#perf_prof_branch
1 messages ยท Page 40 of 1
all my changes were reverted, the bugs that are still there are just old bugs
Isn't this something that has "always been happening"?
Low RPM engine sound coming from no discernible direction and you have to jump out of the vehicle (sound still playing) and jump back in for it to stop?
Had that multiple times in various vehicles
When ultra is not enough. Had a good laugh ๐

I see someone has expanded my Enhanced Video Options mod. ๐
Do those extra object options have any visible effect? I thought I had gone as far as possible already with the mod.
Ok so it's just about adding more pluses and superlatives in the end? Got it, I'll fix it right away
I think I checked the engine side and thought yours was already maxed
I did nothing. I just stumbled upon this settings. No mod for that loaded ๐
Well there must be some mod loaded
Object quality..
Ah it's config entry
The same as scenecomplexity iirc
Blastcore Murr Edition it is
never saw it before, guess its newish ^^
Never heard of it, but thanks. Ill check it out
my first thought was it's dedmen's work. since i run performance build ๐
Good to know. I guess I'll add a new option then ๐
Could you call the highest option "Slideshow"?:D
๐ That would certainly be descriptive enough. Kinda like the maximum shadow detail setting used to be called "Batman"
๐ what a great name
I have a few questions about the perf/prof branches on the client, is using the code CautionSpecialProfilingAndTestingBranchArma3 still the right way to enable it like the wiki indicates (the fact that it can also be downloaded from dropbox/gdrive confuses me)?
It also looks like it's fully compatible with the stable version on the server, is there any risk of breaking/slowing down/doing anything bad to the server if I use the perf branch as the client?
ok, thank you for the details
While I'm at it, I can now see the "Profiling" image top left of my launcher but how do I know if it's using profiling or perf?
Also any advice on the right mem allocator to use, I've always used the default one
perf is default, for profilling you need to launch from the profilling.exe (which steam doesn't do by default)
if you're running profilling you have a permament watermark in the bottom right/left of your screen
Hi, It can be serverside only ?
โฆ?
This branch can be serverside only or not ?
What's best malloc?
default iirc, might be wrong tho
CMA
hello, don't see PERFORMANCE binaries, v9 on google drive or dropbox, am I missing something?#perf_prof_branch message
Gotta get it via steam other wise have to wait for dewarden to find time to upload it.
oh, so only on dev branch? thought they might have been removed from gdrive for some reason, thx
i was sort of expecting newer perf/prof to materialize (it didn't) and forgot to add that one ...
new prof build today, you can put that on dropbox then ๐
well ye i was waiting for that ๐
lol
see? the stars are aligned!
will there be updated perf with 2.04 today? ๐
Either that, or well disable perf branch till we are able to get a build
Should happen in the next 2 hours
If we can't get it to work well force switch people back to main branch by disabling Prof branch temporarily
Prof branch has been updated. But need to verify if 32bit Linux binary is correct
does that mean current linux 32bit build is still 2.04.147538?
2.04 is new
testing right now on server then. client is also on perf branch atm
Server performance build not compatible with the stable branch ? I put the latest performance exe on our server and clients with the stable branch couldn't connect ๐ค
It is, if you updated properly
I did as far i can tell, not the first time i do this. Guess Steam messed something up ๐คทโโ๏ธ
Will try again next server restart.
clients running stable and perfbranch can connect to the linux dedicated server 32bit performance built just fine so far.
i am running some zeus mission right now to see if anything errors but it looks like it is working just fine.
https://cdn.discordapp.com/attachments/624586104737234944/836663841471332394/unknown.png
@whole cloud dedmen_f.pbo is now illegal ๐ฆ
Sign it please; I need these sqfc files 
A3 2.04 support SQF Bytecode, sqfc isn't the same thing?
Yes
Then you don't need the companion
AFAIR support and actual files containing code are different things
Oh I see, sorry for the mistake
Anyway, I can't connect to servers with the companion mod anymore ๐ฆ
I can't feel better than other people anymore
So how can third party modders compile sqfc?
yeah I'd be interested too. the documentation is a bit... uuh... short
you put the config in the folder you are running the executable from. that is all really.
for example in my testing the config is in Q:
{
"inputDirs": [
"Q:/"
],
"includePaths": [
"Q:/",
"P:/"
],
"excludeList": [
],
"outputDir": "Q:/out",
"workerThreads": 8
}
and my .bat does this
@echo off
subst Q: "D:\__git\_tools\asc\test"
Q:
"D:\__git\_tools\asc\ArmaScriptCompiler.exe"
subst Q: /D
pause
exit
which works for the most part
when using it properly i think you're supposed to make the input dirs follow the addon prefix though (like it would in the P drive) because it saves the path it compiled from near the end of the .sqfc
It does not seem to be fully ready, can't exclude files, only folders. Hashmap commands seem to fail.
the parsing isnt entirely correct either i dont think, because both those files that failed in that image work fine ingame
How to check that byte code used?
Create sqf
Compile
Modify sqf
Pack and check expected behaviour
Or better way exist?
I think our own sign tools weren't updated yet ๐
I need to add new script commands to it
There is nothing ingame that tells you "this came from bytecode"
diag binary diag_dumpScriptAssembly maybe, when you see the optimizations
or just run performance profiling, if you use params you should see a small improvement
Afaik the parser is almost perfect.
All errors I know of are it compiling files that shouldn't be compiled (stuff that is included elsewhere) and missing script commands, and actual real errors in macros that noone caught because Arma silently ignores them
There will also be a lua script config.
Where you can adjust everything you'd like to because everything runs through script
2.04.147541 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit
- Sync with 2.04 main branch
Next one probably tomorrow. This is missing some experimental things that were in 2.02 prof towards the end, I'll readd all of that for v1
Fixed version was uploaded to workshop. Please verify that it works
Include Paths is for optional includes?
Parser seems does not support relative path or I miss something.
Error on #include "file.sqf"
My bad. Not optional, but third party from other paths as ace refer to a3
at least one path in includePaths should be your work drive in the format DRIVE:/, must be three characters and must have trailing forward slash
Parser seems like does not support compileScript. unexpected [
correct
I just pushed new script commands a few minutes ago
including compileScript.
So everything should compile now
Are we going to create a Biki How to page?
not yet
you've added the json config support, right? Could you add a way to exclude file patterns?
I wanted excludes to be regex anyway
๐
its a contains check now
will be needed to exclude initSettings.sqf addKeybindings.sqf etc.
just add "initSettings.sqf" to exclude
did not work
it checks
filePath.contains(excludeItem)
lua script config would give you maximum configurability if you want it
meh, json is good just needs some more options.
yeah ๐
fix pushed
Is there a ready to use version of the ScriptCompiler ? I have no clue how to compile it ๐ (Tried CMake but no success)
you can download prebuilt binary from github
Except that it doesn't build the binaries currently (last 3 didn't build)
here's the latest successful build, https://github.com/dedmen/ArmaScriptCompiler/suites/2577232973/artifacts/56194394
Guess I need to fix so the newer commits builds as well 
Yup ๐
last successful build includes the json config support at least
Thanks guys ๐
Should've fixed the build
error C2338: You must have an even number of arguments for a key, value ... list. (compiling source file D:\a\ArmaScriptCompiler\ArmaScriptCompiler\src\luaHandler.cpp) [D:\a\ArmaScriptCompiler\ArmaScriptCompiler\build-win64\ArmaScriptCompiler.vcxproj]
yeah stuffs wip
Will the .sqf fallback always be required ? Or will there be a way to only use the .sqfc ? (Not sure if it's the right channel for these questions)
yes, no, no #arma3_tools
It of wรถrkings! ๐
Hey, my group's trying to use the performance binary - we normally start our servers with .bat files, but with the performance binary they were getting a connection failed message. Is there anything we have to do other than just replace/rename the original .exe? Is there anything in the .rpt we should look for?
Nope, just replace exe (with the correct one) and done
Where did you download from?
Do you have 2.04?
Because you can download the old/previous version on Dropbox. But that's not a good idea
202, don't see 204 on the Google Drive. Are we able to run the performance beta code in Steam like with client exes?
yeah the new ones might not be up yet. Dropbox and Google drive are done manually
Yes. It's the same for the server install
2.04.147581 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Warning if a server fails to bind to the BattlEye port
- Tweaked: Performance improvement for PBO file lookups
- Fixed: _forEachIndex variable inside forEach over HashMaps was broken
- Fixed: Crash when saving a singleplayer game while a forEach over a HashMap was running
- Fixed: Sound volume resetting when switching audio output device - https://feedback.bistudio.com/T158124
- Fixed: Crash related to createSimpleObject
this changelog is perfprof-to-perfprof or perfprof-to-public branches?
between perfprof builds
These builds still haven't been uploaded yet?
it has if you are on performance branch
I'm a bit confused as I see different build numbers and significantly different exe timestamps for the perf exe vs the prof exe on the branch
Original output filename: Arma3RetailProfile_Server_x64
Exe timestamp: 2021/04/23 04:22:03
Current time: 2021/05/05 07:05:53
Type: Public
Build: Profile
Version: 2.04.147541
```compared to
Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2021/05/03 15:35:45
Current time: 2021/05/05 15:14:04
Type: Public
Build: Stable
Version: 2.04.147581
๐ค
"2.04.147541" was the v0 one
its possible that there were issues with building
Any chance that we can get anLogObjectNotFound
setting for the client version of the
Client: Object 5:1219 (type Type_96) not found. error? its really spamming our rpts alot.
