#perf_prof_branch
1 messages · Page 38 of 1
Anyone getting more crashes with latest perf on linux (2.00.146898)?
Just had 2 crashes, first one after checking all the stringtables:
11:44:58 Item str_lib_m252 listed twice
11:44:58 ➥ Context: ca\language\stringtable.xml
11:44:58 Item str_lib_spg9 listed twice
11:44:58 ➥ Context: ca\language\stringtable.xml
11:44:58 Unsupported language English in stringtable
Segmentation fault (core dumped)```
2nd one just before:
```11:48:07 SteamAPI initialization failed. Steam features won't be accessible!
11:48:07 Initializing stats manager.
11:48:07 Stats config disabled.
11:48:07 sessionID: a2bda3dfcb07a5bba43b1b072fe4495b30043a23
Segmentation fault (core dumped)```
After 3rd time trying, server started normally.
I got the core dumps if needed.
Alternatively it also seems that sometimes my headlessclients get stuck without crashing/creating an error.
Basically this is the only thing in the log file:
```11:14:29 SteamAPI initialization failed. Steam features won't be accessible!
11:14:29 Initializing stats manager.
11:14:29 Stats config disabled.
11:14:29 sessionID: 15dcba38e4af2f572161fbc9ea1da0ea60e3ea9a```
But it's still running according to screen?

so basically random crashing right?
Not really reproduciable reliably?
Maybe I forgot to merge a thing, but that'd be stupid of me 🤔
Well it happened a lot when starting the server, switching back to v2 all was fixed/fine.
Same with the 2nd issue with headlessclients not properly loading, was fine when switching back to v2.
Basically had an single HC not properly loading or sometimes crashing every time I tried to start it up. After switching (to v2) it was all fine.
current branch is running smooth - had much troubles with v2/v3 with high CPU load (i9-9900k, ~100%) with 4 Arma 3 instances running - with v4 everything seems fine again!
introduces -high start parameter, that makes Arma constantly use 100% cpu
wait where was that? we use -high for at least one year
or am I too stupid to understand that? lol
Its a joke, because -high doesn't exist and many people use it even though it literally does nothing at all
because people keep making bullshit "performance" guides and tell people stuff that they just made up
I've had almost exact issues as Jasper except it would hang when loading CUP stringtables, opposed to crashing as in Jasper's case.
17:17:43 Unsupported language English in stringtable
17:17:43 ➥ Context: CUP\Weapons\CUP_Weapons_Galil\stringtable.xml
17:17:43 Unsupported language English in stringtable
17:17:43 ➥ Context: CUP\Weapons\CUP_Weapons_West_Attachments\stringtable.xml
17:17:43 Unsupported language English in stringtable
17:17:43 ➥ Context: CUP\Weapons\CUP_Weapons_L85\stringtable.xml
17:17:43 Unsupported language English in stringtable
It could take upwards of 30 minutes of waiting and restarting to start the server again. I will be switching back to v2 for the time being as well.
but also on linux?
Yes, Debian 10
https://ss64.com/nt/start.html I use high as an option to start the server
Its a joke, because -high doesn't exist and many people use it even though it literally does nothing at all
@whole cloud you can use windows /high , maybe they got confused?
only thing I ever saw is -high, no /high
and windows /high is no Arma start parameter
but people use Arma start parameter
well I mean -high :u
well yep I originally meant -high, but I took a look and its "start /high a3server.exe ....."
I’ll have to look but I think you need to do start /high “name” arma.exe
I was making sure I wasn’t being retarded using /high most of the time when I get things working I leave them alone and forget why I did it that way
Hey peeps not sure if its been reported yet but for me the preview you get when you draw straight lines on the map (shift+STRL/CTRL+LMB) is broken on profiling branch, if someone else can confirm it I'll throw up a FT ticket
(Noticed the issue originally on prof branch modded, then tested it on vanilla where it also happened, then compared it to default branch where it worked fine)
not heard of it yet

ctrl+lmb has preview for me
shift+ctrl+lmb does not
on profling
both have it on stable binary
There were some optimization on polyline drawing, maybe that broke it
confirmed on our internal too
wait what was the difference between ctrl+lmb and shift+ctrl+lmb
straight and not straight
Yeah I mean the straight line
as in you pull from x to y and it draws a straight line between the two points
except for a little bit at the end that always end up crooked
Got some reports from several people from my unit that placing markers crashes their game. Will investigate and trying to find a repro.
what's in bidmps? useless stuff?
dunno
I can collect some, one from me and one from someone else, can i send them over PM
you can :u
something with function recompilation seems funky, need to verify if it's related to perf branch
function recompilation enabled, after pressing recompile all:
1:55:08 Attempt to override final function - my_fnc_dropordnance
1:55:08 ➥ Context: [] L1 ()
[] L3 ()
[] L9 (A3\functions_f\debug\fn_recompile.sqf [BIS_fnc_recompile])
...
verified, function is using old code.
focused the function in functions viewer. "recompile selected".
verified, function is recompiled.
nevermind it does not work in stable too 
Hey peeps not sure if its been reported yet but for me the preview you get when you draw straight lines on the map (shift+STRL/CTRL+LMB) is broken on profiling branch, if someone else can confirm it I'll throw up a FT ticket
@pallid pebble Please make a ticket and tag me with it, I can confirm preview is not working for straight line drawing
Oki I'll make it in a second
Created, see https://feedback.bistudio.com/T154931 ( @feral harness )
is there any "unlocked fps" exe for 2.0 ?
Do you mean client or server FPS? Client FPS is, AFAIK, always unlocked unless you manually set a limit through Steam or your drivers.
Use -limitFPS=100 or whatever you want for server
Value should be between 5 and 1000
Default is 50
Darn should've made it perf only :u
What's the Perfomance Branch beta code?
oh nevermind
I accidentaly added a space when pasting the beta code
Yeah, that long one
Profiling branch crashes when you have ACE loaded and use its Marker placement.
It usually seems to work though if you don't select a marker shape in the shape combobox.
Fix incoming this week
anyone else who runs perf/prof branch servers, experienced server frozen
after restart / missionEnd when it loads and init new mission scenario ?
the bug loooks like this in server RPT:
2020/11/09, 10:28:51 Mission id: 2442a9e48731b58879b3b6dc2056b1f21ff5cdcf
2020/11/09, 10:28:51 Wrong player index passed to NetworkObjectInfo::GetPlayerObjectInfo - max=0, received=1
2020/11/09, 10:28:51 In last 5000 miliseconds was lost another 1 these messages.
... repeating those errors and messages ```
Hey, just so I understand this right, but with performance branch I can play on normal servers and "should" theoretically see a boost in framrate, right?
How exactly is this done, if I might ask
Yes, currently you could experience a fram rate improvement yes.
What do you mean by "how exactly"?
What exactly does this branch do differently to achieve higher frames is what I mean
It cant be magic im assuming :p
It has changes that main branch doesn't yet have
Including some performance improvements
You can get the same on dev branch, but dev branch is not compatible with normal servers
Ah I see, so if the Main branch gets an update, the optimizations from this performance branch will be included eventually
I thought this performance branch is something that might never see the main branch, if you know what I mean
Okay cool, thanks for enlightening me
Some experimental changes might not make it into next main branch update though, things stay of prof branch for testing, to make sure it's actually good to release to all players
Yeah I get that
I actually only added the code required to make things perf branch only, two weeks ago. So now we can do long term experiments.
Ive been trying alot with increasing performance the last 2 days and think I have hit a pretty solid increase by now.
I'm trying that every week lol
Well, we all wanna see that number rise.
We opted out of v3/v4 but ever since 1.98 perf we have seen nice improvements
Yeah bugs here and there are why we test :3
And it's been a long time since we had actually big performance fixes like we do currently
what sort of big performance fixes does the current branch have?
See changelog.
RPT logging, all kinds of Zeus stuff.
Game startup stuff
See changelog.
Btw I think it might be a good idea to pin the profiling branch forum thread, so that peeps can find it more easily from here
Link to BI Forums thread about Profiling branch: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-200-performance-binary-feedback/
@pallid pebble plox edit post to
Link to BI Forums thread about Profiling branch: link

Soooo now that i finally got to it, any tips on how to repro the linux server freeze at start thing?
I just booted up vanilla server 5 times, no repro 🙃
Ah dunno what I did, I think I got it now
With current prof branch improvements to Curator and searching, any reason to still use ZeusCache?
nope
I wrote that on the ZeusCache steam description too
I found the linux server startup freeze.
I won't push new profiling until I get that fixed, not sure if v5 will get done this week.
Issue fixed... weird that it only appears on Linux server, it should really be universal including client.
Quite a lucky find though, maybe that caused unnoticed issues elsewhere.
I'll try for update prof tomorrow
@boreal wigeon I couldn't reproduce your crash, maybe it was related to this though 🙃
@whole cloud ok, weird... I still got the core dumps if you want them. But best probably to wait for this update and test it with that.
yeah. Btw the dumps will compress pretty well, for uploading
So yeah send them or yeah wait? 🤨
both :D
Wait, and if still crash with new updoot then send
Cool I'll wait then
Will perf version of server work with stable clients? Tbh never used it and would love to try and help testing but don't want to drag whole group with me :D
Yes, that's the whole point of the perf branch @obsidian relic
Same improvements/fixes (most of them anyway) are also available on dev branch but that doesn't work with stable. So perf is a in between to allow more testing without needing to go to the dev branch.
