#perf_prof_branch

1 messages Β· Page 7 of 1

trim ether
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but switching back to vanilla and it works perfectly

spiral pond
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@trim ether is it meant to explode mid air, or fall down to explode on impact?

trim ether
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@spiral pond explode at the time of creation ie in mid air

spiral pond
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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)

trim ether
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explosionTime = 0.001;```
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when the main projectile hits the ground, the "helper" is created which instantaneously spawns a 2nd explosion a set height above the ground.

analog acorn
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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)?

trim ether
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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).

trim ether
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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.

woven loom
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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

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Wasn't able to frame capture today but will the next time maybe

worldly badge
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I thought it's very normal. You actually can see that those drawings are VERY expensive even if you uncap FPS

woven loom
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Normal yeah but seems counterintuitive, it should be graphically less complex and not more

worldly badge
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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

woven loom
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Will double check but my impression is that it's a CPU overhead/ bottleneck problem

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So might have some scope for optimization! #dedmenfix

worldly badge
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Seems the drawing forests/rocks/etc, aka drawing complex poly is very it is

woven loom
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But it has LODs too right?

worldly badge
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I mean in 2D map

woven loom
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Yeah

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If you zoom out, the details don't draw

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But fps is still bad

worldly badge
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Well I gotta rephrase that, if you try zoom not too out but not too in either

woven loom
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Zoom all the way in, FPS is higher (but maybe not as high as 3D?)

worldly badge
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You get what I mean but I don't know how to describe that using my brain after a work

woven loom
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Yeah πŸ˜…

vagrant zodiac
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This is normal for in game play, not just the editor, no?

quaint flame
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It is.

worldly badge
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That's what I mean

quaint flame
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We had issues in SPE with that during our animated briefing

whole cloud
quaint flame
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Due to bad code?meowtrash

spiral pond
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more area = more items. it still has to compute what to show and what not

whole cloud
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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.
πŸ“

unborn urchin
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rotates with view etc

whole cloud
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whaaaa notlikemeow

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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 πŸ˜„
Thanks 🫑

silk summit
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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

worn socket
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Please add changeable height for the hide Module, so we can adjust its z value

whole cloud
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Eden code stuff is looked at. Not data.
Checkbox, options, attribute changes would be data. None of such changes are planned rn

night mulch
quaint flame
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There is an agent mod for eden editor already iirc

obsidian hatch
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Does anyone have an issue with players unfilled mags despawning when they reload? It seems that it is almost trying to auto-repack them?

vagrant zodiac
fast hornet
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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.

tribal pasture
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We suddenly started getting reports of vanishing mags recently

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Could it be BE related?

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Wild theory: Magazine ID precision threshold reached so game discards magazines with same IDs?

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Couldn't be happening in that VR repro from the ticket though, no way ID could get that high there

vagrant zodiac
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Don’t think it’s Battle Eye related as we didn’t have it running on the server when it suddenly started happening

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Also had it with every client (not just those of us running perfect branch) so really very odd for it to suddenly start happening.

tribal pasture
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✨ perfect branch ✨

woven loom
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Change in a commonly used mod like CBA? Does this happen with vanilla too?

weak panther
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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

tribal pasture
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Video there has in in vanilla VR empty mission back in 2019

vagrant zodiac
# woven loom Change in a commonly used mod like CBA? Does this happen with vanilla too?

There were no updates to any of the mods we used between the last time we had β€˜normal’ 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/

north girder
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someone's eating all the magazines

heavy vortex
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Also magazines seem to retain their current ID when moved between weapon and inventory.

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Not sure how the IDs are handled with locality though. Maybe you can have dupes in multiplayer.

whole cloud
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But does anyone have a repro for the issue.
Or is it just "random in multiplayer sometimes"

heavy vortex
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Apparently two people in vanilla VR firing two shots and swapping mags works after a few minutes.

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but I'm not sure if that was DS+clients or localhost+client.

whole cloud
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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

heavy vortex
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Did that drop the mag on the client though? :P

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fully expects multiple bugs

whole cloud
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"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

tribal pasture
heavy vortex
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jesus

whole cloud
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The simple repro shown in the video.
Makes EVERY reloaded magazine disappear for me, I got a 100% repro rate πŸ˜„
Probably because debug build is a bit slower or smth

analog acorn
heavy vortex
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assert is usually a no-op on release builds.

whole cloud
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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

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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 πŸ˜„

heavy vortex
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I wonder if other mods inherited keepInInventory or it's just the MX

whole cloud
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Fixed that stuff, magazine still disappears on the non-server shooter :/
Plus some extra new asserts

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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

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mh

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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

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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

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So this is the wrong fix for this.
But confusingly, it fixes this

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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. meowsweats

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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? πŸ€”

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

whole cloud
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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

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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()...
πŸ˜“

heavy vortex
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I think this might be even worse than I expected.

whole cloud
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Mh I tried again, and now its called in every case....

analog acorn
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Consistently Inconsistentβ„’

whole cloud
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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:

tribal pasture
whole cloud
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I know a repro