I see this message in my .rpt Download of the list of servers has failed: https://www.bistudio.com/export/servers/official -> C:\Users\name\AppData\Local\Arma 3\OfficialServersCache\tmp.json
yep, it's the client branch ... dedicated server branch has 147581 (both win/linux)
thanks, i wonder, can you reach that page in browser w/o issue ?
anyone else with the same error ? at which build
I see official servers w/o problem only have 0KB tmp.json file in OfficialServersCache folder. list.json in that folder have last update 14.04.21
if you erase that 0kB file, does it still happen and i mean if you can open the file in your web-browser aka https://www.bistudio.com/export/servers/official
will profiling branch be updated to include the new cdlc depot?
Just re-create 0kB file and my list.json have 135 vs 163 servers from your list.
erase the tmp.json , rename your list.json to list.json_ and restart the launcher / game
min
This fix it. Now I have last list.json ๐๐ผ
And I don't use launcher...start game with batch file.
SOG servers is online too๐๐ผ
2.04.147593 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Ability to configure Picture in Picture resolution
- Tweaked: Moved PiP view distance setting to a slider
- Fixed: TrackIR head rotation not synchronizing in multiplayer
- Fixed: A rare crash
Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
If you don't load the companion mod you will get the message "No entry 'bin\config.bin/CfgVideoOptions.PiPVisibility'" at startup, but you can just click OK and Arma will launch and run fine.
off to test I see ๐
no, Arma 3
Yeah I just remembered that... But nice that it still starts up 
Thats 4k, just for testing.
That won't happen outside of prof
next setting: Overkill
"cloud-based"
and I thought I was running Folding@Home for medicineโฆ while it was for Arma render
happens to me aswell if the mod isn't loaded, is that wanted behaviour?
See last line ^
Shame on me....
I'll try to fix it for next prof update next week ๐
But it doesn't cause any harm right now
can somebody please upload the latest builds on the drive/dropbox , thanks ahead
@empty goblet ๐
@tame marsh it uses the default key that is also used by the game.
would really know how to solve this on servers - should I load the companion as servermod or mod with the server itself?
I'm unable to find the server files 
arma wiki directs me to the dropbox/gdrive which only have 2.02 files there
I can't seem to find the 2.04 anywhere
yes @whole cloud
dropbox is done manually, and wasn't done yet.
use Steam branch
@vale shoal It was fixed for me by a mod update. Hasn't happened since
I dont use the companion on the server
I just asked because I might have to because of the popup window
just tested it on my server,no pop up.
Its video settings, servers don't tend to have video settings
first time using the profiling branch, just asking if I got it right: the normal arma3_x64.exe is the performance binary, and the arma3profiling_x64.exe is the profiling binary?
yes
thanks ๐
as for PiP settings, it seems thermals are more pixelated than before
Where can I get a thermal pip for testing?
Huh, interestingly not popping up on my normal server but the headless does have the popup.
Scratch that, am actually getting it on both.
yea, you can use armed ifrit or hunter to test it. Render to target is synced to turret view so you will have go to optic view and switch to thermals. There is also keybind to do it in internal view - right ctrl + n
anyone know anything about bugged player slots
Someone probably does.
Define bugged player slots?
the ones with a bug, obviously
I think its the bug when you select a mission and then the player slots dont appear, usually it resolves after a while for me but it could also be caused by a missing dependency
Yeah. Is this a new setting that to set a forced resolution of it?
Ah
does TI have its own internal sampling rate? E.g. is scales the resolution down by some value inside the source code?
certainly seems like it ยฏ_(ใ)_/ยฏ
look at these bois
Splendid 2k bois... looks exactly the same oof
Beautiful 1k thermal PiP (instead of 128) :u
Scared to ask but here we go: what about the delay? ๐ฌ
it renders 1 PiP frame per frame
there are 8 pip render targets. so 1/8th framerate.
if you run 60fps that should be somewhat acceptable I guess
I'll try to make it faster but I can only do 1 PiP per frame
Please tell me that rear-view mirrors won't be showing you "the past" anymore ๐
just in relation to above duscssion, i do wonder, separate PIP refresh rate slider or dropdown (as setting) is out of question?
pings Dedmen furiously
All I can do is slow it down even more, don't think that makes much sense
I can't speed it up beyond 1 PiP frame per frame
and if you have 4 active PiP cameras, that'll be one update every 4 frames
Does the janky HDR effects on TI create the PiP problem?
what janky HDR effects? what PiP problem?
The high amount of aliasing at the edges on the PiP image
But by the janky HDR I mean how HDR makes the TI image go from a kind of greyscale to just a sea of black with white heat spots
if you run 60fps that should be somewhat acceptable I guess
Having 60fps inside a vehicle is a rather tough challenge, I'd dare to say ๐ฆ
So I'd rather use 30fps as a baseline. I don't know how many cameras there are in the hunter but that gives you less than 10fps for the mirrors ๐ฆ
The Angara Tank will be fun ๐
Ti PiP does some weird stuff to downscale the screen first to cameraRes/4, then again /4 to artificially blur it and then it blows it back up which can make it look weird.
The contrast of (only black and white, no proper greyscale) I wanted to fix but not really sure how yet, probably won't fix that
In T140 Angara tank you have several screens and you have to have PiP on, because screens are the only possibility to see from inside
I suppose they might have been trying to make TI screens look worse than DTV. That's fair since they are usually less than HD resolutions in real life.
Yes seems like it.
Even after my fixes its still lower res.
1k if you set to 4k (2k will be max on release)
1k is pretty good given that it's never full screen
Yeah, a lot of TI imagers used on armoured vehicles today are only 720 resolution. Top of the line are up to 1080. 4k isn't really a thing for thermal imaging yet. So in many cases Arma3 optic view TI is too sharp. The heavy aliasing on the edges is largely what is making it look worse than it perhaps should in PiP
So on the server side when you install performance build do I run the arma3_x64.exe or arma3profiling_x64.exe ?
What is the difference between the profiling and perf build?
server should use arma3server_x64.exe which is the performance binary. profiling can provide extra logging for investigation by developers
https://abload.de/img/unbenannt14k4e.png
I've readded the performance exe but this error occurs again on the server, but it shouldn't?
also the headlessclients getting it
You need the Arma 3 Profiling Branch Companion Mod and load that too: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036&searchtext=%40Arma+3+Profiling+Branch+Companion+Mod
as servermod?
Yes
Yes, try it.
ok, I set the configs - will load them on the next auto restart and call again if there are any problems
works fine
ugh what a time sink to get this working properly, but hopefully now noone complains anymore ๐ฟ
Fancy
@inland dew I invite you to read the second line of the changelog. k thx bye
sorry, haven't seen it in your video demo and haven't played/followed A3 (changes) recently
video isn't loading the companion mod
unfortunately no time for Arma now...
- Fixed: TrackIR head rotation not synchronizing in multiplayer
could you then also fix this, please?
https://feedback.bistudio.com/file/data/hjlsfwd6w6ra6cc5ca7y/PHID-FILE-k2rgabzszqvovw7qvi4r/helicopter-cyclic-limits.jpg
https://feedback.bistudio.com/T61125 - left/right cyclic inputs are limited for joysticks compared to keyboard/mouse
thus it is possible to fly more effectively with a keyboard/mouse
note: forward/back cyclic does match, so this issue is only for left/right motion
unrelated to TrackIR, yes, but not unrelated to choppers
I though since you have fixed TrackIR stuff, you could also fix this
been like this since 2013
@inland dew Do you have more than one joystick bound to cyclic left/right? When I upgraded joysticks I noticed the same problem, removing all binds of the old joystick fixed the problem for me but I flew with it for a year before I accidentally fixed it.
I recently looked at this command CautionSpecialProfilingAndTestingBranchArma3 from Arma 3 and downloaded your most recent post from the workshop
If I have it selected for that beta, along with the workshop mod downloaded, is there anything else I need to do? and If I could get some more information on what exactly this does I would appreciate it
From my understanding the workshop mod and the beta help provide performance gains?
That image looks fundamentally wrong on mobile if I may add that
how may i fix this line? 'No entry "big/confing.bin/cfgvideoOptions/PiPVisibility"?
how to download per parameter? app_update 2419451036 says "access denied"
workshop_download_item 107410 2419451036 to fetch workshop data
The pinned message suggests that the companion mod is optional, but the server will not proceed past the warning if the mod is not present. Is this working as intended ?
if so, use the mod ๐
it is here only to ensure test compat, it will not be needed on release
I was just checking that it was intended behaviour. I know I can avoid it by adding the mod, but that is not so straight forward with our server management tools, as we routinely swap between vanilla and perf builds. Thanks
fix for that on monday
wasn't really intended.
But as you can just click it away and everything continues working just fine, not a priority
atleast on windows client/server you can just click it away, dunno about linux?
linux x86 works just fine, you see the config error pop up but it just continues
The new PiP settings are pretty awesome 
new PiP settings?
Check the last pinned message
Is it just me or is headtracking in the latest profiling branch exaggerated ? I mean, I can, without changing my settings, turn my head about 380 degrees, which would normally get me an exorcist in my house...
You mean it wasn't like that in earlier versions or did you just start testing with the profiling branch?
Turning your head 380 degrees was possible to do for as long as I remember (with FreeTrack)
Yeah, but it is much more exaggerated now... I had it set up so that it was halfway "normal", but the same settings now allow this stuff
Also, I wish you could stop the headtracking when you look through optics
Oh yes! That's true! That's the thing that made me stop using FreeTrack ๐ฆ
You RMB and all of the sudden you're looking somewhere with a 10x zoom. And no, not down the sights ๐
...
