#arma3_feedback_tracker

1 messages · Page 30 of 1

uncut briar
#

sleep? What's that?

gray wharf
#

that thing for the weak

#

I do that a lot

sinful kettle
#

I do that a lot
I've never seen you sleep. You're here 24/7!

gray wharf
#

lies!

hardy matrix
#

Liar

#

I sleep till 23am

#

Cause im lazy to lock my eyes

lapis osprey
#

@untold sky Are we going to get a fix on the VON slider not working? Currently it's basically an on/off toggle, no in-between. For some reason you can change the VON volume with effects though? Pretty broken stuff.

#

Seems like there is a ticket for it as well.

daring wagon
#

There is a fix on profiling branch so far I know. I dunno if a hotfix is planned or not

lapis osprey
#

Hope so, I mean it's very annoying not being able to turn down people's volume haha

untold sky
#

just switch to profiling branch. Youll get your fix, and free performance improvements on top

daring wagon
fickle root
#

would have been cool if one could simply move existing markers, instead of deleting, putting again and naming it/them again

untold sky
#

Just use ACE then.

fickle root
#

mod...

untold sky
#

Yep. Have fun

daring wagon
untold sky
#

Afaik old man guy is currently too busy

daring wagon
#

Ah too bad. Hope he finds some time at some point.

strong ermine
#

It’d be nice to have a functional VoN slider in the volume options, considering it has been working perfectly fine since the release of the game (and even in Arma 2). It only became bugged out in the recent 2.00 update when one of the devs “unified the VoN volume handling” for an undisclosed reason. It really is a mystery why the bug wasn’t fixed within 24 hours of it being reported, considering how major it is. Every other game I play has the ability to modulate voice chat volume independently of effects - and for a very good reason. I’m not going to pretend to know everything, but it doesn’t sound too complicated to revert back to the previous VoN handling that never had any issues to my knowledge. Telling people to switch to and download a separate branch of the game that is incapable with the majority of servers that people play on, and recommending they just install mods to make the issue irrelevant, sets a dangerously low standard for Bohemia Interactive. I hope that someone will take responsibility for the issue and commit to making Arma 3 great again by setting higher standards for the development team. I shouldn’t have to rely on mods to make the game playable. Mods are meant to expand upon or improve and already working game. They should not be required in order to fix a broken voice chat. Incase anyone still doesn’t know what I’m talking about, I will link to the feedback tracker post and explain it here very briefly:

#

VoN volume slider in vanilla Arma 3 is broken because:

  • VoN slider at 0% mutes VoN
  • VoN slider >0% enables VoN
  • VoN slider between 0 and 100 does not change voice chat volume
  • Effects slider changes all voice channel volume.

https://feedback.bistudio.com/T154335

So, I think by unifying it (still confused why this was even done), the dev in question linked the volume of all voice channels to the effects slider, which is what direct chat was always tied to. The reason I view this as a major issue that needs to have a higher priority is because there are many people who play on Official and other un-modded servers, which rely on the default voice chat system. Because of this bug, people have taken a break from Arma 3 because they don’t want to damage their hearing in order to hear others in voice chat. You have to turn your effects volume up higher to hear people, but this obviously makes other sounds in the environment really loud. I think at this point the community is due an explanation of why this was done in the first place, and why they are so reluctant to fix the problem on the main branch...

untold sky
#

uh

#

Did you read the last comment on the FT icon?

#

The answer is there.

strong ermine
#

It’s fixed on main branch?

untold sky
#

and recommending they just install mods to make the issue irrelevant
mods cannot fix this issue, its a engine bug
It really is a mystery why the bug wasn’t fixed within 24 hours of it being reported
it was fixed. Right after it was reported.
a separate branch of the game that is incapable with the majority of servers that people play on
incapable? its perfectly compatible with all servers, and even has some additional performance improvements and bugfixes.
back to the previous VoN handling that never had any issues to my knowledge
Direct chat was always on effects volume slider, instead of the VON volume slider, people have been reporting that for the last 4 to 7 years, but devs never noticed that issue nor saw reports about it.
I hope that someone will take responsibility for the issue
I broke it, and I fixed it within hours after seeing the report.

#

You have to turn your effects volume up higher to hear people, but this obviously makes other sounds in the environment really loud.
This was always an issue with direct chat

strong ermine
#

Should direct chat have it’s own slider then?

untold sky
#

I think at this point the community is due an explanation of why this was done in the first place
Quite sure I explained that already... Cleaned up the code, didnt expect that VON volume would ever be controlled by effects volume, because I expected (as is logical) it to be controlled by the VON volume slider, wasn't the case, but didnt expect or know and thus didnt check for that, neither did the people who reviewed and tested the change.

