#dev_rc_branch

1 messages · Page 13 of 1

trim crane
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Speaking of strings for mode, they could be enumerated and throw the error in case you mistype like you have it in other commands

unreal arrow
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it could be both, number is faster im doing number, string could be added later if needed

unreal arrow
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Came out pretty good and very fast would be a shame to start adding strings to dump the performance

scarlet root
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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

unreal arrow
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ActionTargetChanged

unreal arrow
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@trim crane

``` works
full sonnet
unreal arrow
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Added string and bool

unreal arrow
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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

pallid cliff
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What is the first entry in the _thisarray?

pallid cliff
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cheers

waxen pumice
unreal arrow
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if you already use scrolling wheel then ignore my comment

waxen pumice
unreal arrow
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What script you run to do it because if you just pick device it has no function

waxen pumice
unreal arrow
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yeah if you use it like this then enabling scroll menu wouldnt be any use

pallid cliff
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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?

harsh orbit
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from what I see yeah. arguments are [unit/vehicle, laser, target, turretPath]

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just tested it and it works

pallid cliff
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Weird

austere lintel
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guys, is there is any information when update 2.22 coming out ?

pallid cliff
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Soonish

viscid onyx
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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.

unreal arrow
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@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

waxen vigil
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mandatory checking this channel once in a while to see what's new new we'll be having

misty aspen
full sonnet
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Now that 2.22 is closed, we'll have some new new things coming up soon meowheart

And you don't even yet know about all the things in 2.22 either until the RC blobcloseenjoy

winter crescent
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Anything good coming our way? When will 2.22 release?

tulip bane
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Classic "when update?" already asked ahead before anyone from the community can ask it first😁

tall pumice
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clearly this is about enfusion renderer in a3. nothing else makes any sense.

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(is joke, plz dont hurt)

full sonnet
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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.

tall pumice
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so you're saying it's all shit?

full sonnet
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It's somewhat shit related meowsweats notlikemeow

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No one will understand it until I explain the bad puns after the release 😭

tall pumice
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besides the stamina bar, we finally get a potty meter

ebon quail
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You can 💩 like in ARK now

dark hemlock
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can I also throw it

ebon quail
tall pumice
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too much fiber in the diet

gray quarry
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lmao

misty aspen
ebon quail
feral tangle
misty aspen
earnest mural
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arma sims

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or is that arma life already

misty aspen
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oooh that makes sense

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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 animated_smart

full sonnet
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Man. Now I wonder if someone would actually be so crazy to build a city builder game in a mod.
Its definitely doable 😄

misty aspen
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I mean it wouldnt be super hard to get building placing/deleting etc. using Zeus and the Zeus budget system for money

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but integrating AI movement/behaviour and resource management sounds like a pita just from a UI standpoint

bleak canopy
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Imagine getting driving ai to use a roundabout

ebon quail
gray quarry
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lol

misty aspen
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hehe it would be funny to see a trash truck driving around an arma 3 city to automatically pick up trash cans though

bleak canopy
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The only non-arma stuff on my workshop are a few C:S highway interchanges, so xD

misty aspen
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congrats, you're being force conscripted into the city builder team

fervent remnant
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It remains to combine the presence of simulation with the absence of impact on FPS

solid crown
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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

misty aspen
fervent remnant
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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/

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Perhaps now everything works differently… but I’m not sure

solid crown
solid crown
fervent remnant
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If I understand correctly, placing houses manually and houses on the map are two completely different things.

scenic trail
# solid crown Have always dreamed of combining DCS and Arma so that Arma's map would be part o...

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

misty aspen
fervent remnant
gray quarry
frozen pumice
full sonnet
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wtf is that path 🤔

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Maybe there's code thats supposed to detect the mission file, and cut it off from the path before sending it

frozen pumice
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that path is existed on server

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but when server tries to sync the texture for all clients, it sends wrong path to them

full sonnet
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The server should not have a folder name __cur_mp
Is the mission not pbo'd?

frozen pumice
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pbo

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__cur_mp it's name only on clients

full sonnet
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Yeah even on server side that path shouldn't b e valid. Interesting

frozen pumice
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but mission is PBO, it works on local NOT dedicated server., it works on SP. It doesn't work only when mission from -mpmissions

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I didnt checked yet, but potentially it can happens on setObjectTextureGlobal too

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I think server should remove that part of path to texture/files for these commands with global effect

unreal arrow
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I didnt checked yet, but potentially it can happens on setObjectTextureGlobal too
it probably be ok if textures are included in mission

unreal arrow
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Right, cannot repro, added custom texture, so far no problems, could you show how you set it?

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@frozen pumice ^^^

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Missions on server (custommissions\):
flag.VR```
frozen pumice
unreal arrow
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yeah no worries

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Make sure you are using getMissionPath this is what it is made for

frozen pumice
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Done. Nope, still errors

full sonnet
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Pack a repro mission file/pbo

frozen pumice
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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.
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server started with -mpmissions=.zeus\mVTG\mpmissions

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mission.sqm not binared, no mods required for the mission

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DS on v69 profiling

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client on latest profiling

lucid totem
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what's weird to me:

  • directory starting with . — that's risky in the way that it's a hidden dir afaik
  • _jpg.jpg, wanted?
frozen pumice
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didn't find any issues with . in directory

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as should be

lucid totem
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is your dedi a Linux?