๐ข
Yeah, and with the exaggerated movement, it's next to impossible to aim anymore ๐
In theory, you can set a deadzone which may help you, but it's still annoying because in the heat of the moment it's really easy to forget that you still have to hold your head almost perfectly still because any minimal movement (just outside of the deadzone value) will make you instantly lose track of where you're actually looking relative to your body ๐ฌ
Yeah... and to top it all off, head tracking and ALT freelook add up, so you can turn your head 400 degrees and then look down into the stump of your neck... I wonder why headtracking doesn't use basically the same method as ALT freelook... it does in vehicles
Sounds like I am not getting TrackIR anytime soon
That they add up was like that before the profiling branch change though right?
Pretty sure I had that right when i first used TrackIR
Loaded Contact with the performance branch and the companion mod, but the new PiP settings weren't available, and I got the error on startup. Is that expected or...?
Then companion mod isn't loaded
if you get the pip config error, and the settings aren't visible, the compat mod isn't loaded
I remember there was a change to the bandwidth settings? Was this only performance bin. or did this make it into stable?
Also, are the new values set automatically or do I need to change them in the server.cfg?
its still in perf
Defaults were changed. You can still override them in server.cfg (and should for MinBandwidth)
Yes they always added up
And headtracking never followed any constraints, like, with the appropriate sensitivity on the head tracker, you could always do an Exorcist and turn your head on your back, except for when you are in a vehicle
But the big problem is that it's now really exaggerated
Also, while you're at it, is there a chance to get headtracking automatically disabled while looking through the scope of a gun ?
Since biki is lacking documenation, how do I find a proper min bandwidth?
no
Meh
Gotta look into how that happens, because I changed nothing on how far you move.
Just fixed that movement wasn't transmitted over network 
Strange
MinBandwidth == The upload bandwidth your server is guaranteed to have
I'll try to replicate it
We'll buy you chocolate bars if you do ๐ซ
Or maybe make it configurable in the options (although that would probably mean more work).
Anyway, since you have TrackIR you should be able to see the pain anyone who is trying to aim down sights has to go through ๐
But the big problem is that it's now really exaggerated
Tbh it's not a problem at all since you usually set a magnification factor for your own head movement anyway (because you don't want to really turn your head 120 degrees in RL to be able to look behind - and you simply can't because TrackIR will lose track of you ๐คทโโ๏ธ ) so just modify that factor and you're good again.
Maybe a script command to disable the tracking, can then be used in conjuntion with cameraView to disable tracking when in the gunner view
A script command would mean that unless you're playing on your own custom server with your own custom script running it simply will stay the way it is
I don't know where I would add such an option
Anyway, since you have TrackIR you should be able to see the pain anyone who is trying to aim down sights has to go through
I use a deadzone in the center, works fine for me
Maybe your deadzone is much much bigger than mine ๐ค
What if bind center/turn off tracking macro to rmb
This will easily quickly go out of sync with the game because you can rmb, rmb-hold, rmb in the context of a situation that doesn't change your ADS state, etc... @gritty wasp
MinBandwidth == The upload bandwidth your server is guaranteed to have
Most of the time such approach end up with dying CPU and rpt full of pending messages reports. At least for me
then you set it too high, if you send so many messages that they don't get through
There may be servers/firewalls who interpret such a spam of UDP packets as being part of a DDoS attack and might throttle you below the bandwidth you're supposed to have
Yep. So I think more reliable approach would be to somehow measure bandwidth to players. Or at least regions.
For example we have Hetzner 1Gb server in Germany but to some regions it barely hit 70mbit(speedtest)
Ok. Then only separate hotkey.
Obviously, I have though about that eariler.
Try to play like that for 30 minutes, in CQB and you'll see why this is really annoying ๐ (to the point where I stopped using it at all) Also, Arma needs more hotkeys /s ๐
Regarding the deadzone, I'm always looking around and the only moment when I really need the view to "snap" to my rifle is when I'm ADS (ADSing? how do you use that acronym correctly? :P), so my deadzone settings are really minimal - just enough to prevent the view from wandering around when I'm looking perfectly straight. Otherwise, one degree of difference doesn't change anything for me, when I'm looking 90 deg right.
Obvious getting in an out of the deadzone were annoying to me, so I toned them down as much as possible
Arma does auto-adjust network speed per player.
But if suddenly multiple players take full load and the servers bandwidth either in general, or to some network node that the players share is not enough, you'll drop messages.
But after a while all these players bandwidths will be dialed down
We are going to test higher values and if we drop messages just going to lower is until the issue is gone. Guess that's the only way to figure out a good value.
What I've tried (with @eternal karma) was lowering maxmsg send and upping the max data size for guaranteed and non guaranteed messages.
That really lowered the occurrence of "network pending" and the massive message sent spikes you can see with #monitor
2.04.147616 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Timeout for Arma 3 Units data acquisition (default 30 seconds, serverside)
- Added: server.cfg option "armaUnitsTimeout" to configure the Arma 3 Units timeout
- Fixed: PiP quality changes not updating the Post Process resolution
- Fixed: Config entry not found error if launching without the Profiling companion mod (mod still required for the actual UI changes)
Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
@whole cloud latest server profling exe tries to do something with non pbo files and crashes:
https://cdn.discordapp.com/attachments/600089051445461012/843875705451315240/unknown.png
windows x64 host, we're having unpacked missions in mpmissions
earlier it was failing on our archived missions in .rar file so I've moved them out of the folder and it died on .md file now.

IDK if it was an issue in earlier prof builds as we were running stable since 2.04
you've did borked it
K problem solved, good night (I'll push fix tomorrow, or try to)
What was the issue? ๐
I don't know what exactly, but i know what change it was. Will fix it tomorrow
Oh man, sending all the blame my way ๐ ๐
At least we now know what weird edge cases we'll hit...
@fickle geyser when does the message come up? on mission selection? When you start that specific mission?
I cannot reproduce with just a mission as folder with a LICENSE.md inside.
I think I know what the issue is, but just pushing update and hoping it will fix it oof
not sure, got it reported by our mission maker, I think when he was starting the lobby.
Can you zip me that folder and send it over?
dm
welp didn't work out, but tomorrow then
2.04.147628 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Crash when trying to load a mission from a folder (not PBO)
- Fixed: Crash when loading some terrains
Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
- Fixed: Crash when loading some terrains
weferlingen winter on linux? ๐
just tried it out again, seems to work now.
- Added: Timeout for Arma 3 Units data acquisition (default 30 seconds, serverside)
data acquisition? Related to radar/emission stuff?
Arma units.
https://units.arma3.com
Thats an interesting way to reduce that problem 
Instead of the expected approach of something like "lets get a better potato to run units service on", the approach is "lets reduce how little impact the bad potato has on the game"
Lets do the best I can
True, guess that'd be something for the IT team to do
That's how many countries in the world are governed ๐
hah! as if they were
Got it... never even knew that was a thing... will set my servers timeout to 9999999999

That's not the best idea... 
I dont think you understand why that timeout was introduced
How often the server updates its status to arma 3's units platform?
So you are telling me that I don't know how that works but you also don't know how that works... well thank you for your deep insight ๐ Next time you shouldn't bother and let someone who actually knows do the talking ๐
Huh? Sorry that I dont know the specifics of a timeout that was introduced roughly 2 days ago I guess?
I'm just pretty sure that you dont know what that timeout is actually for
Well that makes two of us... thank you for pointing out the obvious... that is why I was asking what was that about a couple posts ago...
Uhuh
I am just happy that I've just learned so much ๐
ยฐpeeks in, holding a 250 year old wooden boxยฐ Someone asked for dueling pistols?
Duel is over dude, we both died... by our own guns misfiring and exploding in our faces

Well, that IS the best outcome for bystanders :o)
๐ค ๐คฃ probably right! Damn I wish I was just a bystander this time!
What would happen?
Most likely it'd be waiting for ages for units data, even if the units service is down
You died at the duel! Well I guess I died too so we both shouldn't be able to write right now
Wat
if you configure timeout of someting to 99999 seconds it will wait 99999 seconds before timeouting and continuing...
Really? I didn't figure that out ๐คฃ
My guess is that nobody knows what that does, just AliveMen
it configures how long arma server waits to acquire arma 3 units data for client...
Perfect, my server couldn't care less about arma 3 units nor my clients so... 999999999999
I don't like my servers using bandwidth for features we don't care about anyway, so set it to NEVER ask anything about arma 3 units. Thank you for this parameter aliveMen!
999999999999
https://en.wikipedia.org/wiki/Timeout_(computing)
you want 0 timeout. You want to wait 0 seconds for the response.
Lets say I set it to 1.... does this 1 second wait happens only once per server creation or every X seconds during the servers run time?
And using that analogy setting it to 9999999 would just make the server never continue with its normal operation or it just means that the server keeps pinging the units server for info while everything runs normally?
Not 100% sure but iirc every time clients tries connect to server it tries to fetch his units data. That's why you get long joining / no slots when arma 3 units is down. As it waits for that data until client is let into lobby.
I see... finally someone who really knows! Thanks!
uh. never? It pulls unit data from arma units, it doesn't send anything to it
correct


So... I think changing PIP Quality leaves you with a blackscreen.
Can anyone confirm?
Okay so it wasn't a mod that caused it then...
