#dev_rc_branch

1 messages · Page 21 of 1

full sonnet
#

it still has the IsKindOf check..

Result:
0.473934 ms
Code:
count ([worldSize/2, worldSize/2] nearObjects ["House", 1000]);

Result:
0.481 ms
Code:
count ([worldSize/2, worldSize/2] nearObjects 1000);

meh.
Thats 500 objects with IsKindOf check, vs 580 without isKindOf check, about same time requirement so...
I mean i can try but... if you go to more reasonable ranges, which would also be something that you execute more on the regular... its 0.06ms still, utterly fast

harsh orbit
#

yeah

full sonnet
#

I can quickly try what it does, i can copy most of the code

full sonnet
#

Game crash

#

yes found it, nearestTerrainObjects, nearObjects have cache.
Also for extra fun, that cached variant cannot be used in multithreading

Also interesting, allMissionObjects just uses the objects that are already present.
nearestTerrainObjects/nearObjects stream in missing objects if they were streamed out (which is why first time is so slow)
So does that mean allMissionObjects doesn't even know all objects?
Well actually doesn't matter, only terrain objects (?) are streamed out, and allMissionObjects filters them away anyway so its fine for that

harsh orbit
#

ah good to know!

#

btw, is it possible to return terrain object type? (what you use to filter nearestTerrainObjects, e.g. "Hide", "Tree", etc.)
e.g: obj isTerrainObj "Tree" notlikemeow

full sonnet
#

I can move the distance/type checking for nearObjects into seperate thread. But thats only worth it with radius >1000m really.
And not even sure if thats really a big part of the time spent there

harsh orbit
full sonnet
#

nah, don't see why need

#

that takes like 20 minutes, meh

harsh orbit
# full sonnet nah, don't see why need

well you can tell if an object was listed as a "Tree" for example.
I personally want to add another level of caching to my heightmap thing. for path planning (I just had a great idea!)

carmine juniper
#

Think u can do that via selectionNames? Not entirely sure how it does defined tho

full sonnet
#

sure there isn't already a way to do that?

#

Ah yes

#

you can read named properties of models

#

I added that recentlyish

carmine juniper
#

No sorry not selectionNames, namedProperties

harsh orbit
full sonnet
#

ye

carmine juniper
#

Yah, 2.00

harsh orbit
carmine juniper
#

didu usenamedProperties?

harsh orbit
#

I looked at a tree and namedProperties cursorObject returns []
but nearestTerrainObjects [cursorObject, ["Tree"], 5] returns the tree itself meowsweats

carmine juniper
#

uhh no clu then

harsh orbit
#

¯_(ツ)_/¯

full sonnet
#

could be a bug if it doesn't work on terrain models

harsh orbit
#

should I create a ticket or will you fix it now-ish?

full sonnet
#

ticket, I'm done for today...

#

I just found a bug in my lockless ringbuffer and its crashing the game in my multithreaded nearObjects...
oof that bug has been there for quite a while notlikemeow

#

Worst part, I don't understand why I did that, I have a excess -1 there, and I surely didn't put that there for no reason meowsweats

harsh orbit
full sonnet
#

yes

#

I use that as a queue for the work that needs to be done in main thread (putting the found objects into a gamevalue to return)

harsh orbit
full sonnet
#

I don't know if terrain objects are some super ultra simple type that doesn't store properties, or if it just has trouble getting the model from terrain object

#

ping me ticket and I can check tomorrow or monday

harsh orbit
#

wilco

#

btw, could you please add diag_getTerrainGrid to the normal build? meowsweats
it's the only reason I'm using the diag exe right now (I need it to get the heightmap resolution; which I use in my caching code)

harsh orbit
#

does that mean no? notlikemeow

full sonnet
#

So I can make it 0.1ms faster... And that is with ignoring the cache (properly streaming in objects), adding it back will make it slower.

But atleast i found some bugs in my code along the way

full sonnet
harsh orbit
full sonnet
harsh orbit
#

it's a getter

#

and perfectly safe

full sonnet
#

I think there's already a way to fetch that data without the command, but I don't know how

harsh orbit
#

no there isn't

#

I asked before in the forums, remember?

#

like 2 years ago

#

you suggested making a ticket yourself

full sonnet
#

Also I'm not sure if that command really returns what it should, and in a way that users expect.
For diag its fine to be shitty and not actually as people want.
For release its not

#

Also in release it conflicts with getTerrainGrid, for diag the name basically doesn't matter because the people who use it will know exactly why they want it

harsh orbit
#

just change the branch

full sonnet
#

┬─┬ ノ( ゜-゜ノ)

harsh orbit
#

¯_(ツ)_/¯

#

I'm using it (tested on all of my subscribed terrains)

harsh orbit
#

either way, I would really appreciate the command plz 🥺

full sonnet
#

getTerrainCellSize There is the better name for the command

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maybe it makes sense to make one getTerrainInfo command that returns many useful infos as array

#

That can also then be easily extended, without making new commands repeatedly once you think of something new

harsh orbit
#

anything is fine with me 🙏

full sonnet
#

So nearObjects, nearestObjects, nearestTerrainObjects are pretty much not optimizable.
Anything else that comes to mind? entities command? is that slow? Is that used much?

kind echo
harsh orbit
#

there's also nearTargets and targetsQuery (I don't think they're used much either; but I do use them in my AIO Command Menu mod to populate the targets menu)

hollow basalt
#

Stratis
Result:
13.8219 ms

Cycles:
73/10000

Code:
player nearRoads (worldSize / 2);

#

Result:
12.1205 ms

Cycles:
83/10000

Code:
player nearSupplies (worldSize / 2);

#

first run is slower on nearRoads: one first run (fresh game) was 168.667 ms, second first run (open VR, go back to Stratis) 48.1429 ms. Then back to 16ms.

#

nearSupplies went up to 45ms too, then down.

lament crow
#

Don't remember because I stopped using it due to those issues

hollow basalt
#

yup, it's bigger though. I did Stratis.

full sonnet
full sonnet
winter crescent
#

It's also using third-party TrueSky and even skipTime causes a freeze to recalculate that weather. I don't think it will be likely to address that at this stage.

pallid cliff
#

Fluent time change would be neat though 🙂

harsh orbit
full sonnet
#

¯_(ツ)_/¯

fading glacier
#

I can't use Game Updater because of my steam verification/code, do I have to remove it before trying to use Game Updater?

#

I know theres a way to put the code in but the timer runs out before steam connects

pallid cliff
#

Steam Guard code usually works fine.

#

Only issue I once had was, that my password was to complex and the Game Updater would fail.

grave viper
#

GU never works for me. Every time I try and every fckn time I need to fallback to steamcmd. Seems like CMD window with offer to enter the code should pop up but it is not.

fading glacier
#

does the diag branch have a way to draw a specific lod?

harsh orbit
#

Yes

#

diag exe only

fading glacier
#

my fault, i meant different resolution lods, can it do that?

carmine juniper
#

You want to check low-res LOD closer?

fading glacier
#

Pretty much yeah

fading glacier
#

is there a way? d:

swift zodiac
#

If is every resolution, I think that is not possible as is something dynamic with the distance.

fading glacier
#

Kind of, i already know about that but was wondering if there was a way to see the multiple res lods, i think it’d be really useful notlikemeowcry

mental fulcrum
#

BI has it in internal exe iirc. Not available for us :(

fading glacier
quiet kernel
#

Maybe future build from Dedmen? 😄

#

Or I guess you can see the LoDs whenever the A3 datapack is released.

harsh orbit
#

Btw Ded I have a question about the multitheaded commands.
Do they run faster with or without hyperthreading? (I'm expecting with)

full sonnet
#

(number of cpu threads minus 1) threads

#

If you disable hyperthreading on your CPU, I think it just shows half the threads to the OS

#

Though most of the load is very memory heavy, so the hyperthread might not be able to do much

hexed citrus
#

Is there a reason why you didn't release DEV this week?

full sonnet
#

Yes

harsh orbit
#

I was just wondering if you happened to have tested it

#

according to the wiki, the performance may either increase or decrease with this option.
now that you've improved the multithreading, do you think it'll affect this too?

full sonnet
#

¯_(ツ)_/¯

harsh orbit
#

I guess a test would be fun! 🙂

half zodiac
winter crescent
full sonnet
#

Todays tales from within the engine.

If you look at a cargo truck that has backpacks inside it, the engine checks if the backpacks have ladders and whether it should show the player the "Climb ladder" action for the backpack inside the trucks inventory which really is a invisible fake backpack entity that's lying under the truck

#

Please noone try to make backpacks with ladders, and then try to climb them while the backpack is in a vehicles inventory notlikemeowcry

mental fulcrum
#

👀

calm wasp
#

L for logic

harsh orbit
full sonnet
#

They are Building's

#

🤯

hollow ridge
#

Oh sweet lol

unreal arrow
#

@full sonnet

full sonnet
#

OMG

#

ACE has a tactical ladder backpack! Make a extended version of it and make it a ladder 🤣

unreal arrow
full sonnet
#

Yeah ACE mod has it, I used it quite alot in Arma 2

#

I wonder what Arma does if you climb on a ladder thats attached to someones back 🤔

#

I don't even know if the backpack is really on a players back, probably not

hollow ridge
#

It would be the new way of clearing the 2nd floor... 😁

#

Please try it lol

quiet kernel
#

What do I need to add to my backpack model in O2 to make it a ladder? For science of course

fading glacier
#

This is for making a normal ladder, however I haven’t tested it in a backpack

quiet kernel
#

Time to science >:D

hollow ridge
#

Hahahaha

lapis prawn
hexed citrus
#

So who removed vegetation (gras, leaves) from todays DEV update?

harsh orbit
#

wat?! really?! 😄

hexed citrus
#

Yes

full sonnet
#

Some people reported that last week, apparently something wrong with AMD graphics driver

hexed citrus
#

Mkay

#

Thanks, hadn't started A3 for some time.

harsh orbit
#

btw is it normal that GestureChanged EH triggers for idle animation?

