#perf_prof_branch

1 messages Β· Page 47 of 1

whole cloud
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did you try the old version today? is it "works fine" or "worked fine"
It could also be a battleye update

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So its only that battleye message, and battleye RCON? Sounds like a bug in battleye

fickle spade
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Switched back to public branch and problem gone

whole cloud
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But we didn't touch that code Confused_Dog

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And why is it only noticed now, a month late thonk

fickle spade
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long time before I was running public branch

whole cloud
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Must be battleye issue, told them. We'll see

whole cloud
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Okey thank you, I think I know whats going on, not really sure why but we'll figure that out

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There is only one BE change between 13 and 14, and I don't know what it does or why it was done harold

empty goblet
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i can confirm the IP number order is reverved btw. on our official servers too (which use the newer profiling)

whole cloud
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BE confirmed, fix incoming soon-ish

fickle spade
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great. But why its behavior depends of Arma branch?

empty goblet
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because change in the profiling branch affected it

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also the server crash on missionsToServerRestart was found and fixed so next profiling i hope

whole cloud
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This is still partially broken, it can crash on server shutdown

hexed verge
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Did anything change with requirements? Updated to latest version of the profiling branch and the server is now now spitting out this

linux 32bit

./arma3server: /lib/i386-linux-gnu/libgcc_s.so.1: version `GCC_7.0.0' not found (required by ./arma3server)
./arma3server: /lib/i386-linux-gnu/libm.so.6: version `GLIBC_2.27' not found (required by ./arma3server)
./arma3server: /lib/i386-linux-gnu/libc.so.6: version `GLIBC_2.28' not found (required by ./arma3server)
``
hushed seal
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If I had to guess πŸ˜… @hexed verge

hexed verge
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yeah i skipped that version as it was not too relevant on server side + had not much time that week

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i reverted to stable branch in the mean time to not torpedo games from my unit
tho will this change stay and will it also be in the stable branch in the future?

hushed seal
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By the sounds of it it's not supposed to break so probably best to let @whole cloud know that 32bit Linux seems broken.

hexed verge
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i am fairly certain it is not broken, it is not supporting older linux distros anymore.

hushed seal
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How old is your distro?

hexed verge
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old, because legacy and everyone is scared to run the distro upgrade

hushed seal
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Fair, I'd be scared to

rain moth
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That’s how your system gets hacked πŸ˜›

vivid rune
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My docker arma 3 server 32bit linux profiling is reporting this:
./arma3server: /serverdata/serverfiles/libstdc++.so.6: version CXXABI_1.3.8' not found (required by ./arma3server) ./arma3server: /serverdata/serverfiles/libstdc++.so.6: version GLIBCXX_3.4.20' not found (required by ./arma3server)
./arma3server: /serverdata/serverfiles/libstdc++.so.6: version `GLIBCXX_3.4.21' not found (required by ./arma3server)

Two questions:
Has the docker to be updated or the hosting? OS?
If the docker container has to be updated, will it run also the vanilla arma server with these new files?

rain moth
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Container image needs to be updated. If new image have sufficiently new glibc then server will run

whole cloud
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I'm not sure if we really want to fix it.
32bit is very few users, and combination of 32bit and very old OS even fewer, and not sure if I really want to support people who are running extremely outdated systems.
This will also come to stable branch though, so you really want to update your server

vivid rune
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After i wrote this i thought "Why not try the 64bit version? This is not related to the 32bit files?" But I become the Seg fault as usual. So the new patch wouldn't work for me. 😦
Arma 3 Console version 2.08.149650 x64 : port 2402
11:19:17 Host identity created.
/opt/scripts/start-server.sh: line 63: 97 Segmentation fault ./arma3server_x64 ${GAME_PARAMS}

vivid rune
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@whole cloud
The creator for my docker is using debian.
The actual debian (Bullseye, released 2021-08; supported until 2024-07) is using glibc 2.31
in the next (bookworm) (testing stage) there is 2.33-7
also the sid
and the experimental is using 2.34-0
So i would say it is a little bit to early to switch to 2.34 from debian stand point.

vivid rune
heavy vortex
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Well, it's GCC's runtime libraries rather than GCC...

vivid rune
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Ah ok. I am a little confused: Is this a bug that i need this now for running the arma 3 server executable or are these "normal" needed files?

