#perf_prof_branch

1 messages ยท Page 30 of 1

whole cloud
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"to artificially increase latency" My VPNs all have very good ping

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And Its super annoying to debug a server remotely.

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Local running dedicated server, with latency via Clumsy would be a doable repro scenario

heavy vortex
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Apparently I forgot how to make Clumsy do anything to A3 local DS.

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Could have sworn that udp and (udp.DstPort == 2302 or udp.SrcPort == 2302) used to work.

whole cloud
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I used it like that pretty sure

heavy vortex
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yeah I might have got lucky before and not picked the localhost.

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Seems to work on second random attempt. No replication though.

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And that's with much worse settings than the real packet loss.

ember owl
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Does anyone have a picture of said placeholder for missing models? Just kinda curious what they look like :)

ember owl
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Ahhhhh hahahaha looks like I reacted to it too- I must've totally forgot. Thank you ๐Ÿ™‚

heavy vortex
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Even tried Clumsy on a live server and that doesn't trigger the verification errors. Something else is going on with real packet loss apparently.

whole cloud
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What happened yesterday lol

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First is some corruption in the vehicle types cache. I have seen that happen before, mainly at game exit.
I don't know how that happens, and it seems to be very rare.

Second one is something with AI, need to look closer at that, but its in a place I fixed previously ๐Ÿค”

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And what happened here xD That's alot of crashes in a 5 minute span

opal hound
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Crash on startup with auto-restart script?

fiery crescent
whole cloud
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I accidentally found a repro for the texture loading crash.
A texture is inserted into the cache, even though it already was in the cache.
I wasn't even looking for it notlikemeowcry

drifting grove
whole cloud
#

yes

gleaming aurora
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I need to see big error signs in arma 3 ๐Ÿ™

drifting grove
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ok

fiery crescent
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Dedmen I don't use ObfuSQF, in regard to server crashes from yesterday

whole cloud
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Yeah I know, those crashes aren't yours
And they look totally different

I already wrote what your crashes are, and I didn't mention ObfuSQF

whole cloud
# whole cloud I accidentally found a repro for the texture loading crash. A texture is inserte...

I now know how it can happen.
Its a mistake in new code I "wrote" today, but the problem actually comes from a line I copied from elsewhere and then modified.
The thing I copied was already broken, but was luckily in a situation where the issue would not happen. Probably other places that make the same mistake.
Will take a while to search all places this is done at..

But I have a hotfix for now. Instead of inserting twice and corrupting the cache, if its already in there, just remove it first.
That seems to prevent crashing/freezing ๐Ÿคž
Prof tomorrow

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As far as I can see the map icon drawing code doesn't make the mistake though.

whole cloud
whole cloud
ripe willow
# whole cloud

Quick question is Added: 3DEN Action "CreateTextFile" to create files into mission folder within Eden Editor or is there a way to chose extension of the file instead of beaing .txt to be .sqf or .ext ?

whole cloud
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No

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Note script files don't need to be named .sqf to be loaded as a script file

analog acorn
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If the mission hasn't been saved yet (so no mission folder) where does the created file go? Just in the base missions folder?

whole cloud
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It just fails because it can't find the folder

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Sadly do3DENAction doesn't return the result, even though it has a bool for it

ripe willow
tropic thunder
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i heard some stuff about base64 in dev branch, are we getting it anytime soon to profiling or standard?

tropic thunder
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oh i totally missed that thanks

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thats only in the ctrlWebBrowserAction no?, is it not possible to get a base64 string and apply it as a setObjectTexture?

whole cloud
heavy vortex
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One day I'm gonna try deflate on our saved games :P

silk summit
barren heath
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Maybe for the UI/HUD, but I'm not sure it's worth the cost/development time to implement, especially for a 2013 game wigglecock

lethal forum
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will there be a full release of perf branch in the future?

real creek
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Improvements of this branch generally make their way into every next update of the main branch

lethal forum
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thank you

proud cape
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just wait for 2.22

empty goblet
nocturne obsidian
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running now

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17 was bad tho

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hope this helps

static briar
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new aprilfool.. lol (because I'm eastern time ppl)

turbid mural
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hmm it's upside-down blobcloseenjoy

quaint flame
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psst ๐Ÿคซ

turbid mural
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tbh it scared me lmao

warm sedge
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@whole cloud you are working so hard for us thx so much m8

leaden relic
spice dirge
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finally, australian release

ember owl
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Why spoil ๐Ÿฅบ

light cargo
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epic

quartz rampart
proud cape
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yup... those that live in the future send spoilers

idle valve
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Just peak

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I love all these little easter egg things that show up

finite gyro
indigo anvil
fiery crescent
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Is there a way to limit FPS with VSYNC off? Arma.cfg refresh setting seems to make no effect.

knotty wraith
fiery crescent
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Thanks

light cargo
minor epoch
light cargo
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not sure what it has to do with hc tho

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by client i meant user facing game and hc

minor epoch
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Nevermind its a 2.20 change that says it works on clients too

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So.... yes, limitfps works everywhere

light cargo
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ah right

nocturne obsidian
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crash v20 Exile No mods

whole cloud
whole cloud
hallow yew
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Wierdly, it was only crashing on Altis for us, other maps were fine for a full session

coarse plaza
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this update is adding this attribute line to units in missin.sqm and gives error when adding new units to mission and opening edit attributes. No mods. Should i make ticket or is this something broken in my end?

                        class Attribute1
                        {
                            property="VehicleCustomization";
                            expression="if (local _this) then {([_this] + _value + [true]) call (uinamespace getvariable 'BIS_fnc_initVehicle')};";
                            class Value
                            {
                                class data
                                {
                                    singleType="STRING";
                                    value="[[],[]]";
                                };
                            };
                        };

and it is giving this error

19:59:40 Error in expression <if (local _this) then {([_this] + _value + [true]) call (uinamespace get>
19:59:40   Error position: <+ _value + [true]) call (uinamespace get>
19:59:40   Error Generic error in expression
19:59:40  โžฅ Context:     [] L1 ()
    [] L1 ()
 <- VehicleCustomization
whole cloud
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Okey so what..
We have a ton of attributes that wrongly have condition=0 and actually mean to be visible.
Except this one attribute, which would rather be always disabled?

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yeah ugh

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But the attribute also has value=0.
Can I just "if value=0, then accept condition=0 too" ?

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Ah the "value" entry doesn't even exist.
What are the chances others have copied using value=0 too, even though it does nothing?

Also weird that this is an Edit control with a string, if you actually use vehicle customization, it sets the attribute to an array..

So why did condition=0 work on this one, but not on any other attribute??
AAAA

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Ah F'ing hell.
Of course.
condition="0" DID work for global attributes.
But not for per-object attributes.

So on VehicleCustomization, it should stay 0 and hidden.
But on keyframe timeline attributes that also set it to 0, it should be ignored, because they are object specific.
Schmart

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There is one non-object attribute that uses condition=0 notlikemeowcry

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It infects mission files meowsweats
Once you open vehicle attributes once, it stays stuck in there.
Going back to non-broken version doesn't remove it

void badger
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Haha funny April fools, infecting mission files meowsweats

quaint flame
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Just update the expression to always exit. Next mission save will fix it.

empty goblet
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@nocturne obsidian seems like you running w/o date-time timestamps in the logging (if possible use full format next time ๐Ÿ˜‰ )

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also if you have crashes, try to use -crashDiag command-line so we can see additional info

hallow yew
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It was just too unstable for us to run on main servers sadly

whole cloud
whole cloud
heady plinth
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"ShipX simulation would not apply gun stabilization" does this fix artillery computer on boats?

whole cloud
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I know nothing about artillery computer

heady plinth
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has the same issue. the wave wobbling the ship makes you not able to hit anything. I guess chair might know more about it

silk pewter
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just don't wave at the enemy

foggy vine
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Was the launcher being able to modify modsets with open game actually implemented at some point? Also, it's still on profiling and not stable yet, right?

whole cloud
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I think profiling doesn't have the launcher changes, dev has

foggy vine
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Aw. rip

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Thanks

heavy galleon
whole cloud
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Its possible

patent sky
fiery crescent
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Dedmen, I reverted from V58 to V55 and no server crashes. Maybe coincidence. I don't see v63 server related fixes so I don't update. Any time frame for the server crash related fixes? Update: got server crash on V55 as well so reverting from V58 was not relevant. Updated to v63. Will see how it goes.

void badger
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Why can't you try v63? I'll test the same on my linux DS :)

fiery crescent
light cargo
nocturne obsidian
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yea sorry man

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had to drop to v16

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cant risk running it too long

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lets just say it was worse

worn obsidian
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no crash for me with v20, but player stuck on "receiving data" after some hours of uptime

uneven bluff
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Fixing the boat turret stabilization is awesome. The vanilla gmg speedboat was basically unusable at any kind of range, in almost any weather.

void badger
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I'm curious if that affects stable clients on perf server?

