#dev_rc_branch
1 messages · Page 13 of 1
it could be both, number is faster im doing number, string could be added later if needed
Came out pretty good and very fast would be a shame to start adding strings to dump the performance
arent all engine actions stored in a hpp file or such anyway for the engine?
so would just need to convert that to sqf macro and include in the public build
ActionTargetChanged
@trim crane
``` works
Enum by string lookups are by hash and lookup table, its constant time. Not much cost for a big usability improvement.
Why is this being discussed I thought it was decided yesterday?
Added string and bool
So I have disabled the UI menu back how it was before and hid the default actions. Adjusted the position a bit. Also added 2 scripted event handlers https://community.bistudio.com/wiki/Arma_3:_Scripted_Event_Handlers#Spectrum_Analyzer_Device
With these EHs you can enable UI EH which are disabled by original design and allow user actions through, so you can have scrolling menu with own actions added while everything else will be ignored
What is the first entry in the _thisarray?
cheers
Nice thanks. 🙂
Not sure if I understand.
Scrolling is currently used to change the blue selected frequency range.
You mean that could be disabled to then use scrolling for the action menu instead?
Do you have a short example for what you suggested?
if you already use scrolling wheel then ignore my comment
No I mean vanilla Arma is using the scrolling wheel (to change the selection).
What script you run to do it because if you just pick device it has no function
If you just start Arma 3, without mods, and run the commands in the steps to reproduce section of
https://feedback.bistudio.com/T178445
you can already scroll.
yeah if you use it like this then enabling scroll menu wouldnt be any use
I was about to document the new laserTargetChanged event but cannot get it to fire
player addEventHandler ["LaserTargetChanged", {hint str _this}]
Activating the laser designator should just trigger it, right?
from what I see yeah. arguments are [unit/vehicle, laser, target, turretPath]
just tested it and it works
Weird
guys, is there is any information when update 2.22 coming out ?
Soonish
Don't clown react. a) it's childish, b) they're right. The last information we have is that it will be soonish. We know it's now feature-locked.
@frozen pumice 10:18:47 Dedicated host created. 10:18:49 BattlEye Server: Initialized (v1.221, Arma 3 2.21.000000) 2026/05/18, 10:18:50 Host identity created. 2026/05/18, 10:18:50 BattlEye Server: Config entry: RConPassword 123 2026/05/18, 10:18:50 BattlEye Server: Config entry: MaxPing 550 2026/05/18, 10:18:50 BattlEye Server: Config entry: RConPort 2304 2026/05/18, 10:18:50 BattlEye Server: Config entry: RConIP 127.0.0.1
note that the first 2 prints are with default time stamp because this is done before the server config is read, and I do not want to make it command line param
Thank you. Noticed ✅
mandatory checking this channel once in a while to see what's new new we'll be having
that and to see the black magic being performed in here
Now that 2.22 is closed, we'll have some new new things coming up soon 
And you don't even yet know about all the things in 2.22 either until the RC 
Anything good coming our way? When will 2.22 release?
Classic "when update?" already asked ahead before anyone from the community can ask it first😁
clearly this is about enfusion renderer in a3. nothing else makes any sense.
(is joke, plz dont hurt)
Most splendid things.
And the update will be soon™
Actually. I think it would technically be correct to call the new things "earth shattering" 🤔
Man shattering is a weird word.
You can interpret it as a cataclysm of poop if you wanted.
so you're saying it's all shit?
It's somewhat shit related

No one will understand it until I explain the bad puns after the release 😭
besides the stamina bar, we finally get a potty meter
You can 💩 like in ARK now
can I also throw it
already in the game, HandGrenade_Stone 
close enough
too much fiber in the diet
lmao
I see, we're finally getting furniture including toilets getting added to arma 3 building models 

There already is a toilet I think. Came with Enoch.
hmmmm, skibidi toilet mod
oooh that makes sense
Arma's Skylines: The new arma City Builder mode
The earth shakes when you place down/destroy buildings and the poop comes in with the waste management system of course 
Man. Now I wonder if someone would actually be so crazy to build a city builder game in a mod.
Its definitely doable 😄
I mean it wouldnt be super hard to get building placing/deleting etc. using Zeus and the Zeus budget system for money
but integrating AI movement/behaviour and resource management sounds like a pita just from a UI standpoint
Imagine getting driving ai to use a roundabout
Imagine getting driving ai to.
there fixed it for ya
lol

hehe it would be funny to see a trash truck driving around an arma 3 city to automatically pick up trash cans though
The only non-arma stuff on my workshop are a few C:S highway interchanges, so xD
congrats, you're being force conscripted into the city builder team
It remains to combine the presence of simulation with the absence of impact on FPS
Have always dreamed of combining DCS and Arma so that Arma's map would be part of much larger (i.e. regular) DCS map. Of course, there would be tons of details to take into account, but one can dream
barely working simulation with 10 fps at best due to code overhead is the best I can do, *take it or leave it 👏 *
I once delved into this topic… but when it was launched for 200 players, the server simply became unplayable.
https://forums.bohemia.net/forums/topic/180971-chernarusedit/
Description:And so your attention to script the replacement of buildings on Chernarus.The purpose of this feeble effort to remove the maximum unplayable (negotibale) at home and replace them with wholesalee. That is, to expand the gaming aspect of the island.The script replaces approximately 2000...
Perhaps now everything works differently… but I’m not sure
Maybe both games could simulate themselves normally and stream their world state to the other game
Did you test it before the accidental 4 GB RAM limit? Maybe it could work now especially if combined with e.g. mimalloc and large pages setting...?
If I understand correctly, placing houses manually and houses on the map are two completely different things.
I've attempted to replace the ToH SE asia assets with jbad/cup ones via script and it didn't play too bad! Makes some compounds "playable" by infantry and vehicles while keeping the scale and performance for fixed wing gameplay. The remaining issue is that the compounds remain largely under the level of detail infantry players expect, and the cell sizes requires a lot of bodge/fixing with stuff like deformer to keep things from floating/colliding with terrain once replaced
I've done something similar with the Seattle map. It works pretty well but you can't automate the replacement of assets so you kinda have to populate a city block by hand
I love the showcase video with the blaring music, thats so 2015 <3
Well, unfortunately it’s yet another request to the developers to eliminate this difference, if possible… because it opens up a window of opportunities.
No. k thx bye.
get archipelago for arma and dcs 😄
I found new bug -mpmissions related to flag textures
https://feedback.bistudio.com/T199370
wtf is that path 🤔
Maybe there's code thats supposed to detect the mission file, and cut it off from the path before sending it
that path is existed on server
but when server tries to sync the texture for all clients, it sends wrong path to them
The server should not have a folder name __cur_mp
Is the mission not pbo'd?
Yeah even on server side that path shouldn't b e valid. Interesting
or maybe not, i dont remember
but mission is PBO, it works on local NOT dedicated server., it works on SP. It doesn't work only when mission from -mpmissions
I didnt checked yet, but potentially it can happens on setObjectTextureGlobal too
I think server should remove that part of path to texture/files for these commands with global effect
could you plz check if client created custom mpmissions dir in tmp user files, the server distributes custom textures to all clients so it has to be stored on your client somewhere could you find it?
I didnt checked yet, but potentially it can happens on setObjectTextureGlobal too
it probably be ok if textures are included in mission
Right, cannot repro, added custom texture, so far no problems, could you show how you set it?
@frozen pumice ^^^
Missions on server (custommissions\):
flag.VR```
I'll try all possible cases and send you about in 2-3 hours, oki?
Done. Nope, still errors
Pack a repro mission file/pbo
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_root.paa.
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_subfolder.paa.
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_mp_root.paa.
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_mp_subfolder.paa.
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_mp_subfolder_jpg.jpg.
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_mp_root_jpg.jpg.
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_subfolder_jpg.jpg.
13:37:15 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_root_jpg.jpg.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_subfolder.paa.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_mp_root.paa.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_mp_subfolder.paa.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_mp_subfolder_jpg.jpg.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_mp_root_jpg.jpg.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_root.paa.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\data\f_subfolder_jpg.jpg.
13:37:33 Warning Message: Cannot load texture .zeus\mvtg\mpmissions\__cur_mp.stratis\f_root_jpg.jpg.
server started with -mpmissions=.zeus\mVTG\mpmissions
mission.sqm not binared, no mods required for the mission
DS on v69 profiling
client on latest profiling
what's weird to me:
- directory starting with
.— that's risky in the way that it's a hidden dir afaik _jpg.jpg, wanted?
different textures to be clear
didn't find any issues with . in directory
as should be
is your dedi a Linux?
Doesn't matter, shouldn't matter
then, that's all I know on my end, I will let experts tell
If it matters it'd be a bug
I thought Linux might have different permissions as I recall it hides "differently" from Windows? but good it's not that then
it's not hidden. directory name does nothing on windows. to hide dir you need set specific property in directory
yes, and I think in Linux it's hidden by default using a dot prefix, that's why I wondered
Having a folder hidden doesn't change its permissions
And permissions also wouldn't matter here
so tell us what it is è_é 😄
both non issues
you can have windows folders starting with . but you can't set that name in explorer, they're not special like on linux and even on there the hidden property is implemented per app rather than file system i believe
the second one is likely because of the mistake of putting the extension on the name with hide known file extensions enabled
The server, just sends the bare texture name, under which it itself also loaded the texture.
name = "mpmissions\\__cur_mp.stratis\\data\\f_mp_subfolder.paa"
name = ".zeus\\mvtg\\mpmissions\\__cur_mp.stratis\\data\\f_mp_subfolder.paa"
Any PBO the client receives from the server, gets an internal pboprefix mpmissions + __cur_mp + worldName
_prefix = "mpmissions\\__cur_mp.stratis\\"
That way, it finds that path.