heavy vortex
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Sounds like it's normal now.

patent dome
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We recently updated our Linux builder, as we kept running into odd compiler errors and bugs. We should be building all 32bit and 64bit binaries for Linux on the new builder from now on, which builds using glibc 2.28. We won't be using new versions of glibc, because as of 2.31 they got rid of some -ffinite-math-only stuff needed by one of the libraries we use.

autumn timber
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Alternatively, you can ask BI to be so kind to use an older Docker image (or an older OS) and install the newer compiler there and then build Arma using that setup.
This way, the newer compiler will build Arma executables using the older glibc

autumn timber
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For the record, if anyone is interested in this, the Python devs figured out a way to build "wheels" (kinda like python's .deb files) that are compatible with a large number of linux distributions.
Details can be read here: https://peps.python.org/pep-0513/ (it's the oldest document, from 2016 and has been superseded since, but it's the one the explains stuff more in detail).

TL;DR: they were using old (but still supported!) CentOS docker images with a limited number of .so files as dependencies (as explained in the PEP above). They have since switched to using Debian as well.
The docker images are here: https://github.com/pypa/manylinux#docker-images
cc: @whole cloud (if it even matters to you?)

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(however, personally, I'd love to see the 32bit version wiped from the face of the earth as it's causing nothing but trouble to me πŸ™„ )

whole cloud
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./arma3server: /lib/i386-linux-gnu/libgcc_s.so.1: version `GCC_7.0.0' not found (required by ./arma3server)
But I think that lib probably shouldn't be required right?

So I'm confused by the discussion above, is there something we need to fix now, or do people just need to update their OS/Docker images?

autumn timber
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Either people update their OS to have a glibc/xx version that is at least as new as the one on BI's build machine or BI uses an OS that is older to build

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The issue here is that these distributions usually still have LTS versions that are still supported and are still getting security patches, so you can't really tell people "you're using an old, insecure OS, upgrade now!"

vivid rune
autumn timber
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Glibc is backwards compatible so anything you build using an earlier version and be dynamically linked with a newer version

vivid rune
autumn timber
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Ok: Almost always backwards compatible πŸ˜† EDIT: my point still stands, see below

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But I'm guessing this is something that happens during compilation. AFAIR, once something is compiled, it should then work

autumn timber
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So as i understand it, this only implies issues when compiling things with a newer glibc version, not the end-user not being able to actually run them

vivid rune
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Hey, I am not so much of a linux crack. I use a docker container on a web interface.
But i have also my problems with that:
The docker creator uses an actual debian with glibc 2.31. Is this a problem from now on? Runs every linux user for arma in this issue to have a too new version of glibc?

autumn timber
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From my understanding of the issue (and I have spent several weeks reading on it, to make sure my linux Pythia extension works on everone's machine since I'm a freak πŸ™„ ), and also according to Python devs, using any OS/Docker image that has Glibc >= 2.28 should fix that particular issue.

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I have stumbled onto other issues, while doing this, but these issues were not glibc issues (namely Ubuntu and Fedora removing libcrypt.so.1 in newer releases, but I believe Arma executables do no link to it so this should not be a problem here)

vivid rune
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So what have my docker creator to do? Install something from somewhere into the docker container?

autumn timber
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Pick a base distro from there that has 2.28 or higher

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Looks like Debian 10 (Buster) has 2.28 so since I seem to recall you said you're using Debian, then using Debian 10+ should be good, for you (if you need a simple "use this!" kind of answer)

vivid rune
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The docker has debian bookworm with glibc 2.31! So "higher" seems not work.

patent dome
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If only this new one doesn't work, then there is probably some other issue. The old builder compiled the binary with glibc 2.13, which is much older.

autumn timber
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I reread your messages above and you don't have issues with glibc but glibc++!
So maybe see this answer https://askubuntu.com/a/582910 (install/upgrade libstdc++6), although I don't have any arma linux server laying around to test this for you, so you'll probably have to google a few pages if that link doesn't solve it for you

gritty wasp
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I don't know what happen and where but found such error in RPT.