2.00.146924 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Crash when trying to place markers with ACE Mod loaded - https://github.com/acemod/ACE3/issues/7992
- Fixed: Crash report in RPT was printed in the wrong order
- Fixed: Crash in Zeus search related to Unicode text
- Fixed: Potential freeze on Linux server startup
Still crashing for me, only with mods though... Without mods it's all fine 🤔
Will get a couple of crashes together and send them.
Also noticed I'm on 2.00.146924?
yeah random crash on linux server startup with v5.
but its only on startup, and no 100% chance so its fine-ish 🙃
Question about the linux server 32bit binary, i have noticed that my communities server does not start up anymore and is constantly spamming this into the console output
21:06:33 Waiting for '/opt/fparma/arma3/.local/share/Arma 3/DataCache/cache_lock' to be available
We have the issue on stable as well, but it resolves itself after a minute or two. Now beginning with v4 this does not resolve itself anymore
Usually I update the server in the evening, do some stuff and then head to bed. I woke up in the morning with tons of pings that the server is dead and logs were just this message over and over.
I chalked it up with another reported hang for linux, but it is still there with v5
start up params are this if it might help
./arma3server -name=server -port=2302 -cfg=cfg/network.cfg -config=cfg/server.cfg -bandwidthAlg=2 -sock_host=127.0.0.1 -sock_port=1222 -world=empty -noSound -loadMissionToMemory -limitFPS=240 -mod="many many mods" -serverMod=@server\
are you running multiple servers?
nope, but a hc
./arma3server -client -connect=127.0.0.1 -password=huehue -name=headlessclient -world=empty -noSound -limitFPS=240 -mod="again many mods"
could it be related that my start up scripts shut down the server and start it right back up again?
HC is multiple esrvers
only one process can access the cache lock
maybe your HC froze during startup and kept the lock, and your main server kept waiting on it
maybe its better to launch HC after main server started up fully
hmm interestingly enough, adding a delay of 20 seconds between startups of server and hc seems to have done the trick.
just a quick question about LogObjectNotFound = false;
it need to be set in server.cfg right?
@vale shoal yes but under AdvancedOptions, check: #perf_prof_branch message
Found and fixed the linux startup crash, but probably only prof update next week

At least you found it 🥳. Hopefully it fixes it now 😅
@whole cloud any chance we can also get Client: Object 7:329 (type Type_108) not found. and Error: Object(32 : 26) not found added to the LogObjectNotFound setting?
yes. I'll grab some numbers now
client object anywhere from around 2-300 and error object anywhere from 500-1000 3000
so, certainly not as big as server object was but, would be great to lose those as well if possible
I'm also seeing a lot of these (5,000 rows) but, I think this is different to the old server object not found spam?
18:15:41 Can't change owner from 0 to 2
Up to 3,000 rows on error object last night in a 3 hour restart cycle
Important for all Zeus' using the PROFILING Branch
I've noticed a bug which occurs atleast on the Official Bohemia servers when you attempt to play as Zeus.
- You cannot spawn in any units.
- You cannot put down and use any modules.
- You cannot delete any objects on the map, except for map markers.
- You can still place down groups of enemies.
I'm not sure if this occurs on other servers as well, but I'd advise any Zeus frequenting public servers to get off profiling until an update comes in. If anyone could test if this is the case for internet servers as well, I'd appreciate if you could post on the Feedback Tracker, linked at the end.
Local Server Zeus seems to cause no issues so far.
https://feedback.bistudio.com/T155042 (Link to my Feedback Tracker)
does official server normally have limited zeus resources?
Just had a zeus match, spawning and modules worked.
deleting some objects failed with insufficient resources
Not with God Mode enabled. I've tried with and without. I've also got off the Perfomance and Profiling branch, it worked on Stable but didn't on Profiling. Switching profiles didn't help either.
Have you tried it on one of the Official Servers?
nope only on my own server.
Would be good if someone can confirm that.
I would expect that someone would've noticed such a critical issue after 4 days 🤔
it seems it's only for official servers in that case, oddly enough. We can atleast confirm that it doesn't affect hosts.
Well I could reproduce it all the time, and I verified my cache. It's pretty odd, I had everything greyed out earlier as well despite ressources being sufficient.
What do i wrong? I got this on my server:
21:47:58 Message not sent - error 0, message ID = ffffffff, to 575029982 (hc1)
21:47:58 NetServer: trying to send a too large non-guaranteed message (len=1378/1397) to 587448133
21:47:58 Message not sent - error 0, message ID = ffffffff, to 587448133 (hc2)
21:47:58 NetServer: trying to send a too large non-guaranteed message (len=1378/1402) to 609665610
21:47:58 Message not sent - error 0, message ID = ffffffff, to 609665610 (hc3)```
my basic.cfg
```maxPacketSize = 1430;
MaxMsgSend = 1024;
MaxSizeGuaranteed = 1024;
MaxSizeNonguaranteed = 512;
Where is the length 1378 comming from if MaxSizeNonguaranteed is 512???
you are doing nothing wrong
I also have some kind of NetServer / BattlEye issue. I thought its just BE
ignore the "too large" messages
Are there any tips / do's and don'ts about switching to the Server Performance branch?
you probably want to up the fps limit, but you can also do that without performance branch now
Oh nice, is it just something like -limitFPS ?
see community wiki
2.00.146952 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Temporary log spam to investigate a rare issue on Dedicated Servers
- Fixed: Potential crash on Linux server startup
- Fixed: ComboBox scrollbars did not update on resizing
- Fixed: hideText config property was not working with multiline versions of CT_EDIT
- Fixed: Being able to place units into locked vehicle turrets in Eden Editor / Zeus
- Fixed: Zeus not allowing placement of units after addCuratorAddons was executed remotely - https://feedback.bistudio.com/T155042
Script function compilation at game start, before and after

thats a fancy view
That's just ArmaScriptProfiler
never touched that before 
a3\missions_f_contact\missions\intro1.enoch\scripts\flight03.sqf
Before:
Result:
11.2921 ms
Cycles:
89/10000
After:
Result:
0.0035 ms
Cycles:
10000/10000
what's in that script
its just a huge array of numbers.
I think stuff for BIS_fnc_unitPlay
like that yeah. but how about this
params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"];
Which ACE advanced ballistics does on every fired bullet.
_code = {
["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"]
};
_f1 = diag_codePerformance [_code, 10000];
_f2 = diag_codePerformance [optimize _code, 10000];
[_f1, _f2]
[
[0.00319,100000],
[0.00057,100000]
]
That neat. Is this doing the assembly optimization?
yeah
Single instruction instead of multiple pushes etc?
Can this be enabled/added to normal compilation?
I assume the optimize command is here for easy comparisons.
The optimize command is from my SQF-Assembly project.
I built that with X39 in late 2017.
its been literally laying around basically unused since then
We'll see what the future holds.
I'm in PoC stage currently. Just gathering some numbers, seeing how much additional work there is to do.
At least the array assembly optimization would be nice. I wonder why it's not like that since the begging? Any potential downsides?
I guess noone had the time/idea to implement it.
And for now I don't intend to implement it in Arma itself.
I want to THANKS whoever is working on that Performance Profiling for Arma3, not much more fps personally but it help Greatly on Stutters / hiccups 👍 Thank you and keep it Up
Might also have some fps stuff coming in. But in the lower single digit percentages.
But atleast something!
This week again is performance focus week, and its my second 10+ hour day this week.
So I hope you'll be happy with the results 
Very happy about it. You are doing some long needed work 🙏
So, we shouldn't expect to see #perf_prof_branch message implemented anytime soon?
It was already implemented, 3 years ago, you can just run it if you want to.
https://github.com/dedmen/SQF-Assembly/commits/master/src/Optimizer.cpp
But I won't implement optimizer into Arma (for now), but that doesn't mean you can't use it.
We'll see

less lag, no game freeze when you have long string in a textbox
Ooh cool
Yeah, sometimes this kill my game
Do you know about any other controls that are this bad?
So far I'm only fixing CEdit
Not sure. I believe I didn't experience such other than RscEdit thingies
another control type that has issues the longer it gets are listboxes and tree views. iirc @quaint flame had some more insight on those
_cfgMoves = configFile >> "CfgMovesMaleSdr" >> "States";
_cfgMoves = ("true" configClasses _cfgMoves) apply {configName _x};
``` adding all of those entries to a treeview (0th level) and scrolling to the end reduces fps from 70ish to 15. beginning of tv has no issues
Yes I'll look into revo's ticket after I'm done here
❤️ ❤️ ❤️
did I missed something or why is steamcmd downloading the profiling branch on 233780 ?
🤔
I just used "233780" as game id but the download has the profiling .exe in its download folder
well server profiling thing is a thing
but is it included in the main branch of arma3server?
strange.. I use "SET GAME_ID=233780" instead of "SET GAME_ID=233780 -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3"
afaik not setting beta, means it keeps current active one
ah, so basically use "SET GAME_ID=233780 -beta public" according to the wiki to force the public main branch?
yes
In the most recent performance update, what messages can we expect to be in the logs?
what do you mean? the log spam?
Yes
stuff like "#### Dedmen:"
Okay thanks for the quick answer
Where can I tweak the string size for total mods loadable through workshop?
We've downloaded the profiling exe, but don't find anything on where to find/put that config parametering.
If by string size you mean the command line character limit, that's handled by using a par file.
If you mean the "Server can't transmit all data" fix, see here: https://community.bistudio.com/wiki/server.cfg#Arma_server_only
Scroll down to steamProtocolMaxDataSize
The command is already part of Stable, so you don't need to be running profiling.
