#arma3_feedback_tracker

1 messages Β· Page 27 of 1

fickle root
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but other helis and one single jet (buzzard) have no get out animation and AI can fire as long as they want, you still can get out

untold sky
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I thought you just meant that the animations are so slow, that you usually get shot dead before you're done exiting

fickle root
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I found out that it has nothing to do with damage to the vehicle itself, since when I "player allowDamage false", I still can get out, even where get out animations present

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so in my understanding, it has something to do with damage the player gets per second

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depending on vehicle, on which part of it and with what you shoot at it, you still can get out

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so like if I shoot with max 7.62 mm on Caessar civilian plane, I still can get out, despite the get out animation.
but if I shoot at it with 12.7 mm, the get out anim restarts each time a shot is taken by the plane.

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for jets and helis I need at least 20 mm (Nyx autocannon) to interrupt/make the animation restart

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haven't tried on quad bike. probably something like 5.56/5.45 mm should be enough for the get out anim to restart

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so I think, that the only way to fix it, would be to completely remove the get out animations (where present), since most of ground vehicles, most of helis and 1 jet (buzzard) don't have them and it works just fine, like in A2

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and if BI want to "simulate" that time is needed for somebody to get in, it's 100% possible to make it like in Squad, where you don't have get in animations, but when you press to get in, there is a little "clock", that indicates how many sections of it are left, before you're inside.
this "clock" is already present in Arma, when you hold space to revive or in order to do other stuff as well. And if space button is released before clock has finished - action gets canceled.
I think it's a very clever way doing so.
Hope that in next Arma it will be like in Squad.
Since get in/out anims take a lot of time to record and implement, but don't bring anything to gameplay at all.
Time/efforts/$$$ could be better spent on something more important.

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same problem with blackfoot, hellcat, orca, caessar and quad bike
https://feedback.bistudio.com/T148491 List of helicopters/planes where it's impossible to get out when under armor fire, due to get out animation and DPS (damage per second) to the player

fickle root
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had to ask a player of our server to use just 20 mm Nyx autocannon and fire really slowly, so that there is some time between each shot fired, so one can clearly see in the video that the get out anim restarts on each shot received.
and the player also had to shoot right under the cabin of the jet, so I got enough damage, so the get out anim would restart on each shot.
If it would have been a 30/40 mm APC cannon, or even Cheetah/Tigris, the player shooting at me, could have aimed at any part of the jet for the get out anim to restart on each shot, but then I couldn't have recorded it, since the rate of fire would have been too high and one wouldn't have seen, that the get out anim restarts on each shot received.

fickle root
sterile nova
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@fickle root I already told you to test that get out thing without 3rd party scripts/mods...

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neither I or anyone from QA was able to reproduce it on vanilla arma

fickle root
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@sterile nova I tested it on a dedicated server in virtual reality Zeus 16+2 Master Virtual Reality (NATO).
It's a BI 100% vanilla mission with 0 scripts.
Do you want me to record a video of that?

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Please, give me a example on which jet/heli you have tested, with what you have fired at it and most important at which part of vehicle yuo have fired, while the other person was trying to get out

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If it was a jet and you have used something less than 20 mm Nyx autocannon - fail - you still can get out, since not enough damage.

If you have used Nyx autocannon, but have fired at the tail or middle section of the jet - fail - you still can get out, since not enough damage.

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the person shooting at a jet (wipeout) with 20 mm autocannon must shoot exactly under the cabin of pilot, so there is enough damage to the player for the get out anim to restart

sterile nova
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tried AH99 and ZSU39

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the person shooting at a jet (wipeout) with 20 mm autocannon must shoot exactly under the cabin of pilot, so there is enough damage to the player for the get out anim to restart* if thats true, then its really minor issue and proposed solution is completely inadequate

fickle root
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it was done so I could record it on video

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I will record it with Tigris and Blackfoot then

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on BI 100% vanilla mission

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it's same effect

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has nothing to do with our mission

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don't forget, that AI is always shooting at where you're seating - the cabin and never at the tail or middle section of jet/heli, provided AI AA is left, front or right from you, of course!

fickle root
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We used only 20 mm cannon, so the vehicles concerned didn't explode, so I could record a video.
And as 1x20 mm cannon is not as powerful as 2x35 mm from Cheetah/Tigris and can't do enough damage when shooting at tail or middle section of the vehicle, we had to shoot under the cabin, where the player is seating

fickle root
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same applies to all vehicles listed in my ticket

fickle root
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if you guys are thinking, that the problem with missing smoke as commander and missile warning sound is also related to our custom mission, I can record a million of videos on your own missions, with 0 scripts involved, if you don't believe me

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I just want the only game I've been playing since 2001 to be as polished/good as it can get and I don't mind spending months on searching for bugs, finding ways to repro them 100% for everyone, if it can help you in fixing them

untold sky
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reyhard already said that has been reported in the past.. so..

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noone thought that

fickle root
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if it can't be fixed with a work around, because of how it's done in engine, then well, we will wait for next BI title.
But if there is a way to fix it, it should definitely be fixed, as much as possible. May be it won't be perfect, but at least eliminate as many problematic cases as possible, if possible

untold sky
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It would be pretty low on my prio list.
If its engine issue then see what KK might say, but there are more pressing issues really

fickle root
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I regret, that I've been playing A2 until 2018 and only then have switched to A3, when physix got more stable, sound engine replaced + visual face-lifting + DLCs that finally added enough content to choose from.
If I would have started to play A3 in 2013 and would have continued, I would have reported a lot more stuff and much much sooner, when A3 still was played the most, like 2013 + 2014.
I understand, that now most of knowledgeable BI team members are working on next title and not many of them are left to continue the maintenance of A3, but I'm still willing to help anyways, as much as I can, with hope, that as many bugs as possible will be fixed.

untold sky
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CfgVehicles class has entry icon = "iconManEngineer"; role = "Sapper"; for I_engineer_F

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They are seperate icons and should stay seperate. The only bug I see is why its not displaying both icons

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team leader is a role?
That is already indicated by the ordering in the unit thingy, so.. doesn't really need a icon

desert trench
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texture = "#(argb,8,8,3)color(0,0,0,0)"";";

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p:\a3\structures_f\civ\constructions\data\scaffolding_mlod.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_build_lod3.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_build_metal.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_shed_lod3.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_shed_lod3_f.rvmat
p:\a3\structures_f\ind\fuelstation\data\destruct_full_a_fuelstation_build_metal.rvmat
p:\a3\structures_f\ind\fuelstation\data\destruct_half_a_fuelstation_build_metal.rvmat
p:\a3\structures_f_-_Copy\civ\constructions\data\scaffolding_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_1i1_metal_plates.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_1l1_lod3.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_2l_metal_plates.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_3i2_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_01a_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_01b_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_03b_metal_plates_2.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_05_mlod.rvmat
p:\a3\structures_f_enoch\commercial\fuelstation_03\data\a_fuelstation_build_metal.rvmat
p:\a3\structures_f_enoch\commercial\fuelstation_03\data\a_fuelstation_shed_lod3_f.rvmat
p:\a3\structures_f_enoch\industrial\houses\data\housev2_03_metal_plates_2.rvmat
p:\a3\structures_f_enoch\industrial\houses\data\housev2_03_mlod.rvmat
p:\a3\structures_f_enoch\military\airfield\data\mil_controltower_mlod.rvmat

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in case anyone is brave enough to rebin all these

untold sky
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p:\a3\structures_f_enoch\military\airfield\data\mil_controltower_mlod
_mlod? πŸ€”

p:\a3\structuresf-_Copy\civ\constructions\data\scaffolding_mlod
structuresf-_Copy ? πŸ€”

desert trench
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_mlod is for last LOD i believe

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the copy folder shouldnt by me as arma3p extracted it

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hm from 22th actually. not sure what happened there. our build pipeline is automated

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anyhow unrelated to the rvmat issue

untold sky
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Well. Bug reports go onto the feedback tracker, not into this channel.

trim acorn
untold sky
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@trim acorn bluetooth headset connects via USB?
Did you try without it?
Crash is in rendering, maybe something bad with video drivers, but yours look current

trim acorn
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Well, the bluetooth headset is connected via a usb powered... circle thingy... but I’ll be sure to check it out. I’ll also double check my drivers later

fickle root
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https://feedback.bistudio.com/T148667 List of weapons with mag visually missing when spawned on ground in editor
Note: only Rahim 7.62 mm and MAR-10 .338 have their mags visually present - see last screenshot link

When you take the weapon in hands -> it visually has the mag.
When you drop the weapon on ground -> it visually has the mag.

I myself respawn without backpack, vest etc. So I have 0 ammo for any of weapons spawned when I take them in hands.
But when I take them in hands, mag or rocket is instantly there, the one, which comes attached to the weapon by default, despite it visually missing when spawn on ground.

untold sky
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Do the guns on the ground actually have a mag in them? And it doesn't show? Or do they just have no mag?

fickle root
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weapons have mag visually, once you take them in hands, and mag remains also visible when you drop weapons onto the ground

untold sky
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I mean. If you take them in hands it will also load a magazine if you have one in inventory

fickle root
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I had nothing in inventory, weapons have only 1 mag, that comes attached to them by default, but 99% don't have it, visually

fickle root
civic wren
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Yep... when the reload animation starts with the removal of the empty magazine it magically sends it forward so that the charging animation works too btw... Good catch

fickle root
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https://feedback.bistudio.com/T148615
CMR-76 6.5 mm charging handle collides with shells ejection plate texture, going in rear position when mag empty + handle should not go in rear position when mag empty

fickle root
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https://feedback.bistudio.com/T66117#2018869
Please, finally fix the charging handle from moving on each shot like a jackhammer on TRG-20, TRG-21 and TRG-21 EGLM, since it doesn't need to be moved/touched even once/ at all, because there is a "button" you can press instead, behind the mag itself, after loading new mag, before shooting.
See video proof attached.
And the charging handle should also not go to rear position when mag empty, but stay in front position!

fickle root
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https://feedback.bistudio.com/T148679
Mk20, Mk20C and Mk20 EGLM charging handle should not move on each shot like a jackhammer, but only once, after loading new mag, before shooting
See video proof attached.
https://feedback.bistudio.com/T148682
Navid 9.3 mm charging handle should not move to rear position when mag empty, since HK121/MG5 charging handle does not
See video proof attached.
https://feedback.bistudio.com/T148683
LIM-85 5.56 mm charging handle should not move to rear position when mag empty, since M249 charging handle does not
See video proof attached.
https://feedback.bistudio.com/T148686
Mk200 6.5 mm charging handle should move on each shot, since Stoner 99 LMG charging handle does
See video proof attached.

untold sky
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It shouldn't because this other gun doesn't do that

It should because this other gun does too

What kinda bug report is that?

fickle root
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It is exactly how I named the tickets, because of exact problems present with each of weapons tested.
Nothing wrong with this.