In the case that the mission is loaded from a PBO, what folder the pbo is in is completely irrelevant, its an internal path.
But this code was also changed to take -mpmissions= into account, it shouldn't have...
Except, when the mission is loaded from a folder instead of a pbo. I assume then it might matter? But not sure if it does, doesn't seem like it would
Okey so, the crazy idea.
Variadic arguments are great, what if we had them.
https://github.com/CBATeam/CBA_A3/blob/master/addons/main/script_macros_common.hpp#L467-L503
#define FORMAT_ARG(index) __VA_SELECT__(index, "A=%2", "B=%3", "C=%4")
#define FORMAT_ARG_STR(arg, __VA_INDEX__) FORMAT_ARG(__VA_INDEX__)
#define PFORMAT(MESSAGE, ...) format [['%1:' __VA_OPT__(,) __VA_FOREACH(FORMAT_ARG_STR, __VA_ARGS__)] joinString ' ', MESSAGE __VA_OPT__(,) __VA_FOREACH(RETNIL, __VA_ARGS__)]
PFORMAT("MSG", First, Second, Third)
// format [['%1:', FORMAT_ARG_STR(First, 0), FORMAT_ARG_STR(Second, 1), FORMAT_ARG_STR(Third, 2)] joinString ' ', MESSAGE, RETNIL(First), RETNIL(Second), RETNIL(Third)]
// format [['%1:', FORMAT_ARG(0), FORMAT_ARG(1), FORMAT_ARG(2)] joinString ' ', MESSAGE, RETNIL(First), RETNIL(Second), RETNIL(Third)]
// format [['%1:', "A=%2", "B=%3", "C=%4"] joinString ' ', MESSAGE, RETNIL(First), RETNIL(Second), RETNIL(Third)]
// format ['%1: A=%2 B=%3 C=%4', MESSAGE, RETNIL(First), RETNIL(Second), RETNIL(Third)]
#define TRACE(MESSAGE, ...) LOG_SYS_FILELINENUMBERS('TRACE',PFORMAT(str diag_frameNo + ' ' + (MESSAGE) __VA_OPT__(,) __VA_ARGS__))
TRACE("Hello", First, Second Third)
// LOG_SYS_FILELINENUMBERS('TRACE', format [['%1:', "A=%2", "B=%3", "C=%4"] joinString ' ', str diag_frameNo + ' ' + "Hello", RETNIL(First), RETNIL(Second), RETNIL(Third)]

Man the Preprocessor...
You'd maybe expect macro arguments are an array, first arg, second arg, ...
No, they are a hashmap, with the key being their index turned into a string, "0", "1" 
How do we find if a macro usage has too few arguments, store a count of how many arguments it has and compare to how many we've already set?
No, count how many we have set, and then try to set that +1. If that is successful, we know there was at least one extra value we didn't fill while processing the arguments.
No comments in the code, and some variable names are in czech 
Everyone who likes refactoring would be very happy here
some variable names are in czech

wait, you don't like refactoring? 👀
that sounds like a very fun weekend project to me ^^
blame kk xd
native language moment
please please please please
the flag texture is set on the server, and as you pointed out the name is complete server related path. before -mpmissions= it was the same on client but now it might be different
No it won't be different.
It's the pboprefix name
It's not different, it should not be different
random thought. is it just me who thinks it's odd how fast wind direction is changing? 😄 it's flipping left and right like crazy
even at low wind speed, it's like every few ticks, the game does (random 360) for the wind direction and then interpolates to that
and while you can set your own wind direction in the weather settings of 3den, then the wind will always come from exactly that direction and doesn't seem to have any variance at all
Yeah I tried to do wind prediction for paradrops and it turns out this is impossible because the wind changes too quickly.
i think it needs some chill
I suppose you could write your own wind sim, but the default behaviour seems... bugged.
probably would feel better if the game picks a random wind direction at mission start and then sticks with that for a couple hours, just doing changes within a few degrees. after x hours have passed, roll random main direction again. rinse and repeat
Does wind change have the same time factor thing that fog does?
Like how you can set fog to reach a specified value over a specified time?
For wind direction via setWindDir and gusts, yes. Also setWind has a forced parameter that locks the wind to that direction... sqf setWind [x, y, forced]
"WindConfig" >> "speedOfWindChange" is a config entry
It does a random roll every "windChange" (also in config) seconds
And then smoothly slowly applies it, based on speedOfWindChange
(cfgWorlds/DefaultWorld/Weather)
class WindConfig
{
windChange = 5;
minForce = 0;
maxForce = 10;
minForceScatter = 2;
maxForceScatter = 5;
minGustCount = 0;
maxGustCount = 10;
gustTimeScatter = 120;
minGustScatter = 10;
maxGustScatter = 20;
gustInfluenceMin = 0.2;
gustInfluenceMax = 0.4;
speedOfWindChange = 2;
minGustValue = 0;
maxGustValue = 0.7;
};```
So by default every 5 seconds a change in 2 seconds?
that would explain a lot tbh
i think the default values are too crazy. should be tweaked for all terrains, imo
This mpmissions stuff is such a mess.
The server and client both load the pbo from a hardcoded (Well currently it doesn't but after the fix it will do again) pboprefix. That causes getMissionPath/setObjectTexture/setFlagTexture to all use the same paths on client and server.
But, if the server loads the mission from a unpacked folder, it does pack a pbo that it will send to the client, but it doesn't use it. The server loads directly from the folder, and uses the filepaths from there.
Now the server has the texture at mpmissions\Flags_Test.Stratis\data\f_mp_subfolder.paa and the client has it at mpmissions\__cur_mp.Stratis\data\f_mp_subfolder.paa
So the client fails to find it.
That was already broken for a decade.. Probably Arma 2 and longer
#define MGVAR(str, str2) (missionNamespace getVariable str)
#define MGVAR test // Should overwrite the macro
MGVAR
Result, empty string??
#define MGVAR(str, str2) (missionNamespace getVariable str)
#define MGVAR (missionNamespace getVariable str) // Should overwrite the macro
MGVAR()
Result "test"
When you redefine a macro, it clears out the parameters, but it didn't clear out the "I have parameters" flag
Ahhhh.
#define SVAR(a,b,c) a, b, c
Hello SVAR() World -> Error, too few parameters
Hello SVAR(a) World -> Success! Result: "Hello World"
#define TEST(a,b) a ABCDEF b
#define ARR_OPT(...) __VA_OPT__( TEST(1,2)) __VA_ARGS__
(ARR_OPT(1,2,3))
``` -> `( 1 ABCDEF 2 1,2,3)`
Not too bad 🙂
When can we expect a fix?
A couple hours ago
Crap
Now!
#define SUB(a, b, ...) [a, b] [__VA_ARGS__]
#define ARR_OPT(...) {__VA_OPT__(opt) __VA_OPT__(SUB(__VA_ARGS__))}
(ARR_OPT())
(ARR_OPT(1,2))
(ARR_OPT(1,2,3,4))
(ARR_OPT(1,2,3,4,5,6,7))
({ })
({oopt [1, 2] []})
({oopt [1, 2] [3,4]})
({opt [1, 2] [3,4,5,6,7]})
So many options :u
And the first feature that goes beyond C/C++ spec.
#define QUOTE(x) #x
#define ARR_QUOTED(...) __VA_APPLY__(QUOTE)
#define BRACKET(x) [x]
#define ARR_BRACKETED(...) __VA_APPLY__(BRACKET)
(ARR_QUOTED())
(ARR_QUOTED(1,2))
(ARR_QUOTED(1,2,3,4))
(ARR_BRACKETED(1,2,3,abc))
()
("1","2")
("1","2","3","4")
([1],[2],[3],[abc])
Aaand, this https://github.com/CBATeam/CBA_A3/blob/master/addons/main/script_macros_common.hpp#L467-L503
#define ARR(...) __VA_ARGS__
#define LOG_SYS_FORMAT(LEVEL,MESSAGE) format ['[%1] (%2) %3: %4', toUpper 'PREFIX', 'COMPONENT', LEVEL, MESSAGE]
#define LOG_SYS(LEVEL,MESSAGE) diag_log text LOG_SYS_FORMAT(LEVEL,MESSAGE)
#define LOG_SYS_FILELINENUMBERS(LEVEL,MESSAGE) LOG_SYS(LEVEL,format [ARR('%1 %2:%3',MESSAGE,__FILE__,__LINE__ + 1)])
#define RETDEF(VARIABLE,DEFAULT_VALUE) (if (isNil {VARIABLE}) then [{DEFAULT_VALUE}, {VARIABLE}])
#define RETNIL(VARIABLE) RETDEF(VARIABLE,nil)
#define FORMAT_ARG(index, ...) __VA_SELECT__(index)
#define FORMAT_ARG_STR(arg, __VA_INDEX__) FORMAT_ARG(__VA_INDEX__, "A=%2", "B=%3", "C=%4", "D=%5", "E=%6", "F=%7")
#define PFORMAT(MESSAGE, ...) format [['%1:' __VA_OPT__(,) __VA_APPLY__(FORMAT_ARG_STR)] joinString ' ', MESSAGE __VA_OPT__(,) __VA_APPLY__(RETNIL)]
#define TRACE(MESSAGE,...) LOG_SYS_FILELINENUMBERS('TRACE',PFORMAT(str diag_frameNo + ' ' + (MESSAGE),__VA_ARGS__))
TRACE("MSG",First,Second,Third);
diag_log text format ['[%1] (%2) %3: %4', toUpper 'PREFIX', 'COMPONENT', 'TRACE', format ['%1 %2:%3',format [['%1:' , "A=%2", "B=%3", "C=%4"] joinString ' ', str diag_frameNo + ' ' + ("MSG") , (if (isNil {First}) then [{nil}, {First}]),(if (isNil {Second}) then [{nil}, {Second}]),(if (isNil {Third}) then [{nil}, {Third}])],"userconfig\macrotest.sqf",34 + 1]];
diag_log text format ['[%1] (%2) %3: %4', toUpper 'PREFIX', 'COMPONENT', 'TRACE',
format [
'%1 %2:%3',
format [
['%1:' , "A=%2", "B=%3", "C=%4"] joinString ' ',
str diag_frameNo + ' ' + ("MSG") ,
(if (isNil {First}) then [{nil}, {First}]),
(if (isNil {Second}) then [{nil}, {Second}]),
(if (isNil {Third}) then [{nil}, {Third}])
],
"userconfig\macrotest.sqf",
34 + 1
]
];
🤯
More ideas for special things you'd do with VarArgs?