22:56:04 Error in expression <ects [_col_abs, _wires select 0, _wires select 1]);                
};>
22:56:04   Error position: <select 1]);                
};>
22:56:04   Error Zero divisor
22:56:04 File A3\Structures_F_Exp\Infrastructure\PowerLines\Scripts\column_ruins.sqf..., line 25

worldName=hellanmaaw
Version: 2.08.149626

silk pewter
gritty wasp
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script - yes. Map - no

silk pewter
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theeeeeen… mayhaps tell the terrain maker ^^

boreal wigeon
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Tried to AccessTargetList for non-local AI group while non-local targeting was disabled! Engine will now enable non-local targeting which will hurt clientside performance.
Is it possible that the group id, name, whatever just any identifier, gets printed out when this message appears?
I'm trying to figure out which group my headless client is trying to access while it shouldn't.

eager pond
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@boreal wigeon how do i disable "non-local targeting"?

boreal wigeon
cold vale
eager pond
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πŸ˜€ I need to use this branch for that?

boreal wigeon
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Nope it's on stable.

whole cloud
boreal wigeon
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Oh then Idk. I though it got added with 2.08. As it was in 2.06 perf.

whole cloud
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It should be a perf only change that doesn't go to stable

heavy vortex
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If you want to force off remote target checks, there's disableRemoteSensors. I don't know if it works though.

whole cloud
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You can't fix it

vivid rune
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Hi,
I would ask if it makes sense to parallel the "Updating base class" things on startup of a server? I see that this is single threaded. These are all separate tasks with no dependencies, right?

whole cloud
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config loading depends on stringtables, and config merging is sequential, order matters and they depend on whoever previously patched the same class

eager pond
silk summit
heavy vortex
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Yeah, it seemed like a sensible way to get more client perf, but it seems to be dead.

whole cloud
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2.08.149689 new PROFILING branch with PERFORMANCE binaries, v20, server and client, windows 32/64-bit, linux server 32/64-bit

If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

brave barn
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Reverted player ip is not fixed(

whole cloud
whole cloud
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"all ok in stable and 149685 DEV" ah yes. ok thanks

merry shuttle
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Dedmen, will the RscTitles Unload EH issue be fixed before RC? Because currently in both, performance and dev branch Unload EH fires immediately after you do a cutRsc even for resources with a duration of 1e+011

whole cloud
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RC is already in internal testing. Why do you only tell us that now?
Need repro. I don't fully understand what you mean
The unload EH is fired in the destructor of the display, so when it gets unloaded, the unload EH fires, which I'd think would be expected behaviour?

mossy anchor
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Believed to be a issue with the falcon's model p3d, the faraway resolution lods probably doesn't have a hidden selection assigned (exocet) as the falcon after moving some distance away will appear to return to its normal camo despite if you apply a material or texture script on it.
Both variants of the Hurons when placed as compositions will return to their normal camo despite it if you swap the camo to green or black and using the script to change the material/texture.

hexed verge
whole cloud
# hexed verge maybe a long shot. I encountered this in ace, which i fixed yesterday by removin...

Yeah but that is a bug in script, caused by our broken eventhandler being fixed now.
If your eventhandler script only works when the eventhandler is broken and doesn't fire, then I don't consider that an issue on our side.
If there is an issue where the eventhandler fires when it shouldn't, then I'm interested, but when broken configs break because everything works correctly..

ACE had the same issue in Kestrel

hexed verge
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hm, okay. weird, then i wonder where the issue in the code lies. oh well...

whole cloud
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Well you said so in your code

Removed the "unset" on display unload as it created a race condition when a new display was opened
You have a race condition.
Unload event gets called when the thing is unloaded, and the code is written in such a way that it causes a race condition?

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Replacing a cutRsc effect works exactly like you would expect (if you knew C++ land)
newEffect = CreateNewOne // Fires onLoad
oldEffect = newEffect // replaces old effect with new effect, old effect is now not used anymore and gets deleted, onUnload fires

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I could change it to

oldEffect = null;
newEffect = CreateNewOne
oldEffect = newEffect

but that would require quite large changes in code

hexed verge
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I do appreciate these answers, I hooked into the cba event for opening and closing the display to see if something is goingon there.

just one last question, does _display closeDisplay 0 trigger the unload event?

whole cloud
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it should. unload is triggered in destructor of the display, so once it gets deleted from memory it fires

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I'll change it so that it first gets cleared, and then the new one created.
This started as a quick one-liner fix to a 8 year old bug... and caused nothing but headaches till now

hexed verge
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okay then something is fucky still.