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In case you don't know, the weapons that I'm refering to, are the real counterparts of the ones present in game. So...

untold sky
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The closest counterparts. They are still fantasy non-real weapons

fickle root
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If you check videos attached to tickets, you will see, that specific weapons the tickets are about, look 100% same as their real counterparts. Not just close enough.

rapid wing
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imho they based on real gun so yeah , its just realism and accurate presentation

sterile nova
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mags are not visible on ground models due to mag proxies

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I don't think it's going to be fixed

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a3\weapons_f_contact\data\dummyitem_muzzleantenna_02_f.p3d: No geometry and no visual shape - thats false positive rpt log - there is plenty of them in game. It could be disabled since it doesn't serve any purpose

rapid wing
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so far if you got loaded mag then it should be on ground even with mag proxy

fickle root
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reyhard but on Rahim and MAR-10 mags are visible on ground

rapid wing
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i think this is Eden limitation? due of mag proxy

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because if you do it manually you get the mag with the weapon

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those guns that have it , dont have the mag proxy

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so thats why

fickle root
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Also concerning the antenna thing, it's not a simple rpt message, since it's also the same message I get on screen, when I try to spawn this antenna thing in editor.
So I have golden/yellow square on the ground, but no object visible, which confirms the message that pops up

rapid wing
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previously when mag proxies didnt exist , all guns had mags in them

fickle root
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It's not game breaking with mags, but I felt I had to make a ticket about this.
Otherwise, most of the time you take weapon from dead body, ammo crate or via arsenal.
So when you have it in your hands and also when you drop it, it will still have the mag visually

sterile nova
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@fickle root they don't have mag proxies

fickle root
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I understand this, now. There is more important stuff to fix.

sterile nova
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and how are you trying to spawn it?

fickle root
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I selected in editor weapons section and you have it on the ground, so you can take it right from there when you spawn a unit as well

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Not spawned via console and not placed via mission file

sterile nova
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You are running game without contact?

fickle root
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I have all the DLCs

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But yes, not launching via contact button

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Just play button

sterile nova
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Can you test it with Contact enabled?

fickle root
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You're talking about antenna or mags?

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lol, launched contact, I have the antenna visually.
relaunched "without" contact, simply by clicking on "play" and now also have it visually in the normal/vanilla editor.
but was not visually there and with the error message before.
i never pressed play contact button since Contact release

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is it same like in A2 CO, where you had to launch A2 prior to OA, so there was no message about Chernarus, BTR-90 and other stuff missing?

sterile nova
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Nah, now I know those are just 2 files which weren't copied to Enoch folder when platformization of ESD happened

fickle root
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so "bug" or no bug?

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otherwise I can ask to close the ticket

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or reuse the ticket for another bug, by changing its title and content

sterile nova
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Changing name would be best

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no visual shape is false positive message but *Cannot open object * is not

fickle root
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oh and another thing!
it was saying SD Experimental Antenna (390-500 MHz) in editor, before I launched Contact.
after launching Contact and relaunching vanilla, now it's saying Spectrum Device Experimental in vanilla editor (as well as in Contact editor).
For other antennas, it was also saying operating frequencies range. Now for the rest of antennas, names changed as well (after launching Contact) and operating frequencies are not mentioned anymore.

fickle root
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is there any chance that qilin's dark color will be fixed?
https://feedback.bistudio.com/T137524 - Qilin LSV's RVMATs make it darker than other CSAT vehicles
https://i.imgur.com/8VVMD5D.jpg

Beagle said: The qilin has the right texture gamma value abs actually blends in into the terrain color.
It's all the older textures that are wrong after the "visual upgrade" in 1.64. All old CSAT hex vehicles are way to bright, almost like winter camo.

But for example Angara, that also appeared only in April 2018 isn't dark at all, compared to Qilin and has (visually) the same color brightness as Varsuk from 2013, despite it also having newer textures (1.82) than pre visual 1.64 update CSAT vehicles.
https://i.imgur.com/XnD4yyI.jpg

Even Xi'an, that is from exactly same time (APEX) as Qilin has no problems with dark color, compared to Qilin.
https://i.imgur.com/CHJJqQz.jpg

fickle root
civic wren
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@fickle root Just discovered that the Yugo AK's lock the bolt back... thinking those were the ones that Bohemia checked out... Though the in game weapons should still not do that πŸ˜‰

civic wren
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Yeah, they definitely based the Vanilla ARMA 3 AKs on the Yugo ones... Not ideal tbh

rapid wing
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@civic wren how did you figured that out?

sterile nova
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@civic wren more likely on Czech samopals

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Since you know, it's Czech company :p

fickle root
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reyhard if I check all Livonia buildings and make a list with screens or/and vids for problematic ones, view blocking missing on some and complete view blocking on others, despite several normal windows with glass present from player's perspective, do you think it will be fixed?

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I don't really care about Livonia, but since Livonia buildings are used on Cherno 2020, which will be used on a lot great servers and missions, it's a problem then

placid cradle
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a more meta question i guess, but is the feedback tracker something BI developed themselves, or is it part of a 3rd party package?

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Currently looking for something similar for my work

untold sky
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Its called Phabricator

placid cradle
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Dedmen know's everything

ornate marlin
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CUP uses the same. It's free

deft marsh
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@sterile nova Would having class inheritance and mis-spelling a class by type-case create another class entirely but with a name that uses different Case?
e.g.
CAWorld contains the class Clutter - Note: the upper-case C.
In the CfgWorlds entry for Enoch it inherits from CAWorld, so by definition and inheritance it has class Clutter { //stuff };.
Within class Enoch it also contains it's own clutter class but it is defined as class clutter { //stuff }; - Note: lower-case c, all other BI terrains use class Clutter { //stuff }; within their configs.
You would assume it would over-write any duplicates in CAWorld > class Clutter { //stuff }; and it would have one class Clutter { //stuff };.
But in the in the case of Enoch it has two clutter classes, you can see this in the config-viewer in-game by navigating to CfgWorlds > Enoch and noting two clutter entries.

sterile nova
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nope, it's config viewer bug

deft marsh
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would it be due to the case in the configs though?

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it just seems odd it has 2x classes of the same name πŸ™‚

sterile nova
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afair thats not the main cause

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as I mentioned, it's just config viewer bug - don't forget it's scripted thing

desert trench
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can confirm. case is irrelevant here

calm smelt
untold sky
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ugh? again? πŸ™„
Its weekend now. Don't expect anything

calm smelt
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Issue above has been fixed.

spare otter
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The zeroing for the Katiba on the ARCO is a bit messed, one needs to pretty much aim with the 400m line to hit the target exactly at 300m, 100m tip chevron not working either for actual 100m engagements needing to aim with the 300m reference

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both for the Katiba and Katiba carbine

sterile nova
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ARCO is zeroed for MX series

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there is also a AK variant

spare otter
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shouldn't it be RCO for MX, ERCO for SPAR, ARCO for katiba?

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even then tho, the zeroing doesn't match MX either

near cedar
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Supports module doesn't work with spetsnaz. Command's voice protocol is still played in farsi, and in fact you can't even connect the support provider to a vehicle that has Russian troops in it.

But if you sync the module to an empty Vic, then place Russians in, the inital dialogue is played in farsi. Then when the units request and reply, the dialogue is correctly in Russian.

near cedar
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ah, so i need to specify a russian unit as custom HQ to make it work πŸ€”

gray wharf
solid marten
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Gonna have a look

untold sky
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And problem identified. Just a couple minutes

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Very nice find Lou, keep it comin

gray wharf
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if you could also fix the weird output, that's be gold πŸ˜„

untold sky
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info? what weird?

gray wharf
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random sides are thrown when the airportId doesn't exist

untold sky
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yeah thats part of the bug

gray wharf
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oh noice

untold sky
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kinda funny actually that these don't crash the game too, they should πŸ˜„

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Arma is too robust

gray wharf
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/s

gray wharf
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btw @untold sky , may I ask what was the issue? :3

untold sky
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fnc_airportSide = {
_array = [];
side (_array select _this)
};

_side = 123131312 call fnc_airportSide;

gray wharf
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then how πŸ˜…

solid marten
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setPosASL2 is setPosWorld

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so I say add note and leave it be

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@gray wharf ^^^^^

gray wharf
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isn't it possible to "redirect" setPosASL2 call to setPosWorld?
if not, roger that, it will die a peaceful death

solid marten
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That command was dead for ages or forever, no one used it, there is no point making alias just add a note possibly

gray wharf
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added a repro mission and steps to this ^ ticket
@solid marten @untold sky

gray wharf
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and note added to setPosASL2

untold sky
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anyone know that bug where you have a dead guy on the ground, try to loot from his vest/backpack, but just nothing happens on drag&drop? I would loooove if anyone could find a reliable repro for how that happens

gray wharf
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I didn't even know the bug, sorry :-
MP related I suppose

untold sky
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yeah. Not the one in vehicle. Outside of vec

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same exists inside vehicle and happens almost always there

daring wagon
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https://feedback.bistudio.com/T125411 (Sound changing when opening the map)
This bug has been annoying me since Alpha, especially when using a vehicle whose external sound is way louder than the interior one. I hope there is a way to fix it.

untold sky
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yeah that map sound is really annoying, your pos just stays fixed. But I assume it can't be fixed, if noone did after all these years

daring wagon
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Too bad, I thought you or KK could look into it since it's 100% reproduceable and seems like a trivial thing (Not thinking that it's trivial to fix)

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About that inventory issue. I think I can reproduce the issue where the player can't move stuff around while in a vehicle, but that's singleplayer.

