#dev_rc_branch

1 messages Β· Page 23 of 1

full sonnet
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thats indeed not ammo events :poutcat:

harsh orbit
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you can say in the ticket that it misses #include "defines.inc" on top

harsh orbit
scarlet root
full sonnet
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we won't release a major update a month after the last one ^^

scarlet root
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bis_fnc_holdAction_showIcon is defined in the same file, isnt it?

harsh orbit
scarlet root
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[] L19 (A3\functions_f\HoldActions\fn_holdAction_showIcon.sqf)

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but i dont have the latest A3 data extracted

harsh orbit
scarlet root
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so is it a separate file now? or do you have to include in each scope now?

harsh orbit
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it has been moved to its own function it seems

scarlet root
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alright

harsh orbit
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but the define was forgotten

scarlet root
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will report

winter crescent
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2.10 is currently more likely in late summer, but it's really not confirmed yet.

full sonnet
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does the LOD2 for lineIntersectsSurfaces even work?
I'm trying VIEW and FIRE on a car window.
FIRE hits the window, view doesn't.

If I put VIEW,FIRE it hits the window
If I put FIRE,VIEW it doesn't

I'd expect both to hit the window πŸ˜•
As if it ignores the LOD2?

harsh orbit
full sonnet
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oof

harsh orbit
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performance thing meowsweats

full sonnet
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annoying, I thought I could get both lods at once

harsh orbit
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maybe add a new flag? πŸ˜…

full sonnet
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You have to keep in mind that materials are not present in VIEW lod, so they will always be empty string there

carmine juniper
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Ah, that's why it does seem to ignore an LOD there...

harsh orbit
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well I primarily needed the FIRE lod thonk

full sonnet
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ye fire is fine

harsh orbit
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materials are not present in VIEW lod
wait so how does the game detect tree leaves for example? (reducing visibility I mean)

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I'm not an object maker so I don't know how that works πŸ˜…

full sonnet
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Tree's have FIRE

harsh orbit
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I mean AI visibility meowsweats

full sonnet
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Why would they need materials for that :u

harsh orbit
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if not nvm... meowsweats

harsh orbit
full sonnet
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πŸ€”

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I think that refers to texture

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I return only the surface type, not texture/material

harsh orbit
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oh right:

Models, which have property class=tree or bush are calculated as partly transparent by default (without any linked materials).
it's optional

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Their "viewDensity" values are hardcoded...they can be overridden only by material used on Apex bushes called foliage_sparse and foliage_dense. Stacking two meshes, one smaller inside one bigger, both with foliage_sparse material proved to work very well on Apex bushed. It is causing edge of the bush to be gradually more transparent for the AI towards the edge of the model and still opaque in the center

harsh orbit
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I don't know if I might need it meowsweats

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I don't want to create another ticket if I do...

harsh orbit
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they're not visible in the game anyway

full sonnet
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Tell me next week when you test it

harsh orbit
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ok. thanks

unreal arrow
ivory ridge
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Hi,
dev Version Win Client is reporting Version 2.09.Something.
dev Version Linux Server is reporting Version 2.08.Something.
I can't connect with Win Dev Client to Linux Dev Server (over LAN). Is this the reason why?

harsh orbit
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there's a dev Linux Server? thonk

full sonnet
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no, there isn't

ivory ridge
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NVM is not for server. My fault

full sonnet
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no, there isn't

full sonnet
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Nightvision star sky

harsh orbit
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I never noticed that they weren't there πŸ˜…

full sonnet
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Now 5 grown men in a boat in the dark in the middle of a ocean looking out for star constellations

unreal arrow
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A long time ago in a galaxy far, far away....

harsh orbit
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allObjects is so cool meowawww
thanks @unreal arrow
btw does -1 mean 63? or does it just become unsigned int or something by the game?

-1 allObjects 0

seems to be the same as 63 allObjects 0

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also are there more flags? or is 32 last?

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nvm. looks like there isn't meowsweats

full sonnet
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Its a bitflag
Primary=1, //!< Normal object placed in Visitor, part of landscape
Network=2, //!< Road placed in Visitor, part of landscape
Temporary=4, //!< Temporary object (like tracks)
TypeVehicle=8, //!< Some entity added by game
TypeTempVehicle=16, //!< Temporary entity
LandDecal=32, // << Land decal

unreal arrow
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Use 63 (1 + 2 + 4 + 8 + 16 + 32) to return objects of all types.
Techically this is not how it is done, the correct way is 1 | 2 | 4 | 8 | 16 | 32 but in this case the result is the same

unreal arrow
full sonnet
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the parameter is cast to int, so -1 float is converted to -1 int. Which has all bits set

unreal arrow
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yeah
float 10111111 10000000 00000000 00000000
int 11111111 11111111 11111111 11111111

full sonnet
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it doesn't use the float bits, it converts float to int

full sonnet
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Also a story for the people who say Arma should be more optimized..
I want to use compute shaders to do something more efficiently, should be fine, compute shaders are old technology..
Compute shaders are Shader model 5, about 2012-2013 graphics cards, should be fine?

Arma minimum system requirement is shader model 4, and a graphics card from 2008.

Whatever I do, it also needs to work with a 14 year old graphics card.
So now I have the choice, implement two things that do the exact same thing, one the inefficient way for old hardware, and one the modern and more efficient way.
or do I only implement the inefficient way and use it for both old and new hardware :/

Or trick solution 3: Use something different for old hardware, where they get worse results but it will just about work, and just hope that everyone who actually plays the game has newer hardware and concentrate on that.

mental fulcrum
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I think raising minimum requirements happened in the history of video games quite a few times.

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And it would be quite reasonable for game such old.

halcyon moth
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well, maybe on the basis that in practice the game kinda needs 2012+ hardware anyway.

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Older stuff could maybe get through the SP campaign with a lot of suffering?

full sonnet
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The minimum requirements listed very likely cannot play the contact campaign.
But noone tested it because we don't have such old hardware anymore 🀣

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Well I have a GTX 275 still around notlikemeow

mental fulcrum
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Like honestly it would be the best to just bump the requirements... But I guess that's management decision.

full sonnet
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Also btw, HDAO, the shadowy thingy has two implementations inside Arma already.
And it switches between them depending on if you have newer tech available.
The older one is probably worse in some way considering they felt the need to make the new one

mental fulcrum
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Post out a message that 14 years old hardware (yikes) is not supported anymore and maybe create a legacy branch for anyone who would want to complain that they can't even play SP.

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Majority of people will benefit. There's more to gain that to lose.

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Like really, what can be played on 14yo GPU these days? Candy Crush? Kappa

full sonnet
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Games from 10 years ago πŸ“‰

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Oh wait arma3

mental fulcrum
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Mhm, I want to see current Arma 3 version played on minimum requirements PC.

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Pain and suffering harold

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But hey it probably launches just fine! pepe_laugh

full sonnet
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I'd love to see it, and then hear that the game basically cannot run at all.
That makes the decision to change the requirements easier

mental fulcrum
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You said contact won't run most likely, I wonder how Livonia or Tanoa alone runs on such old HW.

halcyon moth
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Well, newer CPU and older GPU might work.

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I had to downgrade to a GTX 670 after my card killed itself and it's fine for med-high A3. That's still a few card generations above shader model 5 though.

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wonders

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Are you allowed to do anonymous hardware surveys or would players need to tick a box?

mental fulcrum
halcyon moth
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Analytics will help us with decisions such as the removal of redundant video options, proving that such options are indeed no longer in use

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there we go :P

tepid dock
hollow basalt
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FYI, dev branch doesn't launch on my PC.
Exception code: C000001D ILLEGAL_INSTRUCTION at 98E25192
If you want I got RPT and mdmp.
Stable version is πŸ‘
PS. my PC is ancient.

full sonnet
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^ See! thats what I'm talking about with minimum stuff :/

hollow basalt
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I'm PM you.

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cancel friend request. ill drop the link on the forums in a second.

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sent PM msg on forums.

halcyon moth
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What CPU is that out of interest?

hollow basalt
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im too ashamed to share, sorry πŸ˜„ He'll know.

halcyon moth
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pre-AVX? :D

hollow basalt
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i guess

harsh orbit
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As in a legacy branch for old hardware users so you don't break anything

full sonnet
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no

harsh orbit
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New branch for new hardware users?! πŸ˜›

full sonnet
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I just said no

harsh orbit
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:p means I wasn't serious meowsweats

halcyon moth
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I guess something like a Core i7-950 or OC'd i5-750 would run A3 semi-ok. 8MB cache, good memory throughput. Pre-AVX.

lament crow
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The old minimum requirements would run A3 at 10 Fps in most situations anyway. I say there is no problem upping them if that will translate in smoother gameplay for 90%+ of the current A3 players. Additionally, I play several games that supported Windows XP and even Windows 7 when they were released and now (after patches) only support Windows 8.1 and upwards so it is a very common practice

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My oldest computer, an AMD FX 6400 + a Geforce 750 GT ran arma 3 at 20 FPS at most with all settings on low... the game looked so bad that it was impossible to spot Ai enemies in the distance. They were basically blurred dot pixels.

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It was such a poor experience that I hated arma 3 for the first 2 years until I got proper hardware.