I can confirm it, that changing the PIP quality leaves you with a black screen.
Welp. I fixed that last week but apparently somehow lost one line of code between my local code and the code in profiling branch.....
Fix next week
Just curious, does the performance branch reduce/reformat certain lines in mission.sqm? For example:
class data
{
singleType="STRING";
...
};
instead of:
class data
{
class type
{
type[] =
{
"STRING"
};
};
...
};
incoming to stable?
probably
yey
Anyone having issues with drones not staying at altitude? they just drop to ~100m
is this limited to perf prof branch or happens on other branches too?
I believe it is only perf branch. I have not had time to test further yet
Could you please confirm that it is perf prof issue
2.04.147660 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Server performance improvement
- Fixed: Changing PiP resolution resulted in a black screen (oops)
- Fixed: Players now cannot get in vehicles with disabled simulation via the action menu
- Fixed: "Engine" Event Handler parameter was flipped if an engine change came in over network
Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
- Tweaked: Server performance improvement
How ? ๐
I profiled on linux and found a place to do a 10-20% improvement
should also apply on windows.
I just never profiled a running server thats why I didn't find it before
"players now cannot get in vehicles with disable simulation via the action menรน"

Sounds like a lot oO
The improvement is not on main thread tho, its on the seperate threads who do the networking.
But considering main thread is waiting for the seperate threads to be done with their work, it might (very likely does) influence main thread
But how much... dunno
They are also the threads with the highest CPU load
Good guy dedmen making stuff work better 
He should have been part of the team way earlier. Good work,keep it up ๐
Arma players don't care about Geneva Conventions and for FPS gains we don't care about child labour
๐
Hell some would sell their own souls to the devil for 15 more FPSs!
Outstanding work from the Dedmen as usual
Guys, now that we are getting official RegEx functions support, and knowing that RegEx is several (hundred) times faster than regular SQF. Are there any default loop in Arma 3 that runs on every single match and that could greatly benefit from this? I am thinking about perhaps: The Unit Stamina System; The vehicle's Radars; Basically scripts that currently hit FPSs the most
wat? 
what does regex have to do with any of that?
From KK on that link: "I can assure you this method is one thousand hundred millions times faster and more efficient than current method used in ArmA 3."
Again, from KK: "Again mega fast and efficient. As you can see using RegEx can speed up and optimise your SQF scripts significantly."
he's talking about finding something
So what you are telling me that there are no looping SQF scripts in vanilla Arma 3 running on every session by default that are "trying to find something" that could benefit from RegEx?
If that is the case... why implement RegEx at all!?
โฆthe community?
For mods.
vanilla stuff is mostly written in C++
which is faster than regex
although, I am quite sure there are some regex optimisations that could be done in old SQF scripts
regex is a string search function
Isn't for example the expectator NAME TAG functionallity written in SQF and not C++?
e.g BIS_fnc_inString maybe (if it doesn't already use in)
you should also look at the effort/gain ratio
if it saves 0.5s once, it's not super worthy
if Dedmen optimises the engine to gain 5FPS, now that's worthy
Exactly!
so? what does it have to do with regex?
Nothing. Someone has to read up on Regular Expression
but this is only "bringing regex to SQF", the engine most likely already used it / did not need it before
Nothing... it is just answering your previous statement that also has nothing to do with RegEx
โฆwhat was your point again?
Asking if anyone knows where (outside of mods and non vanilla scripts) the recently implemented RegEx could be used in order to get the most from it. (Basically that)
anything that has to do with finding patterns in strings
so not a lot of places
see my answer here too
you should also look at the effort/gain ratio
if it saves 0.5s once, it's not super worthy
if Dedmen optimises the engine to gain 5FPS, now that's worthy
Yes but more concrete examples? LIke a specific SQF or FNC?
fixing old functions with new commands may sound great, but sometimes it is not worthy and time better spent on something else
maybe the gain is 1000% faster, but since that search is only used twice in the mission, there is no point is "optimising" this
Exactly, that is why I was thinking about loops that are used constantly in missions...
Like an ambient conversation looping script that is constantly searching for nearby players etc
yeah
I can't think of string-searching loops really ๐คทโโ๏ธ
true
searching for nearby players is not a string search
also, loops don't kill your frame rates if done properly
nearby players
and how do you plan to do that with regex?
I see OLD MAN greatly benefiting from this thou. Haven't checked its scripts but I am pretty sure there are few that are constantly comparing player position vs an array of markers which I believe would be optimised by RegEx but again... just speculation.
I got my question answered anyway
old man does not suffer bad fps because of the scripts
Basically there are no places where RegEx could benefit vanilla SQF scripts
it suffers because it's a huge open world mission with tons of objects in urban areas
That's what arma is bad at
Yes, because regex itself is very specialized.
Exactly, question answered! Thanks @restive pilot , @quaint flame and Lou.
Please excuse my headstronglyness (made up word btw)
all good
In many cases doing built in string searches are more fast and efficient than using regex even normal parsers donโt use regex. Regex has very specific uses, sure you can use surgeonโs scalpel to cut a loaf of bread but if you already have bread knife in your drawer, why do you want to?
as for my statements, you took it out of the context, at the time there were literally no string manipulation commands in sqf and everything was done via toArray and toString. I made extension that would let you manipulate string that was as fast as C++ due to in and out type being string already.
Yeah sorry for that... I did not meant to take them out of context. That was more due to my previous lack of true understanding regarding the scope and limitations of RegEx rather than wanting to take things out of context. Thankfully that ignorance was quickly quelled by our illustrious community members ๐
*onward, throw in the hammers!!*
As a non american nor native english speaker for that matter, what does throw in the hammers mean?
Like "let loose the punches"?
Or more like "The police is chasing you Drop your weapons"?
Non-native here as well,
I meant something like "throw in the moderator's hammer" as in "add the hammers to the mix", really having big guns out for only a minor issue :blush:
and knowing that RegEx is several (hundred) times faster than regular SQF
What? I don't think you know what regex is.
it's ok, we've been through this ^^
I don't see how comparing player positions to makers is in any way related to regex string searching
But yeah "vs an array of markers " I recently optimized marker lookup times, so that would already be faster now
No I don't see that
Thanks! But I have already been punished by my foolish remarks
Looks to me like Valmont thinks regex is some faster kind of scripting.
Its not, regex is literally only string comparisons.
Nothing with loops or generic scripts, only string comparisons
You are late to the punching bag party
But, If you want to release some steam by all means please use my stupid face as much as you want
Just clarifying what regex is (which so far I haven't seen anyone do). Don't take that as a personal attack
The feature that CAN optimize these things you're talking about though is optimized bytecode
which vanilla isn't doing yet.
And probably won't be that noticable anyway
Never gonna take anything here as a personal attack, nor from you nor the other guys, you are all too cool and I just idolatrate you all too much
Besides I deserve everything I got coming... because I keep defending my stupidity and I hate guys who do that but I end up being that guy I hate sometimes :*(
Yeah RegEX would probably sound like "The best new toy" or the "game changing feature" for a noob like me but like KK kindly explained... that was many years ago and currently Arma 3 already has "equally good" solutions implemented
currently Arma 3 already has "equally good" solutions implemented
No it doesn't
There is lots more stuff. But RegEx is still good/important enough for me to spend a couple days of my time on it
That sounds good, yeah you don't look like a guy who would invest time on a thing that would not greatly benefit the community, now we the community just need to learn how to benefit from RegEX
currently Arma 3 already has "equally good" solutions implemented
๐คฆโโ๏ธ ๐คฆโโ๏ธ ๐ I donโt even... how did you come to this conclusion after what I said?
Maybe I should just stop responding... if that is ok for anyone here ๐
Like I tend to mess things up
in order to use this i just have to swap out my arma 64 exe on the server right? clients don't need to do anything?
yes
@whole cloud do you recommend running -bandwidthalg=2 with the new profiling server
yes
no
At the moment the limiting factor for us in our games is not in the scheduled or unscheduled environment, all the gain and cost is client side inside of rendr on the wPrep, oPrep and wDraw. Ace is taking up to about 2ms on per frame handlers so optimisations that work there would help but we have basically moved just about everything else server side now (or got rid of it) leaving the growth in those 3 areas being 90% of the issue.
I don't know what practically can be done about wPrep, oPrep and wDraw costs from our end beyond reducing mission complexity. If you put 50 v 50 AI in a fight in an empty field you see a substantial climb in those 3 together.
That's exactly what we have observed as well. Scripting it almost neglectable if done half way properly.
Greetings :o) I am trying to follow a "ARMA 3 Complete Performance Guide [2020] [ENG]" from Kubas on steam, but the download link for the xtbbmalloc he posts is not working. Maybe someone has an alternate Link? ( Link to that guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1731305438 )
@nocturne obsidianhi,
it is not really related to #perf_prof_branch (about Arma 3performance profiling branch), you will have better chances in #arma3_questions actually ^^
ยฐfaintsยฐ that's 250 stairs... again
and i got nothing there, nada, zip, line and sinker
oh, ok, i just read "profiling" and since i only want to follow that guide, not having any clue really what this or that branch is, i thought i might have a higher chane here :o)
A lot of the malloc stuff just isn't really worth messing with anyway. Last time we did a bunch of testing of it and the current default is optimal.
oh! okay.
The main thing is getting hugepages working, that did show a worthwhile gain and the existing malloc supports it but getting Windows to do it can be a pain.
I sure won't get my panties in a jiffy for 5 FPS more, i expected 15 at least.