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So not sure if that's useful

untold sky
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well we could

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where the player can't move stuff around while in a vehicle
That one I can already repro myself

daring wagon
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I thought so.

daring wagon
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https://feedback.bistudio.com/T121797 delete3DENEntities doesn't create a history entry, therefore deleting an entity by script is not reversible. I feel like that's not how it should behave, since all other 3DEN commands create a history entry.

untold sky
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TIL collect3DENHistory is a thing πŸ˜„

daring wagon
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πŸ˜„

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and I learned what TIL means

untold sky
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delete thing looks easy, I'll take a looksie

daring wagon
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Thanks!

untold sky
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Hm, looks like it does add the history entry... OH! Found it
Mh.

daring wagon
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Fixable? πŸ˜„

untold sky
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I assume the progammer writing this thought "oh, uh... mh... I guess I'll do that later" and now I'm here thinking the same

daring wagon
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Please don't πŸ™‚

untold sky
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I mean I'm thinking the first part

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Ah got it. Easy fix actually

daring wagon
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Nice

untold sky
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Actually its deleting everything twice πŸ˜„ ┬─┬ γƒŽ( γ‚œ-γ‚œγƒŽ)

daring wagon
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πŸ˜…

uncut briar
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the more you know

untold sky
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Found the reason why you cannot move items in inventory while in a vehicle πŸ‘

gray wharf
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w00t w00t!!

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plz share pseudocode insight?

untold sky
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no

gray wharf
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okay Β―_(ツ)_/Β―

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is "what was the reason" answerable?

untold sky
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player inside vehicle is kind of simulation disabled, can't move items if you don't have simulation

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Thats been a constant issue since early 2015 πŸ˜„ I think its time to finally fix this

raven hollow
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oh boy

untold sky
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The priviledge of being a dev. Playing Arma and being like "oh, well this is annoying..." and then just fixing that a week later because you feel like it πŸ˜„

daring wagon
untold sky
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Thanks, if you have time to waste you can help find duplicates of that and link them in your ticket

daring wagon
#

Wilco

untold sky
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Really would like some community FT moderators :3

daring wagon
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I would volunteer πŸ˜„

gray wharf
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oh so as soon as one becomes official, he wants the community to work, hmmm? πŸ˜„

untold sky
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No, I've been delegating work to you for a long time now :D I just post wiki stuff in channel and someone takes it

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I think it's really nice to have a dev who's so close to community. Well see over the next couple months what comes of it

daring wagon
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I don't expect you to be around much as soon as you started working 22/24h on Enfusion πŸ˜›

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@untold sky When you worked on the inventory issue, did you find any clues about why sometimes items get duplicated? There seem to be quite a lot of issues about it

untold sky
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Duplication is a whole other beast. If you find a reliable repro for a dupe bug I can look at it

daring wagon
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Ic

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I added the related tickets to the inventory ticket

untold sky
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Finally understood why reliable repros are so important. Needle in a haystack situation otherwise.
Thanks o7

daring wagon
#

Eden Editor is not properly initialized when starting mission with start up parameter mission file (editor)

#

Don't be sad, It's 100% reproduceable πŸ˜„

livid sleet
fickle root
untold sky
#

@fickle root can you still repro the duping? It is from 2014...

#

The other ticket is from 2013, and the last comment from 2014 says it should already be fixed. Please don't waste my time or I'll just ignore you in the future.

gray wharf
#

(repro 500% of course)

untold sky
#

config one? Proposed fix?

gray wharf
#

I don't know πŸ˜„
all I know is that it is an anim linking issue (and that it used to work (way) before)

#

Animation Bug When Unconscious Unarmed (minor?)
https://feedback.bistudio.com/T123216 can be bothering, exists since unconscious introduction in Apex - if you have weapons, it's fine - else you're stuck on your back as the turtle you are now

daring wagon
#

Oh, that's the reason I had those issues with my revive script. The more you know...

desert trench
#

i have units stuck in unconscious even when armed

#

my workaround is:

    [_unit] spawn
    {
        _unit = _this select 0;

        sleep ((random 1) + 1);

        while {(toLower (animationState _unit)) in ["unconsciousrevivedefault_a","unconsciousrevivedefault_b","unconsciousrevivedefault_c"]} do
        {
            sleep 0.1;

            _unit switchMove "";//TODO: improve with actual transition
        };
    };```
gray wharf
#

switchMove "UnconsciousOutProne" ? @desert trench

desert trench
#

will try. ty

daring wagon
#

Not sure if worth a ticket, but if the foliage is hidden in Eden by pressing CTRL+G, the FPS are actually worse compared to when foliage is on. I'd expect it to be better. Not sure if there's something wrong though

desert trench
#

maybe less occlusion = more to render

daring wagon
#

That could be.

sleek scaffold
untold sky
#

reason is no dev found time for it

#

as is the reason for everything

#

i have something planned, we'll see

sleek scaffold
#

The reason why I am asking is because OLD MAN trully needs such feature to move stuff around quickly

untold sky
#

yep.

sleek scaffold
#

Thank you for having something planed for that!

#

Even if it doesn't come to fruition it is great knowing devs are aware of player's needs

untold sky
#

does old man have many different items, or many of same type?

sleek scaffold
#

the example could be: I found 20 medicine items on a container, and I want to quickly transfer those not to my character but to my vehicle that is 2 meters away from the container

#

So players just choose the destination (vehicle) and then click "Transfer all"

daring wagon
#

That would be handy ❀️

sleek scaffold
#

instead of moving items manually to their uniform etc and then to the car

untold sky
#

medicine items are they different types, or a single stack of 20?

sleek scaffold
#

single stack... but just an example...

untold sky
#

Good

sleek scaffold
#

think overthrow... you are selling bananas and need to move 1000 bananas to the truck.... it would take you a million years to do that manually

#

It would help OLD MAN but actually most missions specially modded ones... VINDICTA too...

untold sky
#

my idea is button to transfer 5/whole stack at once

#

But there's alot of planning involved in that

daring wagon
#

Just out of curiosity, any chance to see more filter options?

spare vine
#

probably better question: any chance to see (more) methods to add custom filter options

untold sky
#

filter?

daring wagon
#

Yeah, the combo box when looking at an ammo box which allows the user to filter for weapons, objects, magazines

untold sky
#

there is a combo box?

daring wagon
#

yes πŸ˜„

untold sky
#

huh πŸ€”

#

learn somethin new every day

daring wagon
#

🀣

untold sky
#

what alternate filters could you think of? Scripted filters won't be a thing

daring wagon
#

Ideally all filters which are available in arsenal

untold sky
#

uh. nope then

daring wagon
#

Not possible?

untold sky
#

way too complex

daring wagon
#

I see

#

Then no filters I guess

untold sky
#

and considering I didn't even know that combobox existed, probably not enough value πŸ˜„

daring wagon
#

True, would be nice to have if it was easy to add, but not worth investing countless hours in

gray wharf
#

#nofilter

sleek scaffold
#

Well going back to my suggestion, I believe that exile already has a take all button

#

the thing is that TAKE ALL button transfers all items from the ground/container to the player's uniform/vest/backpack

#

I am suggesting another button to select the destination of the transfer all button (like HallyG's Store UI allows players to do)

#

that alone would be a godSend

#

Also, @untold sky said something about moving items in a stack of 5... I suggest just moving all items as long as the destination container has the space to accommodate the items, else just transfer all the items that fit in the container and leave the rest on the original location....

untold sky
#

oof, space to accomodate. more problems yey

sleek scaffold
#

hahahaha, just some additional checks!

civic wren
#

Maybe look at all those survival mods' trader scripts that transfer bought items to vehicles or gear and drop the rest on the floor...?

daring wagon
#

I guess dedmen is working directly in the engine code, not much use to look at scripted stuff πŸ˜„

civic wren
#

Ah well, much easier to do then... should be in the next release I assume πŸ˜‰

daring wagon
#

You heard him! Get moving soldier πŸ˜›

steady panther
#

meh take all buttons make things way too easy

#

risk vs reward of looting in the middle of combat

sleek scaffold
#

@steady panther You can have a loading bar (like the CBA loading bar) after clicking the TRANSFER ALL button and perhaps additionally play an animation to remedy your issue... no need to manually click 100 items just to destroy your mouse in the process.

steady panther
#

for stuff where you move 100s of items would it not be better to have separate logistics system alltogether?

#

like moving the actual crates of stuff etc

#

although there is already the rearm at X action which is kinda the grab all you can type of deal

#

rarely use that myself though

untold sky
#

risk vs reward of looting in the middle of combat
@steady panther
Add a difficulty setting to disable it lul

steady panther
#

not a bad idea

fickle root
#

@untold sky what you do is only engine and config related, right?

untold sky
#

only engine, I prefer not to touch the other stuff unless someone forces me to

fickle root
gray wharf
#

it's… "cosmetic"

fickle root
#

no, it's not

untold sky
#

its cosmetic. low priority

fickle root
#

the screen is only to show the problem

gray wharf
#

oh I actually read the description, indeed
not the same range between joystick and keyboard, ok ok

fickle root
#

with a joystick the left/right limit is for some reason lower than for keyboard

#

so you use a joystick and you're artificially handicappted for no reason

untold sky
#

I'd allocate about 2-3 hours to that bug to find the fault because I don't know that key stuff.
I only have 8 hours per week. So, low priority, maybe someday when I'm lazy and all of the hundreds of higher prio tickets are fixed

fickle root
#

are there really that many config/engine things to fix?

#

I thought most of them were 3D/textures

#

Dedmen could you then please check A3 files for 'IntelGenuine'?
because in A2 (OA/CO), there are some files with this (I think it was .exe), which if it detects that it's not IntelGenuine (AMD CPU), it runs stuff using the oldest possible set of instructions, which results in poor performance for AMD, despite AMD now supporting same sets of instructions as Intel (namely SSE, AVX and AVX2 etc.)

untold sky
#

I remember that, the intel lib thing, search is running will take a while πŸ˜„

fickle root
#

if such entries found, can something be done/changed?

untold sky
#

depends on where it is

fickle root
#

ah, ok

#

you're still waiting for next Ryzen with your 3rd gen Intel?

untold sky
#

?

fickle root
#

or you have a new system by now?

untold sky
#

I'm waiting for money mainly

fickle root
#

)))

untold sky
#

and I have AMD buldozer

fickle root
#

then this IntelGenuine stuff if possible to somehow avoid/change it, it will benefit you )

#

I'm almost 100% confident there is IntelGenuine somewhere in A3 )

#

Dedmen, but there is the 'rearm' button when you're near a body and if I remember correctly, when you select it, it will take what's possible from body inventory and transfer to your inventory, provided space available

untold sky
#

I know. Just got told that yesterday

fickle root
#

if only there was a possibility to adjust intensity/brightness of NVG or have it from ACE in vanilla...

