#dev_rc_branch

1 messages · Page 20 of 1

full sonnet
#

yes

celest rock
#

would something like this, be added to arma 3 in the future or rather no chance?

full sonnet
#

don't think so

quiet kernel
#

I keep forgetting to make a ticket for this, but it would be nice if some the default ammo crates carried some the new ammo types for their prospective faction.

#

For example both the regular and pacific NATO ammo crates do not pack 5.56mm rounds for SPAR rifles.

hexed citrus
full sonnet
#

error no unit

#

of name _x

hexed citrus
#

Thanks for the info

hollow ridge
#

Is 2.02 on rc?

full sonnet
#

yes

teal elk
#

hi! i want to play arround with setTerrainVertex

#

i downloades both dev branches and used diag exe, and tryed with RC but i cant use it

#

any way to test it?

full sonnet
#

only on dev branch diag exe

teal elk
#

oh ok, im trying with [0,0] setTerrainVertex 1000;
but cant make it work. im using advanced developer tools ( mod)

steel rune
#

see the comment made by dedmen there

#

[0,0] diag_setTerrainHeight 1000;

teal elk
#

nice, i feel blind now

#

ty ❤️

full sonnet
#

while you're at it, please let some AI try to run over the modified terrain and see if it works properly. Would save me quite a bit of time to retest that someday

wise hill
#

We not getting this outside diag exe I guess

teal elk
#

@full sonnet
i cant attach images here but:

-the ai ignores the change, i made a big trench and the vehicles ignores the big change in the terrain and jump off/

tested in both recent change, and chage terrein > editor > test

full sonnet
#

ok thanks salute

teal elk
# full sonnet ok thanks <:salute:705048414878040174>

some things i notice (just in case):

  • After some modification and reboot the game a few time, when load the mission on editor at some point "play mission" stop working

  • All terrein changes persist until reboot the game.

  • i found some weird terrain "cuts" when terrain was edited but when go back to editor it fixes (hard to explain with out a image :c)

full sonnet
#

"All terrein changes persist until reboot the game." or until you unload the terrain.

#

"(hard to explain with out a image :c)" you can link images here

dusky dust
full sonnet
#

pls no links without description sadcat

teal elk
teal elk
# dusky dust Nice. https://i.imgur.com/7HJzCAr.jpeg This is a screenshot of a crater on a run...

can you share the code? i found some problems finding the grids points or did you just move 1 vertex?

i used this to make craters with mortar hits, and .... "works"

(_this select 0) addeventhandler ["fired",{
        _this spawn {
        params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
        private _pos = [];
        _exit = false;

        waitUntil {
            if (isnull _projectile) then {_exit = true } else{
                _pos = getPosWorld _projectile;
            };
            _exit
        };

    _aplana_cuadrado = {
        private _cuadrado = [[0,0,0],[1,0,0],[1,1,0],[0,1,0]];
        //_obj ="Land_VR_CoverObject_01_kneelHigh_F" createvehicle [0,0,0];
        _h = ( diag_getTerrainHeight (_this select 0)) - 1;
        {
            //_obj setPos ((_this select 0) vectoradd ( _x vectorMultiply getTerrainGrid ));
            //systemchat str ((_this select 0) vectoradd ( _x vectorMultiply getTerrainGrid ));
            //systemchat str ( diag_getTerrainHeight (_this select 0));
            ((_this select 0) vectoradd ( _x vectorMultiply getTerrainGrid )) diag_setTerrainHeight _h;
        } forEach _cuadrado;
    };//func

    //private _pos = getpos (_this select 0);
    private _grid = _pos apply {floor(_x/getTerrainGrid)*(getTerrainGrid)};
    private _cuadrado = [[0,0,0],[1,0,0],[1,1,0],[0,1,0]];

    {
        [_grid vectoradd ( _x vectorMultiply (getTerrainGrid*3) )] spawn _aplana_cuadrado;
    }foreach _cuadrado;
    sleep 0.5;

    _pos = _pos vectoradd [0,0,-2];
    _craterNuevo = createSimpleObject ["Land_ShellCrater_02_small_F",    _pos ,True];
    _craterNuevo setdir (random [0,180,360]);
    _craterNuevo setVectorUp _vec;
    private _vec = surfacenormal _pos;

};

}];
dusky dust
#

I used this.

getposasl player diag_setTerrainHeight 6.5

teal elk
#

oh ok lol

dusky dust
#

I do not know how to move multiple vertices.

teal elk
#

as far i understund, the map has a "grid" of 3.125x3.125meters, so when you give a position, it select the closest

full sonnet
full sonnet
teal elk
full sonnet
#

afaik thats different

#

The 3rd command added gives you the grid coordinates from world coordinates

#

that gives you the conversion factor/width

teal elk
#

I’m close to understand it lol, I’ll do a Few more test so I don’t ask everything like an 5yo

Thank you!

misty aspen
#

Huh, is the terrain cell grid also the grid that can be turned on in 3den, or is that a different one?

full sonnet
#

¯_(ツ)_/¯

#

There are so many grids

harsh orbit
full sonnet
#

yes

harsh orbit
#

I don't see any harm in adding it to the main branch

full sonnet
#

I don't either

#

but its useless if you cannot use it for anything

harsh orbit
#

Well it returns the coordinates in heightmap, doesn't it?
I'm not really familiar with terrain making, but isn't that what defines each terrain "cell"?
If so, it is useful. You can predict the gradient changes with it

full sonnet
#

yeah maybe

harsh orbit
#

I just tested it and it does exactly what I wanted

#

So if you could implement it in the standard build I'd appreciate it

#

Also an inverse variant (heightmap to world)

teal elk
#

we really need this commands in main branch 😫

harsh orbit
#

I think the setter one is kinda dangerous

#

it also breaks AI path gen

teal elk
#

yea, it needs more time, but i really like it lol.
it aint break it... the ai just ignore the change

#

it will be nice ... but still is quite usable

#

for some trenchs and some terrain manipulation for buildings

vital robin
#

Setter also triggering an AI blacklist area? Or just a command set for AI area blacklist for paths? meowtrash

teal elk
#

An blacklist area for ai will be a really good addition, no more blow with friendly mine fields or like 100 more uses I really thinking now.

Damn, will be awesome to have a ai blacklist area

scenic widget
#

Or don’t use it with AI meowsweats

little beacon
#

regarding steamcmd: it seems that it tries to download my subscribed to workshop content, how do i disable that?

steel rune
#

unsubscribe 😄

#

sadly 😦

#

specifying the depot might help

candid dew
#

setObjectScale in the editor now instantly crashes the game for anyone else?

harsh orbit
scarlet root
#

seems fine here

misty aspen
candid dew
#

Ok thanks. Must be something on my end.
Tried vanilla, VR map, and "(get3DENSelected "object" #0) setObjectScale 1". Crashed times in a row

#

On random prop objects

harsh orbit
#

It also crashes for me

#

tried it on the player

#

player setObjectScale 2

misty aspen
#

👀

#

gonna drop a @full sonnet here cus crashes

full sonnet
#

on dev branch but not on RC?

candid dew
#

Only tried on dev so far.

full sonnet
#

send me crash mdmp via DM

candid dew
#

will do

#

Didn't seem to happen in RC btw.

harsh orbit
#

Was RC released today? (I mean after Dedmen's "fix")

full sonnet
#

No

harsh orbit
#

Well it didn't crash before

#

So that's irrelevant

full sonnet
#

F***

harsh orbit
#

maybe this is why:

Fixed: setObjectScale on Simple Objects scaling relative to the current scale instead of the original scale

full sonnet
#

it is

#

copy paste error. e != obj
problem only happens with objects that are blacklisted outside of editor. So simple/attached still works

#

no need for the crashdump then

candid dew
#

That explains why my Miller occasionally grew 65,000 times bigger than usual...

#

(with setobjectscale in a script loop)

harsh orbit
#

Yeah

#

you should've used

_obj setObjectScale (_scale/getObjectScale _obj)

but it's fixed now

#

just not working 🤣

full sonnet
#

everything thats supposed to work (attached, simple objects) works.

#

the "scale everything you want" for editor is just a optional-ish extra

harsh orbit
hollow ridge
#

Omg keep!!!

#

Don't remove that ability lol

harsh orbit
#

I guess I shouldn't have told him! 😅

full sonnet
#

it might land broken in tomorrows RC branch still. But fix is up

harsh orbit
#

@full sonnet Does the command also "scale" the damage?!
I remember shooting one of my giant soldiers in the foot and he died! 🤣

candid dew
#

It's the "David and Goliath" feature.

full sonnet
#

Thanks for the ping @misty aspen sweating

misty aspen
harsh orbit
#

It's the first time that Dedmen thanks someone for a ping
He usually gets mad! 🤣

#

I'm always nervous when I ping him! meowsweats

misty aspen
#

blobdoggoshruggoogly You just gotta know when a ping is appropiate

#

Thats one of the two lessons from this:

  1. There are appropiate times for pings
  2. double check your copy pasting heh
hollow ridge
#

It's a lucky dip when pinging lol

full sonnet
#

better I find out now than on the weekend or monday

hollow ridge
#

True. So is the 2.02 dropping with the DLC release? 23rd Feb

full sonnet
#

releases always come with game updates

hollow ridge
#

Yeh I did think that in my head tbh
:) good stuff

full sonnet
#

interesting. Thats a animated png

hollow ridge
#

Would Gifs work in arma lol

full sonnet
#

please don't

harsh orbit
#

🤫

hollow ridge
#

hastily leaves the room

past moon
#

note: if any of you has any crashdumps from recent (or latest) versions of RC, make sure you put it on feedback tracker then shared url or DMed download (7zip of rpt/mdmp/bidmp) to me

mint lynx
#

image of Diag_drawmode error

#

@ dedmen I will send you the crash dump and log

#

You need to press abort with diag mode

scarlet root
#

use cmd line option: -noAsserts

mint lynx
#

ok thank you I will add that as well

harsh orbit
#

The new AoW mission generates ~162 MB saves. What does it have in there? meowsweats

misty aspen
#

BLUREYE dats a lotta save

full sonnet
#

debinarize it and look eyesshakin

#

I think we don't have compression turned on for savegames.... PikaThink

winter crescent
full sonnet
#

if its that then my script serialization improvement from #perf_prof_branch should do quite a bit there

fringe plover
#

So I was wondering, in the diagnostic branch, the "Mines" command, is there a definition of what each circles around the mine means somewhere? I can deduce green is trigger but what is the purple one?

full sonnet
#

what "mines" command?

