system

How many of us like to always play singleplayer with only AIs?
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.
oof… if you keep the fix, can you keep Old Man features? 😮
crumble plz fix now
dedmen fixed 
OM is not made by BI - you are not responsible for it!
I'm pretty sure it is made by BI
maybe by B, but certainly not I
Asking for all this but not ManX for walking on physx vehicles?
- is already brought in by ACE

1 and 2 are somewhat handled by mods too.
Why would they spend time on stuff that is already edited by mods and not on something that mods can't do?
This is so real. I don't wanna ping but seriously- the changes this guy has made out of "why not" has seriously been some of the most awesome stuff this game has seen in years. Genuinely a treasure.
Especially in #perf_prof_branch 
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
where is "Dedmen fix" gif when you need it
Thank me later!

oh gawd.
No fix.
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)
they aren't handled by mods, especially high command issues and AI pathfinding
Is 2.20 in feature freeze?
It's already on RC branch for release in the next couple of weeks, so I would guess yes
rc is feature freeze afaiu
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?
diag_mergeConfigFile you mean? #arma3_config message
ah whops yes this thanks
so I get how to start it using that etc. Just a question on the mod im changing, I load the pbo like normal and then I have to reference the config.cpp of the unpacked pbo in the diag_mergeConfigFile command?
That should work
How are you doing that without the vehicles annihilating each other? :U
iiiiiiinteresting
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)
I dunno if the wheels are actually functional on that, even without the legs
I doubt it
It does not have memory points for the wheels. Don't know how vehicle setup works but I'd think thats required
- engine support for just backing up to any compatible trailers/vehicles and attaching them 😄
I'll stop before dedmen murders me
Could one perhaps use such a thing for a convoy?

Didn't someone do a truck mod with working attachable trailers once?
You can sort of do it with ropes and setTowParent, but I think this new thing would be much more reliable for rigid attachment.
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.
average Arma convoy
Maybe don't build convoys out of that

Are there any long thin physx(ThingX) objects that one could use as a towbar?
I'm opening the game to look, but I suspect the answer is going to be "functionally yes, aesthetically no"
Land_TowBar_01_F
Set multiplayer to yes and ship it. 😄
That's definitely an aircraft-sized towbar though. It'd be handy if there was a smaller one for smaller vehicles.
Scale it 🙂
not far off
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.
oh sad, it must be Transport, not ThingX 🤔
New config entry, same model
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
quadbar it is
Part of P:\a3\structures_f_heli\Ind\Airport\MobileLandingPlatform_01_F.p3d?
Miller bar
I was hoping for the KartBar
use miller with split-legs animation from that kart trailer
Stuff like limiting the freedom of the joints (5° horizontal, twist locked) was never implemented.
But seems to be working when added.
Can the tracked recovery vehicle tow a tracked ifv? Bobcat tow panther
can you make a snake minigame so every time you hit a quadbike it will spawn another truck behind 🐍
I wonder if there are any ways this can result in arma-ing on a dedi
More than the usual situations/collisions
If the vehicles are all local to the driver should be good yes? 
Huh... more possibility for ropes or?
All this makes me think of is "Arma 4 when" 
how will tracked vehicles behave?
dedmen singlehandedly developing arma 4 on his own branch of RV? Yeah I could see it
Arma 3.4 
isn't this already Arma 3 v2 😛
I can't wait the Arma 3 3.0
given the current release cycle of every ~6 months, you'll have to wait 20 years 😅
Like there's gonna be a different game to play 