#perf_prof_branch
1 messages Β· Page 7 of 1
@trim ether is it meant to explode mid air, or fall down to explode on impact?
@spiral pond explode at the time of creation ie in mid air
ok. does it have a very short TTL, or create submunitions - how does it work? (only familar with the setDamage or impact approach so far)
explosionTime = 0.001;```
when the main projectile hits the ground, the "helper" is created which instantaneously spawns a 2nd explosion a set height above the ground.
why not use a submunition-dispenser main projectile that can automatically poop out the explosive at the target altitude (like cluster shells but with an instant-exploder instead of bomblets)?
Because this was written pre submunitions. It's worked flawlessly for years, and has only broken in a recent perf build (not necessarily the latest).
Found the error/change.
The latest perf build implements fuseDistance correctly, or at least differently to vanilla. The helper rounds use the default fusedistance = 50, which they never reach before they time out. Setting fusedistance = 0 fixes the issue.
Hmm for some reason going into 2D map view, at least in 3den, seems to knock the frame rates down. The more you zoom out the worse the FPS gets, and it also deteriorates with the number of units
Wasn't able to frame capture today but will the next time maybe
I thought it's very normal. You actually can see that those drawings are VERY expensive even if you uncap FPS
Normal yeah but seems counterintuitive, it should be graphically less complex and not more
Like, even if I get 140 to 160 in 3D, but in main map (M key I mean) it barely touches even 50 if I zoom out in Stratis
Will double check but my impression is that it's a CPU overhead/ bottleneck problem
So might have some scope for optimization! #dedmenfix
Seems the drawing forests/rocks/etc, aka drawing complex poly is very it is
But it has LODs too right?
I mean in 2D map
Well I gotta rephrase that, if you try zoom not too out but not too in either
Zoom all the way in, FPS is higher (but maybe not as high as 3D?)
You get what I mean but I don't know how to describe that using my brain after a work
Yeah π
This is normal for in game play, not just the editor, no?
It is.
That's what I mean
We had issues in SPE with that during our animated briefing
due to reasons its alot more complex
Due to bad code?
more area = more items. it still has to compute what to show and what not
2.16.151806 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 64-bit, linux server 64-bit
- Added: Map markers are now visible in 3D in Eden Editor - https://feedback.bistudio.com/T172248
- Tweaked: getAttackTarget now shows targets earlier - https://feedback.bistudio.com/T154359
- Fixed: Unarmed units were unable to get up after being unconscious (they would be stuck in a lying on ground animation) - https://feedback.bistudio.com/T63879
- Fixed: Preprocessor would print "Invalid file name" on error, instead of printing the actual error
- Fixed: High-resolution procedural textures with too few mipmaps might not be rendered on the screen - https://feedback.bistudio.com/T180876
- Fixed: Some cases where UI to Texture would not load other textures referenced in the display on first render - https://feedback.bistudio.com/T180876
- Fixed: Crash when saving the game with a script-created #lightreflector in the world - https://feedback.bistudio.com/T179975
- Fixed: Magazines added via addXXXCargo commands were not recognized - https://feedback.bistudio.com/T74244
- Fixed: Could not scroll the player list in the role selection screen (it would always reset scroll back to top) - https://feedback.bistudio.com/T180434
- Fixed: The scrollbar in the role selection screen obscured the player mute button - https://feedback.bistudio.com/T180434
- Fixed: The player mute button in the role selection list would mute the wrong player, if the list was scrolled down - https://feedback.bistudio.com/T180434
- Fixed: Eden Editor multiplayer missions would apply the player name to the "player" unit, even if a different "playable" unit was chosen
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π
- Added: Map markers are now visible in 3D in Eden Editor - https://feedback.bistudio.com/T172248
vehicle icons are rotating too, and not correctly:
rotates with view etc
whaaaa 
Yeah got it.
The code to draw icons got a rotation, but it just ignored it.
Didn't see that all the object markers were calculating and passing a rotation that was never used π
Thanks π«‘
Since EDEN stuff is being looked at, a checkbox to spawn units as agents would be so awesome for units that are just meant to be NPCs (vendors, quest givers etc)
Could be under the "isPlayer" checkbox as "isAgent" for example, I am sure there are tickets requesting such checkbox too so if its posible please look into it
Please add changeable height for the hide Module, so we can adjust its z value
Eden code stuff is looked at. Not data.
Checkbox, options, attribute changes would be data. None of such changes are planned rn
Maybe you can ask 3den enhanced team for that feature
There is an agent mod for eden editor already iirc
Does anyone have an issue with players unfilled mags despawning when they reload? It seems that it is almost trying to auto-repack them?
Yes - seems new since Tuesday and only affecting us on Server
also had two reports from players experiencing mags disappearing on reload (or scripted combining) today. Maybe it's a new perf v5 only problem? Have yet to test it myself.
Been an issue for years it seems, we run stable server + stable clients, its all the same there
We suddenly started getting reports of vanishing mags recently
Could it be BE related?
Wild theory: Magazine ID precision threshold reached so game discards magazines with same IDs?
Couldn't be happening in that VR repro from the ticket though, no way ID could get that high there
Donβt think itβs Battle Eye related as we didnβt have it running on the server when it suddenly started happening
Also had it with every client (not just those of us running perfect branch) so really very odd for it to suddenly start happening.
β¨ perfect branch β¨
Change in a commonly used mod like CBA? Does this happen with vanilla too?
Maybe the game shouldn't remove the magazine immediately after reloading starts, remove it after reloading if mag is completely empty?
i.e. not delete β reload β add back
Video there has in in vanilla VR empty mission back in 2019
There were no updates to any of the mods we used between the last time we had βnormalβ behaviour and the now almost 100% hit rate issue we now have.
According to steam, there was an update to perf branch but most of the clients on our server use stable. (Think the server is stable too.)
https://steamdb.info/app/107410/history/
Experience true combat gameplay in a massive military sandbox. Deploying a wide variety of single- and multiplayer content, over 20 vehicles and 40 weapons, and limitless opportunities for content creation, this is the PCβs premier military game. Authentic, diverse, open - Arma 3 sends you to war.
Arma 3 Steam charts, data, update history.
someone's eating all the magazines
Didn't seem super-plausible to me because you'd need about 6 million magazines.
Also magazines seem to retain their current ID when moved between weapon and inventory.
Not sure how the IDs are handled with locality though. Maybe you can have dupes in multiplayer.
But does anyone have a repro for the issue.
Or is it just "random in multiplayer sometimes"
Apparently two people in vanilla VR firing two shots and swapping mags works after a few minutes.
but I'm not sure if that was DS+clients or localhost+client.
I just did it once, on first reload I got an assert on the server, trying to remove a item that wasn't where it should be
"keepInInventory" config flag.
According to comments, that should only be false for grenades.
But its false for MX magazine too.
Which causes it to trigger a networked request to remove the magazine from inventory.
Its supposed to remove the old magazine from the weapon.
But it has already been removed.
On server, the remove fails.
But, the network message about the remove, is sent out to players, before the server tries the remove itself and fails.
So even if it failed, it sent network message to everyone to delete the item from their inventory (any inventory slot)
Later the message arrives on the client, the client throws the same asserts about a incorrect deletion request.
If I ignore over a dozen assert triggers, pop, the magazine disappears on the client

jesus
The simple repro shown in the video.
Makes EVERY reloaded magazine disappear for me, I got a 100% repro rate π
Probably because debug build is a bit slower or smth
Aren't those assert triggers meant to be...not ignored?
assert is usually a no-op on release builds.
RemoveItemCargo returns whether it succeeds or not.
And the function that calls it, is supposed to return whether the deletion succeeded.
But it just ignores the result
But the big question is gonna be, what else will implode when I fix this. Likely everything will be completely borked and its better to leave it unfixed π
I wonder if other mods inherited keepInInventory or it's just the MX
Fixed that stuff, magazine still disappears on the non-server shooter :/
Plus some extra new asserts
Inventory code is a huge chaos, full of hacks and todo's from a decade ago.
Don't know if its viable to fix this. I'll probably try around and have to give up
mh
Setting keepInInventory to true for the MX magazine.
Turns my 100% repro into 0% repro, and also gets rid of all the asserts I see
Ah the comments are confusing.
keepInInventory is supposed to be true only for grenades.
Because they stay, in your inventory, while you fire them.
Unlike gun magazines which are removed from your inventory, and instead stored inside your gun's container
So this is the wrong fix for this.
But confusingly, it fixes this
Code is
if (keepInInventory || RemoveMagazine())
ReplaceMagazine();
that could be a typo, maybe its supposed to be !keepInInventory, or maybe the or is supposed to be an and. 
The RemoveMagazine() line, had multiple changes to it.
Two of them were bugfixes for grenades.
So it looks like, that should only run for grenades? π€
But, it runs for everything BUT grenades...
I think it should be
if (keepInInventory)
RemoveMagazine(); // Remove grenades just after throwing
else
ReplaceMagazine(); // Switch in-inventory magazine with in-weapon magazine)
Running a remove as part of an or in a condition is already so cursed
π
After a restart, that fix now seems to work flawlessly...
It definitely breaks some other stuff that seems to be unhappy about this.
But ignoring all the asserts, I don't see anything wrong.
Magazine exchanges and grenades seems to work fine now.......
yolo
huh...
If you shoot two rounds and after that instantly reload. This problematic code runs.
If you shoot two rounds, wait a few seconds, and then reload. This code doesn't run at all, so it also never gets to the bad RemoveMagazine()...
π
I think this might be even worse than I expected.
Mh I tried again, and now its called in every case....
Consistently Inconsistentβ’
I wonder if that also fixes the gesture bug, that is probably easy to repro with TFAR/ACRE animations mods?
I don't have that set up nor the time to test it. Maybe someone else can on next profiling branch :harold:
Will have you a repro in a bit
0 spawn {waitUntil {toLower gestureState player find "reload" >= 0}; player playAction "gestureNo"}
Execute, reload, mag gone
also in SP? or MP?
Anywhere
The bug I fixed is MP only, so probably not then
Yeah probably different bug
the gesture one happens because the gesture interupts the reload
if you time it right you can even break the weapon animation/weaponstate
like the animation source will get stuck at 0.5 or whatever its at when you run it
also re: keepInInventory this thing is REALLY buggy when its used on a magazine that isn't a grenade
I had the flamethrowers in spearhead use it initially so the 'fuel' would stay in the fueltank but if you manipulated the magazine in the inventory it would behave very weird, like if you manually loaded the magazine from inventory it would behave like a regular weapon magazine and go in the weapon without being in the inventory etc
on a v5 server and v5 client i could reproduce the issue on almost every reload. But i didn't test anything else yet.
reverting server to release branch fixes reload bug
v4 server has the problem as well it seems, but not as severe as v5. Some quick tests look like v3 might be unaffected..
Funny that this suddenly appears to happen for so many people, always had this bug in Exile and even KoTH when i played (as many others).
Reported it a couple of time but never got real attention 
The bug existed the whole time but I guess something changed in the last few weeks and now it happens more often
never ever experienced it when i was still playing afair.. but now on an empty v5 server i can reproduce it almost 100% of the tries. Really weird.
the usual, fix one thing, reveal 3 more bugs to fix ... π€£
I'm really happy that the bug is finally getting his attention 
it's always fascinating ... especially for some of the issues you knew they there, you seen them once or twice ... but were unable to actually pin them on the list
Sounds like my code, lol
The magic of Arma 
people are getting arma'd even in coding
is it part of the current perf_prof build if the game crashes it keeps running and everything is moving, but you are locked to a dialog box if you want to create a crash dump or not?
that caught me by surprise
Do you have the debug parameter set? That has a dialog box that asks if you want to create a full crash dump or a regular minimal crash dump.
yes, i run arma always with full debug and showing script error flags.
it was not the dialog box that surprised me, but rather the game was still running and i could see people walk around and even talk to me over ACRE/Teamspeak
I would guess that's a minor-thread crash.
Guess it could be a crash in a thread or so.. π€
Send me a dump and I'll find out why π
I don't know if the crashdump creation does a kill at the end. I have never seen that happen
i knew i should have pressed yes instead of no..
actually got the mdmp and bidmp
via pm?
i shall fax it
The true German way.