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I can get that mod and try it, but don't have time for that

tribal pasture
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0 spawn {waitUntil {toLower gestureState player find "reload" >= 0}; player playAction "gestureNo"}

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Execute, reload, mag gone

whole cloud
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also in SP? or MP?

tribal pasture
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Anywhere

whole cloud
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The bug I fixed is MP only, so probably not then

tribal pasture
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Yeah probably different bug

unborn urchin
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the gesture one happens because the gesture interupts the reload

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if you time it right you can even break the weapon animation/weaponstate

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like the animation source will get stuck at 0.5 or whatever its at when you run it

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also re: keepInInventory this thing is REALLY buggy when its used on a magazine that isn't a grenade

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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

fast hornet
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on a v5 server and v5 client i could reproduce the issue on almost every reload. But i didn't test anything else yet.

lyric stump
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reverting server to release branch fixes reload bug

fast hornet
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v4 server has the problem as well it seems, but not as severe as v5. Some quick tests look like v3 might be unaffected..

kindred radish
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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 blobdoggoshruggoogly

median belfry
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The bug existed the whole time but I guess something changed in the last few weeks and now it happens more often

fast hornet
empty goblet
median belfry
empty goblet
north girder
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people are getting arma'd even in coding

hexed verge
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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

patent dome
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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.

hexed verge
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yes, i run arma always with full debug and showing script error flags.

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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

heavy vortex
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I would guess that's a minor-thread crash.

whole cloud
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Guess it could be a crash in a thread or so.. πŸ€”
Send me a dump and I'll find out why πŸ˜„

I don't know if the crashdump creation does a kill at the end. I have never seen that happen

hexed verge
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i knew i should have pressed yes instead of no..

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actually got the mdmp and bidmp

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via pm?

whole cloud
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anything you like

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Though snailmail might take a bit too long

hexed verge
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i shall fax it

quaint flame
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The true German way.

whole cloud
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Indeed crash in a thread, in XAudio thread that we don't control

whole cloud
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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.
πŸ—ΊοΈ

hybrid wasp
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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

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Is not crashing on main branch

whole cloud
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Configure keybinds is this?
Fine for me

dense steppe
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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

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Unfortunately, the log doesn't show anything, it just looks like a normal shutdown

hybrid cradle
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cba settings or server settings

dense steppe
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CBA settings

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specifically ACE

hybrid cradle
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sounds like it could be a gui problem then

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tho that wouldnt explain a server hang

whole cloud
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I also didn't touch any gui like that, so that'd be weird

hybrid cradle
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just two things in menus

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i can shit around with perf later

dense steppe
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I personally don't think its related, as it only happened after I started getting more users on the server

whole cloud
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The time to revert the build already ran out. So we're stuck with it till tomorrow

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It'll crash when someone shoots a projectile without a shooter. Didn't expect that to be possible πŸ€”
But you can probably scripted create them without one

hybrid cradle
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you can

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i rely pretty heavily on it

fast hornet
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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.

whole cloud
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yeah just mineCreate command would do it.
Servers will also crash when a client does it

hybrid cradle
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wait that's a command

analog acorn
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mineCreate isn't, but createMine is

fair swan
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Im crashing too. Playing warlords and anytime an object is purchased or if another players parachute lands nearby game froze. Works fine without profiling

random isle
fast hornet
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i can run e.g. _mine = createMine ["APERSMine", ASLToAGL getPosASL player, [], 3]; just fine without it crashing.. v6 client and v6 server.

whole cloud
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We reverted steam, google drive still has the broken one. Fix it tomorrow

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Still looking for some crashdumps.
To confirm that what I think it is, really was it

woven loom
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It's like watching an episode of House but for Arma πŸ˜„

whole cloud
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v6 is back now meowsweats

fast hornet
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btw. would the reloading/magazine despawning fix need the client to have v6 or only the server? Or both?

whole cloud
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Serverside only could be enough.
I have only tested with both

fast hornet
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Thanks

marsh gyro
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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.

wet turtle
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is there a reason why
diag_captureFrame, diag_captureSlowFrame,diag_logSlowFrame
are disabled in current dev branch?
@frigid yarrow @final mantle

restive pilot
whole cloud
whole cloud
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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?

weak panther
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Server on prof, clients with and without Prof cannot pero bug more

ashen helm
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"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?

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marker icons are rotated in 3D view but on map are still in default position, this is hella confusing

quaint flame
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Map is always oriented north. Why rotate?