#

because in A3, NVG is not that horrible/useless anymore as it was in A2, but still very problematic

#

also what I've observed, is when you select HDR standard instead of low (in video settings), when you shoot from AA 2x35 mm, Wipeout (A-10) cannon or other stuff, FPS drops dramatically

#

no such problem with HDR low

#

and the weaker the system, the more it drops

#

same still can be observed even now, with a RTX 2070 and i7-7700K

fickle root
#

Dedmen, found anything 'IntelGenuine'?

spare vine
#

Let the poor guy work in peace, he's already busy doing 10 things at the same time

untold sky
#

No I didn't. If I had I would've told you

fickle root
#

good news then!

#

@spare vine I don't ping/DM him!

gray wharf
#

still ^^ hehe

spare vine
#

I never said you did... I just mentioned it because Dedmen already said he would look into it, so no need to "remind" him or ask for an update within 2-3 hours...

untold sky
#

Groove just has the natural tendency to be annoying πŸ˜„

fickle root
#

well, if I wouldn't have insisted in a lot of cases, not only concerning Arma, there wouldn't have been as many positive changes

#

better than crying on servers between players and do nothing else

#

how much stuff was finally fixed by reminding it from time to time

#

because now that A3 is almost EOL, more stuff, that before was considered as low priority, since there were much much more important problems, can be reminded and have more chance to finally be fixed

#

because generally in Arma it's like this:
when the game is beta or some time after release, devs have more important thing to fix
when the game is almsot EOL, devs are concentrated on the next title

#

so a lot bugs are never gonna be fixed

untold sky
#

What I really need, is someone on feedback tracker who has the time to remove all the garbage, and assign correct priorities to tickets

#

But I don't think thats ever gonna happen

fickle root
#

have stopped some time ago

#

will see if I can continue

#

had like 5k tickets filtered already

#

and like 3-4k remaining

untold sky
#

"filtered" doesn't help me if they are still open and someone marked them as high prio even though they are garbage

fickle root
#

hundreds of them were already closed, reminded/checked by me

#

there is a lot of stuff I simply don't know and can't check, so I skip it simply

#

maybe some of that is already fixed

#

I have a lot of time now and I think I will continue with tickets

#

a lot of immediate and high tickets were closed recently after checking them

#

if only I had your knowledge + the time I have...

untold sky
#

exactly that's the problem. I also did the FT checking once, for a couple weeks. Commented on hundreds of tickets. But there was noone on BI's side to actually take action like closing or merging duplicates. so all the time went to waste

#

and a "this can be closed" command on a ticket has no worth to me looking for tickets to do, because the ticket is still open and still clutters my list.

fickle root
#

well, what I did recently is checking tickets and commenting on those that are to be closed, and then sent link to my profil to dwarden

#

and he closed all the tickets marked as to be closed, because checked/fixed

#

but dwarden told me that I should bother him only once I have a lot of them, so he can do it at once and so I don't disturb him for like each ticket

#

I think I will continue today or starting from tomorrow

#

it's very time consuming to open literally each ticket, read, see if still reproduceable etc

#

since most of tickets have not that self explanatory title and no good description or repro

#

a lot of duplicates with bad titles and only by opening and reading them you can know it's a duplicate

#

since most people don't know the exact words for specific problems they encounter, so searching by using keywords is useless often time

#

also often I check 1 ticket and while checking it, find other bugs, that sometimes need several other tickets )

untold sky
#

it's very time consuming
Exactly why I tend to not do it.
When I look at FT I sort by newest. which ofc misses all the long standing issues, like that vehicle inventory thing I fixed on... monday

fickle root
#

My english is not good enough and I don't know how are called a lot of game mechanics, user interface elements or different vehicles parts.
And imagine me making a ticket about a problem )
And somebody then trying to look for it using keywords )))

#

Description inside ticket can be good, but you have to open the ticket and read it )

#

The most annoying is that I found some important things transfered to Wishlist, probably it was done when a lot of tickets were opened on daily basis.
Probably to keep number of open tickets to the minimum

gray wharf
#

bump on the say3D bug, T131341

untold sky
#

no bumping allowed.

gray wharf
#

muh

untold sky
#

trust me that I won't forget things, the chance that I forget is only high. not very high.

gray wharf
#

yet you recently told someone to bump for you to look up things πŸ˜‹

#

so you are taking over this very channel now? πŸ™‚

untold sky
#

this mine, goway

gray wharf
#

fite mi

sleek scaffold
untold sky
#

already on my list afaik

#

for Phronk's AFAR

#

didn't know there was a ticket

sleek scaffold
#

Yeah and it is a quite old ticket too: Mar 30 2017

#

Phronk will freak out if you manage to fix/add that!!

untold sky
#

Ye I know, maybe next week

sleek scaffold
#

Anyway, thank you! Our EOL saviour!

fickle root
untold sky
#

quick check

#

ah scrollback doesn't reach πŸ˜„

#

BWMod on linux server 8afc9b723ea56ac19b669db243f8c88ef0fdcbcb on my windows client 8afc9b723ea56ac19b669db243f8c88ef0fdcbcb
guess fixed then

fickle root
#

commented it

#

can please remove Picture in Picture from video settings left bottom, where now can only select a specific setting, like very low, low, standard etc and move it to the right upper corner, where we have objects and overall distance?

#

because now we can only select PiP "quality", which limits the PiP display distance to a fixed value, not accounting for view distance

untold sky
#

no I can not please

fickle root
#

so even if set your view distance to like 5000m and have your PiP qulity at ultra, I think, you're limited to 2000m PiP only

#

after this you have only haze

gray wharf
#

we only have so many Arma devs, I think we should prioritise

fickle root
#

so moving from low, standard etc to a bar, you will still have same distances set, depending on video preset choosen, but at least you could increase it further + you could at least know to what the PiP distance corresponds
since setting it to low or ultra, you don't know the distance it will display. Only by trying it

#

well, ok

untold sky
#

stop trying to push so many nonsense non-issues that are either wrong or that don't matter or that noone else cares about.

#

you are just wasting my time

fickle root
#

I see what you mean, but different people have different needs

#

you don't need it, others do

#

I know you're more on stuff that if implemented, won't require additional scripts, like new commands etc

gray wharf
#

oh yes - I forgot about it, but I like it (I made a script in this regard)

#

but you unsubscribed in January Γ¨_Γ©

fickle root
#

have it in my bookmarks, have more than 1000 tickets bookmarked )))

gray wharf
#

you are forgiven πŸ˜„

fickle root
#

need to bookmark stuff, in case I find a duplicate, so I can link )

#

have also to remember it )

sleek scaffold
#

@fickle root Everytime I say something you appear with a wall of text! I am a little scared now, are you stalking me or something ? 😱

gray wharf
#

You don't want to know!!

sleek scaffold
#

😩 πŸ’©

livid sleet
#

Too many of the FT issues are just generic this thing is bad, what if we did this, etc. I'd rather see well written tickets with reproducible steps get pushed torwards a dev. Anything that basically requires adding new functionality or significantly changing functionality I assume is not going to be looked at or will require some form of authorization to allocate time for it. There are so many little bugs in Arma (like the vehicle inventory bug) that need good steps to reproduce and a dev to look at it and go oh oops, this is broken and it wouldn't take much to fix this now that I've looked at it.

fickle root
#

@livid sleet we let you do it the proper way, since you know better how to do it right

gray wharf
#

@fickle root he doesn't criticise every and all reports; but there sure are dull reports like "I had a bug" or "someone hacked my server, pls fix"

daring wagon
#

Tickets like these would get removed if we had members from the community manage FT πŸ™‚

spare vine
#

But also a lot of "deal with it" responses from community, because everyone who's been in this world a lot longer learns to bypass the quirks of the engine or uses mods to solve issues.

desert trench
#

@waxen tundra needs to promote some community FT managers πŸ˜‰

ornate marlin
#

I second that.

gray wharf
#

"if the company won't deal with it…" *lifts his sleeves* "we will"

ornate marlin
#

gondor rushes for help because they thought the blinding brightness of Lou's underarm skin tone was an emergency beacon

gray wharf
#

…I am slightly naturally tanned actually πŸ˜…

gray wharf
untold sky
#

description is confusing and is missing tons of detail. _text and _parsedText are undefined, what is _myControl? is it the same for both?

gray wharf
#

Dscha is adding moar details as we speak

#

Updated, @untold sky

raven hollow
#

What mission did you upload Lou?

gray wharf
#

mine

raven hollow
#

hmpf

#

@untold sky new mission is up

#

init.sqf - Change _parseMode = false; to true, then it works properly

#

(HL if replying)

untold sky
#

// will change _parsedText value
Well yes, you set _parsedText variable one line above. ofc it does

#

or do you mean it modifies the content INSIDE _parsedText?

raven hollow
#

Check my mission, ded

untold sky
#

then the last line doesn't circumvents the issue, it has the same problem

#

no time

raven hollow
#
    _text = if(_parseMode)then    {"abc"}
    else                        {parseText "abc"};
    if(_parseMode)then    {_ctrlA ctrlSetStructuredText parseText _text;}
    else                {_ctrlA ctrlSetStructuredText _text;};```
Makes a difference (gif incoming, one sec)
untold sky
#

You mean when you reuse _text to also set it onto different controls?

#

so the content of the right argument to ctrlSetStructuredText is modified, like with a array reference

untold sky
#

every of the three is a different parseText?