#

also gestureState returns some gestures that are not triggered by the EH

#

does it behave like animChanged?

full sonnet
#

exactly same actually. Gestures are just a second animation set

harsh orbit
#

normal?

full sonnet
#

Well if gesture changes, gesture changes and the EH triggers

#

if idle animation does that, then it does that

harsh orbit
#

well it seems to trigger for animations as well...meowsweats
because of this?

Gestures are just a second animation set

full sonnet
#

it triggers only for gestures

#

if active gesture changes, it triggers the EH

#

maybe animations change gestures

harsh orbit
#

yeah looks like you're right

#

only triggers for my player

#

doesn't trigger for my AI unless I make it use gestures

formal cipher
#

The green team wanted the green foliage all for themselves.

harsh orbit
#

@full sonnet was this removed?
getservereventhandler

full sonnet
#

yes

viscid onyx
#

Added: enableDirectionStabilization and directionStabilizationEnabled script commands
These two commands from latest dev aren't on the wiki yet. What do they do?

viscid onyx
#

Interesting

#

Is it known if they can enable stabilisation for turrets that don't have it by default, or is it only for controlling existing capabilities?

rustic plaza
#

Only if vehicle already have that feature

viscid onyx
#

Unfortunate

tender trench
#

getUserInfo is a nice command, but is there a way to get [avgPing, avgBandwidth, desync] directly (instead of getUserInfo select 9)?

unreal arrow
#

what do you mean directly?

carmine juniper
#

I don't see there's a issue to use select

unreal arrow
#

if this is the only concern then no, we are not adding a separate command for such niche usage, especially if this is already available

mystic sparrow
#
fn_getNetworkInfo.sqf
---
params ["_networkId"];
(getUserInfo _networkId) select 9;

thinking

harsh orbit
timber sorrel
#

Hey I'm looking to try and build a mod, does anyone know any good platforms to use to create one

ocean tundra
misty aspen
tight marten
#

VERY fast sun moving at incredible hihg speed

hollow ridge
#

What did I just Witness

full sonnet
#

I fixed out of memory game crash when you go out of bounds too far.
The results are interesting.. but atleast you don't crash

hollow ridge
#

Good job! 😬

tame rover
#

Reminds me of a couple of incidents playing Arma over the years where I discovered my GPU was dying 😬

mental fulcrum
full sonnet
#

yes

tame rover
#

Needs a "RETURN TO THE BATTLEFIELD" countdown to pop up on screen now then

hollow ridge
#

Or an invisible wall lol

mystic sparrow
full sonnet
#

its out in 10^13 range I think 😄

timber sorrel
#

Maybe even a drivable one

misty aspen
#

Uh

#

well you'd need to make the model

#

and the configs for it

#

and props some other stuff too, depending on how extensive you want to make it

unreal arrow
#

Could you move this off topic discussion to some other channel, please?

harsh orbit
full sonnet
#

yes

hollow ridge
#

I had a mission out of bounds (big bunker) no players crashed but AI would be shooting through walls and just being weird so moved it in bounds and ai was fine

hollow ridge
#

Planets arma 4 wen lol kidding pls dnt ban me lou

carmine juniper
#

!planetban

hollow ridge
#

Hows 2.06 looking :)

#

Not ETA

#

Any performance improvements?

full sonnet
#

See profiling branch changelog for what performance things were done

winter crescent
# hollow ridge Not ETA

We are now starting to branch the 2.06 update and preparing it for a public RC these next few weeks. We're not yet sure when a main branch release can happen, but it's most likely over a month away.

misty aspen
hollow ridge
hollow ridge
harsh orbit
# full sonnet its out in 10^13 range I think 😄

speaking of limits, is it possible to define limits for physix contact?
for example, when an object collides with another object, there is no external force at play, so the total momentum of the system (obj1 + obj2) will not be greater than the momentum before the impact.
so if obj1 is the tank and obj2 was a rock, it is impossible for the tank to have a velocity greater than its initial velocity after hitting the rock.
does it make sense?

full sonnet
#

yes but won't do

#

I thought about a max acceleration limit but. uff

tepid dock
#

Isn't it something so trivial that Physx would have already implemented that years ago, though?

#

My uneducated guess would be that "Arma physics" (i.e. Quad Space Program) don't happen in the course of one frame, when the collision happens but when the two objects become stuck one inside the other so there are probably forces that try to push one object "out" of the other, and these are the forces that can be huge
(I may be completely wrong, though)

harsh orbit
#

this is the easiest way (that I know) to reproduce the physx bug btw:

#

you can see how ridiculous it is meowsweats

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the tanks front part gets "wedged" between these two parts and creates a huge (unbounded) moment thanks to physx:

full sonnet
#

Arma sadly isn't really using physx as expected.
materials, masses, dampening is all a bit weird

hollow ridge
#

Imagine if it did lol fps -100

harsh orbit
#

I just noticed that you bumped the version to 2.07

#

so no more new features for 2.06? 😢

pallid cliff
#

That means we can actually get 2.06 to stable 😄

full sonnet
misty aspen
#

👀 what'cha doin there

harsh orbit
#

aiming command finally?! blobcloseenjoy

misty aspen
#

working on a commander-override-esque system FoxBlepDerp ?

#

or well adding a command for it

full sonnet
#

Only for Turrets.
This already works, but only for "directional stabilized turrets"
was very easy to also make work for non-stabilized turrets

misty aspen
#

huh cool

pallid cliff
#

Will this prevent turrets from swaying left and right until they finally aim at the target?

full sonnet
#

it moves directly to target and stops there.
I added a temporary mode, overrides user input until it reaches target (like current lock), and then automatically unlocks

pallid cliff
#

interesting.

mental fulcrum
#

@echo bough ☝️

full sonnet
#

He already knows 😄
As his mod provoked me to revisit that idea

#

Sadly this very likely won't make it for 2.06 so it'll be a while.
But we also need more 2.08 features instead of cramming everything into 2.06 anyway meowsweats

misty aspen
echo bough
#

🙏

echo bough
#

What if the turret has a gimbal lock? Like a StuG or something?

full sonnet
#

thats directional stabilized?

#

lockCameraTo already supports that

echo bough
#

No as in the turret physically can't reach the desired destination

full sonnet
#

it will go to closest possible point

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to the edge of the limit

full sonnet
carmine juniper
#

So, this does make a vehicle's turret look somewhere?

#

Works for AI turret or not?

full sonnet
#

yes AI too

carmine juniper
#

That's great, I'd love it. I always hate to see that Praetorian CIWS can overshoot its aim like human-controlled something

full sonnet
#

Overshoot seems to mostly be related to the turrets inertia when moving fast

#

I'll try a Praetorian

pallid cliff
#

Overshooting also happens with tanks and it's super annoying and looks ridiculous. Would be nice if something could be done about it.

full sonnet
#

Also its a bit confusing...
It aims the gun at the target. Not the camera

#

Camera is often a bit offcenter, not quite looking at the target.
But if you shoot you hit the target exactly notlikemeow

south rampart
full sonnet
#

"slew Camera To Position" made easy

pallid cliff
full sonnet
#

I think thats something in the turret config

#

something for reyhard to potentially fiddle with, unless its intentional

pallid cliff
#

Would be nice if he could do that. That weird behaviour has prevented me from writing a nice AA script for these turrets

rustic plaza
#

Afair it's engine thing. It's even worse if you have fps over 200

harsh orbit
#

FPS affects the cam/gun offset (overshooting)?! think_turtle

#

or were you referring to the turret sway?

#

because yeah that one is annoying too

full sonnet
#

from the sim code I'd expect it to be less worse with higher fps 🙃

ruby edge
#

200 FPS in Arma meowhuh

past moon
tame rover
#

@full sonnet #community_wiki message Have any reversed volumeLight models for weapon lights been added to game data for 2.06 in the subsequent weeks, or is it something that will be necessary to create for every mod that wants to use the above feature?

full sonnet
#

I think reyhard added some

#

/A3/Data_f/VolumeLightFlashlight.p3d

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Even added to vanilla flashlights

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Unless it wasn't packed. would be nice if you can confirm that its onn dev

tame rover
#

VolumeLightFlashlight.p3d is there

blazing ocean
#

Not sure if this is the right place to ask but with all of the changes being made towards IR stuff in Arma will there be any updates or changes to the IR laser?

full sonnet
#

no

ruby edge
winter crescent
pallid cliff
#

Awesome, can't wait for v2.06 becoming stable

hollow ridge
#

R3vo always has juicy suprises for us when A3 updates 🤓

ruby edge
#

Does the RC include the sqfc stuff ? And if so, do we still need to load the companion mod ?

full sonnet
#

sqfc for vanilla functions wasn't added in 2.06 no

ruby edge
#

Got a new BE kick on my first join attempt with the RC 🤔

setpos restriction
#0 2:0 Logic [9,9,9]
#1 2:0 Logic [9,9,9]

ruby edge
past moon
#

then the question is what you got set for the setpos filter

ruby edge
quiet kernel
#

Added: Loading more object types in Vehicle-in-Vehicle cargo

Is this mean more expanded options for the scrollmenu to load things in or just types that work with the system?

loud linden
#

infistar broken in 2.06

quiet kernel
#

I would tell them on infistar discord then.