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lemme first check something before i try to do a repro

whole cloud
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Actually, if you do closeDisplay, the cutEffects list still has a reference to it even if its closed
But I think closeDisplay should have its own handling that makes sure its unloaded?

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closeDisplay just sets a exit flag.
I think for cutRsc that command might just do nothing?

hexed verge
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not sure i just made a vanilla repro of the unload eh not firing but it fires on the next create of the display.

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if you want i could send that small test mission over

whole cloud
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if its a bug then yes

hexed verge
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closeDisplay not triggering the unload eh seems like one to me?

whole cloud
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is it actually closing the display?

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or is closeDisplay doing nothing?

hexed verge
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the rsc i am creating makes the screen dim, it is with one control that is the whole screen with a translucent black.

when i use closeDisplay the dim is gone and all is normal. yet the display lingers around in uiNamespaces where i have written it into for reference

whole cloud
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so its hidden but not really unloaded, the variable reference to it also stays valid

hexed verge
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seems like it. the idd is -1 in the RscTitles config, that stays

whole cloud
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display unloading works by setting a "delete me" flag.
And then next frame, something comes along, sees that flag, and deletes the display.

But there is no code that iterates through the cutRsc's every frame to check if any want to be deleted.
And I don't really want to add it for performance reasons.

https://community.bistudio.com/wiki/cutFadeOut Would properly close and destroy the cut effect

hexed verge
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i need to go on lunch break now, i believe you do as well, so i just put this here.

will try cutFadeOut in a bit

whole cloud
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I could add a check into closeDisplay, if its a cut effect then it will do a fadeout with duration 0 instead

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nevermind.. cutFadeOut doesn't terminate...
The terminate function is empty facepalm

It only works for timed title effects, which have their own command titleFadeOut (which we shouldn't really have as its a copy paste of cutFadeOut's code..)

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Ah I am mistaken

But there is no code that iterates through the cutRsc's every frame to check if any want to be deleted.
There is!
But it only checks for title effects that have been fully faded out 🀣
But not for any other displays that have been exited

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Because they can't harold
Ah this nice mess :3
The display is a child of the title effect, it child wants to be gone, but the effect itself doesn't

hexed verge
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oh god did I give you tons of work now?

whole cloud
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I just fixed it...
But it might be too dangerous to be merged into stable now

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So currently, closeDisplay sets exit flag but the display stays alive.
The display is also still rendered every frame, but the Draw function has a check for the exit flag right at the start and skips drawing if it should be exited.

Now after change the cut effect will delete itself on next frame after its display was closed

hexed verge
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but yeah seems like the best bet is to never unset the variable and let the engine handle it, the unload does indeed fire on a new create of the same RscTitle

whole cloud
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First change will be merged to stable

So

load dp1
load dp2
unload dp1
unload dp2

will change to

load dp1
unload dp1
load dp2
unload dp2

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That might also fix both the ACE race conditions?

hexed verge
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probably i have not looked into the kestrel yet, but if it also unsets on unload event then it is basically the same issue

whole cloud
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yes it does, but i don't know if onLoad would set it. I think just the unload was breaking it

hexed verge
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from my logs from the mission i sent it is

open dp -> chat message "open"
close dp -> nothing
open dp -> chat message "open" then "close" on same frame i think --> issue

whole cloud
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Fix probably today

hexed verge
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i hope that also fixes the "unload event fires immediately" issue as i think that it is the same

whole cloud
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more context?

whole cloud
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As I told Xeno, need more context
onUnload fires when the display is unloaded.
"Fires immediately" doesn't make sense, there is something else going on. For example replacing a old display and the old display firing it, but NOT the new display firing "immediately".

silk summit
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  1. Those must be the most rewarding bugs to fix (once you are done with them)
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  1. You are basically the only person in the world with the skills and position to do something about them (kk too πŸ˜… )
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  1. Your fixes are enjoyed by tens of thousands of players, in contrast to the Reforger fixes which are currently enjoyed by 200 players
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  1. Considering the state of Enfusion we are still several years away from a proper Arma 3 replacement (Unless BI pulls a CD Project Red on us with Arma 4). So Arma 3 revenue will still help fund the salary of many devs for years to come and so any huge time investment you do to the game ensures that your peers at the office keep their jobs, specially in these obscure economic days that Europe has ahead
fickle geyser
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Ouch.

silk summit
# fickle geyser > 3) Ouch.

