#arma3_feedback_tracker

1 messages · Page 1 of 1 (latest)

unborn acorn
alpine tulip
#

Normal. More like intentional

unborn acorn
#

=
for what?

alpine tulip
#

In Eden, it supposed to show the default state of vehicles. In Simple Object state, it supposed to show the “idle state” of the live vehicle, not default

unborn acorn
#

hmm, i see

alpine tulip
#

For instance, the suspension of a wheeled vehicle, is pretty high at its default state (in Eden), which is not a normal/natural way to show an alive vehicle that DOES exist there

#

This is why it sinks it when you make it into a Simple Object

devout wave
solid marten
#

yes, thank you

regal nimbus
#

Is there a known case where the source (second parameter) of the Hit EH occasionally returns bogus values?

#

possibly related to vehicle explosion damage.

sinful kettle
#

what do you mean by bogus?

regal nimbus
#

A player who wasn't related to the damage.

near cedar
#

So we've discovered that that aircraft passive radar (RWR, anti-radiation sensor) was detecting radars at 2x the distance at which the radar could see the aircraft, instead of the twice the radar's actual range.
i.e, if radar's range = 8000m , and the radarTargetSize of the aircraft is 0.1, then the RWR sees the radar at 2 x 8000 x 0.1 = 1600m instead of 2 x 8000 = 16000m as the documentation suggests.
This leads to problematic situations where PassiveRadars with identical configs behave very differently depending on which aircraft is being used. It also makes passive radar/ rwr useless in some cases and less effective in all cases.
Ticket: https://feedback.bistudio.com/T166838

solid marten
#

what 4th param returns?

regal nimbus
#

4th param is either not an object or not a player. Not sure which because this code wasn't set up to check for it. 2nd parameter in the known case was standing about 30m away, although IIRC we had another case where the player was a few kilometers away.

solid marten
#

too vague, cant operate on this, present a solid evidence then we can talk 👍

regal nimbus
#

Yeah, was checking whether it's worth trying to replicate, because I suspect it's gonna be a pain.

regal nimbus
#

Worst I found so far is that vehicle explosion damage has the source as the effective commander of the vehicle, which is odd but doesn't explain the issue.

harsh dragon
#

I suspect it happens on official servers, it might only happen if the server has been up for a while or if there's higher than normal load on the server

#

I've had tons of crashes from this

unborn acorn
solid marten
#

1 of 5

untold sky
harsh dragon
final isle
#

hey all, how do I submit a bug? Noticed that the stealth balaclava does not work as expected

#

It stops rendering after certain distance

devout wave
gray wharf
#

addAction condition's _this parameter acts weirdly (alternates between _this and selected subordinate)
https://feedback.bistudio.com/T166881

bug or feature? seems (way) more bug to me 🤔

regal nimbus
#

hmm. Could do with the millisecond timings in the log there, to see whether it's triggering in different frames or not.

gray wharf
#

oh no

gray wharf
#

btw automatic grouping doesn't work in devBranch profiling Eden (tried disable-save-enable-save to no avail) is it known?

regal nimbus
#

So with https://feedback.bistudio.com/T166881, does that mean that every addAction is checked against every local unit every frame? Or is it strictly units in the same squad as the player?

#

Also what on earth is this for? :P

#

Oh, selection only. I guess that's fine.

devout wave
west onyx
#

anyone else getting error when using this syntax of this command

#

private _info = _group getEventHandlerInfo ["EnemyDetected", 1]; // group EH

gray wharf
west onyx
#

error type group, expected object

#

im on 2.11.149685

sinful kettle
gray wharf
sinful kettle
#

Anything besides object (ctrl, etc.)

#

unary one is there tho

gray wharf
#

oh ok, thx

untold sky
#

new dev branch should be this week tho

gray wharf
solid marten
gray wharf
#

oh btw, workflow-wise can I fix A3 functions? 😄

solid marten
#

WDYM?

gray wharf
#

as in can I commit SQF? I guess Joris would have to confirm & validate all this, but if I can bring some help on that

untold sky
#

Not now, commits are blocked during release phase

#

Technically you can. But needs approval before commit

gray wharf
#

yes I meant more in general
> 2.10 + approval then I can I presume

sinful kettle
gray wharf
#

still in the process

sinful kettle
#

So is it actually gonna happen at some point?

solid marten
west onyx
#

are new changes still going into 2.10?

sinful kettle
#

No

#

Well I guess except for critical fixes

west onyx
#

re SQF function library refactor .. could work on the submissions now so they are ready when the contribution thing launches

untold sky
#

we don't want to refactor, only fix bugs

west onyx
#

@solid marten how is that "fileExists" thing going? 😄

untold sky
#

Definitely nothing major

west onyx
#

@untold sky with the functions library there are lots of optimisations that can be done ... i gather its mainly about fixes instead of optimisations?

untold sky
west onyx
#

no worries

#

2.10 has lots of great stuff to get through

gray wharf
#

(well, we BI could obv)

west onyx
#

like cant we already just put the BIS library into git

#

and then pull/merge/etc

gray wharf
#

that's kiiinda against EULA

#

so let's wait and make it offishul instead

west onyx
#

would have universal benefit to all players

#

we would just have to agree, no Credits, just "community contribution"

gray wharf
west onyx
#

with the initplayerserver.sqf

#

not a big deal, just asking

solid marten
#

added ages ago?

west onyx
#

oh, it didnt work tho, at least the initial implementation ... since "fileExists" always returns true for initplayerserver.sqf (there are those default .sqf files in config)

#

still got this on server join

#
21:17:02 User Quiksilver (76561198000000754) tried to remoteExec a disabled function```
untold sky
west onyx
#

agreed ... altho my stuff has been broken many times without complaint 😄

#

latest gamebreaking one was removing the "get in" action for simulation disabled vehicles ... I used to use that action event to enable simulation ... result was lots of screaming that no one could access vehicles, and explaing to server admins how to fix

#

it was a good change tho so we just roll with it

#
_vehicle addeventhandler [
    'getin',
    {
        (_this # 0) enablesimulationglobal true;
        (_this # 0) removeeventhandler [_thisevent,_thiseventhandler];
    }
];```
solid marten
west onyx
#

i think its those default sqf files in the "scripts" folder

#

it finds "functions\scripts\initplayerserver.sqf" (functions_f.pbo)

solid marten
west onyx
#

yea all good no worries. you guys are doing great work, i would have moved on awhile ago if not for the continued development

solid marten
#

There have been long time of feedback from the time we dealt with those issues. Why all these surprise revelations as 2.10 is about to go live?

west onyx
#

they are not big issues i guess ... call it laziness on my part

sleek scaffold
#

It is just me or some Arma 3 devs are defecting to DayZ? Hint: The dev in question is not "alive" -wink wink-

west onyx
#

to a limited extent they do as they're told

#

in fact bohemians are kind of like arma AI ... give them a waypoint and it depends on many factors when/if they get there

sleek scaffold
neon swan
sleek scaffold
#

Just kidding! Is pretty cool that you guys are so supportive with each other even between different projects! See, BI does some things right, allowing you guys to choose the place of your pain and suffering on your own!