__VA_ARGS__ Inserts arguments as comma separated, or forwards them into macro arguments
__VA_OPT__(XYZ) everything in () is only present, if the number of varargs is >0
__VA_APPLY__(MACRONAME) The macro with one or two arguments gets called for every value in VarArgs, second argument can be the index.
__VA_SELECT__(index) Select Nth element from the current VarArgs list.
Something else that you currently do very uglily but want to have a cleaner way to do?
I only know about the CBA macro stuff, and I think all their _1, _2, _3, ... macros can now be done in one.
This probably also makes these OOP scripting frameworks easier, because commas in arg don't matter anymore.
Or in general wrapping code
#define WRAPCODE(...) if (something) then {__VA_ARGS__};
WRAPCODE(diag_log [1,2,3,4])
Will have arguments diag_log [1, 2, 3, 4]
So
if (something) then {diag_log [1,2,3,4]};
or something like
#define LOCK(VAR, ...) waitUntil {isNil {if (VAR) then {0} else {VAR = true; nil}}}; __VA_ARGS__; VAR = false;
LOCK(ProcessIsRunning, while (!isTouchingGround player) do {something});
that moment when you understand absolutely nothing of what's going on
https://github.com/acemod/ACE3/blob/master/addons/dogtags/CfgWeapons.hpp#L25-L1024
Maybe
#define ACE_DOGTAG_ITEM_SINGLE(index) ACE_DOGTAG_ITEM(ACE_dogtag,index);
#define DOGTAGS(skip, ...) __VA_APPLY__(ACE_DOGTAG_ITEM_SINGLE) // Skip the 0, apply the 1,2,... 1000
DOGTAGS(__VA_IOTA__(1000)); // Generate numbers for 0,1,2,3... 1000
ACE_DOGTAG_ITEM(ACE_dogtag,1);ACE_DOGTAG_ITEM(ACE_dogtag,2); ... ACE_DOGTAG_ITEM(ACE_dogtag,1000);
in 3 lines of code
Ugh that doesn't work, because __VA_APPLY__ would insert a comma between each item :/
How do I make something to tell it to not put a comma..
Yes. TFAR also has 1000 of every radio, I think ACRE too
so they're unique
More classes, more to load. Sure
But what if theres 1001 players each with a radio and/or dog tag 
spearhead has like 120 magazines per tank cannon to do its custom loadout stuff 🙃
bruh
it was the only way to do it without resupplying etc breaking it.
but i'm not one to judge, i do my fair share of terrible hacks
cuz like my first iteration was just one mag that max was 999, spawning it with the appropriate amount
but then someone parks near an ammo truck and they got 999 shells now
https://feedback.bistudio.com/T199370 added proof that problem fixed
you have other problems before that 😄
yeah. ammo trucks are funny. place your weapon next to it and shoot away. unlimited ammo pew pew
Now i wonder is there actually a max player limit or is it just until the server decides it doesnt wanna live anymore
255 afaik
Ah
__VA_APPLY__(MACRONAME, SEPARATOR) ?
__VA_APPLY__(ACE_DOGTAG_ITEM_SINGLE,;)
Seems sensible.
Then you can also merge stuff ```
#define VERBATIM(x) x
#define CONCAT(...) VA_APPLY(VERBATIM,)
CONCAT(a,b,c)
``` -> abc
#define LIST(...) __VA_APPLY__(VERBATIM,, ) (oh gawd)
-> a, b, c
Fix the commma issue.. ?
__VA_APPLY__(ACE_DOGTAG_ITEM_SINGLE,";")
__VA_APPLY__(VERBATIM,", ")
__VA_APPLY__(ACE_DOGTAG_ITEM_SINGLE,";")
__VA_APPLY__(VERBATIM,"")
Gets ugly quick 🤣
mh, the first argument already has to be a macro name so..
#define SEP_SEMI ;
#define SEP_NONE
#define SEP_COMMASPACE ,
__VA_APPLY__(ACE_DOGTAG_ITEM_SINGLE,SEP_SEMI)
__VA_APPLY__(VERBATIM,SEP_COMMASPACE)
__VA_APPLY__(VERBATIM,SEP_NONE)
Every hour on this channel it looks a little clearer
I like that magic
It just looks cleaner because its less 😄
Frick
@jovial dagger this looks like sth for you and Green mag compats
There are only 1000 dogtag classes, doesnt increase with more players. It is to allow a unique class name that can have attributes assigned for each player. I do the same for canteen and water bottles so each can contain different liquids (and force players to check them before drinking)
Was talk of upping it to 400. Anything come of that?
They were joking about what would happen if a 1001th (?) player joined since there's only 1000
Good to see that im not the only one
local arma developer goes on semi-schizophrenic preprocessor joyride
(jk)
I haven't received anything, and HEMTT is basically off my radar at this point
until like October at the earliest anyway
Well, based on what is in the image yeah
I could say that the odds of HEMTT adding support for variadac args are pretty low, unless someone else does the PR
Just seems odd to reply to mine and not Dedmen's message I guess lol
I couldn't find the original
I replied to it lol
That's not what's in the screenshot
Source ACE discord: #976224730422063214 message
Ah I see now, thanks
Well there's like at least 5 months time until the game releases with it. Plenty for someone to try at rust 😄
was toying around with it a little bit. not sure if speedOfWindChange really works as it should. i've set my windChange to 15 and speedOfWindChangeto 10. the wind remains more consistent now, but as soon as the timer is hit, it flips into another direction. there is no slow change over 10 seconds. it just is or isn't.
wait, unless this is (random 10) .. so could be 0.1 or 10, that would feel a bit.. weird
Does the forced option to setwind not work then?
you mean via script? that works
i guess you need to ask Dedmen (or KK) to check the source how it works exactl
Is speedOfWindChange actually a time value, or is it a speed value so bigger = faster?
hmm. good point. let's try setting it to 1
it does seem to be a coef. however, not sure if the influence is that big.
i've set it to 0.25 now and while it doesn't instantly flip anymore, it's still not really slow
maybe it shouldn't be too slow anyways, but then the randomness of the wind direction change is a bit jarring
windChange = 15 and speedOfWindChange = 0.25 seems kinda ok to me. it's way less aggressive than before, which is fine by me. and for more complex shit, i guess one can write custom wind behavior in script
No I don't think so.
It should be seconds for transition.
But there are like 3 wind speeds so...
This system could do with a rewrite. But I'm not gonna do that 😄
out of curiosity, is there any reason why only playSound3d has a loop option and not any other sound playing command? Don't tell me it's an engine limitation :/
-# Joking- I have no idea 😄
That's the thing though, I assume you are running discrete missions, so why not do it that way? I run a persistent online server and use a heavily modified version of Engima's old dynamic weather script
what i am doing is not for a mission, but terrain settings
Not only playsound3d
https://community.bistudio.com/wiki/playSoundUI
so is it just me or is driving in a group broken for realz now? place 2 quad bikes, assign the 2nd one into your group. start the mission and just start driving over wide areas. maybe change formation to V, just in case. the ai will follow you, but it seems once they have made it to you into the formation, they stop and will not continue driving anymore unless you tell them to regroup?
this doesn't just happen with me as a player. if i have an ai group with 2 vehicles and let them do circles with a waypoint loop, i can see the same behavior after a while.
https://www.youtube.com/watch?v=8ry7gKqiDO0 here is me driving. can reproduce it ez every single time
It's the AI boom that's happening now. They are becoming sentient 
||(Sorry, had to)||
does this happen on main branch?
sadly i cant test that right now
i just reverted to stable and tried the same - same issue happens
once the ai has stopped, you need to tell it to get back in formation, rinse and repeat
hm. now i cant test it, because the ai can't steer anymore, thus won't start driving 😄
oh wait, now it started
works for me
yea that seems to fix it
it is weird so keep it in mind sometimes you are better off without it sometimes it is better with it, I can't tell you when
doesnt this break vanilla scenarios? or were they updated with it?
and not been updated since? i havent seen this issue until like 1 or so years ago. but granted, i never really looked closely
when i first found out about it, i thought it was related to my vehicle config being fucked up and started debugging for a week. should have tested with vanilla vehicles first, i guess 🥲
There was update to 'follow unit' but for flying drones, not for ground vehicles
what exactly is the steering component doing? making ai behave better in curves?
well, my vehicle group is correctly doing its circle now without ever stopping. that said, it seems the only formation that somewhat works ok for vehicles is column. everything else always ends in a mess of sorts
guess column works best, because the 2nd vehicle always tries to follow the tracks of the 1st as good as possible, so there's less room for errors
cheers for the update
Everything in here went to 2.22 still (Besides the add/remove button thing because that was reverted :harold:).
The next dev branch will be after the split with some things for 2.24
oh?
2.23 dev has the fix for add/remove button but it is not complete
Is Fixed: Using -mpmissions= parameter would set wrong pboprefix on the server-side mission pbo missing in latest dev update?
no it should be in why
That was done after the dev was built. So yes.