This channel is exclusive to Arma 3 devs right? πŸ˜… Don't want any Reforger dev reading this... (well I am just being honest)

weak panther
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I can't make a PhysX object as simple until I disable simulation for it (in Eden attributes)
Is this changed intentional or a bug?
↑↑in Dev and Prof branches↑↑

cannot repro in Stable

woven loom
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Hey, been a long time since i've been around here. I was wondering if there's any updates on the apparent memory leak while using 4K textures? It's been an issue ever since Global Mobilization released, making very high or ultra textures unusable for me. Made a post on the forums in March with a list of relevant tickets i've made over the years but there's no update on any of them so far. https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-208-performance-binary-feedback/?do=findComment&comment=3455538

It's not great having to play GM with visibly lower quality textures just to avoid CTDs. Earlier the problem appeared to be RAM/page file related, now it appears to be VRAM related. My system hasn't really changed save for windows 10 and driver updates, and of course overkill on pagefile (i'm running 16GB pagefile).

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Not had enough time in life to test with other mallocs etc.

silk summit
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I don't know if SOG also uses 4k textures but honestly I think 2K would be just fine. Perhaps GM can lets us choose 2K texture installations

woven loom
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I think selecting lower texture settings should do that, but i basically get the same issues in very high and ultra. so i have use high which doesn't look that good close up, and when mixed with vanilla assets it's a bigger problem because they just look straight up bad

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Also the step up in VRAM usage between high and very high is pretty big

whole cloud
weak panther
whole cloud
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Yeah seen that, I'm testing now

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2.08.149712 new PROFILING branch with PERFORMANCE binaries, v21, server and client, windows 32/64-bit, linux server 32/64-bit

  • Fixed: nearestObjects classname check didn't work on Ammo - https://feedback.bistudio.com/T166472
  • Fixed: Entity search in 3DEN was broken since last update - https://feedback.bistudio.com/T118270
  • Fixed: cutRsc would first call onLoad and then onUnload handler if a existing display was replaced (order is now Unload/Load)
  • Fixed: closeDisplay on a cutRsc effect, would not remove the effect

If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

full nova
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wait new stuff??

whole cloud
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Ah found the simple object bug notlikemeow
Wrong line in a switch/case, it was apparently supposed to fall through..
Thank you! meowheart

mossy anchor
unborn urchin
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profiling branch is immediately crashing for me when running vanilla

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boots into the menu fine, can go into 3den, but when I place down a unit on VR terrain and hit play in singleplayer, gets stuck on the loading screen and crashes

whole cloud
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Hahahahah fuck..
we pushed 149712... 149713 was a crash fix for a thing I forgot to check

unborn urchin
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ah so you won't need the crash dump then? πŸ˜…

whole cloud
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correct

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ETA 2.5 hours or so

uncut sigil
eager pond
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This server command started to crash from some days ago until now, on profilling/performance branch. I reverted to stable and it's ok now.

"password" serverCommand "#restartserver"```
night mulch
silk pewter
whole cloud
night mulch
eager pond
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I will try to make a repro

whole cloud
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i don't need a repro, I just want the crash dump

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If that shows me where it crashes and I can see whats wrong, thats enough

lofty vigil
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After the v21 profiling update my game crashes immediately after I finish downloading the mission file of the server I play on. Switching back to the stable version of Arma 3 solves the issue I have the mdmp file for you guys to look at if that would help you debug this issue feel free to add me and send me a dm for the file

eager pond
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@whole cloud sorry to bug you. No crash anymore. Can't generate DUMP file.

lofty vigil
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i really should learn to read this discord more because I spent like 20min trying to figure out why I was crashing meowfacepalm

woven loom
# whole cloud no

So is this effectively a "won't fix" or just "not priority"? Both fine, just asking so I can let it go lol

whole cloud
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A "I wouldn't know where to start looking and don't want to invest potentially days on this"

woven loom
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alright, thanks!