#

you mean diag_enable in the diag binary?

fringe plover
#

diag_toggle "Mines";
on the wiki it says
//Mines - displays nearby mines, their properties and radius
but it doesn't say what the circles mean, or I'm missing something

full sonnet
#

Ugh mines has no documentation in our documentation

#

Do you need to know what the colors mean?

#

Ah well, I can't look in the code now so can't tell you

#

If you remind me in 10 hours I can look

fringe plover
#

That'd be nice indeed, I'll try to remember 😉

full sonnet
hollow ridge
#

https://community.bohemia.net/wiki/setCombatBehaviour

Thats in 2.03 dev branch yes?
Is 2.03 a smaller like hot fixy type update or is it quite a way off?

Reason I'm asking is mainly for a friend "genesis" the author of vcom he LOVES this command and can do all kinds of magic with them 🤓

#

Thanks buddy :)

#

If I could post a video of him testing it? You can see how well it works etc

harsh orbit
#

so way off

hollow ridge
#

Ah okay

#

Thanks leopard

calm wasp
#

missions download speed is super fast now. connected to a server and it downloaded 9 MB mission in seconds

vivid sigil
full sonnet
hearty iris
#

Does anyone know if dayz and arma use the same funtions?

full sonnet
#

what is the actual root question you wanted to ask?
Because there is no answer to that that doesn't end with a question mark.

vivid sigil
full sonnet
#

mh.

#

my numbers may be wrong

#

heh

#

ah no, no they're right

#

atleast the top min bandwidth ones sweating

vivid sigil
#

yeah we tried a bit around.
for the sockets we have:

initBandwith = 65536
MinBandwidth = 125000

full sonnet
#

that is nonsense

#

sockets minBandwidth can never be higher than initBandwidth

vivid sigil
#

yeah just understood XD

full sonnet
#

init is between min and max

vivid sigil
#

we have no max for sockets is that an issue?

full sonnet
#

then the default applies

vivid sigil
#

let me guess that makes even less sense now (for my config)

full sonnet
#

I don't know what the default is

vivid sigil
#

oh

#

oohhh

full sonnet
#

and I'm not gonna check now

vivid sigil
#

np

#

(if it works im not gonna touch that)

full sonnet
#

scroll down below my post, theres a gist from veteran

#

that should have the defaults

vivid sigil
#

cant find it, but that no problem

mental fulcrum
#

This one has old defaults.

full sonnet
#

Btw I rechecked my minBandwidth numbers and mine were correct.

#

Biki has wrong defaults listed

hollow ridge
#

Who can I pay to release the set combatBehaviour command 👀🤣 just kidding or am I meowsweats

harsh orbit
#

Or the entire Arma 3 project

hollow ridge
#

Ok someone send me the account deets lol

#

I'm only messing of course :)

hollow ridge
#

any clue as to what this RPT spam means?

19:13:33 Ref to nonnetwork object Agent 0x989a40c0
19:13:33 Ref to nonnetwork object Agent 0xd1c4c1c0
19:13:33 Ref to nonnetwork object Agent 0x91e100
19:13:33 Ref to nonnetwork object Agent 0xffee20c0
19:13:33 Ref to nonnetwork object Agent 0x98e140
19:13:33 Ref to nonnetwork object Agent 0xa7dde100
19:13:33 Ref to nonnetwork object Agent 0xd805e080
19:13:33 Ref to nonnetwork object Agent 0x989a40c0
19:13:33 Ref to nonnetwork object Agent 0xd1c4c1c0
19:13:33 Ref to nonnetwork object Agent 0x91e100```
harsh orbit
#

Did you guys push a new dev branch update?

#

Or is my Steam being stupid right now?

#

@full sonnet ? 😬

#

I think it was my Steam meowsweats

misty aspen
#

🏓

#

leopard the pinger

full sonnet
scarlet root
#

can the hotfix still be tested or no longer necessary?

full sonnet
#

you can test it if you want

winter crescent
#

There is a chance it will get released later today, but that depends on further QA tests.

scarlet root
#

copy - only back home in 3h. will see if still necessary then. need to confirm the AoW steam protocol fix 👻

misty aspen
#

Is Sound Sources the Output?

full sonnet
#

ye, didn't do the UI yet

misty aspen
#

Ah oki

#

because sound source seems like the opposite of that heh

full sonnet
#

it was sound sources before, I'm replacing that

misty aspen
#

Ahh wasnt that the thing where you selected the amount of them?

full sonnet
#

yes

#

the thing that didn't work since like.. 2013

misty aspen
#

oh, that didnt do anything?

full sonnet
#

yep

misty aspen
#

well it did something in my head

full sonnet
#

Need a short tip for translation.
I think
"Output device:"
"Audioausgabe:"
Does that sound right?
Maybe "Wiedergabegerät" for german?
@lucid totem what would "audio output/playback device" be named in french?

lucid totem
#

Sortie audio

misty aspen
#

"Audioausgabe:"
Ausgabegerät?

full sonnet
#

I don't want this to turn into another "Beenden sie Arma mit der Trägerrakete" notlikemeow

misty aspen
#

or the Ast you can select in the launchers settings

#

truly 10/10 translation, I think I posted a picture of that a while ago

#

Btw dedmen how long did it take you to implement that device selection? someone asked about it

full sonnet
#

about two days including today

past socket
#

When speaking about sounds, maybe I'm doing something wrong, but when I start ArmA III and my audio is set to speakers(Windows settings) and I when I grab my earphones, switch audio output to them, ArmA III audio output does not switch seamlessly to the earphones, but it stays set on the speakers. There is no in-game option to switch output, so only way to solve this situation is to restart the ArmA III. Maybe I've overlooked something, but it would be nice if this output worked seamlessly or having power to switch it in-game.

analog fractal
#

That's literally what he's working on, I think.

misty aspen
#

^

past socket
#

I see it now, sorry 😅

misty aspen
#

He's working on a way to switch the audio output device ingame

steel rune
#

Nice job on the audio selector 👍

misty aspen
#

good guy dedmen making the game better

steel rune
#

should be one for default as well that follows OS settings?

past socket
#

That would be convenient

full sonnet
#

no custom device set == default. But yeah good idea, always add "Default" first option

#

you cannot really reset it otherwise

#

Using "Standard" for english would be wrong right?
"Default" is much better. I don't think we have a translation for such a simple thing yet

misty aspen
#

I think standard would work but not sound as nice? not a native speaker tho

full sonnet
#

So
English: Default
German: Standard
French: Défaut
Czech: Výchozí

misty aspen
#

english/german sound gud to me

full sonnet
#

I originally wanted to do the "volume reduction when on map screen" option together with this.
But now I don't feel like we need that at all and probably just want to keep it out PikaThink

#

For the "Refresh" button, will also re-initialize the audio output, for that moment when you replug your headset and Arma stops outputting sound
Not sure if "Aktualis." is correct in german, but it also updates the list of audio devices

spanish Actualizar
french Actualiser
chinese 刷新
japanese 更新
korean 새로 고침
portuguese Atualizar
chinesesimp 刷新
turkish Yenile

misty aspen
#

Aktualisieren is fine imo

#

another option I could think of is neu laden, but that'd be longer and not sound gud

#

But now I don't feel like we need that at all and probably just want to keep it out :PikaThink:
awe why

full sonnet
#

because effort :u

misty aspen
#

heh too much UI?

steel rune
#

update default on refresh as well?

#

seems like arma does not handle that so well today

full sonnet
#

yes

#

reinit audio output

steel rune
#

or will you pick up the windows event for it?

#

for hot plug support

full sonnet
#

I don't know if I can detect broken output and auto reset.
And if that fails I don't want to auto reset every frame and kill FPS. so I'll leave it as manual

steel rune
#

having ability to redetect default is a great addition even if manual 🙂

#

really great stuff, so annoying when that happens halfway into a 3h TvT

full sonnet
#

Besides the spacing below refresh button, I think thats final

misty aspen
full sonnet
#

And the refresh button also works nicely as a "does this crash when I spamclick this?" test 😄

misty aspen
calm wasp
# full sonnet the thing that didn't work since like.. 2013

Actually don't eliminate this!!!
Because it works!!!
When you lower the number, there are sounds that you simply don't hear or they aren't played.
Have had that problem with JSRS that has not only different to vanilla sounds, but also sounds for stuff where there are simply no sounds for it 8n vanille and thus you have more sounds played at the same time and if you have number of sounds by default on only 96 instead of 128 max you can select manually - you don't hear a lot of them.