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This is a good thing. Imho

weak panther
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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

weak panther
whole cloud
tribal pasture
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Prof server, stable clients

unborn urchin
fast hornet
empty goblet
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way more crashfixes wip/done, sadly no hotfix/profiling today, crossing fingers for next day

woven loom
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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

quaint flame
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That's known.

random isle
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why is the map drawing instead of being pre-cached from start ?

wet turtle
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@empty goblet i couldnt find, #ToManyChannels!

empty goblet
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@grim i could add more ;) like #complain_about_VON:)

quaint flame
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Most likely because of different scale.

wet turtle
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#complain_about_toManyChannels? :)

whole cloud
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lol who cares about map

shrewd moss
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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

fickle geyser
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You're not taking into account that if he optimizes the map people will just pull more FPS. Effectively using same amount of energy.

heavy vortex
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Now adding option for servers to pause when there are no players would probably help more.

fickle geyser
random isle
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What about mini map ?

woven loom
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not noticed any effect

woven loom
woven loom
rain moth
heavy vortex
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I mean actually pause, not stop the mission.

silk pewter
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wouldn't dynsim do that? but I see what you mean

hybrid cradle
silk pewter
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ye, can't fight that through script

hybrid cradle
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time = time-1 :)

whole cloud
empty goblet
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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 ...

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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 ...

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i seen surge of this thanks to STEAMdeck and similar handheld gaming devices released

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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

quaint flame
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maxFPSIn3DEN?

empty goblet
light cargo
#

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

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it feels too late in the dev cycle to add this feature to arma :/

heavy vortex
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The A3 client does it already, at least in fullscreen.

autumn timber
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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.

fickle geyser
#

borderless/window too

fickle geyser
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you don't need these 100 frames when there's 0 players imo

autumn timber
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Yeah, I agree on that one

fickle geyser
#

same for noPauseAudio or whatever was the param

autumn timber
heavy vortex
woven loom
hybrid cradle
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using n++ is why you're spending half your time not looking at arma

woven loom
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I didn't know vscode and n++ were the same thing

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Anyway, bizarre tangents aside, I think it's a very common situation πŸ€·β€β™€οΈ

light cargo
fickle geyser
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ADT stonks

heavy vortex
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ADT is great but typing code into it is not the best experience :P

woven loom
restive pilot
whole cloud
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That's the issue! You need to mod in a better textbox πŸ˜„

hybrid cradle
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love adt except when i accidentally press ctrl+w

restive pilot
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How do you "accidentally" press ctrl+w?! think_turtle

silk pewter
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accidentally.

hybrid cradle
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it happens like once a month

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tres annoying

empty goblet
trim ether
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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. 😦

trim ether
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Yeah, but unfortunately its large. I'll DM you.

magic belfry
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@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?

trim ether
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@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.

whole cloud
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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

magic belfry
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Im just updating the server real quick and ill see

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I suspect it was happening for us due to the outdated server now.

empty goblet
wet turtle
#

@empty goblet, How does one start profiling binary with BE? :P

empty goblet
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stupid q, backup arma3.exe or arma3server.exe and replace with the respective one you download

wet turtle
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Well im asking as A3Launcher can launch a3 profiling without doing so it just passes an argument to arma3profiling.exe.

empty goblet
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no idea, if you think it's bugged, hit the launcher devs with bug report ;)

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definitely thinks my order menu said seamless switch support :)

wet turtle
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Well launcher works, but i dont wanna use it :P batch files are faster :P

empty goblet
#

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)

whole cloud
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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.
🀧

hybrid cradle
#

any more specifics about the scheduled scripts fix?

quaint flame
#

Something about sorting the queue etc. Can't find dedmens post about it.

hybrid cradle
#

zamn

upbeat thistle
#

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

whole cloud
#

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?

upbeat thistle
#

yeah already opened a ticket on infistar im waiting for their response and ill be back with a feedback

#

i hope at least..

inland dew
#

PvE

whole cloud
knotty wraith
#

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

whole cloud
#

Are you running it on server too? or only on client?

knotty wraith
whole cloud
#

so v7 on server, and v6 on client works.
v7 on server and v7 on client doesn't work?

quaint flame
whole cloud
#

yea

fickle geyser
#

good, I don't need to think about releasing improved liberation anytime soon bloblgrimace

kindred radish
#

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&

knotty wraith
#
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

stray prawn
#

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.

inland dew
#

can confirm - script console gone when logged in on the server, both running v7...

whole cloud
#

sus oldman

#

We clearly are doing too many things if prof keeps breaking.
need to do less stuff

hybrid cradle
#

couldnt some of this stuff get put on dev branch? suppose less would get caught tho given theres no server branch for dev

rose moth
#

Prof v7 reverted to v6 for now.

fast hornet
#

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 πŸ˜„

rose moth
#

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 πŸ˜‡
Thank you all for the swift testing and your patience when these interruptions happen.

hybrid cradle
#

i personally dont mind it at all given it gets reverted quick enough to not interfere with anything major tbh

fast hornet
#

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.

hybrid cradle
#

small price to pay for making the scheduler slightly less shit

rose moth
#

btw Dev: 0.02% of players, Prof: 0.83% (client)

hybrid cradle
#

i dont touch dev branch bc of no mp stuff atm

rose moth
#

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.

fast hornet
#

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 πŸ˜„

#

v6 has been running great on our live server for two weeks now

knotty wraith
#

don't touch serverv7 - everything is basically up and running for me)

fast hornet
#

the (v7) server logs were strange though.. more pointing towards fucked battleye/steam session ids and stuff.

autumn timber
#

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

kindred radish
#

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.

fast hornet
#

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

whole cloud
#

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.

analog acorn
# autumn timber > Prof: 0.83% (client) Woah... I wouldn't think that almost 1% of the userbase e...