full nova
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is the new profiling dropped yet?

full nova
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i was confused

patent dome
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Some issues with the linux builds, ETA shrug

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Will provide an ETA once I have solved the issues.

hexed verge
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(discord did not scroll down, disregard, crash issue already reported)

patent dome
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Updated ETA: 2h, so around 17:00 CEST

whole cloud
silk pewter
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pssst, hey kid - like profiling branch? here, look at this! ↑

uncut sigil
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Thanks yall

inland dew
merry shuttle
spiral pond
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if you switch to another branch (non perf/prof), overwrite the exe manually with perf/prof - will updates to the other branch overwrite the exe again? or only stable branch will?

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(in technical terms are branches always all data, or can a branch only affect specific parts - ie exe and bin folder - and leave the rest unaffected)

spiral pond
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ok ty. so its recommended to use to launch the "custom exe" from modfolder essentially? (or use symlinks to combine both)

whole cloud
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just replace the main exe with the new one, thats the same that steam will do once it has the update

whole cloud
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2.08.149723 new PROFILING branch with PERFORMANCE binaries, v22, server and client, windows 32/64-bit, linux server 32/64-bit

  • Fixed: Eden SimpleObject object attribute option was only shown if a object had simulation disabled
  • Fixed: Crash from v21

If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

whole cloud
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should be

spiral pond
whole cloud
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gets toppled over

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Dahlgren would probably know that more than I do

spiral pond
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steamCMD probably could automate the process?

fickle geyser
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steam depot downloader or steamCLI should allow you to download only the depot with the exe, if there's separate one.

rain moth
spiral pond
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mix perf_prof_branch with creatordlc

rain moth
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ok, I would do like veteran suggested and download profiling (and performance) depot to a separate folder. you can symlink to main arma 3 folder with different names as needed.

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depot id is 249503

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let me know if you want specific command, I think I have one for our windows arma 3 server

spiral pond
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would be handy for steamCLI as its not immediately obvious what parameter combo are needed

fickle geyser
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steamcli --username YourUser --password YourPassword --app-download --appid 107410 --depotid 249503 --targetdir ./arma --synctarget --branch profiling --branchpassword CautionSpecialProfilingAndTestingBranchArma3
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this downloads/updates following files in the specified target dir:

    arma3.exe
    arma3profiling.exe
    arma3profiling_x64.exe
    arma3server.exe
    arma3serverprofiling.exe
    arma3serverprofiling_x64.exe
    arma3server_x64.exe
    arma3_x64.exe
    steamclient.dll
    steamclient64.dll
    tier0_s.dll
    tier0_s64.dll
    vstdlib_s.dll
    vstdlib_s64.dll
rain moth
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steamcmd sadly requires the manifest and can't figure it out on its own, depot downloader and steamcli can

empty goblet
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ye i use separate folder on the prof branch download too, just auto copy the binaries (in rare cases libraries or data but that's manual touch)

rain moth
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DepotDownloader.exe -app 107410 -depot 249503 -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3 -username %STEAM_USERNAME% -password %STEAM_PASSWORD% -dir %OUTPUT_DIR%

eager pond
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Dedmen, i have the DUMP for servercommand #serverrestart crash.

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The ziped file have 7 megas.

whole cloud
whole cloud
eager pond
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Hmm.

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May be if i use steamCMD?

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I will try. But need to wait for another restart.

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πŸ˜•

eager pond
vale shoal
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Actually if I remember correctly, this crash is a very old bug. Happend for me years ago when we used the restart function via infistar.

eager pond
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Oh! I can live without "#serverrestart" πŸ‘

whole cloud
silk pewter
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helicopter should crash itself, not the game!

eager pond
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It's a CUP mod Heli?

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I use those mods: Immersion Cigs / Swin Faster / Advanced Urban Rappelling / CUP Vehicles, Weapons, Units 1.17.1 / CBA v3.15.7

eager pond
eager pond
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I'm trying this before "#restartserver":sqf {deleteVehicle _x;} forEach allMissionObjects "";Edit: I was smart enough to change clock time and simulate restart πŸ₯² ... and it's fixed now!

grizzled gate
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Is the profiling version fixed?

worldly badge
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Yes already