Or you could remove/replace it if you raise it from default 96 to 128, since this selection won't be available anymore after

full sonnet
#

No it doesn't work.

#

It has been replaced by a different system, with hardcoded limits set in config.
I literally uncommented the variables and there were no errors because they aren't used anywhere.
if you think it works, then its placebo.

misty aspen
#

Hm, some vanilla peeps might like a mic selection thingy

full sonnet
#

Yes I thought about mic selection, but its quite a bit harder

calm wasp
#

I hope it's now set to max possible or if not that it will be

full sonnet
#

Again. It doesn't do anything. its not set to anything, I completely removed it because its unused

#

there is nothing to set to "max"

calm wasp
#

What I mean is that I hope that by default it's the max possible - hard coded limit and not under the limit

full sonnet
#

There is no default

#

Its hardcoded config entries, and they have been there since 2015.
The audio settings option has done NOTHING since 2015 no matter what its set to

calm wasp
#

Ok, then that max possible is hardcoded or if not, increase what's hardcoded since 2015 to whzt the engine is capable of, for better immersion

#

Hope it's clearer like this

steel rune
#

JSRS fixed their amount of used sounds as well in their sound shader rewrite

calm wasp
#

Also in french you don't say "défaut" for "default", since "défaut" means "Mangel" und nicht "standard"

#

In french you can only say "par défaut", like by default

#

Without "par", which means "by", "défault" only has a completely different meaning

#

Same goes for russian - you don't say стандартный (standard) in russian, but only "по умолчанию" (by default) and no other options here

full sonnet
#

@lucid totem help, French for "Default" in sense of "default audio device"

calm wasp
#

@lucid totem tell him that "défaut" means "defect/vice" and only "par défaut" means default )

full sonnet
#

I won't decide in the end anyway, I can only write notes for the translators who will decide on their own

lucid totem
#

"Défaut" or "Par défaut" yes

#

default device = matériel par défaut
Option: Default = Option : par défaut
@full sonnet 😄

#

défaut can be understood as "an issue" indeed

#

(but it is tolerated as "default" value as well, mostly by English translators)

#

best = Par défaut

calm wasp
#

Tolerated )

lucid totem
calm wasp
#

Same for russian - "по умолчанию" and not "стандарт" (standard)

tepid dock
full sonnet
#

I don't need any. Translations will be done by our translators. I just wanted to provide some hints so they all know what is meant

full sonnet
#

Question.
Volume reduction when map screen is open.
Limit it to 25-100% or just allow players to choose full range of 0-100%?

#

I wanted to limit it, but I saw that you can also just set your effects volume to 0 to get total silence anyway

grave viper
#

For consistency I would go 0-100

full sonnet
#

Also should it only reduce when you are inside a vehicle (as it was previously when the vehicle drove/flew away) or also work when on foot?

grave viper
#

Or don't allow configuration. Who and why would reduce volume to silence and sacrifice situation awareness

full sonnet
#

The dozens/hundreds of people who used the bug to get silence in the last 7+ years

misty aspen
#

Imo let player choose and make it only in vehicle

grave viper
#

But that was a bug. Now suffer and get footsteps in your head.

If that feature should emulate concentration of attention, then should work always

misty aspen
#

When is it loud enough when on foot to warrant it though?

full sonnet
#

helicopter starting nearby. Same as if inside the vehicle.
But yeah. if we only focus on reintroducing the "feature", then it should be inside vehicle only

misty aspen
#

Imo it'd be more likely to lead to people getting annoyed by the sound getting quieter/louder while walking to an objective and looking at the map every now and then

calm wasp
#

Anyways, should be 0-100, because choice must be

#

And don't intro this on foot. Let it be like it was

analog fractal
#

Eh, I'd rather have it enabled on foot due to aforementioned helicopter starting, and other such noise that can happen when planning in a starting area for a mission. Also consistency. What's the difference between being in a vehicle vs on foot? The sound reduction's already "unrealistic" unless you go by the concentration angle.

spice iris
vivid sigil
spice iris
#

Could include what other implementations have done with optional automatic attenuation when entering certain vehicles.

vivid sigil
#

Thats what i though, but let the user decide the rate and have an alternative syntax to override that

#

Basically the same way viewdistance wirks right now

full sonnet
#

I like the idea, but won't happen, pretty sure

vivid sigil
full sonnet
#

neat idea. But that'd be a new feature and thats currently not planned

tepid dock
#

And knowing Arma, they'd want to introduce a physical item that would be an earplug (like with the map, radio, etc...) and you'd be able to use them only when you have the earplugs in the right slot 🙂

vivid sigil
vivid sigil
tepid dock
#

I'd venture a guess that adding a new slot to the player interface would be kinda a big deal right now, along with changing the interface itself, to start with, etc 😛

vivid sigil
#

Nah why a new slot, we have the headgear slot already

#

With interface i meant script to engine interface

#

If you have the option of using this feature outside of the map via script it makes it way easier to do something like, if you put headphones in your headgear slot -> reduce volume to userset value

#

Or for ACE, you have a nade detonating close to you-> set reduction to X value

#

(Its done in a similar way right now, just would be more convinient for outside people to make smaller standalones for that)

full sonnet
vivid sigil
#

that was more targeted for the PM to have that when some new feature are planned

scarlet root
#

both diag and normal exe seem bugged after yesterday's dev branch updates

#

did already a steam verify but didnt help

#

it always halts after scanning the configs (0% cpu use/A3 process stops and does not generate a window)

#

even with running pure exe and no startup params/my profile/any mods

full sonnet
#

cannot reproduce.
plain dev branch diag binary loads fine till main menu.
normal arma3_x64.exe too

scarlet root
#

File: arma3diag_x64.exe
CRC-32: 72ed53f5
SHA-1: 299e4fa9194e26e9a6707ba72b4bfb232bc85362
SHA-256: 9ded0cebdfb4344b2565ade959deed7396d2a0af0abac341943cccf10bf98a04
SHA-512: 59090c72766680422cabc95c628243ab912c13d67ae4c7952114f9117a622b9110e85fd2c114241114479fa3a093ff1995a6c741374d965b4d9a7eece56a2df5

#

File: arma3_x64.exe
CRC-32: ef6a80b4
SHA-1: 60115c2cfabc4a861b89bb11ac71534bb7d95176
SHA-256: 30785eb496b4544ce7978d8a15214037daf7f9f61c737a9babdb5fdbd35adeb0
SHA-512: 35dc88c7365db7d473cabf1fdd6d15d48a2302b099ba58d08813b716fa953d85c9fd7b702b5b294989ca0bdc9a37123f5e2701446e1b544c1d6b3faa8618e2da

#

stable branch still works fine

full sonnet
#

72ed53f5 yep I have the same binary. works on my end

scarlet root
#

weird. maybe the classic pc restart will help 😐

full sonnet
#

@scarlet root did it help?
I got more reports by two others now. But also weird cases and can't repro myself. But I got a dump that should show me where it spends its time doing nothing

polar trout
#

Hi, would it be possible to know the access code to unlock the development please

tame rover
#

There isn't one for dev branch. Should just appear when you switch to betas in steam.

polar trout
#

It's good, thanks

shrewd flame
#

is it possible to somehow hide all the errors that are generated when exporting the map to SVG file?

unreal arrow
#

what errors?

full sonnet
#

there shouldn't be errors?

harsh orbit
#

maybe he means the errors you always see in the diag exe?

#

also why doesn't anyone fix that? meowsweats

shrewd flame
#

Well I had an issue while exporting Lingor as SVG, one object produced around 800 errors I had to manually skip, but the file was fine

#

So being able to just hide those errors would be great

#

Unfortunately I can't show you the error screenshot and I don't recall any certain numbers or elements of the error. Also sorry for underelaborating but it's my first time using dev branch and I don't really know if such behavior should be expected

scarlet root
#

@full sonnet unfortunately not. stalls on the loading image

full sonnet
#

working on it in an hour, I think I know what it is

full sonnet
shrewd flame
full sonnet
#

Ah, Well can't do much against broken/bad models

#

but you can launch with -noAsserts to disable the asserrts

shrewd flame
#

thanks

unreal arrow
full sonnet
#

no diag too

light totem
#

NICE

tight marten
#

what exactly is meant by Tweaked: Made materials used on MBT-52 consistent with those used on Nyx (the new materials should also be more friendly for community retextures)?

#

and how are they more friendly for community retextures?

tame rover
#

They made them less shiny so they look better with dark coloured retextures

#
tight marten
#

ooh, I see, nice

#

hoping they'll do the same for the Mora

weary tide
#

Do it for literally everything

#

PLEASE 🙏 blobcloseenjoy

north totem
#

Is the latest development branch release also extremly choppy in performance for everyone ?