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".

whole cloud
#

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....

whole cloud
knotty wraith
whole cloud
#

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 uses CfgRemoteExec and which doesn't whitelist that function, and specifically mentions that it should never be whitelisted.

Why is it used if its not allowed? πŸ˜•
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 🀯

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 a isNil {}, instead of this mess 🀯

#

Yeah the FSM's are not executing

#

Hey I found a copy-paste mistake in the FSM processing from 2019 meowcamera

#

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

fickle geyser
#

Whole East Wind is using FSMs IIRC.

#

Or Tac Ops missions.

whole cloud
whole cloud
inland dew
heavy vortex
knotty wraith
heavy vortex
#

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

tribal pasture
#

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

merry shuttle
empty goblet
whole cloud
#

2.16.151868 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 64-bit, linux server 64-bit
magic
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?

light cargo
#

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

restive pilot
light cargo
#

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

rose moth
# light cargo i would devtest but i dont play a3 often and i dont have storage for a p drive d...

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 πŸ™‚

light cargo
#

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

restive pilot
#

You can test dev with other dev builds
Tho there is no dedicated dev build afaik

light cargo
#

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

light cargo
#

arma3x64.exe can do dedicated server functions via -server

light cargo
rose moth
#

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 πŸ™‚

whole cloud
light cargo
rose moth
restive pilot
# whole cloud but it was only FSM's. Debug console doesn't use FSM (afaik??) and i couldn't re...

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)

knotty wraith
whole cloud
whole cloud
knotty wraith
#

enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY"}; - work
enableDebugConsole = 1 - not working

whole cloud
#

I set it up using mission.sqm setting to enable debug console only for logged in admins (the = 1). It doesn't show up. βœ…

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.

vivid rune
#

Is this maybe also an exploit to gain admin rights by kicking somehow the admin/zeus and then become admin rights?

whole cloud
#

Bug reports that are not profiling branch related, please to #arma3_feedback_tracker
Keep this channel about prof branch related stuff

light cargo
#

RIP

fair ore
#

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.

knotty wraith
fair ore
#

Since it's reverted, I guess we can't test?

whole cloud
#

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

heavy vortex
#

uh oh

knotty wraith
#

manpads do not work, they lock the target only if it is low above the horizon and far away (CUP)

fair ore
#

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

full nova
#

is the air target hot / flying?

fair ore
#

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

full nova
#

because i remember some modded aa launchers if you too close to the target they will not lock (RHS + Ace), not sure about now

fair ore
#

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

whole cloud
#

But also the fix I made is after lock. When the missile is already flying. Or atleast its supposed to only be then

fair ore
#

yeah

neat sorrel
#

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.

neat sorrel
#

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

whole cloud
#

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?

neat sorrel
neat sorrel
#

@craggy kraken can you provide more info?

whole cloud
#

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

whole cloud
#

I don't see how server commands checking has anything to do with ACRE radio's working. it shouldn't

craggy kraken
#

Yup, it was definately ACRE that failed. Only on the server side tho. Client side it works as a charm.

neat sorrel
#

me neither, but i'm really lost on what could be the problem

craggy kraken
#

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.

neat sorrel
#

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

craggy kraken
#

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.

empty goblet
#

any feedback on v3 yet ?

whole cloud
#

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

neat sorrel
#

If you need more info just ask!

whole cloud
#

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.
🦺

full nova
#

i wonder if i can update the profiling without steam also downloading my new subscribed mods

#

the answer is nope

whole cloud
#

You can download from google drive manually and put it in

lilac hearth
whole cloud
#

must've been in v7 already too

#

Which AA missiles have you tested, so I can repro it?

whole cloud
lilac hearth
#

I can confirm, i used with CUP

void badger
#

Verified with Static Titan AA

empty plover
patent dome
#

Don't think that is part of Prof?

hybrid cradle
#

it is not

#

shouldnt be anyway

neat sorrel
#

@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.

whole cloud
#

I'd like ideas on why/how ACRE could be broken. I don't know it
I already asked in ACRE's discord channel

neat sorrel
#

I don't really know

plain trout
#

Have you tried using an older version of TeamSpeak?

whole cloud
#

Its got nothing to do with teamspeak, if simply running profiling branch on server (which doesn't touch teamspeak at all) breasks it

light cargo
neat sorrel
analog acorn
#

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 πŸ€”

heavy galleon
#

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 kappa

hybrid cradle
#

doesnt dedmen hate tfar

whole cloud
knotty wraith
heavy vortex
#

The only thing I remember ACRE doing on the server side is sending epic quantities of radio channel data :P

whole cloud
fair ore
full nova
nocturne obsidian
#

since last update titan AA wont lock

#

i dont use mods

#

just proton linux

lilac hearth
#

any hotfix ?