Indeed crash in a thread, in XAudio thread that we don't control
2.16.151824 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 64-bit, linux server 64-bit
- Added: Eden Editor markers can now be placed in the 3D (non-map) view
- Tweaked: Eden Editor object icons now rotate with the object
- Tweaked: Eden Editor map markers now become visible when selected even if their alpha is 0%
- Fixed: Eden Editor marker placement preview icons did not exactly match the markers (slight size difference and missing shadow)
- Fixed: Submunition shots could duplicate their effects (particles, impact craters) in multiplayer - https://feedback.bistudio.com/T177010
- Fixed: Partially filled magazines could disappear after reloading in multiplayer - https://feedback.bistudio.com/T142540
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
πΊοΈ
Games crashing, 4 times back to back, just got on about 10-15 minutes ago. Kept crashing on the configure keybinds setting menu, and also crashed for seemingly no reason as soon as I got on an MP server
Is not crashing on main branch
Can you send me one of the crash reports?
Configure keybinds is this?
Fine for me
I was tweaking some settings on my server and just had the server hang with the newest perf binary. it never fully crashed but it did red chain the users who were on, and completely locked up until i shut it off
Unfortunately, the log doesn't show anything, it just looks like a normal shutdown
cba settings or server settings
I also didn't touch any gui like that, so that'd be weird
I personally don't think its related, as it only happened after I started getting more users on the server
The time to revert the build already ran out. So we're stuck with it till tomorrow
It'll crash when someone shoots a projectile without a shooter. Didn't expect that to be possible π€
But you can probably scripted create them without one
hm yeah.. also had my v6 client just crash.. no error or anything, just exited.
The v6 server is still running though and i can reconnect without issues.
yeah just mineCreate command would do it.
Servers will also crash when a client does it
wait that's a command
mineCreate isn't, but createMine is
Im crashing too. Playing warlords and anytime an object is purchased or if another players parachute lands nearby game froze. Works fine without profiling
yep used by mineSite module
i can run e.g. _mine = createMine ["APERSMine", ASLToAGL getPosASL player, [], 3]; just fine without it crashing.. v6 client and v6 server.
We reverted steam, google drive still has the broken one. Fix it tomorrow
Still looking for some crashdumps.
To confirm that what I think it is, really was it
It's like watching an episode of House but for Arma π
v6 is back now 
btw. would the reloading/magazine despawning fix need the client to have v6 or only the server? Or both?
Serverside only could be enough.
I have only tested with both
Thanks
Did perf update to 2.16.151824 - ?
My server is showing this version but this seems a few numbers higher than what the last update shows.
is there a reason why
diag_captureFrame, diag_captureSlowFrame,diag_logSlowFrame
are disabled in current dev branch?
@frigid yarrow @final mantle
Probably due to the hotfix?

It sounds like the magazine disappering fix has worked so far?
QA also confirmed its good, and so far I have not heard of any negative effects?
Server on prof, clients with and without Prof cannot pero bug more
"Eden Editor object icons now rotate with the object" why I thought it is a bug? Anyone requested this? What's the point of this?
marker icons are rotated in 3D view but on map are still in default position, this is hella confusing
There is other mags disapp problem
the magazines disappear when reloading starts, unfull mag is back on complete
but if at this moment abort reloading with a gesture, the magazine will be completely lost
Can be done some protect for this?
This can be reproed using mods: tfar animations, and some malee mod
This feature was already present in Eden code. But one of the functions didn't pass the parameter along.
As I needed that parameter for markers, I thought I'd just keep it.
Why, whats the problem with it?
but on map are still in default position
What do you mean?
Markers are rotated the same on map and in 3D
Seen positive feedback, but can't guarantee 100% yet
Prof server, stable clients
these mods can fix it by checking gestureState before overiding
had no player reports after i changed the server to v6.. so might be fixed.
way more crashfixes wip/done, sadly no hotfix/profiling today, crossing fingers for next day
@grim also that question is for #dev_rc_branch aka channelception ;)
Frame cap, it's the HUD/map drawing by the looks of it https://imgur.com/9W7jhpm -- this is when the FPS was around 40 constantly
With some vanilla maps, going from being zoomed all the way out to in sees the FPS go from 70-ish to 40-ish at medium zoom and then back to 70-ish when you zoom all the way in
That's known.
why is the map drawing instead of being pre-cached from start ?
@empty goblet i couldnt find, #ToManyChannels!
@grim i could add more ;) like #complain_about_VON:)
Most likely because of different scale.
#complain_about_toManyChannels? :)
lol who cares about map
So, let's suppose an average player looks at the map 10 sec every 10 minutes of play.
Arma 3 has an average of 9708 players.
If we do 10:600=x:(9708 * 24*60 *60) we get that everyday the map is looked for about 14000 secondw
Let's suppose that the average cpu has and tdp of 65W.
That means that the map is using 9100W or 91kW per day.
If you could optimize the map usage by 10%, that would result in 9 kw per day saved worldwide, or about 3300 kw per year.
Let's suppose a carbon footprint of 0.207 kg of Co2 per kw.
An optimization of 10% of Arma 3 maps could save 683 kg Co2 worldwide each year.
Let's suppose we have to wait at least 3 year for Arma 4. This optimization could save at least 2000kg of Co2 worldwide.
The environment is in your hand dedmen lol
It's 11pm, I know nothing about electronics, I probably made a tons of mistakes and I should be sleeping because tomorrow I'm working....good night
You're not taking into account that if he optimizes the map people will just pull more FPS. Effectively using same amount of energy.
Now adding option for servers to pause when there are no players would probably help more.
Yeah, fix LODs, more important.
What about mini map ?
not noticed any effect
On the contrary, if it caps GPU well below its capability then that's a lot of power being saved
Feature, not bug! π
what is
but that's the default behaviour? it stops the current mission when last player leaves?
I mean actually pause, not stop the mission.
wouldn't dynsim do that? but I see what you mean
time variable still increments which i believe is the main desire here(?)
ye, can't fight that through script
time = time-1 :)
DayZ doesn't pause, but it has option to reduce FPS to like 10.
Does sound very smart indeed. Someone should see if there is already a FT ticket for that so I can put it on some list
lot of games have options to define FPS in UI (menus/editors) separate from ingame 3D FPS, rarely i seen even extra option to define FPS while using fullscreen elements like 2D map ...
while FPS overall throttling is doable via application like MSI Afterburner ... being able define specific aspect of game to spent less power on is nice for mobile users ...
i seen surge of this thanks to STEAMdeck and similar handheld gaming devices released
similar goes with pause (for singleplayer games) until the mobile gaming became thing, it didn't often 'save' enough resources now developers pay more attention to do near full stop
maxFPSIn3DEN?
ye but then probably to cover all cases like maxFPSin2D/3D/UImenu/3den etc.
valve source engine always had a power saving measure of lowering the fps when unfocused, options for that were added in 2013 to the hl2/tf2 branch
it feels too late in the dev cycle to add this feature to arma :/
The A3 client does it already, at least in fullscreen.
But is it that much of an issue, realistically? Maybe that's just me, but when I'm playing, I'm... playing. If I want to put Arma in the background for 30 minutes, I'm just going to turn the game off, and do that other thing that i wanted to do, instead. I don't think alt-tabing for 30 seconds impacts my electricity bill that much.
borderless/window too
more important for servers with persistent missions
you don't need these 100 frames when there's 0 players imo
Yeah, I agree on that one
I'm actually happy that there's noPause that disables that as otherwise it would freeze the stream when you alt-tab for example
same for noPauseAudio or whatever was the param
Saved my butt a few times π (when playing persistent pvp missions)
It'd be an issue if it didn't. I often forget I have Arma open while testing stuff.
I think a lot of people have the game running in the background while scripting in notepad/vscode etc, then alt tabbing to test, etc.
I think it's a common joke how half of the thousands hours in Arma are spent looking at notepad++ π
using n++ is why you're spending half your time not looking at arma
I didn't know vscode and n++ were the same thing
Anyway, bizarre tangents aside, I think it's a very common situation π€·ββοΈ
they're not but they're used as code editors
ADT 
ADT is great but typing code into it is not the best experience :P
I'm aware, I was being sarcastic
It's still vanilla textbox 
That's the issue! You need to mod in a better textbox π
love adt except when i accidentally press ctrl+w
How do you "accidentally" press ctrl+w?! 
accidentally.
keybinds before menu closes at low fps
it happens like once a month
tres annoying
lately i noticed some games already have settings for maxFPS in focused mode vs unfocused mode vs minimized mode
Looks as though the missing mag bug is still in the Perf build. Our server runs Perf build and we had 3 instances of players loosing mags last night. All the players that lost mags were running Perf build clients. π¦
have a repro?
Yeah, but unfortunately its large. I'll DM you.
@trim ether Is this a bug in which players reload and the mag appears briefly in their inventory then vanishes?
We're having that happen with full mags but not all the time?
@magic belfry We saw it when reloading a partially full mag. It was flagged about an hour into a mission with 16 players. I tried to reproduce for Dedmen using a single player on the same mission/server, but failed to generate the error.
It is very likely that there are more bugs that cause the same symptoms.
There is also the reload during gesture but that's also not fixed.
The other cases will probably not be investigated
Im just updating the server real quick and ill see
I suspect it was happening for us due to the outdated server now.
1.54.133701 profiling & performance v3 server and client, windows, (linux later)
- crash fixes, issues fixes, some tweaks and optimizing (for client too)
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
@empty goblet, How does one start profiling binary with BE? :P
stupid q, backup arma3.exe or arma3server.exe and replace with the respective one you download
Well im asking as A3Launcher can launch a3 profiling without doing so it just passes an argument to arma3profiling.exe.
no idea, if you think it's bugged, hit the launcher devs with bug report ;)
definitely thinks my order menu said seamless switch support :)
Well launcher works, but i dont wanna use it :P batch files are faster :P
please report me any crashes, also make sure your servers/mods using latest callExtension versions and not 16 versions old extDB2.dll for example (giggle)
2.16.151860 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 64-bit, linux server 64-bit
- Added: Vehicle marker lights now animate with animated memory points
- Fixed: Ban reason was not displayed on the client being banned (but kick and BattlEye kick reasons were) - https://feedback.bistudio.com/T181310
- Fixed: Server kick/ban commands now support whitespace in usernames by wrapping them in quotes - https://feedback.bistudio.com/T181310
- Fixed: Performance degradation when many scheduled scripts are active
- Fixed: Missile targeting sensors did not check range/angle limits (anti-radiation missiles could target radar emitters that were behind the missile, out of range and whose radar did not even reach the missile) - https://feedback.bistudio.com/T181124
- Fixed: removeMagazine(Global) on a grenade would make the grenade 'type' unusable, even if more grenades were available - https://feedback.bistudio.com/T79813
- Fixed: Removing all throwables via addMagazineCargo/addMagazineAmmoCargo would leave a ghost grenade behind - https://feedback.bistudio.com/T181275
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π€§
any more specifics about the scheduled scripts fix?
Something about sorting the queue etc. Can't find dedmens post about it.
zamn
There is a problem detected aftet the update. We cant see the players list on infistar menu if we using the profiling version. If we use the normal version then the list works fine
I don't know how the infistar menu works. Can you maybe get an infistar dev to tell me what reasons might be?
The only thing related to players list that I see would be the kick/ban commands?
yeah already opened a ticket on infistar im waiting for their response and ill be back with a feedback
i hope at least..
should this help with server FPS (over time)?
PvE
Only if you run bad scripts that fill up the scheduler
am I the only one who lost the script console if I log in as an admin?
I'm putting back arma3client_x64_performance_216_151824_v06 - the script console is working
Are you running it on server too? or only on client?
I also run it on the server
so v7 on server, and v6 on client works.
v7 on server and v7 on client doesn't work?
yes
Haven't you tested it with like 20k scripts? Guess that's not too relevant.
yea
good, I don't need to think about releasing improved liberation anytime soon 
Just tested newest client prof with 2.16.0.151824 prof server and its broken with ExileMod.
Player doesn't seem to get initialized properly, no errors in server rpt or client rpt.