Todays dev is when 2.22 was split, before we switched to 2.23/2.24
A possibility to remove the wrong B_12Gauge_Slug_NoCartridge simulation="shotSubmunitions"; ? Ten seconds of your time.
// A3_Weapons_F_Enoch class B_12Gauge_Slug; class B_12Gauge_Slug_NoCartridge: B_12Gauge_Slug { model="\A3\weapons_f\empty"; cartridge=""; simulation="shotSubmunitions"; <- delete };
Could you, please, take a look to this story of secondary weapons bugged since the 50BW ?
2.24 release this year?
p e r h a p s 🐮
what is the problem exactly? That was done on purpose
Otis mentioned 🗣️📢
Why do that ? Slug is like all small caliber projectiles in this game, except pellet.
I can tell you once you answer my question 🙂
Ok, i see ...
Vanilla based game, take a Promet SG 6.5mm and its Promet modular Sight, try in-game with your Slug shotSubmunitions and try with a Slug shotBullet and tell me.
what is the problem exactly?
^^
Slug trajectory in-game.
it has one?
That its very inaccurate?
Completely.
its a slug fired from a few inch smoothbore barrel...
aren't slugs random and inaccurate irl too?
You mean it is not zeroed? It is on purpose - it has hardcoded zero on 50m
shotSubmunitions was added to sort of disable that zeroing on purpose. Before, it was even possible to mount some high powered scope and have UBS zeroed at 1km
I was thinking about making the VA_APPLY function be able to have take multiple elements. Something like
#define FUNC(first, second, __VA_INDEX__) __VA_INDEX__: [first, second];
#define PAIRS(...) __VA_APPLY__(FUNC)
PAIRS(a,b,c,d) // -> 0: [a,b]; 1: [c,d];
But that gets messy.
Should VA_INDEX be the index of the iteration, or the index of the first element?
What happens if the var args are not a multiple of 2 in this case, error, or have the other arguments just be empty?
I do think this would be useful, like imagine
MAGAZINES(B_30rndStanag, 30, O_64RndM249, 12);
The WS AA-40 can be scoped and uses the same ammunition. Would be better to switch B_12Gauge_Slug_NoCartridge with a shotBullet.
?
If shotBullet would be used then AA-40 would be broken you mean?
The AA-40 is broken because shotSubmunitions.
is it? i thought it made more sense for the slug to be similar to a grenade, just no explosion
i mean, it's fat hunk of metal, not a regular bullet
It's a projectile like others.
but fat and falls down faster. if you make a bullet like that in arma, it will arc really weird
Like a subsonic projectile for example.
You want example of subsonic ammunition in this game with "weird arc" but work correctly because shotBullet?
But then actually you can do this
#define RECURSE_PAIRS(first, second, ...) [first, second]__VA_OPT__(; RECURSE_PAIRS(__VA_ARGS__))
RECURSE_PAIRS(a,b,c,d) // -> [a, b]; [c, d]
And you can already do the magazines thing that way
what's this, a new MO for linter murder? 💀
hmm, feels kinda useful for configs ngl
but for sqf... maybe better if we just don't expand it
https://community.bistudio.com/wiki/PreProcessor_Commands#Variadic_Arguments Docs is up. Bit messy 😄
2.24 :@ 😄
Wiki is super slow at saving and previewing today
#define SELECT_ARG(index, ...) __VA_SELECT__(index)
#define MONTH_TO_STRING(month) SELECT_ARG(month, "January", "February", "March", "April")
MONTH_TO_STRING(__MONTH__)
Hah!
Looks good to me.
Was messier before I cleaned it up 😄
I see. Yeah it's easy to grasp now.
damn, vehicle steering component bug ofc also affects squad members. if i tell a guy to go into a vehicle and follow me, he keeps stopping all the time. imo this really needs some fixing. disabling useAISteeringComponent is a workaround for special cases, but not that great in the end
curious that apparently nobody else reported this issue before. am i the only one who does that stuff? 😄
I gave up on vehicle driving in formation and in SPE we just brute forced it.
tried diamond formation yet? (that and another one to disable "stay in formation" helps with infantry - not sure about mixed inf-veh groups)
for vehicles either as R3vo said, or use only single unit/vehicle groups, or useAISteeringComponent false
you cant disable steering component in official missions unless you grab the debug console
only downside with useAISteeringComponent false is that it ignores formations completely
otherwise its the OKish pathfinding pre the re-write. it seemed like they didnt test two+ vehicles with the rewrite at all - especially tracked vehicles are so broken. with 4+ vehicles you often get one not moving at all
(oh and useAISteeringComponent false can get carX stuck in certain road intersections - yet only in rare cases)
tbh i dont even care about them driving in formation, but right now they just straight up stop following you 😄 you have to micro-manage them and just tell them manually where to go. i dunno man, this all kinda sucks ass
so you speak of "under player control" ? you do you mean in terms of mission making/setup?
play official scenarios where you can steal vehicles. tell your squad mates to get into the vehicle and follow your vehicle. it's not going to work
well, it works until they catch up to you, then they stop and need to be called to regroup
when it comes to tracked vehicles, it seems to work -- for the first vehicle in your group. the third stops, as you mentioned above
oh wait, the 3rd tank just started moving again 😄
if you set them to line formation by default (in 3den), they dont move at all. oh jeez, let's just forget about all of this and not dig deeper. it's futile
sorry stopped playing SP with A2:OA 🙂 didnt like the modern setting (and stopped playing A3 after beta - outside dev+testing for IFA3 and SPE) - so cant comment on A3 official SP content (how it plays or how its set up).
with IF campaign and COOP missions (based on A2 and A2:OA engine), i had a good reference what worked well, and no longer did in A3 engine when porting - for SPE we came up with various workarounds and specific mission setup to make "AI work" work Okish in A3 engine
unfortunately BI made the call to discontinue car and tank simulation late in development. it would have saved a ton of pain for mission/campaign porting (ie CWC/Res for A3:Rearmed) and the whole PX setup madness
all i know is that back in 2017 when i was working on callsign minotaur, it was still playable 🥲
when was the veh PF rewrite? either check the BIKI or ask @lucid totem 😛
edit: Lou i thought you knew 😭
a year after, with tanks dlc
is this formation following issue a recent regression or a longer standing one?
I marked group convoys as unworkably busted a while ago and made a follow script instead. So my current concern is all the ways that single-vehicle pathfinding and navigation are broken.
Single vehicles can also jam on easy waypoints for no good reason. It's unpredictable and difficult to work around. May or may not be related. Bugs all the way down.
Agreed.
The AI in vehicles behave like they are infantry most of the times which makes it very difficult to control armored groups.
I find that using the compact column formation seems to work "ok" for vehicles as they will follow behind you and have less inclination to outright stop for no reason.
Lets hope these issues will not be present in Arma 4.
Engagement ranges for vehicles on DS also seems to be off as well since then.
Are you a bot?
learn english instead of relying on machine translations
i asked a curious question
I think this is because CBA isn't set up for that right now.
Merged, but not in released version
I just had to do the above for MRT AccFnc. Simply republishing the addon via Publisher to the Workshop, updated the publishedID to the correct one for me - I didn't have to make one manually.
Still not sure if I should be distributing the meta.cpp with non-workshop versions of the mod though
So, as of today's DEV branch update any attempt to load the editor crashes my game :(¨
Arma 3 update 1.58 RC1 available https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=2997497
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
i feel kinda stupid, but i cant find the downloadlink for the exe?
@timber sorrel there is no .exe for RC, that's whole branch, 1+GB update
1+GB Update? How long til you think it's out on Stable?
It varies but usually 1 to 2 weeks of testing on RC before release
Okay. That'll be a fun download. I only get 450KB/s down. Kinda why I had to retire from the 15th.
Biki for animateSource says you can manipulate turrets, but none of the examples are working for me on current RC - https://community.bistudio.com/wiki/animateSource -> ugv animateSource ["MainTurret", -rad 90]
provided example is working
I guess you are trying to apply that command to armed ugv, where in example there is spawned turret less one
armed one constantly overrides any user input, where unarmed doesn't do that due to lack of turret
That makes sense, I was using armed version. I was hoping this command would allow re-aiming of turrets of tanks (wanted to do some hunter-killer stuff with the commander view)
issues with 1.58 RC vs BattlEye's RCON? - read #arma_battleye
new 1.58 RC 1.54.135170 was released
@WhoeverItMayConcern I mean whose idea was it really to have vehicles in this game be so unrealistic. Certain hatchbacks cant even drive on like dirt without going ONLY 5 mph. Then secondly, if you hit any bush doing 20+ mph, youd kick the shit out of that bush in real life but however in this game that bush somehow does such damage to you and wrecks your tire! Idk bout you, but first off, ive seen people walk away from head on car accidents, so when I hit a bush or even a rock wall, why is that your game delivers such bs damage... its just completely realistic. Can i get an explanation why this bitchy car system was implemented into such a wide and vastly realistic game.
everyone, changes to BattlEye RCON now need admins to manualyl define custom RCON port in BEserver.cfg, read more in #arma_battleye
so, anyone had crash on 1.56.135164 (performance binaries) or 1.58.135170 (RC 1.58) ?
today's dev branch changelog 'highlight' (cool)
•Added: Weapon switching on the move
Is there any reason to be on RC at the moment?
Because the last time stayed on dev instead of RC we got a problem-filled v1.56 release that needed a hotfix
oh yes, i forgot mention, RC was updated yesterday too 😉
I'm running the RC branch on a linux box. 46.166.176.153:2302 , mission: BattleRoyale GhostHotel
Testing Epoch server with RC branch and now 3rd person is disabled. But on a 1.56 it works fine. Same files used for both servers. Any ideas?