#

BI can't do anything about that.

full sonnet
#

Eden editor only allowed to load vehicles previously.
Not you can also load generic objects (which are supported by script commands already)

quiet kernel
#

Ah, improvement regardless. Lets me just see what will fit instead of having to play test the script each time.

mental fulcrum
#

I wonder, we can't lock the cargo now, right?

#

Would be cool for missions where you have to deliver some props somewhere, would allow us to prevent accidental unload.

quiet kernel
#

I thought you could remove the scroll action option after load for some reason. Could be wrong though.

full sonnet
#

afaik theres no lock no

pallid cliff
#

Very nice feature. Too bad the bounding boxes are so inaccurate =/

full sonnet
#

I adjusted the bounding box calc for the objects

#

but the cargo area on most trucks is bigger than it actually really is

pallid cliff
#

Boxes are overlapping one another now

#

Is the calculation only considering the "lengh" of the cargo area of the trucks?

full sonnet
#

that didn't change

pallid cliff
#

Because it only places one row and the sides stay empty

full sonnet
#

maybe cuz it doesn't fiot

#

Red is the actual cargo area in the trucks, way too big

pallid cliff
#

hmm, too bad.

#

Is there a reason the area is defined that sloppy?

#

You know dedmen what missing now? A context menu entry to quickly unload all objects in Eden Editor 😛

pallid cliff
#

dimensions[] = { "BBox_1_1_pos", "BBox_1_2_pos" }; // Memory-point-based override of automatic bounding box
I see. If it was done with coordinates in model space folks to probably make it more accurate I suppose

#

There is no command to unload a vehicle ?!?

full sonnet
#

there is

pallid cliff
#

Nevermind, > _success = blackfish setVehicleCargo objNull;

#

setVehicleCargo does not work in Eden Editor.

#

It unloads the boxes but as soon as I wanna move them they are moved back into the vehicle

full sonnet
pallid cliff
#

Also, vehicle setVehicleCargo objNull doesn't work at all. I basically have to do it the other way around by looping through all cargo entities.

#

Happy bug fixing 😛

full sonnet
#

not bugs

#

#NotSupported k thx bye

pallid cliff
#

😢

quiet kernel
#

This makes me wish for a Tempest and Zamak flatbed now...

hollow ridge
#

I'd love to be able to have transport supplies like that on a truck as a mission

carmine juniper
#

Will lineIntersectsSufraces and others, get multithread improvements? IIRC Ded said planned and not sure if it's available or not. Just to make sure

harsh orbit
#

I hope so 🙏

full sonnet
#

no

#

lineIntersectsSurfaces only does a single intersect

#

multithreading a single thing doesn't make much sense

harsh orbit
#

also if the "Roadway" lod is possible I would really appreciate it notlikemeow

#

the only way to get the roadway lod right now is using getPos, but that requires a helper object with setPosWorld and stuff

#

which is really really slow

harsh orbit
full sonnet
#

Make a ticket

harsh orbit
#

for which one? multiple intersects, or the roadway LOD?

mental fulcrum
#

Both 😄

harsh orbit
#

all three it is then! 😛

harsh orbit
#

can you add this?

lineIntersectsSurfaces [
  p1,   //pos1
  p2,   //pos2
  [],   //array of objects (either to ignore or include, depending on the mode; see below)
  [],   //array of types (e.g. "MAN", "B_soldier_F", etc.) (either to ignore or include, depending on the mode; see below)
  true, //intersect mode: true: only intersection with above types/objects; false: ignore those types/objects; default is false
  true, //sort mode; default is true
  1,    //number of intersections per line; default is 1
  ["GEOM"],  //array of LODs; if not possible, two lods like lineIntersectsSurfaces; default is ["VIEW", "FIRE"];
  false // only unique results per line; default is true
]

the current one is:

lineIntersectsSurfaces [
p1,
p2,
obj1,
obj2,
true,
1,
"GEOM",
"NONE",
false
]
#

basically what I mean by "mode" is that it should filter like so:

if ((std::find(obj_list.begin(), obj_list.end(), intersect_obj) == obj_list.end()) != mode) {
  //add intersection result
}
grave viper
#

I have an issue with 2.07.148076 diag exe.
I can not run multiplayer editor. On Play MP it clear all scene and hint that mission saved. Is this known bug or it happen only on my side?

#

Tried two player profiles. No luck

#

Also

Extensions:
c:\bis\source\dev\futura\el\multicore\jobs.cpp(27) : Assertion failed '_jobState<JSWaiting || _jobState>JSSuspended'

in rpt on game exit

harsh orbit
#

diag exe has no MP

grave viper
#

hmm. ok. why it clear scene instead of safe do nothing on click as an example

harsh orbit
#

¯_(ツ)_/¯

full sonnet
#

Because old bug

little beacon
analog fractal
#

addUserActionEventHandler doesn't seem to trigger reliably when action is made by mouse left/right button input. Should I make a ticket?

full sonnet
#

think_turtle
Mouse axis you mean, not mouse buttons?

analog fractal
#

Left click/right click

#

Long press triggers, quick press doesn't.

full sonnet
#

oof, yes ticket I'll look tomorrow

analog fractal
#

Tried with Activation and Deactivation.

#

Aight.

full sonnet
#

please with script example, i guess you're using fire gun or smth?

analog fractal
#

Optics

#
addUserActionEventHandler ["optics", "Activate", {systemChat cameraView}];
#

Will that be enough as an example? A bit out of my depth here.

full sonnet
#

ye

harsh orbit
#

the action for RClick is bugged

south rampart
harsh orbit
#

left and middle click are fine

#

yes

south rampart
#

Although he says, left click does not work as well.

harsh orbit
#

it does

#

just tested

full sonnet
#

I've seen something similar I think.
Engine hardcodes some buttons to be hold buttons. No matter if they are specified hold in the action or not.
right click is hardcoded to be hold because its needed for zoom.
If you need hold, you have to hardcode the whole button to always act as a hold and not a click. Quite messy but it worked for Arma's needs so far.

"hardcode" meaning in mod config

analog fractal
#

Yeah, left click seems to work fine. Middle mouse button and scrolling mouse wheel also works fine.

full sonnet
#

DoubleTapAndHoldActions config entry is related to it.
Somehow that maps actions also to buttons or smth, is weird.

#

So I guess you'll also have this issue with "compass" action.
Tap K key, no EH fire, double tap or hold and EH should fire

harsh orbit
#

you don't have to hold RClick to go to optic

south rampart
full sonnet
#

but right click is also temporary zoom

#

It somehow influences the button globally even if just one action is a hold

#

Its really messy and i didn't want to further look into that

#

It also depends on how the engine checks for whether a action is active.
There are 3 or more different ways the engine checks for whether an action should be active.
But the eventhandler has to decide for one, and it doesn't know what ways the engine uses for all the actions

carmine juniper
#

Wers the last Dev changelog? 👀

formal cipher
#

In the changelog thread.

carmine juniper
#

I know, but there's nothing despite we had an update since the last log

hexed citrus
#

The changelog was added a day before the actual release, I think.

formal cipher
#

Correct

carmine juniper
#

Aha, that explains

full sonnet
#

The date in the last forum entry matches the date of the dev branch update

loud linden
#

@full sonnet lbText is broken? Cant return nothing from listbox

harsh orbit
#

no

#

which syntax do you use?

loud linden
#

This not work lbtext[38510 ,(lbCurSel 38510)]

#

This work
_control lbText _index

harsh orbit
#

but anyway you should always use the second syntax

loud linden
#

yes

#

there are many places and many who have used this syntax, I am now getting bored to fix it all

#

in 2.04 all fine with that

#

2.06 - broken

carmine juniper
#

Backward compatibility time!

harsh orbit
#

I think KK might know more about that. He is the one doing the UI stuff afaik

full sonnet
#

I didn't touch it, i think 🤔 I forget things

unreal arrow
unreal arrow
loud linden
loud linden
unreal arrow
#

I'm looking into it

unreal arrow
#

Confirmed

unreal arrow
#

should be fixed in the next RC

loud linden
#

Thanks

clever stag
#

can we have Sound Sources option in audio back i hear that it actually boosts performance with lowering it and these days im having 30 fps while having a cleaned pc and low temp environment which i used to have 60 or 70 Fps most of the time did something change with arma lowering Fps for some reason ?

misty aspen
carmine juniper
#

Can addUserActionEventHandler overwrite user's control, if not, is it a ticket-worthy?
eg.

addUserActionEventHandler ["defaultAction", "Activate", {
  leader sideChat "Hold fire!";
  false  //this prevents player from fire?
}]```
harsh orbit
#

no. and no (according to Dedmen)

carmine juniper
#

Did he said?

harsh orbit
#

yes notlikemeow

carmine juniper
#

Aha... I thought I can make a convenient Master Arm function...

ruby edge
carmine juniper
#

Aha, wise way to use it

#

...But you know, I'd like not to use eachFrame just to do that

ruby edge
#

understandable, have a nice day blobcloseenjoy

carmine juniper
ruby edge
#

i can just do some basic scripting, for me its enough if something like this does the job.
ill just add it in certain circumstances to avoid some exploits and remove it again, so shouldn't be a big impact on perf ^^
much better than deleting projectiles or other solutions i found

harsh orbit
carmine juniper
#

Yeah, but basically the idea is the same

harsh orbit
#

wdym?

carmine juniper
#

Didn't you mean the condition?

carmine juniper
#

Ahhhh... that's what I didn't read yet on that website

kind sphinx
#

Hey, i have a question about the 2.06 rc branch: Dont really want to download it, but I saw a video on deadmens twitter about the new feature of transporting objects via ViV loading, which I think is really cool. Im just wondering: Will there be an option to load let’s say crates in as infantry? If yes, how? Or is that only possible via zeus and eden?

mental fulcrum
kind sphinx
#

Oh, okay. But there won’t be an option to load in crates etc via action menu, like when you drive a vehicle to the back of a blackfish?

harsh orbit
#

no

kind sphinx
#

Hm, okay

misty aspen
#

Maybe dedmen will add that if you put in a ticket 👀

kind sphinx
misty aspen
#

!ft

latent rapidsBOT
kind sphinx
#

👍

misty aspen
misty aspen
#

awe oki

kind sphinx
#

☹️

mental fulcrum
#

I can see why. Availability to transport certain objects can be big gameplay change, so it would also need an interface/option to block/enable the transport easily etc. (depending if it will be on or off by default).