#

so, the repro script you posted isn't actually the repro, it only happens if you have multiple controls that you are changing?

raven hollow
#
....
    _ctrlA = _display ctrlCreate ["my_RscStructuredText", 123];
    _ctrlA ctrlSetPosition [0.45,0.35,0.1,0.1];
    if(_parseMode)then    {_ctrlA ctrlSetStructuredText parseText _text;}
    else                {_ctrlA ctrlSetStructuredText _text;};
    _ctrlA ctrlCommit 0;
    
    sleep 1;
    
    _ctrlB = _display ctrlCreate ["my_RscStructuredText_c", 234];
    _ctrlB ctrlSetPosition [0.45,0.5,0.1,0.1];
    if(_parseMode)then    {_ctrlB ctrlSetStructuredText parseText _text;}
    else                {_ctrlB ctrlSetStructuredText _text;};
    _ctrlB ctrlCommit 0;
....```
#

The mission that I uploaded is the correct one

#

Anyway, check it later if you want.

untold sky
#

Yes so. The issue happens when you reuse the _text, because ctrlSetStructuredText modifies the contents inside it by reference

raven hollow
#

prolly

untold sky
#

that's all i needed to know. That was completely not clear by your issue description, and what you told me and debugged yesterday

raven hollow
#

Yesterday was yesterday, we tested a bit longer after we spoke

#

Anyway, everything else is in the mission that i uploaded in the comment.

untold sky
#

Issue: "ctrlSetStructuredText modifies the content of the structured text variable passed as argument"
That's all i need

gray wharf
#

That's… what is written in the description and code comment
It edits the provided structured text instance, where ctrlSetStructuredText should internally clone it

untold sky
#

no its not

#

very unclear

gray wharf
#

Β―\_(ツ)_/Β―

daring wagon
#

πŸ˜„

desert trench
#

Dedmen learns the A3 programmer way fast πŸ™‚

#

they appreciated the quality approach big time

untold sky
#

Thats basically also how we do it internally

daring wagon
sleek scaffold
#

Devs, may I ask... given A3's current state, how does the work priorities look like?... Something like:

#
  1. Crash Fixes (Stability)
#
  1. Bug Fixes
#
  1. Performance Optimizations
#
  1. Gameplay/Quality of Life improvements
#
  1. Add missing scripting commands
ornate marlin
#

it's 6): a little bit from everything

sleek scaffold
#

I knew it! πŸ˜… , the reason I asked is so that we can also kinda prioritize reporting what is more important to you guys...

#

I am pretty sure you also have a nber 7) Beard maintenance πŸ§” πŸ˜‡

untold sky
#
  1. What project lead feels is relevant > What I feel is relevant > What community feels is relevant
sleek scaffold
#

I like 7! Keep it up guys

coral lantern
#

truth cuz ya only do what your boss(s) tell ya or ya get fired...

untold sky
#

That's not what I said or meant to say.
Top priority is what my boss tells me.
Next is what I wanna do.
Last is what the community wants, which is either pushed forward because I want it too, or back if not.

fickle root
calm smelt
#

@fickle root
That error also occurs with controllers.
I'll see if it's fixed on dev

gray wharf
solid marten
#

@gray wharf yes but the function works regardless,.

#

I removed the line internally but it may not hppen with next update since it is quite minor and we are already in strict lock for the next update

gray wharf
#

okido! Thanks.

#

but I thought sqf stopped the script on the first encountered error?

solid marten
#

depends on what the error

gray wharf
#

oh ok, I thought any thrown (shown) error. thanks

desert trench
#

it seems triggers are bugged in 2d editor at least

#

condition: true with repeatable => fires only once

#

condition: round (time %1) == 1 with repeatable => fires each second

#

activation: none or anybody - thislist returns [] (despite bluefor and empty vehicle in)

#

for bluefor it reports them
the empty vehicle is listed by "logic"

#

seized by OFPFOR: doesnt trigger at all

#

seized by BLUEFOR/Indep: lists both bluefor and empty vehicle

#

WTF

#

did this all got broken due to Eden/new condition (anyplayer)? in thus the define index in the source are different but no longer fitting 2d editor?

#

@solid marten i think you mentioned way back the loading savegame bug with triggers is to be fixed - does this also related to mission init (triggers not available immediately and thus breaking "list triggerName")

daring wagon
#

i think you mentioned way back the loading savegame bug with triggers is to be fixed - does this also related to mission init (triggers not available immediately and thus breaking "list triggerName")

#

That's interesting

solid marten
#

@desert trench the fix is done internally but not going to be in 1.98

#

in fact a lot of internal fixes wont make it into 1.98, but you would be able to test those on dev

desert trench
#

@solid marten thanks for the info! are all things mentioned in the changelog for dev branch?

untold sky
#

I think many weren't push to dev yet, next week probably

gray wharf
#

so the next one still is 1.98, not 1.100 / 2.00

untold sky
#

1.98 is old man

uncut briar
#

It is old? I'm not sure man.

#

πŸƒ

daring wagon
#

(Moved it from Veterans)

untold sky
#

@solid marten ^

gray wharf
daring wagon
#

πŸ˜…

solid marten
#

@daring wagon works here, you need to be specific

#

If you have exported mission into scenarios (local not steam) then it was not showing overview picture and other bits. Now it does. The steam mission shows steam description not the one you set in editor as before, this did not change, what changed is that if your steam description contains paragraphs it wont show as one big blob as well as escaping any other HTML symbols that can interfere with structured text. So what doesnt work in your case?

daring wagon
#

I know. I had to leave, that's why I didn't add more details.

#

TestMission_2: Doesn't show the correct mission name
TestMission_1: Does show an overview image, but it's the one I added for TestMission_2 before. The malden one is ignored.

#

Detecting paragraphs for Steam descriptions is working nicely. It there nothing that can be done about headlines? [h1] etc.?

untold sky
#

its structured text right? so should be able to convert bold and h1 and such too?
Maybe a bbcode->structured text helper?
Thats so much work tho πŸ™ƒ

desert trench
daring wagon
#

Is that overview text completely handled by the engine?

untold sky
#

grabbing from steam and displaying afaik yeah. If you mean whether you can grab it via script and fix it yourself, yeah probably.

solid marten
#

@daring wagon both testmission 1 and 2 show the same picture for me

#

Looks like the fix applies to description.ext only not mission.sqm, I will have a look

daring wagon
#

Should I test again with description.ext?

solid marten
#

yeah just to confirm, I will look at the mission.sqm later

daring wagon
#

Will do, but not now. I'll post the results later

solid marten
#

ok

daring wagon
#

Alright, I added the stuff from Mission overview to the description.ext, but if I export it now and open the scenario menu I get this error message.

#

A new set of test missions. One with description ext, one only with Eden attributes and one with both. Overview picture still doesn't show for none of them and the error message (posted above) shows now.

solid marten
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overviewPicture = "overviewPicture_ca.paa";
there is no picture in pbo

daring wagon
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My bad. Overview pictures work now in all three cases (Eden Editor, description.exp and both)

solid marten
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the error?

daring wagon
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Still there

solid marten
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probably because missionsqm binarised

daring wagon
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Gonna test that

solid marten
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could you then give me the updated set of missions please

daring wagon
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Error is gone now. But if I export them unbinarised one by one, they are all called description.ext in the scenario menu

solid marten
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thanks

obtuse mason
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Some interesting behaviours. Don't know if it is a bug or not.

  1. If we try to exec getUnitLoadout from a unit that just spawned (up to 20-30 s), then it's loadout consist only from gloves. He shows on static dressed, but when he exits, he becomes naked.
    The script to create soldier called from local player (using forceAddUniform add setUnitLoadout commands). After 20-30 s the loadout can be retrieved correctly.
  2. I try to set up tower _ mg composition, and use attach/detach. If I create an mg at [0,0,_someheight], and try to attach it by script. the gun stays at [0,0]. I came from dev version, and it doesn't have such behaviour - the gun spawns correctly.
    In stable I was needed to add waituntil {_gun distance2D _its_holder < _somedistance}
    @solid marten Бпасибо Π·Π° скрипты Π½Π° сайтС, кстати - Ρ‚Ρ‹ просто маньяк πŸ™‚ ΠžΡ‡Π΅Π½ΡŒ ΠΏΠΎΠΌΠΎΠ³Π»ΠΈ ΠΏΡ€ΠΈ создании ΠΊΠ°ΠΌΠΏΠ°Π½ΠΈΠΈ.
untold sky
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then it's loadout consist only from gloves
what? gloves are not a equipment piece?

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@obtuse mason #rules english only.

obtuse mason
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"gloves are not a requipment piece?"
I wonder where he hides all the rest.

sterile nova
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is that equipment from some mod? it sounds more like setObjectTexture kicks in or there are some missing textures

obtuse mason
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@sterile nova Yes, from IFA3 mod. For on-foot soldiers it saved (getUnitloadout --> setUnitLoadout) fine.

fickle root
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@untold sky any chance to see the possibility to move already created and named markers on map, like in ACE?
Really annoying and waste of time to each time remove the marker and put it again and name it again

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don't know if a marker can be moved only by its owner in ACE or any marker by any player

untold sky
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just use ace

fickle root
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vanilla servers here

solid marten
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@daring wagon and everyone. I need exported mission to scenarios where mission.sqm is binarized by default. Does it trigger error when clicking on scenarios?

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binarized mission @daring wagon gave me, triggers error packed or unpacked, need to know if this is a fluke or tendency

daring wagon
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@solid marten I tested it again and this time it doesn't trigger the error message when the file is binarized.

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A little feature request from my side. Would it be possible to add a command which returns current time and date of the machine it was executed on? It would make saving data with time and date possible as well as creating history for collected data. Would love to hear your opinion on this.

solid marten
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no it still errors

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on stable as well, wonder why no one reported it?

daring wagon
solid marten
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@daring wagon your old mission was erroing, removed that and new mission is fine. When you say crash your server, you mean when you select #missions?

daring wagon
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When I join it.

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So yeah. Entering mission screen

solid marten
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what the error message say?

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include cannot include?

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is it included from description.ext?