It's because of the difficulty change I believe, when I went to dev branch I had veteran difficulty on and that locked me to first person, while in 1.56 veteran allows third person
Thanks. Somehow I missed that. Appreciate it!
note, just fresh in DEV branch changelog: (cool)
•Added: A new VoNCodec implementation based on Opus (can be enabled by setting vonCodec = 1; in the server.cfg)
@past moon Is it fixing the VON issues ? Or is it just a step towards that? Anyways, I'm excited to see the VON being worked on. Finally! 😃
@floral arrow more likely step for now, it would be great miracle if it fixed the most annoying bug 😉
Is multiplayer just compeltely broken on Dev now? I never had any problesm up until last week or so and can't connect
Running 0 mods, using vanilla mission... UPnP works fine. People can connect but get disconnected instantly. No errors no nothing
Is the new repsawn menu working on Dev? ```Error in expression <
switch _mode do {
case "open": {
if !(BIS_RscRespawnControlsMap_shown) then {
0:22:05 Error position: <BIS_RscRespawnControlsMap_shown) then {
0:22:05 Error Undefined variable in expression: bis_rscrespawncontrolsmap_shown
0:22:05 File A3\functions_f\respawn\fn_showRespawnMenu.sqf, line 25
Grenadier side launcher sight not working on Dev, using normal centre sight. Only tried the MX and Katiba.
Hello everyone
I need some confirmation for this https://forums.bistudio.com/topic/188544-paste-with-1-only-if-there-already-is-a-variable-with-same-name-please/
Is what this guys states fixed right now in Dev Branch?
Please, if someone can confirm this it would be really helpful
Ok it is fixed, just checked
note: several more fixes rolled into 1.58.RC in evening yesterday so remember to update and check https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=2997497
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
@past moon: wrong channel or this will come as hotfix?
@scarlet root thanks for warning, mislicked ... {tbd}
Release Candidate for an upcoming hotfix is now available for both clients & servers. Steam access code: Arma3Update158RC
I know how to go into dev branch, but how do you go for RC branch for servers with steamCMD?
@past moon would it be "+app_update 233780 +betapassword Arma3Update158RC"
from my batch (same as on BIKI): SET A3serverBRANCH=233780 -beta rc -betapassword Arma3Update158RC
thanks
q, anyone on v5 perf binary with crashes ?
Any steam CmD Code for Server available?
@pseudo island, Can you be any more specific?
I will upgrade a testserver to RC branch 1.60
So i need the Steam CMD code for updating.
See dwarden's response above
I asked the same thing last time
Just change 158 with 160
Arma3Update160RC
SET A3serverBRANCH=233780 -beta rc -betapassword Arma3Update160RC
should be it
I got reports of server crashing a lot, see if its true
server.exe is very unstable, going to upload my dumps soon
I also noticed that menuPositions had weird behaviours (such as running when it shouldn't upon respawn) and respawn = 3 being broken
3 dumps and rpts from 3 crashes.
1.60.136052 server will always crash when mission has defined difficulty in mission cycle, fix wip
dang this crash, good to know that the fix is on its way
Can anyone provide more information about part of the dev branch changelog today? Tweaked: Various terrain performance optimizations
DnA commented on it a little https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=3026424
Seems like like it's mostly to do with engine algorithms for processing the scene
Anyone else crashing every time after loading a mission from LAN server (when joining game)?
loads fine for me on the latest build
Yup, it does it everytime (confirmed on multiple machines and servers)
Check the RPT if it isn't the mission.
If you join a LAN server hosted by another ID (not by yourself), it crashes every time
Tested on multiple missions too, with and without mods
Home network 😉
oh, didn't check that case, good point
We're a game studio with office, so clients are connected in home network... Makes testing the mission kinda hard lol
@tame rover Thanks, I missed that
What's with your character falling down all the time? It's like he was drunk
It's semi random and happens super often, very annoying
Run past vehicle -> character falls down, make sharp turn or change speed -> character falls down
Are you using any addons?
Nope
Well that's all I got 😛 I faintly remember people having that issue with MOCAP, but since you are not using addons I have no idea
Isn't anyone elses character falling down constantly really? It appears all the time in dev branch to the point that it makes me want to throw my screen out of the window 😄
Run past something -> character falls down
Run towards something -> character falls down
Make a turn -> character falls down
It's like he had drunk a bottle of ouzo! lol
Is there a getting started guide somewhere for the new feedback system?
@past moon can you please forward the anim issues @solid crown and me listed. otherwise you will get lot of whining from BR and DZ mods if these remain in 1.60 😉
note: most if not all only happen if you are without weapon AFAIK
(present in 1.61 dev branch and in RC AFAIK - some say even in 1.58 but couldnt confirm that myself)
Another minor anim annoyance: 1. stand up, 2. lower weapon, 3. crouch. The weapon will rise by itself.
Doesn't happen if you're moving.
yet another one: start sprinting (erect, unarmed) then press the prone key -> your character does the front-left sprinting anim before diving to prone
@timber sorrel In what version? on 5/18 there was a dev branch changelog with Fixed: Unarmed characters would step to the left side when going prone while running https://forums.bistudio.com/topic/140837-development-branch-changelog/page-40#entry3026049
Yeah it's happening on lastest RC as well
I might be completely wrong, but wasn't there supposed to be some sort of Camera I can use in the A-164 too have a look around while flight? If yes, what key and can I change that key (I'm on RC right now)
ctrl + right click
Thanks! ^^
new 1.60.136341 Release Candidate was released !
changelog: https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3023745#entry3023745
discuss: https://forums.bistudio.com/topic/183856-release-candidate-branch-discussion/
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
Page 1 of 7 - Release Candidate Branch Discussion - posted in ARMA 3 - GENERAL: Please use this thread for discussion specific to the Release Candidate (RC) branch on Steam, when its available in the weeks leading up to a release. The preferred method of reporting issues in that build is the Feedback Tracker. Thanks!
new 1.60.136372 Release Candidate was released !
changelog?
The issue with keybinds for Select All Units is still present. https://forums.bistudio.com/topic/190859-a3-on-new-windows-10-computer-spacebar-now-doesnt-select-all-units/#entry3029663 A rather severe problem in my view.
And the "visual upgrade" for CAWorld has essentially destroyed the visuals of CUP terrains. But CUP team is working on fixes. https://forums.bistudio.com/topic/186835-community-upgrade-project-cup-terrains/page-34#entry3029697
Hey that's me, and I wouldn't say destroyed, we asked for it.
It sure looks destroyed to me. For one thing, inside castles on Chernarus, it's so dark at 12 noon that you need NVG to climb stairs. Perhaps you should get your glasses checked there, Alfred! 😉
anyone know when the Tanoa Terrain is going to drop on the Dev Branch?
15fps increase in Altis benchmark with the latest dev update 😮
what engine feature was disabled by mistake? 😛
And another tweet https://twitter.com/omartinak/status/738292115592077313
that sound like the Large Object List Rendering thing
and i can imagine what this can be but i am not sure
i think that this is a Tec where you dont Throw everyobject alone in the render Pipline so that you build Large Objects out of one and handle it as one Object
but this is just my idea what this maybe can mean
i hop that BI will give some more information about that later
Discussion and Feedback : https://forums.bistudio.com/topic/191389-tanoa-discussion-dev-branch/#entry3037053
Tanoa discussion (Dev-Branch) - posted in ARMA 3 - DEVELOPMENT BRANCH: We have just released over 100 km2 of Pacific archipelago we call Tanoa to the Dev-Branch for all Arma 3 Apex owners. The version is still work-in-progress, please, be gentle on the green hell that has been just unleashed Please, keep in mind that the version is still unfinished and spread the word when taking screenshots / videos / streaming, otherwise enjoying the environment. Still, we are looking forward to your fe...
aww snap
i was use the Arma 3 Tool GU to get the DevBranch but i am not able to test Tanoa, it says that i need to buy it, maybe did i need to use Steam instead of the A3 Tool GU? @past moon
I think its the same
patience @torpid plinth
@torpid plinth are you APEX on Steam account ?
hey guys! how i can play tanoa on dev build? I already buy it, but now he propose me ti BUY it again!
...
... indeed
Arma 3's Tanoa 😉 (video) https://youtu.be/RunKiT2svRM
damn teasers 😛
lol, nice Vid
another video https://www.youtube.com/watch?v=arGaG946CSc
Doesn't Marek work for you guys David? 🐱
i would say it's the other way around 😁
He's the CEO
dum dum dummmmmmm
thought I recognised the name lol
@past moon what do you guys mean with the squad radar?
Some kind of radar like shacktac hud?
wait and see 😉
Ohh crap! That would be awesome!
A squad radar is definatly needed in A3, the shacktac hud is amazing and one of the best A3 tools which I have used to enhance my game, it'll be great to see what has been implemented into the squad radar and some of the features in which it may have to offer 😃
Is TrackIR working for anyone else of dev branch right now?
Squad radar for noobs and coop pichez... FailFish
maybe melee, climbing, knife, jump, holster weapon?! Crocodile, puma, some farm animals. Then squad radar 😉 ?
the map is outstanding, some things here and there. but im pleasently suprised at how well things are working and good they look 👍
does dev branch is fixed?
👀
TrackIR is working for me Wade, But it has an issue where it pans your zoom whilst on foot
anyway to fix map markers in Apex Dev branch?
??
3.6 gb update in dev?
anyone having issues downloading with steamcmd?
Error! App '107410' state is 0x612 after update job.
Updating Workshop items for App '107410'.
Update state (0x61) : Timed out waiting for update to start, bailing.