Any server admins (running perf + companion mod) with much more CPU load and Server FPS fluctuation compared to stable ?
https://gyazo.com/0be383c1b2e1d2870f400ab184f516ff
https://gyazo.com/8948169751535e5c2abb2d666d1ff434
(18:00 was a server restart)
- in some situations something causes a Server FPS boost (+ 20 - 30 FPS) for a short moment and then it goes back to normal. ๐ค
Hidden teaser of Enfusion inside performance branch? ๐
He said the word which we do not speak of!
Is "Enfusion" allowed? ๐
will be fixed ASAP ๐
adds fps limiter
I think that you need to capture data more often, because lots of your fluctuations last only one sample, which means that the real picture in between the samples is most likely more interesting.
2.04.147732 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 32/64-bit, linux server 32/64-bit
- Sync with 2.04 mini-update
- Added: Ability to 'force load' Eden Editor scenarios with missing addons - https://feedback.bistudio.com/T157981
- Tweaked: Light flare effect is now visible during the day, if daylight is enabled for a light source - https://feedback.bistudio.com/T152896
- Fixed: selectionPosition command could not return the position of a face selection - https://feedback.bistudio.com/T158916
- Fixed: Zeus camera could get stuck if its direction was set via script - https://feedback.bistudio.com/T158928
- Fixed: getLightingAt was ignoring some dynamic light sources - https://feedback.bistudio.com/T156930
- Fixed: Server would kick players when a scenario contained a custom models with textures - https://feedback.bistudio.com/T147191
- Fixed: "Killed" Event Handler was sometimes firing twice - https://feedback.bistudio.com/T149510
- Fixed: Never ending barrage of explosions when a "HandleDamage" Event Handler returned 0
Note: This update comes with an experimental companion mod that adds new UI components for the video settings and Eden Editor menus and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
Is the version correct? I don't see the 2.04.147738. I just downloaded the 2.04.147732.

https://gyazo.com/0180e9bee0544c022e74d785b2a3d2ee
Before 18:00 Latest Stable Build, after 18:00 latest performance build
Not that it has any negative effect as far as i know, i was just curious if any other server admins have the same effect^^
we also have some huge CPU load issues after the latest update, sadly
I'd suggest comparing the servers after an hour or so because your stable build values have not been obtained just after restart
Can't think of any change that would cause that 
Two hours mission runtime
https://gyazo.com/eb62b9af8072bbbcd7b5452c2890a9ba
Will post again before restart ^^
Maybe it's just something we use in our mods/scripts. Since Maletzki is also running a Exile server.
I want these FPS boosts from 50 to 80 all the time Dedmen. Please fix 
After three hours runtime:
https://gyazo.com/c1ef989b8795bfd8966f98fc483954c8
Wonder why the Zeus camera cant look up ? You can look left/right/down - but not up.
always found it weird too - have to "look down on mere players" I guess?
Also Camera keys cant be assigned to arrow keys - maybe a good fix /feature for a future perf-prof version ๐
Its specific code to prevent it from looking up, I also wondered about that when I touched it, but its always been like that so someone intended it to be that way
I guess we should ask Mr Zeus himself
Yer thats what i thought too - just cant find a good reason why - i tried ๐
- Tweaked: Light flare effect is now visible during the day, if daylight is enabled for a light source - https://feedback.bistudio.com/T152896 Is it possible to change the color of the flare in daylight or are they always white? Regarding the UGL flare shell ammo
- Added: Ability to 'force load' Eden Editor scenarios with missing addons - https://feedback.bistudio.com/T157981
Did that make it into prof? It's not working for me ๐ฆ
Did the camera control system change with this update? Right now, Forwards/Backwards dollys the camera and Up/Down moves the camera relative to where you're looking (ex. going "up" while looking down at the ground moves you North instead of only gaining height). I don't remember it being like this but I might just be crazy
- Fixed: Server would kick players when a scenario contained a custom models with textures
wait you can add models to a scenario? I guess as simple objects?
Has been possible for a long time
tbh, I thought something changed as well.
But I also thought it's just me being crazy
Yep, camera movement definitely changed.
Safe to revert to stable branch from profiling branch?
I have to admit though. This is actually kinda nice. So if you know how you break it, would it be possible to have that as alternative movement? ๐ฎ
yes
Well that's a relief, thank you for the swift reply!
props related to the ticket about the camera controls bugging out and not letting you move
Yeah, was my conclusion as well.
Afaik they use the lights color.
someone told me it works on second try
thats a bug, fixed next update
yes but... would need to add option for 3den, and thats kindof a chore
Not for me. I tried it like 5 times and it would show me the ui or load the mission.
Too bad. It really allows for some precise and fluid movement. Very handy when placing small objects.
do you have the mod?

without the mod you wouldn't have the "force load" button
lightColor[] from the cfgAmmo class or one added in the class Light1 of the effectflare class of the ammo? because lightColor[] from ammo only seems to affect the colour of the flare at night.
Well for scripted lights with flare, it uses the lights color.
For flare simulation ammo, I'm not sure what it uses
There's somewhat odd behaviour on the flare shells in that you can use flare parameters on it for the night time - flare size etc. but the daytime one only shows if there's class Light1 type effect in the effectFlare. Seems it uses two lights in parallel
For once, I would have loved hearing the phrase "it's not a bug, it's a feature!" ๐ฆ
This [the old "correct"] movement scheme has always been bugging me so I was actually happy to hear it has changed

Zeus Master agrees that making it an option is good.
So I'll put it on the list

Tell him thanks ๐
About the "Load Anyway" feature. Currently one has to click through four or five different dialogs before one can start editing. While it's not super bad it looks kinda unpolished. Is this going to be changed?
no
This way you are sufficiently aware that what you are doing can cause unforseen consequences and isn't really supported
Yep, true.
Oh wow, I just realized that the warning text didn't make it into the final version.
Or is that supposed to be in the last, empty dialog?
This one I guess
uff.
But the translation is there
If the text is there then forget everything I said before.
Is it good to have the warning at the end? That might lead to people just clicking through it after reading the first 2 or 3 messages
it should be there, and I didn't typo the stringtable entry
I guess an ideal solution would look differntly, but it's way better then editing the sqm
Yup
What#s the name of the stringtable key?
STR_3DEN_Display3DENRequiredAddons_warningForceLoad
It's not there yet
I did not yet add any new strings for 2.06 nor pack them, so I guess they will not be available.
its in my companion mod's stringtable
๐
or should be atleast
I loaded the mod this time. I am not to blame ๐
force load button and its tooltip are in there too.
And I guess you see these?
Nope

The screenshot I posted is what I get. The empty dialog
<Key ID="STR_A3_RscDisplayOptionsVideo_CA_PIPVisibility_tooltip">
<Original>PIP drawing distance.</Original>
</Key>
<Key ID="STR_3DEN_Display3DENRequiredAddons_btnForceLoad">
<Original>Force Load</Original>
</Key>
<Key ID="STR_3DEN_Display3DENRequiredAddons_btnForceLoad_tooltip">
<Original>Force loading of the scenario even though required content will be missing. Autosaving will be disabled until you next manually save. Consider backing up the scenario files first!</Original>
</Key>
<Key ID="STR_3DEN_Display3DENRequiredAddons_warningForceLoad">
<Original>Mission was loaded despite missing addons. Some objects might be missing or not work correctly.\nAutosaves have been disabled until the next manual save.</Original>
</Key>
is there something wrong with that?
its not $STR is it?
nope
I mean no $ needed
Looks good to me
Something is wrong with your mod. If I put these strings into my stringtable it works
Happens
dat screenshot
get a bigger screen I told you ๐
Is it possible that the launcher doesn't save anymore whether or not DLCs were selected?
I selected them once, but now even if I deselect them and save the preset, they are re-enabled every time I restart the launcher.
works fine for me. weird.
can we do something about the animation bugs when entering water from boats or land.
character starts floating and if you are to close to ground you might even die from "falldamage"
Actual water? I'm not sure I've seen that before
Indeed weird. It's still reset every time for me.
try clearing the launcher's settings mayhaps? (registry, xml, everything)
profiling branch has no launcher change
ok
I started happing after the last update which was not profiling but stable and added support for Iron Curtain. Sorry for posting it here
Easy! Here you are ๐
https://youtu.be/6GascfPISh0
Unless you meant "floating" as in that weird "sitting"-like animation, then I didn't see it either
I wonder if it's something fixable without messing the whole fall damage system up, in the process
Happens sometimes when you get out of a boat, jump into water or even just walk into water. The character shows the "falling" animation and the game is not sure if the player is falling or swimming
I try to find a way to reproduce it
2.04.147757 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Improved performance of light flare handling
- Tweaked: Increased number of dynamic lights for the Ultra setting from 16 to 32 (currently only with the companion mod, see below)
-Fixed: Type attribute search in 3DEN was not reset when 'X' was clicked - https://feedback.bistudio.com/T158966 - Fixed: Zeus/3DEN camera vertical movement with Q/Y hotkeys was not vertical
-Fixed: Crash when placing vehicles with no resolution LODs in the model on a Dedicated Server in view of AI units - https://github.com/CBATeam/CBA_A3/issues/1440
Note: This update comes with an experimental companion mod that adds new UI components for the video settings and Eden Editor menus and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
๐ Well done, I also agree that 32 Dynamic Lights is the right number for Ultra, higher than that takes an increasingly toll on performance. Daylight flares are not yet a thing in this branch right?