#

Like, in Eden, you move the camera for two seconds, then it stops for a second, and repeat

scarlet root
#

I am only getting semi regular down to 5 fps grinding phases for a few seconds but thats even with 2.02 and might be my old hardware or IFA3

past moon
north totem
#

Yeah, i just wanted to see if it's a known problem already

winter crescent
#

Perhaps you can see if those performance issues are also there for you, @north totem?

north totem
#

Will do, thanks

steel rune
#

will the steam security features be enabled by default or do we still need to opt in?

full sonnet
#

you still need to opt in

north totem
#

@winter crescent Happy to say, RC does not exhibit the problem

tepid dock
#

Support for precompiled SQF Bytecode (not currently applied to vanilla data)
Not applied just for RC or will we need to keep using the "companion mod" in 2.04 after release as well?

winter crescent
#

However, perhaps that means some kind of companion mod can offer an opt-in to vanilla precompiled functions. Dedmen will know better than me.

tepid dock
winter crescent
#

For 2.04 the whole feature is mostly meant to benefit mods (and test it broader). Possibly in the future we'll then also start including bytecode for vanilla data.
2.04 does however initialize functions in a way that it can deal with bytecode, when available.

full sonnet
tepid dock
#

Still not 100% sure if i understand what "support for CfgFunctions" means.
What I am actually asking here is: will there be any bytecode actually shipping in 2.04 or just the possibility to use (externally provided) bytecode. I thought I understood that YorisYan meant the latter but you got me confused again, now 😄

full sonnet
#

no bytecode files shipping in 2.04 data.
Only ability to use via compileScript command.

"support for CfgFunctions" means that CfgFunctions uses new compileScript command (without which, no bytecode ability)

crisp wyvern
#

Fixed: Launcher was not listing the official servers
Finally I can stop telling people to search name:Bohemia Interactive instead

harsh orbit
#

Added: Platform support for Arma 3 Creator DLC: S.O.G. Prairie Fire (actual DLC content is not part of this update)
does that mean it'll be released sooner than csla?

candid dew
calm wasp
#

So Vietnam stuff is coming even before Iron Curtain lol

hollow ridge
#

Is setUnitCombatBehaviour in 2.04rc?

hollow ridge
#

seems to be in but.... theres a problem with it
if you have a group of 3 people
unit1, unit2 and unit3

if you put 2 and 3 into careless but 1 is aware
the leader will automatically change their mode back into his state.

#

ignore me thats setCombatBehaviour

royal merlin
#

Support for precompiled SQF Bytecode
Does this mean that it can be turned on for a scenario's CfgFunctions too?

wise skiff
#

I would assume yes, the companion mod for the current profiling branch, which already has that feature, changes the cfgFunction compile code to use compileScript which supports both sqf bytecode and regular sqf.

royal merlin
#

This means that there's no need to do anything and it will applied on current functions automatically?

harsh orbit
full sonnet
#

You can use bytecode in missions yeah. But you ofc need the bytecode

royal merlin
#

Is it opt-in or opt-out?

steel rune
#

currently you need to compile the sqfc files yourself

royal merlin
#

Sorry to continue bothering you guys - how can i do that?

#

found this

Open source ArmaScriptCompiler on github.
You need to compile your sqf files to sqfc files, and pack both together in your mission/mod pbo

royal merlin
#

looks like it works, after all this hell of a job (clone repo the right way (if you download it as .zip it will not include dependent repos), install cmake on windows, sort out how to generate project for VS2019, disable antivirus because otherwise no output executable file will be there and you will get access denied error on launch, fix hardcoded paths et cetera) 😅

but files with preprocessor #include instruction are failed to compile

#
Failed to include '\A3\Ui_f\hpp\defineResinclDesign.inc' into file 'C:/documents/comp/SCRT/UI/fn_ui_setMinefieldCost.sqf']

is there any way i can provide such files for it?

royal merlin
#

Only ability to use via compileScript command.
Is there anything need to be done with it or game will automatically use .sqfc files?
saw somewhere that if both .sqf and .sqfc files will be provided then .sqfc file will be used in, for example, functions that included into CfgFunctions metadata file

class SCRT 
{
    class Root
    {
        file = "SCRT\Root";
        class root_exampleFunction {};
    };
};

?

tidal arch
#

is it possible to have both the regular branch and dev branch of Arma installed at the same time? And if not, how big is the download for switching back and forth? thanks!

tame rover
#

Yes. See Game Updater in the Arma tools

steel rune
steel rune
royal merlin
steel rune
#

You can create it manually it its just a few files

#

Or arma3p in mikero tools

#

Or dokanpbo for a virtual

royal merlin
#

diskmgmt will do the job too?

tidal arch
steel rune
#

It does not have to be an actual drive

#

Use subst to mount a folder as a drive

steel rune
tidal arch
harsh orbit
royal merlin
#

for some reason, extraction didn't work
i extracted the entire game to P drive via Arma 3 Tools and ArmaScriptCompiler throws this error:

[ERR] [L11|C0|.../fn_checkRadiosUnlocked.sqf]    Failed to include '\A3\Ui_f\hpp\defineResinclDesign.inc' into file '.../fn_checkRadiosUnlocked.sqf']    ':FileIO returned no file.
steel rune
#

did you setup your drive correctly?

royal merlin
#

Yes, i pressed Project Drive Manageent

steel rune
#

here's an example config for compiling CBA

#
{
  "inputDirs": [
    "P:/x/cba/addons"
  ],
  "includePaths": [
    "P:/"
  ],
  "excludeList": [
  ],
  "outputDir": "P:/",
  "workerThreads": 8
}
royal merlin
#

then i selected Mount the work drive (P), then Extract Game Data and all operations were successfully finished
ArmaScriptCompiler sees the virtual drive (at leasts it put log.txt in it's root)

#

where i need to put this config?

steel rune
#

it's only usable together with the PR build

#

include path with root drive must be DRIVE:/ for it to be used as root

royal merlin
#

inputDirs - source folders?
includePaths - folder with dependencies?

steel rune
#

yep

royal merlin
#

figured it out, thank you very much

the only problem is sqfvm false positive error checking -

Parse Error: syntax error, unexpected IDENT, expecting } or ; or ","

this string causes error above for some reason

private _baseConfigQuantity = _baseInputClassesMap get _cfgName;

but i guess there is no way to bypass it, as it is the same error that appears in vscode with sqflint plugin

full sonnet
full sonnet
steel rune
#

but it is in sqfvm think

royal merlin
#

does this need to be specified in function.hpp?

ext = ".sqfc"; // Set file type, can be ".sqf" or ".fsm" (meaning scripted FSM). Default is ".sqf".

or direct path to file through file prop

#

i'm asking because i'm getting identical benchmarking results when both sqf and sqfc present, so i have a suspicion that sqf variant is still used instead of compiled one

#

and when i manually delete sqf file from folder with function and only sqfc is present, i get script blahblah.sqf not found messagebox ingame

steel rune
#

you should still use .sqf and leave the sqf files or you'll break support for current arma 3

#

it will use sqfc instead of sqf if present

#

it's a build time optimization of sqf

royal merlin
#

it will use sqfc instead of sqf if present
looks like it does not work in some cases

Code:
[(position player), 5000] spawn SCRT_fnc_effect_createBurningDebrisEffect;

//when only sqf is presented
Execution Time: 0.0046 ms  |  Cycles: 10000/10000  |  Total Time: 46 ms

//when both sqf and sqfc are presented
Execution Time: 0.0047 ms  |  Cycles: 10000/10000  |  Total Time: 47 ms

//when only sqfc is presented
mission failed to start as script wasn't found

//when only sqfc is presented and ext = ".sqfc" explicitly specified
Execution Time: 0.0023 ms  |  Cycles: 10000/10000  |  Total Time: 23 ms
#

nevermind, in the last case script silently does not execute at all, as i'm not seeing visual effects 😕

steel rune
#

which version of arma 3 are you using?

royal merlin
#

2.04RC

steel rune
#

I wonder if the recompile loader is included ootb, haven't tried RC yet

full sonnet
#

you're testing the performance of spawn, not of your script

#

also using sqfc doesn't mean you'll get magical performance improvements

steel rune
#

runtime.register_sqfop(binary(4, "get", t_hashmap(), t_any(), "Receives a value from a hashmap.", get_hashmap_any));?

full sonnet
full sonnet
steel rune
#

yeah, I see the separate command list for sqfc

royal merlin
tranquil rampart
#

Does Anyone Here Know How to use server Blend Provider!

weary sun
#

@full sonnet Any documentation for the bytecode format / how it works anywhere?

full sonnet
#

outside of the compiler, no. What would you want to know about it?

weary sun
#

How the binary files are structured, I would like to update my own SQF compiler to be able to compile to a binary

full sonnet
weary sun
#

Alright thanks, that is what I am currently looking at

#

Location info is mandatory currently right?

full sonnet
#

You can leave it empty/default values

#

but that will of course F'up ingame errors, and str'ing code pieces

weary sun
#

Are they used for anything besides error messages? Does the game convert the bytecode back to code when displaying errors etc.?

full sonnet
#

they store the string version of the code

#

for str command, and error messages

#

A error in the length of that string actually broke BIS_fnc_holdActionAdd. So it is somewhat important.
Though depends on the script. if you know you never use str on the code, and never have any errors in your script, you could do without

weary sun
#

That makes sense, makes it a bit more cumbersome to generate bytecode for something that did not come from a script (if I modify/re-write parts of the AST), but of course I can just compile that to a script which can be used as the reference

#

So it strings the code by grabbing what is between the smallest offset and largest offset of whatever instructions correspond to the code?

full sonnet
#

uh..

#

somewhat yes, but not really no

#

it strings the code by grabbing all the code. From start to end

Yes, str'ing code can be a problem if your code cannot be represented as SQF. Nothing I can do about that

weary sun
#

But what if I have:

a = { hint "hello world!"; };
hint str a;

It needs to know that it should on str part of the file right? Or perhaps you cant use str like that?

full sonnet
#

yes it needs to know this part as string hint "hello world!";

weary sun
#

Does that mean each code block gets its own file?