#

It's not 1h job, why bother if it's basically ready with few lines of scripts.

#

If it's important for the gameplay, then mission maker can add it easily.

misty aspen
#

Ooh yeah true

steel rune
#

assuming you use ACE 😄

unreal arrow
misty aspen
#

Oki if you say so ablobshrug

proud grotto
#

What exactly does the "More options for IR light sources" mean? Would something like infrared flashlight be possible with it?

tame rover
#

@proud grotto Yes. Also things like spotlights and headlights on vehicles can be IR. Got a couple of working examples of such things in the development version of RHS mods on the workshop, ready for after 2.06 release - IR spotlight on T-80 series tanks, IR illuminator mode for AN/PEQ-15 and 16 weapon attachments etc.

tulip adder
#

hi! i am on RC branch and get an error with civilian module. On v 2.04 it works fine and spawn civilians on every island. (vanilla and cup). but on RC it spawns erros on CUP islands. sorry, don't know how to hide text under spoiler. _unitTypes = getArray _cfgUnitTypes;
}else{

private _cfgEntri>
22:42:37 Error position: <_cfgUnitTypes;
}else{

private _cfgEntri>
22:42:37 Error Undefined variable in expression: _cfgunittypes
22:42:37 File A3\Modules_F_Tacops\Ambient\CivilianPresence\init.sqf..., line 104

#

22:42:37 Error in expression <;
};
_module setVariable ["#unitTypes", _unitTypes];

private _units = [];
{
pri>
22:42:37 Error position: <_unitTypes];

private _units = [];
{
pri>
22:42:37 Error Undefined variable in expression: unittypes
22:42:37 File A3\Modules_F_Tacops\Ambient\CivilianPresence\init.sqf..., line 112
22:42:37 Cannot create non-ai vehicle CivilianPresence
<null>,

#

22:42:37 Error in expression <l _cfgUnitTypes) then { _cfgUnitTypes = _cfg >> "UnitTypes" >> "Other" };
_unitT>
22:42:37 Error position: <_cfg >> "UnitTypes" >> "Other" };
_unitT>
22:42:37 Error Undefined variable in expression: _cfg
22:42:37 File A3\Modules_F_Tacops\Ambient\CivilianPresence\init.sqf..., line 103

tame rover
#

Was it always the case that installing dev-branch etc. with Game Updater created a duplicate of the steamapps folder and all subscribed workshop content? Steam\steamapps\common\Arma 3 [development]\steamapps

#

It's taking up rather a lot of space on one of my HDDs with identical content I have in the regular workshop folder on SSD

full sonnet
rose musk
#

Just had a weird issue in the dev branch - the __A3_DEBUG__ macro doesn't seem to be working as expected. I use it to set the recompile attribute in CfgFunctions to 1 if in debug mode using the following code:

#ifdef __A3_DEBUG__
#define R recompile = 1
#else
#define R recompile = 0
#endif

But the recompile attribute is 0.

Problem fixes itself when moving back to stable

dreamy lily
#

Interesting

#

So it wasn’t just me losing my mind, lol

full sonnet
#

But question is, is it broken on RC too?

#

Mh actually, I touched something in the preprocessor, but I touched nothing related to the debug macro

full sonnet
rose musk
#

It's in a mod config, Binarized but file patching is on so not sure if it counts

harsh orbit
#

if it's binarized then __A3_DEBUG__ is not defined

full sonnet
#

binarized files are preprocessed when they are binarized

#

All the preprocessor stuff is long gone when it gets loaded into Arma.

rose musk
#

In this instance, the PBO was binarized, but file patching was enabled and I had a symlink for that PBO's raw contents into my A3 directory - so it should've used the unbinarized raw config.cpp handed to it from that right?

Either way, have built a minimum reproducible example on the RC that still seems to replicate the issue - no fancy file patching and binarization disabled. Results are the same, and I have logs so people can check that I have packed it correctly.

https://gist.github.com/mattysmith22/0531f351defc511cbe7b99bf373efbd4

Can someone please do me a favour and double check that I aren't doing anything stupid / test they can replicate the unexpected results when on RC branch and with -debug flag enabled?

#

I can even provide my packed version of the add-on with config if that will help.

If someone else can replicate I'll put it on the bug tracker

full sonnet
#

so it should've used the unbinarized raw config.cpp handed to it from that right?
No.
File patching works like this:
"I want to load a config"
"there is a config.bin in the pbo, I'll try that"
"Ah filepatching is enabled, I need to check if that file exists on disk too, so I'll check if a config.bin exists"
"It doesn't. Okey then I'll use the pbo one"

#

filePatching only loads files from disk, that are also in the pbo

#

so if you only have a config.bin in pbo, it only loads a config.bin from disk

#

and I have logs so people can check that I have packed it correctly.
Send me the pbo that you think is not binarized

rose musk
#

Sent

full sonnet
full sonnet
tulip adder
full sonnet
#

Panic mode has successfully been engaged, thank you for your service Salute

full sonnet
#

Mister Lou prepared a potential fix.
I'll give you a way to test it later, would be nice if you can test for me
Don't have much time now I'll get a test pbo thing made once I can

full sonnet
little beacon
full sonnet
#

well it was a good life

pallid cliff
#

theres a typo

#

Should have been a3\dedemen\defines.inc 😉

full sonnet
#

wow but thats a very old bug

#

no its not

#

ah

#

Derp fixed

#

fades back into eternity

tulip adder
full sonnet
#

Awesome! thanks

harsh orbit
#

Tweaked: Mission / Object Event Handlers are no longer recompiled when added
👀

#

so they were being recompiled... meowsweats

full sonnet
#

only once

#

they were passed as string no matter if you passed code or string to the command

harsh orbit
#

oh nootlikethis

steel rune
#

nice 🙂

hollow ridge
#

Hows 2.06 looking now if I may ask :)

mental fulcrum
#

I guess like a code. It's a bunch of code.

full sonnet
#

its a blob

winter crescent
hollow ridge
#

Splendid!!

#

Great work all

limpid ledge
#

Nice ! Are there some Bug-Fixes or script refactoring done, which could potentially improve the performance (aside mods)?

harsh orbit
lament crow
#

That combined with a fast SSD and DDR5 Ram perhaps 😅

full sonnet
#

Arma isn't disk access bottlenecked.. so why would it make a difference

pallid cliff
#

So far I know directStorage needs to be "integrated" into the engine anyway.

lament crow
full sonnet
#

Not really no

#

Some stutter when loading models maybe, but we can also just increase the file cache size and start loading models before they are needed

hollow ridge
#

That'll do! Lol

full sonnet
#

oooh... I set the max beam length to .1 instead of the -1 that I wanted facepalm

steel rune
#

scared me with that windows bell 😛

full sonnet
#

He thicc

full sonnet
tepid dock
#

Can't wait for these rave parties ingame

carmine juniper
#

Disco time?

ocean tundra
#

lol that the old windows media player visualizations

tepid dock
ocean tundra
full sonnet
tepid dock
hot wave
#

Visualization of sorting algorithms when

pallid cliff
#

This somehow reminds me of

cosmic crow
#

how the heck is the gradient swap so smooth

slender grove
full sonnet
#

needs unit

slender grove
#

Dang. Fair enough.

full sonnet
#

atleast i think it does

#

didn't try without

#

turret shouldn't be simulated without unit in it I think

slender grove
#

I mean, I don't know if your additions to the command would have allowed for it or not.

slender grove
full sonnet
#

Experience by experience

winter crescent
peak musk
#

Seems like "diag_exportTerrainSVG" is creating invalid SVGs.

<ellipse cx="2775.00" cy="4575.00" rx="12.00" ry="-12.00" />

According to the SVG spec ( https://www.w3.org/TR/SVG2/geometry.html#RY ):
A negative value for ry must be treated as an illegal value.

full sonnet
#

huh how can that radius even be negative.. eh.. yeah

#

ry is height, which is bottom-top, I guess I flipped them somewhere

#

Ah yeah I see. Thanks, fixed

#

That won't be mentioned in changelogs but it'll be fixed this or next week devbranch

peak musk
#

Just swapping the sign is good enough for now?

full sonnet
#

I just did absolute value now, instead of just bottom-top, so yes
I should fix it properly but.. eh

peak musk
full sonnet
#

yes green dots are trees

#

they also should be in trees layer

#

ono why are they black 😄

peak musk
#

and a bit too big?

full sonnet
#

Ok I guess I have to properly fix that

#

What size are these big ones? 12.00 ?