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I'm guessing not though

nocturne obsidian
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whats your maxmsg send set to

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@worn obsidian

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@empty goblet i guess the only was to fix it then ill turn the logging on but i can only risk a few crashes before i switch back ok ?

left eagle
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Is it an already known bug where your GPS/mini map changes position when using the profile branch? It fixes when getting in a vehicle, moves when you get out.

worn obsidian
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@nocturne obsidian 64

nocturne obsidian
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mission ?

whole cloud
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What does changes position mean

left eagle
heavy vortex
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Do you have a replication case that doesn't require playing KOTH?

left eagle
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I only have a video of it while playing KOTH

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All I play really. I could try and make a video elsewhere?

heavy vortex
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Try creating a mission in the editor and see if it has the same issue there with the same mods.

left eagle
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Alright, the only mod I'd have active is the JSRS.

plain trout
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I had the same issue with the map randomly repositioning. Also using JSRS but other mods too. Maybe something for the JSRS discord

light cargo
light cargo
snow rapids
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I'd like to bring into attention a (relatively) new eBPF-based profiling technique that recently became part of opentelemetry: https://github.com/open-telemetry/opentelemetry-ebpf-instrumentation
It requires a symbols-enabled build (so won't work well with "public" builds), but with custom builds on official servers or in cooperation with trusted server owners - this has some interesting capabilities

GitHub

Contribute to open-telemetry/opentelemetry-ebpf-instrumentation development by creating an account on GitHub.

slender lagoon
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the game~~ crashes~~ when i alt tab more often now, i thought this issue was fixed not long time ago.
edit: i meant not responding

heavy galleon
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1gig update
changelog PES_LookCoffee

nevermind, cdlc KEKW

idle valve
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What the flipity flop

silk pewter
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you have beenโ€ฆDedmen'd!!

empty goblet
idle valve
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Prettycwool

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Not gonna lieee

whole cloud
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I totally forgot lol

idle valve
whole cloud
whole cloud
# idle valve must be

It's tomorrow.
You must be in Asia ๐Ÿคฃ
Maybe I do need to add Timezone checks

quaint flame
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I was already wondering how he got to see it๐Ÿ˜„

whole cloud
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At least put it in a spoiler tag for the others

ashen helm
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a marksman birthday celebration should also play the "boom headshot" sound with every tick of the loading bar

idle valve
ember owl
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I really do love all the profiling easter eggs ๐Ÿซถ

snow rapids
# whole cloud > OBI uses eBPF to automatically inspect application executables and the OS netw...

The idea is that you can get continuous profiling data from live application running in production - at 1-2% performance cost. I.e. if you know that a particular server is struggling under 100 players - you can actually have 100 players on it while profiling, and the act of profiling will not degrade performance. Plus, with backend like Pyroscope you can gather the data continuously and look into issues after they appear - without having to create a test environment and reproduce the issue.

Here is an article: https://grafana.com/blog/continuous-profiling-for-native-code-understanding-the-what-why-and-how/

Grafana Labs

Learn how continuous profiling can offer deep visibility into the performance of a highly optimized codebase, as well as provide clear targets for optimizing CPU usage.

whole cloud
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Tracy already is quite low overhead, and we already have that, and it works on windows too

snow rapids
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Tracy is primarily designed to operate in manual sampling mode, from what I read. But if you already use continuous sample profiling on the whole server executable, then yes, this has no advantages. Are profiling builds sampling whole execution flow?

whole cloud
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They can if I wanted to

snow rapids
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Then the difference is - with eBPF you won't have to enable it, the data would be already there.

Happy to help if you decide to check it out later.

worn obsidian
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@nocturne obsidian custom life

spiral pond
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Tracy generated like 1 GB data / minute from what i recall - and thats for one user/client.

Does eBPF / its tools have some more elaborate data storage/handling?

proud cape
heavy vortex
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I feel like you need some tracker techno to go with some of these intros

whole cloud
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The last featuren I added to my Arma launcher, was a Tracker music player ๐Ÿคฃ

light cargo
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bass library in arma 3 files when ๐Ÿ˜‚

whole cloud
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Ah those funny crashes...

heady plinth
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bet it's a life server

empty plover
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"GTA" ^ thats very ambitious project

worldly badge
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Get A Life server, I see

empty plover
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arma can give you life? ๐Ÿ˜ฎ where do i sign?

whole cloud
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There is one annoying crash with the attachTo thing for handIK and head stuff..
I tried reproducing in vanilla and can't, but it keeps happening. Something is wrong with the face grimace's.
I'll make it show a prompt to create a fulldump, ๐Ÿคž that someone actually does and sends it over

whole cloud
# whole cloud Ah those funny crashes...

Oh I found a way how to replace the crash with a "You dun fucked up mate" error message.
Probably will break all servers that run this bad obfuscation that tends to crash the game. But better that than crashes

silk pewter
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"good birds don't obfuscate scripts in game, you have only yourself to blame" PLEASE

whole cloud
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  1. I don't know if obfuscation tool used, or just very badly made mod
  2. I can't put joke messages for real things notlikemeowcry
cloud sky
naive osprey
whole cloud
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They also have "obfusqf" loaded

naive osprey
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Hm. ObfuSQF is a fairly common one, maybe they changed.

whole cloud
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They have a over 3400 levels deep #include chain.
That's a bit <insert generic insulting slur here>

naive osprey
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3400 fuck...

whole cloud
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Thats where my log ends, because VisualStudio doesn't want to display more. There is more

naive osprey
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I wonder if its somehow recursing the includes? I guess you'd be able tell

knotty wraith
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I don't understand the point of using obfuscation nowadays.

whole cloud
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Also all the crash reports I've seen are from their own server and HC. They're just crashing themselves ๐Ÿคท

abstract smelt
knotty wraith
abstract smelt
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I've a lot of maps and it is convenient to edit your code from one place (the serverside mod)

heavy galleon
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Just start adding crashes the moment a obfuscation like character is found.
Stop it at the source

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Just call it malformed pbo meowawww

whole cloud
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Already did that for another type of obfuscation ๐Ÿ˜„

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But they often use russian characters for it. I can't block russian made mods

light cargo
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why do treadmill work for this?

honest fulcrum
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Just keep updating file headers like that .p3d update to ODOLK last year lol

knotty wraith
whole cloud
#

Cyrillic not allowed see #rules

snow rapids
whole cloud
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Tracy also supports zstd compression on tracefile
Also native tracy is more efficient than what ASP does

ember owl
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-# I don't blame you, you've been fighting those crashes for a while haha

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FWIW though I think OfbuSQF creates dummy files as part of the obfuscation process. I believe that's probably what's up with the includes chain but not sure meowsweats

obsidian condor
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Honestly should just ban obfuscation... Mostly used by rippers and IP thieves anyway...

void badger
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Eehhhhhhh that's a slippery slope, I'd just say those who Obfuscate basically have no warranty provided, which is typically how that goes in the world at large anyway

#

No help offered if you choose to not disclose your sources or content for any reason

ember owl
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Honestly I really don't see the point to banning it. Our servers mission has been being developed and built on for 10+ years. I don't think it's unreasonable we want to take measures ourselves to protect from IP theft when everything outside of the initial framework was made by us.

Unfortunate ObfuSQF appears to cause the issues it does and I'd agree that's their responsibility to fix. Banning tools that help mission and mod authors protect IP just doesn't seem like a great move though tbh.

naive osprey
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The game is so far in its life cycle, there's no reason to hide scripts for most reasons, but it still protects us from skids. I understand security by obscurity isnt ideal, but its one of two solutions we have at this point

fiery crescent
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I post my scripts on discord so others can use it, it only brings people not pushing away from servers.

obsidian condor
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But then again, will server side mods be a thing in ARMA 4?

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If not, then I'd be looking at good obfuscation lol

ember owl
ember owl
obsidian condor
#

Always good to run infiSTAR imo...

fair swan
#

Started game earlier and this happened - swapped back to main branch and it didn't happen, then I switched back to perf and it didn't happen. So I'm not sure what happened.

Quite an interesting bug thonk

heavy vortex
#

looks like Dark Souls

heady plinth
#

bug or creepy trees, who's to say

merry kernel
foggy vine
#

This game is weird as hell sometimes.

empty plover
#

these trees are nothing but witchcraft which the devs should have seen coming

rose moth
#

We've called those Treeple since OFP.

quaint flame
#

Is there even a word for this witchcraft?!?meowsweats

silk pewter
#

Marian Quandt vibes

idle valve
#

My Fav Birthday ever

fair ore
idle valve
#

So real

whole cloud
#

Man there are many Anniversaries in April

idle valve
quaint flame
whole cloud
#

looks at table
There is nothing on 14th

quaint flame
#

But...๐Ÿ˜ข

eternal kraken
empty goblet
fickle ibex
idle valve
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๐Ÿ’€

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Uhh

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Lol

fiery crescent
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Dedmen, add optional personal birthday form, so anyone can add their own locally.

whole cloud
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I wonder if. Windows 11 enforces connecting microsoft account. Microsoft account has your birthday..
Does windows know your birthday? Does windows have API to check if its the users birthday?

analog acorn
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I hope not, surely that would be a serious data protection/security issue

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Some random app queries that API and gets your name from your account name and hey, we're most of the way to identity fraud

fiery crescent
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Who signs into Microsoft in first place

analog acorn
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Lots of people, it's the default now and not doing it requires an obscure workaround. I have feelings about whether it should be that way, but it is, and many people are just going to use the default.
A lot of people use their name as their account name even if they're not using an MS account, too.

idle valve
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Would be funny

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IDK Steam has a birthday thing no?

heavy galleon
whole cloud
cyan sail
#

On 25H2 ?

whole cloud
#

Whatever windows 11 is doing

cyan sail
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For new installs I guess then.

idle valve
#

It's jover MS bros

whole cloud
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AI tells me windows has it, but no API to query it

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Unless you have yourself in the OS calendar/contacts

cyan sail
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But that just pushes the boundary. Now we need a separate API to figure out which laws the computer and user are bound by....

cloud sky
#

I think you can still install W11 without Microsoft account with Rufus (https://rufus.ie), but I recall reading from somewhere that Microsoft is planning to make it imposssible to use W11 without Microsoft account

quaint flame
proud cape
spiral pond
#

grafana/pyroscope

whole cloud
empty goblet
# whole cloud

your poll is invalid, you missed one valid option ๐Ÿคฃ

light cargo
#

where's jets?

silk pewter
#

above the clouds

light cargo
#

in the poll i meant

fair swan
whole cloud
# whole cloud
poll_question_text

Which DLC's Anniversary is tomorrow?

victor_answer_votes

8

total_votes

25

victor_answer_id

4

victor_answer_text

Helicopters

nocturne obsidian
#

waits for perf 21 ๐Ÿ˜ƒ

hallow yew
#

Waits for @nocturne obsidian to test it first ๐Ÿ’ฉ

nocturne obsidian
#

thanks dave

empty goblet
# whole cloud

btw. you missed Zeus DLC in the poll ๐Ÿ˜ same day

whole cloud
#

Zeus was yesterday

hallow yew
#

โค

empty goblet
whole cloud
#

No comments about the splash screen today

obsidian condor
#

I disable the splash screen ๐Ÿคท

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BTW, do the anniversary splash screens include CDLC releases?

whole cloud
obsidian condor
whole cloud
#

Dont know why we left them out

empty goblet
obsidian condor
#

If only BI had the rights to play Fortunate Son next month and 99 Luftballons this ๐Ÿ˜‰

obsidian condor
hexed sleet
#

What's the point of a free DLC that's always loaded?

obsidian condor
#

But all BI DLCs are always loaded anyway

hexed sleet
obsidian condor
#

Yeah, apart from that

split wigeon
#

I wonder if it would be possible to add some parts of the Contact to the main game without the need to load platform. Like alien props and modules

light cargo
light cargo
light cargo
split wigeon
light cargo
split wigeon
light cargo
#

ya

#

what is strictly optional besides the obvious? (menu and campaign)

split wigeon
knotty wraith
#

I want to remind you that the alternative to Contact in DayZ became free contentโ€ฆ and yet, after 15 years, we still havenโ€™t been able to enjoy a fully realized Chernogorsk.

empty goblet
empty goblet
hexed sleet
patent sky
#

Maybe to showcase the new addition better? blobdoggoshruggoogly doesn't really matter why since its free and always installed

split wigeon
light cargo
obsidian condor
#

Malden was also free...