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So those minimum system requirements that are set currently don't really do the game justice. It gets so much better after a couple of years of newer hardware

harsh orbit
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Yeah I do agree. The recommended one is what I would really call "minimum A3 requirements"

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Actual recommended specs is unbounded 🀣

lament crow
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I think that the "minimum" should aim for hardware that would at least offer 30 FPS steady and minimum while the recommended should aim at 60 FPS steady... So yeah, the current recommended would offer that steady 30 FPSs in most scenarios.

harsh orbit
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Actually it's good enough for 60 FPS in single player (at least the vanilla campaign)

lament crow
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And of course then came SOG and set a completely new standard even for Bohemia in terms of quality, content and sandbox experience

ivory ridge
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If BI haven't a clause in his terms like "we can change hw recommandation if want" it would be a little problematic. Maybe a lessons learned for the next long running "game as a service". But i would say it is no problem to support parallel a newer technology if available.
For example if the game supports different directx versions.
So the "old" render path is still available but some development is only available in the new one.
Shader Model 5.0 is part of DirectX 11, right? So why not integrate this in the DirectX 11 render path of Arma 3?

versed abyss
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Solution 3 seems to be the way to go. Can't you do it with a launcher option? So even if the new shader isn't working for some hardware they can turn it off. And then based on bug reports. You can make an automatic setting that sets it off on not compatible hardware.

rich pond
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As far as I can tell, compatibleMagazines returns items with scope = 1 (I assume compatibleItems too)
Does anyone know if those commands return items with scope = 0 and if it returns items that don't exist?

halcyon moth
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Potentially, yes.

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if ( (getnumber (_magazineCfg >> "scope") isEqualTo 2) || _showHidden )

harsh orbit
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not the function

halcyon moth
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Oh, there's a new command? Explains the channel :P

harsh orbit
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yeah

frail wharf
pallid cliff
frail wharf
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I mean the missionProfileNamespace itself

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It will make persistent missions not performance nightmares

full sonnet
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Killzone Kid made it

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I guess this means we will get more Arma content in the TV news :/

carmine juniper
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Do you mean... better IR depiction?

harsh orbit
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Or temperature tweaks?

full sonnet
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Actual proper contrast/histogram equalization instead of the mess it was before

calm wasp
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currently IR is a nightmare, when looking for targets from altitude flying a jet.
I believe something was changed, without even mentioning it, because before one could see targets better

carmine juniper
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Ahh. I always thought that's how it is

full sonnet
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It didn't change, this is image from 2014 from Arma, and comparison with real FLIR

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Its been like that since A3 release atleast, and I was told A2 as well

calm wasp
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if that can be improved, it definitely should be, because it's a nightmare until now

full sonnet
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I already did it. Its in polishing phase now, and I know its gonna happen so I'm starting to share screenshots now

carmine juniper
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Or, is that an old IR camera?

harsh orbit
carmine juniper
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No war is fair

full sonnet
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probably yeh.
But well, it is that way

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Also we have 2035 IR tech

carmine juniper
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Fair enough

full sonnet
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But there will be options for mods to adjust the OP-ness of their IR, mainly through resolution and noise

harsh orbit
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I guess one complaint was that temperature doesn't affect IR properly thonk
Or something like that

carmine juniper
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So like modern (aka 10 years ago) IR tech too for like RHS or Arma 2 era?

full sonnet
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Mods can now make noisy 640x480 IR, with digital or optical zoom
Or high tech 4k noiseless super IR (the default in vanilla, basically)

carmine juniper
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Yeah sounds fair for 2035 IR

full sonnet
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This is it now (slightly different spot)

calm wasp
unreal arrow
cosmic crow
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AAAAAHHHHH!!!!!

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This is something I've dreamed about seeing since 2013, even made a ticket showing and talking about how the FLIR looked great and useful for targetting and scouting until the HDR kicked in and normalized the values. Seeing your efforts is very exciting.

full sonnet
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Did you know that there are thermal footsteps?
No? Because you could never actually see them? oh! Well.

full sonnet
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If temperature was not close to center, it was either pure black or pure white.
And even in the range, the - side of the hardcoded value was often lower than ground, thats why ground is so bright, and the + was so high that the range was so wide in total that only a small area in the middle got actual values

mental fulcrum
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It's awesome you're improving it, but at the same it's quite sad (shame on you BI) that it was in such bad state for so long time.

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Makes you wonder how much better the game could be with a bit more resources and love.

harsh orbit
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they don't seem to be hot πŸ˜›

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unless Arma has metal simulation 🀣

full sonnet
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Yes I'll try to tweak that, but that has also always been like that

mental fulcrum
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It depends on TI textures, doesn't it?

full sonnet
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πŸ‘£

mental fulcrum
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It would need changes in assets.

full sonnet
steel rune
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sandbags

mental fulcrum
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Stones actually do get hot, depending on climate ofc ;D

carmine juniper
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We actually just need multiple Dedmens to fix entire Arma 3

mental fulcrum
past socket
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How is the clone program doing?

mental fulcrum
harsh orbit
full sonnet
mental fulcrum
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sadge, maybe lower the values on buildings a bit? they glow a lot.

full sonnet
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I cannot fix everything with limited resources. I cannot do any data changes.
I can only do programming stuff.

Yes, I want to try doing that. Thats up next after some cleanup

past socket
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Also some vegetation is weird and it shines more than a tank with engine on.

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That A3TI addon is doing some funky stuff by replacing the textures with pink colour. If vanilla thermals get improved, that will be great πŸ˜„

cosmic crow
full sonnet
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The flir has latency with adjustment. I guess the first blip is just default 0 values

cosmic crow
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Regarding the white objects, while it may not necessarily be realistic it would better discourage servers from disabling it.
I remember arguements about FLIR online being too good at finding targets, so many simply disabled it and used only NV at most.

full sonnet
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If a objects color is close to this color, its cold.
If its not close to that color, its hot.

Makes sense for terrain textures, doesn't at all make any sense for rocks and houses.

Thats why terrain looks so good currently, that color fits well with terrain
And obviously doesn't fit for rocks and houses

ivory ridge
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What if multiple Colors can be defined. For example additional color grey for houses and rocks. Then the nearest color (green or grey) will be determined on the objects. Then translated for the grey things in a "equivalent green shift". Now grey things are also cold.
Mh "grey" would lay "on the way to hot"==white. So this would not work
Why not all things that not have "TI-Image" are considered as cold in a random range of some degrees?

full sonnet
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Nevermind, the color doesn't seem to be the issue afterall

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There is a variable in the shader that adds a temperature offset, thats used for impact craters and fire particle effects, to make them hot.
If I comment out that line..

willow yacht
past socket
full sonnet
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Ahhhh.
All Multi shader (buildings, rocks) objects
add a hardcoded temperature offset of addTemp=ambientShadow*0.15

ambientShadow is the https://community.bistudio.com/wiki/Texture_Map_Types#LightMaps
green channel component of the AS map.

Its probably supposed to make self-shadowing objects properly shadow themselves.
But all it does here is make big bright notlikemeow

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It should make shadowed areas a bit cooler.
What it does is leave shadowed areas as is, and make everything unshadowed about 2x as bright as it should be (well +0.15Β°C, but thats significant enough it seems)

cosmic crow
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this only occurs on multi materials, it doesn't effect the _AS map of super shader?

full sonnet
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nope, only multi.
I don't actually understand why Super shader doesn't do the same, it has ambient shadows too, it really should
Might just add it, will have to check on some vehicles/units how it looks

cosmic crow
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This has nothing to do with thermal images (I think...) but is multi material also hard coded to use only the map assigned _env map and a default fresnel value? wondered this for a while since there is a fresnel & enviornment map stage in super shader but neither in multi.

full sonnet
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I don't want to look that up now :harold:

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Hm indeed multi has no env

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in Super the lighting specular coef is fresnel*specular.g

in Multi the specularCoef is just SMDI.g

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so no fresnel at all?