#

Thinking about it, the sizes should be in meters.. 12 meters uh.

peak musk
#

yeah I just replaced all ry="-12.00" with ry="12.00" in the SVG

full sonnet
#

I noted it but i don't have time now to fix it
I always disable tree export to save size

analog fractal
#

Are the changes to load and loadAbs to include vehicles part of 2.06 or 2.08?

full sonnet
#

208

analog fractal
#

Regarding the new keybinding system, is there a way to configure it for holding keyboard buttons, or would that have to be built into the called function?

#

i.e. is something like the vanilla Compass keybind (Hold K, compass remains in screen) possible via config, or would that have to be done inside onActivate?

teal snow
#

with the new getSensorThreats, what does the sensor laser return
it dosent seem to show laser targets pained against your vehicle
and it dosent return laser targets on sens

carmine juniper
#

laserTarget command?

full sonnet
#

its possible via config, but you have to specifically say which keys/actions are holdable afaik, its a bit messy

analog fractal
#

Then I'll just do some jank with CBA's waitAndExecute and a global variable. Thanks.

teal snow
weary smelt
#

Hey is this the place I would talk about the Diagnostic branch? Been trying to get help with some of the scripting commands for it and everyone kinda seems to ignore anything to do with it.

carmine juniper
#

What exactly you do?

weary smelt
# carmine juniper What exactly you do?

I am currently trying to make a terrain editor in Plopper but my current issue is that I can't seem to get the nearest terrain vertex, wondering if anyone has a way to get around this. Current progress just ignores where my cursor is and sets all verticies height within a given radius. https://streamable.com/iooj50 (All logic in SQF besides some exporting and importing of heightmaps) (Also posted in scripting already so sorry for double post.)

carmine juniper
#

Isn't... that a Plopper issue not Diag's?

weary smelt
#

The issue is coming from me not being able to select the nearest terrain vertex. I am coding the height editor into Plopper.

carmine juniper
#

Ah okay

weary smelt
#

I was wondering if the diag branch had a function to get the nearest vertex to a position or if their is some other set of commands in diag to get myt intended result.

#

Sorry should have been more clear. Just when asking in the main scripting you kinda get weird responses if any at all.

carmine juniper
#

I've ever done a (stupid) implementation that does similar with yours, it just does basically:```sqf
for "_x" from -diag_getTerrainGrid3 to diag_getTerrainGrid3 step diag_getTerrainGrid do {
for "_y" from -diag_getTerrainGrid3 to diag_getTerrainGrid3 step diag_getTerrainGrid do {
_basePos vectorAdd [_x,_y] diag_setTerrainHeight 10;
};
};

#

(Not an actual code)

weary smelt
hollow ridge
#

This week could be the weeeek 🤓

winter crescent
#

Indeed, if all goes well the 2.06 launch window should open Tuesday afternoon our time.

hollow ridge
#

Nice :)

pallid cliff
#

The question is, are more excited for v2.06 or the new perf branch that's going to get released 😄

formal cipher
#

I need the giveMoreFPS command givePls

harsh orbit
#

I'm still waiting for giveMoreRAM notlikemeowcry

full sonnet
#

giveMoreRAM is in testing, but it sadly causes Arma to create a second rpt next to the exe notlikemeow

tepid dock
#

Since the alternative is using shady sites like downloadmoreram.com I think most of us will agree that it's a no-brainer.
Just mark it as a "known issue" somewhere and release asap pl0x!

dusky dust
#

I cannot get the DrawLaser command working. I tried the example on the BIKI, but it wont actually show a laser beam. How do I get this to work? Thanks.

pallid cliff
#

Isn't that v2.08?

dusky dust
#

Yeah. Nvm, it works now. I just wish I could work out how to get the gun muzzle position.

harsh orbit
lucid totem
winter crescent
#

ETA 15:30ish
TECHREP first

full sonnet
winter crescent
misty aspen
lucid totem
#

weeeeeeeee!

hollow ridge
#

Update #100 wooo

lucid totem
#

2.08 when?

😄
GG, well done! 🏆

runic mountain
hollow ridge
lucid totem
hollow ridge
#

So I updated server through GTX steam update and said success bla bla but in the server log it still says 2.04?

full sonnet
#

Might need to wait a bit

#

afaik profiling branch for example is not pushed yet

hollow ridge
#

Ohh okay

full sonnet
#

Steam also might need some time for their backend to sync around

hollow ridge
#

True steam being steam

tight marten
#

hi, what exactly does enableDirectionStabilization do?

#

as in, what exactly does it enable or disable?

full sonnet
#

Turret on tank. Tank turns. Turret stays looking in the same direction even though tank below it turns

#

-> Direction stablization

verbal stag
#

Anybody else finding that AI can see players using IR lights when the AI doesn't have NVGs with similar 'fixed range' detection as before 2.06?
Seems like the IR visibility only affects the player?
(Suspect I'm doing something wrong somewhere....)

verbal stag
#

Hmmmmmm
Definitely using irLight = 1;

But AI with no NVG still detect comfortably - almost like the hard coded 'AI reacts to player with flashlight on at X distance (based on stance, speed etc) is still there...

full sonnet
#

almost like the hard coded 'AI reacts to player with flashlight on at X distance
I may have forgotten that one actually

#

The AI seeing is referring to seeing objects being illuminated by that light.

Not seeing objects that are sending out the light with weapon flashlight, AI has extra special weapon flashlight handling

verbal stag
#

My apologies for not testing this before release.
I'm struggling for time these days.

Congrats on the release though. Loads of new, cool stuff

full sonnet
#

I will try to look at it tomorrow

tight marten
tight marten
#

so it's for aircraft cameras?

rustic plaza
#

for any optic mode

#

it allows to achieve similar behavior to pilot camera through scripting

verbal stag
#

Is it possible to make a light in cfgLights to be IR only?
Just adding irLight = 1; in the main section doesn't have any effect.
Or does this only work for 'reflector' style lights?

tame rover
#

@verbal stag there was already nvgOnly = 1; for e.g. flare light points, strobes etc.. Might work on other omni lights

verbal stag
#

Just tried that one. Sadly no effect.

#

I was largely looking to see if it were possible to do a slightly nicer version of ACE3's IR Chemlights with 2.06....

full sonnet
#

Just adding irLight = 1; in the main section doesn't have any effect.
That should be how you do it

verbal stag
#

Adding irLight = 1;
at the same part as all the brightness/colours are set (so same place as when doing flashlights and in the 'root' of that light's class) does not work for me.

full sonnet
#

pretty sure it should, can you send me config or test pbo tomorrow?

verbal stag
#

I'll try knocking up something standalone now. (Was working on something that's embedded in a lot of stuff for my Unit!)

verbal stag
#

Track IR now seems to have double (or slightly more) the range of movement as pre-2.06

Just working out whether there's a simple way to restrict this.

teal snow
#

with the new release its says you can cfg resolution pip where would i find the documentation for this

tame rover
#

What documentation do you need? it's the PiP quality graphics option

#

PiP visibility distance has been added as a separate slider so now "quality" determines resolution

teal snow
#

ahh

#

i though i could cfg the pip to be a set resolution

full sonnet
verbal stag
# full sonnet In a very bad way or in a acceptable/good way?

In quite a strange way.
I think what’s happened is that trackIR now has double the range that it had previously for head movement and gets this through the same actual head movement so essentially doubles the sensitivity too.
What this means is that the ‘head’ now has 360degrees of freedom on each axis. So, for example, you can start looking to your left, keep turning and you’ll eventually be looking straight ahead again

#

So this is very odd and happens pretty much automatically with current trackIR settings

full sonnet
#

You can just configure down the range in TrackIR software and that should be a good workaround?

verbal stag
#

The work around is just to ½ all TrackIR sensitivities in the TravkIR app

#

No, I don’t think you can change the range

#

But ½ ing the sensitivity gets back to very similar behaviour as before the update. (Not identical due to dead and sizes etc)

#

You can still look over your left shoulder by turning your head to the right like this but the main thing is just re-syncing what physical head rotation corresponds to what in game rotation. Which you pretty much get by 1/2ing sensitivity

#

(Also DM-ed you an IR light example)

full sonnet
umbral orchid
#

I dont think there's a way to disable collision lights at all, like even if the markerLights class is empty the action shows up for players

full sonnet
#

collisionLight action is bound to whether the vehicle has any reflectors

#

If it has reflectors -> both Light and Collision light actions are available

umbral orchid
#

ah

full sonnet
# verbal stag Anybody else finding that AI can see players using IR lights when the AI doesn't...

Okey I should've fixed this.
Same happened with vehicles that had IR only headlights, or aircraft with IR only collision lights.
Fix will come on profiling branch, I suspect friday.
Would be great if you can confirm the fix when its out, I'll try to remember to ping you there.