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Maybe are DLC simply because they have their own addon folders?

empty goblet
opal hound
#

Strange issue popping up only on profiling since a modpack update today

20:43:15 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Companies'
20:43:22 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Directions'
20:43:22 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Traffic'
20:43:22 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Warnings'
20:43:22 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Companies'
20:43:22 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Directions'
20:43:22 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Traffic'
20:43:22 Warning Message: Addon 'A3_Data_F_Enoch_Loadorder' requires addon 'A3_Structures_F_Enoch_Signs_Warnings'

I'm searching through all of the files and I can only see one mod which touches Loadorder which is ACRE and that's only as a requiredAddon, plus it wasn't updated.
Even with debug on I can't get any more info out of this, any ideas?

heavy vortex
#

Is that a fatal or non-fatal error?

#

(IIRC this one is also a "warning message" when it's fatal)

opal hound
#

I think non-fatal, but with a popup

opal hound
light cargo
#

weird

#

bring it up to the terrain author

silk pewter
#

*a lot

light cargo
#

there you go

charred pagoda
#

some shadow dropped update on profiling?

opal hound
#

usually it's CDLC ๐Ÿ™ƒ

whole cloud
quaint flame
#

Eden Editor now displays Module Description for legacy (Pre-3DEN) modules
Just when I added a custom module description ๐Ÿ˜ข

whole cloud
#

What I did there is very hacky and I'm not sure if it'll stay. Maybe will only keep it for vanilla modules.
No-one should rely on that working and should rather use proper attribute descriptions

quaint flame
#

I guess the issue are the vanilla modules anyway, not the custom ones

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Something looks off notlikemeow

whole cloud
quaint flame
#

Trigger and module areas

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they look like this,.

#

Is this rvmat related? ๐Ÿ˜„

whole cloud
#

In thermal?

quaint flame
#

oh

#

wait

#

I pressed that stupid button by accident again ๐Ÿ˜ 

normal matrix
#

On an empty build, it crashes when firing on any map with the new update

normal matrix
worldly badge
#

Is that an affirm?

normal matrix
#

Me and another friend have this problem now

whole cloud
#

Did you submit the crash report?

normal matrix
#

1 minute

knotty wraith
#

so I just started playing with the new version... there have already been two departures on the client. I'll try to play it again.

whole cloud
#

I can fire guns just fine

normal matrix
#

Ah...it's my fault, ace didn't update and crashed the game)))) sorry

whole cloud
#

What

whole cloud
normal matrix
#

yes

whole cloud
#

There's a bug in currentZeroing command, fix ETA ~40 minutes (or 50..)

knotty wraith
#

the third crash of the client, dumped the dump in the personal account

#

That's right, the game crashes when I look through the scope and try to shoot....

whole cloud
#

Unless you sit in a car

wild basalt
#

Apologies if unhelpful;
Getting exact same issue as others.
Confirmed to be ACE causing it as just CBA on its own doesn't proc the error.
Crash report submitted.

Mentions "Status Access Violation; Illegal Read" then some strings.

Maybe something in the new zeroing stuff is causing ACE to cry?

opal hound
#

Would the missing error messages for lnb* fail silently or actually cause different behaviour before?

finite gyro
#

Sadly the Special1 render flag in the Refract shader isn't working for me and nor are the IR laser parameters ;_;

opal hound
#

hmm, one of ours is now throwing an error and making a GUI look weird

lnbSetColumnsPos [
    108,
    [
        ((ctrlPosition _QS_ctrl_9) # 0),
        ((ctrlPosition _QS_ctrl_9) # 0) + (((ctrlPosition _QS_ctrl_9) # 2) * 2),
        ((ctrlPosition _QS_ctrl_9) # 0) + (((ctrlPosition _QS_ctrl_9) # 2) * 2.8)
    ]
];

It looks reasonably correct to me but it's throwing Error Type Array, expected Number

whole cloud
#

Some cases had no checks.
Some cases had type checks AFTER using the value. Those would print conversion errors into RPT, and silently have wrong behavior (0 when trying to read a number thats not a number)

#

I see jup, mistake

patent sky
#

meowsweats another new prof? ๐Ÿ˜‚

whole cloud
#

yeah but not as critical

opal hound
#

such is the life of the prof branch, ty

whole cloud
patent sky
#

I should give dedmen a giant prof button on his desk to do it himself

whole cloud
#

UI looking weird doesn't sound too critical

opal hound
#

it's bearable I think?

#

can always tell them to get off prof temporarily

whole cloud
#

I could push another hotfix now (We're already pushing one right now), but I'd rather wait and see if more problems pop up

opal hound
#

I can start opening all of the GUIs we have and see what happens, how long do you think before release?

whole cloud
#

Thursday

opal hound
#

I meant the now one but yeah, not critical

whole cloud
#

The now one 5 minutes ago

finite gyro
light cargo
#

incoming changelog for the hotfix?

finite gyro
#

but yeah the refract is not working with that hotfix either

whole cloud
whole cloud
finite gyro
#

according to the pause screen

whole cloud
#

I don't know, the code worked when I tested it, and its correctly merged onto profiling branch.
I don't have time to test it again

finite gyro
whole cloud
#

Special1

#

looks right to me

#

I also tested it from the rvmat, the one I copied the snippet from that I sent to you

finite gyro
#

interesting thonk

#

I'll revalidate the files again I suppose, otherwise Im not sure what else might be different

finite gyro
#

validated, tried running the other .exe's in the root folder, updated drivers, downloaded the files from the google drive, no luck

light cargo
#

strange

finite gyro
#

yeah im officially out of ideas for now lol

vale shoal
#

There seems to be an issue with disabled channels. I have channels 0 and 2 disabled (via server config), but yet users with profiling branch are able to use these channels.

obsidian condor
#

Running those on the client was what seemed to fix it

whole cloud
whole cloud
#

The most common crash currently is still the XAudio crash that I can't figure out.
DayZ has the same crash on their end.
I just got notified that DayZ closed their ticket for it, after they found the cause and fixed the crash in a separate ticket that I didn't know about in 2022.
Oh well.. Lets see if this works...

whole cloud
#

Nvm.
DayZ closed the ticket with "The issue seems to be gone", after several fixes were made, but they were made to code that was only added to DayZ, that A3 never got in the first place.

But, they have a second ticket, for the exact same crash, which is still open, and even after the last fix attempt still accumulated new crash reports and is, till today, unfixed.
The crash tickets are separate because one is crashing in xaudio2_7 and the other is in xaudio2_9.
After upgrading from 2.7 to 2.9, the crashes in 2.7 disappeared! Amazing! But at the same time a new crash appeared in 2.9, in a function with exactly the name, with the same callstack. Oh no, a new issue!

Alas, it shan't be.

finite gyro
whole cloud
#

I only have it tomorrow

whole cloud
whole cloud
vale shoal
whole cloud
finite gyro
lethal trench
#

This is 2.20.153673

light cargo
#

discord shows previews for mp4, you can remux that in obs easily btw

whole cloud
light cargo
#

ah

lethal trench
whole cloud
# whole cloud Then I wonder if `disableChannels[] = {{0,true,true},{2,true,true}};` Disable vo...

Found it.
Bug was that the disabledChannels would not be reset when switching servers/missions.
Server always sends the new set of disabledChannels when selecting a mission or joining the server that already has a mission running, which will overwrite them.
But if you leave a server, they stick around. And if you join a server that has not yet selected a mission, your chat might be blocked and you cannot login as admin.

So easy fix, clean it up at mission end, where many things are being cleaned up.

But, the server sending it to you when you join or select a mission, happens BEFORE the mission is loaded.
So it sends the disabledChannels, then the previous mission is cleaned up, and the new mission is loaded.. which deletes the disabledChannels.

We do want to clean up at mission end. But not if the mission that's ending, is a leftover from before the server was joined :/
A bit of a mess, but what isn't.

The commit that broke it was 153666, clearly devils work.

heavy galleon
eternal kraken
#

in my tests with my new 9070 XT, I noticed that using the -noLogs launch command lowered my FPS by 15%, anyone else noticed this?

#

maybe only on my specific pc, dont know
retested and now i get a few more fps with noLogs

whole cloud
#

While testing I found a funky bug, I couldn't join my server, I always got stuck on "connecting".

I just learned how the "custom files" transfer works (We have no documentation of course).

When a player joins the server. The server tells every existing player thats already on the server "Hey, this new player has custom files, do you want them?"
Then it blocks the new player from connecting, until everyone else has replied if they want the files or not.
Then it blocks the new player from connecting, until the server has transferred its custom files to all the other players that want it.