#

A friendly reminder thou: Both putin and Xi Jinping consider defection as punishable by death! So don't do that after the new world order is established 😅

sleek scaffold
sleek scaffold
#

The next time dedmen comes here begging for feedback tracker requests or bug reports I won't give him the pleasure of getting those from me! I hope more of my fellow arma patriots follow me in this protest against defecting, betraying zombie loving devs...

untold sky
unborn acorn
gray wharf
#

.rar? are the one customer that bought WinRAR?

unborn acorn
#

hmm fixed =\

gray wharf
#

how?

cursorObject allowDamage false;
isDamageAllowed cursorObject; // returns true
unborn acorn
#

exactly

gray wharf
#

so… not fixed?

unborn acorn
#

I meant 'fixed' .rar to .zip
derpWolf

gray wharf
#

ah 🤣 I use 7zip so it wasn't a problem anyway
but I can confirm, trees seem unable to be set invincible even through scripting 🙂

sleek scaffold
#

Sorry if that wasn't obvious enough... I had been "funny" that whole day on several channels just to leave traces of the fun nature of those posts

#

I even said that it was cool that you are able to provide support everywhere you are needed

#

You took me seriously for some reason when most of my posts are semi memes by now...

solid marten
unborn acorn
#

ok
Just for info: I wrote a config for vegetation objects and disabled their damage through the "Enable Damage" attribute, and its works, they are invincible

solid marten
#

yeah if it is entity it will work

sinful kettle
solid marten
#

objects are class Object

#

Entity is class Entity : public Object

gray wharf
sinful kettle
devout wave
sinful kettle
sinful kettle
haughty rivet
#

https://feedback.bistudio.com/T164570
Are we able to get this one bumped? Its still an issue effecting my mod that I made, appreciate everyone is busy but feels like a small issue (hopefully)

regal nimbus
#

Should be able to workaround by forcing setUnitRank in onPlayerRespawn?

devout wave
gray wharf
#

suggestion, since pushBack has its pushBackUnique - what about appendappendUnique? 🙃

gray wharf
#

oh, true! I decide to ignore every new thing coming post 2018 😄
thanks, please dismiss

#

Added a link 😉

sinful kettle
#

btw is it a bug that when you look close at muzzle flashes the main thread goes crazy and the FPS drops dramatically?

gray wharf
#

something has to die
either you looking down the barrel, or your FPS 😄

joke aside, maybe a lighting thing?

sinful kettle
#

to repro, run this:

createSimpleObject ["a3\armor_f_beta\apc_wheeled_01\apc_wheeled_01_cannon_f.p3d", player modelToWorldWorld [0,3,5]]

then go to spectator and go all the way close to the muzzle flash (the muzzle flash animation is constantly running for that object)

#

oh wait I had multiple objects spawned into each other meowsweats

gray wharf
#

👀👀👀 😄

west onyx
#

for instance the AAA static ship gun

#

I think also static MG turrets

sinful kettle
sinful kettle
#

I just noticed that diag_scope and diag_stackTrace only work within a file

#

can they be extended to work across multiple files?

#

I was trying to make an in-game debugger. but it can't be done properly without those commands

#

ah wait isNil resets the scope to 0 and clears the stack trace... meowsweats

dreamy bane
#

quite an hack that isNil (usage)

#

why not make a new command for it?

sinful kettle
#

it's already a command thonk

dreamy bane
#

yea but not mean to run code fast

#

thats what people use it for , am I right?

sinful kettle
#

it's used to check if the result of the code is nil, and to run code unscheduled

#

it has nothing to do with "fast"

dreamy bane
sinful kettle
#

it finishes faster but it's not faster (at least not enough to notice)

dreamy bane
#

so faster in that sense 😄

#

I was just thinking why people use it to run in unscheduled

vocal abyss
#

It is used to define thread-safe atomic operations (just like the synchronized keyword in Java), not to improve execution speed.

dreamy bane
#

oh didn't know that

dreamy bane
#

maybe a new command for that would be in order and documentation

#

makes the code more readable

west onyx
#

"nearestSimpleObjects" wen ???

#

save us from (allSimpleObjects []) select {((_x distance2D _position) <= _radius)}

west onyx
#

hmm?

sinful kettle
#

allSimpleObjects [] inAreaArray [_position, _radius, _radius, 0, false]

west onyx
#

think is faster?

sinful kettle
#

ofc

#

everything you do in SQF is always slower than what you make the engine do

west onyx
#

ill test it out

sinful kettle
west onyx
#

nice

#
0.396983 ms

Cycles:
2519/10000

Code:
(allSimpleObjects []) select {((_x distance2D player) <= 500)};```
#
0.0967 ms

Cycles:
10000/10000

Code:
(allSimpleObjects []) inAreaArray [position player, 500, 500, 0, false];```
#

400 simple objects in VR

sinful kettle
#

it will be even faster if you don't use position meowsweats

west onyx
#

i think it requires position

sinful kettle
#

I mean the position command

#

it's slow

#

e.g. use getPosWorld player

west onyx
#

oh ok

#

thats only called once tho, should be marginal

sinful kettle
# west onyx 400 simple objects in VR

I think in this case since you have so many objects most of the performance is being spent on collecting those objects
try

diag_codePerformance [{_this inAreaArray [getPosWorld player, 500, 500, 0, false]}, allSimpleObjects [], 10000];

vs

diag_codePerformance [{_this select {((_x distance2D player) <= 500)}}, allSimpleObjects [], 10000];
#

for 100 objects the first one is ~13x faster for me

west onyx
#

nice

#

we tend to have several hundred simple objects on terrain at any one time, but good to know its much much faster 😄

#

going through seeing where i can use inAreaArray now. been using for ages but not for simple object detection

#

i also am doing stuff like this

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if ((_allPlayers findIf {((_x distance2D _spawnPos) < 300)}) isEqualTo -1) then {

#

not ideal 😄

sinful kettle
gray wharf
alpine tulip
#

Are “this part of this model is glitched” “this part of this model can't be retextured” or such graphical minor issues subject to be reported as of yet?

gray wharf
#

they have been in the past and it is possible to report them, just "quite unlikely" to be fixed as it would be Mr Reyhard to be eventually working on it

if it's a smol thing, the chances increase

alpine tulip
#

sad nois

gray wharf
#

ye, data is quite a very low chance as of now (unless it's some 3D config like "hey this surface is actually texturable" or whatever 3D artists say, I am not one :p)
commands, functions, bugs, crashes, these are "code only" and way easier to bring 🙂

untold sky
#

And also running only scripts a bunch, instead of a bit of script and a bunch of other stuff and a bit of script again, is nice for the branch predictor

sinful kettle
untold sky
#

ok if you say so salute

sinful kettle
untold sky
#
[]spawn {
_start = diag_tickTime;
for "_i" from 1 to 20000 do {1;};
systemChat str ((diag_tickTime - _start) toFixed 10);
}

0.003 seconds
unscheduled 0.002 seconds

diag_tickTime is sadly limited to millisecond precision, so you can't really measure it properly.
can't use diag_codePerformance as its unscheduled

#

Also running a script with one instruction, won't train the branch predictor for running scripts

But it saves a the timer check. Its faster.
No one small line of script is probably not measureably faster, but if you run your whole mod in unscheduled, it adds up

gray wharf
#
_start = diag_tickTime;
```_`private`_`_start` 😝
desert trench
untold sky
#

one spawned script can run at most 3ms per frame (longer in loading screen) after that its stopped

sinful kettle
#

is it a bug that diag_stackTrace doesn't show the for variable?

#

i.e:

for "_i" from 0 to 0 do {
  systemChat str diag_stackTrace
}

_i is not listed

#

however, _x and _forEachIndex are listed in forEach blobdoggoshruggoogly

vocal abyss
#

A divine signal that forEach is superior.

sinful kettle
#

yes

gray wharf
#

welp
divine victory indeed

sinful kettle
#

0 to 0 is valid anyway

gray wharf
#

oh yes, just wondered if it was initialised (well, it should but who knows the shenanigans behind it)

regal nimbus
#

It'll happily list local/private vars that you set to _i.

#

My first attempt at checking this caused a hang on hashmap circular referencing :P

desert trench
#

one spawned script can run at most 3ms per frame (longer in loading screen) after that its stopped
well yes, but i was asking something different 🙂

#

people on the discord here (and elsewhere) say you shouldnt have too many spawn uses at the same time

#

my question was why that is specifically (context switching or your said check for 3ms limit after each expression - or sth else altogether)

sinful kettle
#

so it got 3200/7 -> more than 400x slower

regal nimbus
#

If you have a lot of scripts that are eating unlimited CPU time then you're doing it wrong anyway, but merging them into one spawn is in practice a good way to prevent worst-cases wrecking everything.

regal nimbus
#

I'm somewhat curious about the scheduler properties though. Like if you have a few hundred spawns on (very) long sleeps, does that have a significant cost?

desert trench
gray wharf
#

if the question is

why you shouldnt have too many spawn uses at the same time
to avoid clogging the scheduler, take the least print in it?

desert trench
#

let me an example

#
[] spawn {
 {_x setVariable ["XXX",time];} forEach allUnits;
};```
vs
```sqf
{
 [_x] spawn {(_this#0) setVariable ["XXX",time];};
} forEach allUnits;
#