Steam>ClientJobRemoteStorageSync.cpp (2386) : Assertion Failed: Failed to write
file after download (2)
Need help pls. I installed arma 3 dev branch and i cant get tanoa running. It tells me i have to buy it, but i already own it. Bought it some months ago at store.bistudio.com
are you installing dev branch to a separate place with Game Updater or switching your main Steam Arma 3 install to dev Branch via the Steam API?
So far, only the second one will work
i used the second method... i checked options of arma 3 and setted to dev branch...
And does Steam say you've registered Apex to your account?
no, it says only that i have to buy it.. 😦
then on the Apex button if you bought it, press 'Details'
it'll ask you to log in to steam to tie your purchase to your Steam Account
Does it say anything about Apex in https://store.steampowered.com/account/licenses/
negative
Then that would suggest that it hasn't registered the product key
omg i think i get it now
i had to click the button again ^^ now he is downloading 4,9GB st steam
that sounds like it worked then
redeem on steam wasnt listed at the first time i checked the button ^^
many thanks dude !!! 😃
np
I was use the GameUpdate to have a separate installation for DEV-Branch, but it won't recognize that i own Apex, so i was need to update my Main Installation through Steam, is this a Bug or is it not possible at this time, that GU will Recognize it?
not possible at this time
Anyone else find the current version lagging and really unstable compared to the previous one?
@zinc sigil TrackIR is kind of working for me, but Z-axis behaves strange and I when zoomed in, moving your head sideways hardly works
@agile nebula I appreciate the help, for me TrackIR was disabled in the controls by default, when is usually is enabled, stable branch has default on and dev had it default off for me.
oh right I noticed that too in the beginning
do also notice that it behaves differently?
I havn't really had a chance to test it personally
•Added: Support for the Tobii EyeX Controller DEV branch has experimental support for eye motion/focus tracking (so after TrackIR it's another high quality head/view control support we have)
AI Driving - Feedback topic - posted in ARMA 3 - DEVELOPMENT BRANCH: They told me to explain what is new AI driving and how it works. Weve been working on it for many months, in almost complete secrecy (excluding occasional Oukej talking about vacuum cleaners).
It is mandatory to mention, that it is still Work In Progress, has few bugs I know and many which I dont know about yet. Also, currently this new AI driving works only for wheeled vehicles, otherwise known as Cars.
Now let me try to...
Tweaked: Mines can now be detonated by players even after they respawn
that doesnt sound like a good idea
^
http://imgur.com/a/CBLkL Bit of a bug with the props of the V-44. This is with a clean mod line.
Is that the RC preview build or Dev Branch? I noticed both of those bugs yesterday but they seem to be fixed on the dev Branch today
So "Apex Sneak Preview Build"-Branch is basically the RC branch?
yup
RC will be ahead of it with updates
I think
apex sneak preview is just for APEX as it stands?
They should be the same. https://twitter.com/arma3official/status/742444443136106500
I think they have the apex sneak preview for simplicity sake, as the name is pretty self explanatory for those who haven't used another branch. And then ease of access for those that haven't used RC builds before, since they may not know how to find and use the code required to activate RC branch. Then to be consistent they kept an RC branch as well for those that are use to it.
thus only confusing those, that generally believe they know what they are doing.
Also true 😛
alright thanks for pointing this out guys 👍
http://puu.sh/ptqnn/b7293d0a2d.jpg looking good!
My allocator works very well with RC niceee
Anybody knows, why the DevBranch-DediServer shows up for a second, then dissapears again (Steam - Serverlist) oO
(Server works with Stable-Branch)
is your client also on dev branch?
😄
So the xi'an juuuuust doesn't fit through the gaps in the solar tower, but you can (not humanly possible, I lined this up in the editor) make it through without taking damage: https://gfycat.com/AnxiousAdeptAnole
My Feedback to current RC Apex - the following ticket is my personal prio one ticket for this RC Branch: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes https://feedback.bistudio.com/T117967
5GB update just been pushed to apex_sneak_preview branch
apex_sneak_preview branch is now version: 1.62.136928
any update to map marker fix or sound bug for dev branch?
Looks like I'll have to bind another control to my HOTAS.
How do I load stuff in the back of the V-44 Vehicle Transport?
drive up to the rear of the vehicle and, if the config allows it, you'll have an addAction to load vehicle
Huh. I was unable to load the stomper into the back. Are unmanned vehicles unable to be loaded?
@timber sorrel is vehicle-in-vehicle transport already activated/possible?
yes it is
O_o I need to test it now! Work must wait.... see you all at home 😄
Just to confirm, the Load Vehicle is under the scroll wheel action menu, right?
yes
Yeah, wasn't showing up for me in the UGV Stomper RCWS
gimme a sec i'll check
I was in the passenger seat
you need to be the driver afaik
And since there is no driver seat for the Stomper
Wait, do I need to be in the UAV Terminal controlling it?
are you trying to load it in the vehicle transport variant of the VTOL at least ?
UGV Stomper RCWS(BluFor) V-44X(Vehicle Transport)
I'm not sure of the proper name for the Stomper
It's the Armed one though
Both were BluFor vehicles
option is there for me on dev
did you remote controle it via zeus ?
No, I was using the BluFor UAV Terminal
Should I try controlling the UGV AI via Zeus instead?
shouldn't matter, it worked fine for me through the uav terminal
Hmm...
Maybe Refined Vehicles doesn't like Apex yet
But that really shouldn't matter
Hmm
Okay. I'll try it without Refined Vehicles
Shame. I prefer how the vehicles control with it
I noticed the VTOLs are missing some hit point names, will these be added before release of Apex?
Like what?
I mean I'd assume they'd add the rotors and such no?
Look at the current jets
they have the glass and everything....
That argument is slightly invalid
the glass hitpoints, those are probably going to get added, but the rotors I highly doubt that
Yo, to anyone on the RC Branch, can we verify that we can load vehicles in the back of the vehicle transportation version of the V-44X? I launched an unmodded game, went into the editor, placed a unit down, synced him to zeus, and placed a Hunter HMG and a V-44X down via zeus. I then drove up to the back of the V-44X(Vehicle Transport), and I don't get anything popping up on the scroll wheel.
I also tried it with the armed and unarmed versions of the prowler
Was it ever confirmed that Vehicle in Vehicle was on RC branch? I thought it was only dev
That would explain it then
Yeah, its only on Dev.
Any idea when the Map Markers fix from DEV will be pushed to RC?
Has anyone else experienced vehicles not having sounds or the wrong sounds in Apex Tanoa Dev branch?
https://feedback.bistudio.com/T118395
https://www.youtube.com/watch?v=Slcea4D8Dgo
Is VIV coming to RC? I noticed that there's a 5.3GB patch that just hit.
I don't think it'll make it this week. It's not in the changelog for today https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3043571
They are still adjusting it on dev as well. Maybe they could do it tomorrow, but definitely not Thursday or Friday as they said there weren't going to be any updates because the BI teams are meeting up for a company wide event
Looks like the Map Marker fix didn't make it in either!
@past moon did sneak peak update today ? any changelog ?
@timber sorrel Last update of the Sneak Preview Branch is 19h ago -> https://steamdb.info/app/107410/depots/ There you can find the different branches and the timestamp of the last update. Also available for Arma 3 Server https://steamdb.info/app/233780/depots/
Vehicle loading is just reminding me off a less realistic IgiLoad 😦
Damn, i wanted to try to port Hunter Six mission to Tanoa, but damn, there are a lot of markers and compositions in that mission 😛
markers are fixed
On RC @misty spindle ?
Not sure about RC @timber sorrel. I know they are on dev now.
I'm seeing a new client crash on the RC candidate. Curious if anyone else is having a similar issue? (dump files have been submitted to dwarden)
It shows up as an Access Violation as the client dies... It appears to be something in the weather code, but don't know much beyond that. BUCKET_ID: APPLICATION_FAULT_NULL_CLASS_PTR_READ_arma3!simul::clouds::ThunderCloudNode::GetLightningColour+108bf0.
Scrubbed my install and still get that at random times. Don't believe I changed any other settings / hw / drivers / etc.
https://forums.bistudio.com/topic/140837-development-branch-changelog/page-40#entry3029525
Added: Authors of markers / drawn lines can now be displayed
How do I get this info?
hover over the marker
@alpine junco I tried that, no luck 1.63.137131
@past moon I guess this should get attention
https://forums.bistudio.com/topic/191790-spectator-view-after-dead-is-not-working-in-new-update/
Spectator view after dead is not working in new update - posted in ARMA 3 - TROUBLESHOOTING: Greetings.
I have problem with spectator view in new ArmA 3 version (1.60). Before this patch every player witch died in MP became spectator. After this patch every player which die have camera looking to the ground and have no option to became spectator. Is there any option how to enable spectator in the missions?
Will post a Q here:
is Revive respawntemplate is going to be removed with Apex release? I cannot locate it in CfgRespawnTemplates on apex_preview branch
From today's changelog "Tweaked: Blending of LODs of models was improved"
https://forums.bistudio.com/topic/140837-development-branch-changelog/?p=3052577
I took a quick look at it and it does seem better
Hey guys a few questions,
Can you disable Squad Radar via difficulty settings?
Also "Line Drawing Server Toggle". Anyone know what the toggle setting is?
@rare cobalt
Added: A new drawingInMap server.cfg parameter to toggle the Line Drawing on Dedicated Servers
probably 1 or 0
@rare cobalt @warm turtle server.cfg setting : drawingInMap=<number>; //0 off, 1 on
Are dev branch and dev_rc the same?
@dense cave nope
dev is latest, rc/preview get some dev stuff later 😄
Quick Q: Damaging islandbacked objects are not beeing send over to other clients -> Known Bug (SneakPeak Version)?
👀
anyone experiences also issues updating via steamCMD?