Well in my case, my server has a client connected, that is actually crashed and will never respond, and is waiting for the timeout to kick it.
That one client isn't responding, so now no-one that has custom files can join the server until that one is disconnected.

And these custom files include the Squad logo.
So any player with A3Units or Squad XML logo, will be blocked.

I still don't fully understand this though, I cannot find where the files are sent to JIP players...
Ah nvm I found it.. oh man.. notlikemeowcry
I want to redo all of this but there is no time

#

Okey....

If player joins, we ask every other player already on the server if they want the custom files, and if yes we transfer.
Once the new player is actually joined, he receives every other players files sent to them. We don't ask if they want them, they get them either way, even if they already have the files and don't need to retrieve them.

Man.. I gotta quickly close these files and stop looking at this..
I added a 10 second timeout for when clients don't respond, so that new connecting isn't being blocked..
Quick ducttape fix and walk along..

tacit delta
whole cloud
whole cloud
whole cloud
jagged swan
#

Is the new CfgExtensions replace the Battleye whitelisting process ? Can we use dll's on clientside with this new verification ?

light cargo
jagged swan
light cargo
stark falcon
#

could we get something like

class CfgExtensions {
    onlyAllowWhitelisted = 1; // Only allow extensions which are whitelisted in one of the config classes below
#

or I guess it could be a server setting, ie, clients know they have only loaded allowed extensions, and server requires that client flag to be set

whole cloud
#

I was thinking letting you set a load eventhandler, that runs on all extensions.
Then the script can "validate" others too

#

I don't know how that would be viable. A mod cannot decide that all other mods you have are updated and use the new system.

#

Servers can use allExtensions command to see whats loaded. And server can read CfgExtensions, and see if the loaded ones are in there.

cold shale
#

Hey, does anyone know if there's any reason that this might be causing hitches? I keep getting hitches in frametime, and upon running diag_captureSlowFrame ["total", "20ms", 500, false, 0]; in the profiling build several times, the only thing I can find is steamMngUStatsSt eating exactly 33ms. Is this something that might need to be investigated on my Steam client's end? Also, I only just noticed this now, but I recently surpassed the 7,000 hour mark in Arma; perhaps this is some kind of integer overflow or other bug triggered by the hours? For my test environment it's basically just an ammo box behind the Altis main airport, no mods and no complex mission scripts running.

cold shale
#

Should I post the .json file for Perfetto or would this be better discussed in #arma3_troubleshooting? I get the hitches on main branch, so not a profiling branch bug.

whole cloud
cold shale
#

Would you happen to know what API call is being made that I could ask Valve about or look into further? "steamMngUStatsSt" renders zero results on Google, and only the year old message from JonBons when I search this Discord.

whole cloud
#

There is a subscoope called "staEval". Is that small?

cold shale
#

Alright, appreciate it. And I'm assuming these should return in microseconds or even nanoseconds?

whole cloud
#

yes

cold shale
#

One sec, lemme check.

cold shale
whole cloud
#

steamMngUStatsSt first calls GetStat/GetAchievement for all the things.
And then goes into staEval right after, running some scripts for achivement triggers

So all the steam stuff is between those

empty goblet
whole cloud
#

Probably

light cargo
#

if only there's a nosteam parameter that disables workshop but still allows for multiplayer to work

#

currently if steam is not available you can only play singleplayer

#

mostly turns into a paperweight game

whole cloud
#

Aha. Interesting.

heady plinth
#

i'm confused. do you mean if steam is offline? how do you play online without steam in the first place

#

or do you mean if by magic steam is not installed but arma is?

#

how could that possibly happen. hmm

light cargo
#

if you're on a steam client older than the steam api support included in the game it will function but without a steam connection

whole cloud
#

Maybe update your steam client then

quaint flame
#

But he's running windows 98

whole cloud
whole cloud
split wigeon
#

I'm glad arma 3 will die alongside steam and won't outlive it

minor epoch
#

wat

whole cloud
split wigeon
minor epoch
#

Yes you will, lan still exists, and so do services like zerotier and hamachi - infact arma 3 is one of the only few games that you can do so with

Also if steam goes down we've got plenty of other issues, so this is just a nothingburger buddy

empty goblet
#

also it shows how young you are, Arma already went thru death of MS DirectPlay and GameSpy ๐Ÿคฃ and ironically you can still play ACWA, A1 and A2, A2OA in MP

silk pewter
#

18 years of Steam, I would not call that young, no offense ๐Ÿ˜›

empty goblet
light cargo
#

cant join servers nor host

short hinge
#

Been having a lot of crashing issues with our unit who are using the profiling branch (no crashing with the default public version when we tested). Crash is caused by reloading with ammo in the gun (no crash when loading from empty). Spearhead M1 Garand & Carbine were the two guns that we tested that consistently crashed.

heavy vortex
#

Spearhead does some weird shit with fake magazines to change reload anims, IIRC. Might be related.

short hinge
#

We are running mods so it might just be a specific mod having issues with profiling although we werenโ€™t having any issues with it last week.

unborn urchin
#

can confirm it on my end too

#

I'm gonna guess it's caused by us 'breaking' the reload prior to running the new reload animation, this caused crashes in the past but was fixed

unborn urchin
#

ok tried with V63, no crash, V64, crash and v66 crash

unborn urchin
#

im double checking but the game seems to crash when the script runs currentZeroing

#

yeah - no crash when I remove the zeroing check

#

that's odd

#

just player currentZeroing [primaryweapon player]; causes the game to crash in vanilla

short hinge
#

Nice that you found the cause. Hopefully an easy fix KattThumbUp

weak panther
#

I was in commander seat, every time my gunner changed the magazine (reloading after shot or via action menu) my zeroing was reset to "default". I got this in mp koth, haven't noticed this before.

#

When I use zeroing on the commander's weapon using the rangefinder, after my gunner reloads, my zeroing gets reset. This happens when crew is player, can't get it with the AI

whole cloud
#

Don't tell me I forgot to copy-paste the fix

#

I wanted to unify the two functions because they are almost the same code, but I didn't actually do it.. I should've

unborn urchin
empty goblet
stoic pulsar
#

I have a specific technical suggestion that I believe could dramatically improve FPS in dense urban areas, with no downside for modern hardware.

The Problem:
Currently, Arma 3 does not automatically aggregate non-instanced static objects . In a city, every lamp post, trash can, fence segment, and chair is sent to the GPU as a separate draw call. As explained in the BI Wiki, each "section" (material/texture combination) requires its own draw call, and this is multiplied by lighting and shadow passes .
When a player enters a large city (e.g., Kavala or Pyrgos), the CPU becomes bottlenecked issuing 10,000โ€“20,000 draw calls per frame, not by rendering polygons. Modern GPUs are starved waiting for instructions.

The Solution (Enfusion already has this):
Implement automatic mesh aggregation / batching for static objects at load time or in the background.

Instead of 200 separate draw chair commands, the engine should detect that 200 identical chairs near each other use the same material/section.

It should then merge them into a single, larger mesh (or a single instanced draw call) automatically.

The BI Wiki explicitly states: "Unfortunately Arma doesn't aggregate non-instanced objects automatically like some other engines do" . Enfusion (Arma Reforger/Arma 4) likely already does this.

#

Why this would help Arma 3 specifically:

CPU bottleneck fix: This would cut CPU render thread overhead in cities by 50-70%.

No content rework: Modders and BI don't need to manually merge objects into single P3Ds. The engine does it.

AI benefits: Freed CPU cycles could be used for AI simulation, which the 2.20 update started optimizing .

Implementation idea:
Use the existing "section" system as a grouping key . At map load, iterate through all static objects within a spatial grid (e.g., 50m cells). For each unique section (material set), merge all meshes in that cell into a single vertex buffer. Update culling to work on the merged bounds. This is standard practice in Unity, Unreal, and even the Frostbite engine.

I understand Arma 3 is a legacy codebase, but the Enfusion job system was successfully backported . Could the batching system be backported as well?

Thank you for your continued support of this game.

TL;DR: Please add automatic mesh batching for static objects in cities to reduce draw calls from 15k to 3k. This would double FPS in urban combat.

heavy vortex
#

I don't think mesh merging within cells would work because a) The objects aren't static enough (damage effects) and b) p3ds are demand-loaded.

#

Other types of object instancing might work. The cities certainly do have heavy re-use.

whole cloud
#

Instead of 200 separate draw chair commands, the engine should detect that 200 identical chairs near each other use the same material/section.
It does, if they can be instanced.

#

This would cut CPU render thread overhead in cities by 50-70%.
But.. we don't really care because the render thread just needs to finish before the simulation thread. And it does.
So it would not improve FPS noticeably

#

Freed CPU cycles could be used for AI simulation
No.

#

Could the batching system be backported as well?
I don't think you know how this stuff works. Enfusion uses a scene graph

#

This would double FPS in urban combat.
lol.
You can't even double FPS by turning all 3D rendering off. Are you a magician?

#

1 is what decides your framerate (hint, its not the render thread)
2. Is the render thread.
3. Is part where we submit to render thread, some time could be saved there with better instancing

Main thread in this scene is waiting for render thread for 2ms, the 3. is 1.4ms.

At most we could save like 2.5ms
That gets me from 53.4fps up to.. 61.7fps!
A whole +8 fps! Almost double!