Thanks @violet elbow - found it in this very second as well. Highly appreciating your help nevertheless 🙂
Any recommendations on which value is considered best practice? 2048? 4096?
It's depends of your internet provider and hardware. Recommended not more 1440
It is enough in a most cases
If you'll configure more - your hardware (router) or your provider's hardware could decline such a big packets.
Google about MTU
Been running it at 8192 with 100+ unique players on the server since we did the change, not a single one has had issues, but the setting is just the upper limit of the query, it'll only use what it needs to.
@violet elbow some home routers not allowing the packets more when 1500 bytes. Some providers too. It is better to find out a correct MTU value first.
Aware of that. Anecdotally, haven't actually had any issues with a decent sample size of different US/UK ISP's and routers.
@violet elbow you're lucky guy 🙂
I don't understand what the UDP packet count has to do with the MTU.
Only thing would be that I can send more data with a bigger MTU. But I could also increase the packet/stream count to increase this. Fiddeling around with MTU isn't a great idea. It is a terrible idea. But from my understanding the documentation speaks of UDP packets. And not MTU size?
The setting increases the size of the UDP packet that's sent by the server to the clients with the mod data. If the UDP packet size is over the MTU, it will be split into multiple fragments. Some routers don't allow this.
Hmm, I see. Seems I've gotten the meaning wrong. Seen that way it makes totally sense. Thanks for claring it up 🙂
That's nonsense as that is already the default. The whole reason for that option is so you can set higher than MTU limit.
It's not packet count, its size. So MTU reference is correct
Nonsense question. The value is either large enough to fit your data, or too small.
There is no best practice.
Just set it to 2 million or smth
Thanks for answering dedmen. Think you confuse it with maxBandwidth? ^^
No
You cannot set that value too high, unless you go over 3 million or so.
It is only either too low and won't work, or high enough to work
I'm not sure it's the correct channel but I'm making a mission and I have some performance issues.
I downloaded the profile build and I captured a frame:
rendr; 12.12477; 23.39243;""
[...]
wPrep; 12.29107; 14.71743;"maxDist 1017.93, view 3000, obj 1017.93, shadow 128.266"
qfAOp; 12.37586; 0.02359;""
txGRt; 12.41954; 0.17045;""
txGRt; 12.62600; 1.37329;""
txLdX; 12.65129; 1.34763;""
pacRd; 12.72087; 1.27802;""
pacLL; 12.72088; 0.54474;""
pacLZ; 13.26572; 0.73286;""
txGRt; 14.07020; 0.16835;""
txGRt; 14.27381; 1.40976;""
txGRt; 16.01837; 0.18493;""
txGRt; 16.23950; 1.46080;""
txGRt; 17.78519; 0.16795;""
txGRt; 17.98894; 1.42262;""
...
I have a lot of txGRt tasks that take 1 - 1.5ms. I don't know what do they do (some kind of texture generation?) or how to limit their numbers but they take a lot of time on the main thread.
Is there any documentation that explains how to read the captured information?
tx is texture.
Maybe slow I/O?
txLD is texture load from "disk"
Do most of them really just stop at txGRt and not go deeper?
Running mods? Bad mods?
No sorry, I didn't show all of them but they all have mostly the same structure:
The short ones have only pacLL, the long ones have pacLL and pacLZ.
I did more test and some times, I have more information:
qfAOp; 8.03253; 0.01332;""
fsAPr; 8.04592; 0.00878;"D (P10) 59ff000:a0000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_005_lco.paa,data\layers\s_008_006_lco.paa,data\layers\s_008_007_lco.paa"
txGRt; 8.05507; 1.49622;""
qfAOp; 8.06953; 0.01322;""
txLdX; 8.08285; 1.46809;""
fsARd; 8.08297; 0.00731;"(P0) 59ff000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_005_lco.paa,data\layers\s_008_006_lco.paa"
fsAPr; 8.09069; 0.00570;"D (P1) 59ff000:9000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_005_lco.paa,data\layers\s_008_006_lco.paa"
fsAPr; 8.09644; 0.00513;"D (P1) 5a07000:9000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
[...]
fsAPr; 8.15940; 0.00468;"D (P1) 5a6f000:8000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
pacRd; 8.16417; 1.38675;""
pacLL; 8.16420; 0.63374;""
fsARd; 8.16528; 0.00521;"(P0) 5a00000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
fsARd; 8.17113; 0.00489;"(P0) 5a01000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
[...]
fsARd; 8.79289; 0.00465;"(P0) 5a76000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
pacLZ; 8.79803; 0.75260;""
So, I think it's some terrain update.
To give some context, I have dozens of IA fighting in the background.
The performances are fine when I'm near the combat zone but they are a lot worse in some others location like 1km from the fighting and not looking at them.
The only addons I use are ACE and IFA3_AIO_LITE.
I think it may be related to the blood decals on the terrain but it's a really wild guess and I don't know how to test my theory.
So, I was able to disable the blood and I still have the issue, that was a bad guess.
I now have the issue in the editor too. So I did some more tests. The smallest repro I was able to find:
- I disable all the addons except IFA3_AIO_LITE
- I create a new map (Colleville)
- I add 5 men (B_Soldier_F), more or less 400m apart
And with just this, there is some locations in the editor where my FPS drop from ~280 to ~60 with txGRt taking 17ms per frame.
I was not able to reproduce it on Stratis or any other official map.
We were running an WW2 op this weekend, a couple of people had issues with the terrain rendering and unrendering, until it lead to an crash. I believe some of the WW2 maps are just a bit broken.
If you can't reproduce it on a vanilla map I'd say it's due to the mod.
@boreal wigeon can you send us the crash logs plase
@spiral pond sure, directly to you?
Also there was a lot of Object WeaponHolderSimulated can't have zero or negative mass! a3\weapons_f\dummyweapon.p3d messages.
Before the crash so it could be the renderer trying to render too much and causing a crash.
But I can send some logs over I got a few from 2 guys that were having issues.
its just dead ai's dropped weapons... (weaponholdersumulated) mass: 0.201... not negative and not zero 😛
2.00.146991 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Experimental hotfix for a crash on Warlords servers
- Added: Experimental hotfix for a server freeze after a scenario change
- Tweaked: Rendering/Handling performance of Edit control text - https://feedback.bistudio.com/T154837
- Tweaked: Rendering performance of Edit controls that have a large portion of their text off-screen - https://feedback.bistudio.com/T154837
- Tweaked: Rendering/Handling performance of Tree controls that have many items - https://feedback.bistudio.com/T154837
- Fixed: Drawing straight lines on the map did not show a preview while drawing - https://feedback.bistudio.com/T154931
Also Dedmen the crashes that I had earlier this month on server start up have stopped after update v5/v6. 👍 Thanks for your continued work!
https://www.youtube.com/watch?v=KjXFdYPsk84&feature=youtu.be
I love the speed, so nice 😄
weeeeee!!
nice!

finally no more 🐌 while 
no more snails while coffee? as a Frenchman, sir, I am deeply offended!
Noticed something with the latest binary. My group is using a menu to send PMs to zeus/admin/other users in the escape menu. The edit box's text is now completely invisible. Been trying to debug it for a bit until I noticed that everyone affected by this are on the profiling branch.
I also have tried to set the colors and everything manually without success (see image below) (i also tried other things such as ctrlSetFade and what not)
https://cdn.discordapp.com/attachments/402412803153199104/783233556935344148/unknown.png
After I switched to release branch and launched again, it worked again. (image below)
https://cdn.discordapp.com/attachments/572190694987268109/783236397662076938/unknown.png
if need i can package the pbos used for this (it requires cba) and can provide a link to the definitions on github.
I noticed that in Polpox's animation viewer. Thanks. That bug then and I know where
@hexed verge is that box outside of a controls group maybe? no parent controls group?
it is just a control without real parent
https://github.com/fparma/fparma-mods/blob/master/addons/message_ui/gui/interruptMenu.hpp#L16
no parent thing is probably the issue
Ah think I got it, simple error.
Checked if first line is at position bigger 0, because if its below zero it can't be rendered right? nah.
The top of that editbox is at -0.2 for whatever reason
Yeah fixed, do you need it quick or is next week fine for now? don't have anything else for a prof update :u
I personally am fine with next update. Users need to just type well when requesting help from zeus until then :^)
adding a few empty lines/linebreaks at the start might help
sadly nope, the text is just invisible. I hit shift+enter a few time, just so see the cursor jump down a line.
it is also not showing text selection at all.
What does the prof build do?
you mean relative to the perf build?
Difference between stable 2.00 and the profile beta branch on steam sorry
profile branch is like a dev-branch, but compatible with 2.00 servers.
so you can have the latest improvements, but still play on your normal servers
for what specifically is different, check the changelogs in pinned messages
Top man as always keep up the hard work ❤
dedmen, has this gotten implemented?
Well I don't remember what I was talking about back then. Maybe
Was there a change how playMusic searches for existing files? I got some report in my unit that they could not get that command to work anymore for custom mission music while others still managed to get it to work somehow.
After testing that my self i found out, on profiling branch this happens
11:07:43 Sound: Error: File: C:\Users\diwak\Documents\Arma 3 - Other Profiles\Diwako\missions\Corporate_Exchange.Tanoa\windmills.ogg.wss not found !!!
while on release branch all is fine.
description.ext entry is
class CfgMusic {
tracks[]={};
class windmills
{
name = "windmills";
sound[] = {"\windmills.ogg", db+5, 1.0};
};
};
if it helps, music from addons still work. been using contact's music atm.
oof :u no that doesn't help, that do big confuse
fug
Yes found it. Its the thing that I thought it is.