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if so then there might be a fix already

daring wagon
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File cannot be found. It's included from description.ext

solid marten
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dont think include fix made it to recent dev, try after next one

daring wagon
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Will do. Thanks

untold sky
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But this mission crashes my server because it can't find "\a3\3DEN\UI\macros.inc"
Thats the other bug, not your include fix

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This include path is correct, but still doesn't work

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I didn't make a ticket for that one yet

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look at the pbo header in a hex editor, you'll see the weirdness, you have more repro pbo's in your DMs

solid marten
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It is a fix by association, the server won’t crash so I guess you can call it a fix

untold sky
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The description.ext will still not have the include, and be missing things that you expect, or will parse incorrectly and still fail/crash

solid marten
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Don’t think it will crash unless you try to load that mission which may or may not crash (probably won’t)

untold sky
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still 3den packed #include doesn't work, pboManager/makePbo/addonBuilder packed does work. clearly a bug πŸ™ƒ

sleek scaffold
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@untold sky I don't wanna be a balls breaker but can I ask two things:

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  1. Is it too late for a command to disable all default actions on players, like the default heal addaction that appears when you are wounded... I have my own implementation of heal using a custom UI so having the default one is redundant... but that is just an example I know a lot of mods will benefit from being able to easily remove those default addactions from the player
untold sky
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a Contact Exclusive?
I don't decide such things
Is it too late for a command to disable all default actions on players
no

daring wagon
sleek scaffold
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@untold sky @daring wagon I was not able to use it without running Arma 3 through the PLAY CONTACT icon... how do you do enable it on regular Arma 3?

daring wagon
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With my mod I've just created 2 mins ago πŸ˜„

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You basically need to copy the function

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and execute it in vanilla arma 3

sleek scaffold
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Thank you @daring wagon but we shouldn't need a mod to enable a feature that is already in the game files... @untold sky @solid marten

daring wagon
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The devs know about it now, let's not get off topic

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Also, don't tag Greens, see rules

sleek scaffold
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πŸ‘Œ

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Are Dedmen and KK both greens?

daring wagon
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yes

sleek scaffold
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thank you for the heads up!

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About that function to enable the Horizontal Compass of yours @daring wagon

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It has to be run as a mod or could it be run on a mission's Init?

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Because my mission is modless (besides CBA)

coral lantern
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zero details, dont even know whats broken other then trying to call ctrlEdit which isnt even listed for ctrlCreate ? or is that the issue?

daring wagon
untold sky
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wip o7

daring wagon
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Nice

untold sky
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Finally someone found a way to optimize Arma performance and make it use 100% of the available cpu

gray wharf
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CPUs?

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doesn't count if it is a while { true } πŸ˜„

untold sky
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pff, you don't define what counts πŸ‘€

coral lantern
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Note: this does not crash 3den... (eden just spits out: No Control )

untold sky
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Well I assume display 46 is not open in 3den

coral lantern
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yeah Im not familiar I was guessing 46 meant ingame as player. just happened to test it in eden and in-game when you mentioned 100% cpu. (which isnt the case either it just flat out freezes the .exe task)

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was watching resource monitor on arma and it sat at 5% just instantly turned red/non-responsive

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honestly I'd be impressed if Arma could even make my cpu go 100%

untold sky
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just reproed. 100% cpu load.

coral lantern
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really? wow it didnt even touch my threadripper just hung was still responsive in all other ways as in. wasnt a like a hard freeze. (eg. Metro Exodus...)

untold sky
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problem found.. It has a minimum width limit. But the text in the control is empty... πŸ€”

daring wagon
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I might have found an issue with findDisplay. Sometimes it freezes the game sometimes it simply returns displayNull.

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Gonna try to create a repro later

untold sky
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the ctrlEdit one is fixed, but.. It was control edit specific, and not "if incorrect control class is used"

daring wagon
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interesting

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So is there a list what control classes are supported?

untold sky
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all should be πŸ˜„

gray wharf
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wait, so possibly a performance patch for Arma soon\β„’ or was this 100% CPU a joke?

ornate marlin
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i don't speak dedmen... what's that supposed to mean?

gray wharf
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I think it's trying to communicate

ornate marlin
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πŸ˜„

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we... come... in... peace...

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waves french national flag

daring wagon
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That was a joke πŸ˜„

coral lantern
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🀦

daring wagon
gray wharf
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YES

untold sky
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quite sure that feature request already existed

daring wagon
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I searched for time commands, machine time etc

untold sky
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well its on my todo list

daring wagon
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That's awesome!

untold sky
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already have implementation ready actually, same array as missionStart command

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Both for system time, and UTC

daring wagon
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Very nice.

gray wharf
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I wonder if it has not been implemented for security/personal data reasons
e.g missionStart doesn't work in SP

daring wagon
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Doesn't make much sense. Then they could either disable it in MP or only allow it on the dedicated server.

untold sky
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for security/personal data reasons
Knowing the timezone of a player? Your server log already has their IP and SteamID

gray wharf
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it's at least not in-game…
I mean, you could ban players from a certain timezone this way (I know, it's not a -huge- deal)
but most likely, it was not implemented because it was not needed.

daring wagon
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Not needed maybe, but it always felt like such a trivial thing to have in a game which features a realistic star map and a full day and night cycle.

untold sky
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Well I have it ready, and friday/monday is vacation soo

coral lantern
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doesnt alive do all that, ie its def possible?

untold sky
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they have a extension

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you can do everything with a extension

coral lantern
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ah okay thought the extension was purely only to get the weather data thought the time/locale was internal from arma.

desert trench
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class CfgMarkers
    class Flag
        icon = "\A3\ui_f\data\map\markers\military\mission_CA.paa";//<-- MISSING
coral lantern
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dang @desert trench dats a old one...

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Not even sure why the cfg exists. its not used in eden at all? isnt the handdrawn or mil flag nor a country flag they all there. has nothing for a cfg either really it has no texture assigned to it at all.

desert trench
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backwards compatibility

coral lantern
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ah...

gray wharf
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Maybe update to an A3 repro to help the devs, @desert trench

desert trench
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waste of time

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either they want to fix the missing texture or not

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repro: open texture

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observed: doesnt exist

gray wharf
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oh wait, it's the file itself that doesn't exist?

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I thought the issue was elsewhere

coral lantern
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found a mission_ca.paa in a3\ui_f\data\igui\cfg\cursors

uncut briar
desert trench
untold sky
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uh lol i implemented that ticket a year ago πŸ˜„

gray wharf
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and where is the command? πŸ‘€ πŸ˜›

near nymph
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time was local, servertime was servers...perhaps he means a "real-world time" ?

untold sky
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Its been laying in my stash for a year, I moved it to internal ticket on weekend, might implement next week

near nymph
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lol...that branch might be 3k commits behind. are u sure wasn't for arma 2? πŸ˜›

untold sky
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what?

restive bone
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Btw theres a new spam comment on that that hasnt been deleted

untold sky
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ffs

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we have ReCaptcha enabled tho :U Why

restive bone
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Maybe you gotta go to one of the training offered by "Chennai Trainings" to learn how to protect yourself from spam heh

fringe pewter
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Man, I'm just tripping over M2 bugs :/

fringe pewter
untold sky
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Get us the reports and it'll be fixed o7

fickle root
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@untold sky is there a way to give more brightness or increase the lightning radius for lightning under barrel grenades?`
because they're useless since visual update. they don't illuminate anything, like at all. you can only see them, but nothing around them.
No such problems with missiles that illuminate a lot, while flying to the target, like "Tomahawk" missiles.
Or maybe give under barrel lightning grenades the properties of a missile? I don't know

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also is there a way to solve the problem with literally all helis, that are force-turned over, so they can explode, despite you landing them really flat and there is no reason for them to turn over at all, but they still do

untold sky
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lightning under barrel grenades?
you mean flares?

fickle root
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it feels to me like the game thinks there is enough damage and the heli kinda should expolde and so the game turns it over, forced way

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yes

fickle root
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in A2, they worked perfectly, illuminating really bright and fare

untold sky
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I use gruppe_adler's brightflares mod too, works nicely

fickle root
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but it's a mod, that everybody needs to have

untold sky
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correct

fickle root
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I'm speaking about vanilla

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if it's possible to fix it there

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if it's a simple config thing, I don't see why not fix it in vanilla

untold sky
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unlikely, backwards compat. Suddenly changing how the flares behave.. @sterile nova has a better idea on the implications of that

fickle root
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or maybe create a new class that will have it the current way and replace by default with fixed

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or make it optional class, that one can "enable" inside the mission file if one wants to have it fixed

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I don't know, I'm not an expert

sterile nova
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@fickle root UGL flares are signal ones and that's by design

fickle root
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in A2 it was not signal?
because they were illuminating really good

sterile nova
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(Disclaimer: I didn't invent that that πŸ€·β€β™‚οΈ )

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in A2 they were behaving like illumination flares

fickle root
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so no illumination flares present in A3 then, ok

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what about helis forced to turn over?

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even if they shouldn't

untold sky
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We could add illum flares, not much work besides localization? :D
I'd need a video of that, not sure what youre talking about there

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Been on new physx for 2 weeks now, I noticed no issues.. or atleast no really negative issues.
I noticed cases where vehicles were undamaged, even though the impact should've severely damaged them. but thats positive from a player standpoint

fickle root
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I land a little bird on both skids, perfectly horizontally, despite it being badly damaged and it turns over, forced way

untold sky
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Had little birds last week, no issues noticed

fickle root
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It's not always

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but there were a lot of cases

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where a heli is forced to turn over for no reason

untold sky
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I hit a little bird skid on the edge of a roof at full speed, made half a looping and came out undamaged even though I should be dead.
Thats my only "negative" helicopter experience with new physx

fickle root
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yes, this I know, "good" for players

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but I think dwarden or reyhard know why sometimes helis are forced to turn over for no reason

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don't remember who of both replied in the past here on this subject

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can't find it anymore

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was a long time ago

gray wharf
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turn over, like upside down?

fickle root
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like it leans on one side, to be able to expolde

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despite me landing it really flat, even if heavily damaged

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on both sides at the same time

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so you can exclude the explosion, because I could have landed it only on one side and not flat

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if only I could find dwarden's or reyhard's response to this

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I don't remember if it was in 2018 or 2019 I wrote about it already

sterile nova
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there is insta explosion when heli is upside down or on side

fickle root
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this is normal

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but the problem is not that it explodes

sterile nova
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"normal" πŸ˜„

fickle root
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but that it's forced to lean on one side in order to expolde

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and it souldn't lean

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since I land it perfectly flat on both sides

sterile nova
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weird, I remember mention of insta explosion only from my side

fickle root
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well, I don't find it really normal, yes, but it's ok

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but not ok when it's forced-leaned so it can explode

untold sky
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don't know what you mean by force-leaned

fickle root
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don't know how the engine works, but maybe it "thinks" that there is enough damage for the heli to be destroyed and leans it so it can expolde, to be destroyed

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I will try to record it, if I manage to

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have never tried to repro it on purpose