How can you tell that over 32 lights gave a performance hit? I thought 32 was the hardcoded limit you couldn't mod higher.
Great change btw, I've waited for 4 years for that ๐
I posted my benchmark results in #arma3_feedback_tracker
daylight flares were enabled in v6
ah I see. Or didn't see to be precise. I'll check them out
I have a question about this point:
"-Fixed: Crash when placing vehicles with no resolution LODs in the model on a Dedicated Server in view of AI units - https://github.com/CBATeam/CBA_A3/issues/1440"
Is there also a fix in the arma engine for that or have been CBA only fixed?
I asked, because in the patch notes of the dev branch it looks like the arma engine has a fix too (because of the absence of the note to CBA).
And if yes, which kind of error handling is implemented?
PS: Thank you for that great bug fixing work. ๐
Is there also a fix in the arma engine for that or have been CBA only fixed?
If it weren't a fix in the arma engine, why would it be listed as fixed in the arma engine changelog
And if yes, which kind of error handling is implemented?
Thanks, i understand. From now it is okay to have models without empty resolution LODs.
well this specific crash was fixed
I don't know if there are other places. The game doesn't really expect models without resolution lods. Can't know where else stuff might go wrong
Can anyone explain how to properly compile sqfc
I have a pbo loaded on the server, i compliled the scripts but its not loading the sqfc files (companion mod loaded)
I think it has something to do with the path at the end of each sqfc file
I had no problem to get it running in the missionfile ๐ค
at the end of the sqfc there is this path
/code/AEOG_FNC_HELICRASHDROP.sqf
The pbo is called exile_server.pbo and inside there is a folder code
I tried either way
exile_server/code/AEOG_FNC_HELICRASHDROP.sqf
But its not loading
"inputDirs": [
"D:/code/"
],
"includePaths": [
"D:/"
],
"excludeList": [
"missions_f_contact",
"missions_f_epa",
"missions_f_oldman",
"missions_f_tank",
"missions_f_beta",
"showcases\\showcase",
"\\unitplay\\",
"\\backups\\"
],
"outputDir": "D:/code",
"workerThreads": 8
}
i compliled the scripts but its not loading the sqfc files
how are you checking?
at the end of the sqfc there is this path
what is "at the end of the sqfc" ?
i uncommented a line in the SQF that logs to rpt, did the same when i tried from missionfile
So you have
exile_server/code/AEOG_FNC_HELICRASHDROP.sqf
and
exile_server/code/AEOG_FNC_HELICRASHDROP.sqfc
?
You use CfgFunctions for your script functions?
fn_preInit.sqf
private ['_code', '_function', '_file'];
{
_code = '';
_function = _x select 0;
_file = _x select 1;
_isLocked = _x select 2;
_code = compileScript [_file];
missionNamespace setVariable [_function, _code];
}
forEach
[
['AEOG_FNC_HELICRASHDROP','exile_server\code\AEOG_FNC_HELICRASHDROP.sqf'],
......
Did the same thing in the missionfile and it worked (a while ago)
using filePatching?
no
Then no idea
ok thanks, i will play arround a bit more
do i have to include the pbo name or just the folder name ?
allright, i test again from missionfile. maybe i made a stupid mistake somewhere ^^
same thing, not working. 100 % sure it worked the exact same way, even tried the same compiler build i used last time ๐ค
initplayerlocal.sqf
private ['_code', '_function', '_file'];
{
_code = '';
_function = _x select 0;
_file = _x select 1;
_code = compileScript [_file];
//_code = compileFinal (preprocessFileLineNumbers _file);
missionNamespace setVariable [_function, _code];
}
forEach
[
["ExileClient_object_baseLights_switchOn", "ExileClient_object_baseLights_switchOn.sqf"]
];
Worked last time i tried (28.04.2021), now doesn't work anymore (using latest perf build on the server and client and both have the companion mod loaded)
Are you sure filePatching is really disabled on the server?
what about server.cfg settings like ```
allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
// only allow files with those extensions to be loaded via loadFile command
allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
// only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber command
allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"};
// only allow files with those extensions to be loaded via HTMLLoad command
Yes iam sure about filepatching.
Start parameters for the server
-limitFPS=200 -enableHT -hugePages -loadMissionToMemory -bandwidthAlg=2
Last time i tried i didn't change anything except
_code = compileScript [_file];
```instead of
```sqf
_code = compileFinal (preprocessFileLineNumbers _file);
Server settings are unchanged since then
allowedLoadFileExtensions[] = {"hpp"};
allowedPreprocessFileExtensions[] = {"sqf","hpp"};
Tested again with the same script i tested last time to exclude any weird script errors and changed to allowedPreprocessFileExtensions[] = {"sqf","sqfc","hpp"};
https://gyazo.com/f3bf924f58eea4c9f3d1a00c1ea07a2a (Screenshot from a working sqfc last time)
Same outcome ๐
To test if the sqfc is loading i removed all code from the sqf like i did last time and then used the function ingame.
Have compared default Intel malloc and CMA AVX2 with Windows large pages in official Warlords game mode with 44 players (EU01), playing more than 6-8 hours non stop, without relaunching Arma or PC.
CMA AVX 2 malloc with 2 MB RAM blocks instead of 4 kB RAM blocks, brings a slightly higher FPS, at the beginning, but contrary to default Intel malloc, FPS degrades relatively quickly (with 32 GB RAM and Windows managed paging file size).
With "only" 16 GB RAM, FPS might go down even quicker.
After like 5-6 hours, FPS drops to sub 20 and I start to experience trees and other stuff flickering/briefly disappearing and if I don't restart Arma, it will simply force-close while playing, with no errors displayed.
With default Intel malloc, FPS also degrades over time, but more hours are needed.
FPS doesn't drop so low, no visual flickering/briefly disappearing objects and Arma doesn't force-close.
Using "-flush" I can improve FPS to continue playing with default Intel malloc at playable FPS.
"-flush" doesn't help when using CMA AVX2 malloc.
So I'm back to default Intel malloc.
Your experience might vary, depending on how long your uninterrupted game session lasts and how intensive the game mode you're playing is.
Warlords allows to place/buy a lot of objects that will stay for a very very long time, a lot of corpses, hundreds of AI, hundreds of mines, dozens of vehicles etc and it's very very intesive, on the whole Altis map.
Nice findings ๐
this "-flush" is that a cmdline thing or where is that being entered?
its a cheatcode
I think
CTRL+SHIFT+NUMPAD- -> F L U S H
or maybe it was something with ALT, don't remember the combo to enter mode
google "Arma 3 cheat codes"
This one presumably (shift + numpad- and then f l u s h) - #perf_prof_branch message
Simply in-game you press Shift and - on num pad and type flush on the keyboard (there is no visual line where to type it) and it will flush the memory.
The screen will go black during the time it will take to flush
Hold shift throughout or just the shift + numpad- and then flush without shift?
"Shift" + "-" and type -flush
Looks like same for us at 2.04.147757
https://imgur.com/TRtSHAC
I'm glad that it spikes up not down. But still it feels like freezes
Using "-flush" I can improve FPS to continue playing with default Intel malloc at playable FPS.
TKL keyboard users leave the chat
playing Arma without is also a pain, so
Can intel tbb4 use large pages?
Or the other one (don't remember its name; was it jtbmalloc?)
@whole cloud you increase overall view distance and also increase to same value PiP distance and when you change overall distance to a smaller value, PiP distance remains at 12000 m, until you press the right arrow
it should automatically lower PiP distance to max overall distance currently set and not remain at value previously set, especially when this value exceeds the current max overall distance
https://www.youtube.com/watch?v=GxcMUDgjNPc
it should work the same as the object view distance
it doesn't
as you can see in the vid, when I lower overall distance, objects is also lowered, but not PiP
well, maybe PiP is in reality lowered as well, but the 12000 number remaining unchanged after lowering overall distance suggests otherwise
maybe it's because I change values in the boxes and don't use the arrows/slider
but still, I shouldn't have to touch slider/arrows/values for PiP for it to be lower than 12000 m, after lowering overall to 4500m. PiP should auto-adjust to same value as overall, without any additional actions from my side
I guess
also as I change PiP quality settings, default PiP draw distance always remains at 500 m, which is not how it normally works, in STABLE
normally, the greater PiP quality you select = the greater the default PiP draw distance associated with it, in STABLE, even if there is no visible slider with value.
I manually checked what's the default PiP draw distance for each PiP quality setting in the editor.
I know that PiP draw distance has nothing to do with PiP quallity/resolution, but it's normal for higher res PiP to come with greater default PiP draw distance, like it was and still is now, in STABLE
it's same like when you select Ultra video preset instead of standard video preset and overall + objects automatically move from 1600/1300 m to 3800/3200 m
Correct, in stable you have no quality setting.
Quality and view distance are seperate settings
The presets should have higher values in them I think
What I mean is that you have no PiP draw distance slider in STABLE, but I checked in the editor and when you select higher quality PiP, the PiP draw distance gets also increased.
So in STABLE there is a specific PiP draw distance for each PiP quality preset and the higher the PiP quality preset - the higher is PiP draw distance, even if there is no visible slider
Which isn't the case right now in perf
Yes it wasn't a slider before. Now it is
I know
But what I ask for is despite the visible slider now, please, let there be default PiP draw distance values for each PiP quality setting
So when you select a specific PiP quality setting, you can see the PiP draw distance slider changing to a apecific value associated with PiP quality setting in question, for it to look polished/consistent, like the rest
no setting currently does that. so why would it be consistent to make one do it?