Don't understand why addons CfgMusic works, it shouldn't 🤣
And there, a legend was born
why mask the name of the hero here? 😄
Who was it? Wanna build him a shrine and a torture chamber at the same time!
(we Modders should all know, why a torture chamber! We are all kinda masochists.)
"I shall burn a candle for him… on top of him"
2002 😄
Thanks @hexed verge, fixed
nice.
kinky
Debug console actually has a scrollbar, but its invisible and you can't actually scroll.
But if in current #perf_prof_branch you just scroll with mouse wheel in debug console, the first line of text disappears as out of view text isn't rendered anymore.
So, there is a scrollbar, but its invisible and you cannot use it, but with mouse wheel you can scroll, but it doesn't actually move the text more than like a tenth of a pixel
prof branch update?
Yes, an update just knocked your door
oh, indeed
of love
waits on pinned message of changelog hehe
2.00.147026 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: ListBox item shadow was offset incorrectly when rowHeight is used - https://feedback.bistudio.com/T154442
- Fixed: RscEdit would not adjust text width during or after resizing - https://feedback.bistudio.com/T154710
- Fixed: An Edit box without a Controls Group as parent sometimes was not rendering the first line of text
- Fixed: Eden Editor units list not rendering when returning from previewing a scenario
- Fixed: Music from description.ext CfgMusic was not found when the path started with a backslash
- Fixed: First line of text disappearing when scrolling down in the debug console
- Tweaked: Improved size efficiency of script variable serialization
- Tweaked: BattlEye update
Note:
Please watch for issues related to the attachTo script command, specifically changes in position/rotation compared to before this update.
If your main menu color changes suddenly with new prof, please ping spam me. Thanks
Please watch for issues related to the attachTo script command, specifically changes in position/rotation compared to before this update.
are you telling me your changes for that command are in this?
some of them. No you can't use it
giiib
sad
*makeHappyHashmapNoises*
So far so good
People in our group say they got a boost of fps
1 person said 30fps increase dunno how true that is but good work
from last update shouldnt
*makesMoreHappyHashmapNoises*
No no from stable to v7 profile build they saw an increase sorry
Hi ! I have two questions :
- How do I access the performance branch ?
- Do we know when the performance branch would be integrated into the main branch ?
- Beta code:
CautionSpecialProfilingAndTestingBranchArma3 - No, compatible with the public
Ok thanks you ! 🙂
Oops misreaden your question:
2. No ETA
some/most performance branch changes arrive in dev-branch simultaniously. And dev-branch becomes main branch when the next update releases
What’s the beta code for steam?
See the pinned message "How to get profiling branch" @twin pumice
It’s compatible with main right?
Yes.
2.00.147054 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Experimental hotfix for a server crash
- Added: Volume reduction while in vehicles with the map screen opened
- Fixed: Vehicle sound attenuation being disabled while the map screen is open
- Fixed: Sound listener position not following the camera while the map screen is open
- Tweaked: Experimental script performance improvement
Note:
Please provide feedback on the 2D map screen sound changes.
👀 I'll have to try that out later
If there are issues with this build. Please find them this week.
But I played two unit missions with it and wasn't broke so prolly gud
Feedback:
Added: Volume reduction while in vehicles with the map screen opened
can we get a toggle for this?
hardcoded for now.
If this will stay (which is not sure), and I do my sound changes in 2.04 (which is not decided) then I can add a slider in sound options (if we decide so then)
I do not mean client side slider, I would like to be able to disable this behaviour for everyone.
CBA requirement for Arma vanilla? 🤔
an option is server.cfg would be an idea, although how would that work in SP?
description.ext? arma3.cfg?
difficulty setting makes most sense but might be unwanted due to needed changes in steam query or smth I guess. (moar work)
If possible making it a difficulty setting would be the best of course
Two options for 2.02, enable volume reduction, or disable.
No toggle, no adjustment.
So depending on feedback I may disable it and only fix the bug
I think most people I know are clearly for enabling it, if you fix the bug
What about 2.04?
Yeah probably.
2.04 we can discuss volume slider and server.cfg setting to disallow it
opposite for me 🙃
If volume slider is doable, depends on other stuff
slider still does not resolve the problem of "balancing" as it's client side.
and server.cfg setting to disallow it
What's the balance problem with someone hearing less well?
You sit in a car with disabled engine, open the map. You hear less, your situational awarness is worse.
So it affects you negatively.
You can hear people more easily via tfar/acre by opening map. Makes life easier for tanks crews etc but might be not wanted from realism standpoint.
But if you can disable it clientside in volume settings?
You enable ACEX volume lowering if allowed by server host. You hear even less with map open.
You use ACE earplugs with volume lowering, hear almost nothing with map open.

I see it as gameplay change in 7 years old game, might be not wanted by some people (like me and over 100ppl community I help to manage), that's why I'm complaining about this 😄
but no more if you said we can reason about this around 2.04
I've presented my views already.
Prolly disable volume thing in 2.02 then.
Ill have a full Christmas to decide about it 

IRL earplugs
that doesnt help with hearing other people though
The noise people are vocal, while the no noise people are quiet as they currently have what they want to have
time to crosspost a strawpoll between the arma reddit, bi forum, and the discord 
currently have what they want to have
depends if the vic is moving or not
I'm just glad my ears aren't fixed in space anymore the moment I open my map 😄
disable attenuation and only fix the bug 🙏
this is what I meant when talking about vanilla missions with earplugs or ACE
auto effects sound attenuation while map open + earplugs = anechoic chamber
the bug of hearing not moving with vehicles on the map is getting fixed
and now there's a debate on wether to implement that the vehicle audio gets quieted on the map
Oh fix the bug
100%
Be odd for the volume to suddenly drop in map (my thoughts anyway)
I wouldn't mind either way, in terms of "muh realism" in real life you can quite easily focus on a sound, especially when one is a radio in your ear or someone speaking to you a metre away, and the other is usually a distant and low sound outside the vehicle. I don't think people would be gaming a feature when it lowers game audio, the reverse would be abused far more often. You see people go prone and turn up their game volume (and gamma) often enough just to get that edge... 
Hey guys the dropbox/Google drive is 2 updates behind any idea when it will be updated? My server provider can't upgrade our server exe without it
Much appreciated 😇
they up for manual download from
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
as usual
just try it and see , also check the audio settings tab for the VON volume
Arma 3 Branches list : https://community.bistudio.com/wiki/Arma_3_Steam_Branches
Thanks dwarden
Added: Volume reduction while in vehicles with the map screen opened
I don't like this. This has clearly been a bug and should not be added on purpose. We have tons of earplug mods for that
I like this Change, as you cannot have a earplug mod on a offical server.
Which one do we need for our 64 bit server theres 2 different 64 bit server exe files 1 that says profiling and one that says performance
Bit confused haha
if you don't want profiling, you'll want performance
if you don't know what profiling is, you'll want performance
Can't get how volume on map related to being in vehicle? Why it should be muted at all
It was basically lowered/muted for the last 6+ years
and many people like that "feature"
I think no one actually noticed that "feature" as feature at all.
Almost every mod have mute hotkey or earplugs as item implemented.
Open map to talk to crew? Meh...
Anyway. For me not a deal breaker. People afraid of situation awareness can close map more often.
a less-laggy map opening would be nice, ala OFP :3
I use earplugs with ace
and helicopter was still too loud so I also used map to get silence
We use script mute by hotkey for that
use acex, it has automatic volume reduction when you get in vehicles
Liberation has also built in script for vehicle volume if I recall in their player menu thing
well, depends by how much ACE lowers the volume, how high effects volume was set by you and windows volume as well
in our mission we had effects volume just slightly reduced when ear plugs, but it turned out to still be very loud for other players, since me and the other person have windows and effects not that loud, because good ears and good headphones and external sound cards
so we've updated the mission with ear plugs lowering effects volume further the originally and had to increase our windows and effects volume a bit
so everybody is happy now
this also why one shouldn't force-auto-lower effects volume, since everybody has different ears sensitivity, hardware and audio settings
Our mission allows for 0-100 tweaking, then a custom action sets it between 100, your preset, and half your preset
It helps with the volume difference between land and air vehicles. I know people have used the stationary ears to their advantage for chases
Hi, i am so thankful for that disabled attenuation bug fix, my ears go boom boom when open map in a chopper
however about the new feature, volume reduction with map screen, personally i dont think its a good idea, as when playing SP missions and there's dialogue, you cant hear them if you open the map, ruins the story... Thanks!
"as when playing SP missions and there's dialogue, you cant hear them if you open the map"
huh? dialoge should be excluded
hmmm, i think direct chat volume is part of effects volume also?
i was playing a mission in SP and theres a dialogue in the car using direct chat, i open map guy gut muted lol
ups that's definitely a lil problem
@night mulch can you say which mission / when ?
ok seems like eastwind vehicle dialogues are unaffected because they use vehicle channel instead of direct channel
@night mulch well if you're not on perf/prof branch, your observations aren't correct, since not only direct chat was never really loud but in the 2.00 patch, VON is broken, since it can't be set higher than effects
in perf/prof patch direct chat is now affected by VON slider and not effects slider + VON can be set higher than effects, like it was before
And ingame dialog is never VON so not sure how this is related to the above
is it still VON even though its not really coming from a player, instead a scripted direct chat?
yeah thats what i figured
say3D?
say3D is not VoN, but I don't know if that counts as effects volume. it might
anyways, if he says that in the vanilla campaign it works, then it's the problem of the custom mission he played
please provide such mission
link the Steamworkshop or similar so it can be investigated
I want to get rid of 32bit on perf/prof branch. Can anyone give me a good argument against that?
backwards compatability? I dunno anthing about 32/64 bit stuff tbh
atleast in arma
my unit still uses the 32bit linux one, reason is old OS we cannot afford to update without breaking everything atm
Yeah only windows one I think.