[obviously this doesnt make sense - yet in generalized form - process allUnits "at once" or give each its own spawn "threat"]

#

ie if you have some delayed check you can spawn+sleep, or have a loop with a timestamp on the unit to determine the execution

gray wharf
#

well, it creates/compiles 50 spawns / scopes + registers them into the scheduler then run

unborn acorn
desert trench
gray wharf
#

I am afraid I don't get it then 😄

desert trench
gray wharf
#

I still don't get it?

you ask "why not use many spawns", I answer "because scheduler" "that's not the question"
gniii 😄 I am missing something perhaps

the 3ms thing I believe checks after every statement (;-separated things)

desert trench
#

i am asking a detail question. not a general rule of thumb assessment

#

if the 3ms check is done after every statement, it shouldnt matter how you structure your code for scheduled

#

obviously there can be easily a higher initial load by using multiple spawn, but if its just an one time thing, it wouldnt matter either

#

also unscheduled doesnt have to do the 3ms check, and the run code can be optimized by "the engine" better/more easily than scheduled

#

but the question was about scheduled vs scheduled - one spawn vs multiple doing the same code/execution result

#

hence my suggestion its likely the computation to switch from one "script" to the next

#

ie the engine likely stores each script on a stack

gray wharf
#

well yeah scheduled (one big spawn) vs scheduled (multiple small ones): you split the same code in multiple "threads" for the scheduler to check instead of just one, that's about the overhead there is

desert trench
#

executes them one by one, when not finished within 3ms, will be put back on the stack (but on the bottom)

#

so if you use multiple spawn you cause more switching from one to the next

#

but all this is basic guessing

#

and the engine may well have some optimization mechanisms

regal nimbus
#

Might be possible to set up test cases with the profiler.

vocal abyss
#

The scheduling algorithm of the RV engine is described on https://community.bistudio.com/wiki/Scheduler.
Like Lou said, both scheduling and context switching take time. I played around with the following code (in an Editor preview on an empty VR map) to see when performance starts to degrade:

private _target = 10000;
Counter = 0;
_target spawn {
  private _startTime = time;
  for "_i" from 0 to _this do {
    [] spawn {
      sleep 5;
      Counter = Counter + 1;
    };
  };
  waitUntil {Counter > _this};
  systemChat format ["%1 s", time - _startTime];
};
```I was going to report results here, but they are far too inconsistent (e.g. most runs with `_target = 9000` finished in around 5.05 seconds with minor to no impact on FPS, but I've also had one run with `_target = 9000` that went down from ~165 to ~25 FPS and took 40 seconds), so I suggest you try it yourself if you're interested.
Around `_target = 10000` seems to be an interesting region. At some inconsistent point (e.g. `_target = 11000`), the FPS will drop to single digits and stay there for a long time while the code is being processed.
So it seems the RV engine can handle a couple thousand active script handles - but keep in mind: Every script handle running the code above does nothing but immediately telling the scheduler "no thanks, I'm sleeping, give the remainder of my execution time slice to the next one in line" most of the times it receives an execution time slice. During normal gameplay (*especially multiplayer*), FPS are also much lower to begin with, so if you had several thousand active script handles during normal gameplay, I suspect that there could be several seconds between two execution time slices for the same script handle even when scheduler / context switch overhead (or whatever else is causing the massive performance decrease produced by the code above) don't impact performance yet.
sinful kettle
#

Hey I just thought of something:
Is it possible to have a new command @ for hashmap get that is the same as # for arrays?

gray wharf
#

like, "the same but with higher priority"?
(in that case I would overload #)

#

what I would like to see is an exit comeback - that would have the exact same behaviour as if (true) exitWith {}; 🙂

gray wharf
#

hashmap # hashmapKey
why though, are there really cases where get needs more prio?

sinful kettle
#

it's shorter 😛

gray wharf
#

bad Leo, bad! 💦🐱

gray wharf
#

well, my request is equivalent to breakOut "" as well

sinful kettle
#

and the reason I didn't want an overload for # was to distinguish between array and hashmap easily (same way we have get, while it easily could've been an overload for select)

solid marten
drifting galleon
sinful kettle
#

it only supports 2 columns

solid marten
alpine tulip
#

A QoL idea: adds the icon in ArsenalEden's Assets Browser like this. This feature is from one of my Mods, but it does heavily scripted solution to avoid getting removed when I search the browser. The thing, if it is implemented into Engine, is pretty

alpine tulip
#

Shoot, Eden I meant

#

because the Mod also changes Arsenal's icon

sinful kettle
#

there's an opfor FIA? thonk

alpine tulip
#

Also urmmmm... can we have a news about so-called Community Involvement?
e_coolflushed
👉👈

sinful kettle
#

I thought FIA was indfor and blufor thonk

alpine tulip
#

Yeah FIA has all BLUFOR/OPFOR/Independent equivalent since Bootcamp update IIRC

devout wave
real bronze
#

https://youtu.be/IXDaHrGk2ak?t=96 any idea on why this happens (keep an eye out on the fps hint)? when you teleport AI around and change their behavior to either CARELESS or SAFE (others are fine) there are decent fps drops, i'm guessing there's some caching or something going on? (it becomes worse and worse with the teleporting, timestamp at last 20 seconds as that's where it gets really bad)

#

only CBA loaded, tried without it, same thing

sinful kettle
#

Tho path finding is async thonk

livid sleet
#

and I can't imagine that drop lasting more than a couple seconds if it was doing planning

real bronze
#

^

sinful kettle
livid sleet
real bronze
#

persistent

#

tried for a minute straight

#

at the end switched back to "AWARE", and it was normal again

regal nimbus
#

well, that's horrifying :P

#

If they're not teleported then there's no fps difference between aware and safe?

#

Or what if teleported a very short distance?

real bronze
real bronze
regal nimbus
#

I wonder if it resets if you recreate the group.

#

We can't afford to recreate units because our loadout code is expensive :P

real bronze
#

it should yeah, didn't have time, have some other stuff to do, but that was my next thing on the list

#

i was creating the AI at [0,0,0] and setting pos manually (then realised that my fps was shit for some reason), as it's alot faster, unless you use the can_collide

regal nimbus
#

We have a lot of code that creates AI on a point and then places them afterwards, so potentially similar issue.

real bronze
#

if you do set behaviours to either of those, then yeah

west onyx
#

is it possible to get bombs to trigger the incoming missile event

gray wharf
#

I don't think so.

dreamy bane
#

would it be a good idea if remoteExec would report error if the function it tries to call doesn't exist? because now it just silently fails

#

like client would report error if the function it's supposed to have doesn't exist

gray wharf
#

report error, no
log on client, I would say "why not" but I am not a network dev (and again, could be abused by an ebol scripter)

dreamy bane
#

what's ebol?

gray wharf
#

a funny writing of "evil"

dreamy bane
#

thought so 😄

#

ya log would be nice

limpid rune
devout wave
desert trench
#

it seems the engine queues sounds played with playSound if you are tabbed out, and plays them all at once when you tab back in

#

worth putting on FT?

#

(needs -noPause obviously - havent tested with MP yet)

solid marten
#

no

#

wont fix

paper lichen
paper lichen
untold sky
untold sky
sinful kettle
#

it would be nice for chaining arrays and hashmaps tho 😛

#

and easily telling which's which

untold sky
sinful kettle
untold sky
untold sky
desert trench
solid marten
#

same with hint sound, if eachframe it then alt tab it all plays at once

#

you have to give an example when it accumulates on tab out

desert trench
#

ok thanks will add isGamePaused too

#

we use playSound for conversations, so you can hear them best

#

these play either during the briefing phase, or mid mission

#

another case is for ambient sounds that should not be directional / 3d

alpine tulip
devout wave
paper lichen
dreamy bane
frigid quail
#

Hello can someone please update the BTR-K to BMP-K , BTR implies its on wheels and not on a tracks

alpine tulip
#

It does not

solid marten
#

The BTR-T (Russian: Бронетранспортёр-Тяжелый (Bronetransporter-Tyazhelyy), ‘Armoured Transporter–Heavy’) is a Russian heavy infantry combat vehicle, designed by the Design Bureau of Transport Machine-Building (Omsktransmash) state-run production association.

gray wharf
#

also, no BTR-T in Arma 3 vanilla

solid marten
gray wharf
solid marten
#

but request is for btr-k

#

which has tracks

alpine tulip
#

You probably misread it Lou 👀

solid marten
#

It is probably still night time on Lou’s planet

gray wharf
#

we have btr-k in A3 ?

solid marten
#

kamysh

alpine tulip
#

Yes it is BTR-K

#

Not T, you know, the difference between T and K... Slightly different you know? Even K has more line

gray wharf
#

I totally didn't remember it was ever named BTR 😄

#

so yeah, nvm

solid marten
#

you’ve been ARMARED!

gray wharf
#

mom come pick me up, people are mean to me here

desert trench
#

is this just about the naming, or tracks not moving in MP since some network optimization with animations?

gray wharf
#

@frigid quail?

limpid rune
#

its the naming

#

btrs are wheeled

gray wharf
# limpid rune btrs are wheeled

The BTR-T (Russian: Бронетранспортёр-Тяжелый (Bronetransporter-Tyazhelyy), ‘Armoured Transporter–Heavy’) is a Russian heavy infantry combat vehicle, designed by the Design Bureau of Transport Machine-Building (Omsktransmash) state-run production association.

limpid rune
#

ah that explains the name then

#

but anyway - i assumed that was what the complaint was

gray wharf
#

same, but awaiting confirmation ^^

frigid quail
gray wharf
devout wave
#

It's kind of debatable, and if we were starting from scratch I might advocate for it to be called a BMP, but ultimately it doesn't really matter and there's 9 years of existing content that refers to it as the BTR-K. It's kind of late in the game to give a damn about it.

gray wharf
#

and that ^

frigid quail
#

True

#

It’s better to think it’s referring to the BTR-T as nex gen

#

That makes more sense thanks

uncut briar
uncut briar
#

Or am I mistaking it with the AA one thomp

gray wharf
#

no idea, and anyway not renaming so we can close the case 😄

frigid quail
#

Yes close the case

#

Just lots of btrs are wheeled

#

But that BTR-T proves me wrong

solid marten
#

BTR literally means armoured transporter, no reference to wheels or tracks, while BMP means IFV, again no reference to the wheels or tracks

gray wharf
#

the same way Peugeot is known to make cars, but they also make excellent pepper grinders 😛

near cedar
#

(e.g. the Marid meanwhile gets a MSE designation... What does that mean??)

#

(Most Squishy Enclosure?)

gray wharf
#

MarkSmEn edition

#

Most Suitable Engine 😄

vocal abyss
stone swift
#

It looks like new thermals broke nightvision on some maps ( including livonia) for winter months at darkest times

untold sky
#

the thermal changes didn't touch nightvision tho 🤔

stone swift
#

My bad thermals

untold sky
#

ah thats thermal vision

#

it might be that everything is just very cold

stone swift
#

But is it accurate that thermal can't distinguish thermal difference? What i would expect here is that bot would be bright as sun on somewhat visible terrain features

untold sky
#

I assume there is no difference :/

#

I need to check tomorrow. The terrain min/max temperatures were adjusted

#

24 november 2035 midnight on tanoa

stone swift
#

it hust looks like camera will not go below some threshold because even if will remove that bot environment would still be pitch black no matter how i look at it

untold sky
#

I suspect the temperature is negative

#

Please run ambientTemperature in debug console and send me the output

stone swift
#

[-4.33386,-4.33386,-4.33386] 24 november 2035 at midnight Livonia

untold sky
#

yeah thats it. @sterile nova terrain temperatures cannot be negative, thermals only work on 0-60°C range.

At negative temperatures, everything gets clamped to 0, so everything is same black temperature and you see nothing

sterile nova
fickle root
#

needs a hotfix

outer frigate
#

people whove never seen thermal complaining about thermal

#

i asked

uncut briar
#

The fact that you haven't doesn't mean that nobody did.

gray wharf
uncut briar
#

Who would have thought so, right?

outer frigate
#

oh no my role as a cas gunner has become more than just mindless point and shoot oh nooooooooo

#

me

gray wharf
outer frigate
#

does my split personality count as somebody else

gray wharf
#

look, it's not a vote to whoever asked or whatnot.
even if one single only lonely person asked, and BI deemed the request as valid, it's valid, period

#

the TI could use some improvements, they were provided
there is a drawback that is not out of reach of a hotfix, hold on for a while

outer frigate
#

ok whose fault is that? bi or the mod makers for not making sure their mods work in rc branch?

#

ok bro

#

its clear nobodys going to have a coherent conversation with you isnt it

gray wharf
#

how?
where are your tickets?

outer frigate
#

your feedback tickets for these fucked up gamemodes and mods

near cedar
#

speaking of thermals... seems there's a banding issue over the ocean

outer frigate
#

🅱️eport 🅱️he 🅱️ug

gray wharf
#

how is this breaking game modes (and mods) 😂

untold sky
#

I haven't heard anything about that?

outer frigate
#

oh nooooo a tiny team couldnt test every single aspect of your update 🥺