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and env reflections in multi are just set to 0, so multi just doesn't reflect

cosmic crow
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that would explain some things, thank you for checking

harsh orbit
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speaking of shaders, did you up the shader model or is it a no go?

full sonnet
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Lucky for you that Arma takes so long to start up πŸ˜„

full sonnet
harsh orbit
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even GPUs as old as GTX 400 series ~(2010) support shader model 5 meowsweats

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200 doesn't meowsweats

full sonnet
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I still have a GTX 275 at home πŸ˜„

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but it stays in its box

cosmic crow
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collector item or backup?

full sonnet
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both πŸ˜„

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Theres also still a 8800GT in my parents attic.
I had it hung on my wall until I moved out.
I don't throw away my GPUs πŸ˜„

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Hm.. All GPU's I've ever owned have had Arma ran on them meowsweats

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I guess trees are next..
But if I continue like this then our thermal imaging will only be a black/white rendering mode πŸ˜„

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I really should do something based on sun angle, the side that sun shines on should be warmer than opposite side.. Feature creep notlikemeow

ivory ridge
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I have a 6600GT in a running Athlon XP 3600+

cosmic crow
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if it's a highly beneficial feature

unreal arrow
full sonnet
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Man this looks boring now

calm wasp
full sonnet
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man real life is boring

harsh orbit
ivory ridge
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how looks explosions/fire?

full sonnet
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Those are the old trees.
I kinda prefer that visual effect of "too hot" trees

harsh orbit
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just make them a bit less hot πŸ˜…

full sonnet
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I'll try with half as hot. The previous image was 1/4th as hot

ivory ridge
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yeah it looks nice. But if you fly helicopter in night with TI low through forests it would be to easy i think

harsh orbit
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for reference (random image from google...)

calm wasp
calm wasp
cosmic crow
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seems tricky given the trunks are much hotter than the leaves

full sonnet
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We have different shader for trunk/leave I think.
So that should be doable

cosmic crow
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So these are effecting the shaders from the top down?

full sonnet
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White object in bright sunlight: 23.38Β°C
White object in shadow: 24.78Β°C
Black object in bright sunlight: 28.28Β°C
Black object in shadow: 24.78Β°C

One of these doesn't sound quite right πŸ€”

harsh orbit
calm wasp
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I think that black stuff gets hotter in the sun that white stuff

harsh orbit
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it also loses heat faster

full sonnet
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Yes, it does.
But.. Its news to me that sun makes white objects become cooler than ambient

calm wasp
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but that white stuff is hotter in the shadow than in the sun... no logic, for me

full sonnet
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Ah this is annoying to fix..
Base terrain ignores sun shining on it, so its cold.
But objects on the terrain consider sun shining on them, making them hotter.

So you get bright white stone wall, on dark terrain

calm wasp
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simply rewrite whole Arma 3 and that's it

full sonnet
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Even more annoying.
Multi shader does not consider sunshine impact.
But Super shader does.

But buildings are Multi shader, but if you zoom out far enough, buildings switch to lower LOD, which then uses Super shader.

So you have the same object, that is not affected by sunlight when close up, but is affected by sunlight when you go further away meowfacepalm
Either add sunlight to everything, or remove sunlight from everything meowsweats

calm wasp
full sonnet
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But soldiers are already super shader..
But maybe they switch to non-super at lower lod and that makes him change temperature?

calm wasp
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I was found and killed many many times as infantry by a heli, despite wearing thermal sniper suite from Marksmen DLC and also CSAT thermal suite from Apex.
i then was told, that depending on distance or zoom level of the thermal camera in heli, one can see me no problem, despite my suite, from a very long distance

full sonnet
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Gotta have to test that

calm wasp
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there is also a problem with most if not all armor.
depending on distance or thermal camera zoom level, one can find almost any armor, since even if it never had its engine turned on, you can see the crew inside it very hot/white and thus find the tank or AA thanks to its crew inside
$must certainly be LOD problem?

full sonnet
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Sounds like it

calm wasp
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that's what most knowledgeable players have been doing for years to find (any) armor, thanks to its crew being white through armor itself

full sonnet
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Seems like super shader is the only shader that actually does thermal correctly.
It interpolates between black/white lit/unlit and determines its temperature that way.

Most others just do okey airTemperature-0.1 to airTemperature+1.9 depending on what color I am, don't care if lit or not

calm wasp
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a lot to dig/test )

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but important and super useful/needed change/fix/rewrite

unreal arrow
full sonnet
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Can't test now, but i assume they get darker/closer to terrain temperature

cosmic crow
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Wouldn't the zoom level spotting be more related to the contrast of the thermals growing more and more intense as you move further? Similar to how if you get too close you can see the thermal details clearly but the background gets washed out

full sonnet
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No, it's related to LOD levels switching

teal snow
full sonnet
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Well that's Arma for you, also for non -TI

teal snow
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fog barrier made black on thermals?

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or is that hard coded

full sonnet
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Sky is black, fog is air temperature

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The harsh line at top is horizon line, i will make that a bit smoother to fade out towards top

rain parrot
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I noticed setOpticsMode and getOpticsMode commands, are these supposed to work on vehicle optics also, or just on infantry weapons?

formal cipher
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For now just infantry optics. I'm working on a solution for turret optics.

full sonnet
harsh orbit
full sonnet
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it is, the vehicles are off

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seems they are quite a bit too cold when off :/

tepid dock
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Why is there such a big difference in the road's color (across its whole length) in the first screenshot?

full sonnet
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air temperature is 21.8Β°C
but it makes the turned off tank only 21.0Β°C warm...

Because it thinks that white objects, in bright sunlight, should be 19.6Β°C
Because as everyone knows, when you shine light onto a white object, it cools down

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When light shines onto black objects they go 21.8Β°C->25.3Β°C and heat up. Jup. sounds about right.
When light shines onto white objects they go 21.8Β°C->20.4Β°C and cool down.

Typical #Arma moment

tepid dock
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Sounds like yet another "why has no one noticed it sooner? Oh, the difference was barely noticeable until a few days ago?"

full sonnet
#

Its actually in the world weather config

temperatureDayMax[] ={10,12,15,20,25,35,35,35,25,20,10,10};
temperatureDayMin[] = {-10,-6,-5,-1,5,6,7,10,5,2,-5,-10};
temperatureNightMax[] = {5,6,8,10,13,18,26,25,15,13,8,4};
temperatureNightMin[] = {-10,-10,-10,-5,0,4,5,6,5,0,-5,-10};
overcastTemperatureFactor = 0.4;
blackSurfaceTemperatureDelta = 5;
whiteSurfaceTemperatureDelta = -2;
It says white surfaces in light should be -2 relative to ambient temp

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mh, Multi shader and rocks and trees are all withing -0.1,ambient,+1.9 range.
if I just make that range much wider, that may fix the issues with too bright/too dark objects, if the whole variance everywhere is higher meowsweats
Messy

harsh orbit
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a white surface can be cooler than the air around it

full sonnet
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but it looks way incorrect. :poutcat:

harsh orbit
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if it's literally white color it's not necessarily correct

harsh orbit
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maybe that's what they mean by white/black surface, not the color

full sonnet
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Thats what they mean.

But still that makes a white object in sunlight, hotter than the same white object in shadow. With how the calculations work

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so putting a realistic value that matches what was "meant", may not be the right approach if something further down the line doesn't use it like meant

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Oh boy. Using the same black/white temperatures for all shaders (instead of just for Super) actually does make quite the difference

full sonnet
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SO much better

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The buildings are still a bit off, but much nicer

harsh orbit
#

some trees are black, some are white thonk

#

road is black thonk

full sonnet
#

Road is just the fade effect fading away to terrain.

#

Tree's calculate based on their color, maybe need to reduce the range for trees a bit

#

πŸ€”

#

They are literally same color though, weird notlikemeow

carmine juniper
#

Dedwhip <- what we're doing

full sonnet
#

ono he smoke, and they too cold now

full sonnet
#

Just increasing the variance makes buildings stand out less, even though they still do stand out

steel rune
#

neat πŸ™‚

full sonnet
#

Previously the contrast was calculated in 16 steps, now its at 512 :pog:

harsh orbit
#

RIP my FPS 😒

full sonnet
#

Nah fps is still better than before πŸ˜„

steel rune
#

50 ms/frame 😰

full sonnet
#

Mr. Starlight 🌞

#

oof that dude has a skin temperature of 41.6Β°C notlikemeow

tepid dock
#

He should go see a doctor and get a sick leave for today

hollow basalt
#

Dedmen, any feedback on dev not launching on my PC?

harsh orbit
#

speaking of dev, no release today? meowsweats

winter crescent
cosmic crow
harsh orbit
#

I think he meant the smoke was too hot, and the tanks were too cold in comparison thonk

full sonnet
#

Thats whitehot.
And its either engine exhaust or dirt thrown up because its trying to drive

full sonnet
#

oops no missread, 2008.

#

AMD introduced it with K10 in 2007

#

Sadly our minimum system requirements only say "dual core cpu" but not which. So I cannot say "your CPU doesn't meet minimum spec" :/

#

Fixed next week, now this code just runs ever so slightly slower

#

Are you only using dev branch, or why did you not notice the same on #perf_prof_branch ?

hollow basalt
#

let me try perf.