Linux is still too fresh.
if you have 32bit requirements on window side (which is weird considering how long x64 has been out now..) you can just not use profiling branch then
Where is the audio setting I cannot seem to find it or is it a dev branch thing
its not a setting. it just happens
Ohhh okay my bad lol
Thanks for sparing linux for now.
description plz 👀
Wrong channel 🙃
sure, here is the mission https://steamcommunity.com/sharedfiles/filedetails/?id=180727858
the dialogue is in the beginning when you're in the car
can hear just fine, but once you open map my mans got muted
the mission was last updated in March 2014...
when is the east wind last updated?
Hi, i've got a little problem with zeus, i'm with the proffiling branch of Arma 3 and i'm using Zeus Enhanced.
We are 3 zeus, and the problem is that at some point we no longer manage to pass OPFOR units, even when we killed/ abducted other OPFOR units.
Is there a way to counter that ?, thank you.
Can you replicate the issue on stable branch, or is it just prof branch? @clear rock
Yep same issue with the stable branch
I believe that issue is caused due the maximum amount of groups, which is because groups are not removed when the units are dead (and might also happen when units/groups are removed completely).
Garbage collection SHOULD take care of that, and otherwise you could run a script which automatically removes groups when empty (and additionally move all dead units into a single group if you want to keep them on the field).
Oh ok, where can i find this script ?
Garbage collection is a mission setting (can be found in 3den under 'Attributes' -> 'Performance' and check the 'Garbage Collection' tab).
ah! If someone can test and repro that deleteGroupIfEmpty is NOT enabled for groups spawned in zeus, please make me a ticket for that so I can fix that.
Maybe that thing is not automatically enabled for zeus spawned groups, I think it should be
hmmm... not sure how to repro that 🤔
Guess it would be:
- manually place 288 groups as Zeus
- manually place additional group as Zeus (should not work)
- kill/remove groups
- manually place additional group as Zeus (should work again)
And to see if that is the actual issue;
Switch side of a group (can be done with ZEN module), which sets the deleteGroupIfEmpty flag to true, and in that case step 4) should work again.
you cna check if empty groups go away via script
I think zeus should set deleteGroupIfEmpty on all groups it spawns right?
it doesn't set deleteGroupIfEmpty to true when spawning a group as Zeus
will make a ticket of FT with repro
Should the perf/prof branch be opening Arma3_x64.exe instead of the perf/prof exe?
Default exe is performance exe
it's just named performance / profiling on the dropbox/google drive so people know which binary they actually need because that was the purpose of manual downloads before steam branches
I see thanks
So on the main thread what is wSimu supposed to be?
Also just trying to make sense of what is going on in this frame capture I have
World simulation
Is the latest file in the 200Perf folder?
Okay so I've followed the steps but all I get in the launcher is "Game executable not found"
Nevermind I forgot to rename it
just use the steam branch, easier
May be a dumb question, but is there any down side/negative to using this performance branch? Is it worth having on even if your computer runs pretty well?
no downside
Well. The changes are experimental so they are not 100% tested and bugfree. You help test new performance improvements and bug fixes by using performance branch
but if there is an issue, I can usually fix it on the next day
Thanks for the info!
So far so good for my group who use it clientside and serverside
Hmm, I wanted to ask for a long time https://ibb.co/cLGvSnt
The players' radio protocols are displayed on my screen in the player's own language, not mine. Was that intended?
(On all official servers, no mods, profiling branch, my language is Russian)
Ah well, it's "like that". But not ideal, and I believe that it can be fixed now with network optimisations that happened during the game's lifetime; but the game being old, it is a too little improve to be considered (I think! But you can still make a ticket in the feedback tracker, I would be glad to see that improved)
Are there any problems with steam appid appeared for someone when switching to profiling branch on Linux? I'm using LGSM tool and it can not check Arma version from remote branch because of a wrong appId...
the appid doesn't change for profiling branch 
I have no clue if this is related to the perf branch but I have a strange behavior on my server.
When logging in into the Remote Desktop, the Arma 3 Executables suck (when I mean suck, I mean.. well you know) the complete CPU usage and the server is not controllable anymore
CPU: AMD Ryzen 9 3900
Has anyone benchmarked perf Branch vs Stable lately?
2.00.147110 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Optimized configClasses command performance if condition is "getNumber (_x >> 'scope') == 2"
- Tweaked: Optimized configProperties command performance if condition is "isClass _x" or starts with "isClass _x &&"
- Tweaked: Optimized configClasses command performance if condition is "true" or "getNumber (_x >> 'scope') > 0"
- Tweaked: Optimized configProperties command performance if condition is "true" or not provided
- Tweaked: Removed slight sound volume reduction when opening the map while in a vehicle
- Fixed: Groups in Eden Editor Compositions were not correctly put into a separate layer
- Fixed: Potential playSound game crash - https://feedback.bistudio.com/T155687
- Fixed: magazinesAmmoFull only returning empty arrays on Linux servers - https://feedback.bistudio.com/T155504
- Fixed: Game crash - https://feedback.bistudio.com/T155648
- Fixed: Game crash - https://feedback.bistudio.com/T155299
- Fixed: onTreeExpanded/onTreeCollapsed event not firing when an item was double clicked - https://feedback.bistudio.com/T154819
- Fixed: HandleChatMessage eventhandler not working properly for system messages
- Fixed: Eden Editor move widget behaving erratically when moving the cursor off-axis - https://feedback.bistudio.com/T155172
- Fixed: Not being able to remove a picture with lnbSetPicture - https://feedback.bistudio.com/T155366
- Fixed: Crash/freeze when sending a chat message from within a HandleChatMessage Event Handler
- Fixed: Crash/freeze when calling setAccTime from within a HandleAccTime Event Handler
possibility of checking starts with for configClasses and scope as well?
Can you drop a message as of when you get time to update Dropbox etc
Dwarden does that
Ah okay thanks bud
@tribal bobcat https://steamuserimages-a.akamaihd.net/ugc/1662358684755010959/D0091E0559D4BC9FFDB987DA34780915BFEEAD4D/
Here is a run i just did with the newest version, idk what happened with the second stable run, but whatever. Looks like there is actually a slight detriment to using the perf branch?
But more consistent
Would be interesting to see more fps data like lowest 1% and 0.1%
The perf branch performance optimizations are in scripting and Multiplayer.
Both things that YAAB doesn't test.
Suppose a better test would be recording performance over a multiplayer session then
but MP sessions are also always different, people don't move the same way and do the same things
If you want to see a performance difference.
Load Arma with mods (CUP, RHS, 3CB for example) open zeus and search for something. Then repeat that while using performance build
Or go to functions viewer and look at BIS_fnc_arsenal with and without performance build
it's on both dropbox/google drive
Top man thank you
diag_codePerformance [{0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0}, 0, 100000];
Before
0.170-0.180
After:
0.162-0.174
With SQF Bytecode:
0.00071

Yikes that's quick
The annoying thing is that my "After" didn't work as well as I wanted 😢
- Tweaked: Increased default network bandwidth settings
Ah are those the settings you talked about earlier? if so is there a chance of those being pushed with 2.02 then or?
Yes I hoped it would be faster (I deleted my message above accidentally so have this edit here as replacement)
yes, no
Ah so still 2.04?
ju. and 2.02 perf/prof then
Got it, thanks 
I see the profiling wasn't actually pushed yet 
👀
You didn't see nuthin

👀 ooo did I miss stuff
Are stable and perf branches compatible? Can I connect to dedicated server based on stable branch using perf client?
yes!
Thanks
2.00.147171 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: server.cfg option to ignore errors that would otherwise abort scenario starts
- Tweaked: Optimized performance of ShipX simulation water collision checks
- Tweaked: fullCrew now returns all position names in consistent lower-case - https://feedback.bistudio.com/T155660
- Tweaked: Increased default network bandwidth settings
- Tweaked: BattlEye update
- Fixed: AI not reacting if the player shot from a vehicle and left the vehicle before the shot impacted
No __has_include("") 
not in profiling branch
Increase default network bandwidth
What effect would this have? Servers get more stable with Internet? Sorry probably stupid question
And increase data transmitted when needed?
Yes, it should utilize modern connections more efficiently. Old values were tailored for Modem age 
And missions should DL faster from servers.
Oh nice one
@fickle geyser apologies for the tag
Would this also speed up scripts that are ran globally across server and clients
Doubt
(scripts are not run across the network, they send data over it)
it may improve server-client communication, but it might be invisible at that level
Thanks guys
I hope that the performance and bandwidth improvements done to the 2.00.147171 PROFILING branch with PERFORMANCE binaries make it into Main_branch in 2021 😆 
wat why
I was told that most performance optimizations found on the PERFORMANCE binearies eventually make it into the main stable release...
So that is not the case?