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...OK.
Logging in user 'XX' to Steam Public...Logged in OK
Waiting for license info...OK
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x81) committing, progress: 45.13 (2115092749 / 4687181641)
Error! App '107410' state is 0x606 after update job.```
still have 13 GB free space, so dunno whats going on
ok found the prob in logs
[2016-06-28 20:57:28] AppID 107410 update canceled : Failed to backup file E:\games\SteamCMD\steamapps\common\Arma 3\arma3diag.exe (Disk read failure)
process was still running in zombie state
Is "Revive" removed from CfgTemplates?
Does anyone know what became of this?:
https://forums.bistudio.com/topic/140837-development-branch-changelog/page-23#entry2799349
Added: Unique ID to inventory items (for MP - WIP)
I was hoping this could allow for proper weapon jamming simulation and many other possibilities.
Possibly, my hope is that it can be used to fix various duplication exploits
being able to read item ids would be splendid
👀
so APEX delayed is confirmed? 😛
i expect to see the early dev campaign this thursday or friday
well not much they can fixed until moday release
well the campaign been tested for a while , but internally
so i think it will be fine
Hey, does anybody know how to switch to rc branch with steamcmd?
re: the campaign; no offense, but the thought of BI and 'internal testing' on the campaign is not really a happy thought for me personally. i hope we see it before it rolls, but it would need to be today or tomorrow to be productive i'd think.
re: campaign; all pro. downloading and will be testing with a full crew. 👍
Campaign was added in today's late update Changelog https://forums.bistudio.com/topic/140837-development-branch-changelog/?p=3057344
But keep in mind this quote from that changelog...
"Please be considerate when discussing the campaign and use spoiler warnings whenever appropriate - thanks!
In order to enjoy the full experience of the Apex Protocol campaign, we recommend to wait for the full release. To those who are less patient, we thank you for participating with testing!"
during testing, i found it odd that when i chose to 'save and exit' the server ... i went through the debriefing scenes, ended up pressing continue ... and it completed the current mission, which was not complete. it pushed forward into the next mission, and i can now access all the missions. which i could not do at the original launch of the campaign.
its a feature
No notes for this mornings 2.8gb update to 137368?
maybe this one from dev branch? https://forums.bistudio.com/topic/140837-development-branch-changelog/page-41#entry3057344
😛 I know what i've done, I saw the update last night and downloaded it on my server, then turned my PC on this morning and it downloaded and I thought it was a new update so updated the server again haha
#Maybe they changed on emtpy line of code, and just reuplaoded it for fun 😄
what is even more odd to me. is that after making a new profile, all the missions still unlocked. yet everything else reset.. 👀
Apex sneak preview update?
Looks like it
Added: Apex Protocol co-op campaign
Tweaked: The BIS_fnc_taskState was optimized to prevent problems with non-existing tasks on Dedicated Servers
Fixed: It was not possible to proceed with the flow after loading a save in Showcase End Game in various places
Tweaked: AI should now be less prone to crash the VTOLs while piloting them
Fixed: kbTell conversations would not work correctly on Dedicated Servers
Fixed: Object view distance could be set to 1 in Video Options
How come it weighs 5.4GB?
because EBO's
Hello, I have a question for the devs. On the respawn spectate, there is no option to allow free camera or to hide the interface. Is this set in stone or is there a way you can change this?
Can you hide the interface with backspace?
Not that I know of. Will double check here in a sec
No, you cannot hide the interface
Side note, the function says it does not have Free view, but I had it anyway.
Fixed: filePatchingExceptions DS config param will work properly now
@past moon any more info available here?
@scarlet root filePatchingExceptions[] = {"myid"}; //this server.cfg setting wasn't working before reliably, it's fixed now
Link to were this is documented ? First time i heard you can allow specfic steamIDs for filepatching
Also is this in stable or only dev atm ? Thanks
it's new-wip so not documented, only dev afaik
kk thanks
does the dev branch combined with GameUpdater work with the APEX content yet? So Steam => stable, GameUpdater => dev. 😃
@autumn sage it's working for me
cool 😃
wonder if anyone noticed on today's DEV changelog:
•Tweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa
😉
i love graphics tweaks!
@past moon nice one! is docu on lighting next or ETA unknown?
@scarlet root https://forums.bistudio.com/topic/189808-visual-upgrade-–-feedback/page-55#entry3075401
Page 55 of 55 - Visual Upgrade – Feedback - posted in ARMA 3 - DEVELOPMENT BRANCH:
How illumination at night should be: https://forums.bistu...ness/?p=3074478
And video of the script in action: https://drive.google...iew?usp=sharing
Watched the video, this should be implemented yesterday.
I posted this in terrain makers but I'll just copy and paste it here as it's relevant. Here is a list of the tweaked lighting changes, Altis and Stratis have the same changes. http://pastebin.com/ds9qk4Lk
It's pretty much just changing some of the aperture values in different situations of overcast, sunAngles, and sunOrMoon
Oh facepalm, you posted it in that thread
@unreal cypress np 😉 i was just lil faster, ty for your effort ofc
@past moon I was asking about docu "promised" by guggla since A3 alpha, and again he did after the recent lighting update
people dont like wasting their time by trial an error
especially on such complex configuration like lighting
@unreal cypress suggest you to use one of the online diff sites like https://www.diffnow.com
http://alternativeto.net/software/diffnow/
DiffNow lets you compare text files, documents, binary files, and archives up to 2048KB in size. You can either upload the files you wish to compare or enter their URLs. Results are returned as an interactive HTML report.
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Yeah I still have the configs so I could do that, I thought it was a bit easier to summarize
Then again some people like to see it all for themselves
@scarlet root documentation is still WIP
Stratis 1.62 vs 1.63
https://www.diffnow.com/?report=br7zt
Altis 1.62 vs 1.63
https://www.diffnow.com/?report=236ok
btw. this entry in DEV branch changelog shall make some happy
•Added: Checkboxes for muting players in the Multiplayer Lobby
That's some next level stuff.
•Tweaked: Data signature checks are now disabled for Headless Clients soon in PROFILING branch performance binaries too
What's the effect of the disabled signature checks for HCs?
@autumn cape less i/o,cpu workload as the HC is 'trusted' anyway
HC worked perfectly fine for me for the last few months, though 😃 but a welcome addition nonetheless.
dev branch is now at 1.65
it's sign of ... 😉
@past moon Can you guys also fix direct communication? Pissing me off
@scarlet root oh rip, I thought I saw somewhere 1.64 (next stable) was gonna be the release, not 1.66 at this rate. Lol
Also Dwarden
The direct communication you legit have to like yell into your mic
So a person legit touching head on head
Can somewhat hear
But stuff like vehicle channel
Works fine
@jawsh
Rip
Will we get the RC for the weekend?
Yes we did. Yay! 😃
1.64.138137 RC1 https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3083695
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
@past moon Do we know what all was changed with this: Tweaked: Weapon Balance Optimizations ?
I'm guessing it's these small weapon tweaks they have been doing
Tweaked: Mass values of the MAR-10 and the Cyrus rifles were reduced
Tweaked: Inertia of the Cyrus and SPMG weapons was optimized
Tweaked: The inertia coefficient value of the LIM-85 was slightly increased
Tweaked: The rate of fire of the Rahim weapon was slightly decreased
Tweaked: The mass and recoil values were adjusted for the Type-115 weapon
Tweaked: The mass and recoil values were adjusted for the SPAR-17 weapon
Tweaked: Air friction and penetration values of the secondary ammunition of the Type-115 were increased
Tweaked: Muzzle velocity of the AK-12 was decreased
Tweaked: Ballistic performance of the 7.62x39 mm bullets was optimized (increased air friction, decreased penetration)
Tweaked: Muzzle velocity of the SPAR-16S weapon was increased
Tweaked: Accuracy of the CAR-95-1 LSW was optimized
Tweaked: Accuracy and muzzle speed of the CAR-76 DMR were optimized
Fixed: The default zeroing interval of aiming with the iron sights was not correct for the CMR-76 weapon
Tweaked: Suppressor models and usage were overhauled (redundant suppressors for LMGs are no longer used as all LMGs are now compatible with standard suppressors of their caliber. Backwards compatibility is maintained despite that LMG suppressors are no longer available in the editor)
Tweaked: The volume for shooting with a suppressed Syndikat LMG with a was improved
Tweaked: Air friction of 7.62x39 and .50 BW bullets was increased
The suppressor models and usage "overhaul" had a more detailed description here https://forums.bistudio.com/topic/140837-development-branch-changelog/?p=3083216
@past moon 1.64 this week when all goes well?
1.64.rc2 out, 1.64.138245 on RC branch
1.64.138245 RC2 , https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3083695
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
1.64.138310 RC3, https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3083695
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
My Steam client downloaded an update for Arma 3 [rc], yet I don't see any new change logs. :/
v1.64.138425 - 576.5 MB
i was about to write tweet about it, @cloud comet it's mainly more merged 'crash and last minute' fixes
1.64.138425 RC4, https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3083695
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
as usually 4x Zeus and 2x Endgame servers available to try it out
👍
I had some pretty serious LoD issue after couple hours of playing. anyone experienced the same? objects disappearing in front of the eyes and appear randomly
I was playing RC branch
video about it https://www.youtube.com/watch?v=2HQmzpkAAmk
1.64.138454 RC5, https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3083695
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
Any changelog or is it just performance and crash fixes like the last one?
☝
~41MB RC update today. Changelog? Or crash fixes+ like before?
66.0 MB for me, client-side.
https://forums.bistudio.com/topic/190458-text-chat-disappearing-upon-entering-splendid-camera/?p=3094839
Can anyone confirm or deny this issue?
can confirm, happened to me once
1.64 TODAY #HYPEEEEE
@misty spindle source?