#

prof crashed 😦

#

sent PM on forums with mdmp and rpt, both perf and prof. Prof was from steam, perf was from your Gdrive. Both crashed.

full sonnet
#

well if its same error then i fixed that

hollow basalt
full sonnet
#

ah thanki

hollow basalt
#

Cool, man. I appreciate it πŸ‘

full sonnet
#

almost feared I forgot to merge that one to perf

hollow basalt
#

Anyway, thanks.

halcyon pewter
#

I'm sorry if I missed it, the Thermals looks great. Will there be also an option to use it in PiP mode?

full sonnet
#

it works the same in PiP ye

halcyon pewter
#

Great news! Thanks a lot

teal snow
ivory falcon
#

I'm guessing no options for thermal blocking smoke?

teal snow
#

dosent it already?

hollow basalt
teal snow
#

ooh, im gona check that out

harsh orbit
full sonnet
full sonnet
calm wasp
trail aurora
#

1 FPS more in second picture kirbythumbsup

full sonnet
#

inactive vs running engine, mh (ignore the trees)

#

We are loosing a bit of contrast on the terrain though, and I prefer the harsh contrast on terrain between grassy/sandy bits :/

#

Well that I like alot more, just the trees are too hot. These cold vehicles look pretty usable

#

that dude be hot tho

full sonnet
#

I found a better way to do it, contrast limited histogram notlikemeow
Before/After

carmine juniper
#

Seems betr

full sonnet
#

also quite reduces thermal OP-Ness now

carmine juniper
#

Out of curiosity what if look up the sun/moon?

full sonnet
#

Don't know if sun is currently rendered :harold:

#

Or I think only the sun is rendered, but we don't have bloom effect so you barely see it.
I won't bother fixing that

full sonnet
#

I think I'll just leave it at this, and then we'll see what people think on dev branch next week
Off tank on left, on tank on right, with a bit of inf inbetween

unreal arrow
#

makes me wanna play night missions

full sonnet
#

Livonian fields

hazy umbra
#

@full sonnet how do tracers and explosions look?

full sonnet
hazy umbra
#

Very nice

#

Looking forward to trying that out πŸ™‚

full sonnet
#

Could be a bit hotter the smoke, and also some bloom but doesn't look like that'll happen

hazy umbra
#

Yeah bloom would be nice, also in normal NVG's... but if not in this life, then maybe in the next

harsh orbit
full sonnet
#

🀫

full sonnet
#

Mh that backpack on that unit looks a bit hot, lets debug that.

Okey the backpacks desired body temperature is.... 150Β°C... Yep.. Yep ok.. Well.

harsh orbit
ivory ridge
#

If i look at your green image, I would say that not really hot things should a little bit more less "contrasty". So Terrain, Buildings and vegetation is more not so detailed and hot things like vehicle and men a little bit more white.

full sonnet
#

:confuseddog:

ivory ridge
#

this seems have more contrast on hot things

#

In the green picture the hot tank has nearly the same color as the building in the background

full sonnet
#

Yep, I know a solution for that, but don't want to invest the time to implement it.
Need to use a slightly different algorithm for the histogram equalization

ivory ridge
#

Yeah this are only my two cents. πŸ™‚ Before as tank in urban area you haven't seen barely nothing from the structures only hot things. Now you can very good navigate in FLIR mode.

full sonnet
#

Why do humans have a configured skin temperature of 150Β°C notlikemeow
Like literally.

desired body temperature is 150Β°C, in config.
and mFact says how well they are able to keep control their own body temperatur

halcyon moth
#

They look kinda cold on the thermals there, considering.

#

maybe it's a bug workaround :P

analog fractal
#

Eh, 150 * .2 comes out to 30, maybe mFact = 1 implies perfect temperature control and thus setting mFact = 1 and tBody = 30 would make it so that body temp never changes from 30 and this was a weird workaround?

ivory ridge
#

I have a question: Would this influence the Viper-Camo things? There nearly as cold as ambient.

full sonnet
#

human maximum skin temperate temperature is
lerp (23.9Β°C, tBody, mFact * 1) (last 1 comes from the thermal texture, first value is ambient temperature including sun heating)
which comes out to 49.12Β°C max skin temperature meowsweats

#

I really shouldn't try fixing that in the shaders, that needs to be fixed in configs notlikemeow

full sonnet
ivory ridge
#

i think so

#

helm vest and suit

full sonnet
#

well they are definitely cold πŸ˜„

ivory ridge
#

and backpack

harsh orbit
full sonnet
#

Yes definitely quite the difference.
That viper unit is roughly 25.2Β°C, and that normal unit on the right is 40Β°C, and terrain ground is 24.24Β°C
So the viper's thermal shielding is definitely very effective, compared to normal units

full sonnet
harsh orbit
#

in current version they're practically invisible

#

which imo is what it should be

ivory ridge
#

yes, because the "background" has no contrast at all

harsh orbit
#

and some rocks

full sonnet
#

If the ground would be at air temperature, they would still be.
But now ground is a bit cooler than air, because grassy

#

Here's clothes at exactly air temperature. the viper's thermal thingy is still perfect, it puts it to exactly air temp

harsh orbit
full sonnet
#

:poutcat:

harsh orbit
#

it changes the game dynamics

full sonnet
#

I could make them colder, but then they stand out when they are infront of trees or buildings, or on concrete instead of grassy terrain

ivory ridge
#

can you make the viper temp more ground-adaptive? So on street has temp of street and on terrain temp of terrain?

harsh orbit
cosmic crow
#

Huh, I always wondered what the biki meant when it said a 255,255,255 red channel ensures the sun metabolism is half the config value. Neat!

full sonnet
#

The shader doesn't know what they are standing on notlikemeow

full sonnet
harsh orbit
#

thermals aren't supposed to have perfect contrast blobdoggoshruggoogly
otherwise it breaks the game balance and everyone is gonna use them for everything

full sonnet
#

They do have pretty good contrast though

ivory ridge
#

Maybe that helps: Terrain not so cold, Viper more cold. If Viper stands on street. street is now a hot object. So viper can be seen like in front of hot tank or building

#

in vanilla viper are only on tanoa, right?

full sonnet
#

terrain hot notlikemeow

ivory ridge
#

if you crank down viper temp a bit, the terrain hasn't to be so hot

harsh orbit
#

but with your changes I feel like it's too good meowsweats

ivory ridge
#

Another idea: Viper has only to work with vanilla assets. So optimize vanilla FLIRs to not see viper. πŸ˜›

harsh orbit
#

the problem right now is that the thermals are too good
I don't think they should be. otherwise there is no longer any reason not to use them

#

everyone's gonna use thermals the whole game blobdoggoshruggoogly

full sonnet
#

Everyone already says thermals are OP, even in the old completely broken way where humans are like sunlight on a dark background

formal cipher
#

The game is set in 2035, which has future tech

harsh orbit
#

this is more a matter of game balance

#

you can't change the game balance at this stage of development

#

people are gonna complain

#

I personally don't care because I don't play Arma in MP at all blobdoggoshruggoogly
but I'm sure those that do PvP will

full sonnet
#

Humans are much harder to make out now than before

#

I'd say this is alot less OP than before.
Its just, when close up, the viper units don't sink into background as much as they did before, which most players won't care about

tepid dock
#

I wonder about the number of "you broke the premise of my mission" complaints incoming πŸ˜‰

harsh orbit
#

I personally didn't see them in thermals when I played it

#

which made it a lot more challenging
I was using pretty much only thermals up until that point

if it still feels the same it's good, otherwise it's not

cosmic crow
#

it closer to some videos from more recent gen thermal optics

ivory ridge
#

if the viper blend more with terrain instead of other "hot" enemies, then there will be much harder to spot in non urban areas

#

ideally the temp should be between temp of terrain and maybe rocks?

harsh orbit
#

night

#

let me play it again (if I still have the progress...)

full sonnet
#

At night there is no sun heating

#

Theres two viper units

#

their bodies themselves are completely invisible at night, but their gun/backpack stand out :/

#

And it bright sunlight, they just heat up more than the ground and stand out

cosmic crow
#

Are the guns supposed to include some form of cooling like the suits?

ivory ridge
#

no i think not. there is no "active" cooling device

harsh orbit
full canyon
#

That tree to be a bit hot

#

Or it just seems that way

harsh orbit
#

also I never noticed this but lasers are visible in thermals meowsweats

#

is it still the case with your changes? meowsweats

full sonnet
#

I didn't touch lasers, so probably

ivory ridge
#

I have set a viper on tanoa at night a if he look at you, you see his black vest. on leopards picture you see him from the side

harsh orbit
ivory ridge
#

BTW: If you shoot the gun, only the silencer heated up. So the gun itself is cool.

full canyon
#

So it would make sense

calm wasp
grave viper
lament crow
#

I was testing the CUP searchlights and you can turn them on during daytime so the lights can emit flares during the day for a few patches now yet Arma 3's default flashlights don't have this functionality even thou the engine is capable now. Is that a config tweak that will come in a future patch or has that been scrapped altogether?

#

Just asking because on a previous conversation Dedmen told me that making the flashlights work during daytime was viable while the lights of the vehicles probably not (perhaps due to the amount of them?)

full sonnet
#

data and engine tweaks are two seperate things.
adding support for something is one thing, making vanilla use it is another

full sonnet
full canyon
#

Tent?

full sonnet
#

There is a IR Masking tent

full canyon
#

Ah nice

full sonnet
#

Everything I do to adjust for this one specific Viper Armor just makes literally everything else worse

cosmic crow
#

Is there a value that determines how much heat the AS puts out? always wondered why the AS acts as an inverted shadow map in flir, heating up what it touches as opposed to doing the opposite

full sonnet
#

Temperature depends on pixel color.
Black pixel in sun heats up more than white pixel in sun.