#

Nevermind, I see each script code piece has its own offset and length for the string representation

full sonnet
#

thats just done to save space in the file by only having the string once and using offsets for all references to it.
If you want to be lazy you can just use a seperate string for each, but you'll then have tons of duplicates and wasted space

weary sun
#

Oh, so the string representation is stored as a constant string?

#

And then the locations part of the binary is just so we can have nice filenames?

weary sun
#

I see, so the pointer is either an offset/length in whatever parent is or a an index to a string in the constants

full sonnet
#

yes
yes
yes

loud linden
#

@full sonnet Is it possible to add these messages to the debugger? Understand where they are coming from

15:30:09 Performance warning: SimpleSerialization::Read '' is using type of ,'TEXT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types```
full sonnet
#

Try -debug maybe that prints

#

Adding to debugger, no

loud linden
#

Nope, nothing

#

yea, i mean in -debug

full sonnet
#

If I remember the next time I do more -debug stuff maybe

loud linden
#

If it need, i can open ticket on feedback

full sonnet
#

there is a WIP ticket from kju for more debugging context

#

best collect all the things there

tidal arch
#

how can I run the diag.exe from the A3 dev branch launcher? Or else, how can I load a mod when launching from the diag Arma 3 .exe?

steel rune
#

make a shortcut or bat file and add the mods via -mod=@mod1;@mod2 argument

harsh orbit
#

or even better: run the normal exe with the mods and parameters you want, get the command line parameters, and use them in a bat

tidal arch
bleak canopy
#

I just rename the diag exe and the launcher runs it

weary sun
#

How do I actually get the game to run a bytecode script? Can I just execvm, etc. it as I would any other script?

harsh orbit
#

you can't execVM it

#

you'll have to call/spawn it

#

or use it in a similar way
like onEachFrame my_fnc_function

weary sun
#

Do I define it in CfgFunctions?

harsh orbit
#

using compileScript

#

but it becomes a CODE

weary sun
#

Okay, and with CfgFunctions it can load a pre-compile function then?

#

And if compile a function using compileScript is there any way to save the binary representation to disk or somewhere else?

harsh orbit
weary sun
#

Okay, thanks alot

little beacon
mental fulcrum
#

It does not say "scripted event handlers"

#

so I would assume it works with anything.

little beacon
#

it does?

mental fulcrum
#

ah, I'm blind.

#

Yeah then I would assume it works same as CBA stuff. initDisplay calls the EH

little beacon
#

now that function would just have to work with mission displays tanking

full sonnet
#

If anyone has any critical problems, now is the time to report them :U

hexed citrus
#

Anybody else having problems with kbTell and the latest 2.04 RC?
In MP if I host a mission I can see the kbTell messages as host, but a connected client can not.
Same if the server is a dedicated one, no client can see kbTell messages (kbTell always executed on the server).

This wasn't the case in 2.02 and all prior A3 versions...

scarlet root
#

are there some chat channel changes/fixes in 2.04 RC?

full sonnet
#

I also got a report of a issue with chat/markers/tactical ping in campaign mission.
But it turned out that after respawn the player doesn't respawn into the same group, so they ofc don't share group channel and thus don't see group channel messages and markers.
Couldn't find any issues with other chat channels

full sonnet
#

If anyone has a repro of a problem I can take a look at it

hexed citrus
#

What about the kbTell issue?

winter crescent
# hexed citrus What about the kbTell issue?

It has so far not surfaced in our build tests of the vanilla content, but it doesn't mean it cannot be broken. There are no relevant changes I've spotted. I think we'd need more info / repro. You are using raw kbTell or BIS_fnc_kbTell and similar?

hexed citrus
#

I'll make a ticket with a mission to reproduce it when I'm back from work

tulip adder
full sonnet
#

"critical problems" I said

#

Please make a ticket, but thats not critical

tulip adder
#

and when vehicle with enabled siren is destroyed. it still playing siren sound. (tested in multiplayer)

timber sorrel
hexed citrus
#

I'm using it that way since A2, and yes, kbTell raw.

winter crescent
#

Thanks for the report!

full sonnet
#

@hexed citrus you were running profiling branch right?
Did you try the same thing there and it was fine?

hexed citrus
#

I was running 2.04RC

#

2.02, including profile branch was fine

full sonnet
#

Thanks that should help alot, most of the changes were merged to prof so if thats fine shouldn't be much stuff left that I need to check

hexed citrus
#

I'm not sure if it already happened with the VN exe

full sonnet
#

It should've, there weren't any related changes after VN

hexed citrus
#

Ok

winter crescent
#

I also noticed the audio is played, just the subtitle is not shown.

full sonnet
#

Thanks, found it

scarlet root
#

just to double check: BIS_fnc_fadeEffect was changed intentionally to apply/keep the same fadeSound as it had prior? (before it was setting to 1 at the end)

scarlet root
#

to be clear: i think new behavior is better. maybe it should be optional via parameter - hard to say how much existing mission rely on that

#

I described problem in the mission. when 0 fadesound 0 applied before BIS_fnc_fadeEffect then sound stays muted after "black in" is fired. All I need to know if its bug or feature 🙂
ok ok new update, seems the fnc started to sending out the same level of the sound volume as it gets on the input which it doesnt do in the stable build. So guess they changed this thing. So probably not a bug - I can fix that on my side

winter crescent
#

Original reference: https://feedback.bistudio.com/T156413
I've just checked and apparently we're not using this at least in vanilla content. It was deemed a safe change, but if it causes issues in community data, let's hear it 🙂

#

@hexed citrus, Dedmen's fix is live on RC branches.

hexed citrus
#

I'll check as soon as I'm home from work.
Thanks for letting me know

hexed citrus
#

@winter crescent
It's working fine again 🙂
Thanks guys

unreal arrow
#

Yes, the function restores everything to the levels it was before fade out, as this would be expected, and if sound volume was not manipulated it should restore to default 1. However if it was manipulated and mission designer lowered it for balance for example, the old behaviour would set it to 1, which I thought is worse than force it to previous value.

scarlet root
#

yep agreed. thanks for double checking 👍

carmine juniper
#

Can somebody confirm that colorOutside[] parameter of a map control is hardcoded or something? Can't seem to modify colors in current Dev

full sonnet
#

I think its just black currently

#

I wanted to change it to use the CfgWorlds color but that was fail as we DO have CfgWorlds colors defined, but they look wrong

lament crow
#

Added: Support for precompiled SQF Bytecode (vanilla data is not currently precompiled, so this is initially to benefit community mods)

#

👆 Will this eventually make it into vanilla data?

lament crow
#

As a mod, but I guess that mod will eventually make it into vanilla main branch

#

Hopefully with other SQF fixes too. Last time I checked the vanilla sqf files there were still tons of instances where the deprecated BIS_fnc_MP was being used, for example.

harsh orbit
#

it uses remoteExec internally

lament crow
harsh orbit
#

you can open the function and see it for yourself

lament crow
#

I believe you 100%, it is the wiki that needs updating 😉

full sonnet
#

its deprecated and shouldn't be used, doesn't mean that old code needs to be updated

winter crescent
harsh orbit
#

Regex is here! 🥳

full sonnet
#

now find a way to break it

harsh orbit
#

ok! 😄

#

why doesn't b.*?l.*?a match bla?!

#

STL one's works correctly (I use it in my own regex extension)

#

could it be an issue with Boost?

full sonnet
#

how about
b.*l.*a also no?

harsh orbit
#

yeah

#

Looks like I broke this one too fast! 😄

#

works in C++

#
boost::regex reg(std::string("b.*?l.*?a"));
std::cout << boost::regex_match(std::string("bla"), reg);
#

looks like regex doesn't work at all notlikemeowcry

#

"\w+" regexMatch "bla"

full sonnet
#

The pattern is on the right

harsh orbit
#

lol! 😄

#

now it works! meowfacepalm

#

I was a little too hyped!meowsweats

full sonnet
#

now break it again pls 😄

carmine juniper
#

I accidentally put "brabra" regexFind [".*"], causes a memory leak and crash

#

Even "brabra" regexFind ["",""] does

#

Looks putting something than a scalar in the right array's second argument causes an insta-crash

#

Like "brabra" regexFind ["bra",objNull]

full sonnet
#

Thats what I meant by breaking! good job 😄

harsh orbit
#

Regex is just what I needed! blobcloseenjoy

#

now you get Intellisense-like suggestions in Advanced Developer Tools!

#

(e.g wpn->weapons, hmapa->createHashMapFromArray, bissort->bis_fnc_sortBy, etc.)
it makes typing those long command names very easy! 😍

#

now I need to complete the parameter hints and it'll be much cooler! 😄

steel rune
#

nice 😄

carmine juniper
#

Tried to do some with the macro, and got this one:sqf "#define GUI_GRID_WAbs ((safezoneW / safezoneH) min 1.2)" regexFind ["(GUI_.*?(?=\t))"]And returns:sqf [["GUI_GRID_WAbs",8],["GUI_GRID_WAbs",8]]Why does returns twice? Am I missing something?