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last time I had it, it was 2 days ago on stable

untold sky
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leans it so it can expolde
nah, that sounds stupid πŸ˜„

fickle root
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landed perfectly flat on ground the littlebird and it somehow leaned on one side despite me holding it with Z button and trying to counterbalance with A/D

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then maybe it was dwarden who responded once to this problem

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but don't remember what exactly he said back then

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is it maybe then possible to make them not expolde, when the fall on one side, but only break the rotor then, like in real life?

gray wharf
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that ^ I would pretty much love
let's not explode -only- because it's on its side/top
break the blades

fickle root
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Dedmen, adding illuminating flares would have been so so much appreciated!!!!!!!!!!!!!!!!

untold sky
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again reyhard will know more about it I think. But.. I would probably fix it, I don't see a reason for forcing explode
not sure if breaking blades is that easy, without advanced flightmodel enabled

gray wharf
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the engine does it now for "normal" helicopters if e.g you fly too close to a wall

untold sky
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I never tried deliberately flying close to a wall πŸ˜„ to break my rotors

gray wharf
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phone poles are sneaky b*sterds

the blades are also destroyed if you tip the helicopter on the side when touching the ground, but when the helicopter fully tip, it's boom time.
So I guess "only" disabling the auto boom is required?

sterile nova
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that behaviour can be changed but afair there are few edge cases which prevented that change from happening

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@thick hare should know more about it

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there are some specifically few checks in code which make that instant explosion and removing it was kind of working

fickle root
untold sky
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its AIII-11332 I think, and AIII-12983

sterile nova
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main issue I think was RTD - RTD helicopters are colliding with RTD defined points in XML

untold sky
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Seems like, while turned over the helicopter can sink into the ground, which is bad

fickle root
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already worked well before

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dslyecxi also made videos about it back then

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comparing how it was and what it became, how we know it today

rapid wing
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what i remember , it worked well , same as in TKOH

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just one day it was changed into instant explode

fickle root
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yes, exactly

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was just fine before

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many years ago

untold sky
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I've marked it to be looked at again in the next few months. If just disabling forced kill is doable and working fine, maybe we can just go with that

fickle root
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please, add illuminating flares to your list as well )))

gray wharf
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and better multicore usage kthxbai

fickle root
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also why not let helis in noob mod also use wheels and hand brake

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why do you have to switch to advanced mod for this, but on jets it works fine

untold sky
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I'm sure there is some reason for that Β―_(ツ)_/Β―

rapid wing
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i think thats the limitation of the default flying model

gray wharf
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I believe the wheels stuff is done by the AFM itself

fickle root
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maybe this reason is as "valid" as the reason helis are exploding when they tip over

rapid wing
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imho there is a mod that you can do it even in default flying model πŸ˜›

fickle root
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oh, ok, maybe

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so if there is a mod for it to work with default flight model, it's then possible!

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but "locked"?

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man, I already imagine helis not insta exploding when they tip over, wheels/hand brake working for default flight model, like on jets and illuminating flares.....

untold sky
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I already heard that with new physx wheels on helis work, not sure if default flight model

fickle root
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well, if a steamworkshop mod makes it possible for default flight model, then it's possible to make it work without any mod as well

rapid wing
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on AFM they do

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but not in default

fickle root
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@rapid wing but you just said that with a mod you know it works on default flight model?

rapid wing
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problem is , that mod is scripted

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otherwise it works

fickle root
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oh, ok

fickle root
gray wharf
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pfuh noobs, just fly 10cm off the ground πŸ˜›

rapid wing
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rotor damage kinda works but its random

fickle root
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even with damage false it explodes )))

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lol

sterile nova
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because it's very obvious if in code which bypasses all scripts

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sort of if(heli flipped)then{heli kaboom true}

fickle root
#

well... yes

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cargo: 2000 pounds of 120 mm high explosive mortars and no explosion
https://www.youtube.com/watch?v=grLzv9jLRmo&feature=youtu.be&t=76

On today's edition of Around the Air Force Technical Sergeant Nicholas Kurtz tells us why an airman was recently awarded the Soldier's Medal.

A civilian contract helicopter (Russian Mi-17) crashed while making an emergency landing due to mechanical problems on an ISAF base (F...

β–Ά Play video
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I remember jets and vehicles falling apart, like wings, doors, wheels in OFP2, that was never released, but most if not all of the vehicles then made it to A2, but without this advanced damage model

untold sky
#

I got a "its possible" on adding illum flares

fickle root
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2005 (OFP2?), su-34 from ArmA 2 (2009) in peaces + buildings destruction and a wheel of a vehicle rolling

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2020 and still no such advanced/detailed destruction of vehicles/buildings (((

gray wharf
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there might be a reason though πŸ™ƒ
(my biggest regret was when the "brick-by-brick" building damage they announced didn't make it 😒)

fickle root
#

oh yes

daring wagon
#

They announed that?

fickle root
#

also do you remember them demoing physix with containers and barrels for A3 and not implemented

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also in early A3, you could open and close doors of Ifrit or ghost hawk

daring wagon
#

Yeah

fickle root
#

and not only

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maybe all of this missing because no multithreading...

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imagine all of this suddenly in next title...

gray wharf
#

They announed that?
at one point for "Game 2" yes

daring wagon
#

Ic

gray wharf
#

@fickle root doors are still openable, by script though

daring wagon
#

imagine all of this suddenly in next title...

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They defnitely need to step up the game

fickle root
#

don't know why sliding/opening of door on vehicles was removed

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not finished for all vehicles and thus removed, so people don't ask why on one it works and on the other not

sterile nova
#

because you couldn't throw grenades inside

fickle root
#

or because there were problems when shooting

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ah, ok

sterile nova
#

and even if you could, then it wouldn't kill people inside due to how explosions are working in RV

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you can already notice it on some openable vehicles like offroad or van

#

it was also increasing complexity of physx LOD (this one is used for grenade collisions)

fickle root
#

you remind me I have to check all windows in all houses for grenades to be able to enter through windows from outside and from inside, because there are a lot of windows in several houses that you can't throw a grenade through

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it simply acts like an invisible wall

sterile nova
#

yea, indeed, I wanted to take a look at some of them for 2.0

fickle root
#

I hope that much more improved multithreading will finally allow to introduce a lot of stuff

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2.0 what?

daring wagon
#

Arma 3 2.00

untold sky
daring wagon
#

πŸ˜„

fickle root
#

also is there a difference between smoke and normal grenades?

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when throwing through glass

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because one of both, don't remember which, you can throw through glass no problem, the other you can forget about it

sterile nova
#

UGL grenades are using shell simulation

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smoke grenade and regular grenade thrown by player are using PhysX

fickle root
#

ok

gray wharf
#

1.100 2.00 confirmed πŸ˜„

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sooo Arma 6 confirmed? πŸ‘€ someone tell Drewski!

daring wagon
#

Arma 3^2

untold sky
#

Arma 32bit

daring wagon
#

That would be a step back πŸ˜„

fickle root
#

yeah, this is the problem, that UGL is not using physix

#

no way to shoot them through glass like smoke or normal grenades

uncut briar
#

UGLs have arming distance.

daring wagon
#

If UGL use physix and bounce like normal grenades, that would be funny

gray wharf
#

NO

fickle root
#

I understand now )

sterile nova
#

@daring wagon UGL smoke grenades are using PhysX and we know how they behave in game ))

fickle root
#

please, make it possible to use wheels and hand brake for helis in default flight model without additional mods ❀️ ❀️ ❀️

uncut briar
#

Please add more FPS

#

thanks lenny

fickle root
#

I wouldn't "waste" huge resources for a game that has no feature and a lot of limitations

#

they should better work on next title

#

even if BI could iron out almost every possible problems present in A3, they still would have hit current engine limitations, not allowing them to go further, implementing a lot of stuff they would have liked to

#

the engine is the real problem in first place

#

if somebody remembers how horrible the performance was, when Altis was first introduced...
Even small Livonia with not than much vegetation as could have been and with not as many different sorts of plants is not performing very well on current engine.
I imagine this is also the reason why they went for Altis and not for a green map of +- same size, because it would have been simply unplayable, even with current state of the engine we have

#

so updated/redone engine is the only solution, with much better multithreading and a lot of capabilities implemented to be able to introduce them in the game over time

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hope they will really think of everything possible to implement in the engine, as capability, even if introduced later in the game itself

untold sky
fickle root
#

you're right, way off

fickle root
#

can somebody explain?
Tweaked: Made consistent the Fire Geometry across all characters

sterile nova
fickle root
#

so what's the result of this?
better detection what part of the body was hit?

#

more hitpoints?

sterile nova
#

slightly better hit detection and possibility to do more complex hitpoints in future

near cedar
#

reyhard Yesterday at 15:33
yea, indeed, I wanted to take a look at some of them for 2.0

#

i've actually had one ticket on that since 2015 πŸ˜›

#

will post it here again

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i also need to make a bug report about a DX11 out of memory crash... soon ℒ️

untold sky
#

can't do much about not enough memory tho

#

its not like we can analyze the crash cause and fix it. The cause is clear, out of memory. And the fix too, get more memory or lower graphics settings

gray wharf
#

but isn't the game supposed to load/unload according to available RAM? or is it a DX responsibility

near cedar
#

^

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it's a 6GB VRAM GPU

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running theory is that Arma is looking at shared video memory and not just dedicated

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because this happens to someone else i know as well

untold sky
#

Afaik it prints the available vram in RPT on startup?

near cedar
#

hmm let me check, i did save the reports

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PhysMem: 16 GiB, VirtMem : 131072 GiB, AvailPhys : 9.0 GiB, AvailVirt : 131068 GiB, AvailPage : 5.4 GiB

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doesn't seem to

#

oh wait

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it does

#
 1:16:39 DX11 - Using DXGI adapter 0 (detected in config).
 1:16:39 DX11 - Using DXGI adapter 0.
 1:16:39     - adapter description : NVIDIA GeForce GTX 1660 Ti
 1:16:39     - adapter vendor ID : 4318
 1:16:39     - adapter device ID : 8578
 1:16:39     - adapter subsys ID : 1069749336
 1:16:39     - adapter revision  : 161
 1:16:39     - dedicated video memory : 1987051520
 1:16:39     - dedicated system memory : 0
 1:16:39     - shared system memory : 4264034304```
#

so... 1895MB dedicated VRAM, and 4066MB shared?

untold sky
#

so problem might be that it thinks it can use shared memory, even though it cannot?

near cedar
#

dunno. will make a ticket with all the reports it put together

untold sky
#

but according to that, both numbers that arma reports are wrong πŸ˜„

near cedar
#

yup πŸ˜„

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Problem seems to occur when i have Chrome and stuff open. Without it i don't get it. Although as you can see VRAM use with all my stuff open in the background is < 1GB

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with chrome and stuff closed it's using 0.4 GB

untold sky
#

that info there comes directly from directx.. and if that data is already wrong.. oof

near cedar
#

win 10...