frozen pumice
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windows

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but maybe it's a cause

full sonnet
lucid totem
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then, that's all I know on my end, I will let experts tell

full sonnet
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If it matters it'd be a bug

lucid totem
frozen pumice
lucid totem
full sonnet
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Having a folder hidden doesn't change its permissions

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And permissions also wouldn't matter here

lucid totem
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so tell us what it is è_é 😄

gray quarry
full sonnet
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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

full sonnet
#

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)]

meowsweats

full sonnet
#

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" meowsweats

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 meowsweats
Everyone who likes refactoring would be very happy here

frozen pumice
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some variable names are in czech

eyes_cheeky

lucid totem
nova wigeon
gray quarry
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native language moment

peak scaffold
unreal arrow
full sonnet
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No it won't be different.
It's the pboprefix name

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It's not different, it should not be different

tall pumice
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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

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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

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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

halcyon moth
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Yeah I tried to do wind prediction for paradrops and it turns out this is impossible because the wind changes too quickly.

tall pumice
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i think it needs some chill

halcyon moth
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I suppose you could write your own wind sim, but the default behaviour seems... bugged.

tall pumice
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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

feral tangle
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Does wind change have the same time factor thing that fog does?

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Like how you can set fog to reach a specified value over a specified time?

arctic fern
full sonnet
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"WindConfig" >> "speedOfWindChange" is a config entry

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It does a random roll every "windChange" (also in config) seconds

And then smoothly slowly applies it, based on speedOfWindChange

scarlet root
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(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;
            };```
pallid cliff
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So by default every 5 seconds a change in 2 seconds?meowsweats

tall pumice
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that would explain a lot tbh

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i think the default values are too crazy. should be tweaked for all terrains, imo

full sonnet
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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

full sonnet
#
#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

full sonnet
#

Ahhhh.
#define SVAR(a,b,c) a, b, c

Hello SVAR() World -> Error, too few parameters
Hello SVAR(a) World -> Success! Result: "Hello World"

full sonnet
#
#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 🙂
full sonnet
#

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

full sonnet
#

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])
full sonnet
#

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
  ]
];

🤯

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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.

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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});
tall pumice
#

that moment when you understand absolutely nothing of what's going on

full sonnet
#

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..

tall pumice
#

wtf is that 😄

#

ace has 1000 different dogtag items?

full sonnet
#

Yes. TFAR also has 1000 of every radio, I think ACRE too

umbral orchid
#

so they're unique

tall pumice
#

amazing

#

does the game boot up slower with all those classes? 😄

full sonnet
#

More classes, more to load. Sure

unreal lava
#

But what if theres 1001 players each with a radio and/or dog tag meowsweats

umbral orchid
#

spearhead has like 120 magazines per tank cannon to do its custom loadout stuff 🙃

tall pumice
#

bruh

umbral orchid
#

it was the only way to do it without resupplying etc breaking it.

tall pumice
#

but i'm not one to judge, i do my fair share of terrible hacks

umbral orchid
#

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

frozen pumice
lucid totem
tall pumice
#

yeah. ammo trucks are funny. place your weapon next to it and shoot away. unlimited ammo pew pew

unreal lava
#

Now i wonder is there actually a max player limit or is it just until the server decides it doesnt wanna live anymore

unreal lava
#

Ah

full sonnet
# full sonnet https://github.com/acemod/ACE3/blob/master/addons/dogtags/CfgWeapons.hpp#L25-L10...

__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)
frozen pumice
#

Every hour on this channel it looks a little clearer blobcloseenjoy I like that magic

full sonnet
#

It just looks cleaner because its less 😄

long turtle
#

@jovial dagger this looks like sth for you and Green mag compats

arctic fern
arctic fern
peak scaffold
arctic fern
#

Oh. On my phone, missed that

#

Also knew that couldn't happen 🙂

misty aspen
#

local arma developer goes on semi-schizophrenic preprocessor joyride hehehe (jk)

tranquil sphinx
#

until like October at the earliest anyway

peak scaffold
#

?

#

Did you mean to reply to me

tranquil sphinx
#

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

peak scaffold
#

Just seems odd to reply to mine and not Dedmen's message I guess lol

tranquil sphinx
#

I couldn't find the original

peak scaffold
#

I replied to it lol

tranquil sphinx
#

That's not what's in the screenshot

nimble bane
tranquil sphinx
#

Ah I see now, thanks

full sonnet
#

Well there's like at least 5 months time until the game releases with it. Plenty for someone to try at rust 😄

tall pumice
# scarlet root (cfgWorlds/DefaultWorld/Weather) ```cpp class WindConfig ...

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

arctic fern
tall pumice
#

you mean via script? that works

scarlet root
viscid onyx
tall pumice
#

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

tall pumice
#

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

full sonnet
shrewd flame
#

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 :/

raven mist
#

-# Joking- I have no idea 😄

arctic fern
# tall pumice you mean via script? that works

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

tall pumice
#

what i am doing is not for a mission, but terrain settings

tall pumice
#

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.

verbal venture
#

It's the AI boom that's happening now. They are becoming sentient kappa
||(Sorry, had to)||

unreal arrow
tall pumice
#

sadly i cant test that right now

tall pumice
#

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

unreal arrow
#

Try disabling ai steering component on the other quad

tall pumice
#

hm. now i cant test it, because the ai can't steer anymore, thus won't start driving 😄

#

oh wait, now it started

unreal arrow
#

works for me

tall pumice
#

yea that seems to fix it

unreal arrow
#

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

tall pumice
#

doesnt this break vanilla scenarios? or were they updated with it?

unreal arrow
#

no idea it is on by default

#

it has been on for donkeys ears

tall pumice
#

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 🥲

unreal arrow
#

There was update to 'follow unit' but for flying drones, not for ground vehicles

tall pumice
#

what exactly is the steering component doing? making ai behave better in curves?