Reverting client back to stable solves the problem.
Gonna test both on newest prof version if there is the same error.
Edit: Same error with newest prof on the server.
You can move the camera, still hear your own steps, but it's like you are a "cameraman midget".
https://cdn.discordapp.com/attachments/767092419799547954/1247560632056807474/image.png?ex=666078e1&is=665f2761&hm=a8c658d351c172974ef30832cf7641863921c9647ed6c9094aa854d2abe9a639&
class CfgMusic {
class Podnimaya_znamya {
name = "Podnimaya_znamya";
sound[] = {Podnimaya_znamya.ogg,db,1};
};
};
playMusic "Podnimaya_znamya" - v7 on client doesn't work
v6 on client works
A3Wasteland is being stuck at player initilization with the newest v7 Server files, with the v6 server files initilization + client v7 it was working. cant find any errors in the server rpt or in the client rpt either.
can confirm - script console gone when logged in on the server, both running v7...
sus 
We clearly are doing too many things if prof keeps breaking.
need to do less stuff
couldnt some of this stuff get put on dev branch? suppose less would get caught tho given theres no server branch for dev
Prof v7 reverted to v6 for now.
Just ran some tests with ExileMod:
-
Client
-
stable - works
-
v6 - works
-
v7 - broken
-
Server:
-
stable - works
-
v6 - works
-
v7 - works
ah, @rose moth was faster π
Dev-Branch is less effective these days due to its population, and especially it's not really a multiplayer-active branch, limiting what can be tested there.
Prof has become a tad more experimental in recent years, but it also brought many powerful things. So it's a small price we pay for progress at this stage in the game's life. We could add an actual QA smoke test to Prof, but I fear it would slow down progress quite a bit. Having said that, we'll try to break this current streak π
Thank you all for the swift testing and your patience when these interruptions happen.
i personally dont mind it at all given it gets reverted quick enough to not interfere with anything major tbh
i mean.. it's not ideal imho to push these highly experimental builds onto players. Many of them are using them for the possible performance gains.
But then again it's usually just a few tickets.. a look in here, ah.. new build. And telling the players to revert to stable.
All in all it's better compared to stagnation i guess.
small price to pay for making the scheduler slightly less shit
btw Dev: 0.02% of players, Prof: 0.83% (client)
i dont touch dev branch bc of no mp stuff atm
highly experimental builds onto players
Fair, but they opted into an experimental branch. I know the waters have kind of muddied, since a lot of people just get pushed there "for moar framez" and servers often run with it.
these recent perf builds from v3 onwards had massive gains in terms of server script performance for ExileMod as far as i could tell, so i'm fine with that anyway π
v6 has been running great on our live server for two weeks now
don't touch serverv7 - everything is basically up and running for me)
the (v7) server logs were strange though.. more pointing towards fucked battleye/steam session ids and stuff.
Prof: 0.83% (client)
Woah... I wouldn't think that almost 1% of the userbase even knew about the perf branch yet alone to actively use it!
it's not ideal imho to push these highly experimental builds onto players.
IMO if someone was smart enough to use a nonstandard branch, they will have no issues with reverting to the regular branch, in case of issues, tbh
Maybe a simple test setup to test such builds before with some popular mods/game modes would help.
Just a basic test like "can i join the game and do the basics" 5 minutes and done since most of the issues were visible quickly.
Or maybe releasing the new builds only to the google drive and announcing it in here (with an actual @ ping) and then waiting something like 12-24 hours before pushing it to steam could be nice.
Slapping a new build onto a dev server and test client only takes a few minutes
And/Or if you could provide a static link that always contains the current perf arma3server_x64.exe/arma3_x64.exe .. that would make it really trivial to auto-update a dev server for example
Just a basic test like "can i join the game and do the basics" 5 minutes and done since most of the issues were visible quickly.
Issues like that happen very rarely though. More often in the last weeks, but overall its very rare. Most errors are more obscure and harder to run into
For example this build that's clearly oofed.
Tried to repro the issues, launched a server, launched a client, joined server and started a zeus mission.
Everything went smoothly, no issues whatsoever.
Building the server and client builds for it made this take about 20 minutes. And it was basically useless.
I have noticed a few high-profile people in the community / devs recommending using prof as standard, either for actual performance or to use new features, to people for whom it probably wasn't the best idea.
While it's fine most of the time, I think this kind of shows that the messaging might need to be a bit clearer in such cases that this is experimental and not always "just stable but better, so you should move your entire server to it".
Cannot reproduce..
v7 dedicated server (running locally), and v7 client. I can join, run a zeus mission and use debug console.
Debug console is fine, server exec works too.
My camera is not stuck in the ground
I don't have infistar problems (also don't have infistar though)
A3Wasteland....
Doesn't work means it doesn't play audio, or it prints some error to RPT?
I looked - everything is correct
client v7 - error on RPT
File: E:\arma3files\Users\Dimon%20UA\mpmissions\evo.yulakia\podnimaya_znamya.ogg.wss not found !!!
but I repeat - before v7 it always worked
A3WastelandI can reproduce! That's something atleast
18:17:53 Scripting function 'bis_fnc_execvm' is not allowed to be remotely executed
18:17:53 User dedmen [BIS] (76561198049800) tried to remoteExec a disabled function: 'bis_fnc_execvm'
Error in server log during start.
But A3Wasteland usesCfgRemoteExecand which doesn't whitelist that function, and specifically mentions that it should never be whitelisted.
Why is it used if its not allowed? π
This looks like a obvious thing that could cause issues like this, but seems its just normal
Player is waiting for its playerdata, that A3W_fnc_requestPlayerData from server should send over.
The execFSM "call.fsm" is executed, but the code passed as argument to it, is never executed.
What even is that mess.
Why does it have
[x, y] execFSM "call.fsm"
when the fsm only contains
x call y
why run a fsm that just calls a script function π€―
Maybe I broke execFSM, and maybe infistar and exile are doing similar weird stuff
Added call.fsm by KK to execute non-scheduled code from scheduler.
If you want to run unscheduled code, you can just wrap it in aisNil {}, instead of this mess π€―
Yeah the FSM's are not executing
Hey I found a copy-paste mistake in the FSM processing from 2019 
Found it.
The pain for compilers to always prefer int as default datatype.
Even when its an enum that stores the possible values 0, 1, 2
"Oh 2 you meant? Sorry! I thought you meant -2"
"Oh you want me to compare your -2 and see if it matches the last enum value (2), well it clearly doesn't"
Finding this stuff with QA testing would be hard. Today was the first time I saw someone use execFSM as an obscure way to do a isNil
QA might've only found that by playing a campaign mission with scripted FSM as mission flow
jup. got it.
That's a bigger one in many places. Thank you
Exile also uses something similar to Wasteland to request the player (the fsm also handles loading screen etc).
https://github.com/Andrew-S90/ExileMod-Files/blob/main/Client/exile_client/fsm/login.fsm
https://cdn.discordapp.com/attachments/646531827397296138/1247598345439150170/image.png?ex=66609c00&is=665f4a80&hm=c5aa11d76f0ee7d7ccbf89175f38dad6589d82378713bd6309e642fbcd30d09b&
Fun legacy code.
How to check if a string is empty.
string.IsEmpty()string.size() == 0!string.data()
2 of them are sensible, and 1 is just sugar for 2.
But old code likes to be funny.
several server owners, with completely different missions, v7 client = no debug console after login
can't tell you more than that 
Currently wasting a few brain cells trying to figure out whether 3 is legal.
add the ability to use scripting commands from a future patch π€ͺ
I feel like prof percentage with active players must be higher, because it's a much bigger proportion of the client RPTs I see.
but maybe that's causal :P
2013 tech
Achieving stackable per frame non-scheduled execution took years
I think people thought FSM are always unscheduled
delayless_loop.fsm was a thing before onEachFrame and then finally KK's brakethrough well into A3 with perfect OEF using createVehicle'd triggers
It isn't A3Wasteland which causes the remoteExec disabled function 'bis_fnc_execvm' error but some BI script which calls initPlayerServer.sqf https://community.bistudio.com/wiki/Event_Scripts#initPlayerServer.sqf
well ... the 'performance' marketing helped bit with the awareness π
2.16.151868 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 64-bit, linux server 64-bit
The music thing and FSM thing are fixed.
Debug consoles I still don't know what's up, its possible that the others somehow influenced that one and it might also be fixed?
hmmm, maybe creating some engagement with multiplayer parties could help at all towards some dev activity?
like i dont know, stress testing you cant really do in the office or with simulations
or perhaps in the event everyone is out of office and working from home, could have a volunteer qa session with a big question mark on sweepstakes
idk, something that might make it worthwhile
i would devtest but i dont play a3 often and i dont have storage for a p drive dev install, and retail mp is where is it at
Maybe you broke the scheduler?! π
yet i have storage for 4 gta iv/eflc installations
and both retail ms flight simulator x and steam fsx (without addons)
anyways, sorry for the derail
The thing with Dev is that it's a full branch, including data, which typically makes it MP incompatible with the masses.
But Dev is still useful for future update data testing, and for modders to preview how the future update may affect them.
Prof is a no-data branch, which is part of what makes it MP compatible with main branch.
And then there's still RC branch before major updates as the true test.
Your ideas are good, but it's more about what's still feasible and reasonable for a 11 year old game π
yeah i understand that
perhaps dev could be data compatible for a small period for some tests and working in code especially after a release?
would that help a bit with testing?
having a small period of no data changes after a release
You can test dev with other dev builds
Tho there is no dedicated dev build afaik
is it too much to commit to?
right fair enough, i guess it shouldnt be too much of a hassle to switch steam branches then
isnt arma3server included in the game anyways? so basically dev builds do have a dedicated server, if that's what you mean?
arma3x64.exe can do dedicated server functions via -server
gotcha yorisyan, its understandable.
right i forgot about rc but those are like, ephemeral in a nutshell.
i guess profiling is the place where "how far can you go without introducing compatibility breaking changes"
there's not much going into dev lately because of the mantainence status of the game, how many years of low traffic now?
(sorry for another ping >_<)
I haven't check detailed traffic over the years, but it just became less relevant over time. During primetime development there were daily updates, DLC pre-release testing, etc. so it was very enticing to try. And the flat % number also doesn't really account well for people who occasionally check into the branch. I don't really see it as a problem btw π
but it was only FSM's.
Debug console doesn't use FSM (afaik??) and i couldn't reproduce it being broken before fixing the scheduler
quick history-related question that you might know:
why the shipped dlc formula with upselling has been dropped? was that the plan all along for the game lifecycle? it seems that the dlc bundles still exist but got delisted
I'm not quite sure what you mean, but let's stick to Prof in this channel. Ping me somewhere else on this one π
Well I mean you said you optimized the scheduler to only sort a portion of the scripts right? (only 256 per frame iirc)
What if it only runs that 256 and not the rest? (Or conversely, runs those 256 scripts once and not anymore)
Also another thing about script sorting. I assume script age means when the next script should run? (e.g. sleep 1 means "age" is 1)
But if you only sort a chunk that means a script may never run at the correct spot? (Unless you define the age of the whole chunk which I assume you did)
description.ext
//enableDebugConsole = 1;
enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY"};
```this is how the script console works
What if it only runs that 256 and not the rest? (Or conversely, runs those 256 scripts once and not anymore)
It would get the next 256 chunk next frame, because after executing all the executed ones age's are zero, and they'll be sorted at the end next round.
I assume script age means when the next script should run?
No age is time since it last ran
You mean steamid whitelist is not working?
enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY"}; - work
enableDebugConsole = 1 - not working
I set it up using mission.sqm setting to enable debug console only for logged in admins (the = 1). It doesn't show up. β
The check for that is
call (missionNamespace getVariable "BIS_fnc_admin") isEqualTo 2 // logged in admin
Or on server side
admin remoteExecutedOwner isEqualTo 2 // logged in admin
call (missionNamespace getVariable "BIS_fnc_admin") -> 0
serverCommandAvailable "#logout" -> false. Tadaa.
Good old off by one, or alternatively, using the wrong variable name.