#

If instancing is not active on streetlamps, its a configuration problem.
Maybe they have animations when they shouldn't.

heady plinth
#

aren't trees and such instanced?

whole cloud
#

All static objects, with non-changed textures/materials and no animations, should be

heady plinth
#

yeah. I remember that for example walls with auto-slope to terrain can't be instanced and thus they increase performance drain

#

basically every sloped object is its own unique object.

whole cloud
#

Surely there's some diag_enable command that tells you about object rendering and instancing.

heady plinth
#

yeah, but i'm too lazy to check. all i really remember was that it works with trees :p

#

frequent = 1 property in geo lod

stoic pulsar
#

Got it, thanks for the clarification. What are your plans for optimizing the simulation thread in cities? Or is this already the limit for Arma 3

quartz rampart
whole cloud
#

The light emitter itself is separate

#

but when the texture changes yes. But they should be able to instance while their texture is normal. Unless the destroyed texture change is actually an animation

quartz rampart
whole cloud
#

I haven't looked into any "why is this not instanced"
Because the impact is quite low compared to all the other stuff

quartz rampart
#

yeah all good ๐Ÿ˜„

#

the performance improvements we got the last few years is more then i could have imagined ๐Ÿ˜„

heavy galleon
#

Acting like you tried them PU_PepeSleeper bet you haven't played A3 in years at this point

median belfry
#

Regarding the rendering topic, I once tested something in the editor: I placed thousands of a custom object within a 100 meter radius. The static object had an empty LOD (0 polygons) with the frequent flag enabled.

Even though the objects had no geometry, my FPS dropped downtown.

When I used hideObject FPS immediately returned to normal, which makes sense since the objects are removed from the rendering queues.

What I found interesting was how the Object detail setting affected performance:

  • On Low, I regained a lot of FPS
  • On Standard, performance dropped again

This made me think that the setting likely controls the distance at which objects are considered for rendering or at least submitted to the render pipeline / queues

Also I assume the frequent property in the P3D might only apply to baked objects.

the input Im giving here is probably not useful but it was a interesting experience

restive pilot
quaint flame
#

So I am trying my luck with conditionScript for context menu item but I can't get them to work

class ENH_ResetDefaultLayer
{
    action = QUOTE([false] call ENH_fnc_toggleDefaultLayer);
    text = "Reset Default Layer";
    conditionShow = "hoverLayer * script";
    opensNewWindow = 0;
    wikiDescription = "Resets default layer.";
    conditionScript = QUOTE(call ENH_fnc_getDefaultLayer != -1);
    // conditionScript = "false";
    // SHOW_IN_ROOT;
};

Just to make sure, this is the correct configuration?

quaint flame
#

script1?

#

is there script2? ๐Ÿ˜„

#

I guess this is somehow related to custom connections?

silk pewter
#

theCarScript.sqs

quaint flame
#

Dedmen. Can you on monday check what's the difference between the simple expression that start with hover* vs. selected* afaik one cannot open the context menu without selecting an entity first.

Also there are a few expressions that I don't know what they do.

selectedObjectAttached
selectedObjectAgent
hoverObjectAttached
hoverObjectAgent
hoverFolder (There is hoverLayer, so dunno what's the difference)

whole cloud
#

I think folder is a legacy name

#

Afaik it is what it should be, under cursor vs selected

#

Is possible that right click auto selects and its not possible for them to be different

quaint flame
#

Ok. That's what I thought.

median belfry
obsidian relic
#

Reloading P08 Luger from Spearhead causes hard crash with profiling branch, issue doesn't exist with stable branch.
How to reproduce - Launch arma with sprearhead loaded, place AI with luger, reload - 100% repeatability
I have used send report thingy but I can also provide full dump

worn obsidian
#

thx, which unfixed crashes?

quaint flame
#

Simple Expressions don't support any lazy eval right?

#

hoverObjectVehicle * {script1} would be neat

stoic pulsar
#

And if we think about it this way, what is really the main killer of performance?

minor epoch
#

(Only half joking)

#

Id say it depends on context entirely ๐Ÿคท

#

Arma 3 already runs better (when you consider how much it simulates and what it does) than most modern games do, which may not be high bar but hey

light cargo
proud cape
#

and theres nothing to gain beating the old engine

ember owl
tawdry gazelle
void badger
#

Any notable differences between 2.3 and 3.3?

empty goblet
#

the one which needs -crashDiag ๐Ÿ˜‰ (animation/file/data alike corruption)

tawdry gazelle
nocturne obsidian
#

1.56 TMW

#

with all these crashes ?

#

do you not care about your servers at all ?

#

cos it sure does not feel lik eit

#

@hallow yew dave you tried this yet ?

hallow yew
#

No bud, not really been at my pc much today so didn't want to test

nocturne obsidian
#

i too scared

#

they seem to be getting worse perf from perf

hallow yew
#

I had 6 crashes on v20, if that hadn't happened I may of dipped my toe into v21

#

But if 1.56 is out tomorrow, it doesn't matter right? ยฏ_(ใƒ„)_/ยฏ

nocturne obsidian
#

yea

#

they really care about us

#

crash crash crash oo new patch

#

tbh sometimes i wish i never started a arma server

#

i really do

#

so glad were dedicating all our dev team to UE4 Game

#

we had 2 epic devs answer our ticket after 2 hrs

#

with code samples the works

hallow yew
#

Running an Arma server is a game itself

Will it break?
Is there an alternative command?
Is faster better?
Is slower better?
IS @empty goblet eating all the chocolate? ๐Ÿ˜›

nocturne obsidian
#

even offered to run our build on there test system to show us where we can make improvements

whole cloud
whole cloud
#

The alt syntax copy paste also has a bug. When using FCS zeroing, it returns a number even though it should return an array.
That's not documented on wiki.

When copy pasting its a simple oversight.
When I change it to do it properly, I can't even miss that, because its a compile error.

#

The copy paste has another bug
The same validation is done 3 times, and the compiler even flags a warning for it.

In the non-array syntax this was fixed, but not in the copy..

#

And another.
There was a crashing issue with FCS zeroing.
The main syntax got a check for it to fix it by at least returning -1 instead of crashing.
The alt-syntax still has the bug

80 lines of code gone, 4 bugs fixed..

patent sky
#

Less code = less bugs?
I have an idea ๐Ÿ™‚

whole cloud
#

less code = fewer bugs*

bugs are a countable thing

#

(Finally get a chance to use something my Schools mostly useless english lessons taught me)

silk pewter
#

YOU WRITE "alot" !!!

whole cloud
#

I did say mostly useless!

#

It was actually very alot useless

silk pewter
#

amma drive 635 km and slap you in the face with a moist, flaccid baguette

quaint flame
#

Is that how your gf describes your best part?

silk pewter
#

what is a gf?

quaint flame
#

Right or left hand, depends

idle valve
silk pewter
pallid pebble
analog acorn
#

You are in a field.
>look around
You see a man - 100m - front

silk pewter
#

You see a flash - you are dead.

heady plinth
#

but the trick is, that man - 100m - front, is actually behind you

light cargo
#

lol

whole cloud
whole cloud
light cargo
#

weird, was that discord?

fallow sky
#

Am I the only who can't login with direct connect from multiplayer menu ? I have to direct connect from launcher since last update

whole cloud
whole cloud
#

Server does not show in list? Password wrong?

fallow sky
#

direct connection, i can't login and no server showed despite being online

#

but works from game launcher

whole cloud
#

So the server does not show

fallow sky
#

yeah only since last update

whole cloud
#

Fucking hell man

fallow sky
#

huh

whole cloud
#

The linux build failed because GCC like to be a problem.
So I made a quick fix to just fix the build and didn't test it.
And changed it from "Try to ping the server and list it" to "Don't try to ping the server"

fallow sky
#

Seems fair (i didn't understand a shit)

whole cloud
#

Fix in an hour or so (โ•ฏยฐโ–กยฐ)โ•ฏ๏ธต โ”ปโ”โ”ป

tight tulip
#

we can i call the Support?

tight tulip
silk pewter
tight tulip
#

i need Gamesupport

whole cloud
whole cloud
feral harness
willow vault
# feral harness

Inventory stuff on ground doesn't move around when you pick up other things, right?

feral harness
#

dunno about that but that is not it

willow vault
#

๐Ÿ˜”

patent sky
fallow sky
#

Back to normal. Working fine, thanks!

quaint flame
willow vault
#

thank you

pallid pebble
#

thank you for blessing us with that fix

feral harness
light cargo
#

wow hdr video

leaden relic
#

What was fixed there?

echo marten
#

Meow meow, not sure if this is the right place to post this.

I noticed a small problem with the mini-map being placed half-off the screen. Only visible when joining the King of the Hill gamemode, was normal in 3den each time with squad leader as test.

So it could have nothing to do with profiling's code, but it was only apparently when switching to profiling which is why I mentioned it here.

No mods were loaded.

echo marten
#

Tested in Warlords official, and it is normal. So it's likely a KOTH specific bit of code

carmine stump
#

not only in koth, it happens sometimes to me

empty goblet
#

ye obviously we don't care, why you even here still complaining then ?

pallid pebble
leaden relic
#

Is it not currently?

pallid pebble
#

nope, not always

feral harness
# leaden relic What was fixed there?

Before, you either get rifle or launcher not both, which one depends on where you point when opening inventory. The weapon that you get also twitches when you open inventory. You should be able to test the improvements in the next prof probably.

leaden relic
#

Nice

whole cloud
light cargo
#

i think someone also reported this days ago, it's getting unintentionally misplaced by the game

whole cloud
#

Oh I still have that in unread DMs

empty goblet
#

mimalloc 2.3.1 / 3.3.1

knotty wraith
# feral harness

Excuse me for my audacity, this is already more than I ever dreamed of..
Thank you very much for the improvements you have already made, they are greatly appreciated, and while you were looking into related mechanics I wanted to mention another situation that might be worth considering, because when multiple bodies lie very close together or overlap it can be difficult to access the correct inventory, so perhaps it would be useful to provide an alternative way to access nearby inventories, for example an additional slot in the gear interface for the closest body or even a merged virtual container that allows interaction with all items on the ground at once, I experimented with this idea some time ago using a script but set it aside, and I thought it might be interesting to share in case you decide to expand this functionality further.