#

(I'm a regex noob \s)

carmine juniper
#

Nvm was just an noob work

full sonnet
carmine juniper
#

Bad, Ded! Bad!

carmine juniper
#

Hey Dedmen can you install your regex knowledge to my brain? It hurts when I try to struggle with it! \s

#

Anyways it feels really cool feature. Thanks for it, really

full sonnet
#

my regex knowledge is plunk things into regexr.com until it works

harsh orbit
carmine juniper
#

this look easy , even for no englishman!

forest pivot
#

can add SQLite directly to the game?) would be wonderful

full sonnet
#

no

forest pivot
#

Why not?

loud linden
full sonnet
#

pretty sure there are already sqlite extensions

#

it makes no sense to add to the game

loud linden
#

Yea extdb2, but it's out of date

ruby edge
#

there is extdb3 ^^

loud linden
lament crow
#

serious dev question: Since the cDLCs are using so many scripts and fncs from base Arma 3, is base Arma 3 able to get scripts and fncs from cDLCs in future patches? like Prairie Fire's Amazing Melee script and animations...?

crisp wyvern
#

See how all of the gameplay changes in Contact are siloed off from the sandbox via the 'Contact (Platform)' vs. 'Optional DLC' split (to date it is the only one)

lament crow
crisp wyvern
#

I'm preeeeetty certain that by that you're referring to Arma 3 vanilla's 2035 setting?

lament crow
#

I meant the features... those features would work just fine on base arma 3 2035 settings too

crisp wyvern
#

Last I checked none of the Vietnamese factions had actually-voiced radio protocols? 🤨

lament crow
#

The helis and weapons sounds are so much better, vegetation make sounds when you pass them etc.... the little details!

crisp wyvern
#

That said, I hear you about melee with the caveat that it was implemented as a fire mode and thus for specific weapons, so you have to cycle through just like getting-to-the-UGL

#

I've already seen a mod that gives it its own keybind via CBA_A3 instead

lament crow
#

Yeah... base Arma 3 needs so many mods just to get close to Prairie Fire.... Those devs are gods

crisp wyvern
#

That's a mod of Prairie Fire

#

Not sure what you mean re: better balanced weights and weapon aiming either

#

And isn't food/drink specific to the Mike Force mode?

lament crow
#

Mike Force will eventually make it into the cDLC just like OLD MAN did with Vanilla

crisp wyvern
crisp wyvern
lament crow
crisp wyvern
#

I mean that in the sense that 'in general everything's got lower mass values in the config relative to roughly-equivalent vanilla gear', e.g. Type 56s vs. Apex AKM 7.62 mms

lament crow
#

Yes, and also the impact of carry weight on accuracy is changed to as I am sure are thousands of config values... it is the end result that matters really. My whole point is that I wished that A3 vanilla was still able to learn from its cDLCs and implement some of their gameplay improvements

#

so not only we get amazing cDLCs but also a better base game

crisp wyvern
#

Hence your disappointment that Bohemia Interactive 'calling it a day' on Arma 3 is why the CDLCs are happening in the first place

lament crow
crisp wyvern
#

But not why they're happening

lament crow
#

I just wish some features would be retroactive

crisp wyvern
#

points back up to first line

#

Hell, it's been years since Jets DLC and nobody who worked on Arma 3 since that release has publicly added the laser designator back to the Buzzard yet!

lament crow
#

I am not complaining, I am super happy and I am happy that BI supports cDLCs so we can get all these improvements and superior gameplay experiences. I just wish that some of these features that were much requested by fans for years and that now exist outside of mods and into cDLCs would make their way back into vanilla A3... would be so cool... wishful thinking I guess but hell, these cDLCs where once wishful thinking too 😉

crisp wyvern
#

Which goes back to my original point that the CDLCs and 'new features for the base game' were -- and, based on Bohemia Interactive's Arma 3 team now being a skeleton crew, are -- in direct opposition to each other...

lament crow
crisp wyvern
#

As a 'company-wide' thing yes

#

The last Arma 3 SITREP (#00239) was on 20 November 2020, wherein 'High Command' (the article was credited to DnA) said that The game is meanwhile in a Live Ops mode, rather than active development. Even so, this year saw two primary platform updates with 1.98 Old Man and more recently 2.00, on which we'll reflect a bit in this report. And we'll be looking ahead, providing updates on what's still to come: Art of War charity DLC, Creator DLC, and more platform support.

lament crow
#

Perhaps some kind "dev" soul would interpret "and more platform support" as bringing some of these gameplay improvements into all other DLCs by adding these into vanilla. Hell it would support selling some of the official DLCs too...

#

😆 🙏

crisp wyvern
#

Therein lies your issue... whatever happens to vanilla Arma 3 is 'whatever the few remaining devs feel like trying'.

lament crow
crisp wyvern
#

Isn't the PF medical system incompatible with vanilla A3 Revive?

lament crow
crisp wyvern
#

If so, then strike out the PF medical system...

#

(Ooof... looking back, and it turns out that Bohemia announced Arma 3 vanilla will not likely receive any major changes from this point forward as far back as late September 2019. https://dev.arma3.com/post/sitrep-00236)

lament crow
#

Here is the deal, let SOG sell as much as it can. When sales steady out they can bring some improvements into vanilla to boost the sales of official DLCs too.... everybody wins, including future cDLCs that now have that feature at their disposal too

crisp wyvern
#

Old Man, the static M2s, a Firing Drill, reskins, the Eau de Combat aftershave, the Art of War contents... otherwise it seems like most of the other changes are fixes or 'for the benefit of modder' under-the-hood stuff

lament crow
#

OLD MAN was indeed major, but was being worked on for a long time I think... Art of War is a nice model that could be done again... a DLC that starts paid and ends up being included in vanilla after a year...

#

Hell, a Melee System/weapons and animations + Extra Items like consumables + an official implementation of enhanced movement + Female Characters on a Art of War style DLC is a instant buy for ALL current Arma 3 players

crisp wyvern
#

At least we got the documentation from Sarge on the BIKI for its systems

#

We should take this to #general_chat_arma btw, seeing how off-topic this is relative to the channel

lament crow
#

I hope the last cDLCs shows BI just how much potential A3 still has... and they allow the current devs to do more...

full sonnet
lament crow
crisp wyvern
# lament crow Even better! Since you don't deal with scripts just engine based features

Like I've said, PF melee is a fire mode for specific weapons -- even if you were willing to overlook reused animations that weren't tailored for vanilla weapons, that's a lot of weapons that it'll need adding to, to say nothing of how many mod weapons won't benefit unless the fire mode and animation are added at a 'further down' level in the config class tree

lament crow
crisp wyvern
#

That's what the CBA_A3-based mod I mentioned does, but that's also not the issue described above

#

That is true. It is also irrelevant.

lament crow
#

Imagine if SOG required CBA to do their Melee... the same situation, over reliance of vanilla on mods to be modern.... we need some features added to the base game too...

crisp wyvern
#

I am so glad I remembered that line at the last second

lament crow
#

Otherwise you are also hurting older cDLCs... who would go back and play another cDLC without melee now that one has it.... and not considering all the other features SOG brings

crisp wyvern
#

That discounts the sheer amount of groups that already passed on using the melee mods that already existed

lament crow
#

Imagine a player buys SOGs, loves it and then buys Global Movilization only to find out that they feel like completely different games... (BAD REVIEW INCOMING)

crisp wyvern
#

By which I mean that if we look at what people are playing mods-wise, melee is evidently low-priority on co-op/MP groups' wishlist

lament crow
full sonnet
hollow ridge
#

Maybe arma 4

#

I know where the exit is ill go now 🤣

harsh orbit
#

Especially animations

crisp wyvern
harsh orbit
crisp wyvern
#

I've seen a video of someone trying to buttstroke a crouching guy and aiming at the torso or head only for the 'point of impact' to be over the head... cue the other person (whether player or AI) turning around/shooting the video-recording player MillerTarget

lament crow
lament crow
harsh orbit
lament crow
#

Yeah some reload animations are mod quality and not vanilla quality

#

Also they could have gone with a shift+F hotkey instead of the firing mode mechanic that feels as clumsy and oldschool as the mousewheel menu...

#

But just by looking at how much GM has improved over time I am pretty sure all these issues will be mitigated by the team in future patches

harsh orbit
# lament crow Yeah some reload animations are mod quality and not vanilla quality

Sadly they're also the weapons that people will use the most. AK and M16 (M16 is far better than the AK, but still a bit weird)
Some reload animations are really great tho, like DP27, M1 Carbine, etc.

The other thing I find annoying is that the door gunners of helicopters don't "grab" the gun and the gun moves telepathically. It feels like A2 meowsweats

unique minnow
crisp wyvern
harsh orbit
#

I think the reason they didn't is the gun angle?

mental fulcrum
#

I think it would limit the angles in which you can turn the gun.

harsh orbit
#

I was thinking it would just look weird

#

but anyway I'd personally rather have a limited gun angle than no animation at all

unique minnow
#

^ Yeah, I think I am going to do an ticket about that

harsh orbit
#

I already did

unique minnow
#

Nvm then LUL

harsh orbit
#

wait no I didn't meowsweats
I must've forgotten

unique minnow
crisp wyvern
quiet kernel
#

I mean...you can, but you get slender man arms 😄

misty aspen
rustic plaza
#

as for the melee - I think it's scripted after all? There are couple functions for melee and it doesn't seem to use OFP melee approach

harsh orbit
plain bluff
#

The melee system is scripted, but the output isn't scripted.
So it's compatible with ACE/damage handling mods/equipment/scripts etc.

crisp wyvern
#

The fire mode?

plain bluff
past socket
crisp wyvern
plain bluff
#

Yes

lament crow
wise skiff
#

that mod helps with the cycling at least

lament crow
plain bluff
past socket
#

Maybe it wasn't properly reported and terrain maker are keeping it as a secret 🤔. I quickly searched feedback tracker and I cannot find it. Maybe it is there somewhere, but apart from this, which is I suppose not exactly that said issue(https://feedback.bistudio.com/T81886), only mentions difficulties when exporting from editor to TB, I've found nothing.

full sonnet
#

I'm also not aware of that bug

past socket
#

Briefly, when you arrange objects in Arma 3 editor and you go to the Scenario > Export > Export to Terrain Builder, some objects can have their rotations completely wrong thus making them unusable.