Why is resetting your view distance, if you just want to set your resolution any consistent/polished. I don't see that
Also the resolution is a GPU factor, while the distance is a CPU factor.
So can't assume that just because you have a good GPU, you also have a good CPU
But still, PiP slider should auto-lower the value, for it to be not higher than current overall draw distance value
Haven't paid attention to it, until today, since I was thinking it naturally defaults to lower or not higher than overall draw distance value
Bug with the Load Anyway feature https://feedback.bistudio.com/T157168
Ah. I disable the autosave when you click on "load anyway" I should probably do that when the dialog opens, not when you click the button ๐
Yep ๐
any thoughts about performance spikes on perf? Should I debug them somehow?
2.04.147808 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Increased number of dynamic lights for the Ultra setting from 16 to 32 (requires companion mod)
- Tweaked: Zeus pricing handling when in 'god mode' (everything is free)
- Tweaked: selectionPosition alternative syntax now supports proxies
- Fixed: +/- buttons in the Arsenal container loadout list were drawn outside of the listbox - https://feedback.bistudio.com/T156702
- Fixed: Multiple joystick axis key binding was not ignoring disconnected devices in averaging - https://feedback.bistudio.com/T119742
- Fixed: Crash if a weapon adds itself as sub-item
- Fixed: Sound of ladder climbing being stuck at the bottom of a ladder when in third-person view - https://feedback.bistudio.com/T159152
Note: This update comes with an experimental companion mod that adds:
- New UI components for the video settings
- New UI components Eden Editor menus
- SQF Bytecode for most vanilla functions
- Increase of dynamic lights Ultra setting from 16 to 32
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
About the Zeus pricing handling: you should now NEVER get the "Insufficient Resources" message while you are using Zeus in 'god mode' (no prices/resources, everything allowed). If you find a case where you still get the message, please report it.
No fix for PiP distance slider/value vs. Overall distance slider/value? Or simply not mentioned?
thanksss a lot for the zues fix 
no fix
(((
- Fixed: Multiple joystick axis key binding was not ignoring disconnected devices in averaging
Thanks for fixing that issue!
I have found an issue to what seems to be specific to this update:
At first I thought it was ZEN (which also updated today), but I have managed to reproduce the bug on a different computer when being on the profiling branch. I didn't have the bug when I switched over to the stable version.
https://github.com/zen-mod/ZEN/issues/603 for more info

@whole cloud Can I just copy the binaries from this experimental branch to stable in order to use them but not the entire profiling build?
yes
I've had an issue twice now after switching to the profiling branch where Steam thinks that ARMA is not installed, yet it's still there. So it wants to reinstall the whole thing over again.
And I don't have the free 100gb on my drive to reinstall the whole thing twice so it won't let me launch. Any suggestions other than uninstalling and reinstalling over again?
@marsh gyro I think there is a way to let steam repair the games library IIRC.
They used to upload the profiling builds somewhere (I think Google Drive). The links are in the forums.
Not sure if they're still updated.
It probably thinks the game is installed elsewhere. (or not installed)
Verify the game data. If that doesn't help, you can do this:
Make a copy of the game data (or simply rename the game folder)
Uninstall
Put the data back
Reinstall (it won't download the game)
Mods will be lost tho 
I couldn't make steam recognize them the last time I did this
I just ended up uninstalling and reinstalling
Steam sometimes F's up its data, not profiling branches fault
I know that you don't have the issue anymore, but for future reference:
https://steamcommunity.com/app/107410/discussions/1/135510194254064583/
Thanks for this, however it wasn't just mods, it was the entire game. I could not open the launcher.
Yeah, I understand, but that could still cut the size of the download by half, by keeping the mods and just reinstalling the game
Thank you! Could reproduce fix tomorrow or friday
2.04.147848 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: -preprocDefine command-line parameter to define global preprocessor macros
- Tweaked: Eden Editor now disables autosaves if an error happens during scenario load - https://feedback.bistudio.com/T157168
- Fixed: Eden Editor shift-click rotation was resetting rotation widget rotations - https://feedback.bistudio.com/T159275
- Fixed: PiP view distance not scaling when the overall view distance is adjusted
- Fixed: Crash when deleting the Mission Display through the createDisplay script command - https://feedback.bistudio.com/T157895
- Fixed: Eden Editor's 'Force Load' button did not work on the first try if the scenario is too old
- Fixed: Zeus' Recent menu was not working correctly in 'god mode'
- Fixed: A bug in setVectorDirAndUp - https://feedback.bistudio.com/T153531
- Fixed: Eden Editor's placeCompositionInLayer setting was not correctly reordering layers if the composition contained waypoints - https://feedback.bistudio.com/T156806
Note: This update comes with an experimental companion mod that adds:
- New UI components for the video settings
- New UI components Eden Editor menus
- SQF Bytecode for most vanilla functions
- Increase of dynamic lights Ultra setting from 16 to 32
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
About the Zeus pricing handling: you should now NEVER get the "Insufficient Resources" message while you are using Zeus in 'god mode' (no prices/resources, everything allowed). If you find a case where you still get the message, please report it.
were there any changes to setpos ? i have some different behaviour now when i do setpos on player corpses ๐คทโโ๏ธ
previously it moved the player corpse to [0,0,0] after reviving (creating a new character), but today i realised the player body stays on the old position (it just "flickers" for a sec)
That insufficient resources thing was driving me CRAZY. Iโm so relieved it was fixed, I had developed all sorts of wonky work-arounds using Zeus custom compositions etc
did you do setpos[0,0,0] previously?
@kindred radish We've noticed the exact same flickering for at least 12 months. It happens only occasionally. As the player respawns, you seem them very briefly standing above their corpse, before being moved to their respawn location.
Yes i did, worked without a problem. Iam not aware of any other changes that could cause this. The player corpse is not moving at all even tho the player is already respawned.
I already solved it differently, but still weird that _obj setpos [0,0,0]; has no effect on player corpses anymore.
since when this doesnโt work?
Hard to say, but not too long ago (Maybe 1-3 weeks ). I hade some reports of the old body staying on position instead of disappearing. But i thought it was a random bug, looks like it isn't.
But our setups is so far from vanilla, maybe it's a issue on our side.
which branch?
i always use the performance branch + companion mod
you mean this happened right after 2.04 update?
Not sure 
I gonna need a ticket and also confirmation that it is happening in current dev no mods
Iam gonna make some more tests, with the different branches and make a feedbacktracker ticket if i can reproduce it
splendid
nvm me stupid, simulation was not enabled globally for the corpse 
pretty sure this is a prof branch feature but objects orientation not being reset by shift rotating is really throwing me off big time esp with trying to place comps down
cus the way it is now its a bit of a pain to get things nice and level
What do you mean by nice and level?
If you don't disable the snap to terrain, they should all still stay snapped to terrain?
I don't want it to snap to the terrain is the problem
but when you first place it even with terrain snap off it'll snap to the ground you place it on
theres transform > orient to sea normal but as weird as it sounds I really liked being able to quickly shift rotate something to level it instantly
if you leave snap to ground enabled, and move it around I think the rotations still reset
I thought also with snap enabled and rotate they reset, there were some cases I don't fully remember
Maybe you can also right-click -> snap to ground.
I don't know if that maybe resets it too
oh is orient to sea normal not a vanilla eden thing?
I don't use eden that much 
p sure its a vanilla thing
Basically @whole cloud changed that and it will be in Eden next patch
whats funny is iirc shift rotating will not respect the rotation of objects but the rotation widget does
but I can see why change it cus its not very intuitive unless you specifically are one with the jank
To most people the rotation reset was frustrating (inclusive me and my friends who use the editor)
I can see why you may want that rotation gets reset as it was before, but as you can still get the old "broken" behaviour via other ways (moving via mouse click with snap to terrain enabled) you're not really loosing a "feature" via this fix.
So all is good ๐
yeah thats why I'm all for it
literally its not a bug its a feature moment with the old behavior of rotation lol
good find with the vertical mode though might actually be faster than the old method
the totally real and not a thing I just made up arma comp speedrun community gonna be scrambling to get new wr's with this method

This is a bug right?
Yes.
This has always been broken right?
Yes.
The Designers didn't intend it to work this way right?
Nope.
The Players also want this bug fixed right?
Yes.
So I can fix it then?
No, some players/missions/mods depend on it being broken.
โฌโโฌ ใ( ใ-ใใ)
a classic problem
that actually reminds me of an event a unit did where the mission makers had to make a mission in something like 30 minutes
even mod devs have to deal with that
afaik thats why cup hasn't replaced all the arma 2 buildings with their livonia versions and change the maps to accomadate that
I think the best way to handle that is just to let the community know ahead of time "hey were gonna change this it might break some stuff here it is in a beta branch and heres roughly when its gonna come out"
which afaik is p much what is done with the dev and perf branch
We aren't supposed to make any changes anymore that break stuff ^^
problem is that there's a ton of stuff that isnt being maintained anymore
yeah
and alot of people are weird about reuploads even if the mod is super dead and the creator is no where to be found
oh god no dont get into this debate
I mean I'm broadly speaking its really a case by case issue I think
real gamers actually apply a license to their mods so people know what is and isn't allowed without having to pester them or if they disapper
license doesnt necessarily mean you can reupload to steam either though
but yeah thats all a discussion for #ip_rights_violations
the great edge case war of mod that hasn't been touched since 2017 with no license and probably reuploaded from armaholic but armaholic is dead so no one knows who made it
true

its a big rabbithole of laws, steam agreements and personal interpretations and opinions
yeah
like the topic of who actually owns what in what situation

good luck having an actual debate about that, see #ip_rights_violations for quite a few attempts that didnt work out well
I'm imainging the video of new york union guys arguing about truck drivers or something

I'll dm it its a classic
https://www.youtube.com/watch?v=XfkhS1R8A2Q
Old NYC Union Guys Know How To Argue
yup, seems pretty accurate to #ip_rights_violations
especially everyone talking over everyone else
damn that heated that people manage to talk over eachother in a text based chat?