#
player addEventHandler ["InventoryOpened", {  
    params ["_unit", "_container"]; 
    player removeAllEventHandlers "InventoryOpened";  
    ffabox = "CUP_BOX_RU_WpsSpecial_F" createVehiclelocal [0,0,0];  
    ffabox hideobject true; 
    clearWeaponCargo ffabox;  
    clearMagazineCargo ffabox;   
    clearItemCargo ffabox;   
    clearBackpackCargo ffabox;  
    ffabox allowDamage false; 
     ffabox setPosASL (player modelToWorldVisualWorld [0,1.5,0.5]);  
     player action ["Gear", ffabox]; 
      systemchat str ((player nearSupplies 5 select {_x != ffabox && _x != player}) apply {typeof _x});  
     true; // <-- inventory override  
}]; 
 
player addEventHandler ["InventoryClosed", {  
    params ["_unit", "_container"];  
    deleteVehicle ffabox; 
    ffabox = nil; 
    player addEventHandler ["InventoryOpened", {  
        params ["_unit", "_container"]; 
         player removeAllEventHandlers "InventoryOpened";  
         ffabox = "CUP_BOX_RU_WpsSpecial_F" createVehiclelocal [0,0,0];  
         ffabox hideobject true; 
         clearWeaponCargo ffabox;  
         clearMagazineCargo ffabox;   
         clearItemCargo ffabox;   
         clearBackpackCargo ffabox;  
         ffabox allowDamage false; 
          ffabox setPosASL (player modelToWorldVisualWorld [0,1.5,0.5]);  
          player action ["Gear", ffabox]; 
          systemchat str ((player nearSupplies 5 select {_x != ffabox && _x != player}) apply {typeof _x}); 
         true; // <-- inventory override  
    }]; 
}];
plain trout
carmine stump
#

no, it happens running only cba

nocturne obsidian
#

if i was complaining ill complain

#

im here to share you crash logs as you asked

#

having a rant with my mate dave about server crashes is more than just

#

im sure its not all roses over there

#

but you can understand the pure fear of you updating arma when were still left with crashes on perf21 ]

echo marten
empty goblet
#

i said many builds ago not all crashes will be fixed in 1.56 and that will be taken care of in 1.58 per/prof builds

quartz rampart
hexed sleet
#

Old JSRS or JSRS 2025?

stoic pulsar
#

By the way, I was very interested in whether an unfinished vehicle from some mod could affect performance?

empty goblet
#

for example i need some crashdumps and logs on the v21 with negative autoarray (like avka has on BIForum, for now last from him was v20)

plain trout
opal hound
#

Oh I meant to check if the lnb stuff was fixed, I didn't see a changelog for it

whole cloud
#

ssilent fixed

feral harness
whole cloud
#

The GPS thing is interesting.- I did a change to RscCustomInfoAirborneMiniMap (The minimap for aircraft) 3 weeks ago.
But, that is a data change that prof doesn't get, and it only landed on dev yesterday and its aircraft only, not ground vehicles.
I don't remember any other change for minimaps notlikemeowcry

#

First report was on 04.04. The previous prof was on 02.04. That prof was published two hours after I did that minimap change meowsweats whut

#

No relevant changes in v63, v62, v61, v60, v59..
@left eagle @echo marten Do you know when you first observed it?
Jellyfish asked if we "already know" so I assume its been going on for a while before that?

#

Holy shit I can reproduce the problem in editor.. The heck

whole cloud
#

While player is in vehicle.
The vehicles display manager renders the map "DefaultVehicleSystemsDisplayManagerLeft"
Which has a position configured in config, of -0.575909138, 0.569090903

If player is on foot, the players manager renders it.
"DefaultVehicleSystemsDisplayManagerLeft" at -0.696750283, 0.569021881

Its the same classname.. but it has a different position?

#
class DefaultVehicleSystemsDisplayManagerLeft
{
    x="(profilenamespace getvariable [""IGUI_GRID_CUSTOMINFOLEFT_X"",    (safezoneX + 0.5 *             (            ((safezoneW / safezoneH) min 1.2) / 40))])";
    y="(profilenamespace getvariable [""IGUI_GRID_CUSTOMINFOLEFT_Y"",    (safezoneY + safezoneH - 21 *             (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25))])";
};

Okey. My guess.
One of them is loaded VERY early at game start, before profileNamespace is ready. So it uses the default position.
The other is loaded at game start, when profileNamespace is ready.

The explains Jellyfish's video, when he gets into vehicle, the minimap moves to its default position, but keeps its changed width/height.
Also matches Nostromo's images. He manually moved the left display, to the bottom right. But when he gets into vehicle it pops back to the left default position

Also explains why most people don't notice, if they never change it from the default in the game settings, they never notice a change.

whole cloud
#

That broke quite a while ago.
When I optimized game startup speed, I moved vehicle preloading around, before profileNamespace was loaded.
And we didn't have any checks like "Reading profileNamespace before it's been loaded makes no sense" so I didn't see it ๐Ÿ˜„

empty goblet
#
systemChat str speed vehicle player;```

i received report that this returns values between -5 and +5 if sitting still in a vehicle
carmine stump
#

maybe even almost 1 year.

proud cape
#

that optimization was several months ago

echo marten
light cargo
left eagle
nocturne obsidian
#

ok

#

ill try to capture some logs tmw when im online

#

so what can we expect 156 to run like ?

whole cloud
#

Wonder what happens if we take this, and move it over there ๐Ÿค”

heady plinth
#

any vehicle?

empty goblet
# heady plinth any vehicle?

Black Wasp, stationary on the ground, I was running the script command from the pilot seat, On the Salt Flats in Altis

heavy vortex
#

Hmm. Parked planes have been hopping around a bit lately. Not sure if new.

#

We spawn them in hangars and sometimes they nuke themselves when cycling simulation.

#

Can't replicate that case in SP or MP hosted though

vale shoal
#

I have found a similar issue with pylons, but I don't know exactly if it's a me problem or a general one, or if it's even a new problem (because I believe it worked weeks ago).

I use a vehicle (Mi-48) and change pylons 1 and 4 to the driver turret and also the magazines via setPylonMagazine (no remoteExec). Vehicle and both [0] and [-1] turrets are local to me (checked with turretLocal), but yet even after well over 15 minutes the server (via getAllPylonsInfo) has no clue that I changed the pylons 1 and 4 to the driver turret. What the server instantly knows are the changed magazines on both pylons.

nocturne obsidian
#

crash client

whole cloud
#

Magazines are replicated like all normal magazines are. With pylon as visuals tacked onto them.
But I don't know how the turret assignment works ๐Ÿค”

whole cloud
whole cloud
leaden relic
#

Can't wait for next build

vale shoal
light cargo
patent sky
#

6๏ธโƒฃ 9๏ธโƒฃ

whole cloud
proud cape
tawdry gazelle
#
GitHub

Changelog

Merge upstream changes v2.3.2, see https://github.com/microsoft/mimalloc#releases for details.

Description
This is a port of Microsoft's mimalloc memory allocator for Arma 3, which ...

GitHub

Changelog

Merge upstream changes v3.3.2, see https://github.com/microsoft/mimalloc#releases for details.

Description
This is a port of Microsoft's mimalloc memory allocator for Arma 3, which ...

quaint flame
#

100 to 114?

knotty wraith
empty goblet
#

seems that fixed the small performance drop from previous build and in some cases increased the performance by same amount extra on top

slender lagoon
#

yup, they seem to be more stable but i dont see any performance improvement compared to the previous ones, but im gpu bound anyways.

empty goblet
whole cloud
#

Why do you even reply to Rook's post about ammo fill assignment.
How is that even at all related to your turret issue. Doesn't seem similar at all

vale shoal
whole cloud
#

Whoevers headless client is constantly crashing in their "A3SExtension_x64.dll", please stop. Thank you
"Arma 3 Survival" something. HttpRequestException.

honest fulcrum
#

Can you blacklist their IP somehow?

inland breach
median belfry
fair swan
#

Has anyone experienced any issues when standing underneath / inside bushes and zooming in?

#

Strange square shadows are popping up and flickering for me occasionally

weak panther
knotty wraith
#

And it seemed to me that you can't put a grenade launcher in your slot without ammunition...

fiery crescent
#

Dedmen, for past several perf versions I get server crashes, I asked you before and you stated that this is difficult to solve, not sure if recent crash is the same or new issue. This is on latest perf: Crash GUID: 5acefa6e-1da4-46f2-879f-d717dd25a29f
It only happens on one of my servers and the main difference between this server and other is the Vcom mod. I may have to remove it to see if that's infact the cause of the crashes. Can you share your opinion regarding this crash if you happen to have time to look at it.

frosty heath
#

is there any way to replace the broken model paper-car placeholder via config

leaden relic
#

No

frosty heath
#

theres absolutely no way to reconfig it to go to an empty p3d?

#

brutal

heady plinth
#

that would defeat the purpose of the model

frosty heath
#

empty p3d still accomplishes this

#

the same as the paper car does

unborn urchin
#

no it doesn't because the p3d being empty can cause crashes

frosty heath
#

could just add the bare minimum so that it's effectively invisible (or at least less visible than what we have now..)

#

it doesnt really matter if I cant even change the p3d via config so theres no point in thinking about it

unborn urchin
#

just make a mod that has an 'empty' p3d for the path of missing models

opal hound
#

Well

#

If you can override CfgCoreData the model is set in there, I'm not sure if that affects the empty model replacement
I'm also not sure if it will break certain commands that use it

frosty heath
#

you're talking about where it defines like papercarblabla = papauto.p3d

opal hound
#

Yes

frosty heath
#

on my phone but you get the gist

#

yea I tried that and sadly didn't work

unborn urchin
#

messing with that will probably just break positioning script commands/engine stuff

#

as that's what papercar is used for

opal hound
#

Probably, unless you can get an "empty" p3d with the same dimensions

unborn urchin
#

it's most likely a hard coded path change, if can't open x path then use papauto.p3d

#

far better off putting effort into either
A) making it so the models actually exist/the path is correct
B) failing A, make a mod that puts a dummy in the path the game is looking for

frosty heath
#

can you even do b without duplicating the entirety of a3data_f

unborn urchin
#

I don't mean like that

opal hound
#

Yeah that seems to be the solution, it's just a lot more effort tracking them all down

unborn urchin
#

I just mean if you have a mod that has a broken/missing model you replicate the mods path and put a dummy p3d

frosty heath
#

ah my bad

#

Yea both of those are way too much since id have to do it for every mod I run that has issues compared to just replacing the paper car

#

Appreciate it though

spiral pond
#

does -debug log the missing p3d in question (with config class) ?

opal hound
#

it might even do it in non-debug but I forget what the message actually is

#

oh it's "Cannot open object"

unborn urchin
#

at least for the first time it tries to load it

frosty heath
fallow sky
#

hey i'm having issue opening sqm, game instantly crashes when trying to open sqm. Tried on regular version and it works fine

hexed sleet
shell lion
#

Hi,
Iโ€™ve noticed that something isnโ€™t right with the EnemyDetected group event handler. I canโ€™t say for sure if itโ€™s always been this way or if it started after an update.
It took me a while to figure it out. Now to the problem:

When youโ€™re in a civilian vehicle as an enemy (e.g., BLUFOR), the enemy groupโ€™s event handler doesnโ€™t trigger when an enemy is spotted. However, the enemy (the group) behaves as it shouldโ€”it recognizes me as an enemy and reacts accordingly. Additionally, findNearestEnemy and targets work correctly; itโ€™s just the event handler that doesnโ€™t trigger. It works fine with military vehicles from non-civilian factions.