AS makes shadows, it makes pixels darker == pixels become hotter

Most thermal actually runs the normal shader (including colors and AS and reflections and stuff) and then applies a thermal shader on the output, which takes mainly the color the main shader put out, and tries to convert it into something thermal

full sonnet
#

in the right light, the sun effect looks quite nice

full sonnet
#

I noticed sunlight direction didn't work on tanks..
The sun direction is provided as 0,0,0. No idea for how long this has been broken, but probably a very long time..
That means tanks (and other vehicles I assume) didn't receive any sunlight influence

its like digging in a sandbox at a playground, sometimes you grab into a syringe.

unreal arrow
mental fulcrum
#

Building destruction will awake nearby ragdolls?

ivory ridge
full sonnet
# unreal arrow

These floating people is the most annoying thing ever!
Does it also work for statics? like a static M2 gun on a building?

viscid onyx
#

Is that automatic or do missionmakers/modmakers have to make EHs to take advantage of the new wake functionality?

mental fulcrum
#

Or maybe it's groundholders, who knows.

full sonnet
#

its ragdolls

mental fulcrum
#

Which have collision disabled in MP...

#

But they don't :D

unreal arrow
unreal arrow
unreal arrow
viscid onyx
#

N I C E

unreal arrow
#

could have been scripted with new awake functionality easily but it is better to fix it in the engine

full sonnet
#

I think if you just place a static M2 gun on, especially the big military container tower. And then setDamage 1 the tower the gun also stays floating

mental fulcrum
#

As it's buggy AF.

unreal arrow
#

can you give me a simple repro?

ivory ridge
#
  • place enemy soldier
  • place tank and throve over enemy
  • enjoy the flight (sometimes)
unreal arrow
#

so it is ragdoll vs vehicle?

mental fulcrum
#

It never happens when you want to test it.

#

Yeah ragdoll vs vehicle.

#

The best case is somewhat loaded dedicated server

#

player in a tank

#

remote AI

#

run over

#

50/50 fly or not

unreal arrow
#

could you make a ticket please?

#

with exact repro

mental fulcrum
unreal arrow
#

i need ticket

mental fulcrum
#

yes

viscid onyx
#

I wonder if this is connected to the thing where you sometimes can't walk past dead bodies

#

it would be nice if that got accidentally fixed...

ivory ridge
full canyon
mental fulcrum
#

Do you actually play the game like in missions or only dev it? I do not want to sound offensive. But you see these kind of stuff just be playing the game notlikemeow

full sonnet
#

At night the viper units are really great.

mental fulcrum
#

Like I've seen it dozens of hundreds of times...

full canyon
ivory ridge
full sonnet
#

yes, there is now a parameter to control light influence, but it needs to be configured in config

full canyon
#

Also, will the thermals get certain customization options like aperture? Or at least config-wise?

viscid onyx
full sonnet
full canyon
#

Well im talking more about those things you might find in IRL thermal devices

ivory ridge
#

What if the viper has a TI Image that is not heterogen "hot" or "cold" but more like a "patchy" thermal signature like optical camo? So it would be harder to recognize the viper on different backgrounds and it breake the human "pattern regognization" of a human body.

full canyon
full canyon
ivory ridge
unreal arrow
mental fulcrum
#

Thank You for taking a look!

full canyon
#

It'd be very funny if after literal years the vehicle flight bug woulf be fixed just like that

calm wasp
# full sonnet its ragdolls

I've tested it and it's not ragdolls at all.
if you driver over a body with no weapon - everything is ok with your tank.
if you drive over a body with a rifle or at/aa - say goodbye to your tank

full sonnet
#

Driving over a body while its not in ragdoll state, doesn't give you ragdoll

#

It is ragdolls.

full canyon
#

Its rigid structures, like turrets etc

full sonnet
#

Happens especially often when unloading dead bodies from vehicles, as I think ACE sometimes unloads it under the vehicle and its ragdolling at that point and poof gone

full canyon
#

Or other vics

full canyon
full sonnet
#

body ragdolls also kick over walls, because they have a very high mass

full canyon
#

If a body glitches with a vic, usually the body goes zoom and the vic perhapd jumps up a few inched

full canyon
full sonnet
full canyon
#

Never seen that tho

#

Think the reason for it is that the body parts can move, but rigid structures cant, so theyre more risky to intertwine with

#

Good combo is a tank and a turret

#

Guaranteed space trip

#

Is this like an unfixable thing or is there a way to counteract it?

full sonnet
#

Well there is probably a reason why these issues have been there since ever and not been fixed yet

full canyon
#

Ok ok, what price?πŸ˜‚

tepid dock
lament crow
foggy canyon
viscid onyx
#

That's unlikely to change since objects like sandbag walls don't have physics to begin with, they're always fixed in place, and changing that would retroactively break a lot of missions.

unreal arrow
#

Some sandbags are EPE if I remember, however since there is BuildingChanged EH, one can delete all those non EPE objects from EH

grave viper
mental fulcrum
#

Happens with dead bodies too.

#

I recall getting in RHS UAZ, and the body that I replaced sent the vic into space.

harsh orbit
#

I've never seen a can of worms this big πŸ˜›

unreal arrow
ocean tundra
#

whats epe

harsh orbit
#

PhysX

full sonnet
#

ACE has a single sandbag thats physics

harsh orbit
#

so is there a dev update planned for this week? I'm still waiting for the "roadway" LOD crash fix meowsweats

full sonnet
#

yes

lament crow
#

Also funny is that it seems like they are having people who barely worked on the engine do their engine/modding documentations 🀣

#

πŸ™ƒ BI will just never change

full sonnet
mental fulcrum
harsh orbit
#

@full sonnet

#

later crashed with unable to init directx11 error

full sonnet
#

ahhhhhhhhhhh

#

Can you send RPT

#

Are you running without mods?

#

can you check if dta/bin.pbo properly updated

harsh orbit
#

no, CUP

#

I'll try vanilla

#

also in vanilla

harsh orbit
full sonnet
#

dm

tepid dock
full sonnet
#

Reduced texture resolution in thermal mode so you cannot just read billboard text in thermal as if it is just a black&white image.
But the roads notlikemeow

viscid onyx
#

You could reduce it a bit less? In principle, text being slightly visible makes sense because of darker/lighter surfaces having different reflective/radiative properties

full sonnet
#

Problem is its a lod offset from the auto calculated, so it gets more clearer the closer you get :sad: which looks crappier than if it just stays low all the way

lament crow
#

On a side note, don't you dare jump boat just yet Dedmen and KK! Until A4 our good old A3 still has lots of life in it!

frail wharf
#

I'm totally okay with billboards and graffiti being readable with this thermal revamp.

#

for billboards wouldn't it be possible to remove their textures whenever the player is in thermal?

#

like call setObjectTexture [0, "gray.paa"] on them

full sonnet
#

no, not possible, or not feasible

ivory ridge
#

streets normaly in grey/white to black tone. maybe handle all other colors different?

#

(mh dirt roads more brownish)

#

maybe different handling over orientation? (streets more flat, billboards vertical)

lament crow
ivory ridge
#

Or maybe can Streetobjects are been identifed and handled different?

frail wharf
#

IRL thermals are way more usable than what we have currently

lament crow
safe vale
#

The changes are much appreciated, having actual contrast and not such a basic implementation is a welcome addition.
This video has a few examples of the nuance real thermal sensors are capable of: https://youtu.be/dgd9YvGqlh0?t=8

tepid dock
frail wharf
#

Considering the game is supposed to have 2034 tech...

full sonnet
#

I can make it absolutely perfect and show the temperatures like they are represented in engine, but that sadly just looks shit πŸ˜„

lament crow
teal snow
#

thermals in dev branch look πŸ’―

#

PIP thermals are actualy usabel now

#

i take that back

#

it works but then seems to break in pip real quick

full sonnet
#

Night thermals are pretty crappy right now still

full sonnet
#

I made a change to clamp colors to distinct steps (something like 0.02Β°C steps)
and together with the reduced texture resolution, it looks kinda amazing on the terrain

#

Before noon that is.. oof.. (β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

teal snow
hollow basalt
#

dev branch is working again (for me that is). Thank you Dedmen!praise_the_sun

#

your screenshot though #dev_rc_branch message looks cooler than my game. I have somewhat big blobs on the larger stars. Wtf, they went away meowsweats. Meh, nvm. Looks great 🀩

hollow basalt
#

Mhmm, idk how's the workflow between branches, but prof is crashing windows 10 on A3 boot. dev is ok.

formal cipher
#

Dev is just all commits and goes through qa. Prof consists of cherry picked commits without qa. There are even some pieces of code on prof that are disabled on dev.
If you can get any crash info, whether that be crash dumps from arma or from the windows event viewer, send them in #perf_prof_branch or directly on the feedback tracker.

hollow basalt
#

ok, ill send those to dedmen through PM on forums as I did the previous ones if you don't mind.

rigid warren
past socket
lament crow
teal snow
past socket
lament crow
#

Another mods out of our list are those trying to fix dead bodies staying mid air. KK fixed that 8 year standing issue and reached legendary status on my book. I swear that both him and ded can move forward A3 years when they wake up with the right foot.

full sonnet
lament crow
teal snow
#

all of this fuckyness may be caused by arma pip not liking anything other than 16:9 aspect ratio

teal snow
#

im ranting a bit but nothing i do stops it bricking black at some point

full sonnet
#

I also had a report that firing main gun in tank can brick it, still have to fix that

lament crow
pallid cliff
#

Time to get some better particle effects πŸ˜„

lament crow
#

Is it true that having E-cores (Efficient Cores) enabled in the Intel 12th Gen processors hurts Arma 3 performance? I have read some comments that said that disabling the E-cores made their Arma ran at 30+ FPS compared to having those enabled...

steel rune
#

Depends on what your scheduler decides

grave viper
#

I can test if you describe methodology. Arma have so much pitfalls where I can lose fps despite core types.