That's what I get for refactoring old code only half way
{
if (!cmd.BeginsWith("#"))
return false;
cmd = cmd.Substr(1 /* skip start # */, cmd.FindFirstOf(" ") /* till first space, in case it has arguments */);
auto type = FindNetworkCommandType(cmd);
}
Such a tiny thing just snowballing into a bigger thing
Fix for it will be pushed Friday morning. Essentially "serverCommandAvailable" always returns false.
Is this maybe also an exploit to gain admin rights by kicking somehow the admin/zeus and then become admin rights?
Bug reports that are not profiling branch related, please to #arma3_feedback_tracker
Keep this channel about prof branch related stuff
RIP
ohh, thanks for info
Noticed I couldn't lock air targets with a manpad on v7, haven't had a chance to repro with no mods so not gonna feedback tracker it just yet. Wondering if anyone else had that.
my player also complained yesterday that CUP_launch_Igla is not hitting the target
I'll try to check it myself today
Since it's reverted, I guess we can't test?
its not reverted
Missile targetting was broken previously. It could target things out of range/vision angles. Its possible that some mods are missconfigured with bad ranges, and just never noticed
uh oh
manpads do not work, they lock the target only if it is low above the horizon and far away (CUP)
I'd trust CUP config but also I tried the titan launcher and couldn't lock
Just didn't do it with no mods loaded
is the air target hot / flying?
It was! I'll test properly when I get home with all vanilla things
I'm pretty sure I wasn't loading any mods that change the titan AA launcher but I want to be sure
because i remember some modded aa launchers if you too close to the target they will not lock (RHS + Ace), not sure about now
Yeah these were both close and far since I was uh
Being strafed repeatedly and desperately trying not to die
I should clarify
It wasn't missile guidance, it was being unable to even lock it up with T targeting
But I won't call it a real bug until I can repro at home with vanilla
But also the fix I made is after lock. When the missile is already flying. Or atleast its supposed to only be then
yeah
It seems the last patch breaks CBA, ACRE and maybe more mods. Tested on a Linux server with main and profiling branch clients and happens on both cases.
Explain what "breaks" means
oh sorry, you're right, I didn't give much explanation.
Since the new patch ACRE2 does not work on any of the clients. The TS client automatically switches to the "ACRE" channel, so something is working, but the radios are not. I'm not really sure how to provide more information about the problem, I don't see anything related to it in the logs, but I'd love to help solve it by giving you any necessary information
What does it mean when the radios are not working?
And what do you mean about "breaks CBA" ?
Can anyone else confirm that ACRE is broken?
When you press the PTT button, the radio doesn't work. No sound, no text box on the right corner of the screen, no simulated interference, etc.
Sorry, about CBA can't say much. I've read on #server_admins another person has been having issues since yesterday with CBA on the profiling branch, and I thought it would be related, but maybe this is my mistake.
@craggy kraken can you provide more info?
I am, however unable to view the debug console in the ESC menu or to alter the server-side addon settings
Well yes.
#perf_prof_branch message
maybe this fixes it, right?
I don't see how server commands checking has anything to do with ACRE radio's working. it shouldn't
Yup, it was definately ACRE that failed. Only on the server side tho. Client side it works as a charm.
me neither, but i'm really lost on what could be the problem
I've no idea why.
My suspicion is that it has to be related to the profiling branch, as it was the only thing that changed.
Yes, that's true. If I'm not mistaken, since saturday the only major update was on the profiling branch, not on any of the mods
Yeah, I can confirm that no mod has been updated since at least the 30th of May.
There was an update of Steamworks Common Redistributables. But I'm not aware that it could affect how ACRE works server-side.
The mission used, was one we had played multiple times before. So I don't think it's the culprit.
any feedback on v3 yet ?
So ACRE is only broken if profiling branch is installed on server side?
That atleast makes it not too critical, but I got nothing to go on about why that would break radios.
It wouldn't be the scheduler changes because ACRE is a unscheduled mod.
The serverCommandAvailable is currently still broken, but why would ACRE depend on that, I can't see any reason why it would stop working if that doesn't work
exactly
If you need more info just ask!
2.16.151879 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 64-bit, linux server 64-bit
- Added: DLL extension access to DirectX
- Tweaked: Reduced EXE file size
- Fixed: serverCommandAvailable was broken since v7
- Fixed: enableInfoPanelComponent could not disable CustomDisplayComponent - https://feedback.bistudio.com/T162729
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π¦Ί
i wonder if i can update the profiling without steam also downloading my new subscribed mods
the answer is nope
You can download from google drive manually and put it in
Hi @whole cloud . With this performance build, all AA missiles stop locking air targets!
must've been in v7 already too
Which AA missiles have you tested, so I can repro it?
also still looking for that.
Some repro that isn't in CUP weapons/vehicles
I can confirm, i used with CUP
Verified with Static Titan AA
could it be this https://feedback.bistudio.com/T178693 that messed up the AA?
Don't think that is part of Prof?
@whole cloud We've checked and this update didn't fix the ACRE issue. We switched back to creatordlc and it works, so it must be something related to the last update. If we can help in any way just ask.
I'd like ideas on why/how ACRE could be broken. I don't know it
I already asked in ACRE's discord channel
looking at the changelog, I can't see anything that explains it, but I'm no expert. Maybe the fix "Performance degradation when many scheduled scripts are active" interferes with heavily modded servers?
I don't really know
Have you tried using an older version of TeamSpeak?
Its got nothing to do with teamspeak, if simply running profiling branch on server (which doesn't touch teamspeak at all) breasks it
are you using the ptt radio bind in game, right? ts3 ptt is locally speaking
Yes, thanks for trying to help. Same server, same PC, same mission, same settings on the client and server⦠everything works when the server uses the creatordlc branch but not when using profiling
ACRE uses an extension IIRC, so I was gonna say it could be the changes to allow DirectX extensions that did it, but then that was only in the latest update and ACRE broke before that π€
but TFAR works, right?
One might see that as a sabotage. Almost like the person making perf has a favourite one and it's not ACRE 
doesnt dedmen hate tfar
It doesn't use it on the server side, and only prof on server side is breaking it
Thats the biggest thing that doesn't make sense, why does serverside break it but clientside doesn't
and what exactly needs to be changed in the manpads configs so that I can fix it myself? I am sure that the CUP authors will not do this until 2.18
The only thing I remember ACRE doing on the server side is sending epic quantities of radio channel data :P
I don't even know what/if its broken.
That's why I want non-cup data to see if thats also bad
Update: Reproduced with no mods loaded using the launch_B_Titan_F against a flying enemy helicopter
unable to lock with T
another report of that aswell with video
#warlords_discussion message
official vanilla warlords
#warlords_discussion message
any hotfix ?
It's 6am, on Sunday, and if you read up just a couple of messages you'll see that no one has any idea what the hell is broken. There wasn't even a vanilla repro of the lockon issue until 1700 last night. So no, no hotfix yet, and since it's Sunday it's unlikely there will be one today.
Switch to stable branch can be a hotfix for you
whenever i try to join the official warlords server/im in the server and it's near full capacity the game keeps crashing
no mods loaded
as soon as i get past the slot selection lobby and i try joining it will load for a bit and then CTD
tried to verify game data, still crashing
this is the server
seems to be working after switching to stable
player so big that needs 10 empty slots 
No crashes for us in 24 hours David
How do i get that report?
The AA launcher issue
M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent
angleRangeHorizontal=7; angleRangeVertical=4.5;
It has a lock-on range of just 4.5 degrees, from aiming point. So you need to be aiming pretty much right onto the target.
Previously that angle would just be ignored, but now that that's fixed it takes effect.
mod launchers should keep an eye on what they've set there in their config.
The "aiming direction" calculation is wrong for soldier held weapons (as opposed to vehicle weapons), it thinks the weapon is aiming straight forward, so combined with the angle, that means the target is outside of angle (unless its directly infront of you)
M_Titan_AT is even tighter at 2.3Β° vertical and 3.7Β° horizontal
apparently you dont π₯² im checking the appdata folder but it doesnt look like an RPT was generated during any of those sessions, does profiling branch put RPTs in a different folder?
i dont have nologs enabled either so no idea why they're not there
no its same spot
then they dont exist π₯΄ sorry, no idea why
the rating.log got updated but the rpts just arent there π€·ββοΈ
if i do "launch without mods and optional dlcs" from the launcher the rpt gets generated and then moved/deleted a few moments later
ok i see why i dont have RPTs, for whatever reason whenever i launch the game the RPT from the previous session gets deleted
this is in stable
and im guessing profiling does the same thing, as thats what i was using yesteday
There is a entry in config that says how many RPTs to keep
maybe you have some mod that sets that to 1 or zero?
getNumber (configfile >> "rptFileLimit")
its set to 10
i have 4342 files in the appdata folder, maybe i should delete some π
Strange! I was looking basically dead on and spamming my lock button without even getting the icon that it's trying to lock. Did you manage to lock something yourself?
It was thinking you were aiming north straight ahead
not where you were actually aiming, so that then failed the angle calculations
Oh, that'll do it lol
When you press the PTT button, the radio doesn't work. No sound, no text box on the right corner of the screen
Cannot reproduce.
Multiplayer, I can see the radio in my inventory, and the PTT button works.
There is no sound because I'm not running Teamspeak, but everything seems to work fine.
Both dedicated server and local hosted server, both fine.
I'm just running the current profiling build on steam.
Don't know what else I should do?
When you pushed PTT, dif you see the yellow box with the name of the radio on the bottom right corner?
Fuck. Then itβs working for you. Can it be something related to the ace settings embeeded on the mission? Iβll check later today with a mission without an embeeded config file but Iβll need to switch back to profiling
ace settings could've maybe been flaky with the v7 build that had the broken server admin check.
But you said it was still broken with v8
Iβll check later and get back to you. Thanks!
if (fileExists INIT_PLAYER_SERVER_SCRIPT) then // server execution (local or remote)
{
if (!isServer) then
{
[[[player, didJIP], INIT_PLAYER_SERVER_SCRIPT], "bis_fnc_execvm", false, false] call bis_fnc_mp;
}
else
{
[player, didJIP] execVM INIT_PLAYER_SERVER_SCRIPT;
};
INIT_PLAYER_SERVER_SCRIPT call bis_fnc_logFormat; // log only if executed
};
If the file exists, it does a remoteExec.
So simple fix. The link you sent https://community.bistudio.com/wiki/Event_Scripts#initPlayerServer.sqf already has a link to a alternative method.
Just use the alternative method, and give the file a different name.
What would we do to fix that issue? make it use remoteExec "execVM" instead of BIS_fnc_execvm?
I have just started a dedicated server session (no mods and addons) and I don't use the initPlayerServer script or bis_fnc_execvm:
17:36:58 Scripting function 'bis_fnc_execvm' is not allowed to be remotely executed
17:36:58 User Xeno (XXXX) tried to remoteExec a disabled function: 'bis_fnc_execvm'
So it must be somewhere else.
Mh but how do we find out what it is 
special-case logging hook on remoteExec? :P
@whole cloud tried again with a dummy mission and only CBA and ACRE. It works with creatordlc but it doesn't with profiling. I can send you the mission and give you access to the test server if you need
Send mission please yeah.
I did try in a otherwise empty VR mission with only CBA and ACRE
π
p:\a3\functions_f\initfunctions.sqf
602 [[[player,didJIP],"initPlayerServer.sqf"],"bis_fnc_execvm",false,false] call bis_fnc_mp;
p:\a3\modules_f\hc\data\scripts\hc.sqf
167 [["A3\modules_f\HC\data\scripts\HC_local.sqf"],"BIS_fnc_execVM",nil,true] call BIS_fnc_MP;
//--- Wait until module inits are initialized
[] call bis_fnc_initModules;
0.75 call bis_fnc_progressloadingscreen;
//--- Execute automatic scripts
if (!is3DEN) then
{
if (isserver) then {
[] execvm "initServer.sqf";
"initServer.sqf" call bis_fnc_logFormat;
};
//--- Run mission scripts
if !(isDedicated) then {
[player,didJIP] execvm "initPlayerLocal.sqf";
[[[player,didJIP],"initPlayerServer.sqf"],"bis_fnc_execvm",false,false] call bis_fnc_mp;
"initPlayerLocal.sqf" call bis_fnc_logFormat;
"initPlayerServer.sqf" call bis_fnc_logFormat;
};```
not working https://files.catbox.moe/3feoxh.mp4
The first one has a fileExists check.