tall pumice
#

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

winter crescent
gray quarry
#

cheers for the update

full sonnet
#

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

gray quarry
#

oh?

unreal arrow
#

2.23 dev has the fix for add/remove button but it is not complete

frozen pumice
#

Is Fixed: Using -mpmissions= parameter would set wrong pboprefix on the server-side mission pbo missing in latest dev update?

unreal arrow
#

no it should be in why

full sonnet
pulsar crater
#

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 ?

tranquil hatch
#

2.24 release this year?

lucid totem
#

p e r h a p s 🐮

rustic plaza
raven mist
pulsar crater
rustic plaza
pulsar crater
#

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.

pulsar crater
#

Slug trajectory in-game.

lucid totem
#

it has one?

ebon quail
pulsar crater
#

Completely.

ebon quail
#

its a slug fired from a few inch smoothbore barrel...

gray quarry
#

aren't slugs random and inaccurate irl too?

rustic plaza
#

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

full sonnet
# full sonnet `__VA_APPLY__(MACRONAME, SEPARATOR)` ? `__VA_APPLY__(ACE_DOGTAG_ITEM_SINGLE,;)`...

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);

pulsar crater
rustic plaza
#

If shotBullet would be used then AA-40 would be broken you mean?

pulsar crater
#

The AA-40 is broken because shotSubmunitions.

tall pumice
#

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

pulsar crater
#

It's a projectile like others.

tall pumice
#

but fat and falls down faster. if you make a bullet like that in arma, it will arc really weird

pulsar crater
#

Like a subsonic projectile for example.

#

You want example of subsonic ammunition in this game with "weird arc" but work correctly because shotBullet?

full sonnet
deep sleet
#

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

full sonnet
full sonnet
#

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!

full sonnet
#

Was messier before I cleaned it up 😄

pallid cliff
#

I see. Yeah it's easy to grasp now.

tall pumice
#

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? 😄

pallid cliff
#

I gave up on vehicle driving in formation and in SPE we just brute forced it.

scarlet root
tall pumice
#

you cant disable steering component in official missions unless you grab the debug console

scarlet root
#

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)

tall pumice
scarlet root
#

so you speak of "under player control" ? you do you mean in terms of mission making/setup?

tall pumice
#

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

scarlet root
#

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

tall pumice
#

all i know is that back in 2017 when i was working on callsign minotaur, it was still playable 🥲

scarlet root
#

when was the veh PF rewrite? either check the BIKI or ask @lucid totem 😛

edit: Lou i thought you knew 😭

tall pumice
#

a year after, with tanks dlc

gray quarry
#

is this formation following issue a recent regression or a longer standing one?

halcyon moth
halcyon moth
grim adder
#

Engagement ranges for vehicles on DS also seems to be off as well since then.

gray quarry
opaque oar
#

I think this is because CBA isn't set up for that right now.

#

Merged, but not in released version

tame rover
#

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

compact salmon
#

So, as of today's DEV branch update any attempt to load the editor crashes my game :(¨

past moon
#
Bohemia Interactive Forums

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

timber sorrel
#

i feel kinda stupid, but i cant find the downloadlink for the exe?

past moon
#

@timber sorrel there is no .exe for RC, that's whole branch, 1+GB update

timber sorrel
#

1+GB Update? How long til you think it's out on Stable?

unreal cypress
#

It varies but usually 1 to 2 weeks of testing on RC before release

timber sorrel
#

Okay. That'll be a fun download. I only get 450KB/s down. Kinda why I had to retire from the 15th.

digital vessel
rustic plaza
#

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

digital vessel
#

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)

past moon
#

new 1.58 RC 1.54.135170 was released

reef kernel
#

@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.

past moon
#

everyone, changes to BattlEye RCON now need admins to manualyl define custom RCON port in BEserver.cfg, read more in #arma_battleye

past moon
#

so, anyone had crash on 1.56.135164 (performance binaries) or 1.58.135170 (RC 1.58) ?

past moon
#

today's dev branch changelog 'highlight' (cool)
•Added: Weapon switching on the move

unreal cypress
#

Is there any reason to be on RC at the moment?

crisp wyvern
#

Because the last time stayed on dev instead of RC we got a problem-filled v1.56 release that needed a hotfix

past moon
#

oh yes, i forgot mention, RC was updated yesterday too 😉

neat sparrow
#

I'm running the RC branch on a linux box. 46.166.176.153:2302 , mission: BattleRoyale GhostHotel

clear mortar
#

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?

unreal cypress
#

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

clear mortar
#

Thanks. Somehow I missed that. Appreciate it!

past moon
#

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)

floral arrow
#

@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! 😃

past moon
#

@floral arrow more likely step for now, it would be great miracle if it fixed the most annoying bug 😉

oak pebble
#

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

deep heron
#

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.

royal wasp
#

Hello everyone

#

Is what this guys states fixed right now in Dev Branch?

#

Please, if someone can confirm this it would be really helpful

royal wasp
#

Ok it is fixed, just checked

past moon
#

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

Bohemia Interactive Forums

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

scarlet root
#

@past moon: wrong channel or this will come as hotfix?

past moon
#

@scarlet root thanks for warning, mislicked ... {tbd}

past moon
#

Release Candidate for an upcoming hotfix is now available for both clients & servers. Steam access code: Arma3Update158RC

vivid vessel
#

I know how to go into dev branch, but how do you go for RC branch for servers with steamCMD?