Overall disabling e cores allow you get better overclock on perf cores and better ring(cache) overclock. Arma would like more cpu power. And 8 perf cores enough for almost everything

lament crow
#

I was asking because if that is the case, then perhaps the devs could include a fix so that Arma 3 does not consider the E cores and just uses the P (Power) Cores and so players don't have to manually disable their E cores everytime they want to play Arma 3.

steel rune
#

some changes were made to profiling branches but caused issues with windows server, so they were rolled back

halcyon moth
#

Also if you're running Win10, I don't think it knows the difference anyway.

lament crow
#

I am thinking that this is not as easy to resolve as adding an option in the A3 Launcher for players to "Check" which cores Arma 3 is allowed to use....

halcyon moth
#

It's kinda weird because most of the threads are fine on the E-cores. You just want to keep the main one on a P-core.

#

You can force affinity in task manager if you really want to, although it has that issue that you'd have to force all threads or none.

lament crow
#

Reminds me of the good old Need For Speed Most Wanted released in 2005, it hated the Hyper-threading cores and so if you disabled Hyper-threading in your BIOS you would get twice the FPSs

#

The difference being that Most Wanted was soon unsupported after release while A3 is still kinda supported. Specially regarding new technologies disrupting its playability/stability. I hope this gets resolved soon because I am planning on geting a 13800K when it releases πŸ™‚

halcyon moth
#

I imagine it's fine on Win11, if you can stand that.

lament crow
lament crow
#

I have a 7th Gen i7 so I can't do it πŸ˜…

#

I wander if the difference in FPS will be so significant as the other guy said

full sonnet
teal snow
#

but i started on 21:9, PIP has never liked my ultrawide

full sonnet
#

Cannot reproduce changing from 16:10 to 16:9

#

neither 21:9

#

Maybe I somehow already fixed it, there will be some changes on this weeks dev branch

teal snow
#

maybe

#

is there also a way for you to fix how pip will take your aspect ratio and condense it into a 16:9 format, because when i use ultrawide it squished the image

full sonnet
#

pip really shouldn't do that, it renders a fixed resolution

mental fulcrum
#

but isn't it taking the fov into the account? They differ between aspect ratios IIRC

full sonnet
#

that might be yeah

#

ooh πŸ€” right..

#

could fix but not sure if I want to go down another rabbit hole

teal snow
#

if its to big of a rabit hole dont bother

grave viper
# lament crow I wander if the difference in FPS will be so significant as the other guy said

For Win 10 seems like true. (tested on stable. Don't compare between OSes)
||

        min      avg     max
W10 p+e 34    60,2    85
W10 p+e 40    60,3    109
W10 p+e 38    58    97
W10 p+e 40    58,8    97
W10 p    42    67,2    113
W10 p    45    65,8    108
W10 p    42    65,2    103
W10 p    45    66,8    110
            
W11 p+e    34    63,5    96
W11 p+e    43    61,3    99
W11 p+e    38    59,7    91
W11 p+e    43    61,8    89
W11 p    34    63    100
W11 p    47    65,9    107
W11 p    41    64,4    91
W11 p    40    63,8    100

||

halcyon moth
#

How many p/e cores is that?

modest token
#

@full sonnet I'm curious, how difficult would it be to create a profiling branch that captures timing data for user installed mods? I expect there are at least a couple mods out there that crater performance, yet people blame arma.

lament crow
#

And also that the difference on AVG between E-Cores enabled versus E-Cores disabled is ~10 FPS... Which is not a small margin. Going from a 300 USD GPU to a 800 USD GPU will only net you perhaps those extra 10 FPS which in turn will just be negated by Arma 3 not being E-Core "friendly".

lament crow
grave viper
grave viper
grave viper
unreal arrow
carmine juniper
#

Thought it's an old feature? πŸ€”

harsh orbit
carmine juniper
#

Hmm

winter crescent
#

To manage expectations: there will not be fully featured vanilla snow in A3. KK is only adding some foundational support for mods which may want to use it ❄️

unreal arrow
#

This ^^^^ aviator

unreal arrow
mystic sparrow
#

Strawberry snow it is then. meowawww

unreal arrow
#

you can

#

The video has snow texture of real snow flakes

ruby edge
#

Is the snow texture included in the game files ?

unreal arrow
#

no, but I’m planning to add a sample

full sonnet
#

stamp done. Day and night acceptable. Viper armor working well enough.

harsh orbit
full sonnet
#

😠

#

Tomorrow notlikemeow

#

And that glitch that completely bricks vision and makes it all black or smth, I couldn't reproduce yet

harsh orbit
full sonnet
#

yes. But when I move things closer together, the histogram equalization code will just pull it apart again, but with more glitches and issues and weirdnesses especially when there are units in that area

lament crow
#

It looks at least 200 times better than before already! πŸ‘

full sonnet
#

There will still be people who complain on release, hope it's not too many

lament crow
# full sonnet There will still be people who complain on release, hope it's not too many

It is impossible to fulfil everyone's expectations but knowing that you did your best given the time and source material constrains you were dealt with it is more than enough and anyone asking for more is just out of place. Hell I thought we wouldn't see this sort of meaningful updates to A3 at these stages and here we are still getting sweet unexpected gifts from you guys

teal snow
#

nice looking thermals

hot wave
#

πŸŽ‰

full sonnet
#

@teal snow I couldn't reproduce your issues, so I hope they are fixed in today/tomorrow dev branch update, if not then ping me

full sonnet
#

Some tweaking for error context for config errors

13:12:23 Error: test
13:12:23 Γ’ΕΎΒ₯ Context: bin\config.cpp/Cfg3DEN/Compositions.test
->Last modified by: Dedmen_F_Test
now says which addon/mod touched it, thats a list of all addons that touched the entry, I think sorted by loadorder

teal snow
#

Just let us know when it’s live

winter crescent
#

IT'S LIVE ⏰

harsh orbit
#

is it normal that some tree leaves are black but some aren't?

#

and they look kinda weird up close thonk

full sonnet
#

I think its distance based.
Yes they look a bit weird.

#

But it adds variance, variance good

harsh orbit
#

and I can't go to normal

full sonnet
#

Ah the issue Rosd6 mentioned that I cannot reproduce notlikemeow

harsh orbit
#

let me see if I can repro first

#

even switching terrains doesn't fix it meowsweats

#

I remember looking all the way up to the sky before it happened

full sonnet
#

The histogram slowly interpolates between old and current every frame, in order to have a smooth/slow adjustment effect.
The histogram never leaves your GPU so yeah switching terrains doesn't reset it.

I had one case where it would become NaN, but I added a NaN check to it and that fixed it for me :poutcat:

#

maybe it only happens in retail with optimized shaders notlikemeow Maybe it optimizes away the NaN check

harsh orbit
viscid onyx
harsh orbit
#

make sure nothing else is in the view

#

just the sky

full sonnet
#

yes, after Rosd6 told me I tried that

full sonnet
viscid onyx
#

Personally I would rather have mildly unrealistic readable textures than giant glowing blobs floating in the trees (given that it has to be one or the other and both can't be fixed at the same time). It makes it look like there's solid objects in there and really clutters up the view. Like, one is an aesthetic concern and one has a gameplay impact.

harsh orbit
full sonnet
full sonnet
#

omg I googled it

#

Fixed for next dev

harsh orbit
full sonnet
#

its a saturate now that will clamp it 0-1

#

I had the idea that if its NaN, it should instantly switch to target, instead of interpolating towards it.
but clamping it to 0 and interpolating from there will also work, just be a bit slower to get to target in the error case

#

I do lerp(old, new, deltaT)
Sometimes old becomes NaN, no idea why, deltaT and new can never be NaN...... Oh. Well I just figured out how it becomes NaN πŸ˜„

#

Mod compositions in PBO's
Maybe interesting for content mods like RHS/CUP, normal Eden compositions can be delivered together with mods.

harsh orbit
#

also where are compositions stored anyway? thonk

full sonnet
#

in your my documents/arma3/compositions

harsh orbit
#

I mean in the game meowsweats

#

e.g. objects are in CfgVehicles...

full sonnet
#

Nowhere

#

only in files on disk

#

Which is why previously you couldn't add them via mods

#

Compositions don't stay together after placement, things don't remember what compositions they came from.
The most you get is when you have layer per composition enabled, so they all get put into the same editor layer

harsh orbit
#

well what about spawning a composition multiple times?

#

e.g. in Zeus

harsh orbit
#

they typically need to "reference" other objects in the composition

viscid onyx
#

a solution for getting all objects in a composition? (so that objects can recognize each other)
This would be super useful for attachTo stuff. At the moment my workaround is to use a nearestObject to spot a "core" object, but I also have to wait for all the objects to be created because I don't know the creation order or when an init will be executed.