#

(stop bitching about shit if youre going to take no steps to help make it not shit)

untold sky
#

The red X was a incorrect display, it didn't break anything

gray wharf
outer frigate
#

what is flaming

regal nimbus
#

There was the busted 32 bit bug. Trouble is that everyone who could actually test the dev branch was running 64-bit :P

#

but the paid servers often ran 32-bit to save a bit of RAM.

outer frigate
#

average 32 bit user

#

ok then there's no issue using the legacy build, right?

gray wharf
near cedar
#

lamebait think_turtle

outer frigate
#

i thought you werent part of any team or server

#

it just seems like youre trying to search for problems where theres very few (that youre not actually mentioning ngl)

gray wharf
#

we get that
oh, game update, and a feature is broken, fine.

it doesn't mean that the update is shit, the game is entirely broken, etc etc
you report an issue, it can be fixed. think a bit, is BI willing to bother their players or to improve their experience?

so yeah, it's a pain, but don't take your frustration out on the first person that walks by

#

the flamebait warning above also applies to you.

outer frigate
#

(and use the legacy build in the meantime if its that much of an issue for you 😎)

maiden void
#

Cooperate than hate

gray wharf
#

then* 😛

#

(I mean, have you ever had group projects)

outer frigate
#

...?

livid sleet
#

Can you define your issues then?

gray wharf
outer frigate
#

hes not actually said thats the issue

gray wharf
#

true

maiden void
# gray wharf then* 😛

I mean its better to cooperate w the devs by reporting concerns and issues than hating the update

livid sleet
#

I mean I have pictures of what thermals looked like before 2.10 and uhhh.... I wouldn't exactly say they were even working

outer frigate
#

hes just come in here and gone i hate everything about <random feature> without describing what is wrong with it

gray wharf
#

the known issue is that at certain dates it's -5°C, but the thermals only range 0..60°C
hence something full black that shouldn't be

outer frigate
gray wharf
#

yep

#

top of the tower 😄

untold sky
#

I see one immediately yes

outer frigate
#

pahahahaha

sinful kettle
#

if it's taken during the day the tower being so bright (hot) is normal

untold sky
#

Thermals are no longer unrealistically totally OP.
Thats not a bug or issue, thats intended

outer frigate
#

ok because theres been a change to a feature youre so used to

gray wharf
#

just a change

#

a realistic one

outer frigate
#

...because its more realistic

untold sky
#

its how it always should've been

maiden void
#

Get used to change

outer frigate
#

arma is a milsim game not a roblox game

gray wharf
#

if the environment is warm, the person won't stand bright white in it

#

at night however… it's Christmas

outer frigate
#

yeah there is, the thermals

gray wharf
#

but only now

untold sky
#

Then you're playing a different Arma than I am.
Which yeah, fair. if you don't play Arma as a realistic game you may not want it to be realistic.. but.. Its still supposed to be a realistic game

outer frigate
#

and the night vision

#

omg ive just had a great idea

#

blinding people with ir lasers

gray wharf
#

oh sh—

outer frigate
#

hold on let me put this on the list of mods to make

#

this is a great idea

untold sky
#

:sadcat:

outer frigate
#

an authentic military experience as you make the same repeated war crime joke as your vehicle flips because you hit a rock

untold sky
#

The new thermals are still shit, but atleast alot better

outer frigate
#

maybe because you dont sit at a chair and computer in irl warzones

gray wharf
#

that's still the closest you get on the market, in that combat range

#

…and that still won't revert the thermals 😄

untold sky
#

If your only issue is that its more realistic and less OP now, then sorry, thats not a reason for us to change it back, because thats exactly what we wanted to achieve

gray wharf
#

yep, that's by design

outer frigate
#

no, because the difference of the heat of the building and the person isnt as great during daytime when the sun is shining on everything

#

set your time to night or a different time when the people are in the shadows

#

thats how thermal should be working and thats how thermal now does work

untold sky
#

There are lots of issues with the new thermals, but that one isn't one of them

outer frigate
#

could you see players through windows in the old thermal? iirc you could?

#

great you cant do that any more

#

which is realistic

livid sleet
#

Thermals in general are going to still be effective in open ground but in a large city it should be fairly difficult to spot infantry

maiden void
#

Indoor temp affects person’s temp?

gray wharf
#

that's called "moving the goalpost" and it's seen as bad etiquette

#

any other question or are we good?

outer frigate
#

peoples bodies clipping thru the walls isnt an issue with thermal either

livid sleet
#

It just will require a change in tactics based on your environment

gray wharf
#

okido!
yet even if we disagree, thanks for your concern about the game

maiden void
#

Q tho

outer frigate
#

oh no

gray wharf
#

NO

outer frigate
maiden void
#

In the recent update, does the building’s indoor temp affects the body of the person?

outer frigate
#

not as far as i can see

untold sky
#

No.
The main thing that changed was that sun now heats objects based on sun direction. (That was always supposed to be there, but there was a bug in code that broke it since it was implemented 😄 )

sinful kettle
#

but it should affect the temperature of other objects, because of shadow thonk

outer frigate
#

meh being able to actually see peoples blood through grass and shit is actually pretty nice so it has the kjw seal of approval 👍

#

(a very prestigious award)

livid sleet
#

If I may ask, what is ambientTemperature doing on the backend to calculate those temps? I assume its largely based time of year for the terrain's lat/long or is that something in the terrain config?

untold sky
near cedar
livid sleet
#

Ok good so if I wanted I could make a patch mod for the terrains I utilize until an engine/data fix is applied?

untold sky
#

What about it?
There is a bit too little variance in the grass, unless you have grass disabled there

outer frigate
#

...as well as manage to break the night sky when doing so

untold sky
#

Well I think there might be one near the center, but I'm not sure. Probably wouldn't notice it in actual playing

outer frigate
#

whats the range on that screenshot

maiden void
#

Very realistic

outer frigate
#

^

untold sky
#

Good, exactly as intended then

gray wharf
#

yep?

untold sky
#

I don't think I actually tested ghillies

outer frigate
#

good, more realistic now

maiden void
#

U can see the heat signatures tho

livid sleet
outer frigate
gray wharf
#

so, are you going to post a screenshot of every change you notice or accept that there have been changes?

#

ok

maiden void
#

Peace to us all thanks for the update devs

untold sky
#

The ghillie image should have more variance on the ground thermals.
But engine limitations mostly

alpine tulip
#

What did I read? 🤔

solid marten
#

You are right of course this is why arma footage is repeatedly used by news agencies who can’t tell the difference. Now could you please go away and let people post real issues so they won’t get lost among your whining?

fickle root
#

@untold sky once you said you would put on your list to do, adding illuminating under-barrel grenades (illuminating flares) to vanilla, since there are none. there are just those that indicate position that don't illuminate the surroundings, but only themselves

livid sleet
#

Well I guess this hack doesn't work anymore in 2.10. It was "working" previously and was an attempt to do some potential optimization on server/HC performance

// CAManBase init via CBA Ext EH
if (!hasInterface) then {
    (_this select 0) addEventHandler ['FiredMan', {
        params ['_unit','','','','','','_projectile']; 
        if (!local _unit) exitWith {deleteVehicle _projectile};
    }];
};

Seems the deleteVehicle call is now getting networked to all clients for the projectile, previously it wasn't and the projectile still behaved correctly.

main apex
#

We need every thing licensed guns and other things in arma 4

vocal plover
#

skill issue if you need a thermal bro

#

„5k hours“ needs a thermal to clear cities

devout wave
#

I don't think it's necessary to restart that conversation

gray wharf
vocal plover
deep widget
#

It was a subtle warning, don't flamebait.

vocal plover
#

oh me?

#

lol

#

kk

untold sky
fickle root
untold sky
#

It has been on the todo list since quite close to the games release

deep widget
#

This is a fine place for feedback, though FT is better as you dont get multiple conversations crossing over.
In general Feedback works best if its constructive.
You tell us an issue, how you got the issue and why its an issue for you.
Bringing up previous updates and issues that were unrelated didnt help.
cheers

untold sky
lean mica
#

So “Press X to Win” in 2.12 pls.

untold sky
#

yes but I have none :sad:

gray wharf
#

ye but then the other person might ^^

wind furnace
#

i think i'm really done with this game

#

Bye Bohemia

lean mica
untold sky
#

@lean mica sorry accidentally deleted your message.
Mods shouldn't need to adjust, we'll make a engine change that should fix it

#

Something must've gone wrong with steam updating my game, I still have the old temperature configs notlikemeow

vocal plover
#

why was i tagged

stone swift
untold sky
#

Dunno, but whatever issue was there is now fixed

stone swift
#

It from the start was not affecting all maps. Mostly those located in north Eurasia like BI Livonia and CUP Chernarus

untold sky
#

I could repro on chernarus winter, and fixed it there

stone swift
#

OK than

gray wharf
#

Stratis, 2035-07-06 (default date) 00:00:
road is warm, and heats a bit over time (or the thermals are calibrating)

#

2035-01-01, 00:00 - horizon banding (and nothing else visible because < 0°C but it's known)

outer frigate
#

is that a thermal monocular..?

#

bruh

stone swift
#

Don't want to be annoying but can i get an answer for this ticket https://feedback.bistudio.com/T163286 Will there be a solution for it or too deep inside engine? And for clarity i provide another name for it - No ammo sensor can lock beyond ObjectViewDistance, no matter what config settings for sensor say.

devout wave
outer frigate
#

since when did that appear on thermals thonk

outer frigate
#

shouldve gone to specsavers

gray wharf
#

twice you say that, on the third occurence I bring you in myself

outer frigate
#

i am actually the start of the arma 3 campaign

#

the S in CSAT stands for specsavers

dreamy bane
#

i have code in extension that causes buffer over run in the version function, if you guys are interested?

untold sky
#

Why would we be interested that you have a broken extension?

dreamy bane
untold sky
#

no there is none, if you are causing a buffer overrun then its you

dreamy bane
#

well i can show the code if you are interested then you can say what's wrong

gray wharf
#

my bet is on "no" 😄

dreamy bane
#

he's keeping us exited 🙂

lean mica
#

I think there are unlimited number of ways how to crash arma with corrupted dll.

Let me guess, you pass something unintended as plug-in version and engine does not sanitize it.

dreamy bane
#

what I'm doing is something I have done many times before but it doesn't work inside a DLL i guess. though i saw nothing wrong while debugging

solid marten
dreamy bane
solid marten
dreamy bane
#

everytime I use callextension the DLL gets loaded twice

solid marten
sinful kettle
#

yeah C++ is fine

solid marten