The second seems to be missing it! Great find! Thank you. Should be easy to put another fileExists check around that one
fileExists check won't fix the second one, the HC_local.sqf must be moved into a BIS_fnc function, and that function be remoteExec'ed directly. Which is a bit more work
The ACRE issue only happens on linux server. And there is no fix for it in todays build
Ah I forgot to post, twice
2.16.151893 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 64-bit, linux server 64-bit
- Fixed: JIP clients did not always synchronize properly - https://feedback.bistudio.com/T171670
- Fixed: Soldier-held AA/AT weapons with lock-on were not able to lock onto targets
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.

I figured out the ACRE issue..
initialization order from hell.
The getMissionConfigValue script command is defined in file1, and says its argument type is StringOrArray.
"StringOrArray" is defined in file2.
The compiler ordered the game start initializers, such that the file1 initializers run first, before file2.
file1 initializes, the command uses StringOrArray, which isn't yet initialized, the argument type is NULL.
file2 initializes later, and sets StringOrArray to a proper script type.
Script tries to use getMissionConfigValue and passes an array. The command should take StringOrArray, so array should be fine. But when the command was initialized, it stored the value of StringOrArray, which was null.
So now it checks if the provided argument value is of type null, which it isn't, so the typecheck fails and it throws script error.
It broke recently, because we had about a dozen copies of "StringOrArray" type scattered over the code, that was refactored into a single one that's just referenced by the other files.
This profiling branch has better logging for the world-end crash, or game-exit crash
ACRE fix for linux servers is coming tomorrow 
get ninja'd
Anyone else getting "Stack Buffer Overrun" error on Command Line processing step of game start-up from the A3 Launcher?
Do you have a crash report?
Please gib. If you're quick enough we could get it fixed today.
2.16.151900 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 64-bit, linux server 64-bit
- Fixed: Some script commands (getMissionConfigValue, ...) could not be executed on Linux servers, breaking some mods
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π»
see your DMs for crash report link and related notes
Hi @whole cloud , whats up? I have a dedicated server runing for small number players (~12), do you recomend use the performance branch or keep it on vanilla ? thanks
Doesn't matter.
thanks
the more people use it the fast we make the game better
nice, thanks !!
We use Perf builds on our servers, that's a 24/7 public server and two private ops per week, for the past 4-5 years. I can only recall 2 incidents where we had an issue (picked up before the Op) and rolled back to the vanilla build. So if you have concerns over reliability, we have never experienced them. Also, as Omon XR points out, the more people that use Perf build the better the feedback we can provide to Dedmen.
Hi @trim ether Thanks for share your experience.
q, anyone else observing dedicated server crashes in past 2 weeks ?
every day, the server crashed once - yesterday it switched to the stable version, there are no problems
no.
vanilla PvE with hundreds of AI, armor, helis, jets and 30 players, where each can also recruit several AI, with automatic restart every 6 hrs
used 151860 version, where the debug console was not working, without reverting to previous version.
also used 151879 and 151893
no problems
thankfully debug console access and AA/AT lock were fixed relatively quickly
i sent dump last night to dedmen of crash
please, any chance you collected at least one crashdump and reported it (FT?) on 151900 ?
crash dump no, give me a day - I will transfer the server to 151900 - crash dump will be
I've got a linux perf running 24/7 on newest and no crashes so far. It's not used much, it's mainly as a "test your mods and take a quick look at the mission" kind of server, but no crash
I didn't want to write about it: there can be many reasons - mods, your code + rpt shows nothing
I didn't have to wait long)
where should I send the crashdump?
dedmens dms
discord does not allow you to send files of this size
.zip
If it's too big even after being compressed into an archive, upload it to Google Drive or something and send the link
tnx
zip it up if it's over 25mb
i think you should change that now...

please use feedback tracker ...
So I talked in #arma3_troubleshooting about a replicable crash, but since I'm on the profiling branch, can someone test it on regular branch?
The crash occurs every time I call in a Laser Designated Artillery shell from an M4 scorcher trough the support menu (using a support requester and virtual support provider module). I call in the arty support, wait until 5 seconds before splash to laser the target, lase it and the game crashes once the round impacts. Happens in both SP and MP, tested in a blank editor mission as well. I just need someone to test it on main branch before I report it
Could you DM me a mission to test this in
Hey @whole cloud , I just confirmed with @cloud nacelle that the crash is only on the profiling branch, do I dm you the crash dump?
rather make an FT ticket
Is man portable aa/at fix is about sensor range or about something else?
it says right there, it's about the missiles failing to lock/target
And that missile targetting bug is also what causes the crashes now.
I found out as "sensor owner" we pass the vehicle that shot the missile.
So if a jet shoots a missile, the "sensorOwner" is the jet. And we use the jet's position and orientation for missile targetting.
Even though the sensor is in the front of the missile itself. So if you shoot a missile with a jet, and instantly turn away before the missile enters seeking phase, it will fail to target because it uses the jets orientation instead of its own.
Previously that variable was unused, so the mistake wasn't noticed.
And in some cases, on a server, the shooter of the missile is null. Of course the sensorOwner would never be null, as the sensor is on the flying missile itself. But if you pass the wrong thing, and that thing is also null it goes boom
Broken since missile targetting was added in 2018 π
Holyβ¦!
damn, that's a tough one
so crashes are caused by a fix that revealed an ancient dormant bug? π Hey code aint broken if never called *that way * >)
That about sums up development on Arma 3 π€£
in my experience every large older codebase. π Some serves millions of customers π
And trickle down issues due to the bug.
PassiveRadar sensor on missile, detects activeRadar's. But it only detects ActiveRadar's, that can target the vehicle containing the passive radar sensor.
So like if the active radar is only a forward facing cone, and the passive sensor is not in the cone, then the passive sensor also cannot receive the active radar's waves.
So previously, the code checked if the active radar, could target the jet that shot the missile (it should be checking the missile itself instead).
But the code for checking that only supports checking if vehicles can be targeted, a Missile is not a vehicle 
And even if it did, active radar cannot target missiles π
Dear god
Well if you are able to enable targeting the missile, then that might pave the way for realistic CIWS and C-RAM...
And I guess APS
I tried but its too much. All the targetting checks fail because they rely on config entries that missiles don't have.
I'll just make a workaround for passive radars on missiles and let it be at that.
Shooting down MLRS missiles could've been a great use case too
10 years too late I guess
We had massive lag issues/freezes with I&A when the AMRAAMs were first introduced.
Any chance to activate that missile targeting feature so mods could implement that into their configs?
As I said I won't implement the ability to target missiles. That would be a whole new feature that's not planned
don't missiles need to lock (using the plane) then once fired, use their own sensors? it was using the vehicle on both?
(also, some missiles are "dumb" and only use the original target/marking, is that covered too?)
I don't understand the question
I'm talking about passive-radar missile that self-seeks its target after it was fired, with its own sensor
but for these, should the (pre-fire) lock happen with the plane's sensors?
anyway, if it's fixeded, it's gr8, gr16even
There is no pre-fire lock
It is fixeded now..
But same as in my last tests, the HARM missile from the black wasp, never hits its target.
It always goes over. But I didn't touch that and could reproduce that being that way in the old Arma versions too
Seems broken to me, but don't want to touch that also without a proper ticket about it..
There is more questionable code.
There is "are our active radar emissions revealing our radar to the enemy"
aka do we notify the enemy that we are here. And, it only notifies enemies that are target-able. But that doesn't make sense to me.
A radar sensor will not sense any radar, if it cannot be targeted.
A radar sensor in a AA vehicle senses radar.
A radar sensor in a parachute, doesn't sense radar. (Because parachute has config radarTarget=0;)
Thick 3d lines 
huh
the thing drawLine3D uses, has a width parameter. But its just left at default.
So we could add width parameter to the command
interesting. Theoretically one would only need to make a FT ticket to request addition of that parameter
Default width is 3, these lines for shots diag are 10
I do believe we already have more than one tickets
https://feedback.bistudio.com/T122512
...One, actually
v10 performance + crash fix for the missile targetting.
Don't have time to do a proper release this week.
Otherwise you'd have to go back to v6 to get rid of the crash
The proper release probably wednesday
can't afford for data changes?
just too much work in general
can those config entries be added via patch (server side addon) ?
There are no config entries to be added
All the targetting checks fail because they rely on config entries that missiles don't have.
guess i misunderstood it
Harem missile? 
yeah basically, the config data could be added but it's going to need a code change along with it
and perf/prof doesn't make breaking code/data changes to stay compatible with stable
ACE will have it one day
it's looking really good
new crash π€·ββοΈ
gotta dig that dump π it's binary 
hmm we were playing Force Recon on a linux DS, everyone including the (stable) server crashed at the end of the mission π€
i crashed on profiling (steam)
Access violation
might be worthy to send the mission and the crash dumps?
It was GM force recon but on cham
i crashed again, just profiling client, on successful mission completion when the replay plays
same access violation
have crash dumps for both, and yeah can send the mission too
Sorry to hear that. But in the future, do you think you could check the AI behaviour in tracked vehicles? I noticed that after spawning and getting their first waypoint assigned AI controls wheeled vehicles and boats just fine, but for tracked vehicles it does a lot of wiggling left-right at place. My theory is that is because the tracked vehs have "swapped" left-right controls in reverse mode. Think you could check that in future versions? Thanks.
You mean when you give them a waypoint behind them?
You can try to disable aisteeringcomponent. It was discussed here some time ago.
This problem has been solved? i hosted a game lastnight and the server crashed and it never reached more than 4gb
Im using linux live server( not perf) and with -hugepages -bandwidthAlg=2 -maxMem=10239 params
there was no more crash, maybe it was an accident
Its time for me to look at crashes. And I have no crashdumps in my inbox π’
No changes to AI behaviour.
yes. Linux still has a memory limit, I forgot how much it was. But it was extended
yeah I bunged that up on friday evening π
That only included half of the fix
Thank you 
I had no doubt - you are the only one who still saves this game!
any chance for a full fix rls? We could boot that up on a test server
tmrrw
I'll send today! β€οΈ
sent!
2.16.151911 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 64-bit, linux server 64-bit
- Fixed: Server crash during missile targeting
- Fixed: Possible cause for BattlEye query timeouts when having high packet loss
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π«
HC how does exe use server or client? I understand that it runs on the server, but you never know...
it can use either, same with ds
iirc
HC how does exe use server or client?
You mean whether HC is server exe? yes HC is server exe
it runs separately but via server and client exes
client exe afaik is not intended to be used that way
but it can, why is it present if is it not intended/supported?
Arma clients kinda need to be able to client. You can't remove that, that's how playing Arma works.
i'm talking about why the ds and hc are in the regular exe
Because client has local-hosted server ability. So it needs the hosting ability
because in A2 hc was special client with server as addition ... in A3 it was decided to move HC to server binary for security reasons and to make it streamlined .... the hc alike client is also useful for testing
interesting
separate exe for hc or bundled in dedicated? i forget, a2 didn't have ds on client, right?
so hc depends on the dedicated server infrastructure?
always had ds on client (literally evolved from hosted coop w/o ds) ... but the way how HC was done in A2 was insecure and inefficient
i see, is a3 hc much better? thanks!
I've just got a client crash during EU11 gameplay. Where should I send it?
π
is it on perf/prof? send to dedmen dm
DM sent with a link
Titan Lock (AA and MPRL) and also Tigris is broken on profiling version
you cant lock vehicles
Same, I can't actually find any AA missles that work in profiling branch. I even disabled all mods as thought it might be those, but definitely a profiling issue.