analog acorn
#

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.

heavy galleon
#

Switch to stable branch can be a hotfix for you

coral pumice
#

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

ashen helm
#

player so big that needs 10 empty slots hmmyes

hallow yew
#

No crashes for us in 24 hours David

whole cloud
#

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

coral pumice
# whole cloud How do i get that report?

apparently you dont πŸ₯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

whole cloud
#

no its same spot

coral pumice
#

then they dont exist πŸ₯΄ sorry, no idea why

#

the rating.log got updated but the rpts just arent there πŸ€·β€β™‚οΈ

#

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

whole cloud
#

maybe you have some mod that sets that to 1 or zero?

#

getNumber (configfile >> "rptFileLimit")

coral pumice
#

its set to 10

#

i have 4342 files in the appdata folder, maybe i should delete some πŸ‘€

fair ore
whole cloud
#

not where you were actually aiming, so that then failed the angle calculations

fair ore
#

Oh, that'll do it lol

whole cloud
# neat sorrel When you press the PTT button, the radio doesn't work. No sound, no text box on ...

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?

neat sorrel
whole cloud
#

Didn't notice it pasted a screenshot instead of the video. yes

neat sorrel
#

Fuck. Then it’s working for you. Can it be something related to the ace settings embeeded on the mission? I’ll check later today with a mission without an embeeded config file but I’ll need to switch back to profiling

whole cloud
#

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

neat sorrel
#

I’ll check later and get back to you. Thanks!

whole cloud
# merry shuttle It isn't A3Wasteland which causes the remoteExec disabled function 'bis_fnc_exec...
                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?

merry shuttle
# whole cloud ```sqf if (fileExists INIT_PLAYER_SERVER_SCRIPT) then // server ...

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.

whole cloud
#

Mh but how do we find out what it is notlikemeowcry

heavy vortex
#

special-case logging hook on remoteExec? :P

neat sorrel
#

@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

whole cloud
#

Send mission please yeah.
I did try in a otherwise empty VR mission with only CBA and ACRE

neat sorrel
#

πŸ‘Œ

spiral pond
#

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;
            };```
nocturne obsidian
whole cloud
whole cloud
#

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

whole cloud
#

The ACRE issue only happens on linux server. And there is no fix for it in todays build

whole cloud
#

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.
tanking

whole cloud
#

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.

whole cloud
#

This profiling branch has better logging for the world-end crash, or game-exit crash

whole cloud
#

ACRE fix for linux servers is coming tomorrow salute

hybrid cradle
#

get ninja'd

midnight oyster
#

Anyone else getting "Stack Buffer Overrun" error on Command Line processing step of game start-up from the A3 Launcher?

whole cloud
#

Please gib. If you're quick enough we could get it fixed today.

whole cloud
#

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.
πŸ“»

midnight oyster
lilac hearth
#

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

whole cloud
#

Doesn't matter.

lilac hearth
#

thanks

random isle
lilac hearth
trim ether
# lilac hearth Hi <@90532520101183488> , whats up? I have a dedicated server runing for small ...

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.

lilac hearth
empty goblet
#

q, anyone else observing dedicated server crashes in past 2 weeks ?

knotty wraith
inland dew
#

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

random isle
empty goblet
knotty wraith
heavy galleon
#

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

knotty wraith
#

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?

hybrid cradle
#

dedmens dms

knotty wraith
hybrid cradle
#

.zip

analog acorn
#

If it's too big even after being compressed into an archive, upload it to Google Drive or something and send the link

knotty wraith
#

tnx

light cargo
regal blaze
heavy galleon
#

Dedmen fix

regal blaze
empty goblet
molten berry
#

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

cloud nacelle
molten berry
#

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?

jagged hemlock
light cargo
whole cloud
#

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 πŸ˜„

silk pewter
#

Holy…!

light cargo
#

damn, that's a tough one

indigo anvil
whole cloud
#

That about sums up development on Arma 3 🀣

indigo anvil
whole cloud
#

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 meowfacepalm

#

And even if it did, active radar cannot target missiles πŸ˜„

woven loom
#

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

whole cloud
#

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.

tribal pasture
#

Shooting down MLRS missiles could've been a great use case too

#

10 years too late I guess

plain trout
#

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?

whole cloud
#

As I said I won't implement the ability to target missiles. That would be a whole new feature that's not planned

silk pewter
whole cloud
#

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

silk pewter
#

but for these, should the (pre-fire) lock happen with the plane's sensors?