vivid vessel
#

@past moon would it be "+app_update 233780 +betapassword Arma3Update158RC"

past moon
#

from my batch (same as on BIKI): SET A3serverBRANCH=233780 -beta rc -betapassword Arma3Update158RC

vivid vessel
#

thanks

past moon
#

q, anyone on v5 perf binary with crashes ?

rapid inlet
#

limping!!!

#

woo

pseudo island
#

Any steam CmD Code for Server available?

jagged heart
#

@pseudo island, Can you be any more specific?

pseudo island
#

I will upgrade a testserver to RC branch 1.60

#

So i need the Steam CMD code for updating.

vivid vessel
#

See dwarden's response above

#

I asked the same thing last time

#

Just change 158 with 160

supple furnace
#

Arma3Update160RC

#

SET A3serverBRANCH=233780 -beta rc -betapassword Arma3Update160RC

#

should be it

#

I got reports of server crashing a lot, see if its true

charred kite
#

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.

past moon
#

1.60.136052 server will always crash when mission has defined difficulty in mission cycle, fix wip

fervent patrol
#

dang this crash, good to know that the fix is on its way

unreal cypress
#

Can anyone provide more information about part of the dev branch changelog today? Tweaked: Various terrain performance optimizations

tame rover
#

Seems like like it's mostly to do with engine algorithms for processing the scene

solid crown
#

Anyone else crashing every time after loading a mission from LAN server (when joining game)?

charred kite
#

loads fine for me on the latest build

solid crown
#

Yup, it does it everytime (confirmed on multiple machines and servers)

charred kite
#

Check the RPT if it isn't the mission.

solid crown
#

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

charred kite
#

wait what

#

a LAN server hosted by another ID?

solid crown
#

Home network 😉

charred kite
#

oh, didn't check that case, good point

solid crown
#

We're a game studio with office, so clients are connected in home network... Makes testing the mission kinda hard lol

unreal cypress
#

@tame rover Thanks, I missed that

solid crown
#

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

unreal cypress
#

Are you using any addons?

solid crown
#

Nope

unreal cypress
#

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

solid crown
#

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

scarlet root
#

yep we found about this too

#

its also for sprint-cross and inventory key

sick furnace
#

Is there a getting started guide somewhere for the new feedback system?

scarlet root
#

@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)

candid dew
#

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.

timber sorrel
#

yet another one: start sprinting (erect, unarmed) then press the prone key -> your character does the front-left sprinting anim before diving to prone

unreal cypress
timber sorrel
#

current dev build

#

it seems to have sneaked back somehow

unreal cypress
#

Yeah it's happening on lastest RC as well

undone shore
#

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)

charred kite
#

ctrl + right click

undone shore
#

Thanks! ^^

past moon
#
Bohemia Interactive Forums

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

Bohemia Interactive Forums

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!

past moon
#

new 1.60.136372 Release Candidate was released !

scarlet root
#

changelog?

misty gyro
unreal cypress
#

Hey that's me, and I wouldn't say destroyed, we asked for it.

misty gyro
#

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! 😉

sick furnace
#

anyone know when the Tanoa Terrain is going to drop on the Dev Branch?

tulip bane
#

15fps increase in Altis benchmark with the latest dev update 😮

scarlet root
#

what engine feature was disabled by mistake? 😛

unreal cypress
#

Apparently there are some more changes on dev branch (1.61) that improve FPS

charred kite
#

They disabled shadows ? :p

#

huehuehue

unreal cypress
scarlet root
#

ok word from the lead dev

#

sth you can trust

nova wigeon
#

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

past moon
#
Bohemia Interactive Forums

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...

void magnet
#

aww snap

torpid plinth
#

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

deep heron
#

I think its the same

past moon
#

patience @torpid plinth

wise citrus
#

@torpid plinth are you APEX on Steam account ?

torpid plinth
#

yes i have it on Steam, "Not installed" - "Purchased 14.01.2016"

#

@wise citrus

tall fox
#

hey guys! how i can play tanoa on dev build? I already buy it, but now he propose me ti BUY it again!

lavish basalt
#

...

void magnet
#

... indeed

zealous halo
#

Buy it again lol

#

Till it will work

past moon
fast snow
#

damn teasers 😛

turbid tendon
#

im about to get into tanoa

#

mmm im ready

#

o-rip

#

I didnt realize the issues

storm pewter
#

lol, nice Vid

idle furnace
#

Doesn't Marek work for you guys David? 🐱

past moon
#

i would say it's the other way around 😁

tame rover
#

He's the CEO

lavish basalt
#

dum dum dummmmmmm

idle furnace
#

thought I recognised the name lol

frosty hull
#

@past moon what do you guys mean with the squad radar?

#

Some kind of radar like shacktac hud?

past moon
#

wait and see 😉

frosty hull
#

Ohh crap! That would be awesome!

tepid brook
#

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 😃

zinc sigil
#

Is TrackIR working for anyone else of dev branch right now?

tall fox
#

Squad radar for noobs and coop pichez... FailFish

#

maybe melee, climbing, knife, jump, holster weapon?! Crocodile, puma, some farm animals. Then squad radar 😉 ?

void magnet
#

the map is outstanding, some things here and there. but im pleasently suprised at how well things are working and good they look 👍

tall fox
#

does dev branch is fixed?