Yeah we canβt kill helicopters camping the skies like that
Same with the RHS mods. The M6A2 can't lock 99% of the time, and when it does, it's only for a second before losing it again. The handheld Igla isn't quite as broken, but still barely works - if you lock a vehicle with it then fire, the missile goes off into the sky and never tracks its lock
The handheld Igla isn't quite as broken, but still barely works - if you lock a vehicle with it then fire, the missile goes off into the sky and never tracks its lock
I confirm
+, same on dev build
Needs to be fixed
no no, let's keep things broken of course
obviously telling people the obvious (that bugs should be fixed) is productive
it never comes across as entitled and annoying
Hey, they are a general!
jeez
85.190.148.52:2102
KOTH stress-test at server-side
100 players, 250 fps
120 players, 200 fps
130 players, 150 fps
140 players, 130 fps
150 players, 100 fps (previous run 120)
160 players, 90 fps (previous run 110)
170 players, 80 fps (previous run 100)
175 players, 60 fps
15 FPS on clients 
ye now that NEEDs some optimization π
there has always been a Tushino project since Arma 2 where 200+ players played... It is very sad that BI has not found the time to adopt this unique experience.
Works good in SP 
well, now those can be recreated in A3 (mostly, the client performance is still issue)
have you ever had any options to make an HC on the client side? thus, to swing the processor to at least two parallel running cores to the maximum
HC on the server side has completed its task in filling the cores to the maximum - this is a real result!
that's not where the bottleneck is ... wouldn't help you on client much or at all
by the way, is the alternate upload to the server as in Dayz essential?
what you mean by 'alternate upload' ?
the client is loaded in the queue - one by one
that would be good question to ask dedmen , if there can be something done about
Not sure what he's on about, but Tushino is on A3 for a long time. So are other (large scale Russian) PvP events.
You could have asked me, I run PvP events myself and last time we had 180+ players anf FPS were in the 300reds.
When Russians play event vs event, it is often at 220 players and the FPS are fine.
For instance WOG vs Tushino on WOG server (not the best HW tbh), FPS part of the stats - https://en.stats.wogames.info/games/3275/
(I can't send pics here, but the FPS graph from the stats page is here too if you don't want to open that - https://ctrlv.cz/R1Oy )
I said that Tushino has a unique 200+ game experience since arma2!
and so it is in arma 3
what i meant was the scale of the 200-250 players with AI ... for long time that was really hard to recreate reliably compared to the custom overoptimized A2 servers
but if you doing it for 'some time' i'm just happier ... tho nobody told me that 'good news' π
{want to squeeze more client-side FPS anyway , just as server-side}
Well, no AI. It's PvP only. But quite some time now yes π
it feels like they are hearing about Tushino BI for the first time
ye i was more about the combined op ones ... i played several with around 200 players and like 200 AI in A2CO times and it was enjoyable but they spent like 3 years perfecting the performance
Russians spent 10 on A3 by now π
There's number of PvP projects that get large numbers. Pretty enjoyable too.
Too bad it's not as well developed in English speaking countries.
(I am trying though)
well A3 got massive amount of optimizing since release so now it's very close to performance similar to A2 (take in mind in A2, the whole group of AI just used the leader's (both squad and group) brain, while in A3, each AI under leader has full brain not just leader)
that's why early on people were like uh oh i can't run my 1500 AI scenario which worked in A2CO and now runs at 5fps in A3
Yeah. I am happy for any improvement
Especially stability. When the server crashed on my last event with 190 people, it was... Bad press let's say 
ye w/o doubt freeze or crash or stall (mass connection drop) are bad on large servers ...
but that's unfixable (except perfect stability/performance) until fully server-centric and add some multi-server meshing
So, 2026 you say?
i don't want to give promises, tho i would like all the server-goodies StarCitizen has for A4 and beyond π {one Arma veteran can dream right?}
Go hire some talent 
I heard uni just ended and there's a lot of skilled people out there
if it was that simple, we would be already rolling out ArmaVerse π
Hopefully Arma 4 will release before Star Citizen π
better means for performance profiling and especially logging+analysis available to the community would go a long way to identify perf issues and bottlenecks
What I did for a3s was hiding and turning off simulation of each player not in their view distance client sided. Same for ai and zombies. And holy the fps were going up when there were a lot of players on the server.
But if players are not really spread out on the map and all fighting on one point it will not help
yeah I don't understand why non-local simulation runs for non-visible units.
// Parameters
_p = player;
_all = (AllUnits) - [_p];
if (_all isEqualTo [] OR !(isNil "A3S_var_SpectateEvent")) exitWith {};
//Unhide to get the position synced
{_x enableSimulation true;_p reveal _x;uisleep 0.02;} count _all;
uiSleep 0.5;
_ViewD = (viewdistance max 500) + 100;
_near = _all select {(_x distance2D _p) < _ViewD};
// Hide the units which are not around
{
_U = _x;
_V = vehicle _U isEqualTo _U;
if ((!(_x in _near) OR ((getPosATL _U)#2) > 80) && _V) then {
_U enableSimulation false;
_U hideObject true;
} else {
_U hideObject false;
};
uisleep 0.02;
} count _all;
people can try it out , but make sure to run it in a loop and check it every minute
I see sleep and I cry 
why
Scheduler
yea I made it for scheduled enviroment
otherwise the position will not update
since you disable the simulation of the player will freeze him on the position and if you dont give time to update the position after enabling the simulation for a short time it will just thinks he is still there
cba_fnc_executenextframe or something like that 
not everyone has CBA :p
also some calculation cycles you dont wanna run in unschedulded enviroment since it can causes lag spikes if you dont have breaks in between
That`s just skill issue then
Sounds like great usecase for an extension 
if it just wouldnt take weeks to get approved by battleye yea thats the best solution
I used to do this simulation disable a lot in Wasteland. Mostly worked fine except some issues with vehicles like you could have engine on sound globally
AA missile lock not working.
When a missile is spawned, it does an initial check whether it can see the target (that was given to it at spawn, by the shooting device that selected the target)
During that initial check, the missile isn't fully initialized yet and its position is 0,0,0. So the target is out of range. So it cannot lock, so it discards the target.
one must wonder what else gets init on 0,0,0 (or worse somewhere below ground) and could fail that way π€
I reverted most of the changes now and just made only the missile Seeking phase check whether target is in range/angles.
Hopefully that's better 
Why is it initialised at 0,0,0 when it's actually on the pylon of the aircraft? 
the plot thickens
Just wondering if it can't inherit the position of the vehicle firing it?
The position is set after the entity is spawned
Immediately after, it gets the position
2.16.151931 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows 64-bit, linux server 64-bit
- Tweaked: Handling of Eden Editor mouse placement (can now place on top of all objects and upside down and on the sides of objects; please report issues that you find with this)
- Tweaked: Face command now properly returns the current face as class name - https://feedback.bistudio.com/T85502
- Fixed: setFace was not setting a custom face properly - https://feedback.bistudio.com/T85502
- Fixed: Blank face after a player with a custom face leaves the server - https://feedback.bistudio.com/T85502
- Fixed: Face command not always returning the set face - https://feedback.bistudio.com/T85502
- Fixed: Crash when cutText replaces itself during "Unload" Event Handler - https://feedback.bistudio.com/T182375
- Fixed: AA/AT missiles would loose lock after launch
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π
Infistar menu is not working on normal version
i was using normal version since yesterday night. I opened the game again today without profiling version and now infistar menu is not working
ok
I have no way to test that or guess what might be wrong with it
ok mate
its ok
it works i opened the game twice and i works now
so all good
π
is it necessary to update it every time RTDynamics_64.dll ?
I'll ask a different question: 11 RTDynamics_64.dll is it different from 12? ?
no
Every time? I think it only needs to be updated once (due to C++ RT change after compiler update)
New perf branch has issues with GRAD Trenches.
If you want to build a trench, the placing doesn't match anymore.
It's only on PERF branch and only on this version.
So i don't know what kind of changing it effects (mayby the Handling of Eden Editor mouse placement).
Is the change correct, or is it a mistake ?
If it's now correct then I inform GRAD Trenches Mod Team.
maybe check what they think about it
hey hey, I don't know if there is any awareness or incompatibility with a mod that my server is using, but it happened a few times in the PERFORMANCE version that some players became invisible, has anyone had any experience like this?
maybe check the rpt and do a binary search and try to reproduce without mods. this is a known issue that happens in many scenarios and it really varies as of when and why
thx
fortunately its often a rare issue
good to know. Do you know if theres any relation with performance build or not ?
no
thx
I can't think of any change.
It was not broken in previous version?
The eden change really is literally only when you move your mouse around in eden editor, nothing else.
I can reproduce the issue
The mouse controls also don't work, cannot cancel or confirm digging
I found it.
Its a bug in a SQFC (Script bytecode) compiler (Not ArmaScriptCompiler, that one is fine)
It was passing the wrong type of parameters. In latest profiling a error message for it was added, and it was hotfixed to handle the wrong parameters.
Turns out, besides it passing the wrong type of parameter. The value inside that parameter is also wrong. Now breaking all mods that were built using that faulty compiler.
They were already passing the wrong stuff previously, so they were always broken in some way. But apparently it was lucky that it worked anyway.
So Hemtt should be fine now or are there still things to be done on their end?
I don't know if HEMTT released the latest version where it uses offsets instead of strings. Its fixed internally but dunno if released.
Mods would need to be repacked with it.
And if HEMTT previously passed just empty strings causing it to be broken, then I'm not sure if new HEMTT with offsets wouldn't make the same mistake.
Seems latest HEMTT breaks ACE interactions, so probably still not fine.
For the technical.
HEMTT (It seems a quite old version) wrongly encoded the content of code blocks, as empty string.
Every code block stores the instructions to be executed, and the string so you can str or toString it back to read what's inside it.
I thought it wouldn't matter when its broken and you do not str/toString the code. But it does.
isEqualTo on Code, compares the string, not the instructions.
So. HEMTT creates code blocks with empty string, even though they aren't empty.
isEqualTo only compares the strings.
And CBA...
https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_addPerFrameHandler.sqf#L32C25-L32C27
Skips adding your PFH, if your code block isEqualTo {}. Which means if its toString _code == ""
And because the code block was wrongly set to be empty string.. CBA skips all the PFH's you try to add.
Including the PFH that GRAD Trenches uses for trench placement.
Encoding content of code blocks as strings wasn't even supposed to be done and was broken previously.
That bug was fixed after troubleshooting issues with HEMTT's SQFC compiler and finding this.
But I didn't expect that besides it encoding strings (where its supposed to be offsets), it was also encoding wrong strings.
GRAD Trenches needs to be repacked either without SQFC, or with ArmaScriptCompiler SQFC, or maybe with latest HEMTT version (if that was even released yet, don't know).
They already know about it.
is this about the above prob?
SQFC Code block string uses constant index instead of offset encoding. This is only supported with the main code block. Tried to use constant index: 0
or this
Error in expression <;
cba_help_DiaryRecordKeys = _unit createDiaryRecord ["cba_help_docs", [loc>
Error position: <createDiaryRecord ["cba_help_docs", [loc>
Error Foreign error: Unknown enum value: ""
File /x/cba/addons/help/XEH_postInit.sqf..., line 298
β₯ Context: [] L245 (/x/cba/addons/common/XEH_postInit.sqf)
[] L66 (x\cba\addons\common\init_perFrameHandler.sqf)
[] L65 (x\cba\addons\common\init_perFrameHandler.sqf)
[] L300 (/x/cba/addons/help/XEH_postInit.sqf)```
yes
No. That's different. We never released that problem. Assume you're on internal build. That's a WIP thing
hello, anyone has new crashes from weekend sessions on performance or RC of hotfix #2 binaries ?
please PM me the downloads if you do, thanks
Thermal vison (white and black) is oscillating between getting completely washed out vs seeing fine details on surfaces, takes about 20 seconds for a full cycle - is that normal?
i think i've seen that in stable too, it really depends on your environment and how it affects the exposure or something
Bug found: Can not control UAV on its passenger seat
Reproduce:
- Place UAV operator
- Place UGV Stomper
- Play as the unit in step 1
- Get in the vehicle in step 2
- Connect terminal to UAV
- Take UAV controls
- Nothing happens
stable branch is fine
will try to push fix for the next profiling
v10 and v11 both crash about once per week for us btw.. v6/151824 runs stable.