#

anyway, if it's fixeded, it's gr8, gr16even

whole cloud
#

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;)

whole cloud
#

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

worldly badge
#

I do believe we already have more than one tickets

whole cloud
#

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

light cargo
whole cloud
#

just too much work in general

empty goblet
#

can those config entries be added via patch (server side addon) ?

whole cloud
#

There are no config entries to be added

empty goblet
#

All the targetting checks fail because they rely on config entries that missiles don't have.
guess i misunderstood it

light cargo
#

and perf/prof doesn't make breaking code/data changes to stay compatible with stable

heavy galleon
knotty wraith
empty goblet
woven loom
#

hmm we were playing Force Recon on a linux DS, everyone including the (stable) server crashed at the end of the mission πŸ€”

#

i crashed on profiling (steam)

#

Access violation

light cargo
#

might be worthy to send the mission and the crash dumps?

woven loom
#

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

uncut linden
# whole cloud just too much work in general

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.

heavy vortex
#

You mean when you give them a waypoint behind them?

fallow mason
#

This problem has been solved? i hosted a game lastnight and the server crashed and it never reached more than 4gb

knotty wraith
whole cloud
whole cloud
whole cloud
knotty wraith
heavy galleon
#

And then breaks it*

#

insert dedmen fix gif

indigo anvil
whole cloud
#

tmrrw

woven loom
whole cloud
#

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.
🫠

knotty wraith
#

HC how does exe use server or client? I understand that it runs on the server, but you never know...

light cargo
#

iirc

whole cloud
#

HC how does exe use server or client?
You mean whether HC is server exe? yes HC is server exe

light cargo
whole cloud
#

client exe afaik is not intended to be used that way

light cargo
whole cloud
#

Arma clients kinda need to be able to client. You can't remove that, that's how playing Arma works.

light cargo
whole cloud
#

Because client has local-hosted server ability. So it needs the hosting ability

empty goblet
light cargo
#

interesting

light cargo
#

so hc depends on the dedicated server infrastructure?

empty goblet
light cargo
indigo anvil
#

I've just got a client crash during EU11 gameplay. Where should I send it?

light cargo
indigo anvil
upbeat thistle
#

Titan Lock (AA and MPRL) and also Tigris is broken on profiling version

#

you cant lock vehicles

rancid coyote
upbeat thistle
#

Yeah we can’t kill helicopters camping the skies like that

orchid mesa
#

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

knotty wraith
#

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

weak panther
#

+, same on dev build

upbeat thistle
#

Needs to be fixed

silk pewter
#

no no, let's keep things broken of course

fair ore
#

obviously telling people the obvious (that bugs should be fixed) is productive

#

it never comes across as entitled and annoying

heavy galleon
light cargo
#

jeez

empty goblet
#

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 
tribal pasture
#

15 FPS on clients hmmyes

empty goblet
knotty wraith
#

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.

tribal pasture
#

Works good in SP seemsGood

empty goblet
knotty wraith
#

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!

empty goblet
#

that's not where the bottleneck is ... wouldn't help you on client much or at all

knotty wraith
#

by the way, is the alternate upload to the server as in Dayz essential?

empty goblet
knotty wraith
#

the client is loaded in the queue - one by one

empty goblet
#

that would be good question to ask dedmen , if there can be something done about

heavy galleon
# empty goblet well, now those can be recreated in A3 (mostly, the client performance is still ...

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 )

knotty wraith
#

I said that Tushino has a unique 200+ game experience since arma2!

#

and so it is in arma 3

empty goblet
empty goblet
#

{want to squeeze more client-side FPS anyway , just as server-side}

heavy galleon
knotty wraith
#

it feels like they are hearing about Tushino BI for the first time

empty goblet
heavy galleon
#

Russians spent 10 on A3 by now πŸ˜„

#

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)

empty goblet
#

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

heavy galleon
#

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 PU_PepeCryHands

empty goblet
#

but that's unfixable (except perfect stability/performance) until fully server-centric and add some multi-server meshing

heavy galleon
#

So, 2026 you say?

empty goblet
#

i don't want to give promises, tho i would like all the server-goodies StarCitizen has for A4 and beyond 😁 {one Arma veteran can dream right?}

heavy galleon
#

Go hire some talent weSmart
I heard uni just ended and there's a lot of skilled people out there

empty goblet
#

if it was that simple, we would be already rolling out ArmaVerse 😁

woven loom
spiral pond
#

better means for performance profiling and especially logging+analysis available to the community would go a long way to identify perf issues and bottlenecks

median belfry
# empty goblet ye now that NEEDs some optimization 😁

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

heavy vortex
#

yeah I don't understand why non-local simulation runs for non-visible units.

median belfry
#

// 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

heavy galleon
#

I see sleep and I cry PU_PepeCryHands

heavy galleon
#

Scheduler

median belfry
#

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

heavy galleon
#

cba_fnc_executenextframe or something like that weSmart

silk pewter
#

not everyone has CBA :p

median belfry
#

also some calculation cycles you dont wanna run in unschedulded enviroment since it can causes lag spikes if you dont have breaks in between

heavy galleon
heavy galleon
median belfry
tribal pasture
#

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

whole cloud
#

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.

empty goblet
#

one must wonder what else gets init on 0,0,0 (or worse somewhere below ground) and could fail that way πŸ€”

whole cloud
#

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 meowsweats

woven loom
#

Why is it initialised at 0,0,0 when it's actually on the pylon of the aircraft? meowsweats

light cargo
#

the plot thickens

woven loom
#

Just wondering if it can't inherit the position of the vehicle firing it?