Im using the newest perf-branch.

quaint flame
#

Wasn't there a discussion recently about adding a command to overwrite turret stabilisation?

quaint flame
#

Ahhhh.. it's not on the wikimeowsweats

#

And I kept reading the wrong changelogs.

#

I thought it was going crazy.

whole cloud
whole cloud
whole cloud
fallow sky
shell lion
quaint flame
#

๐Ÿ˜ข

#

120 ms total just to open Attribute of a tank (modded)

whole cloud
#

Is that the 3DEN fix script that Brett I think has on his steam workshop? That fixes the attribute load times

quaint flame
#

yeah it is. Just wish this would get fixed in data

light cargo
#

maybe it could be shipped for 2.22

whole cloud
quaint flame
#

๐Ÿ˜ข

whole cloud
#

The ticket is still open maybe I'll take it back and just push it

quaint flame
#

There are also some really slow attributes for units, sadly I don't see which ones

rose lily
#

Recently rebooted my PC and havenโ€™t been on Arma 3 for a year or so. Last I remember was that there came out โ€œhyperthreadingโ€ on the profiling branch, that did actually make a difference in my case.

Is this now on stable? Is there an up to date performance guide that I should follow, since all my settings are gone?

light cargo
# rose lily Recently rebooted my PC and havenโ€™t been on Arma 3 for a year or so. Last I reme...

you remember misinformation, -enableht and -threads arguments are not recommended, profiling branch had gotten some specific multithread related enhancements to certain parts but arma 3 has always been hyperthreading and multithreading compatible and capable.
profiling branch puts its successes into the next stable
most guides ill advise about setting unnecessary command lines like those
i dont have a handy link off the top of my head

fallow sky
#

@whole cloud I can imagine you have a lot of DMs but I sent you the crash report i was talking about when opening SQM

whole cloud
#

I saw. And yes you're on the pile

whole cloud
rose lily
whole cloud
#

Any launcher settings*
In-game graphics settings are still relevant ๐Ÿ˜„

cold shale
#

I have a friend who nearly doubled his framerate by setting the -threads argument and the amount of CPU cores via the launcher, supposedly because he was on some old AMD CPU that Arma 3 thought was a dual core. Anyone know if that's been fixed? I'm not entirely sure what CPU it was, I think it was an AMD FX. I do believe the FX series has one floating-point core per two integer cores or some oddness like that that might have thrown the game engine off.

#

Other than edge cases like that I do agree that it's generally not a good idea to mess with the launcher settings unless you know what you're doing.

#

Speaking of launcher settings, I noticed while using the perf/profiling branch that there was an mimalloc DLL added to it. Is this a custom BI fork or is it the one from GoldJohnKing?

light cargo
patent sky
#

nodding
I believe we're one version behind GJK now but yeah just his repo compiled ourselves and bundled with prof

whole cloud
heavy galleon
#

yeah, using windows kappa

carmine stump
proud cape
#

a year ago i was (not sucessfully at all) running arma 3 on an athlon 64 X2 1.9Ghz

patent sky
ember owl
#

Running 32 bit in general in the big year of the big 26 is pretty crazy

silk pewter
#

I believe it's usually Russian Windows 7 instances? (I meanโ€ฆ I hope for them it's not XP ๐Ÿ˜น)

spice dirge
#

underappreciated cult classic OS versions

proud cape
#

last year i was running windows 7 and honestly i miss it

feral harness
#

I still have it, it still gets updates

light cargo
whole cloud
#

uhhhhhh meowsweats

quaint flame
#

Almost as unstable as A3 Unitsmeowsweats

whole cloud
#

"TCAGame.vars.Arma3Profile"
The chances of me getting that obviously corrupted file so I can reproduce what the problem is, is probably close to zero.

heady plinth
#

add the file to the automatic report and next time you'll have it :p

whole cloud
#

That is a good idea, but so complicated

#

I think I got it though, their config file root, has a base class with name "\x4". Thats impossible, so clearly corrupted. I'll just make the game kill itself

#

680 crashes, 180 of them are this one server

whole cloud
median belfry
whole cloud
#

I got another crash because entity's model was null. But why, papcar should be there :/
Sad.
Want to check logs to see what thing was broken there.

-noLogs
More sad.

fickle geyser
#

make noLogs do nothing on prof and dev :D

restive turtle
#

A lot of hosting services do noLogs by default

#

The egg for arma 3 for panels ik does

patent sky
restive turtle
#

Which means a lot of people run noLogs

opal hound
#

It was one of those snake oil performance tricks I think

#

Went unchallenged for so long its written down everywhere

silk pewter
#

it was useful for a bit iirc, then it got asynchronised and the trick became useless (but remained applied)

analog acorn
#

Probably some providers know their basic clients are going to run horrible Life configurations with spaghetti mods that generate huge logs 24/7, and turning off logs is easier than having to clean up several gigabytes of log files every week

obsidian relic
opal hound
#

Yeah it's in our onboarding too. I need to fight them on it

obsidian relic
#

If it would be said by dev(dedmen/anyone else) then it would help fight it, like a lot

opal hound
#

Eh I think most people who are listening to dedmen are in here and already aware
People still aren't reading the 2.20 guide which says to stop using cpuCount so

knotty wraith
#

I using cpuCount

analog acorn
patent sky
obsidian relic
knotty wraith
# patent sky why?

I don't remember the reason anymore... most likely, after hundreds of benchmark runs, I left this configuration

analog acorn
knotty wraith
#

I'm not aware of any problems with cpuCount.

knotty wraith
patent sky
light cargo
proud cape
#

you're running the non production/stable binaries so you're obligated to provide/generate logs

patent sky
#

less i/o from that
i/o from logging is a joke, unless you run on a 20 year old harddrive with 100 badly made mods that spam RPT warnings hundreds of times per second

and it's a lot of storage in the very long run
I'm not saying you should keep them all

apparently console logging to disk can hurt performance especially on slower systems
I struggle to believe without that insane log spam i said above that same system will run a server anyway if it cant even handle a log file

whole cloud
obsidian condor
heady plinth
silk pewter
#

the car script

quaint flame
light cargo
#

i have had a measurable but small performance impact on a low end system with source engine console logging spam

#

but i guess its unlikely to happen here

#

carry on

heavy galleon
#

Source engine sounds like a different game, really meowsweats

light cargo
#

i know and understand that

#

just not too far fetched of a thought based on experience

#

but fair enough, it was done with much newer code design practices and optimizations but keep in mind the engine here is largely the same foundation from the ofp days

light cargo
light cargo
# patent sky > less i/o from that i/o from logging is a joke, unless you run on a 20 year ol...

the lot of storage part matters in very tight situations, culling/trimming rpts is manual and most are lazy
any system can be a server if you think hard enough
also probably insignificant too on networked environments albeit rare theres a remote minimal possibility that network performance can be affected, but i understand its insignificant and the experience citation i gave affected more the processor rather than the storage itself

whole cloud
#

culling/trimming rpts is manual
Its not.

#

Please stop talking crap. Go elsewhere please. Thanks.

light cargo
heavy vortex
#

I remember you can clamp it to one by adding a lot of tiny files into the folder :P

#

Default limit is 10 IIRC

ember owl
#

I feel like if hardware limitations are bad enough logging causes issues- the solution would be to upgrade hardware meowsweats

heavy vortex
#

There are some worst-cases where the RPT gets super-spammy and disk space becomes an issue. We had one where an object would be continually corrected due to being below ground.

#

Still not sure that's a performance problem though. The physics stuff is probably more expensive than the logging there.

ember owl
#

That's fair. We had an issue once where a dev wrote a waitUntil that errored on every frame. It took up storage, but performance wise no one noticed anything. I wanna say PRTs automatically get purged now but honestly can't say for sure.

heavy vortex
#

Also had a bug where the server was spamming logs in unscheduled until it hit the while loop 10k limit, and no-one noticed until we tried to open the RPT :P

#

That one was jamming the server for multiple seconds at a time so you might reasonably conclude that our player base is stoned.

whole cloud
heavy vortex
#

Yeah most of them do that. That one didn't, IIRC.