void magnet
#

👀

noble portal
#

TrackIR is working for me Wade, But it has an issue where it pans your zoom whilst on foot

idle furnace
#

anyway to fix map markers in Apex Dev branch?

wise citrus
#

??

nova wigeon
#

3.6 gb update in dev?

undone shore
#

8kb/s....yay xD

#

Looks like its fixes on Tanoa

#

So no new stuff ;P

autumn cape
#

Really loving Tanoa. GJ BIS!!!

#

idle furnace
#

anyone having issues downloading with steamcmd?

idle furnace
#

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)

undone elk
#

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

tame rover
#

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

undone elk
#

i used the second method... i checked options of arma 3 and setted to dev branch...

tame rover
#

And does Steam say you've registered Apex to your account?

undone elk
#

no, it says only that i have to buy it.. 😦

tame rover
#

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

undone elk
#

yes did it..

#

i allowed the product key now

#

but i still dont see it in steam

tame rover
undone elk
#

negative

tame rover
#

Then that would suggest that it hasn't registered the product key

undone elk
#

omg i think i get it now

#

i had to click the button again ^^ now he is downloading 4,9GB st steam

tame rover
#

that sounds like it worked then

undone elk
#

redeem on steam wasnt listed at the first time i checked the button ^^

#

many thanks dude !!! 😃

tame rover
#

np

torpid plinth
#

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?

tame rover
#

not possible at this time

solid crown
#

Anyone else find the current version lagging and really unstable compared to the previous one?

agile nebula
#

@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

zinc sigil
#

@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.

agile nebula
#

oh right I noticed that too in the beginning

#

do also notice that it behaves differently?

zinc sigil
#

I havn't really had a chance to test it personally

past moon
#

•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)

past moon
#
Bohemia Interactive Forums

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...

scarlet root
#

Tweaked: Mines can now be detonated by players even after they respawn

#

that doesnt sound like a good idea

fast snow
#

^

timber sorrel
tame rover
#

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

plucky nebula
#

So "Apex Sneak Preview Build"-Branch is basically the RC branch?

misty spindle
#

yup

crisp tiger
#

RC will be ahead of it with updates

#

I think

#

apex sneak preview is just for APEX as it stands?

unreal cypress
#

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.

void magnet
#

thus only confusing those, that generally believe they know what they are doing.

unreal cypress
#

Also true 😛

plucky nebula
#

alright thanks for pointing this out guys 👍

loud sorrel
timber sorrel
#

My allocator works very well with RC niceee

lavish basalt
#

Anybody knows, why the DevBranch-DediServer shows up for a second, then dissapears again (Steam - Serverlist) oO
(Server works with Stable-Branch)

misty spindle
#

is your client also on dev branch?

lavish basalt
#

You can only download the Fullclient

#

nvm.. steam Server preview scks

misty spindle
#

😄

charred rampart
#

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

bleak rivet
#

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

formal dome
#

5GB update just been pushed to apex_sneak_preview branch

#

apex_sneak_preview branch is now version: 1.62.136928

misty spindle
#

any update to map marker fix or sound bug for dev branch?

unreal cypress
#

RC and sneak preview changelog should be the same

timber sorrel
#

Looks like I'll have to bind another control to my HOTAS.

whole cairn
#

Just got a 4.3gb update for the RC build

#

Not RC my bad, dev build

timber sorrel
#

How do I load stuff in the back of the V-44 Vehicle Transport?

charred rampart
#

drive up to the rear of the vehicle and, if the config allows it, you'll have an addAction to load vehicle

timber sorrel
#

Huh. I was unable to load the stomper into the back. Are unmanned vehicles unable to be loaded?

bleak rivet
#

@timber sorrel is vehicle-in-vehicle transport already activated/possible?

charred kite
#

yes it is

bleak rivet
#

O_o I need to test it now! Work must wait.... see you all at home 😄

timber sorrel
#

Just to confirm, the Load Vehicle is under the scroll wheel action menu, right?

charred kite
#

yes

timber sorrel
#

Yeah, wasn't showing up for me in the UGV Stomper RCWS

charred kite
#

gimme a sec i'll check

timber sorrel
#

I was in the passenger seat

charred kite
#

you need to be the driver afaik

timber sorrel
#

And since there is no driver seat for the Stomper

#

Wait, do I need to be in the UAV Terminal controlling it?

charred kite
#

there is, it's called use remote controle

#

yes

timber sorrel
#

I tried that too

#

Nothing

charred kite
#

are you trying to load it in the vehicle transport variant of the VTOL at least ?

timber sorrel
#

Yeah

#

I spawned the Vehicle Transport version via Zeus

#

Same as the Stomper

charred kite
#

which vehicles ?

#

(need the specific variants)

timber sorrel
#

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

charred kite
#

option is there for me on dev

timber sorrel
#

Hmm...

#

I was doing it modded, in the campaign. Maybe something borked

charred kite
#

did you remote controle it via zeus ?

timber sorrel
#

No, I was using the BluFor UAV Terminal

#

Should I try controlling the UGV AI via Zeus instead?

charred kite
#

shouldn't matter, it worked fine for me through the uav terminal

timber sorrel
#

Hmm...