Nice thx @cloud comet
👍
I am my own source 😄
if you see the update flash it's already too late 😉
Haha @past moon !
I'm secretly hoping for some Tanoa optimization
I would be ok with about 500k trees gone 😄
setTerrainGrid 50;
setViewDistance 50;
setObjectViewDistance 50;
job Done 😄
👏
😂
@misty spindle this is how the game started to optimize for me after couple hours of playing 😄 https://www.youtube.com/watch?v=2HQmzpkAAmk
was interesting driving in the jungle knowing that there's a tree 1m from me everytime but many times it wasn't even rendered
woah that's creppy
@tulip bane Wait what?
that happened in the weekend when I had been playing the campaing for couple of hours with my friends
in RC branch
"there's a tree 1m from me everytime" @tulip bane
Dwarden suggested I put this here: I have tried Dev Build 1.65.138598 and it fixes the flight controllers problem so many people have been having with 1.64 update
today's DEV changelog : •Added: The AIDriving diagnostics has been added to the Arma 3 Diagnostics Exe
😍
I hope you will fix the deadzone not working on certain controllers soon. 😟
@spark moat ofc both client and server ...
@past moon will the linux dedicated server also receive the 64-bit treatment? 😃
@autumn sage probably later, first we need ensure it works at windows 😁
makes sense. Would be neat to be able to get rid of the 32-bit libraries to run the A3 server. ^^
well the server runs fine for most of time on 32bit with good allocator (like the community xt one with large pages) and no memory leaks happening 😆
but yet if you plan to load into RAM tons of stuff server side the 64bit become handy
true, it runs fine as it is now. 😃
@past moon how can I load tons of stuff to RAM?)
A LOT of arrays? 😛
an array of arrays
It's arrays all the way down
hey guys idk if this is proper one to ask it in
i have some problems making my server to run
its hosted on havoc servers i made it to run but i cant get into the game
there is a lot of bugs kicking out in log and im clueless wat do since everything seems instaled properly
ok sorry den :C
@near rover see #server_admins
k ty
Arma 3 update 1.66 RC #01 https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3116566
Release Candidate Branch Announcements - posted in ARMA 3 - GENERAL: In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.
whats dynamic simulation?
no mentions of it that I see, just popped out of nowhere, wondering here...
Simulation of objects is dynamically disabled/enabled based on their distance.
Kind of like the simulation manager but instead of being a module, it's more built in the engine.
@candid dew Yay! Everyone party
Exactly what I was saying before
Why are all AI being simulated?
When not nearby.
Version: 1.66.139279 RC1
I've noticed the following in the arma3server.rpt file prior to mission init. Cache was verified.
14:02:18 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f
How odd.
Data corruption.
Nuke the folder
Then verify the cache
Characters_F.pbo
delete it then verify cache
Mostly a simple: Restart the game fixes that
It does not, Dscha.
@timber sorrel, unfortunately, that did not resolve the issue.
characters_f - 42,405,241 bytes - every time.
Make sure you nuke the bikey with it too @cloud comet
I mean BIsigns
characters_f.bisign
Sounds like a signature mismatch to me @cloud comet
Are you using Altis Life or any other mod that could be using a .dll?
Make sure you nuke the bikey with it too @Jawsh
I did; no good.
Yes, using tbbmalloc.dll for extDB2.
18:53:14 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f
Still in the arma3server.rpt even when launching without mods or a specified mission.
extDB2 isn't supported by @timber sorrel anymore
extDB3 is
It's highly unlikely extdb2 is causing your issue
@cloud comet check if A3_Characters_F is present in cfgPatches via config brower/config dump
if its not, either the pbo is missing, corrupted or not read (for whatever reason)
How would I go about doing that for a server, @scarlet root?
the dump missions can be launched for it too
that said before that compare the file list in the rpt (client vs server), do hashlists for both and compare them
Server:
18:53:11 addons\characters_f.pbo - 107558
Client:
18:55:12 addons\characters_f.pbo - 107558
Is that what you were referring to, @scarlet root?
yep. that looks fine. best dif the whole list to see if there is any other mismatch
All of the loaded addons look fine.
@cloud comet -verifySignatures
at server startup parameters
if it comes back and says verification failed on any addons you've found the problem
-verifySignatures is a launch parameter or did you mean -checkSignatures, @timber sorrel? https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Developer_Options
I am using verifySignatures = 2; in the server.cfg file.
@cloud comet -checkSignatures sorry
I used -checkSignatures and the arma3server.rpt indicates that all of them passed including characters_f.
14:03:57 Signature tests for addons\characters_f.pbo.a3.bisign PASSED!
Any that failed?
No.
How about I delete them and launch again?
No, Windows 7.
Hm.
Windows 10 blocks zip-files that was all
and you have to unblock them or screwy things happen.
Windows 7 does that too, but not just for .zip files. Regardless, all files were unblocked.
GeekyGuy5401 - Today at 2:09 PM
Still wondering if it's the tbbmalloc.dll
or something to do with extDB
Definitely cannot be as even after deleting the file and folder there is still this:
14:15:43 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f
Wait...
try this.
@cloud comet
I know how to fix your problem
Look inside your mission.sqm
and tell me if there is a definition for "a3_characters_f",
It occurs even without specifying a mission in the server.cfg, but as for the question itself, yes, "A3_Characters_F" is defined in addons[]={};
As well as
class Item11
{
className="A3_Characters_F";
name="Arma 3 Alpha - Characters and Clothing";
author="Bohemia Interactive";
url="http://www.arma3.com";
};
in
class AddonsMetaData
{
class List
@timber sorrel
Double up of the same?
No.
Once in:
addons[]=
{}
and again
class AddonsMetaData
{
class List
{
Same with some other addons.
when did this start happening and which mission life?
is it a life mission?
or exile?
Life, but even without specifying a mission (I.e. class Missions {};) that warning message will occur.
It appears that the warning message began occurring after updating the Arma 3 server from 1.64 to 1.66 RC1.
Is the mission running the life_server component?
It is.
Are you sure it's starting?
Positive.
Is this running @life_hc as well?
I now already am fairly confident what your problem is
Purely through system of elimination
Have you altered the @life_server component
or the @life_hc components?
@cloud comet
Is this running @life_hc as well?
No.
Have you edited the @life_server component?
Have you altered the @life_server component
Just checked to be sure. No, it's unchanged.
de-pbo it
Because I know the @life_server addon is dependent on the "A3_Characters_F" class
and if it's not in there.
Might cause issues
class CfgPatches {
class life_server {
units[] = {"C_man_1"};
weapons[] = {};
requiredAddons[] = {"A3_Data_F","A3_Soft_F","A3_Soft_F_Offroad_01","A3_Characters_F"};
fileName = "life_server.pbo";
author = "Tonic";
};
};
1 result for A3_Characters_F in life_server:
class CfgPatches {
class life_server {
units[] = {"C_man_1"};
weapons[] = {};
requiredAddons[] = {"A3_Data_F","A3_Soft_F","A3_Soft_F_Offroad_01","A3_Characters_F"};
fileName = "life_server.pbo";
author = "Tonic";
};
};
Do you have any other mods running?
Only -mod=@life_server;@extDB2
Do you get that dependent on content thats being deleted on?
Players or the server?
Server.
Just tried with tvt50_domination_3_38_tt and got the same message.
There is a folder
called dta
contains a whole bunch of misc pbo's
Delete them
Verify cache
Wait no.
Find the servers cached mission
delete it.
The server's mpmissions folder?
No sometimes the server keeps a copy
called __cur_mp
.pbo
From the current mission
If you can find it delete it.
Such a file only exists in my AppData (for the client - not the server).
okay
purge the dta
folder that contains bin.pbo etc
Or find the folder that contains those files
Not sure if thats the right one.
It appears to be.
Nuke that folder then
Delete then verify cache?
@cloud comet you really need to do a config dump and compare
it may very well be that BI fucked up the RC if it only happens there
there was new RC update (1.66.139421) ... i've put up 7 servers with it ... (2x zeus, 2x endgame, 3x coop)
Here's the changelog for it by the way:
https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/
Steam is downloading a 10.2 GB update for Arma 3 RC, but there is no news of an update here or on the forums.
There is one (only 3.7GB, but... yeah, Steam and stuff, you know) :
https://forums.bistudio.com/topic/140837-development-branch-changelog/page-47#entry3123503
EDIT: Ah, nvm. missed RC-Branch.
Page 47 of 47 - Development Branch Changelog - posted in ARMA 3 - DEVELOPMENT BRANCH: 28-11-2016 EXE rev. 139430 (game) EXE rev. 139430 (launcher) Size: ~1.9 GB (depends on Apex ownership) DATA Added: Sounds for vehicles colliding with water (cars driving through water and planes falling to water) (WIP) Tweaked: Helpers (arrows, pointers) in the faction Showcases are not visible anymore Added: Sound for Turn in / out actions for armored v...
there was new RC update (1.66.139494) ... i've put up 7 servers with it ... (2x zeus, 2x endgame, 3x coop)
Not for me. Instead, Steam decided to revert Arma 3 back to the main branch. Thanks, Steam. That's 10.2 GB of bandwidth wasted.
https://steamdb.info/app/107410/history/
Lots of activity on the dev branch staging area. Whatcha cookin in there? Something big? With many many bits maybe? Or just "logistical issues"?
Oh. It's the 64bit client.
double the headaches 😉
😉 👍
Will there also be a arma3server_x64.exe soon as well?
considering the client can be run as server via command line switch, there should be.
cmon 64bit ... 44km viedistance and objectviewdistance and only 6GB allocated ... what i need to do to with all those dozens GB memory laying all around
increase number of groups 😉