#

I'll see if I can dig up the message. We worked around the cause eventually.

whole cloud
#

If its the falling under ground one I know where to find it

heavy vortex
#

Yeah that one. Can't find an example atm.

empty goblet
patent sky
#

I'm not saying you should keep them all

empty goblet
#

the history is full of digital horrors

#

especially if you run public zeus server with script compositions

#

then you wish you had more than TB

#

where bad scripting is involved, you don't want to write logfiles ... let alone to see them ๐Ÿ˜

#

and now when you realize lot of hosting barely used 120 GB SSDs (tho i remember even smaller)

fiery crescent
whole cloud
#

Seen that a couple times, but its one of those corrupted memory things with no way to see what caused it

shell lion
#

I've finally managed to report this bug.
Since this perf branch with the number 2.20.153671 (i.e., 3-4 versions before the current one), there has been a bug with dynamic groups.
The bug occurs in multiplayer when there is at least one player on the server.
I think it has to do with โ€œFixed: Many lnb* script commands were missing error messages for invalid argumentsโ€

Here is an excerpt of the rtp error:

#

19:27:57 Error in expression <achIndex, 1], [1,1,1,1]];
_listbox lnbSetPictureColor [[_forEachIndex, 0], >
19:27:57 Error position: <lnbSetPictureColor [[_forEachIndex, 0], >
19:27:57 Error Typ Bool, erwartet Array
19:27:57 File \A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf..., line 655
19:27:57 โžฅ Context:
19:27:57 [] L1 ()
[] L3 (x\cba\addons\xeh\fnc_initDisplay.inc.sqf)
[] L77 (a3\functions_f\gui\fn_initDisplay.sqf)
[] L128 (a3\functions_f\gui\fn_initDisplay.sqf)
[] L130 (a3\functions_f\gui\fn_initDisplay.sqf)
[] L12 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L115 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L115 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L12 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L172 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L172 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L12 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L371 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L375 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L375 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L12 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L606 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L668 (\A3\Ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf)
[] L648 (\A3\Ui_f\scripts\GUI\RscDispla
19:27:57 <-
19:27:57 [] L1 ()
[] L8 (A3\functions_f_mp_mark\DynamicGroups\fn_dynamicGroups.sqf)
[] L897 (A3\functions_f_mp_mark\DynamicGroups\fn_dynamicGroups.sqf)
[] L899 (A3\functions_f_mp_mark\DynamicGroups\fn_dynamicGroups.sqf)
[] L901 (A3\functions_f_mp_mark\DynamicGroups\fn_dynamicGroups.sqf)

hoary jolt
pallid pebble
#

It subjectively feels like perf branch has gotten less stable recently

#

I've had a lot more freezing issues in the last 2 weeks compared to previously with varying modpacks
might just be up to something I broke on my end tho

charred pagoda
pallid pebble
pallid pebble
#

Yep steam branch

charred pagoda
#

hm. I suspected g-sync and/or nvidia shadowplay aka instant replay were the cause.
do you have enabled these things?

heavy galleon
#

I didn't have any issues lately, everything was smooth sailing

charred pagoda
charred pagoda
#

will rev 153745 be on profiling branch?

opal hound
#

Where did you get that number

opal hound
#

Ah

whole cloud
#

Ah needs two players on server.
Then _color = true, literally.

opal hound
#
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-6, n-10, clsync, i-0, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-7, n-10, clsync, i-1, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-8, n-10, clsync, i-2, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-9, n-10, clsync, i-3, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-10, n-10, clsync, i-4, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-11, n-10, clsync, i-5, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-12, n-10, clsync, i-6, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-13, n-10, clsync, i-7, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-14, n-10, clsync, i-8, s-10;
16:53:34 ADDCUSTOMRADIO WARNING: channel not verified; DATA: c-15, n-10, clsync, i-9, s-10;

Is this a profiling message?

whole cloud
whole cloud
opal hound
#

hmm just some initial creation

(radioChannelCreate [[0.96, 0.34, 0.13, 0.8],'Command channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,0.4,1,1],'Aircraft channel','%UNIT_VEH_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[0.4,1,0.4,1],'Primary AO channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,1,0.4,1],'Secondary AO channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,0.4,0.4,1],'Alpha channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,0.4,0.4,1],'Bravo channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,0.4,0.4,1],'Charlie channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,0.4,0.4,1],'Delta channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,0.4,0.4,1],'Echo channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE]),
(radioChannelCreate [[1,0.4,0.4,1],'Foxtrot channel','%UNIT_GRP_NAME ' + '(%UNIT_NAME)',[],TRUE])

I'll see what I can do about repro

feral harness
whole cloud
whole cloud
#

Last build was 725, this build is 752 meowsweats

whole cloud
empty plover
#

is the T198797 link intentionally twice?

quaint flame
#

Probably. Both related to server sided scripting roles.

empty plover
#

ok

void badger
#

Nice

light cargo
#

very nice release xd

#

yeah it means the ticket brought two features

whole cloud
#

It brought 3 features, the EH's I can easily combine, but combining command and EH's into one is annoying

proud cape
#

so theres a joke about 67 but not about 69?..... i hate the internet culture of today

proud cape
#

i meant this xd

whole cloud
#

I'm lazy today

proud cape
#

well, lazy days do happen

whole cloud
#

Too busy* I mean ๐Ÿคฃ

proud cape
#

oh

#

yeah theres quite a difference between those 2 xd

patent sky
heavy galleon
patent sky
#

@opal hound just had to ruin it reallymad

opal hound
#

oh I see what you're doing

#

how about this instead

heavy galleon
#

the nices should also be 6767

#

or 6769

silk pewter
#

or 777777 999999

tawdry gazelle
light cargo
#

sounds like a bottleneck somewhere else, could be paging

empty goblet
#

it would be nice to see the compare of those 2 in video ...

hoary jolt
# tawdry gazelle What do you mean by `popping up of objects ingame`?

When playing, turn around 180, many objects, trees, buildings, POP out. It appears to be some kind of loading in or LOD issue, where it goes from no objects or the lowest quality and starts to load in the proper LOD/Textures.

I noticed this on CUP Chernarus 2020, with Extreme QUALITY Settings, BUT OBJECT and VIEWDISTANCE at STANDARD settings. 1600m limit.

3.3.2 does NOT do this on the same settings, same build (LAST PERFORMACE build before the update from yesterday).

I am back to using 227_20260203 for stability, no issues, same settings. I will run through all the mimalloc at the same location from 227 up to 332 again later and take screenshots of any differences.

This was with Win10LTSC, Steam, A3 launcher and ARMA 3 running. AFAIK, no other task was running. No Reshade, No DXVK.

I am unsure how to screencap video as I run ARMA 3 in a WINDOW ATM.

foggy vine
#

Hm. Yeah, noticed it slightly when I turn too fast in some spots, Chernarus 2020 too, though not substantially problematic for me as it's just a couple of trees in a distance within a fog

light cargo
#

just use obs, either window or game capture, should work, same with other software, playing windowed shouldn't be a problem to capture @hoary jolt

quaint flame
#

๐Ÿฅณ

vivid rune
#

2.22 release in the next 5 weeks (+3d) confirmed.

light cargo
#

lol

finite gyro
#

I just got them now, what's going on ๐Ÿ˜„

whole cloud
#

Bohemias birthday

fair swan
#

Happy Birthday Bohemia

finite gyro
#

Oooh right

#

Happy birthday!

light cargo
#

happy existmas bi!!!!!

idle valve
naive osprey
#

Intercept does not seem to load properly with dedicated server v69 - 2.20.153752
Seems to load properly with dedicated server v68 - 2.20.153725
No changes other than updating the branch version. Happens with or without any other launch params, and happens whether its the only addon loaded (with CBA as the requirement) or not. Seems to work fine with a client executable.

v69

 9:38:09 Initializing Intercept
 9:38:09 CallExtension loaded: intercept (D:\SteamLibrary\steamapps\common\Arma 3\!Workshop\@Intercept Minimal Dev\intercept_x64.dll) [] []

 9:38:09 Intercept initialization part 1/3: 1
 9:38:09 Error in expression <interceptRegisterTypes parsingNamespace>
 9:38:09   Error position: <parsingNamespace>
 9:38:09   Error Missing ;
 9:38:09 Error in expression <interceptRegisterTypes parsingNamespace>
 9:38:09   Error position: <parsingNamespace>
 9:38:09   Error Missing ;
 9:38:09 Intercept initialization part 2/3: any
 9:38:09 Intercept Loading Plugin: PLUGIN1
 9:38:09 Intercept Loading Plugin: PLUGIN2
 9:38:09 Intercept initialization part 3/3: Tried to call before initialization

v68

 9:41:11 Initializing Intercept
 9:41:11 CallExtension loaded: intercept (D:\SteamLibrary\steamapps\common\Arma 3\!Workshop\@Intercept Minimal Dev\intercept_x64.dll) [] []

 9:41:11 Intercept initialization part 1/3: 1
 9:41:11 Intercept initialization part 2/3: true
 9:41:11 Intercept Loading Plugin: PLUGIN1
 9:41:11 "Intercept: Load completed PLUGIN1"
 9:41:11 Intercept Loading Plugin: PLUGIN2
 9:41:11 "Intercept: Load completed PLUGIN2"
 9:41:11 Intercept initialization part 3/3: -1
charred pagoda
#

Tried missionHTTPDownloadBaseURL parameter.
Is it ok that Player-Name header contains some hash or smth instead of player name?

opal hound
#

Base64?

charred pagoda
#

oh, yes

#

And what mission-hash is? What algo used to calculate a hash?

charred pagoda
whole cloud
# opal hound Base64?

Trying to escape all the characters that we cannot use there is just way too annoying. Base64 is simple way to pass it along without risk of it being missinterpreted.
But then we have the mission file name in there bare... mh.

#

But filename needs to correspond to filesystem limitations so it's probably already rid of bad characters. Unless you use a weird filesystem that allows quotes and linebreaks in filenames..

patent sky
#
  • that'd be their own problem so blobdoggoshruggoogly
    but players could do whatever
whole cloud
#

Ah yeah, we just forward the name the client got from the server there โœ…

whole cloud
#

Hatchet h60 ๐Ÿ˜„
Of course, those guys push the engine to the limits.
I fixed the crash in todays prof though

heavy vortex
#

What's the fix? Ignoring the attachment attempt?

whole cloud
#

Only going a few levels deep instead of infinite until we're out of space

naive osprey
#

We can just run the older version, just hope a solution is found before next major update meowheart

knotty wraith
whole cloud
whole cloud
fair swan
#

Are any others seeing a lot of floating weapons near bodies using perf branch in MP? (For past few weeks)