#

Maybe Refined Vehicles doesn't like Apex yet

#

But that really shouldn't matter

charred kite
#

it probably overrides some configs

#

it should

timber sorrel
#

Hmm

#

Okay. I'll try it without Refined Vehicles

#

Shame. I prefer how the vehicles control with it

magic spoke
#

I noticed the VTOLs are missing some hit point names, will these be added before release of Apex?

unreal cypress
#

Like what?

magic spoke
#

I mean I'd assume they'd add the rotors and such no?

charred kite
#

no

#

it's a plane, not a helo

magic spoke
#

Look at the current jets

#

they have the glass and everything....

#

That argument is slightly invalid

charred kite
#

the glass hitpoints, those are probably going to get added, but the rotors I highly doubt that

magic spoke
#

Well how about an engine then?

timber sorrel
#

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

unreal cypress
#

Was it ever confirmed that Vehicle in Vehicle was on RC branch? I thought it was only dev

timber sorrel
#

That would explain it then

magic spoke
#

Yeah, its only on Dev.

timber sorrel
#

Any idea when the Map Markers fix from DEV will be pushed to RC?

idle furnace
timber sorrel
#

Yes DB

#

mine aswell

#

all silent

#

Horn works tho 😃

timber sorrel
#

Is VIV coming to RC? I noticed that there's a 5.3GB patch that just hit.

unreal cypress
#

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

timber sorrel
#

Looks like the Map Marker fix didn't make it in either!

timber sorrel
#

@past moon did sneak peak update today ? any changelog ?

bleak rivet
timber sorrel
#

nice

#

thanks

#

i might give the sneak a test fire then

crisp tiger
#

Vehicle loading is just reminding me off a less realistic IgiLoad 😦

stoic burrow
#

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 😛

misty spindle
#

markers are fixed

timber sorrel
#

On RC @misty spindle ?

misty spindle
#

Not sure about RC @timber sorrel. I know they are on dev now.

lost vine
#

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.

warm turtle
alpine junco
#

hover over the marker

warm turtle
#

@alpine junco I tried that, no luck 1.63.137131

scarlet root
#
Bohemia Interactive Forums

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?

spark moat
#

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

unreal cypress
#

From today's changelog "Tweaked: Blending of LODs of models was improved"

rare cobalt
#

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?

warm turtle
#

@rare cobalt
Added: A new drawingInMap server.cfg parameter to toggle the Line Drawing on Dedicated Servers

probably 1 or 0

past moon
#

@rare cobalt @warm turtle server.cfg setting : drawingInMap=<number>; //0 off, 1 on

dense cave
#

Are dev branch and dev_rc the same?

past moon
#

@dense cave nope

misty spindle
#

dev is latest, rc/preview get some dev stuff later 😄

lavish basalt
#

Quick Q: Damaging islandbacked objects are not beeing send over to other clients -> Known Bug (SneakPeak Version)?

void magnet
#

👀

kindred chasm
#

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

spark moat
#

Is "Revive" removed from CfgTemplates?

magic spoke
#

Glad things are properly in line. 😄 (AK12 with ERCO)

warm turtle
unreal cypress
#

Possibly, my hope is that it can be used to fix various duplication exploits

autumn cape
#

being able to read item ids would be splendid

scarlet root
#

11th is release, isnt it?

#

so no more staging the campaign pre release?

void magnet
#

👀

scarlet root
#

so APEX delayed is confirmed? 😛

thick oyster
#

i expect to see the early dev campaign this thursday or friday

scarlet root
#

well not much they can fixed until moday release

thick oyster
#

well the campaign been tested for a while , but internally

#

so i think it will be fine

spice axle
#

Hey, does anybody know how to switch to rc branch with steamcmd?

void magnet
#

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.

void magnet
#

re: campaign; all pro. downloading and will be testing with a full crew. 👍

unreal cypress
#

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!"

void magnet
#

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.

scarlet root
#

its a feature

idle furnace
#

No notes for this mornings 2.8gb update to 137368?

solemn hearth
idle furnace
#

😛 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

solemn hearth
#

#Maybe they changed on emtpy line of code, and just reuplaoded it for fun 😄

void magnet
#

what is even more odd to me. is that after making a new profile, all the missions still unlocked. yet everything else reset.. 👀

wispy isle
#

Apex sneak preview update?

unreal cypress
#

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
wispy isle
#

How come it weighs 5.4GB?

misty spindle
#

because EBO's

vagrant delta
#

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?

unreal cypress
#

Can you hide the interface with backspace?

vagrant delta
#

Not that I know of. Will double check here in a sec

vagrant delta
#

No, you cannot hide the interface

#

Side note, the function says it does not have Free view, but I had it anyway.

scarlet root
#

Fixed: filePatchingExceptions DS config param will work properly now

@past moon any more info available here?

past moon
#

@scarlet root filePatchingExceptions[] = {"myid"}; //this server.cfg setting wasn't working before reliably, it's fixed now

timber sorrel
#

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

past moon
#

it's new-wip so not documented, only dev afaik

timber sorrel
#

kk thanks

scarlet root
#

neat thanks

#

now we only need this for diag.exe and reactivate its MP part 😉

autumn sage
#

does the dev branch combined with GameUpdater work with the APEX content yet? So Steam => stable, GameUpdater => dev. 😃

tame rover
#

@autumn sage it's working for me

autumn sage
#

cool 😃

past moon
#

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
😉

hidden knot
#

i love graphics tweaks!

scarlet root
#

@past moon nice one! is docu on lighting next or ETA unknown?