#

Do we have C# specialists here?

gray wharf
#

I did work with it for 4 years, but I wouldn't call myself a specialist no 😄

sinful kettle
#

I'm not a specialist but I guess it's due to .NET runtime refusing to let it go meowsweats

solid marten
#

doesn’t explain why it loads twice

sinful kettle
last jolt
#

In regard to the new thermals, with the goal of them being more realistic, has the addition of variable brightness options been considered?

untold sky
#

CLR will be loading the dll a second time, nothing we can do something about

real bronze
#

^

real bronze
#

you can also use plugins (unload/load assemblies, and have the extension drive them) (MEF like) kinda thing if you want to 😄

dreamy bane
sinful kettle
#

which version of .NET do you use?

dreamy bane
#

it has the "apply changes" button but the new code isnt read in

#

i can try it again later but I was already tinkering with it without any luck

#

sometimes i cant get even the debug break points working, like now... i wonder what part the .pdb file plays in this

#

or maybe that stuff doesn't work because there are two DLLs loaded

livid sleet
untold sky
#

thats fixed in tomorrows profiling

livid sleet
#

sweet

burnt fractal
gray wharf
#

yes

sinful kettle
#

just use C++

alpine tulip
#

Angara not commander variant has misaligned zasleh

sleek scaffold
regal nimbus
#

"the" inventory bug lol

untold sky
sinful kettle
#

In RVExtensionArgs I added another output.Append("_New") but it didn't work

#

I made another method called by RVExtensionArgs that printed to the console Console.WriteLine("test")

#

I couldn't change that console message either meowsweats

#

Debug build

west onyx
#

this change is not popular

#

Fixed: Incoming missile warnings were played through the radio instead of the effects channel - FT-T163245

#

this affects "ear plug" scripts which decrease effects volume, especially in noisy helicopters

#

so pilot when using ear plugs is not able to hear missile warning

desert trench
#

need to script a replacement 😛

#

cant see any easy engine based solution, do you @west onyx ? (other than the old state which isnt great either)

sinful kettle
#

I'd like to request commands for filtering objects quickly when the filter parameters are constant.
I can only think of class and side filters.
https://feedback.bistudio.com/T167261

Any other ideas?

solid marten
#

so pilot when using ear plugs is not able to hear missile warning
makes sense, no

#

Why do I have a feeling this has the same vibe as thermal overhaul? Turn everything down, and only listen to missile locks, sounds like an exploit

solid marten
west onyx
#

as a RL helicopter pilot you are wearing sound suppressing "ear plugs" too

#

and im sure military aircraft have important audio cues delivered into the headset

#

i think most arma pilots would be using reduced Effects volume

solid marten
west onyx
#

earplugs? yea i think basically fade sound

solid marten
#

so what is the solution?

west onyx
#

long term (2.12) i think piping it through radio was fine

#

short term, community will adapt

#

grabbing file path and duplicating the warning thru playsoundUI if the effects volume is low

sinful kettle
west onyx
#

i think it worked fine before, or at least it wasn't a common feature request or source of frustration. i disagree with changing source based on helmet/radio, i think its just adding complexity to something that just worked fine

west onyx
#

on my end, I will just detect the "earplugs in" state and play the duplicate warning if so

solid marten
#

(or has radio)
Dont think this is relevant, in vehicle radio has nothing to do with the radio

#

I like the helmet idea though

west onyx
#

yea flight helmet

solid marten
#

yes

west onyx
#

not sure if helmet classes get that fine grain tho (is there anything in config which distinguishes?)

#

i might do the same for duplicate warning, play over radio if they have a flight helmet

solid marten
#

how about we play it through effects, unless effect vol is lower than radio vol then we play it through radio?

west onyx
#

whatever is easiest to implement 😄

solid marten
#

that would be the easiest

west onyx
#

sounds good (pun intended)

solid marten
#

Now we need to test it

untold sky
# dreamy bane RV

Yes that won't work.
Function editing works by (often, not always) copying the function, and putting the new one into a new place, and redirecting all references to point at the new function.
But, Arma only gets the address of the RVExtension function once when the plugin is loaded, it never notices if the plugin changes its own function address (because normally thats not possible)

Put all your code into a sub function that you call from inside your RVExtension function, and it should work

sinful kettle
#
public static int RvExtensionArgs(StringBuilder output, int outputSize,
        [MarshalAs(UnmanagedType.LPStr)] string function,
        [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, int argCount)
    {
        outSizes[1] = outputSize;
        if (!hasConsole)
        {
            AllocConsole();
            hasConsole = true;
        }
        foreach (var arg in args)
        {
            output.Append(arg);
        }
        Test();
        return 0;
    }
    static public void Test()
    {
        Console.WriteLine("{0}, {1}", outSizes[0], outSizes[1]);
    }
#

I update the Test method and change the output (e.g. "{0}, {1} update")but it doesn't work

daring wagon
untold sky
sinful kettle
untold sky
#

Default settings should allow for it

sinful kettle
#

yeah those are default. I just changed output type to "Class Library" and added WIN64 to the Conditional Compilation Symbols

untold sky
#

I'll maybe test it in a few hours, I have some workaround ideas that may work

dreamy bane
#

maybe it's the two DLLs that confuses the hot reload. having difficulties to get debugging working also

untold sky
#

My visual studio doesn't even let me edit

Severity Code Description Project File Line Suppression State
Error ENC2018 Changes made in project 'ArmaExtensionTest' require restarting the application: ArmaExtensionTest O:\dev\ArmaExtensionTest\Class1.cs 18 Active
Error ENC0097 Applying source changes while the application is running is not supported by the runtime. ArmaExtensionTest O:\dev\ArmaExtensionTest\Class1.cs 1 Active

#

A proxy DLL should work?
Make your C# DLL load another dll that has RVExtension export, and let it forward all the things.
As the second one is not loaded from unmanaged code, that should be editable :harold:

#

I see the person who wrote the wiki makes the same typo's as I do

west onyx
#

on the topic of audio @solid marten in the audio options there is a "Map factor" slider ... is there a way to access this value in sqf?

#

thinking that this would be a good "earplugs" factor for earplugs script

vocal plover
#

whoever made the thermal update thank you very much

#

you single-handedly fixed warlords

#

goat developer 🙏 🙏 🙏

sinful kettle
vocal plover
#

basically esp

#

since theyre trash now warlords is pretty good

outer frigate
#

you just kicked ass if you had thermal before

#

...which was not intended

untold sky
gray wharf
#

but nothing related to an opened map?

vocal plover
#

hey i have arma 3 feedback

#

how about adding a 60 rounder mag for the mk-1

#

emr

untold sky
vocal plover
#

i would be very happy if my feedback gets taken int account 😃

gray wharf
#

answer:

#

no

vocal plover
#

why 😠

sleek scaffold
# solid marten a bunch of videos at the end of that link, what is it

This one, at this specific time: https://youtu.be/a7FLyLSqhN8?t=99

TCs plays in the Uncle Games against each other. All hail Uncle. Enjoy this video of this event made by Zapper and Stormhammer.

The Cooler Server is an Arma 3 group. Apply here:
https://www.thecoolerserver.com/

TWITTER: https://twitter.com/darkliberator
FACEBOOK: https://www.facebook.com/DarkLiberatorZone
TWITCH LIVESTREAM: http://www.twitch...

▶ Play video
devout wave
# vocal plover why 😠

I can't shake the feeling this suggestion was not made in good faith, but just in case:

  • it's not realistic; 60 rounds of 7.62 would be huge and I've never heard of such a thing for a DMR
  • it would require a new model, which is highly unlikely at this stage of development
  • it doesn't fill a necessary gameplay role
  • it would require conversion of the Mk-I to the magwell technology, which is blocked by the fact that it shares a magazine with several other guns, a problem which is too complex and too non-backward-compatible to solve now
  • in summary: too much work required for little to no benefit
hallow sun
sleek scaffold
hallow sun
sleek scaffold
# hallow sun Never played SP 😆 I think that can happen if you disable simulation on crates (...

https://feedback.bistudio.com/T61518 the issue has been here since the beginning. In the video you can see that players could not pick up from weaponholders and crates while I have experienced the issue when picking items from deadbodies. I remember some dev saying it was a locality issue so perhaps the container/body could be made local to the player who used the addaction first. The downside is that no other players could look at the container while the first one is still there... Don't know how more modern games such as reforger solves the "locality" issue but there must be a solution

vocal plover
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"- it doesn't fill a necessary gameplay role"

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literally a razor

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best gun in the game should get justice by getting a 60 rounder

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" I've never heard of such a thing for a DMR" bro you live in 2035?

sinful kettle
#

if you want it that badly just make it yourself blobdoggoshruggoogly

vocal plover
sinful kettle
#

no. can't do that one

devout wave
#

"I really like this gun" is not typically good enough reason for the devs to give it a massive unrealistic buff, especially at a stage of development that means the required changes are not practical. Nothing gets new models at this time and getting existing models changed is a rarity.

sleek scaffold
hallow sun
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And containers were always created by the server (dedicated)

sleek scaffold
sleek scaffold
vocal plover
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i would buy the same model just reconfigured for mk-1 emr

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20 dollar ldc

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dlc

devout wave
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I don't have anything I can say in response to that. Please don't misunderstand that as you having convinced me it's a reasonable suggestion; it's just that I can't find a way to express how stupid this conversation is.
Lou's already told you the answer, I'm just trying to explain why that is the answer. If you don't want to accept it, well, that's unfortunate, but it's very unlikely to change.

fresh hawk
vocal plover
#

the mk1 emr is the best weapon in the game a 60 rounder would unbalance the game even more

sleek scaffold
muted harness
lean mica
vocal plover
#

its just a thermal nerf

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skill issue if you cant play without it

gray wharf
#

@lean mica @vocal plover should I remind you again not to flamebait or is it going to be ok from now on?

vocal plover
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yessir

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ok now

real bronze
#

it looks alot better, just needs some tinkering, but it's hard because you just have to experiment with values randomly 😄

gray wharf