Yes It's all included with every stable update I think
It's like a dev branch but stable build compatible
Thats how I understood it
Some changes might be, some changes might not be
Yes, it should utilize modern connections more efficiently. Old values were tailored for Modem age
Is it something about default values forclass socketsin basic.cfg? As much as I remember too high values can cause login to server issues.
Hey hey, quick survey for the "sound getting stuck when opening map" fix.
Anyone still have any major problems with that or are people generally happy with it?
Hmm, I am on prof branch and the sound still switches from interior to exterior and fades slowly. What has changed ? 😄
So, this fix was pushed on 14.12, and only a month and a half later someone tells me it doesn't work, and I check and indeed, it doesn't. Visual Studio is doing weird macro stuff and it no worky.
It was never actually enabled.
#if (defined(Stuff1) || defined(Stuff2) || defined(Stuff3))
#define _MAP_SOUND_POS_FIX 1
#endif
#if _MAP_SOUND_POS_FIX // true
#define _MAP_SOUND_POS_FIX (defined(Stuff1) || defined(Stuff2) || defined(Stuff3))
#if _MAP_SOUND_POS_FIX // false

wat
When something is not working or doesn't feel right, please just tell me :/
dozens of people told me how great the fix is, or how bad the volume reduction is.
But noone actually tried it out it seems
Yeah, I totally trusted you 😛
Good that you caught it now... I asked because I wanted to merge it into 2.02 because the "test" results on #perf_prof_branch were so positive
I just complained about the idea of lowering the volume but never tried it. 
I assume v11 has not been released yet? I only see v10 on the links.
dropbox is not the main source
main source is steam, dropbox is done manually with delay
ok Thanks
Dwarden will post when he does it probably next week:)
how to connect per steamcmd to the newest profiling files?
here's the list of branches which are usable, https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
use the app_update <app_id> [-beta <betaname>] [-betapassword <password>] [validate] to fetch other branches than the default public branch
this wiki is definitely very useful, thank you
So we can log into the RCON and do this ourselves rather than asking our provider to do it?
RCON? no, RCON is something different
Ah okay never mind haha
I use GTX and just give them the link of latest exe and they do it for me
is LogObjectNotFound option available in latest prof/perform builds (class AdvancedOptions) ?
yes
what about description.ext parsing toggle?
I've set it to disabled but it seemed to be still parsed. Not sure if a bug or not implemented in profiling.
if it's supposed to work then it does not for me. And some of our mission files are missing on the list :D
We have tons of them on the server, it was not cleaned up for a years xD
how can i get the performance files per steamcmd? the profiling i get so far.
Maybe should add to here https://community.bistudio.com/wiki/Arma_3:_Steam_Branches how to download with steamcmd?
app_update <app_id> [-beta <betaname>] [-betapassword <password>] [validate]
maybe adjust to use same naming
so app_update <appID> [-beta <branch code>] [-betapassword <access code>] [validate]
the files are on dropbox/google drive just for those who can't download via steam / steamcmd
I tested the
Fixed: "Sound listener position not following the camera while the map screen is open" was not actually enabled previously
and the sound in the interior still changes quite a bit e.g., wind noise etc his removed when opening the map
Is that intended?

I guess wind noise might be triggered by camera position/simulation, which doesn't really run while on map
hmm okay
its not nice, but probably not something I wanna fix unless its super easy to fix.
But investigating why it happens probably already costs an hour
Would be nice to get it 100% fixed. If you need a ticket let me know
Dwarden can you drop a message when it's uploaded the latest exe :) thanks pal
he just did
v12 probably next tuesday, is the plan for now atleast
Ah okay thank you I thought he was replying to something haha
sry @cyan prairie it took longer than expected, i'm on crippled network which needs some rebuilding
No need to apologise bud
😟 sorry to hear about that.. sounds figity and hard work
@whole cloud About __has_include("")
This is expected behaviour ? https://github.com/R3voA3/3den-Enhanced/issues/97#issuecomment-773242334
Thanks 🙂
I tested
#if __has_include ("test2.sqf")
blap
#endif
and that worked, correctly printed blap in output.
But didn't test actually doing include in there 🤣
😬
Ah yes thank you preprocessor.
#if __has_include ("test2.sqf")
#include "test2.sqf"
#endif
Result:
"#line 1 ""userconfig\test.sqf""
#include ""test2.sqf""
"
😄
Hes quick 💪
that's wh—
🤣
@quaint flame
#if __has_include ("test2.sqf")
#include "test2.sqf"
#endif
that may work, note the empty line
Okay, gonna test it as soon as it's available
full fix should be on prof on tuesday
Uh @quaint flame, you posted this in #perf_prof_branch but... Looks like that was never on #perf_prof_branch ?
The hasInclude thing?
ye
its on dev branch, but its not listed on #perf_prof_branch changelogs and I just tried to merge the fix but got conflicts because stuff wasn't there
yes
Hmm... So does #if __has_include ("") also work outside it's own addon? Eg. to check if a config.cpp exists of an external mod?
And more importantly; would that also work in config files?
Because that would allow us to make config inheritance work depending on external mods (eg. only create object when mod X exists, or change variable in config based on version of external addon)
it works same as #include
config.cpp will probably not exist because it will be a config.bin
its a preprocessor thing. preprocessor is the same for config and script
but what if u have an addon with unbinned config 
can the result of __has_include depend on order of mods in modline or somthing? Or is arma loading all the mods at once into the filesystem.
I assume all is available at once as you do not care for loadorder with #include
👍 so it will work.
@quaint flame can try for his 3den enchanced thingy.
That's the plan 
Performance is the default exe when on the branch correct?
So if I api steam to dl perf branch on the players clients via our launcher the steam game launch should work?
🤔
ye
no
is the dm compiled no longer used?
You should be able to use the same as for the public branch
yeah just use the default that ships with Arma
Tho I use the one I compiled and probably sent in here a year or two ago.
But mainly only because i know that hugePages actually works there
I've been using cma_x64 for a long time now, nets me about 15-20% improvement (avx2 and hugepages), so definitely worth it.
2.00.147241 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Improved load time of the campaigns menu - https://feedback.bistudio.com/T156007
- Fixed: Backpack duplication bug
- Fixed: Not being able to use scripts in Eden Editor that don't return Nothing
- Fixed: Crash on startup when the installation path contained Unicode characters - https://feedback.bistudio.com/T156271
- Fixed: CEdit mouse selection not being able to select text that is on the left outside of the view area - https://feedback.bistudio.com/T156218
- Fixed: CfgEnvSound sound when used as trigger effect would not stop on trigger deactivation
- Fixed: selectDiarySubject command was not working - https://feedback.bistudio.com/T154260
- Fixed: createDiarySubject picture parameter would have no effect
- Fixed: processDiaryLink was not working during briefings
- Fixed: When diary records share the same title, some records could not be selected
- Fixed: UI control sounds were affected by fadeRadio - https://feedback.bistudio.com/T156517
- Fixed: playSound3D would not play remotely if the volume was set >5
__has_include("") fix also in there?
same as last week
but has_include fix will be on next dev and RC branch update
did you try out the empty line after #if thing?
There's a little white bar on the right side of the diary box. Is that new from the latest version, or am I misremembering?
Those are placeholders for diary subject icons, will be gone with data update
Oh cool, thank you
just had our server crash can i drop my mini dump here? the servers on the prof branch
world: lythium
Prev. code bytes: 74 04 F0 FF 47 08 48 89 7C D0 08 48 85 C9 74 0C
Fault code bytes: F0 FF 49 08 75 06 48 8B 01 FF 50 08 48 85 FF 0F
=======================================================
note: Minidump has been generated into the file arma3\arma3server_x64_2021-02-15_15-00-37.mdmp```
ah i cant upload here
better FT ticket
im trying i cant see where to create a ticket lol
https://prnt.sc/zn946m theres no button
found it
if theres anything else let me know dedmen just tag me or message me directly if required
just found server side fps drops approximately after 2-3 hours of running mission from 180 till 40-50 fps. No matter how many AIs will be spawned on map. Is it a common behavior for arma server (checked it on stable & performance branches , win platform)?
vanilla mission, no mods?
Wasn't this fixed by dedmen?
custom mission (CTI) with cup mods on board only
can test it without mods but believe the results will be the same
ideally try an official mission, less chances of script error
like warlords ?
yes, or any other (maybe lighter?) official mission
I think warlords will suit my needs better since its more related to CTI mode 🙂
but talking about warlord off. servers: do you have there similar problems with sudden fps drops after 2-3 hours of running ?
I don't know, I am no BI official and I don't play Warlords (sorry) 😬
@rare brook what's your game version?
server has: v2.00.147171
No I couldn't reproduce with the way I run my server
ok
guess it happens with regular ai spawning according to mission logic (since spawn process can happen until current round on server ends)
well if the mission isn't crazy scripted (meaning bad practises) or bugged, best to share the mission with Dedmen so he can test it
suggestion like test Warlords isn't optimal cause different scripting might be the trigger
still waiting on someone to actually tell me from profiling captureFrame about what's actually causing the slowdown
I don't have time to setup a server and sit around for hours for something that I maybe can't even reproduce
oh, i expected the issue he mentioned being manifested auto so you just run let it run
Despite not mentioned in the dev changelog, hasInclude is now working as expected. Thanks 🙂
@whole cloud , you've some interesting tools about profiling as I remember. Could you please share it once again?
profiling what
Maybe you mean arma script profiler?
also don't ping reeeeeee
Sorry for that.
Oh, I'm about pinging
Profiling scripts, yes.