past moon
unreal cypress
#

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

past moon
#

@unreal cypress np 😉 i was just lil faster, ty for your effort ofc

scarlet root
#

@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/

AlternativeTo

Popular Alternatives to DiffNow for Windows, Linux, Mac, Web / Cloud, iPhone and more. Explore 5 websites and apps like DiffNow, all suggested and ranked by the AlternativeTo user community.

unreal cypress
#

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

past moon
#

@scarlet root documentation is still WIP

unreal cypress
scarlet root
#

thanks

#

kinda weird though that these simple tweaks took them several weeks

past moon
#

btw. this entry in DEV branch changelog shall make some happy
•Added: Checkboxes for muting players in the Multiplayer Lobby

valid iris
#

That's some next level stuff.

past moon
#

•Tweaked: Data signature checks are now disabled for Headless Clients soon in PROFILING branch performance binaries too

autumn cape
#

What's the effect of the disabled signature checks for HCs?

scarlet root
#

less issues?

#

like timeout for HC due to failed sig check

past moon
#

@autumn cape less i/o,cpu workload as the HC is 'trusted' anyway

autumn cape
#

HC worked perfectly fine for me for the last few months, though 😃 but a welcome addition nonetheless.

scarlet root
#

dev branch is now at 1.65

past moon
#

it's sign of ... 😉

verbal meteor
#

@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

candid dew
#

Will we get the RC for the weekend?

candid dew
#

Yes we did. Yay! 😃

past moon
#
Bohemia Interactive Forums

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

lost vine
#

@past moon Do we know what all was changed with this: Tweaked: Weapon Balance Optimizations ?

unreal cypress
#

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
scarlet root
#

@past moon 1.64 this week when all goes well?

past moon
#

1.64.rc2 out, 1.64.138245 on RC branch

#
Bohemia Interactive Forums

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

past moon
#
Bohemia Interactive Forums

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

cloud comet
#

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

past moon
#

i was about to write tweet about it, @cloud comet it's mainly more merged 'crash and last minute' fixes

#
Bohemia Interactive Forums

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

#

as usually 4x Zeus and 2x Endgame servers available to try it out

cloud comet
#

👍

tulip bane
#

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

past moon
#
Bohemia Interactive Forums

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

tame rover
#

Any changelog or is it just performance and crash fixes like the last one?

cloud comet
#

misty gyro
#

~41MB RC update today. Changelog? Or crash fixes+ like before?

cloud comet
#

66.0 MB for me, client-side.

cloud comet
#

#community_forum

https://forums.bistudio.com/topic/190458-text-chat-disappearing-upon-entering-splendid-camera/?p=3094839
Can anyone confirm or deny this issue?
normal dragon
#

can confirm, happened to me once

misty spindle
#

1.64 TODAY #HYPEEEEE

late harbor
#

@misty spindle source?

cloud comet
#

@late harbor, see Arma3official on Twitter.

late harbor
#

Nice thx @cloud comet

cloud comet
#

👍

misty spindle
#

I am my own source 😄

past moon
#

if you see the update flash it's already too late 😉

misty spindle
#

Haha @past moon !

#

I'm secretly hoping for some Tanoa optimization

#

I would be ok with about 500k trees gone 😄

idle furnace
#

setTerrainGrid 50;
setViewDistance 50;
setObjectViewDistance 50;

job Done 😄

cloud comet
#

👏

lavish mantle
#

😂

tulip bane
#

@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

misty spindle
#

woah that's creppy

verbal meteor
#

@tulip bane Wait what?

tulip bane
#

that happened in the weekend when I had been playing the campaing for couple of hours with my friends

#

in RC branch

verbal meteor
#

"there's a tree 1m from me everytime" @tulip bane

karmic valley
#

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

past moon
#

today's DEV changelog : •Added: The AIDriving diagnostics has been added to the Arma 3 Diagnostics Exe

scarlet root
#

😍

valid iris
#

I hope you will fix the deadzone not working on certain controllers soon. 😟

spark moat
#

cant wait for 64-bit binaries

#

server will also come 64-bit same time?

past moon
#

@spark moat ofc both client and server ...

autumn sage
#

@past moon will the linux dedicated server also receive the 64-bit treatment? 😃

past moon
#

@autumn sage probably later, first we need ensure it works at windows 😁

autumn sage
#

makes sense. Would be neat to be able to get rid of the 32-bit libraries to run the A3 server. ^^

past moon
#

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

autumn sage
#

true, it runs fine as it is now. 😃

spark moat
#

@past moon how can I load tons of stuff to RAM?)

autumn sage
#

A LOT of arrays? 😛

burnt raft
#

an array of arrays

brazen iris
#

It's arrays all the way down

timber sorrel
#

Yeah but don't go overboard

#

pushBack will cap the size of your arrays

near rover
#

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

cloud comet
#
Discussion related to DEVELOPMENT and Release Candidate branches
#

Nope.

near rover
#

ok sorry den :C

autumn sage
near rover
#

k ty

past moon
#
Bohemia Interactive Forums

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

supple furnace
#

whats dynamic simulation?

#

no mentions of it that I see, just popped out of nowhere, wondering here...

candid dew
#

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.

timber sorrel
#

@candid dew Yay! Everyone party

#

Exactly what I was saying before

#

Why are all AI being simulated?

#

When not nearby.

cloud comet
#

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.

timber sorrel
#

Data corruption.