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good, thanks

muted harness
#

I don't think any of you play as infantry , you mostly play in tanks or jets

vocal plover
lean mica
vocal plover
gray wharf
muted harness
#

I'm not waiting for you to comment about it, I raised an issue here and really need a dev response not yours

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either they can say we will keep it or we will change something

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if this place is not for giving feedback , just letus know and we will leave to somewhere else

gray wharf
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it will be kept, most likely tweaked

muted harness
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ok that's all what I needed to hear

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thank you

muted harness
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for me no more play 🙂

gray wharf
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and this channel is mostly about the feedback tracker, even though some feedback conversations can happen (as here)

muted harness
#

that wasn't conversation that was a way further than that

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don't want to make it arguing now

lean mica
gray wharf
#

I hate to be that guy, but yeah, keep it civil - again

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(I actually don't)

vocal plover
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yo does official warlords server have rules?

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or nah

gray wharf
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Wheaton's Law as usual

vocal plover
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mkay mkay

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so ragdolling people with ifrits then finishing them off when theyre in the animation is okay

sleek scaffold
#

Well I am sure the devs will always apretiate constructive feedback and grounded suggestions. The new system is to stay because it is far more realistic but that doesn't mean it cannot be further tweaked and refined. I am sure lots of dev time went into it and for good reason. Now you can have balanced operations without needing to ban the usage of thermals during missions.

vocal plover
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climate change night is hot bro

sleek scaffold
#

Now that is great feedback. I am 100% sure that the new thermals will still get some love from the devs because they are kinda obsessive perfectionists. It is pretty hard to get them to start but once they do then you can be sure it is going to be as best as the engine can support

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Also don't throw jokes randomly at the devs because they take everything very seriously!

west onyx
west onyx
#

or some displayCtrl that can be got without opening the options menu

untold sky
#

It also appears that various terrain objects are hotter than or as hot as a human body in the middle of the night.
That is mainly because Arma thermals don't work with temperatures, they never did.
Everything is just a +/- offset from ambient.
In winter body temperature is like 20°C, in very hot summer body temperature is like 50°C. Its all a mess. And because the contrast was fixed with histogram equalization (which basically every thermal imaging device has, but Arma didn't have) it made all the old bad things obvious and visible now

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Another thing, I noticed the head mounted uncooled thermal/nvg goggles produce the exact same image and clarity as a 65+ pound
We added new options to control thermal noise and sensor resolution, but we are not using them in vanilla content, partly to not nerf/change them too much, and also because they are 2035 year futuristic equipment

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Yes the grass and foliage are definitely too hot.
Problem with toning them down is that it makes the thermals too OP and unrealistic again because humans and vehicles will stand out too much

We tried to improve what we could, but there are also huge limitations because we couldn't just fully rewrite the thermal system, it still has a majority of its flaws, just the contrast improved (which mainly makes it not be totally broken in winter times where previously everything was pure black with just white dots in it. The brightness previously was smashed in a 5-20% range of your total brightness. Now its spread out over the full 100% black to white range) which made these flaws more obvious

gray wharf
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my question is, is a hotfix planned to address the most obvious issues?

untold sky
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ye

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We have thermals broken in negative temperatures, linux not detecting cpuCount correctly, and epilepsy and game crashes on intel integrated graphics

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I can reproduce the strobing on my laptops integrated graphics, so I can probably get it fixed soon notlikemeow

west onyx
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the more nerfed thermals, the better

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long ago i experimented with lowering view distance when in thermal

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we didn't have the tools we do now though, like "getOpticsMode"

vocal plover
untold sky
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Seems we have a fix for the epilepsy, prof v2 next week probably

gray wharf
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btw, has the audio tails system been touched in this patch?
I feel like assault rifles are not "blasting" my ears indoors (but handguns still do)
it might be just me misremembering though 🙂

untold sky
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there were audio changes but none that should be noticable

gray wharf
desert trench
solid marten
#

you want to override it?

solid marten
#

What’s going on today?

sinful kettle
#

It's the international spammers day. Didn't you get the memo?

desert trench
solid marten
desert trench
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here or via FT ticket?

civic quest
solid marten
desert trench
#

roger. will do

lean mica
lean mica
gray wharf
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ur mum, HAH !

vocal plover
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flamebait

odd tide
devout wave
#

The extended options are config things that mods can use, so if you want to make vanilla NVGs crunchier you can make a mod that tweaks those config options. They've chosen to not do anything with those options for vanilla items in the vanilla game, but they still exist and can be applied through config mods. I'm sure ACE is turning down the resolution on everything as we speak.

livid sleet
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I've yet to figure out how to use them because my config fu with PP effects is not up to par yet but I'm sure once someone utilizes it or an example is posted I'll figure it out

uncut briar
#

I'm sure ACE is turning down the resolution on everything as we speak.
Not really.

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Contributions welcome 😉

desert trench
solid marten
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wouldn’t it be better to override and never play it?

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I suppose override could include volume but apart from setting it to 0 to mute what other useful things can you do with it? might as well just make it bool, true don’t play otherwise play as normal

west onyx
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if we are asking willing dev for script commands ... "nearestSimpleObjects"

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so we dont have to (allSimpleObjects []) inAreaArray [_pos,50,50,0,false]

desert trench
daring wagon
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I would like to request a new command that gets all triggers present in a scenario. Right now it seems allMissionObjects "EmptyDetector" is the only way, but this command is really slow.

Result:
0.772201 ms

Cycles:
1295/10000

Code:
allMissionObjects "EmptyDetector" 

For comparison

Result:
0.0008 ms

Cycles:
10000/10000

Code:
allUnits
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so allTriggerswould be appreciated. Let me know if you want me to create a ticket.

sinful kettle
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if you only have a few objects you can also do:

63 allObjects 0 select {_x isKindOf "EmptyDetector"}

but it's still slow meowsweats

solid marten
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lemmie see if triggers have collection of their own, if so allObjects could be improved

sinful kettle
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like instead of returning thousands of smoke puffs belonging to 1 smoke source, it just gives that 1 smoke source meowsweats

solid marten
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dunno need to look

sinful kettle
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I noticed something weird. it seems that wind is "lagging behind" on actual wind value thonk

sinful kettle
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so either smoke is broken or wind is

gray wharf
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or your PC

sinful kettle
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here's a video of the problem

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initially the smoke and wind are both going at +10 m/s in +x direction

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then I use setWind to change the wind to -10 m/s. but the smoke particles are going "ahead" of the wind and quickly reverse direction before even the wind does thonk

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the 3rd watch field shows: [smokeVelocity#0, wind#0, smokeScale]. notice the discrepancy between the 1st and 2nd values

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the smoke has already reached ~ -10 m/s when the wind is still at ~ +7 m/s

gray wharf
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TMI on that screen, really >.>

sinful kettle
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even values don't matter. just the signs. in this picture both are + (wind and smoke both going at 10 m/s)

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now one is - the other + (wind is at 7 m/s, smoke is at -10 m/s)

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to repro:

lastPP = [];
lastPos = [0,0,0];
particle = objNull;
createVehicle ["SmokeShell_Infinite", getPosATL player];
setWind [10,0,true];
onEachFrame {
    lastPP = pp; // backup last particles
    pp = 63 allObjects 3; // new particles
    if (isNull particle) then {particle = (pp - lastPP) param [0, objNull]}; // if particle is deleted, pick a new one that was created in this frame (shortest age)
    _pos = getPosWorld particle; 
    _vel = (_pos vectorDiff lastPos vectorMultiply diag_fps); // calculate particle velocity
    if (!isGamePaused) then {lastPos = _pos}; // update last velocity
    hintSilent format ["V_par: %1, V_wind: %2", _vel#0 toFixed 1, wind#0 toFixed 1]
};
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I'm gonna guess the particle is broken

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it seems that the equations are not accurate. I think they just increment the value and then cap it by max wind.

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if so there's no need to fix it if you guys don't want. but at least give us a getter command for maxWind