So as you said yes objects sending out IR lights were detected by AI.
But objects standing inside someone elses IR lights were not (as should be)

teal snow
full sonnet
#

If you change your PIP Quality in video settings, does it fix itself?

teal snow
#

if i set it to high or utra yes

#

but if i set it lower it gets smaller

full sonnet
#

Can you link me that mod?

full sonnet
teal snow
full sonnet
#

CfgLights class for hand grenades and particle effects were missing irLight property.
Also lightning bolts are missing it...
I won't fix the lightning bolts, but I fixed hand grenades and particle effect lights

scarlet root
#

any idea why AI also has a radar even though its disabled config wise? (canSee, radarType, irScanRange)
only thing helps is making the targets no longer a radar target (with irTarget = 0)

full sonnet
verbal stag
# full sonnet Fixed, though I cannot "fix" the chemlight texture itself being emissive. But yo...

Yeah, no problem with that.
Was just trying to make a quick demo for you.
Thanks so much for the new features and fixes.

Regarding how these fixes will work in multi player, would it be necessary for all clients and the server to run the updated exe or would it work on an almost case by case basis?
E.g. if only player A has the update with the fix, will he not be spotted by AI (without nvgs) when using IR lights or will the fix only work when all clients and the server are running the fix?

full sonnet
#

Regarding how these fixes will work in multi player, would it be necessary for all clients and the server to run the updated exe or would it work on an almost case by case basis?
The machine that's running the AI units needs to be updated

#

In a normal non-zeus mission thats the server.
In a zeus mission thats the Zeus player

verbal stag
#

👍

full sonnet
teal snow
#

pilot seat, you need to bind an interact key, user action 20

#

turn on the battery,apu, then by your right hip is a box that will give you the monicle, on the video panel, top left is a button to turn it on, after that above the engine panel, there is a nvs switch @full sonnet

#

if you need any help i can get in a voice call and help

full sonnet
#

you need to bind an interact key, user action 20
oof.. Modded keybindings please notlikemeow

#

Its even broken with PIP on ultra for me notlikemeow

harsh orbit
#

was it broken after the update?

full sonnet
#

omg I cannot reproduce in my testbuild because the mod is completely broken.
Interactions don't work, the interact pointer doesn't even show up. I can just start the engine in action menu which I shouldn't notlikemeow

#

I get constant logspam about too high section size because the model is apparently too detailed, spam about missing selections, config errors, invalid scripts in config (I think these aren't even supposed to be a script).
How am I supposed to get to that thing notlikemeow

#

Wait that script.....
It resets the texture EVERY FRAME?!??!??!?!! WHAT

#

(╯°□°)╯︵ ┻━┻

#

not today

teal snow
full sonnet
#

I got it working in normal 2.06

#

but i cannot debug there

#

It miiight help if it would reset the texture every frame..
Not to mention that thats pretty bad performance wise.

teal snow
#

it is ran every frame

#

so your running a debug version of arma and it breaks

full sonnet
#

Yes.
fza_fnc_coreScheduler -> fza_ah64_schedarray -> fza_fnc_ihadssDraw

teal snow
#

yh

full sonnet
#

Resetting the texture every frame is stupid.
The engine has to constantly deallocate and reallocate the old texture, create a new one, reconnect the R2T camera to the PIP display.

#

And all that why? No reason! There is no reason to reset it every frame!

teal snow
#

reworking that old script is planned

#

its been around for 7 years

full sonnet
#

Yeah looking at that code there definitely seems to be a rework needed.

#

I'll try to build my own repro tomorrow now that I know how this roughly works notlikemeow

teal snow
#

so is it being reran causing the size issue?

full sonnet
#

I guess so, its certainly not helping any

#

PIP quality change tries to update the texture resolution dynamically.
But you say every frame "nope we don't use this texture anymore, here is a new one!" that can very well cause issues, I didn't expect anyone to do such a thing

teal snow
#

right so that is probably the issue then, thanks

#

well in the days of old it might have needed to, idk

#

this mod goes back to arma 2

full sonnet
#

Afaik it didn't

rose musk
full sonnet
#

is the controls pbo stuff on github? Looks like it would all be github-able

rose musk
cosmic crow
#

"model is too detailed" bwheheheheh I beg to differ

full sonnet
#

520 sections while only 500 is the alert level

rose musk
full sonnet
#

oh... Can you give example?

#

configs support 64bit integers, so teeeeeeechnically it cooooooooould do it depending on what thing binarizes the config