whole cloud
#

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.
πŸš€

upbeat thistle
#

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

whole cloud
#

Β―_(ツ)_/Β―

#

Talk to infistar people and find out why

upbeat thistle
#

ok

whole cloud
#

I have no way to test that or guess what might be wrong with it

upbeat thistle
#

ok mate

#

its ok

#

it works i opened the game twice and i works now

#

so all good

#

πŸ™‚

knotty wraith
#

is it necessary to update it every time RTDynamics_64.dll ?

hybrid cradle
#

yes

#

its not in stable yet

knotty wraith
# hybrid cradle yes

I'll ask a different question: 11 RTDynamics_64.dll is it different from 12? ?

whole cloud
#

no

restive pilot
shell lion
# whole cloud The position is set after the entity is spawned

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.

light cargo
lilac hearth
#

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?

light cargo
light cargo
#

fortunately its often a rare issue

lilac hearth
#

good to know. Do you know if theres any relation with performance build or not ?

hybrid cradle
#

no

lilac hearth
#

thx

whole cloud
whole cloud
#

I can reproduce the issue

#

The mouse controls also don't work, cannot cancel or confirm digging

whole cloud
#

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.

quaint flame
#

So Hemtt should be fine now or are there still things to be done on their end?

whole cloud
#

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.

whole cloud
#

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.

spiral pond
#

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
 βž₯ 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)```
whole cloud
empty goblet
#

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

charred lava
#

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?

light cargo
azure jewel
#

Bug found: Can not control UAV on its passenger seat

Reproduce:

  1. Place UAV operator
  2. Place UGV Stomper
  3. Play as the unit in step 1
  4. Get in the vehicle in step 2
  5. Connect terminal to UAV
  6. Take UAV controls
  7. Nothing happens

stable branch is fine

feral harness
fast hornet
#

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? πŸ™‚

indigo anvil
fast hornet
#

DM sent.

whole cloud
#

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.
🧹

fast hornet
#

Would -debug have any performance implications (while not crashing :D)?

whole cloud
#

Yes. debug has extra debug logging

knotty wraith
#

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
whole cloud
#

Its fine in dev branch. Might be a failed merge. Checking..

knotty wraith
#

yes

whole cloud
#

Ok yeah I got it. It might stay till friday. I think it shouldn't break much, the command does nothing on server anyways

empty goblet
whole cloud
#

yes

#

I need a fulldump from a server owner who doesn't have access to UI. So on server the confirmation dialog is skipped

empty goblet
whole cloud
empty goblet
whole cloud
#

I would expect RE to still work

empty goblet
#

the problem is lot of the code executes on everything including server so likely will error out on server too

whole cloud
#

Yeah it'll spam errors for a bit

#

Not great not terrible

empty goblet
# whole cloud Not great not terrible

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)

whole cloud
spiral pond
#

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
whole cloud
whole cloud
spiral pond
#

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

whole cloud
#

"with 2.18"
This won't be in stable builds

whole cloud
#

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

spiral pond
#

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?

whole cloud
# spiral pond yeah i am aware transfer missions are different. however at least the warning ...

$ 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.
spiral pond
#

@silk pewter we will need your docu magic skills please praise_the_sun

heavy galleon
#

What about the Addon/addon linux thingy, given the pbo does not matter anymore?

#

Do you need a FT for that?

gentle canopy
heavy galleon
rain moth
heavy galleon
#

oh you… I’m in vacation mode ok?

whole cloud
heavy galleon
#

But would that help you in remembering?

whole cloud
#

I don't want to remember

heavy galleon
#

The pbo names are supported. The Addons some mod Devs put in just fucks it all up again meowsweats

whole cloud
#

Jup

heavy galleon
#

Is it that hard? monkaHmm

whole cloud
#

No

#

Probably not

#

Maybe

heavy galleon
#

Can we expect it on Friday? lovecrab

whole cloud
feral harness
#

@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

spiral pond
#

copy. will test with new version just to make sure our setup still works as before πŸ™

real creek
#

It seems a mod stopped working with perf/profiling. Is it better to report to the mod dev in that case?

heavy vortex
#

Report to both IMO.

#

If perf branch breaks a mod then that's usually unintentional.

real creek
weak panther
kindred radish
#

My simple statusbar also stopped working without changing anything thonk
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 .

spring harbor
whole cloud
#

Ayayay.. thanks peeps, getting right on it!

whole cloud
# kindred radish My simple statusbar also stopped working without changing anything <:thonk:10986...