#

Being able to specify a creation order (or at least a first object) might be a useful alternative

harsh orbit
#

yeah currently people have to resort to many ugly tricks for scripted compositions... meowsweats

harsh orbit
viscid onyx
#

My absolute ideal would be to have all objects created first, frozen, then all the inits run, then unfreeze. Maybe with an extra "composition init" that runs after that as well, with an array of composition objects available as params. Guaranteed in that order. This would reduce the need for highly scripted workarounds to avoid physics disasters. I recognise that this is probably too much work/impossible, though.

full sonnet
full sonnet
#

Or you mean, a script command that spawns a custom composition, basically like zeus does it?

harsh orbit
full sonnet
#

thats trees without lowres textures then

harsh orbit
# full sonnet Or you mean, a script command that *spawns* a custom composition, basically like...

well a group of functions/commands for compositions, both for creating the composition and for knowing the objects that were created.

tho I guess that needs a config or something...
e.g

class CfgCompositions {
  class MyComposition {

  };
};
_coreObject = ["myComposition", _coreObjPos, _coreDir, _coreUp] call BIS_fnc_spawnComposition;

and then you could do this to fetch all objects:

_coreObject getVariable ["BIS_compositionParts", []];
#

that's kinda similar to how carrier parts work...

full sonnet
#

and billboards

full sonnet
teal snow
harsh orbit
#

because they have to be added in the config

class CfgCompositions {
  class MyComposition {
    #include "mod\compositions\MyComposition\composition.sqe"
  };
};

I looked at composition.sqe and it's very easy to create that using a function

#

I have an idea. what if you add a command that loads non-mod compositions as configs (similar to loadConfig)?

#

e.g. _compositionCfg = loadComposition "MyComposition"
which you feed to a function and it creates the composition for you:

_coreObject = [_compositionCfg, _coreObjPos, _coreDir, _coreUp] call BIS_fnc_spawnComposition;
full sonnet
full sonnet
harsh orbit
full sonnet
#

ah notlikemeow I missed the non- part

#

Overall too much effort, not worth will stay the answer unless I either have too much time to waste or some big idea that I didn't have while implementing the zeus composition stuff

harsh orbit
harsh orbit
#

btw Ded, about the entityCreated event handler, was it supposed to be triggered for all objects?

#

e.g. it currently triggers for footsteps, bullet holes (craters), etc. so the frequency of triggers is too high imo

#

e.g. after a squad of 8 men has been running around for 10m it triggers ~100 times (some might've been due to insects spawning...)

viscid onyx
#

but what if I want to use it to detect every time a footstep is created in order to determine whether a unit has stepped precisely on a particular point with its left foot :D (https://xkcd.com/1172/)

harsh orbit
full sonnet
harsh orbit
#

e.g. entityCreated and objectCreated

#

entity one not triggering for craters and footsteps and insects (CfgNonAIVehicle things) meowsweats

#

objects one triggering for all (like what we have now)

full sonnet
teal snow
#

so the overcast at 20% which i cant see in normal vision almost completely blocks thermal detail past 30 meters is this correct? my bad thats just render range

#

fog is interesting

#

honestly im loving running around as infantry with these thermals

#

night + overcast + fog = complete black
but without night its okay?

full sonnet
#

Fog actually should be stronger than it currently is, or dense fog atleast

#

Overcast reduces temperature variance, and night even more.
Things that are not heated like humans or vehicles just merge into the background

teal snow
#

fair enough, i love it

#

the fog after 50% cant be seen through, with base at sea level so i think its quite strong unless natural weather dosent reach 50%

harsh orbit
#

I was wondering about something. Is it possible to make the "HitPart" or "Deflected" event handlers work with grenades (and other throwables) too?

full sonnet
full sonnet
harsh orbit
#

If they currently did I wouldn't ask πŸ˜›

harsh orbit
#

but it would be fairly neat for altering the grenade bounce meowsweats

#

they're too bouncy right now meowsweats

umbral orchid
#

ah thats a shame they dont but not all that surprising they're unique in that they're physx

#

compared to other projectiles

harsh orbit
#

yeah. but Epe EHs don't work on them either meowsweats

halcyon moth
#

Would it be possible to... make grenades less bouncy? :P

past socket
royal spear
#

I found many about no 40mm shell bounce, but not for grenades.

frail wharf
#

Can we bother Dedmen and KilzoneKid to fix a ~~8 ~~9 year old bug here?

viscid onyx
#

If you want to re-up an FT ticket, #arma3_feedback_tracker is the place. Don't excessively spam people with pings about it, though. (Especially since it's outside work hours right now)

frail wharf
#

oh yeah, i was looking for that channel, so many chennels to look at here

#

I get lost sometimes

full sonnet
#

Last weeks thermal was kinda nice already tho
When you're inf on takistan atleast

#

UFF. Partially atleast

harsh orbit
#

well if thermals looked perfect, can you give me a reason why not use them 24/7? thonk

#

when they're bad, you force the player to switch out of them every now and then and not cheat the whole time...

full sonnet
teal snow
#

I agree that seeing the units shouldn’t be a focus of thermals but under fog and overcast terrain & foliage will almost never be the same temp as they generate different thermals

dim pier
#

Hey, just out of curiosity, any idea when 2.10 will be releasing? πŸ˜…

#

We’re planning a project which will rely on a feature released in it

harsh orbit
#

late summer was the plan iirc

dim pier
#

Gotcha, okay

dim pier
#

Sounds good πŸ˜…

#

Very excited for it to release

#

Especially setUnitFreeFallHeight

#

Been dying for it to be released :P

tepid dock
#

(this may or may not be the American notation)

harsh orbit
#

so it may already have been released? thonk

tepid dock
#

May or may not ☝️🀨

full canyon
harsh orbit
#

I guess it will be fixed in the next update

brittle inlet
#

Dev eye

scarlet root
#

@unreal arrow i think I saw you looked into PX with dead bodies recently - will this also stop infantry/dead bodies interaction with vehicles/tanks receive insane acceleration/sky rocket at times? if not, is there a chance to something done about with a FT+repo steps?

scenic gyro
harsh orbit
harsh orbit
full sonnet
#

maybe next week

viscid onyx
#

Bodies are supposed to not be "solid" as far as collisions with vehicles go. But sometimes they are solid, they clip into a vehicle while it's running them over, and Arma Space Program ensues. That's what they're referring to.

grave viper
#

Killzone_Kid, thank you for tooltips and icons in diary. For now all works as I wanted.
One question that trigger my OCD a little bit. Why tooltip rectangle have dimmed right border. Can it be fixed? Or this is just mine monitor render it that way?

calm wasp
harsh orbit
#

so I guess it's the weapon holder's fault? thonk

scarlet root
#

possible too yeah

harsh orbit
#

when a soldier dies you sure see the weapon:

scarlet root
#

class ThingX: Thing
simulation = "thingX";
class WeaponHolderSimulated: ThingX

#

thats why probably

calm wasp
harsh orbit
calm wasp
harsh orbit
#

but there was a problem

#

tho I do see a weapon appear out of nowhere once the player is dead (must be player's, not the one that was run over)

calm wasp
willow yacht
#

What veteran shown is that on dedicated server, rag doll may have collision when it should not as discussed here #dev_rc_branch message

#

May be there is also an other issue with weapon appearing in both environnement (singleplayer and dedicated server)

ruby edge
#

It's definitely not due to weapons, we have the same problems with zombies (Ryan Zombies) and they don't have weapons.
As someone already said, repro only possible on a loaded server.

#

Also worth to mention: It can also happen if you run over a already dead player/zombie.
So i think its not only rag-dolls blobdoggoshruggoogly

mental fulcrum
full sonnet
scarlet root
#

it seems to stem from poor networking handling of non-local objects
ragdolls just should be set to never emit force themselves
right now they just demolish anything they touch

full sonnet
#

Mod compositions in Eden is a go meowawww

carmine juniper
#

Existing cat? meow_attention

full sonnet
#

Now just need to figure out why that composition that should have a blufor icon, has a red icon :/

steel rune
#

is there already a 🐱 in arma?? catHiss

harsh orbit
pallid cliff
harsh orbit
#

btw those objects disappeared for good meowsweats

#

switching thermals on and off or looking elsewhere doesn't bring them back

#

they do reappear in the day tho (that video was taken at night) meowsweats

harsh orbit
#

πŸͺ±πŸͺ±πŸ₯« πŸͺ± πŸͺ±

ocean tundra
#

2035 Thermal cloak paint πŸ˜‚

full sonnet
#

new thermal update hopefully today with the textures thing fixed

harsh orbit
#

after today's update...

full sonnet
#

Read changelog please

harsh orbit
#

right. anyway, I've been getting a lot of crashes when I'm in thermal view now blobdoggoshruggoogly

#

something like DX device removed thingy

full sonnet
#

uv

#

send one please

ivory ridge
#

I have set a viper on malden. The TI is now inverted? if you shoot, the silencer becomes black.
Edit: Yes, Viper TI is inverted.

full sonnet
full sonnet
near hedge
#

Viper Helmet only has Black Hot. So hot things are black and cold things are white. Looks about right

ivory ridge
#

It is Viper and you are right:

#

this from editor

harsh orbit
ivory ridge
harsh orbit
#

it's good enough for A3

#

and it does support DX11 and Shader model 5 (also supports 6)

full sonnet
#

" (also supports 6) " the article I found says it supports 5.1

harsh orbit
#

I have GTX 760m and it says 6.3:

ivory ridge
#

same place from editor 0:00 AM:

harsh orbit
ivory ridge
#

If i changed the time, it makes some "Adapation" more than one time (looks like psydelic animation) and this is the result. barely no contur is visible

#

all weather on standard (clouds 30%)

full sonnet
#

The sky is at 0Β°C, so if its white, then white is cold and black is hot.
And the silencer is getting black, so that is indeed blackhot and everything is working fine

#

But I guess maybe in inverted mode the sky should still stay black? πŸ€” Not sure how real TI thingies do that be white

ivory ridge
full sonnet
#

If everything is samey temperature its hard to see contours, so yes.
This is old thermal stratis at midnight (summer) in 30% overcast

ivory ridge
#

Stratis airbase at midnight

#

same in TI. There a nothing to see

full sonnet
#

This is the new thermal in exact same scene after a few seconds, and after 20 seconds
That must be that bug leopard mentioned, objects completely disappear outright, thats definitely bug
In only the first seconds while you are in thermal, it looks as it should, then it degrades and goes to shit. I never saw that before in my testing. Also the road is so broken, I also didn't see that before either notlikemeow

#

it is to be figured out and fixed, tomorrow

ivory ridge
#

it looks like after sun is gone there is no contrast anymore (between 19:00 and 20:00) Later 20:00 all one color

full sonnet
#

But in the first seconds before the histogram adjusts itself, it looks fine.
Just something wrong in histogram adjustment that it bricks itself

steep gust
#

I would say that during the middle of the day and with a clear sky the changes currently in the Dev branch are incredible, however if you set weather to 100 or even just 50% at night, almost nothing is visible and it's worse than the original thermals were, if the histogram or whatever can be adjusted so thermals can be used at night it's would be incredible. I'm at work currently so can't post screen shots but I can send some later

full sonnet
#

The last image I posted is definitely bugged. all objects completely go away. In my testing the night contrast was better not sure what happens there.

harsh orbit
#

in stable, I can make out the trees and bushes individually (it's not perfectly clear, but you can make them out if you look close enough),

#

but in dev, everything is a gray mess...
on the plus side tho, I can make out the tree leaves against the pitch black sky meowsweats
but they don't exactly help me navigate

#

the game crashed while I was recording the part 3 of the comparison, I was not in the mood to try again. I'll try again later πŸ˜…

#

but anyway, the point is that at the very least in that mission, the stable one seems better to me

full sonnet
#

but in dev, everything is a gray mess...
I already said multiple times that the adjustment is completely bugged

full sonnet
#

Yes found it.
How about...

#

And during day

#

and viper units are still great

#

Well sorry for that fuckup, gotta wait till next week then :harold:

#

Seems like the viper backpack is sometimes a bit twitchy tho

harsh orbit
harsh orbit
# full sonnet Yes found it. How about...

Everything feels hot thonk
Shouldn't they be cooler, and the overall color close to gray? the terrain should be gray too. it's too cold; it definitely shouldn't be cooler than the rocks

harsh orbit
full sonnet
ivory ridge
harsh orbit
full sonnet
#

wat

#

After equalization the brightness is equally distributed over whole 0-1 range.
Yes I can add a limit so it can only stretch in like 0.3-0.7 range, but that would cause issues with thermal imaging conversion textures, as that would essentially mean a big part of the range is just ignored

harsh orbit
# full sonnet wat

?
Isn't what you do like HDR? Where you read the min and max value then normalize?

full sonnet
#

I calculate temperature in 512 steps, and then spread the steps out, buckets with 0 elements are removed, everything else takes up appropriate percentage of range

harsh orbit
#

hmm I see

#

btw is it possible to just use the normal map (but not the textures themselves) so that, as you said, you can't read the signs and stuff anymore?

#

well I guess trees and grass are gonna be a problem tho meowsweats

full sonnet
full sonnet
#

Result:
1017 ms

Cycles:
2/10000

Code:
nearestTerrainObjects
[
[worldSize / 2, worldSize / 2],
[],
worldSize * sqrt 2 / 2,
false
];
uff sad.

Result:
950 ms

Cycles:
2/10000
Ah much better kappa

full sonnet
#

Result:
6360 ms

Cycles:
1/10000
Ah the joys of multithreading 😠
Average cpu utilization raised from 1 to 11 threads, but its 6 times slower still 🀣

harsh orbit
#

1 s is fine if you ask me πŸ˜…

#

no need to optimize further meowsweats

#

give us new toys to play with instead! meowheart

full sonnet
#

I'm working on new toys for me to play with 😠

#

Result:
966 ms

Cycles:
2/10000
Hah, now its multithreaded and just as fast as non multithreaded 🀣

#

But now I moved the bottleneck to main thread.
so..

  1. Multithreading code is now ALOT more efficient if there are lots of results (from 6 times slower to about same speed as singlethread)
  2. The bottleneck on nearestTerrainObjects on whole terrain is allocating the script values, and because that cannot be multithreaded, its not worth multithreading it.

But atleast now I have nice tools to use in cases where the mainthread thing is not the bottleneck

From, to.
Red parts are the CPU waiting on stuff and idling and wasting precious compute time.
The bottleneck didn't change but atleast much better now

harsh orbit
full sonnet
#

Man these leaked Supply entities causing "object not found" RPT spam are really something else.
In March I implemented detection for entity leaks and fixed a couple of these.

Turns out, the fix breaks inventory interaction, because while the entity is broken and leaked with zero references to it on the client, the entity with same networkId still has references on the server.
So if we delete the leaked entity that will cause error spam later on, we also delete it from the server, which still thinks its a valid container, and then we cannot take items out of uniforms because the server says "that container doesn't exist!" notlikemeow

This is starting to turn into a unfixable mess that will probably stay forever broken

Some parts of the inventory system reuse an item, other parts reuse an item on local side, but tell remote to delete the old one, and spawn a new one, other parts delete and create a new item locally, but tell the remote to reuse the old item and just move it 😠

ivory ridge
#

What are the reasons for leaks? Desyncs between Client/Server?

full sonnet
#

Deleting containers, like uniforms/vests

ivory ridge
#

Is deleting a container a normal behavior/feature of the engine or a bug?

full sonnet
#

removing a uniform is normal

halcyon moth
#

Hmm. Is a uniform not a permanent container? Like it's only a container temporarily when wearing it?

full sonnet
#

If you put it on the ground its contents need to stay, if you delete it they should go away.
Problem was deleting it will not delete the container.
New problem is, deleting the container when deleting it will cause network desync as for some things remote doesn't delete it but local does

ivory ridge
#

From your explanation it sounds that at some point client and server have different "ideas" "where" and if it still exists. That's the "leaking" thing? If yes, I would say, leaks can happen because the algorithm is faulty (e.g. server "forgot" to say client where container now is or if it still exists) or the communication between client and server is not robust enough.

#

(sounds like dedmen answer)

full sonnet
#

If yes, I would say, leaks can happen because the algorithm is faulty
yes, it is. Thats what i was trying to say

#

Seems like I will reintroduce the entity leaks, to keep the inventory system working

ivory ridge
#

Or maybe it is a good idea to go one step back and look on the problem from a more abstract view: Exists some documentation for the container algorithm?

full sonnet
#

No

#

it doesn't make sense to rewrite this so we'll just stay with the less impactful bug

ivory ridge
#

An other quick and dirty hack would be if a leak happened, the engine force some container synchronisation.

full sonnet
#

That sounds like a couple days or a week of work, not worth it

ivory ridge
#

pity (im Sinne von Schade)

lament crow
full sonnet
#

That would just make items randomly disappear unexpectedly

lament crow
full sonnet
#

Reforger has a completely different inventory system, I don't know how you think thats gonna help in any way?

#

Its a completely different system, on a completely different engine with a completely different networking architecture

lament crow
full sonnet
#

I feel bad for wanting to share whats going on now

teal snow
#

the joys of watching this

lament crow
teal snow
full sonnet
#

Yes i talked about that, known and already fixed internally

#

Also other known issue, church (every building with a bell) roofs aren't heated by sunlight direction 🍿

teal snow
steep gust
#

With the recent addition of all other IR types to PIP I was wondering again about the currently disabled PIP chromatic aberration effect and whether that'd be something that could be looked at, would be really nice to have for dual render scopes and such πŸ₯ΊπŸ™

full sonnet
#

currently disabled
What do you mean by that? That it exists but was disabled, or that you want it to exist but it doesn't

steep gust
#

"currently not working"

#

The array is apparently passed in the debug consol when I try BC it will inform about incorrect values and such. My guess is BI had problems implementing it due to stability issues (maybe?) And just disabled the engine from running the effect

full sonnet
#

ah thats seperate of thermals though :harold:

full sonnet
#

Doing it again notlikemeowcry

count nearestObjects [[worldSize/2,worldSize/2], ["House", "Truck"], 10000];
Current: 112.889ms
Rect and direct sorting: 89.4167ms
Rect, direct sorting and MT: 51.7ms