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and maybe other commands for "weather forecast"

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or just one command for all weather forecast stuff meowsweats

sinful kettle
#

btw @solid marten I noticed something weird. 63 allObjects 0 returns terrain objects as well (lamp posts)
can they be removed or at least be moved to another flag please?

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e.g. on Altis I get ~2814 terrain objects

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code: (warning: it's slow)

_t = nearestTerrainObjects [[worldSize/2, worldSize/2], [], worldSize/sqrt 2, false, true];
_m = 63 allObjects 0;
count _m - count (_m - _t)
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I had noticed that before but it didn't seem like a huge problem, because I was testing on Stratis. I didn't realize it could return ~3000 bogus objects meowsweats

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but right now on Altis it takes ~2 ms which is not acceptable for my use case

solid marten
sinful kettle
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not returning terrain objs meowsweats

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only mission objs

solid marten
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they are not in slow and very slow

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use getterrainobjects

sinful kettle
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getterrainobjects?

sinful kettle
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it shouldn't return terrain objects

sinful kettle
#

around 2800 objs on Altis, ~200 on Stratis

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examples:

unborn acorn
solid marten
unborn acorn
#

setTerrainHeight changes players map on execution, is it possible to extend the hideObject command when terrain object is removed so its marker is also be removed?

solid marten
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setTerrainHeight changes players map on execution
how?

unborn acorn
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or is it 'other' and doesn't apply to terrain objects markers?

untold sky
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objects != heightmap

sinful kettle
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(only for allObjects 0)

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it would be faster than checking that myself in SQF meowsweats

solid marten
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what kind of filter, show me sqf

sinful kettle
#
params ["_flags", "_type"];
_ret = [];
if (_type == 0) then { // filter out terrain objects from slow objects
  {
    if (_flags findAny (_x get "flags") >= 0 && // flags match
      {!(_x get "isTerrain")}) then  //not a terrain object
    {_ret pushBack _x};
  } forEach getGameObjects _type;
} else {
  // other object types (normal, fast, etc.) is like before 
};
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that's incorrect but I guess you understand it meowsweats

solid marten
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so you want allObjects - allnearedtterrainObjects?

sinful kettle
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yeah

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but I think it only needs to be checked for slow objects 0

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other types seem to work fine thonk

solid marten
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I’ll have a look how it works can’t remember everything off the top of my head

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you mean terrain objects do not exist in >0 what about left arg?

sinful kettle
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left arg is 63

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didn't check others

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there is no flag for terrain object as far as I see:

1 - Primary - Normal object placed in Visitor, part of landscape
2 - Network - Road placed in Visitor, part of landscape
4 - Temporary - Temporary object (like tracks)
8 - TypeVehicle - Some entity added by game
16 - TypeTempVehicle - Temporary entity
32 - LandDecal - Land decal
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oh wait. I guess visitor is terrain only? meowsweats

solid marten
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maybe use -1 for the right one

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well try it first

sinful kettle
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there's a -1? meowsweats

solid marten
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not yet

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try excluding visitor first

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62 allObjects 0

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what you get?

sinful kettle
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huh. yeah it works meowsweats

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so visitor stuff are terrain meowsweats

solid marten
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you owe me a crate of beer for emotional distress

untold sky
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Visitor is the name of the ooooold terrain editor

sinful kettle
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yeah but I always thought that in the game, Visitor means the part of the game that creates objects meowsweats
because nearestObject also says it needs visitorID but it works with mission objects too

hallow sun
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Biki broken atm ?

sinful kettle
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yes

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use COMREF

hallow sun
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Yup, already on it. Thanks for the answer 🙂

solid marten
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not particles

gray wharf
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setPosed objects?

sinful kettle
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I tried every object I could think of (projectiles, particles, sounds, etc.). nothing is 4. there's nothing on any terrain either

solid marten
west onyx
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while on topic of collections ... is there a collection for vehicles belonging to a group

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wanting to get all vehicles belonging to a group

solid marten
solid marten
west onyx
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created

gray wharf
west onyx
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lol

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closed because this one exists

solid marten
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allVehicles <group> with possibility to add other arguments later?

gray wharf
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smells like an array :p

solid marten
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but it is group can have a bunch of them

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i dont like assignedVehicles because it is misleading

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allVehicles <side> in the future?

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allVehicles - transport obviously

gray wharf
gray wharf
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now if allVehicles is only "crewable/getin-able vehicle", I can go with it (vehicles returns weapon holders as well 😬)

devout wave
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I think allVehicles would be misleading. It and vehicles would have basically the opposite roles to what you would expect.

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assignedVehicles is fine imo, even with a side expansion (or at least the alternatives are mostly worse). Vehicles sort of have to be "assigned" to a side - by having someone in them - otherwise they're all just civilian by default, so it kinda makes sense

gray wharf
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I believe nullary commands cannot be unary
unary & binary is possible iirc

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why we don't have allUnits and allUnits west for example

solid marten
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Vehicles sort of have to be "assigned" to a side
no, they dont and this is mighty confusing

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they called assigned because unit is assigned to them AS role. so assigned vehicle is not vehicle assigned to unit but vehicle unit assigned to

sinful kettle
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addedVehicles 😅

gray wharf
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vehiclesThatThisSpecificGroupCanUse

solid marten
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yes better but this is waste of command, if we have to add one might as well be expandible

gray wharf
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also, a vehicle can be shared among multiple groups, right?

solid marten
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dunno, added vehicle exist in group collection, need to test if several groups can reference the same vehicle

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AFTER we decide on the name so I can test the getter

sinful kettle
#

Btw is the opposite possible?

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As in getting the groups a vehicle belongs to?

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allGroups _veh

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And then allGroups _side for the future 😉

solid marten
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need to check if veh keeps ref

#

i’d expect no but who knows

sinful kettle
gray wharf
# solid marten need to check if veh keeps ref

there was an issue in A1 iirc where a vehicle that had a crew member of a certain side would "keep" this side, and enemies would fire at it, even empty and them not knowing the original unit

solid marten
#

Sooooooooooo?

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allVehicles?

dreamy bane
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allTransport?

solid marten
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better

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Just checked vehicle does keep track of the group it is added to but only last group, so it can be added to several groups but will only relate to the last group

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what a mess

dreamy bane
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assuming it wont include static weapons?

sinful kettle
gray wharf
solid marten
#

Almost dont wanna touch it

gray wharf
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I get the feeling

solid marten
#

smells rabbits

west onyx
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make “vehicles” also unary

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vehicles _grp

west onyx
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ahh

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corrected again 😁

real bronze
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nular commands don't even exist in parse time either (afaik?) it's just an ident that is checked later at runtime if it's a nular cmd or not (why not parse time? :D)

sinful kettle
#

is it ncmd1 bcmd2 _var?

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or ucmd1 ucmd2 _var?

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you can't resolve that expression hence nulars can only be nulars