#

Nuke the folder

#

Then verify the cache

#

Characters_F.pbo

#

delete it then verify cache

lavish basalt
#

Mostly a simple: Restart the game fixes that

cloud comet
#

It does not, Dscha.

cloud comet
#

@timber sorrel, unfortunately, that did not resolve the issue.

#

characters_f - 42,405,241 bytes - every time.

timber sorrel
#

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?

cloud comet
#
Make sure you nuke the bikey with it too @Jawsh

I did; no good.

timber sorrel
#

Using a mod with it?

#

Or custom memory .dll?

#

such as tbbmalloc.dll for extDB?

cloud comet
#

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.

timber sorrel
#

extDB2 isn't supported by @timber sorrel anymore

#

extDB3 is

#

It's highly unlikely extdb2 is causing your issue

scarlet root
#

@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)

cloud comet
#

How would I go about doing that for a server, @scarlet root?

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

cloud comet
#

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?

scarlet root
#

yep. that looks fine. best dif the whole list to see if there is any other mismatch

cloud comet
#

All of the loaded addons look fine.

timber sorrel
#

@cloud comet -verifySignatures

#

at server startup parameters

#

if it comes back and says verification failed on any addons you've found the problem

cloud comet
#

I am using verifySignatures = 2; in the server.cfg file.

timber sorrel
#

@cloud comet -checkSignatures sorry

cloud comet
#

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!
timber sorrel
#

Any that failed?

cloud comet
#

No.

timber sorrel
#

Still wondering if it's the tbbmalloc.dll

#

or something to do with extDB

cloud comet
#

How about I delete them and launch again?

timber sorrel
#

Wait...

#

Are you on windows 10

#

or windows server 2012?

cloud comet
#

No, Windows 7.

timber sorrel
#

Hm.

#

Windows 10 blocks zip-files that was all

#

and you have to unblock them or screwy things happen.

cloud comet
#

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
timber sorrel
#

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",

cloud comet
#

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

timber sorrel
#

No

#

Add the top

#

oh it is defined?

#

is this a 2D mission editor SQM

#

or 3D?

cloud comet
#

3D.

#

There are two results for A3_Characters_F

timber sorrel
#

Double up of the same?

cloud comet
#

No.

#

Once in:

addons[]=
{}

and again

class AddonsMetaData
{
    class List
    {

Same with some other addons.

timber sorrel
#

when did this start happening and which mission life?

#

is it a life mission?

#

or exile?

cloud comet
#

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.

timber sorrel
#

Is the mission running the life_server component?

cloud comet
#

It is.

timber sorrel
#

Are you sure it's starting?

cloud comet
#

Positive.

timber sorrel
#

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

cloud comet
#
Is this running @life_hc as well?

No.

timber sorrel
#

Have you edited the @life_server component?

cloud comet
#
Have you altered the @life_server component

Just checked to be sure. No, it's unchanged.

timber sorrel
#

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";
    };
};
cloud comet
#

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";
    };
};
timber sorrel
#

Do you have any other mods running?

cloud comet
#

Only -mod=@life_server;@extDB2

timber sorrel
#

Do you get that dependent on content thats being deleted on?

#

Players or the server?

cloud comet
#

Server.

timber sorrel
#

Does it do this with any other missions?

#

but the life-mission?

cloud comet
#

Just tried with tvt50_domination_3_38_tt and got the same message.

timber sorrel
#

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.

cloud comet
#

The server's mpmissions folder?

timber sorrel
#

No sometimes the server keeps a copy

#

called __cur_mp

#

.pbo

#

From the current mission

#

If you can find it delete it.

cloud comet
#

Such a file only exists in my AppData (for the client - not the server).

timber sorrel
#

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.

cloud comet
#

It appears to be.

timber sorrel
#

Nuke that folder then

cloud comet
#

Delete then verify cache?

timber sorrel
#

verify the data

#

yes

cloud comet
#

I'll be a few mins.

#

Verified.

#

Same issue.

scarlet root
#

@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

past moon
#

there was new RC update (1.66.139421) ... i've put up 7 servers with it ... (2x zeus, 2x endgame, 3x coop)

candid dew
timber sorrel
#

No 64bit in this yet then

#

And you need vc2015 to run extdb now

cloud comet
#

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.

lavish basalt
#

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.

Bohemia Interactive Forums

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...

supple furnace
#

whats the sneaky 35mb update about?

#

no changelogs yet

past moon
#

there was new RC update (1.66.139494) ... i've put up 7 servers with it ... (2x zeus, 2x endgame, 3x coop)

cloud comet
#

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.

candid dew
candid dew
#

Oh. It's the 64bit client.

past moon
#

double the headaches 😉

void magnet
#

😉 👍

unreal cypress
#

Will there also be a arma3server_x64.exe soon as well?

timber sorrel
#

considering the client can be run as server via command line switch, there should be.

past moon
#

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

timber sorrel
#

increase number of groups 😉

autumn sage
#

arrays of arrays of arrays of ... etc

#

that'll work

void magnet
#

6GB is the most i've gotten out of it. which is not to say it's running at that point. but it's yet to die..

#

correction, 6.3gb, but honestly anything that pushes it past 5gb, and the CPU usage starts dropping like a rock. the most CPU usage i've seen is maybe 32%. 😕