The last two times it happened we had nothing useful in the logs, but this time on the latest crash, about 30mins ago, v11 managed to write bidmp and mdmp files.
@whole cloud you want them? π
he does a 100%. send dm in link
DM sent.
2.16.151989 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows 64-bit, linux server 64-bit
- Tweaked: Zeus height-only movement now blocks horizontal movement
- Tweaked: Improved format script command performance - https://feedback.bistudio.com/T81725
- Changed: -debug parameter on Dedicated Server while on Profiling branch now forces full-dumps on crashing
- Fixed: Localized title and descriptions for exported missions were not showing in the scenarios menu - https://feedback.bistudio.com/T179398
- Fixed: "Killed" Event Handler was not triggering for upside down helicopter crashes - https://feedback.bistudio.com/T181306
- Fixed: Missing falling sound for mortar shells in some cases - https://feedback.bistudio.com/T159917
- Fixed: UGV remote control from its passenger seat stopped working
- Fixed: Delay in transferring UAV remote control to a player - https://feedback.bistudio.com/T182587
- Fixed: Entity leak after remote removal of a vest or uniform - https://feedback.bistudio.com/T182649
Note: Please report if you encounter new/unexpected "Enum" script errors.
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π§Ή
Would -debug have any performance implications (while not crashing :D)?
Yes. debug has extra debug logging
this appeared after the update
15:31:20 Error in expression <tRain 0;
1 setfog 0;
1 setOvercast 0;
simulWeatherSync;
{
private _pos = getPo>
15:31:20 Error position: <simulWeatherSync;
{
private _pos = getPo>
15:31:20 Error Undefined variable in expression: simulweathersync
code
1 setRain 0;
1 setfog 0;
1 setOvercast 0;
simulWeatherSync;
```before the update, it always worked without errors
Its fine in dev branch. Might be a failed merge. Checking..
In your server logs right?
yes
Ok yeah I got it. It might stay till friday. I think it shouldn't break much, the command does nothing on server anyways
q, is the fulldump change for -debug w/o the confirm dialog ?
yes
I need a fulldump from a server owner who doesn't have access to UI. So on server the confirmation dialog is skipped
ye, breaks any mission where weather sync is forced on clients which update to this version
The script command works fine on clients. It only doesn't work on servers.
And on servers, the script command does literally nothing
i'm not talking about server ... the properly made mission / server shall RE it to clients
I would expect RE to still work
the problem is lot of the code executes on everything including server so likely will error out on server too
ok, when you will be fixing it ...
maybe allow option to be able define keyframes period for simulWeather
numKeyframesPerDay = 48; from class SimulWeather
enforced from server-side cfg (as another entry for class AdvancedOptions ) and/or description.ext
instead of it being just hardcoded value (of 24 hours divided by 48 thus each 30 gametime minutes is one key-frame)
It might stay till friday.
I have already fixed it. But a build today probably won't happen
question about this:
Revision: 151932
You also need to prefix description.ext briefingName and overviewText with @ not $ if you use description.ext over 3DEN, see
https://community.bistudio.com/wiki/Description.ext#briefingName
https://community.bistudio.com/wiki/Description.ext#overviewText
so is both @ and $ supported in desc.ext going forward? or what happens with missions using $ so far?
my understanding was that @ was sqm exclusive
in addition you need to define both in sqm to appear in the MP lobby (dunno if Eden does the same/writes to sqm)
another one on:
- Changed: -debug parameter on Dedicated Server while on Profiling branch now forces full-dumps on crashing
is this using the same limit set in main config as for number of rpt files?
plus full dumps are easily couple GB large, right? so 10 * x GB might turn out problematic
Looking at code, displayName was always checking for @
and overviewText was never localized before, so there shouldn't be old missions with $
yes. mdmps and rpt files use that limit.
Yes they are very large. -debug parameter is intended to be used for development.
In a development environment, big crashdumps are fine
alright. i tend to agree - just a warning/info message should be put out for server admins and hosts to be/become aware with 2.18 i'd recommend
p:\a3\missions_f_gamma\mpscenarios\mp_coop_m03.altis\description.ext
15 briefingName = $STR_A3_MP_COOP_m03_briefingName;
16 author = $STR_A3_Bohemia_Interactive;
18 overviewText = $STR_A3_MP_COOP_m03_overview;
19 onLoadName = $STR_A3_MP_COOP_m03_briefingName_short;
20 onLoadMission = $STR_A3_MP_COOP_m03_overview;
maybe i am misunderstanding the change or the context
or did none of that ever work and it always fell back to English?
or does it relate to this actually? (defined in sqm)
WW2\SPE_Missions_p\GameModesBI_p\WL_16_SPE_Warlords.SPE_Normandy: string @STR_SPE_Missions_GameModesBI_WL_16_SPE_Warlords_briefingName_Normandy cannot be localized client-side - move to global stringtable
and
[03] Der Marsch von Quibou nach Dangy: string @STR_SPE_Missions_Campaigns_SPE_Operation_Cobra_SPE_M03_Quibou_Dangy_March_overviewText cannot be localized client-side - move to global stringtable
"with 2.18"
This won't be in stable builds
It is different for addons
Mission from campaign addon mod. Is different from mission from mpmission pbo, is different from mission from mpmissions folder
the mod, loads its stringtable at game start, and the strings are present when the config parser reads the description.ext
in mpmissions pbo, the stringtable is not loaded when description.ext is read, it would fail to localize the strings.
The mission pbo, reads description.ext and mission.sqm first, THEN after that, it temporarily loads the stringtable from mission pbo, and manually tries to localize the @ strings
The simulweather commands issue was even super funky before this change.
The nular command simulWeatherSync is available on client and server. On server it just does nothing.
But the functions https://community.bistudio.com/wiki/setSimulWeatherLayers
Were already missing on dedicated servers, and it wasn't documented. And functions are worse because they would actually make whole script functions fail to compile if you use them.. What a mess.
And now that I fixed it, the profiling build fails, because one of the functions that were always missing, doesn't even have a dummy implementation
yeah i am aware transfer missions are different.
however at least the warning is not always right - above sample is from a mod/addon mission. aka at game start the engine parses the xml, and thus can be localized
i guess the parser goes by foldername with NAME.TERAIN\mission.sqm - regardless what mission setup it is
anyhow still unsure what to make of the change - steam downloaded and server download missions may need to be treated differently, but beyond that the existing $ setup should remain supported, no?
$ will work. Because $ is handled and resolved by the config itself.
Its like old code was
overviewText = getText (missionConfig >> "overviewText") // getText does localization automatically
New code is
overviewText = getText (missionConfig >> "overviewText"); // getText does localization automatically, if it starts with $STR. This would fail if its a mission.pbo with included stringtable. On mod missions, it still succeeds and returns localized text.
if (overviewText startswith "@") then {overviewText = localize (overviewText select [1])}; // If it starts with @, cut off the @ and localize it.
@silk pewter we will need your docu magic skills please 
What about the Addon/addon linux thingy, given the pbo does not matter anymore?
Do you need a FT for that?
yo is this like the tech support channel?
nope, try #arma3_troubleshooting or #arma3_questions depending on what you need help with
thanks
well, maybe it could support those with an s at the end π
oh youβ¦ Iβm in vacation mode ok?
I don't want one
But would that help you in remembering?
I don't want to remember
The pbo names are supported. The Addons some mod Devs put in just fucks it all up again 
Jup
Is it that hard? 
Can we expect it on Friday? 

@spiral pond specific to exported missions and mission stringtable. if you have mod stringtable it would probably work fine but mission stringtable is temp loaded in scenarios menu and if you have $ it tries to resolve it during parsing but since mission stringtable is not loaded it cant find localisation
copy. will test with new version just to make sure our setup still works as before π
It seems a mod stopped working with perf/profiling. Is it better to report to the mod dev in that case?
Oh I just realized the "play music" zeus module is not related to any mods. It's breaking like this right now, as well as "play sound" https://i.imgur.com/RddpluR.png
https://feedback.bistudio.com/T182789
seems broken Zeus list box(tree box), can be reproed when use any module with
My simple statusbar also stopped working without changing anything 
https://pastebin.com/PjR6d9yL
Edit: Something broken with parseText format
_test = parseText format[
"
<t shadow='1' shadowColor='#000000' size='1.1' color='%7'><img size='1.1' shadowColor='#000000' image='a3\ui_f\data\gui\rsc\rscdisplayegspectator\fps.paa' color='%5'/> %1 </t>
<t shadow='1' shadowColor='#000000' size='1.1' color='%7'><img size='1.1' shadowColor='#000000' image='a3\ui_f\data\gui\rsc\rscdisplayegspectator\fps.paa' color='%5'/> %2:%3 </t>
<t shadow='1' shadowColor='#000000' size='1.1' color='%7'><img size='1.1' shadowColor='#000000' image='a3\ui_f\data\gui\rsc\rscdisplayegspectator\fps.paa' color='%5'/> %4</t>",
count allPlayers,
5,
10,
60,
parseText "#FFFFFF"
];
_test
Returns only 1 as output .
and here i was thinking it's just me, especially when it randomly broke on the same day
Ayayay.. thanks peeps, getting right on it!
I get 0
Format returns
"
<t shadow='1' shadowColor='#000000' size='1.1' color='><img size='1.1' shadowColor='#000000' image='a3\ui_f\data\gui\rsc\rscdisplayegspectator\fps.paa' color='#FFFFFF'/> 0 </t>
<t shadow='1' shadowColor='#000000' size='1.1' color='><img size='1.1' shadowColor='#000000' image='a3\ui_f\data\gui\rsc\rscdisplayegspectator\fps.paa' color='#FFFFFF'/> 5:10 </t>
<t shadow='1' shadowColor='#000000' size='1.1' color='><img size='1.1' shadowColor='#000000' image='a3\ui_f\data\gui\rsc\rscdisplayegspectator\fps.paa' color='#FFFFFF'/> 60</t>"
Which looks... alright, so parseText is having issues...
10:18:57 Wrong color format ><img size=
10:18:57 Unknown attribute 1.1'
It also throws errors
Bah we have 4 copies of the same code 
Ah nevermind the format is wrong
color='%7'> turned into color='>
Your code doesn't make sense.
You have 5 arguments. But you use %7 in the format string? There is no 7
Clearly a game bug handling it wrong, but also your format is incorrect
format ["'%2'", 1] returns "'" should be "''"
Its cutting off one character, if the argument wasn't found
The zeus is probably same issue.
That _fnc_scriptName header is built using format. There looks to be a missing ' there too.
But I cannot find a bug in our initFunctions format
Because that is CBA's header
https://github.com/CBATeam/CBA_A3/blob/eedb28607471436b72da4e4f8cfe31cf2800eca1/include/a3/functions_f/gui/fn_initDisplay.sqf#L141
But their format string should be right, somehow its also missing the quote there
There you go. You'll have to deal with the errors then @kindred radish
Actually it doesn't seem to be CBA's header.
According to the script error, the header is built using
format ["scriptName '%1_%2'; _fnc_scriptName = '%1'; ", _scriptName]
with the %2 argument missing.
I couldn't find that in CBA's code nor in ACE.
Found it.
functions_f_curator/Curator/fn_initCuratorAttribute.sqf
_fncFile = format ["scriptname '%1_%2'; _fnc_scriptName = '%1';",_class] + _fncFile;
That is clearly broken, and now we throw script errors everytime we compile zeus modules scripts. crap
nice
I changed this script years ago and never saw the error nor did it error in the rpt etc 
Also worked like intended since i wanted the text to be white.
#Betriebsblind as we say in germany.
Good that it throws an error now.
2.16.152001 new PROFILING branch with PERFORMANCE binaries, v14, server and client, windows 64-bit, linux server 64-bit
- Fixed: format script command incorrectly handling missing arguments, now it throws an error (but also handles it correctly)
- Fixed: Missing simulWeather script commands on Dedicated Servers
Note: It's known that opening Zeus modules throws a script error; this will have to stay until the 2.18 release. The modules still work and the specific error can be ignored.
Also please still stay on the lookout for Enum errors.