Do you mean this software?
I remember screenshots with a nice graphics...
you pinged me again 
click on the small message above my message
It's not me😲
click there
my pizza is done, no more pings today 
ArmaScriptProfiler is on my steam workshop
I tried using that recently but it borked for me 
Thanks!
its not a dog, its a piece of software
I think workshop is currently working
it was broken in the past probably
maybe i fixed since then
I'll test it again at some point, it was borked around the time I joined the discord
It just crashed my game when I tried loading with it, good chance that I was doing something wrong tho 
The github repository for ArmaScriptProfiler is still actual?
You haven't committed it yet 🙂
nooooooo ping
oof
note: if any of you has any crashdumps from recent (or latest) versions of profiling, make sure you put it on feedback tracker then shared url or DMed download (7zip of rpt/mdmp/bidmp) to me
time for new profiling/performance build then? 😄
It's hard to do it instantly, because the way Prof Branch gets put together, it relies on the data on main branch as well (it's additive). We'll launch it ASAP 🙂
great! 👍
addictive*
2.02.147322 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit
- Sync with 2.02 main branch; remerged some changes that were also in 2.00 profiling
- Added: server.cfg option to ignore errors that would otherwise abort scenario starts
- Tweaked: Optimized performance of ShipX simulation water collision checks
- Tweaked: fullCrew now returns all position names in consistent lower-case - https://feedback.bistudio.com/T155660
- Tweaked: Increased default network bandwidth settings
- Tweaked: Experimental script performance improvement
- Tweaked: Improved load time of the campaigns menu - https://feedback.bistudio.com/T156007
- Tweaked: Improved size efficiency of script variable serialization
- Fixed: selectDiarySubject command was not working - https://feedback.bistudio.com/T154260
- Fixed: createDiarySubject picture parameter would have no effect
- Fixed: AI not reacting if the player shot from a vehicle and left the vehicle before the shot impacted
- Fixed: Vehicle sound attenuation being disabled while the map screen is open
- Fixed: Sound listener position not following the camera while the map screen is open
- Fixed: processDiaryLink was not working during briefings
- Fixed: Backpack duplication bug
- Fixed: When diary records share the same title, some records could not be selected
- Fixed: Not being able to use scripts in Eden Editor that don't return Nothing
- Fixed: UI control sounds were affected by fadeRadio - https://feedback.bistudio.com/T156517
- Fixed: playSound3D would not play remotely if the volume was set >5
- Fixed: Crash on startup when the installation path contained Unicode characters - https://feedback.bistudio.com/T156271
- Fixed: CEdit mouse selection not being able to select text that is on the left outside of the view area - https://feedback.bistudio.com/T156218
- Fixed: CfgEnvSound sound when used as trigger effect would not stop on trigger deactivation
stop posting new stuff, you're gonna make my ctrl+c/ctrl+v wera out 
you missed quoting lots of cool things when you quoted some excerpts of cool things in #general_chat_arma 
Ye but I dont want to post the majority of the changelog in #general_chat_arma 
also I dont want to keep filling up the arma channels of the units im in with the new stuff
Next profiling build is ETA still this week.
With new toys
What are the increased defaults for the network bandwidth settings? Or are they the ones defined here: https://community.bistudio.com/wiki/basic.cfg
digs around in a huge stack of documents
Give me a minute
initBandwidth 32kbit to 250kbit (assumed starting bandwidth before regulating up/down)
minBandwidth per socket from 8kbit to 32kbit (minimum required bandwidth)
(this is the minBandwidth you set in basic.cfg)
MinBandwidth on dedicated-server from 0.256mbit/s to 8mbit/s
MinBandwidth on non-dedicated server from 0.064mbit/s to 1mbit/s
what about 56k compat?
no :u
think of the 1900's people!
The minimum is still 32kbit so you can still lag along with your 56k
Thank you!
one thing to watch out for is faster mission download speeds. For that its sufficient to just run profiling on server.
🎉
We already change all those settings in our basic.cfg, I wanted to check if the new defaults went higher than our current settings.
I assume that if we already change these settings the profiling branch won't give an improvement?
ye
Would be nice if someone who didn't already change them can report that it makes a noticable improvement 🙃
I can disable our network conf and see if anyone complains 😄
Also this changes the defaults on clientside too. I have no idea what difference that will make.
It should allow faster upload to server. So we'll see where that potentially helps
for start, the warlords official large servers are on 2.02 profiling v00 too
so now we can have nice 500 MB custom audio clips without having to wait for so long while joining? 😉

nah more likely there will be some A3L admin complaining his 1.34GB large mission file is causing issues
It's funny, and then there are ppl complaining that their mission.sqm has 500 lines of code more due to my mod 😄
plz fix :U 😄
hey i still remember times when the wiser one binarized sqm to make sure it's small and fast 😉
Dwarden, nice to see you here, among us. It's good to divert attention to make it less difficult for you right now
But due to fix for variable serialization, it will also have a couple hundred lines less in profiling build 😄
i will update the dropbox/google drive with the profiling builds sometime later ... just finishing official servers
I got that one as well 🙃
😄
"but we're not even using your units!!" - "the eden properties are generic and can be used on all units"
Well I mean... non binarized 3den attribute data on entities can make a mission quite large, but I mean that's what the binarization is for
Yeah I told ppl to use binarization but they refused to, for whatever reason.
gets fancy new editor, complains about features in fancy new editor
I heard there are still ppl using the 2D editor👀
noob question: i saw some guide recommending using this build for better performance, i mostly play multiplayer with other ppl who run the stable release and nothing else, would running the profiling build mess with something on the server? I know arma is weird like that.
And is running this build to gain more performance its intended use
and also on the forum post nd wiki i read about the PERF and PROF, and the PROF being maybe slower cuz of the debugging layer thingy? Is the steam beta thing PERF or PROF
this branch should be compatible with stable
i see
i remember just as 2.0 came out i had to stop using it, cuz i guess it didnt update yet, and it wouldnt let me connect to servers
because the steam beta says performance profiling.. so idk if its PERF or PROF since it reads like its both xd
ye the update around 2.00 took a few days
the 2.02 update got released yesterday though
Yes, when the main branch is updated you need to wait a little bit before being able to use the perf again (because they need to update it too), iirc there's multiple binaries, one for perf (default) and one for profiling
^
also interesting, i didnt know there were different server builds that might increase other users performance as well
ye there's a performance/profiling branch for servers
im sorry i know this is such a silly question, but steam only lets me suuch development and profiling, i just dont want to accidentally run the version that might ruin my already weak performance while just running regular ol arma
hmm, i'll have to look into how to set that up on arma hosts or something
you can find more info in the pins iirc
yes i see and i unlocked the profiling one, the description says its profiling+performance tho, and not just performance, should i be looking for a performance only build on the forum?
thats my only confusion right now: since theres a profiling.. and a performance thing (build?), is the steam branch both the profiling (which i dont have a use for, with the debugging layer) and the performance build in 1, is there no way to choose just the performance one, and should i look for a performance only thingy in the dropbox
performance is the default binary on profiling branch
so if you run the game via the launcher etc it will use the performance binary
profiling binary is separate one on profiling branch
so if you want performance binary, use profiling branch in steam
i see, thanks, and sorry for giving you a headache xd
it's not super obvious
Yes I didn't plan ahead as 2.00 was my first release so it got a bit messy.
For 2.02 I was prepared and we had profiling build ready to go out right after release.
Is there a reason why this just isn't the stable build, since it improves performance so much?
Does it remove some features?
It has some more experimental stuff afaik
stable build only gets updated every few months
We can't update stable build every week
well you could, but it would be mayhem 😄
Not really. Every stable update needs a full QA check, we don't have that many resources.
We can of course just skip doing QA for updates and look at everything being on fire
Just make it open source, we take care of the bugs 🔥 🔥 🔥
Omg open source arma would be amazing
But wait even when stable gets updated its not as performant as this build xd
it is
most changes from perf/prof also land in next stable version
As the zeus performance fixes that now landed.
And textbox rendering stuff
And game startup speed stuff
And general scripting performance stuff
and all the bugfixes that profiling branch had earlier
Will it soon be on dropbox/google drive ?
oki
You’re killing it. Since Arma 2 I was wishing Arma would run like this branch does
Its been fantastic
Hey hey, its good but not thaat good 😄
After years of releases being a complete mess at launch, rarely containing content or scripting features we care about its nice to have two in a row we haven't had to roll back. They even include changes we care about and improve our mods! Both have included performance fixes that have helped certain circumstances which is more than welcome.
I looked through older changelogs a few days ago. and woah..
I didn't remember them being so small.
looking at the engine parts of the changelogs going all the way back to early 2018. The last two updates were in the top 3 biggest.
I'd just like to mention that dedmen (and propably KK and the other arma peeps aswell, but they arent as public) are doing some really awesome work with the recent updates
hold your horses for 2.04
i am actually tempted to make something (like mission game mode thingy)
👀
I really feel quite strongly that the DLC strategy desperately hurt Arma 3's engine development. It is only now its in sunset support the bugs are getting fixed and the scripting engine glaring holes are being patched. It is very much appreciated these last 2 releases have been fantastic. I hope the DLC strategy changes in the future, if there is a future for Arma.
new game mode thingy sounds interesting 👀
that reminds me that the endgame wikipage still mentions that the code will be rewritten to support different faction combat compositions at some point
I never thought about letting my horses run. 2.04 will be small.