#

No why? VON volume is VON volume. All VON volume no matter what type, should be on the VON Volume slider

strong ermine
#

Alright thats cool, so now von controls direct chat as well?

untold sky
#

yeah

strong ermine
#

Sounds like an improvement, good work I suppose

#

Im gonna report another issue here if thats alright

#

It has to do with the A3 Units

#

When you have a long link as the website of your unit, it will glitch out the ui, making the buttons for mute, vote kick, vote admin, and kick off dissapear

untold sky
#

ingame? in the map screen?

strong ermine
#

Yes, on the player list

untold sky
#

Make a ticket and I might look into it. This channel is just for discussion not for actual bug reporting

strong ermine
#

Well at least know u know about it

untold sky
#

yeah until I forget again in a few days

#

^^

strong ermine
#

It’s especially powerful for trolls when coupled with putting an emoji in their name, since emojis dont show up in-game and nobody’s gonna guess which one it is... making chat commands like #kick innefective as well

#

This makes the only way to kick them off the buttons on the lobby screen

#

Keep in mind i’m talking vanilla here, so no admin menus of the sort

untold sky
#

I think #kick should also accept the steamid of a user, not sure

strong ermine
#

Is there an eta for when the von fix will be on main branch? Does it need more testing?

untold sky
#

no eta

#

But yes we also pushed it to profiling branch, to get some testing and feedback for the change

strong ermine
#

Ok cuz i had to google the access code for that branch. Anyways, the reason I would recommend a separate slider for direct chat is because you might want to hear people better in direct chat at a distance without turning up the other channels. Better yet, have sliders for all channels because sometimes there will be people talking over your group members. I guess I could just mute them individually, but it would be convenient to have a feature like this. Thats my feedback

daring wagon
#

Was something changed in the Scenario Menu? Scenarios don't seem to get marked anymore as played. (Profiling Branch)

untold sky
#

negative

solid marten
#

@daring wagon was it changing on profile branch before?

daring wagon
#

@solid marten That I don't know. I just did another test on dev branch and calling BIS_fnc_endMission does also not mark the mission as played. I will do some further testing if you want.

solid marten
#

could you try it on 2.00?

daring wagon
#

Did, doesn't work. Downloading legacy now. Also switched to a new, clean profile and no mods of course. I keep you posted.

solid marten
#

thanks

daring wagon
#

Okay, on Legacy the following happened:

  • Local mission still didn't get marked as played
  • All my Steam mission which were not marked as played in the other builds suddenly became marked as played.

So I don't know what's wrong. I'll ask around if someone else has that issue.

trim acorn
#

I'm having trouble hearing people speak because effects volume now effects VON as well

ornate marlin
stable robin
#

i'm not sure, if it is bugtracker in this discord, but i need to vent and report - please, remove delete action from Enter key in Publish to Steam Workshop modal window in the Eden Editor

I accidentially deleted my mission with 4k subs and have no chance to recover it 😠

daring wagon
#

But you have to press enter twice to actually delete it.

#

But yeah, Enter should never focus on delete.

gray wharf
#

ideally the second Enter should be on "Cancel" yes

daring wagon
#

Or like that

#

Just checked, there is also no indication what button is focused when the GUI is opened. Arma GUI 🤷‍♂️

sinful kettle
#

The game crashes when I delete a controlsGroup using a child button in one frame (as in: onButtonClick = "ctrlDelete ctrlParentControlsGroup (_this#0)")
But if I spawn it everything is fine (even if I put isNil around it to force the code to run in one frame: onButtonClick = "_this spawn {isNil {ctrlDelete ctrlParentControlsGroup (_this#0)}}")
Is this a bug?

untold sky
#

jup. and its not new either

#

you are deleting stuff while stuff is being processed on it

sinful kettle
#

So why does spawning the code work?

#

Maybe because it happens in the next frame(s)?

alpine tulip
#

spawn does execute the code a bit later than its execution, if my knowledge is correct

sinful kettle
#

it does

#

at least one frame later

untold sky
#

yes because it happens later

#

and in a different section of the frame

#

outside of UI processing code

#

in general deleting controls inside events

#

imagine a control with 3 eventhandlers
the 2nd EH deletes the control. So engine goes "okey Im done with the second, lets get to the third, I already have it here right next to... wait.. where is it.. I had it here! I just printed that out! where.. wtf.. Bridget!!! Wheres my handler! I know I put it here! Bridget come help! Bridget!!"

sinful kettle
#

Interesting. Same thing happens with ctrlEnable!