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DXDIAG seems to report things correctly...

untold sky
#

maxvram is dedicated video memory + (if shared system > videomem and videomem < 512mb) shared system memory
and then Arma only uses 4/5th out of that because it assumes some is already used elsewhere

gray wharf
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but if RAM usage changes (e.g Alt+Tab then opening, randomly, Chrome), does the game change its limit on the fly or does it remain on the "starting" values?

untold sky
#

game doesn't know how much vram is in use by others

gray wharf
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does it refresh on the "available RAM"?

untold sky
#

no, because thats hardware

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that won't change

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it uses 4/5th of total available vram always

gray wharf
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oh okay

untold sky
#

Also not sure if still the case, but it once had the problem of never detecting more than 4gb vram

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which make me 8GB 1070 big sad

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maybe we should reintroduce maxVRAM parameter

fickle root
#

it's in the launcher

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or is it not working?

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I remember when A3 was 32 bit and I had my 6 GB vRAM GTX Titan, it couldn't use more than 3 GB at ultra 22" 1680x1050, back in 2014

untold sky
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or is it not working?
that, also its limited to 3gb and other shinanigans, noone should be touching that parameter currently

fickle root
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i thought it was limited to only 2 GB, since A2

untold sky
#

nah that was probably 32bit stuff

near cedar
#

well, the game is using 5GB of VRAM according to task manager...

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it crashes because Arma pushes available VRAM to the max

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at the time of the crash, when the error message popped up, the system was using 5.8GB

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when i shut Arma all chrome windows and tabs had crashed too

untold sky
#

Arma uses 4/5ths of existing vram. If not that much is free then it'll indeed potentially die

near cedar
#

hm.

fickle root
#

arma uses without problem more than 8 GB vRAM

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my 8 GB are always full

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another user here has a Radeon VII with 16 GB and he confirmed, that arma easily goes above 8 GB, if available

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not even 4k or WQHD

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just 1080p

near cedar
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yeah it'll use 80% of your VRAM as dedmen said

untold sky
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but there's som F'ery going on with directx/nvidia where it doesn't report the full vram that you actually have

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like how it displays 4gb for you while you have 6 or smth

near cedar
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it's actually reporting just under 2GB

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~2GB dedicated, ~4GB shared

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whereas it's actually 6GB dedicated and 14GB shared

sleek scaffold
#

Perhaps there should be a param to let players specify their Graphics Cards memory to bypass what arma reads from DirX/NvidiaDriver (a manual work around)

spare vine
#

I'm sure it's a know issue, and I don't believe it's related to what Dedmen is/was working on but;
If you include a non-existing file with SQF in a mission, 3den will simply load the mission and show an error message (file not found).
If you include a non-existing file in a config file (part of mission, like 'description.ext') it will crash the game completely.

Currently only tested in a modded environment and a custom mission, but if needed I can create a simple test mission without mods.

untold sky
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Perhaps there should be a param to let players specify their Graphics Cards memory to bypass what arma reads
Thats what I already said yesterday

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@spare vine fix in next arma update. Was fixed last week

hallow sun
raven hollow
#

maybe we should reintroduce maxVRAM parameter
@untold sky Yes pls.

fickle root
#

@untold sky please, introduce also RscTreeViewMulti
like you have done with: Added: RscListBoxMulti config class for scripted UI creation of multi-selection list boxes

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so one can select several things at once, and not one by one, performing same actions for each of items every time

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in our mission we have bots in group with player and the player wants to select all bots or some of them (more than one) to sell them, delete or transfer them to another player at once, not selecting only one at time and repeat same actions for each bot

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now it's simply impossible

untold sky
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please, introduce also
No. I don't even know why you are pinging me. Stop waasting my time

raven hollow
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in our mission we have bots in group with player and the player wants to select all bots or some of them (more than one) to sell them, delete or transfer them to another player at once, not selecting only one at time and repeat same actions for each bot
@fickle root Make it a listbox :trollface:

solid marten
#

please, introduce also RscTreeViewMulti
Are here any commands to get or set multiselection on RscTree?

daring wagon
#

Still hoping for the treeView search fix (looking at someone specific) πŸ˜›

finite anvil
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please, introduce also RscTreeViewMulti
Are here any commands to get or set multiselection on RscTree?
@solid marten no commands that I know of, even though tv supports multiselection. but maybe tvSetCurSel has an yet undocumented syntax for this?

sleek scaffold
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hey @fickle root stop molesting my boy dedmen! he is busy doing my suggestions!

arctic root
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please, introduce also RscTreeViewMulti
Are here any commands to get or set multiselection on RscTree?
@solid marten there is a TreeView parameter multiselectEnabled, but so far I haven't found any commands on BI wiki which could set/return multiple TreeView selected items.

gray wharf
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@raven hollow ^ ?

raven hollow
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Not that i know of Β―_(ツ)_/Β―

sleek scaffold
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please look it up in the future dear devs

untold sky
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No

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Stop pinging me

sleek scaffold
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ok sorry 😦

#

fixed

untold sky
#

Second time you spam ping me in one day. Have a read of #rules and consider this a warning

sleek scaffold
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you are right, won't happen again, also re reading the rules now

#

thank you for the heads up and not banning me πŸ™‚

finite anvil
#

Hmmm I have just been using the CT_CONTROLS_TABLE but when using ctrlEdit as a base class it crashes the game as soon as you ctAddRow _ctrl? RscEdit is fine...

covert barn
#

Is there a chance to that RWRs might get looked at? https://feedback.bistudio.com/T126652
It seems Radar Warning Receivers only show signals when that radar is able to detect the plane with RWR. For example, Sentinel can only detect Rhea's radar when within a few km. IRL, the RWR detection range would only depend on radar power and RWR sensitivity, not on plane's RCS (radar cross-section)

fickle root
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there is a really issue with all guided missiles in the game, connected directly and only to overall visibility in video settings, that overrides or doesn't take into account what overall visibility and objects are set via setViewDistance/setObjectViewDistance in the mission.
100% reproducible even in the editor, just by placing a heavy AT soldier, setting desired setViewDistance/setObjectViewDistance and then just lowering/increasing overall visibility in video settings.
p.s. - objects visibility in video settings and setViewDistance/setObjectViewDistance via console doesn't matter at all, only overall visibility.

in my video repro you can see that:

  1. overall and objects visibility is set to 3000 for both and one can't even see Pyrgos village on my right, on the other side of the bay
  2. I set setViewDistance/setObjectViewDistance to 6000 m for both via console and one can see that it works, since one can now see Pyrgos village
  3. I open video setting to demo, that 3000 m overall and objects still hasn't changed
  4. I shoot with Vorona at a house 2057 m away and I hit it
  5. I lower objects visibility in video settings to 500 m (overall still 3000 m and forced overall/objects still 6000 m) and shoot at the same house and still hit it
  6. I now also lower overall visibility in video settings to 500 m (forced overall/objects still 6000 m) and shoot at the same house and the missile simply flies away in a random direction
  7. I increase overall visibility in video settings again to 3000 m (objects still 500 m and forced overall/objects still 6000 m) and shoot at the same house and I hit it again
    https://www.youtube.com/watch?v=fDXjhMI5GzQ
gray wharf
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…write a ticket? if it doesn't exist

fickle root
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will do

untold sky
#

woah wtf. what magic is this :D
it shouldn't even care about visibility its just view direction guided I thought...

#

Definitely looks like a balif bug that gets a ticket

fickle root
#

I started investigating it when I was told by players on our server, that despite them setting overall and objects in the mission itself to even 12k, they couldn't hit anything with jets' missiles, helis, infantry titans or voronas.
All of this, because missiles simply flew away in a random direction, despite enemy vehicles not even throwing smoke, since target not locked, because most of them guide missiles manually to avoid enemy armor using smoke.
Told them to set overall visibility in game video settings and it worked just fine afterwards )

fickle root
#

Should I choose engine or config as category when creating the ticket?

untold sky
#

engine

#

atleast I think its an engine issue I don't know

fickle root
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ok, engine

desert trench
#

this is a very old issue

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the CIT had it with TOWs

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i think its connected to simulation range

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Suma/Ondra commented on it. maybe can be found in archive org

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could have been fixed also for A2:OA but was forgotten be merged

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@fickle root did you try in A2/OA yet?

fickle root
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haven't played A2 for along time now, but I remember it

fickle root
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fixed in A2 when EOL, but same error made in A3 )))

sleek scaffold
#

Nice find @fickle root!

coral lantern
#

PEQ laser can not be seen beyond 1.5km.... facepalms Ofc its not.... it is a <1w laser ya know...

#

only thing yas need to fix regarding missles is fixing the bloody Shikra and other enemy CAP from behind able to shoot missles 'backwards' and no thats not a joke being quite literal.

coral lantern
#

oh and fix LRAA radar emitters to actually be a lockable target for anti-radiation guided missles at like a Cronus ie. the radar emission source.

fickle root
#

i have units stuck in unconscious even when armed
my workaround is:

    [_unit] spawn
    {
        _unit = _this select 0;

        sleep ((random 1) + 1);

        while {(toLower (animationState _unit)) in ["unconsciousrevivedefault_a","unconsciousrevivedefault_b","unconsciousrevivedefault_c"]} do
        {
            sleep 0.1;

            _unit switchMove "";//TODO: improve with actual transition
        };
    };```

@desert trench

switchMove "UnconsciousOutProne" ? @desert trench
@gray wharf UnconsciousOutProne doesn't help

gray wharf
fickle root
#

no, since it's not always the case, so difficult/impossible to repro

gray wharf
#

k

fickle root
#

but even before changing to UnconsciousOutProne it also didn't occur that often.
so changing to UnconsciousOutProne no improvements/changes
problem remains