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π
Seems I fell victim to the wrong argument count for format a few times as well π
@spiral pond For awareness, SPE has a few as well
@whole cloud a3\ui_f\scripts\gui\rscdisplaydebriefing.sqf line 45 throws format error now. Should we collect these in a ticket?
Oh shoot. This one might actually be caused by modded content
18:03:22 "BIS_fnc_log: [BIS_fnc_codePerformance] ----------------------------------"
18:03:22 "BIS_fnc_log: [BIS_fnc_codePerformance] Test Start. Code: systemChat ""test"""
18:03:22 "BIS_fnc_log: [BIS_fnc_codePerformance] Test Cycles: 10000 / 10000"
18:03:22 "BIS_fnc_log: [BIS_fnc_codePerformance] Test End. Result: 0.00025296 ms"
18:03:22 "BIS_fnc_log: [BIS_fnc_codePerformance] ----------------------------------"
18:03:22 Error in expression < format ["<t color='#99ffffff'>%1</t>",format [localize "str_a3_cfgnotification>
18:03:22 Error position: <format [localize "str_a3_cfgnotification>
18:03:22 Error 0 elements provided, 1 expected
18:03:22 File /temp/bin/A3/Functions_F/Debug/fn_codePerformance.sqf..., line 56
Ah fun.
I already fixed the zeus one today.
Yes please collect in a ticket
The fix for soundFakeFall is great, would it be possible to expand more config control over the behavior if there is anything else in-engine that could be opened up to be tweaked (for ex. adjusting when the check starts playing the sound)
How do we know what people would like to be opened up?
Anything else. Well everything, we could move all of it to script but that'd be bad.
Any examples? How would you adjust the check?
it plays approx 5 seconds before the surface, but it is better to have longer sound. this is fixed, unfixing it could break things and a bit of work as well
Will it error for more arguments than % numbers in the string too?
Are there known issues with LAMBS_danger? We just tried to switch our modded server to profiling and lambs didnβt play along
Maybe it's best to ask on the LAMBS discord server, link there can be found on the workshop pages
Did anything change with playAction ?
I used playAction with a Move (CfgMovesMaleSdr) instead of action and it worked for years.
Now it doesn't work anymore 
Not sure how to repro since this move is from the ExileMod.
Maybe it was a bug that it worked for all the years.
https://pastebin.com/hQwj9UsQ
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Well surely can do the same with some vanilla move?
I also started getting this on most recent profiling, we are running ace_killtracker (which has a mission CfgDebriefingSections entry)
It doesn't always appear for me. Haven't figured the pattern yet.
It might have to do with the screen that shows the killed entities.
If it appears, then there is an error in the rscdisplaydebriefing.sqf
format errors are obvious, the number of arguments missmatches.
Unless the format is getting a dynamic array, its a trivial fix and no need to have a repro if you can clearly see it
_descriptionText = gettext (_endTemplate >> "description");
if (_descriptionText == "") then {_descriptionText = "%1";};
_descriptionParams = missionnamespace getvariable ["RscDisplayDebriefing_params",[]];
if (typename _descriptionParams != typename []) then {_descriptionParams = [_descriptionParams];};
_descriptionText = format ([_descriptionText] + _descriptionParams);
ayy
"CfgDebriefing" >> _end >> _endTemplate >> "description"
Assume that's in description.ext somewhere
throw a ticket in my name Im doing some data
But it doesn't set any "description"
Maybe its related to the ending type?
Mod config class CfgDebriefing has a few with description, but none of them have format arguments.
Oh..
if (_descriptionText == "") then {_descriptionText = "%1";};
Is it 0 provided 1 expected?
Then
_descriptionParams = missionnamespace getvariable ["RscDisplayDebriefing_params",[]]; should have some default value in the array.
Ah nvm you put it in the ticket. Yeah the fix will be changing the default for params
No you're wrong
You can't use moves with playAction
2.16.152017 new PROFILING branch with PERFORMANCE binaries, v15, server and client, windows 64-bit, linux server 64-bit
- Fixed: loadAbs/load and the inventory UI container fill indicator counted the contents of Uniforms/Vests/Backpacks twice - https://feedback.bistudio.com/T167469
- Fixed: Inventory UI external-container load progress bar preview was not considering contents in dragged containers - https://feedback.bistudio.com/T167469
- Fixed: lnbDeleteRow did not trigger "OnLBSelChanged" events when the selected row had to be changed
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Note: There are separate Dll files that also need to be placed into Game folder.
π₯Έ
I used it for years, same for other people and it worked. Maybe iam wrong to use it, but it worked xD
Are you sure your moves weren't just copy pasted into actions?! 
Yes, i checked old scripts i made and they 100% worked. Not running a server anymore, just realised it while testing something for someone else.
Also just tried with stable version but behaves the same, must have been a change a bit longer ago.
So doesn't really matter π
Thats good news. If we broke it in the past we don't need to fix it anymore π
6:32:45 Error in expression <criptionParams];};
_descriptionText = format ([_descriptionText] + _descriptio>
16:32:45 Error position: <format ([_descriptionText] + _descriptio>
16:32:45 Error 0 ΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½ΠΎ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ², 1 ΠΎΠΆΠΈΠ΄Π°Π»ΠΎΡΡ
16:32:45 File \A3\Ui_f\scripts\GUI\RscDisplayDebriefing.sqf..., line 45
new PROF
#perf_prof_branch message
A fix is already in place, but it requires data changes which I believe means it can't come to prof, only dev, since prof only changes the exe and uses stable data
Linux server user here
reminding the Addons/addons thingy
Seconding that one
wasn't it already sorted? (I take it wasn't, otherwise it would not be brought up ^^)
only pbo names, not the addons folder itself
Exactly. addons/IhAtElInUx.pbo works,
Addons/ihatelinix.pbo does not
π‘
DayZ solves it but iterating through every file in mod folder, and doing a case insensitive name compare for "addons"
I can, I just don't want to
path.ToLower(), no?
But, but, but... I, and many other, would really, really appreciate it. And it really doesn't sound that hard 
Its not hard, I just have irrational disdain
Stop it Lou
never! π
probably cuz linux doesn't support TFAR
Firstly, we are talking about servers, not clients
Secondly, it does
I have major fps drop and micro freezes in KOTH when open 'Players' list on 2d map, it drops to 9-5
Can anyone confirm? join koth server, spawn as player, open map M, open 'Players' top-left menu
Can't get it on stable
RPT error spam?
Players list is very heavy though, it modifies entire list each frame because engine does the same
format strictness
Hi. Any chance this might get attention? Or should I create a ticket?
- The inventory window bugs on
setUnitLoadout- vest and backpack tabs disappear
You can recreate this by running
[] spawn {
sleep 1;
player setUnitLoadout (getUnitLoadout player);
};
in the console and opening the inventory window
I don't think we will do anything to it, but add the note on BIKI @silk pewter This is expected as the containers are deleted and recreated when you run setUnitLoadout.
Noted. Thanks
Does anyone also have the problem that with profiling branch you cannot connect to the server ?
no
If there is stuttering every ~5 seconds ingame, how can I best debug to find what is causing the issue?
It's likely an SQF script or at least a mod doing something that is causing it as it's only occuring when using a custom modpack
the major issue is it only seems to become very apparent when on a server with a 20+ people. Making debugging a pain due to requirement of players
You could run profiling branch (specifically prof, not perf) and use diag_captureSlowFrame to get a little bit of insight
Also make sure to note if there's any difference between different missions or different times in a mission, and if so what's present or happening when it occurs. For example, I know there are certain long-range radars that can cause regular stutters as they scan (IIRC because they scan far outside the terrain bounds and the terrain out there gets dynamically generated on every sweep)
sure you're not mixing things up with either dev, mac, or something else?
tried restarting steam?
This problem is showing up for more people in my group, on the profiling brench.. (Of course before I tried to write here I tried such basic things and diagnostics the only difference was always profiling brench..)
steam is having issues, it's not arma related
It's been going "offline" randomly the entire night for me
yeah uhhh, try switching steam region
its usually a temporary issue that is outside of bi/arma 3 control
then its not an arma 3 issue
it's steam it happens
We enabled a Steam security thing that Valve released a bit over a year ago.
But its not causing issues for most people π€
So actually, on the dedicated server or client side, there's not much I can do about it, but rather hope that it gets fixed (by valve) in time...?
If we get more reports of it not working, we'll just not trust it and turn it back off. We can live with less security π
But I am confused why so few people have issues
Is your server in some way proxied? Where its public IP isn't the IP that the players connect to?
Or does it have multiple public IP's?
Is everyone with profiling branch unable to join?
Only the non-profiling branch players can join?
People without a prof branch are just connecting just fine, but people with prof. branch for the last 3 months had various problems sometimes even when they were admins they did not have at all available on the prof. branch console which I attributed to that branch... but within 14 days now virtually everyone has been forced to stop using that branch to be able to connect at all..
Is the server itself on prof?
weird, i've connected to our community stable server just fine with perf/prof branch
are people able to play self hosted MP with your mod pack?
can i ask what is it exactly?
Sure you can
that question does double duty of asking to ask and literally asking
ok
is arma ever going to implement steam network sockets or steam p2p just to facilitate a better user experience by using steam? nobody has the resources to work on that as usual these days?
Unknown.
Unknown.
aw :(
not only lacking resources but unwillingness/laziness on your part, correct?
so, what exactly is the steam security thing that got enabled on arma appid?
I dunno if calling someone lazy to their face is a great way to get the answers you want
I said unknown. Do you not understand what unknown means?
yes sir, that does sound unfortunate, i am looking forward for it to happen in some future
@topaz comet Do you have the answers to these questions? I want to know why your server is different than others
Can you start your server weith -enableSteamLogs parameter. Then let one of those failing players try to connect, and send me the log file?
I'm sorry, but I'm waiting for answers from the provider... And I'll test the other thing tonight.
Is your server in some way proxied? Where its public IP isn't the IP that the players connect to? Or does it have multiple public IP's? - "The server is behind NAT, but outbound NAT is a different public IP than inbound"
Is everyone with profiling branch unable to join? - Yes
Only the non-profiling branch players can join? - Yes
Where can I find this log on linux server? Please.
Its just written to console output
The server is behind NAT, but outbound NAT is a different public IP than inbound
That'll probably be it. Steam requires the servers public IP to be the same as the one the clients connect to.
This is probably messing it up
In that case, I'll try to copy it into the file...
Can you not change it so that the IP Addresses are the same?
Thats a weird setup.. And Steam will likely someday enforce this
Ahh, hmm, provider doesn't have enough public IPs so some things are unified.. under one.. I'll have to live with the fact that only classic works at least that one works π
Thank you very much for your help in that case I guess the log is no longer needed..
The log is still needed
I'd like to know what steam actually says about it
maybe I can find a way to keep it on, but still have it work for setups like yours
You can't.
What is in profiling branch, will be in the next game update.
So leaving that, you'd be doomed.
ya cgnat is very restrictive in most cases
get a vpn setup that lets you bypass the restriction
not really super weird, cgnat has been the trend among isps for the last couple years
cgnat doesn't usually have two different IP addresses and them being different for incoming and outgoing?
since ipv4 has ran out
it does have multiple ip addresses and everyone falls under a shared ip that you can't port forward in. p2p doesn't work
-
Try 17:14 STEAM: STC: Client: BFTDroid - SteamID:76561198109736811 - Remote ticket validation response: 0 : OK
-
Try 17:17 STEAM: STC: Client: BFTDroid - SteamID:76561198109736811 - Remote ticket validation response: 10 : Unknown ticket result
and how upload rpt here? on phone is disabled to upload file.
You can send it via DM
But they are hosting a server, with port forward.
How is any of what you're saying relevant?
hmm. Curious why a provider would do this:
The server is behind NAT, but outbound NAT is a different public IP than inbound
inb4 satellite connection
lol
the only common usecase of separating inbound and outbound i can think from the top of my head
Maybe issues with collisions between incoming ports on one machine and outgoing on another?
He doesn't have enough public ips to make them all 1:1
I figured that was kind of a solved problem though.
Well, NAT in general is understandable.
Just not sure why the incoming/outgoing IP split.
my conspiracy theory is that many service providers (of anything, not just internet) actually find it fun to make things inconvenient for their users