#

It is still an issue till this day. Here is a message from #arma3_terrain channel mentioning that few days ago: #arma3_terrain message
I myself experienced that last year when I have been doing my test terrain.

lament crow
harsh orbit
#

But it is true.
I think one of the devs mentioned something about a new keybinding framework.
I think it was Dedmen? :thinking:

full sonnet
#

yes its on my todo. actually scrolled past that 5 minutes ago 🙃
but its a pretty big thing that requires planning and tons of work. Currently being a bit scared of that one and prefer to do things that I can just do right away and get done.
But maybe I'll do a PoC next week and see how hard it really would be to do
Also not sure if worth the effort, considering anyone who needs hotkeys already using CBA for it except a small handful of people who don't want or cannot use cba

true peak
#

If it includes everyone being able to assign addon controls to controllers then most everybody would want this.

full sonnet
#

yes thats probably the biggest bonus of it

ocean tundra
#

We getting TOWs in the next update? 😳

harsh orbit
#

wats nu?

carmine juniper
#

Tow Truck Towing Tow Truck with a TOW Launcher :D

ocean tundra
ocean tundra
crisp wyvern
full sonnet
#

Noone said something about that, and it's not gonna happen no

harsh orbit
full sonnet
#

There was no update

harsh orbit
#

I received one tho meowsweats

#

Oh right. I'd subsribed to some workshop mod via mobile the other day meowfacepalm
It said "update required" in Steam so I thought it was an actual update.

carmine juniper
#

The update was a SOG's hotfix

harsh orbit
#

Oh so there was an update meowsweats

carmine juniper
#

@winter crescent Sorry for the ping - looks like the latest changelog missed setTowParent

misty aspen
#

is that already in dev branch?

carmine juniper
#

Seems so

misty aspen
#

huh

full sonnet
#

No

#

afaik it was merged just a day after dev branch was prepped

carmine juniper
#

But it exists on the latest Dev

harsh orbit
#

he's right. it does meowsweats

#

but it doesn't seem to work meowsweats

#

all it does is make the towed vehicle's wheels point towards the towing vehicle

#

the brake is still in effect

crisp wyvern
harsh orbit
#

yeah

crisp wyvern
# harsh orbit yeah

Sounds like the current incarnation can be tested by leading a group and having the AI drive the towing vehicle

near carbon
full sonnet
#

Afaik it wasn't merged to dev-branch yet

carmine juniper
#

Looks like when tried to do diag_setTerrainHeight to a outside of the map coord will cause a insta CTD

#

Without any error logs, fyi

full sonnet
#

sounds plausible, please stop doing that then 🙂

winter crescent
harsh orbit
#

There's still no setTowParent in today's changelog meowsweats

#

has it been merged now?

#

I will test later today

viscid onyx
#

I assume the new setCruiseControl command can't set speeds above the vehicle's config top speed?

viscid onyx
#

I ask mainly because it would be cool to finally have a non-janky way to give vehicles a speed boost

full sonnet
#

nope

#

it controls engine thrust

winter crescent
#

Added: Added "Added"

tame rover
#

setTowParent doesn't have the ability to invert the steering direction that the towed vehicle copies from the towing vehicle does it? Like if I wanted to attach the two vehicles rear-to-rear or front-to-front in order to tow them

lament crow
#

"Added: Scripted directional light support"

#

?

tame rover
lament crow
harsh orbit
full sonnet
#

Also towing only really works forwards afaik, they won't steer if you pull from back, and loosening brakes might also not work right

tame rover
#

Towing from the rear of one vehicle to the rear of another strangely seems to offer less resistance to being pulled along. Can often achieve a slightly higher top speed towing that way compared to towing the same vehicle with its front bumper tethered to the rear of my vehicle (HEMTT towing a Hunter achieves ~10kph towing from the rear of the Hunter vs ~8kph towing from the front). But the towed vehicle snakes left and right because of the steering trying to correct the vehicle going in the wrong direction

full sonnet
#

I tweaked the braking behavior in next update.
Maybe thats related to the speed difference, if its applying brakes while driving forwards

#

HEMTT towing RHS hmmwv I got about 20kmh I think

#

But backwards towing will stay problematic.
To loosen the wheels, the towed vehicle rotates its wheels forwards, I guess if you pull strong enough that might work fine for backwards but.. supporting that is not intended (yet, I'm not convinced the time effort is worth it yet)

full sonnet
#

How did noone notice that these bullet flyby sounds were broken since 2016 blobcatgooglythink

misty aspen
#

wha

full sonnet
#

subsonic bullet flyby sounds were broken... They were configured for 0 volume due to a typo.

misty aspen
#

huh

#

well that explains why nobody noticed it heh

carmine juniper
#

I've never thought that kind of sound exists...

misty aspen
#

Odd tho that that made it through QA etc

full sonnet
#

Well 2016 was when the whole sound system revamped.
And I also played with that the last 5 years and never thought about it 😄

misty aspen
#

Well 2016 was when the whole sound system revamped.
Oh fair

full sonnet
#

dslyecxi's find

full sonnet
harsh orbit
misty aspen
#

nice

full sonnet
#

only about 8 years late 😄

misty aspen
#

hey better very late than never

#

is it just gonna be one section which mods can then add actions to, or?

full sonnet
#

mods can add their own sections and actions

misty aspen
#

ooh fancy bongocat

full sonnet
misty aspen
#

very cool

rotund lantern
#

excellent 👌

full sonnet
#

Finally gon be easier to bind your TFAR radios to a joystick button blobcat_bongo_a

tame rover
#

Mouse binds work too?

full sonnet
#

ye. All vanilla binding stuffz including analog

rotund lantern
#

really appreciative of the BI Devs that are part of the team for end of life Arma 3, still adding some much wanted functionality and requests which will leave Arma 3 at the strongest it could be when the team moves on with the rest to Enfusion and future titles

misty aspen
graceful bloom
#

that's how you can tell a studio is a good studio

little beacon
#

will keybindings be also supported for missions? ie without the need to create a mod?

full sonnet
carmine juniper
#

How to config them?

full sonnet
#
class CfgUserActions {


class Mod_MyActionName { // name, also used for inputAction script command and for internal representation

displayName = ""; // has to be stringtable
tooltip = ""; // has to be stringtable
// default keybind is set in CfgDefaultKeysPresets >> Arma2 (all presets inherit from Arma2)

onActivate = "['Mod_MyActionName', true] call Mod_Myhandler";
    onDeactivate = "['Mod_MyActionName', false] call Mod_Myhandler";
    onAnalog = "['Mod_MyActionName', _this] call Mod_MyAnalogHandler" _this == scalar (action analog state has changed)
    analogChangeThreshold = 0.01; // minimum change required to trigger onAnalog EH
    analogTriggerThreshold = 0.5; // for analog input used to trigger boolean action, the threshold where analog input switches between off/on. #TODO DefaultAnalogCurveDefs config?
    activePoll = 1; // default enabled, if disabled eventhandlers won't fire at all, saves performance, used when you check action yourself via inputAction script command

}
}

very much wip

carmine juniper
#

Ooh, gud to have EHs

hollow ridge
#

Arma 3 the EH dlc

rustic plaza
#

would be nice to switch on/off activePoll via script command - sort of "activate context" command

umbral orchid
#

does it work similar to the weapon switch actions?
as in, the action will show up in the action menu list unless its bound?

#

Eh NVM if someone wants that they can just add action and use this as the shortcut

carmine juniper
#

Mayhaps it just needs done by addAction's condition, yes

full sonnet
#

Its keybinds

#

they are also called actions

umbral orchid
#

yeah understood

harsh orbit
#

DATA
Fixed: Subsonic bullet fly-by sounds were playing with 0 volume (thanks Dslyecxi)
so only vanilla bullets were affected?

lament crow
harsh orbit
#

Improved performance of light flare handling
I thought all dynamic lights were improved meowsweats

full sonnet
rotund lantern
#

so, unoptimized as in they hit FPS?

full sonnet
#

wat

harsh orbit
rotund lantern
#

sorry, had a brain derp and misread, meant to say improved as in they are better for FPS or something else?

harsh orbit
rotund lantern
#

ahhh righty, any bit of improvement is good improvement

misty aspen
#

Is there an error in the latest forum dev branch changelog?