pallid cliff
#
 && "fza_ah64_waypointfin"
    isEqualTo 0)
```What? oO
#

How can a string ever be 0

#

Seems like I know where to contribute on the weekend 😄

full sonnet
#

Yes! Perfect pull request pump 🤣

rose musk
full sonnet
#

Just some script that opens a UI dialog and calls settexture every frame I guess

rose musk
#

For the controls thing?

full sonnet
#

just some UI control that spams set texture every frame with a pip camera

#

that was my repro idea

harsh orbit
#

does today's update have a changelog? meowsweats

#

wait there is a changelog meowsweats

harsh orbit
#

yeah I didn't get a notif meowsweats
I thought there wasn't one...

full sonnet
#

You better fix that!

rose musk
distant echo
verbal stag
#

Ooffff! I’d only checked infantry so far. Vehicles was only my weekend ‘to do’ list!

full sonnet
#

Yeah if its seperate then ofc changing your sensitivity is not a viable workaround anymore. I'll get to it today.
But fix might only appear on profiling branch, don't think we'll push a main branch hotfix for that

full sonnet
#

@teal snow Thank you! I found it.....
We had to do a last minute fix as we found a potential game freeze. And while doing that some dude named Dedmen thought to himself "Well if I do this anyway, I don't need that anymore so I can just optimize that a bit and clean up the code", even though he himself had put a comment in the code explaining why that stuff is needed and CANNOT be removed or it will break. meowtrash

#

{updateTextureSize _x; textures deleteAt _forEachIndex;} forEach textures;

harsh orbit
#

what on earth is that?! meowsweats

full sonnet
#

Well when you delete the current element while iterating through an array, what happens 😄

harsh orbit
#

yeah that's what I mean meowsweats

#
  • updateTextureSize is not a command meowsweats
full sonnet
#

its pseudocode :U

harsh orbit
full sonnet
#

Its actually done inside updateTextureSize and I cannot modify that, I have no control over it removing itself

full sonnet
rose musk
#

Yeah. Not an issue in arma, just something silly I did and thought I should stop others from doing!

full sonnet
#

should probably note that on wiki

rose musk
full sonnet
rose musk
pastel lava
full sonnet
#

Why not switch to profiling branch?

pastel lava
harsh orbit
#

@full sonnet sorry for the ping, but this was kinda urgent.
will intercept be broken by today's update?

full sonnet
#

I already told you no

harsh orbit
#

oh you fixed it?

full sonnet
#

I'm pretty sure I already told you that

harsh orbit
#

you did? thonk

#

it breaks intercept
how?
Dedmen — 10/08/2021
the gamedata pool allocator signature changed and it doesn't find them anymore
Leopard20 — 10/08/2021
😢
Dedmen — 10/08/2021
Or I can revert the change in Arma
Leopard20 — 10/08/2021
if it was a bug fix then why revert it?!
Dedmen — 10/08/2021
I can probably fix it differently
Leopard20 — 10/08/2021
I guess people will have to update their intercept 😓
Leopard20 — 10/08/2021
or that... 😓
Dedmen — 10/08/2021
I'll still push the code fix into intercept so that it supports both.
Just in case 😓
Dedmen — 10/08/2021
Ah I don't actually have the tools to do that on my work PC.. so I'll just not then 🙄
Leopard20 — 10/08/2021
Did you break it after the latest update?
cuz my intercept plugin still works 🤔
Dedmen — 10/08/2021
I broke it after next weeks update

#

¯_(ツ)_/¯

#

you didn't tell me which way you decided to go

full sonnet
#

🔨

lament crow
full sonnet
#

Because its a intentional feature.

unreal arrow
scenic gyro
#

Can you imagine the griefing if everyone could wear the opposition team's uniform?

#

Not to mention the fact that it's a war crime IRL

ruby edge
harsh orbit
tepid dock
# harsh orbit Waaaat? <:notlikemeow:700311897937018890>

Yup... He's right.
See the part about article 39: https://en.wikipedia.org/wiki/Perfidy

Perfidy constitutes a breach of the laws of war and so is a war crime, as it degrades the protections and mutual restraints developed in the interest of all parties, combatants and civilians.

  1. It is prohibited to make use of [...] uniforms of adverse Parties while engaging in attacks or to shield, favour, protect or impede military operations.
harsh orbit
#

I've been commiting war crimes in a lot of games then! 🤣

tepid dock
#

So you're saying that all these memes about committing war crimes in Arma were actually all true? 😄

harsh orbit
#

I don't think a spy that infiltrates the enemy base and disguises as the enemy is commiting war crimes if there's no war then? thonk

tepid dock
#

I seem to recall reading that this only applies when you're actually engaging the enemy so, for example, ships can use enemy flags but if they want to engage an enemy ship, they have to... change the flag first.

Sounds really gamey to me, actually 😁

Anyway, I'm not a lawyer so don't recall my words while fleeing from the enemy IRL, ok? 😛
edit: also this is beginning to become kinda offtopic 😛

lament crow
#

Yes, there are scripted workarounds but adding this to vanilla would be too hard?

lament crow
#

Also, I am not suggesting to remove it... just to have it toggleable via a description.ext command like "forceSideRestrictedUniforms = true" or something like that

lament crow
# full sonnet Because its a intentional feature.

The Stamina, weapon sway etc are intentional features yet you can still disable/tweak them completely, so why can't we do the same with locked uniforms? Having it locked by default causes many issues with mods and missions that depict other scenarios than just war

full sonnet
#

yet you can still disable/tweak them completely
And you can do that with uniform restrictions to with a mod

lament crow
full sonnet
#

And that was quite advanced compared to enabling unlocked uniforms
But its not a gameplay feature change that a designer needs to decide.

And it added a new feature that wasn't possible before (CBA's keybinding doesn't support gamepads or collision detection)

lament crow
# full sonnet > And that was quite advanced compared to enabling unlocked uniforms But its no...

Good points... sad that it is difficult for you guys to get the green light for adding some much requested features. Perhaps a work around could be that the uniform checks side relations rather than the units themselves. So if my unit's faction is friendly with another faction you can wear their uniforms. Currently it is just too restrictive regarding what can mission makers do without forcing players to download mods (mods that can potentially break the mission too meowfacepalm ). Perhaps I have avoided ACE for too long and now it is finally the time to just get that and experience Arma as it was intended

full sonnet
#

some much requested features
You wanting something != much requested

lament crow
full sonnet
#

Cool!

lament crow
#

Remember that the suggestion is not to remove the uniform restrictions but have them as default with an optional parameter to disable said restriction

#

As I said, the more we discuss the more that the stubbornness grows. It is trait present in all talented devs so I won't blame any of you guys. You are just cool regardless.

#

So nobody is changing the default gamplay... just mission makers can alter that by disabling it on their missions and their missions alone

steel rune
#

add a custom interaction button in inventory to force equip?

full sonnet
#

Sorry I have better things to do on a friday evening than listening to your usual stuff.
I already told you that we won't and why we won't do that, I don't need to repeat myself a dozen times and waste my time with that.
Have a nice weekend

steel rune
#

@lament crow you can easily fix it with just CBA

#

just add such an action with equip uniform and call force in sqf

lament crow
lament crow
#

So far I am loving the functionality and the possibilities this brings!

#

And of course, now we can have custom "mag repack" scripts running from the context menu too 😍

#

"Visible/Change laser color context menu", "Flashlight focused/wide beam context menu" etc

#

Wow

grave viper
unreal arrow
#

Friday night problem IMO 🍻

thin ferry
#

setTowParent makes some cup vehicles drift sideways behind you lol (not BI issues its just cup config is mostly copy paste lol), wish there was param to adjust speed (its just very slow tow speed in general)

full sonnet
#

Vehicle in Vehicle getting its long awaited upgrade.
Modders can now add ViV cargo areas without having to modify models, and it supports 90° rotation.

Previously you couldn't load a small plastic case into the RHS MRZR, because you couldn't rotate the box and it doesn't fit in its default orientation.
Now it can rotate it and you can fit two of them, you can also fit a medium plastic case now and still have space for some jerry cans

harsh orbit
full sonnet
#

of course meowtrash

#

Most annoying thing tho, the plastic cases are rotated the wrong way, with their opening away from the outside notlikemeow

harsh orbit
#

does anyone even notice that?! 😛

full sonnet
#

I wanted to load the boxes so I can access them from the outside directly.
its kinda infuriating that they are rotated exactly the wrong way

harsh orbit
#

rotate them another 180 degrees? thonk

full sonnet
#

I might add config option so you can define on the cargo object, in which direction it should rotate.
Just to calm that OCD

rustic plaza
#

now if it would be possible to add multiple ViV areas 👀

carmine juniper
#

Also this could mean we can make a ViV Offroad without waiting for A3Samples right?

full sonnet
#

yes

#

Also adding ViV area to Stomper

full sonnet
rustic plaza
#

I know some CUP ships could use such feature. In my case I would use that on trucks which have folding seats, so you could i.e. fold 1 bench and add small ViV capability. Right now I'm forced to either have all rear seats enabled or ViV capability

#

perhaps people could do something as crazy as adding ViV per seat 😄

full sonnet
#

In itself thats easy, if cannot fit, try to fit into second compartment and so on.
But I don't wanna do that this week

carmine juniper
#

Will official terrains/surfaces get a snow footprint sounds?

wise skiff
unreal arrow
carmine juniper
#

Gotcha

full sonnet
#

Testing out network compression.
MCC likes to send 261KB of stuff to every player when you log in.
But luckily its only 27KB when compressed meowtrash

13:47:12:414897 pvar MCC_vehicles_helicopters sz 11980
13:47:12:445678 Comp 11980 -> 2170
13:47:13:313342 pvar MCC_vehicles_vehicles sz 158130
13:47:13:734650 Comp 158130 -> 15305
13:47:14:180678 pvar MCC_vehicles_tanks sz 85951
13:47:14:403722 Comp 85951 -> 8970
13:47:15:274830 pvar MCC_vehicles_ships sz 5377
13:47:15:291692 Comp 5377 -> 1092
grave viper
#

Is bandwidth ever was an issue? I thought almost always game go DoS faster

grave viper
harsh orbit
#

zstd is slower than lz4 meowsweats
I think for network stuff it makes sense to have the fastest algorithm thonk

full sonnet
#

a LZ variant

full sonnet
grave viper
#

Oh. Ok.

My dream to have network profiling tools and wiki config page without myths to be able to config server for non regular setups

wise skiff
#

will the compression be enabled by default or do you have to flip some switch?

full sonnet
#

Default, its only used on specific things where it makes sense, not general on everything

full sonnet
#

For example publicVariable (and probably later setVariable with public flags) and remoteExec and addCuratorAddons.
But not mission file transfers, or any of the small, common, quick things like bullets and position updates and such

past moon
#

that makes sense

tidal arch
#

hey, I've heard before that it's possible to have both the regular Arma 3 branch and the devbranch installed at the same time, how would I go about setting this up? I have a few things to work on in the devbranch but I don't want to be switching branches back and forth.

full sonnet
#

Arma 3 Tools has the GameUpdater tool that does it

tidal arch
#

thank you.

hot wave
#

May I ask for help with GameUpdater here, or in a different channel?

rotund lantern
#

depends on what you mean by help

hot wave
#

my GameUpdater always gets stuck on Steam3 Loading. My phone gets the notification for the 2FA code, but I don't get a console window to input that code

full sonnet
#

Steam broke the Steam Guard verification.
They fixed it once before, then they unfixed it again somewhat recently.
Basically Game Updater doesn't get told that steam wants a 2FA code, thus it never opens the prompt for it.

hot wave
#

Damn. Alright thank you

grave viper
#

Just use SteamCMD console util to get same result. GameUpdater is just UI for it

hot wave
#

Yeah that's what I used recently, but it downloaded the whole thing instead of delta patching it. I probably messed up the command for it

tidal arch
#

what steps need to be followed in order to install the devbranch separately from the main branch? Do I just need to install the Game Updater tool, give it a installation directory for the devbranch installation and then just run 'UPDATE'? Or is there anything else I should keep in mind?