But 2.06 :eyesshaking:
They just needed one developer with the ability to free roam on the side.
Which we have now.
If you have that, DLC strategy wouldn't make a difference.
One of the things I hated most about the DLCs especially Apex and Tac Ops was the way the AI got changed to make the DLC function, rather than fixing that aspects of the AI it just got tweaked so the new stuff would work breaking a bunch of stuff that wasn't those DLCs. I am not sure a free roamer could do anything but desperately try to undo the damage the rest of the team was doing in their haste
Yeah. A programmer that doesn't have to constantly deliver features.
But someone just for bugfixing, small tweaks, the stuff that doesn't bring in money, which of course, is expensive.
And it usually makes more sense to just get new features done better and faster, than fixing old "minor" bugs that the majority of players didn't even care or think about.
Well it kind of does and doesn't. I feel it games it really doesn't and isn't valued, in engineering generally it is however some companies care about fixing bugs first.
looks at average AAA game dev
One of the things my AI mod has done is when running Apex missions and Tac ops mission is completely break them, because idle AI spot you from a mile away. I see why they did it but it had major consequences.
Arma 2's support was different, we had that long string of betas with new engine features that kept advancing the game and what it could do with ACE and other mods benefiting from it. BI presumably made less money but it was better for the player base.
Basically exactly how A3 works now
Yep its nice to see and positively wishing for it to continue and be the strategy moving forward!
^
I could use an event handler for when an AI changes its attack target.... 🙂
If Arma 3 would be EOL right now (so no more updates/content/support) I would still play it, because it's a great game and the community keeps it alive. So every patch/fix/etc which does come out is just a bonus in my eyes.
The money I've spend on the game and DLC's already paid back itself with the amount of hours I played the game
oh yeah I've definetly gotten my money out of everything I bought in relation to arma aswell
2.06? Yeah but what about 2.07
Then change it on the biki 🙂
hey who knows, maybe BI still has that plan filed away in some old storage room somewhere
yeah...sure
Toootally gonna happen, right guys?
…guys? anyone?
listening to the whisper
Wait 2.06 is gonna be another juicy one? 😈
No plans yet. but it could be
they gonna add a bolt action rifle!
…and that's it
a bolt action rifle and some orange juice, to make it truly juicy
2.02.147343 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: "forceMapOutsideColor" config option to CfgWorlds/OutsideTerrain to disable rendering of outside terrain on map
- Added: Server-side log message when mods/signatures do not fit into the Steam Query data limit
- Added: New mission config parameter AllowProfileGlasses - https://feedback.bistudio.com/T155328
- Added: 3DEN warning message when attempting to edit a scenario which was saved using mods that modify 3DEN itself - https://feedback.bistudio.com/T154222
- Added: drawIcon3D now has an option to separate the icon and text colors
- Tweaked: Changed the active server browser tab after disconnecting from a server - https://feedback.bistudio.com/T156008
- Tweaked: General performance improvement
- Tweaked: Performance optimizations for AI CostMap generation
- Fixed: setSoundEffect envSound did not delete with triggers
- Fixed: "left" align on drawIcon3D was not working correctly
- Fixed: It was possible to activate the GetIn action multiple times if a vehicle is using slow opening door animations (precise get in)
- Fixed: Placing entities in Zeus was deducting the incorrect price - https://feedback.bistudio.com/T156972
- Fixed: magazinesTurret would produce an error when the turret path length was greater than 1 - https://feedback.bistudio.com/T156981
The last 2 entries are hotfix candidates, so confirming them would be most splendid 
let's push for the hotfix of 2.04 → 2.02
@tribal pasture your magazinesTurret fix is also in
Love it, well done @feral harness
The text is still WIP @quaint flame
So if you have recommendations for changes
"Whatever the issue is, download Eden Enhanced. Period"
😄
I'd change 3DEN Editor to "Eden Editor"
Other than that it's clear and straight to the point
There are other editor mods actually 🙂
it was an attempt at humour 😭
y u min tu mi
I like 3den more 
What if I say I don't like? 🙃
3DEN is the internal project name. While on the Biki and everywhere else it's called Eden Editor. That's why I suggested to change it. Either way will work though
3den or Eden editor is the best mixed with FEN
I'm only seeing 2.00 exes on dropbox and google drive. Should we be getting them somewhere else?
you can subscribe to the Steam branch too
ah, so on that branch the default is perf then prof are the explicitly named ones?
I would believe so, idk if there are the profiling exe too
yes
indeed 🙂
What am I missing here. I am on Profiling via Steam -> Betas -> Profiling
but diag_captureSlowFrame is not available
Using profiling exe or performance exe?
ah
Apparently the launcher tells me I am on Profiling Branch but doesn't actually use the profiling exe =/
I wish there was a way to switch the exe from within the launcher
ticket @ Dedmen!
Its both the profiling and performance branch
Idk i dont think its too difficult to swap it out or launch via a bat considering you are most likely wanting to run specific addons for debugging as well
Having the perf exe as default is perfect for forcing my unit members to run perf exe
I would say "quite unlikely", but clearly not impossible so yes! 👍
I'd have called object scaling quite unlikely a year or so as well, so who knows 
Are the Google drive and dropbox still getting updated or is the only route now to get the binaries via the branch?
Dwarden will update them as soon as he can I guess
possible to pin steamCMD code to download?
The wiki page that has it is pinned
does the sample update inside your arma install or relative to steamCMD? (or is path parameter needed)
the v01 binaries are on the dropbox/google drive
crashes from a zeus on tanoa: https://feedback.bistudio.com/T157062
Hello. I’m not sure if this is known but I’ve noticed an odd issue with the profiling branch. It appears that whenever it is active or used, keybinds and settings in arma 3 reset, until eventually retuning back to the base ARMA exec. Has anyone got an idea of why that is?
Haven't noticed that happening. Running any mods?
Not at all. It was an issue I had yesterday, and it seemed that by changing back to the base build all keybinds, game and video settings stayed.
In the profiling build it would immediately reset. At times video settings would reset mid gameplay
I had the same issue with Eden Editor Settings. They were reset to default until I returned back to normal dev branch
When i use latest perf01 all Achilles commands in Zeus are blocked, why is that? I know Achilles are not in dev anymore and Zeus enhanced took over - but why are Achilles blocked in latest Perf/prof ?
Can you be more specific?
Cant use any Achilles commands/modules when in Zeus, going back to to original 2.02 exe on my client it works again.
That is not specific. Can you give example what is working in 2.02 and is not working any more in perf?
When trying to apply a Achilles like "Add/Remove editable objects" nothing happens when i press left mouse btn - works normal on all other than achilles modules. If back to non perf 2.02 they work again.
so you can place it, but the UI doesn't open?
I occasionally have similar issues where no module works, for example I could place a Smoke shell down, the module just sticks there and does nothing. (happened yesterday)
In the past we have also had no module at all works, end scenario, lambs, anything at all.
Why not just use ZEN its the same as achillies Well it's better lol
I dont think i can place it - only the cursor changes to what it should but it stops there and no UI opens.
ah so clicking doesn't place it down
I had that bug too on friday when I tried to fix something different and F'ed it up
It could also be the bug on table where zeus will use different prices for things.
But if you have prices disabled and everything is free, you shouldn't notice that, and that was fixed on profiling
not being able to place, vs being able to place and UI not opening are very different issues
No pricing on anything here - using on my server running Domination mission coop.
Yea in my case I am using ZEN
@viral portal Can you retest on non profiling branch but on RC branch, steam access code Arma3Hotfix202RC
Its important as we want to release the hotfix soon.
After thats out I can be more calm and look at profiling being potentially bad.
If the hotfix is broken too however, I need to know that before we push it out
Latest profiling branch client on server running 2.02 stable
Ares module works fine for me
Is there a changelog for the hotfix? Or is it better to wait till the hotfix is released?
if you have a bug then tell
only the setUnitCombatMode not working the group leader overwrites mode BLUE and tells them to open fire
And the disableAI "COVER" making the AI go weird
Nothing like a crash sorry to disappoint haha
https://feedback.bistudio.com/T157068 - setunit..mode bug
https://feedback.bistudio.com/T155908 disableai cover bug
But I'm probably gonna say these don't warrant being in a hotfix? If I'm wrong then yayyyy
is that new in 2.00 though?
setUnitCombatMode in general is new. The disableAI too?
setUnitCombatMode so far doesn't sound critical to me
and we didn't change AI in 2.02 so disableAI suddenly being broken?
I only saw KJU post the ticket recently and tried it myself
It MAY have been existing but maybe only spotted recently
I think a dev has assigned himself to the disableai bug
"Dec 29 2020" not new
Myself and genesis the author of vcom was trying to use this new command to help vcom AI movement in engagements as in vanilla combat mode the ai seem to get stuck and not move efficiently thats why we were using the setUnitCombatMode to try get them to move a bit faster
Genesis did test the new command in 2.03 I think its called setUnitCombatBehaviour and its magnificent 😊😊
Oh... my mistake mate
Kju posted it in #feedback_tracker and I didnt spot the dates my apologies
have several players on our servers that reported a crash without any errors when they go to scenarios after 2.02 update
2.02 stable, most likely
This? #arma3_feedback_tracker message
Looks like a fix is on the way
no mods - vanilla
oh. Hm. Well fixed whereever it was
setUnitCombatMode exposes engine methods, if it doesn’t work as expected the engine doesn’t work as expected, I wouldn’t keep high hopes for any changes in ai functionality at this point as it can break everything