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 meowfacepalm

#

Ah nevermind the format is wrong

#

color='%7'> turned into color='>

whole cloud
#

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

#

There you go. You'll have to deal with the errors then @kindred radish

whole cloud
#

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

whole cloud
kindred radish
quaint flame
#

Good that it throws an error now.

whole cloud
#

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.
🍠

quaint flame
#

Seems I fell victim to the wrong argument count for format a few times as well πŸ˜„

#

@spiral pond For awareness, SPE has a few as well

quaint flame
#

@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
whole cloud
#

Ah fun.
I already fixed the zeus one today.
Yes please collect in a ticket

cold vale
whole cloud
#

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?

feral harness
tribal pasture
quaint flame
#

I think it does

#

Easy to test

plain trout
#

Are there known issues with LAMBS_danger? We just tried to switch our modded server to profiling and lambs didn’t play along

cloud nacelle
kindred radish
#

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 thonk

whole cloud
#

Afaik no

#

That could be related to the enum things. Can I get repro script?

kindred radish
whole cloud
#

Well surely can do the same with some vanilla move?

stark falcon
quaint flame
#

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.

whole cloud
#

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

feral harness
whole cloud
whole cloud
#

Ah nvm you put it in the ticket. Yeah the fix will be changing the default for params

restive pilot
#

You can't use moves with playAction

whole cloud
#

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.
πŸ₯Έ

kindred radish
restive pilot
kindred radish
whole cloud
#

meowsweats Thats good news. If we broke it in the past we don't need to fix it anymore πŸ˜„

knotty wraith
#
6:32:45 Error in expression <criptionParams];};
        _descriptionText = format ([_descriptionText] + _descriptio>
16:32:45   Error position: <format ([_descriptionText] + _descriptio>
16:32:45   Error 0 установлСно элСмСнтов, 1 оТидалось
16:32:45 File \A3\Ui_f\scripts\GUI\RscDisplayDebriefing.sqf..., line 45

new PROF

analog acorn
heavy galleon
#

Linux server user here waveBoye reminding the Addons/addons thingy

autumn timber
#

Seconding that one

silk pewter
#

wasn't it already sorted? (I take it wasn't, otherwise it would not be brought up ^^)

rain moth
heavy galleon
#

Exactly. addons/IhAtElInUx.pbo works,
Addons/ihatelinix.pbo does not

whole cloud
#

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

silk pewter
whole cloud
#

No

#

That's what it already does

heavy galleon
whole cloud
#

Its not hard, I just have irrational disdain

silk pewter
worldly badge
#

Stop it Lou

silk pewter
#

never! πŸ˜‚

full nova
#

probably cuz linux doesn't support TFAR

heavy galleon
full nova
#

no im talking about Dedmen hating on Linux

#

then it is

weak panther
#

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

tribal pasture
#

Players list is very heavy though, it modifies entire list each frame because engine does the same

tribal pasture
#

format strictness

uncut linden
#

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

feral harness
opal hound
#

no

gleaming summit
#

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

analog acorn
#

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)

light cargo
topaz comet
#

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..)

heavy galleon
#

It's been going "offline" randomly the entire night for me

light cargo
#

yeah uhhh, try switching steam region

#

its usually a temporary issue that is outside of bi/arma 3 control

whole cloud
topaz comet
#

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...?

whole cloud
#

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 πŸ˜„

#

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?

topaz comet
#

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..

analog acorn
#

Is the server itself on prof?

topaz comet
#

Not

#

Only clients.

woven loom
#

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?

whole cloud
#

Sure you can

light cargo
#

that question does double duty of asking to ask and literally asking

whole cloud
#

ok

light cargo
#

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?

whole cloud
#

Unknown.
Unknown.

light cargo
#

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?

analog acorn
light cargo
#

didn't imply that

#

everyone makes mistakes, my apologies

whole cloud
light cargo
whole cloud
topaz comet
#

I'm sorry, but I'm waiting for answers from the provider... And I'll test the other thing tonight.

topaz comet
topaz comet
whole cloud
#

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

topaz comet
#

In that case, I'll try to copy it into the file...

whole cloud
#

Can you not change it so that the IP Addresses are the same?
Thats a weird setup.. And Steam will likely someday enforce this

topaz comet
#

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 πŸ˜„

#

Thank you very much for your help in that case I guess the log is no longer needed..

whole cloud
#

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

whole cloud
light cargo
#

ya cgnat is very restrictive in most cases

#

get a vpn setup that lets you bypass the restriction

light cargo
whole cloud
#

cgnat doesn't usually have two different IP addresses and them being different for incoming and outgoing?

light cargo
#

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

topaz comet
whole cloud
#

You can send it via DM

whole cloud
heavy vortex
#

hmm. Curious why a provider would do this:

The server is behind NAT, but outbound NAT is a different public IP than inbound

spice dirge
#

inb4 satellite connection

heavy vortex
#

lol

spice dirge
#

the only common usecase of separating inbound and outbound i can think from the top of my head

heavy vortex
#

Maybe issues with collisions between incoming ports on one machine and outgoing on another?

topaz comet
#

He doesn't have enough public ips to make them all 1:1

heavy vortex
#

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.

analog acorn
#

my conspiracy theory is that many service providers (of anything, not just internet) actually find it fun to make things inconvenient for their users