#

Children should never mess with their parents! Lesson learned! 😉

raven hollow
#

Okay, dedmen goes more mental, than usual. Something is odd.

finite anvil
#

when placing any of the vr soldiers (or civillian) in 3den on diag branch you get this rpt log:

Selection missing in CfgModels
  class vr_protagonist_f
    "camo3",
untold sky
#

Sounds like a ticket for reyhard meowtrash

daring wagon
#

On dev branch. When switching from a mission which has function in CfgFunctions defined to an empty mission, the .rpt gets spammed with:

14:24:03 Warning Message: Script functions\fn_alarm.sqf not found
14:24:03 \/Context:     [] L291 (A3\functions_f\initFunctions.sqf)
    [] L299 (A3\functions_f\initFunctions.sqf)
    [] L304 (A3\functions_f\initFunctions.sqf)
    [] L314 (A3\functions_f\initFunctions.sqf)
    [] L323 (A3\functions_f\initFunctions.sqf)
    [] L328 (A3\functions_f\initFunctions.sqf)
    [] L333 (A3\functions_f\initFunctions.sqf)
    [] L338 (A3\functions_f\initFunctions.sqf)
    [] L374 (A3\functions_f\initFunctions.sqf)
    [] L375 (A3\functions_f\initFunctions.sqf)
    [] L102 (A3\functions_f\initFunctions.sqf)
    [] L129 (A3\functions_f\initFunctions.sqf)
    [] L132 (A3\functions_f\initFunctions.sqf)`
#

The file exists and definition is correct*

gray wharf
#

in v2.00 too
I get a "hey, file not found" when trying to get a fresh new start

daring wagon
#

Yeah, it's been always like this, but wasn't it supposed to be fixed?

#

Need to check the ticket for the status

#

Also I am not sure if this kind of rpt log is not a bit too much

14:26:30 Attempt to override final function - bis_fnc_om_modulefasttravel
14:26:30 \/Context:     [] L1 ()
    [] L3 ()
    [] L9 (A3\functions_f\debug\fn_recompile.sqf [BIS_fnc_recompile])
    [] L11 (A3\functions_f\debug\fn_recompile.sqf [BIS_fnc_recompile])
    [] L291 (A3\functions_f\initFunctions.sqf)
    [] L299 (A3\functions_f\initFunctions.sqf)
    [] L304 (A3\functions_f\initFunctions.sqf)
    [] L314 (A3\functions_f\initFunctions.sqf)
    [] L323 (A3\functions_f\initFunctions.sqf)
    [] L328 (A3\functions_f\initFunctions.sqf)
    [] L333 (A3\functions_f\initFunctions.sqf)
    [] L338 (A3\functions_f\initFunctions.sqf)
    [] L381 (A3\functions_f\initFunctions.sqf)
    [] L382 (A3\functions_f\initFunctions.sqf)
    [] L396 (A3\functions_f\initFunctions.sqf)
    [] L392 (A3\functions_f\initFunctions.sqf)
untold sky
#

do the functions work despite the error? or is CfgFunctions in missions outright broken?

daring wagon
#

Let me check

untold sky
#

it is too much, it will be hidden behind a new -debug command line option

#

it is already hidden behind -showScriptErrors

daring wagon
#

Seems broken, functions viewer shows empty text

#

it is too much, it will be hidden behind a new -debug command line option
@untold sky Awesome

#

Something I am not sure how others think about is the default stuff that is always logged into the rpt. Right now I have 700 lines telling me what pbo was loaded, that some base classes are being updated and other stuff. Would it be possible to hide that behind another debug command as well?

uncut briar
#

this info is important when you get issue reports as mod developer

untold sky
#

the "no geometry or visual shape" I'm hiding. The list of what PBO's is loaded is important for analyzing crashes, so has to always be on

#

base class errors should just get fixed ┬─┬ ノ( ゜-゜ノ)

uncut briar
#

Yeah, the UBCs should get fixed.