Oh boy they definetly managed to do that
wild
I tend to stay out of there cus my views on copyright and such are different than most I feel
Just wanted to know if people are experiencing significant performance gains using this build? I have a beefy computer but can barely keep 60 frames on low and ultra
Profiling branch offers no magic
I would be happy with a stable 60
At the moment itโs 30-60
I only lose a few FPS having it on ultra, something just doesnโt feel right
Because Arma 3's engine Real Virtuality 4 uses more CPU when you decrease your graphics
Yeah Iโve been trying to balance it out to prevent a bottleneck but the frames are extremely unstable. This is playing antistasi with 10-20 peeps
Iโve tried all the tweaks and OCโd. Does the perf build automatically run once you choose it in the betas tab?
Cause I saw you can get it on GitHub and was just wondering which one is the most up to date
IIRC yes. But shouldn't expect any magic as I said
in betas is dev build and sometimes staging for the next release unless another build was added I am not aware
You can get additional branches with the code, did you use the code to download prof?
Yeah and I renamed the experiment exe to arma_64.exe to get it to run from the launcher
whatโs your spec?
2700x Super, 3600x Ryzen, 16GB 3600 Ram, SSD
and what you get in vanilla?
I havenโt dabbled in vanilla. I just came back from a long hiatus and went straight into antistasi
would be interesting to compare.
The performance variation with people on the server was large
Those who had lower specs were running ultra just fine
do you use any custom memory allocator?
Others not so much
Iโve tried the 3 options but I donโt think it changes much
Havent benchmarkd it properly
I should probably run some with dif variations
try default startup line. ie leave everything to the engine to decide
I spent a whole day tweaking everything maybe I should just reset as you say with the parameter tweaks and see what happens
I unparkes my cores, OCโd CPU and used a task manager performance system aswell
You can't get the perf build on github, atleast you're not supposed to...
Is there a "remove item from container" command like "removeItem" for players ? Would be nice addition if not !?
there is not
2.04.147888 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Ability to place Eden Editor Compositions in Zeus
- Added: zeusCompositionScriptLevel server.cfg / description.ext option
- Fixed: Secondary ladder climbing sound being stuck at the bottom of the ladder when in 3rd Person Perspective - https://feedback.bistudio.com/T159152
- Fixed: It was possible to change seat to a locked position with the Eden Editor context menu
- Fixed: Multiple typos in ingame command help for lnbXYZ commands - https://feedback.bistudio.com/T159533
- Fixed: enableGunLights did not always work for every AI unit in a group - https://feedback.bistudio.com/T154810
Known Issue: There is one report of issues when running profiling build serverside and having non-profiling players, I will investigate tomorrow but for now I'd recommend not to install the new profiling on servers. If there is an issue it will be fixed on wednesday or thursday.
Note: This update comes with an experimental companion mod that adds:
- New UI components for the video settings
- New UI components Eden Editor menus
- SQF Bytecode for most vanilla functions
- Increase of dynamic lights Ultra setting from 16 to 32
- Fix for Composition custom vehicle inventory not working when placed from Zeus
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
Added: Ability to place Eden Editor Compositions in Zeus

i fucking love this
Indeed, Eden Editor Compositions being usable in Zeus is an amazing addition, thank you so much A3 Team
this is gonna be super useful for Public Zeus, you could literally now prepare entire missions in eden and put them down in public servers
holy christ in heaven
you can now customize your units and put them down as compositions
@whole cloud Do you think we could get a function where you can "spawn composition in original position"? Right now it's a little hard to properly align stuff, especially for larger compositions.
Same problem with ATL/ASL placement. No decision made yet, would maybe need some modifier key
ATL / ASL?
follow terrain or not
ohh right I see
yeah it'd be a great function to have, right now it's OK to just split up missions parts though
thanks a lot really
Linux 32bit server is on version 2.04.147887 instead of 2.04.147888. I assume that is still a-ok?
i'd say ye
thats annoying but ok
his ^ fault
just curious, is the companion mod going to get you kicked if you try to join BI official servers?
no its signed with the main Arma key
alright, good.
well it seems that players do not show up in the zeus interface when they join in, at least in BI's default scenarios.
Also the compositions that contain unallowed objects seem to lag the servers out.
or the zeus who spawns them out, more like.
which unallowed objects?
They should just be skipped
with or without mods?
If with, which?
without mods, just testing on official servers.
I was trying to spawn in the carrier or the destroyer, for one.
also compositions seem to not give all objects to the zeus interface to edit.
can you upload the composition to workshop for me and link me? so I can test
I try to assign all objects to zeus, but some things like simple objects just don't work
Thanks, I'll test it out tomorrow
that's all i tested that seem to lag things out.
not only me but apparently the server itself.
this happened on official zeus EU #0A
having a second player around and it seems to be lagging him a lot when i spawn compositions aswell, just any composition in general.
Also not all workshop compositions seem to show up in the zeus interface.
Missing mods ones are hidden
Nope, compositions that do not show up are no mods at all.
this one for example won't show.
apparently this was a one time thing, might have been because server was chugging and not catching up to player spawning in?
not really sure.
But yeah any composition with scripts seems to just desync the server entirely, tested on both EU #0A and EU #0D
scripts should not be allowed anyway. They get blocked by default
but then ofc also not cause lags
is there a setting to allow that, or?
ye he added a server.cfg command for that
"- Added: zeusCompositionScriptLevel server.cfg / description.ext option"

those are still on 147808 not `887
ah, interesting.
The composition thing is all clientside, except that flag for scripts
@whole cloud We were checking things out a little:
- Simple Objects just get stuck and dont' get added to the interface (no move, no delete etc)
- Got this report from a friend (who's banned sadly):
spawned in a rhino
with a cage
spawned in 2 inside of eachother
and they killed everyone```
- Spawn in stuff in their 'original positions' would be optimal
that's it for now, we'll continue testing
Simple Objects just get stuck and dont' get added to the interface (no move, no delete etc)
yes Zeus doesn't support simple objects.
Decision would be to either exclude them from being able to place, or keeping them like now
or I just add compatibility for simple objects, but that can only happen in godmode.. I think, unless its simple object with classname 
Zeus servers with 2.04.147887, let's see how it goes
zeusCompositionScriptLevel=0 , 5.101.164.123:2302
zeusCompositionScriptLevel=2 , 5.101.164.123:2402
zeusCompositionScriptLevel=1 , 5.101.164.123:2502
zeusCompositionScriptLevel=2 , 5.101.164.123:2602
the higher the number the more higher-level script commands it allows?
1 is only attributes, 2 is init scripts and waypoint scripts
When my friend placed a composition with the Liberty it acted like a simple object and wasn't added to the interface, but it did spawn
I have made things prior that get the class name of terrain/simple objects, unsure if it works for everything though I just used it to god mode fences on the map
Also the compositions spawned dont include triggers right?
one of the servers (EU 0D) is not working, counts as introOrange and generally just makes you spawn in the air, and crash into the ocean
not really sure about the other ones
EU #0A is broken as well
EU #0B as well, basically every server is broken, in the two of those servers the black screen appear, same with the third one, and then the air thing at EU 0D
well, we can then conclude the test is failure
anyone joining with the new profiling client actually or old one or main branch ?
i mean its mostly because the servers didnt really work, you were able to enter them but when you go in game itself on that server, black screen stuff happens, unless it was caused by the new zeus scripts
nothing has changed on the servers, just the binary swap to newer build
so maybe i need add the companion mod server side ... hmm
"- Added: Ability to place Eden Editor Compositions in Zeus"
This currently does not work with ZEN loaded. Tested in editor. Objects are listed but nothing spawns when placed.
added the mod and restarted
that'd be a problem on side of ZEN then
iirc dedmen already told the zen author that and an update is in the works
might be misremembering though
Indeed, we are aware of it.

so anyone tried after the restart?
lemme check again
Mm nope, still doesnt work sadly
Apparently as well at the bottom of the test zeus servers in the lobby, theres that weird scenario thing called "introExp", not sure if it should be here but I dunno.
Most likely one of the reasons why theres so much problems in those test servers, with duplicated roles, being able to put AI into the squads and other stuff, etc etc
correction: the scenario name thing of introExp could be seen at the bottom left side at the map lobby area, just when you continue at the lobby itself
https://github.com/zen-mod/ZEN/pull/611 Thats this.
You can download a working zen beta version here https://github.com/zen-mod/ZEN/runs/3008151048
Yes known.
Which is why I added this to the changelog two hours before your post
Known Issue: There is one report of issues when running profiling build serverside and having non-profiling players, I will investigate tomorrow but for now I'd recommend not to install the new profiling on servers. If there is an issue it will be fixed on wednesday or thursday.
I just confirmed the bug, fix in a few hours
Wait, you can run ZEN on Public Zeus now?
no
aw shame :/