Tweaked: Most Event Handlers (including config type EH) now have a local variable _thisEvent which contains the name of the event
links to https://feedback.bistudio.com/T118235, which is
Vehicle textures not consistent across all clients

full sonnet
#

nah they are related

#

somewhat

#

the fix for textres was new eventhandler. and to differentiate them the variable was added

misty aspen
#

ahh oki

rotund lantern
#

are there any plans to bring Mag Proxies to those guns that have not got them as of yet? would love to give 7.62 curved magazine to the Mk-1 EMR

rustic plaza
#

Not really

#

notice that all 7.62x51 rifles are using same magazine even though they have very different magwells

#

in such situation, it was only possible to do it for single 7.62x51 rifle

#

other weapons have their own issues (i.e. katiba vs other rifles)

carmine juniper
#

Is this not a worth implementation for modders?

rustic plaza
#

read what I wrote above

#

it's impossible to implement it without breaking vanilla content

carmine juniper
#

I mean Katiba and such

#

I thought Katiba uses their very own magazine?

rustic plaza
#

they are shared with that spec ops rifle with underbarrel 0.5 cal

carmine juniper
#

Ah, Type 115

rustic plaza
#

another annoying example are UGLs - I wanted to add mag proxies for standard 40mm UGL rounds but then I found out that someone decided that AK-12 VOG-25 is also using NATO 40mm rounds 😦

carmine juniper
#

I thought Bohemians did className-change before for Zafir and Rahim? Is it considered not a good way anymore?

rustic plaza
#

Rahim had some weird interconnection somewhere - I don't remember it exactly now

mystic sparrow
full sonnet
#

I wanted to do joystick support for CBA/TFAR

#

about a year ago when I made that ticket.
couple weeks ago I looked for work to do and found the tikcet again so..

mystic sparrow
#

Sweet. In the end I believe this makes the CBA keybinding obsolete for controls that get bound at launch.

full sonnet
#

Yeah sadly I cannot do scripted creation of keys.
I don't know what CBA team wants to do. Maybe it makes sense to just keep their scripted system, and transition mods like ACE/TFAR to the vanilla one

mystic sparrow
#

No reason not to keep it around I guess, still serves a purpose for scripted stuff, and probably almost a decade of backwards compatibility.

lament crow
#

Additionally it is a solution that requires mods? And we were aiming for a scripted solution 😦

full sonnet
#

as a subtask of the ticket
no I didn't. Kju did that

#

but I don't understand how "modding custom input actions" could help disable some of the native actions
I don't either.

#

They are completely unrelated

lament crow
scarlet root
#

fixed

wintry sigil
#

I’m not sure if this is the right place, but the ‘Tactical Chest Rigs’ added in Apex appear to have pistol holsters complete with a retention strap modelled on them as a chest draw behind the magazine pouches, now we have a chest draw pistol holster angle position with the Kipchak/Spetznaz vest in Contact could the Apex Tac Chest Rig holsters be made functional? I also think the base game Diving Rebreathers also lack working pistol holsters but I can’t check right now.

rustic plaza
#

I also think the base game Diving Rebreathers also lack working pistol holsters but I can’t check right now. holster tech is not working on uniforms - only on vests

tight marten
#

the rebreather is a vest though isn't it?

carmine juniper
#

No. The part of the pistol holder is on the uniform

tight marten
#

ah

wintry sigil
harsh orbit
#

ENGINE
Added: Ability to place Eden Editor Compositions in Zeus
Added: zeusCompositionScriptLevel server.cfg / description.ext option
Added: Alternative syntax to collect3DENHistory to customize the history entry - FT-T159607
the new commands didn't make it notlikemeowcry

full sonnet
#

yep, a couple hours too late 😄

carmine juniper
#

dedmen moveInDriver obj_edita_the_timemachine

lament crow
#

🤣

pallid cliff
#

Was something changed to how recompiling works with latest dev?

#

I got that weird issue that causes one function to not be compiled into a missionnamespace var. If I recompile all via fnc viewer it's still not available. Only after I recompile that specific function it works.

full sonnet
#

no

hollow ridge
#

Ability to place Eden Composition In zeus

Will that be in next stable update?

harsh orbit
#

yes. stuff in v2.05 will be added to v2.06 (unless there's a problem)

hollow ridge
#

That's epic addition thank you BI/and others

#

I wonder if it will pickup storage boxes with edited inventory or ace arsenal

#

Is there any info on what's coming in 2.05/06

#

Or was that it lol

harsh orbit
hollow ridge
#

Awesome thank you

full sonnet
hollow ridge
#

Thanks dedmen will give it a good testing

full sonnet
#

@harsh orbit
selectbestplaces [[worldsize * 0.5,worldsize * 0.5,0],worldsize * 0.5, "(waterDepth interpolate [0,1,1,0]) * (1 - forest)",200,1]
0.52ms -> 0.168ms

selectBestPlaces [position player, 50, "meadow + 2*hills", 1, 5];
3ms -> 0.57ms

Its faster, but still pretty bad-ish

full sonnet
#

ok a bit more
0.52ms -> 0.115ms
3ms -> 0.40ms

full sonnet
#

Yeah seems that is the max I can get.
Atleast CPU load is now nice and high

harsh orbit
#

very nice 👍

harsh orbit
full sonnet
#

ye

#

you can just missuse selectBestPlaces

harsh orbit
#

e.g. getPlaceValue pos

full sonnet
#

set radius to 1 and precision to 1

#

and then you can evaluate any expression at any position

mental fulcrum
full sonnet
#

uff
selectbestplaces [[worldsize * 0.5,worldsize * 0.5,0],worldsize * 0.5, "(waterDepth interpolate [0,1,1,0]) * (1 - forest)",200,1]

on altis
Before: 13.7534 ms
After: 1.9084 ms

#

Eden editor actually executes that on startup to find random camera position

carmine juniper
#

Correct me if I'm just wrong, is CfgUserActions available in Dev Branch rn, or still WIP?

full sonnet
#

dev

carmine juniper
#

Is it? I think I don't see in any of changelogs. Let me test it if it exists

full sonnet
#

it should be in changelog

#

Added: Modded key binding support
yes it is, june 24th

#

so selectBestPlaces was a pretty good success. Any other commands that are used often but similarly as slow?

carmine juniper
#

Hmm, so I have cpp class CfgUserActions { class Mod_MyActionName // name, also used for inputAction script command and for internal representation { displayName = "My test action"; tooltip = "This action does test things"; onActivate = "_this call Mod_Myhandler"; // _this == bool, always true on activate onDeactivate = "_this call Mod_Myhandler"; // _this == bool, always false on deactivate onActionAnalog = "_this call Mod_MyAnalogHandler"; // _this == scalar (action analog state has changed) analogChangeThreshold = 0.1; // minimum change required to trigger onAnalog EH, default 0.01 }; };as in the wiki example, and how do I access it? I think I'm not seeing in Controls

harsh orbit
#

Any other commands that are used often but similarly as slow?
I'm guessing near(est)Blablas are no go right?

full sonnet
full sonnet
carmine juniper
#

Damn it why my eyes slipped

full sonnet
#

If its slower than 0.1ms then probably worth it/doable

harsh orbit
#

so you mean the diff with and without classnames?

#

or the sorting?

full sonnet
#

if the command overall is slower than 0.1ms

#

then multithreading might be doable and can provide a benefit

#

below that its already so fast that it won't make much of a difference

harsh orbit
harsh orbit
#

but after that it gets much faster thanks to caching (10x faster)

hollow ridge
#

can i ask what makes dedmens eyes shake with 2.06 can you tell us whats coming 😛

#

or rather what your excited about, if its possible for dedmen to get excited maybe hes not human

full sonnet
#

just look at the past changes and you'll see whats coming

#

theres alot coming

mental fulcrum
#

|| Zeus rewrite thonk ||

#

🏃‍♂️

hollow ridge
#

zeus rewrite 🤤

#

ok gonna have a look

#

thank you chaps

#

Added: Ability to 'force load' Eden Editor scenarios with missing addons (use carefully at your own risk) - FT-T157981 this looks good! no more editing mission.sqm when fixing mission mod dependency issues

lament crow
grave viper
hollow ridge
#

Oooof 💦

full sonnet
#

count allMissionObjects ""

Before:

Altis 60.3529 ms
Stratis: 4.90196 ms

After:

Altis: 19.6667 ms
Stratis: 1.62602 ms

Leftover time is sadly a memory bottleneck, it actually iterates through ALL objects on the terrain.
But it now does that iterating on all CPU cores, and the isKindOf checking too so... its atleast quite a bit better

full sonnet
#

others?

harsh orbit
#

near(est)Blablas

full sonnet
#

only that one so far

harsh orbit
#

I'm assuming it's not easy then meowsweats

full sonnet
#

I haven't looked at the others

harsh orbit
full sonnet
#

just all objects in general

#

because we only have one "all objects" list

harsh orbit
#

oh meowsweats

#

then how does allUnits work?

#

I'm assuming you have a list for that one

full sonnet
#

AllUnits iterates through allgroups, which iterates through allsides which we have a list for

full sonnet
#

nearObjects only iterates through all objects in specified radius around you. So shouldn't be much concern

harsh orbit
#

what about nearestTerrainObjects?

full sonnet
#

doing other things now, be back to performance in half an hour

#

@harsh orbit can you send me script example for how to use the commands where they are slow?

harsh orbit
#

Stratis:
First Time: 1042 ms
Subsequent executions: 147 ms

full sonnet
#

Well iterating over a whole terrain is somewhat expected to be slow :u

#

I mean..
1.81315e+006 This, is the number of returned values

#

even just allocating all these game values to return them is big oof

#

"1813152.0"

#

returning 1.8 million game values is never that fast 😄

harsh orbit
#

I guess you're right notlikemeow

#

but why does it become faster in subsequent runs?

#

caching?

#

I think because no object ID is initialized yet? (or model info not loaded, or...)

full sonnet
#

looking at the code.. no idea. I see no reason for it to speed up

#

I commented out the return value stuff so now it returns 0 results, but still does all the other stuff of finding the objects.
Before on Altis about 1070ms for me

After: 122.667 ms

So like 880ms just for allocating the return values and probably also sorting them. Not worth to optimize the 10% that I can maybe halve down to 5%.

I can speed up the filtering a bit, if you filter for specific types, but not sure if that even makes up that much of that time, I think it doesn't.

harsh orbit
full sonnet
#

nearObjects at 500m is about 0.06ms, too fast to be worth optimizing, and you rarely need a high range