grave viper
#

GameUpdater is part of arma 3 tools in steam apps. You also need to select desired branch. In your case Development

#

If you have 2 factor authorization in steam Game updater may fail to login. Then you need to use command line and SteamCMD with arguments.

steamcmd.exe +login myAwesomeSteamLogin +force_install_dir C:\A3Dev\ +app_update “107410 -beta development” validate with your login and install path

spark smelt
full sonnet
#

Thought about that, but not yet. I don't know if its large enough

spark smelt
#

I often get "Signature Check Timeout" error on my server, especially with many mods loaded. Once happens, this applies to all players. The only way to solve it is to restart the server. Another issue is that some players may get random kicked for signature check timeout, but they can reconnect successfully. I thought the first issue could be server/client's cache mismatch, the second one could be network transmission issue. No clues if compress signature data would improve them, especially the second one.

full sonnet
#

pretty sure thats very much unrelated to compression

full sonnet
#

So question.

If I were to add ViV cargo stacking, so that things like ammoboxes can stack ontop of eachother (currently its all 2D).
When you try to load something into cargo, should it first try to fit it in 2D, or should it first try to stack it onto another object of same type?

I think first stacking upwards makes more sense?

formal cipher
#

I would say try fitting in 2d first, makes more sense to me. I would try stacking only if it cant fit in 2d irl.

analog fractal
#

Securing two pieces of cargo vertically is a bit of a pain IRL.

mystic sparrow
#

2d first to prevent oddly shaped cargo from stacking in implausible manners for as long as you can? 2d first might also be better for lower CoG IRL?

full sonnet
#

❤️ Thanks

spark smelt
spark smelt
past moon
#

you can try increase spmds and see if it helps especially when you said you got a lot of mods

glass silo
#

@full sonnet Any chance these ViV changes could be implemented in a way to give the Mi-290 its proper modular pod system?

full sonnet
#

WAT

unreal arrow
#

Eh?

harsh orbit
#

Nani?

glass silo
#

The Taru from the helicopters DLC uses pods that can be attached to the belly, right? Could Vehicle in Vehicle cargo be used to allow it to properly swap them out, rather than sling loading the pods underneath or using 6 separate variants like it currently has to?

full sonnet
#

not really no

glass silo
#

Bummer, but thanks for the reply.

rose musk
#

Just seen the new alternative syntax for selectWeapon coming in v2.08 - awesome! Is there any chance of an equivalent alternative syntax for selectWeaponTurret

scenic gyro
# full sonnet not really no

I'm a little curious why? Is this just a level of effort thing i.e. not wanting to mess with vanilla vehicle configs, or is there some technical reason? At least conceptually, the way the pods would work seems indistinguishable from vehicle in vehicle mechanics?

full sonnet
#

For the taru you only want taru pods to fit

#

if you add a viv area you can put a quad there and it will float in the air

#

Also for the pods to fit the ViV area would be oversized, and the alignment then would not be correct for the different types of pods

scenic gyro
#

@full sonnet Ah, ok, good points. Thanks. I hadn't really considered that the ViV doesn't have the option to explicitly list what can be accepted, or the specific alignment to be used. I guess that wasn't really a design consideration given the original goals.

#

That actually makes me wonder - with the new automatic orientation stuff, is it possible that a vehicle could be orientated the 'wrong' way? e.g. side-on in a wide-bodied aircraft instead aligned as though it was driven on?

#

Would have been interesting to have a similar mechanism to ViV for the Taru (and other vehicles), with the objects able to declare compatibility with specific vehicles. So you could have community made pods and other attachments for vehicles.

#

Then again ... considering what was done for Tanks (armour customisation) or even Jets with loadouts. These options kinda exist in a less generic form?

#

ah well, he's hoping for some of this to come in the "next game"

full sonnet
scenic gyro
#

@full sonnet ok, cool. I had misunderstood and figured that it would rotate everything tetris style to make as much as possible fit, not just the objects that wouldn't fit otherwise.

#

i.e. if I load two vehicles, then try to add a crate it won't allow it? Or it will rotate the vehicles (if possible) to make room?

full sonnet
#

it won't move vehicles that are already inside ViV

#

When a object doesn't fit, it tries to rotate itself by 90° and test again if it fits now

scenic gyro
#

got it

tepid dock
#

Fixed: The MDMP file was sometimes not written to disk when the game crashes

👍
Noticed this some time ago but thought that it was an issue on my end

full sonnet
#

Arma would first try to send us "game has crashed" statistics, before writing the mdmp.
And I assume it was crashing while trying to send the statistics, crashing while handling a crash notlikemeow

scenic gyro
#

been there, done that

tight marten
#

⚠️ An error has occurred: failed to send error report ⚠️

harsh orbit
#

Added: _thisEventHandler and _thisEvent variables to Display / Control / Music / 3DEN Event Handlers
wait, they didn't work before?! meowsweats

grave viper
#

No. You were forced to use global vars

harsh orbit
grave viper
#

Isn’t all variables without underscore named global? I think most common case is to use uiNamespace to store display handlers.

#

But still no leading underscore = global var in X namespace

full sonnet
lament crow
full sonnet
#

Probably best if you'd integrate that right into ACE, not sure if ACE people would accept it but that way the most people get to use it and I think it would fit

lament crow
full sonnet
#

But you won't be adding your mod to vanilla..

lament crow
full sonnet
#

Make me a dev and I will
No you won't

lament crow
#
    player addEventHandler ["InventoryOpened",{
        params ["_unit", "_container"];
        private _interfaceInteract = [_unit,_container] spawn {
            params ["_unit", "_container"];
            disableSerialization;
            waitUntil {!(isNull (findDisplay  602))};
            //BOTTOM LEFT RIGHT
            private _invMenu_1 = (findDisplay  602) ctrlCreate ["RscButton",1928]; 
            _invMenu_1 ctrlSetPosition  [0.11, 0.96, 0.180, 0.05]; 
            _invMenu_1 ctrlSetBackgroundColor [0, 0, 0, 0.65]; 
            _invMenu_1 ctrlCommit 0;
            _invMenu_1_str = format ["Delete All: %1",count (itemCargo _container)]; 
            _invMenu_1 ctrlSetTooltip "Put all items in a container that you can carry and put inside vehicles";
            _invMenu_1 ctrlSetText _invMenu_1_str;    
            _invMenu_1 buttonSetAction "[player] execVM ""scripts\takeAll.sqf""; closeDialog 0;";
        };
    }]; ```
#

There, I just did 😉

full sonnet
#

No thats not in vanilla notlikemeow

#

And removeAllEventHandlers is unacceptable.

lament crow
# full sonnet And removeAllEventHandlers is unacceptable.

removeAllEventHandler is not necesary, I just use it because I don't add another to my mission and I don't use mods... but why is it not vanilla? Anything that can run without any mods or DLCs is vanilla in my book, and the execVM can be made into a vanilla fnc and boom, patch done...

mental fulcrum
#

wow you added a button. And for sure you've implemented it in a network safe way that will not have any issues in struggling server environment and will not allow to duplicate items.

#

You're bit annoying with your "know it all" attitude tbh.

lament crow
#

And you are also right in the fact that it is never as easy as I make it look

#

I will try my best to be less and less annoying with my questions and requests

unreal arrow
#

also do you have feedback for dev branch? then please post in #arma3_scripting next time

full sonnet
#

TIL: Arma can download jpg textures from the web while the game is running.
Thats for all jpeg sources, even on object textures (but game freezes while it downloads the texture)

scarlet root
#

from squad.xml or even beyond? 😬

full sonnet
#

any jpeg texture source.
Definitely UI html stuff, but it looks like it should work everywhere

formal cipher
full sonnet
#

#* is procedural texture
*.pac, *.paa is paa texture
*.ogg, *.ogv is video texture
*.jpg, *.jpeg is jpeg texture

And the jpeg texture resolver checks if a texture name is a web source (http/https/ftp) and if yes, downloads it

formal cipher
#

Ideas are already brewing in my mind

full sonnet
#

But I just tested and it doesn't work on billboard think_turtle
But the code is there

formal cipher
#

There go half my ideas

full sonnet
#

Ah! setObjectTexture does a fileExists check first, which ofc doesn't work with web url 😄

#

but there I do wonder, what if you make a pbo with a https:// in prefix... to make the fileExists check succeed meowsweats

steel rune
#

👻

#

would http fetch have prio over reading from that pbo as well?

winter crescent
full sonnet
full sonnet
steel rune
#

video and images can still be shown in the html control/overlay I believe?

full sonnet
#

Yes definitely, but i don't know if we added a fileExists check since then, specifically with the filePatching transition someone might have, don't want to check now

I should just rewrite this to the new async http stuff and support setObjectTexture 😄 and maybe add paa support :pog:

steel rune
#

I know where hackers will strike next with that 😛

full sonnet
#

Hm, I don't know if it obeys the allowedHTMLLoadURI's thing with that, I think it doesn't check notlikemeow

steel rune
steel rune
#

what happens if you try to load an extensionless image from http?

#

like http://totallylegitsite.ru/appropriateimage

#

ah sorry, I'm thinking about the other allowed extensions 😄

full sonnet
#

it detects image type by extension so..

tranquil sphinx
#

To avoid the freezing I use an extension and extension callback to download the image and set the texture

#

works fairly well

unreal arrow
full sonnet
#

Finally Arma is using my CPU to its maximum 🤣

mental fulcrum
#

adding feature to use free cpu cycles for crypto mining?

full sonnet
#

Don't load a cargo HEMTT full of trophies unless you want to heat your room

tepid dock
#

He lowered his heating bills with this one weird trick

full sonnet
#
auto bShuffle = _mm_shuffle_ps(rectB, rectB, 78);
return !_mm_movemask_ps(_mm_cmple_ps(_mm_andnot_ps(sign_mask, _mm_sub_ps(rectA, bShuffle)), epsilon)) &&
       _mm_movemask_ps(_mm_shuffle_ps(_mm_cmplt_ps(rectA, bShuffle), _mm_cmpgt_ps(rectA, bShuffle), 228)) == 15;

:ablobmelt:

harsh orbit
#

or did you mean _mm_cmple_ps

#

also I don't get what's going on! 😛
you're shuffling rectB with 1,0,3,2 thonk

#

I give up 🤯

full sonnet
#

yes, the program I copied from does cmpleps instead of cmple_ps

harsh orbit
#

what is it doing tho?! 🙃

full sonnet
#

That is a 2D rect intersection check.
input rect is left,bottom,right,top format

--------------------------------------------------------------------
Benchmark                          Time             CPU   Iterations
--------------------------------------------------------------------
BM_Baseline                     3886 ns         3149 ns       213333
BM_SSE                           773 ns          715 ns       896000
BM_SSEPreShuffle                 668 ns          670 ns      1120000
BM_SSEPreShuffleXMMConsts        701 ns          698 ns       896000

That'll about 3x improve performance of ViV cargo loading 😄

harsh orbit
#

that's cool. I gotta learn those intrinsics blobcloseenjoy

full sonnet
#

if I had seen that post before I did all this that would've saved me quite a bit of time. But it wouldn't have been nearly as much fun.

If I change how we store the rects I can get rid of a cmpgt and shuffle think_turtle

full sonnet
#

Ah no, that doesn't work because we have a additional check, if the edges of the rect are very close to eachother we consider it not intersecting, even if the total values would be a intersection.
_mm_cmple_ps(_mm_andnot_ps(sign_mask, _mm_sub_ps(rectA, bShuffle)), epsilon) this one fabs(a-bShuffled) <= epsilon
And for that check I would have to flip the sign back to what it originally was, and I guess that will be so expensive to not make that worth it.

teal snow
bleak canopy
#

Would be cool if vehicle customization animations sources could lock/unlock viv spaces, like with cargo seats.

tame rover
#

They can

#

You can add code to the onPhaseChanged parameter

full sonnet
#

how do you lock viv spaces with code?

mental fulcrum
#

that's for whole vic, not certain space.

full sonnet
#

That's whole vehicle

south rampart
#

Oh there are multiple spaces available? My bad meowsweats

full sonnet
#

Mh not sure what Ampersand meant, maybe he meant whole vehicle

mental fulcrum
#

In theory you could do stuff like unfolding half of a benches on some vic or smth.