#

There should be 0 UBCs when starting vanilla meowtrash

daring wagon
#

I am fine with the addons but yeah, these base classes are just annoying

untold sky
#

I have no idea about your file not found issue. Maybe @solid marten knows what it could be.
Best would be if you can provide repro mission and FT ticket

daring wagon
#

It's also kinda ironic that it doesn't tell me that the functions don't exist when loading the scenario they are defined in, but rather when I load a differerent scenario

untold sky
#

oh thats... interesting

#

repro needs 2 repro missions probably.
"First load this mission, then switch over to that mission"
Maybe when switching to new mission, it somehow reads old missions CfgFunctions

daring wagon
untold sky
#

yeah FT ticket, good find 😄

uncut briar
#

Maybe when switching to new mission, it somehow reads old missions CfgFunctions
that popup was always a thing afaik 😄

solid marten
#

ticket please with repro

daring wagon
daring wagon
#

Is there a script error logic error in line 21/ 22 in BIS_fnc_sandstorm?

#
_density = if (count _this > 1) then {_this select 1} else {0.07}; if (_density < 0) then {_density = 0.07};
_colorCoef = if (count _this > 2) then {_this select 2} else {1}; if (_colorCoef < 0) then {_density = 1}; //Shouldn't that reset _colorCoef to 1 instead of _density?
untold sky
gray wharf
#

Dedmen do no squieff

solid marten
#

@daring wagon looks like copy paste error can you make ticket as well? thanks for the other 2

uncut briar
#

params hide

sinful kettle
#

lol yeah. I've seen so many bad practices in many BIS functions.

daring wagon
#

@sinful kettle This functions is really old. Was created before BIS_fnc_param and params etc.

sinful kettle
#

I'm not talking about this alone. But yeah most of those that I've seen are old

sinful kettle
#

@solid marten Is it possible to change the suppression so that the unit could also be suppressed by rockets/grenades as well? Right now they only react to bullets.

solid marten
#

It is possible but it is not easy and will require quite a bit of change around the engine possibly affecting performance. I’m not doing it

daring wagon
#
  1. I have updated the BIS_fnc_sandstorm ticket with an additional suggestion. Maybe you have time for it while you are at it, KK.

  2. I might have a bug with ctrlSetURL but I am not sure, maybe it's intended.
    When just using _button ctrlSetURL "someURL";The tooltip does not show at all.
    When setting an URL and a custom tooltip it shows the URL in the first line and the custom tooltip in the second line.

Ideally I'd prefer ctrlSetURL not forcing a tooltip by default and then not even showing it. Maybe as optional parameter, or the option to overwrite the tooltip by using setTooltip after ctrlSetURL.

solid marten
#

easy to check if this is ctrlSetUrl or not. use url config property to set url instead and check behaviour @daring wagon

daring wagon
#

Okay, tested. From my observations:
config URL:
Tooltip is visible, custom tooltip is added underneath

ctrlSetURL
Tooltip is not visibile by default but becomes visible if ctrlSetTooltip is used. Custom tooltip is added underneath
@solid marten

solid marten
#

you mean you defined tooltip in config too?

#

I’m not sure what is the problem, both script setters should just set relevant config property with exception that url one checks if url is allowed

daring wagon
#

No, I just defined URL in config, not tooltip. I understood it would behave the same as using ctrlSetURL

#

I will create a repro later today.

solid marten
#

you confused me. What tooltip is visible in config variant and what custom one is added if you defined no tooltip in config?

daring wagon
#

Ah ok. So if I use config property "URL" and nothing else. The tooltip displays the link. If I then use ctrlSetTooltip, the new tooltip is added on top of the already existing one.

With ctrlSetTooltip and no config property, the tooltip is not visible. It only becomes visible if I use ctrlSetTooltip. Which then also causes the custom set tooltip to be shown on top of the URL tooltip (which was not visible before)

solid marten
#

you should see url tooltip when you set url with script or otherwise. does it not show it when you use ctrlseturl?

daring wagon
#

Nope, doesn't show.

solid marten
#

if so this is a bug

#

if url is defined it should be shown when you mouse over

daring wagon
#

It does, when defined in config. Not with ctrlSetURL

solid marten
#

ok will check

#

confirmed

solid marten
#

Fixed in 146861 @daring wagon thanks for reporting

daring wagon
#

Glad I could help

gray wharf
#

Given the fixes quickness, I wonder if there are unit tests on commands now :D

desert trench
#

If you set the mission's name as "" in the description.ext, in local MP the empty string will be empty and you'll think the mission is not showing up.

#

does this classify as a bug/undesired behavior?

untold sky
#

well you got exactly what you wanted.
And as long as the list entry is still there, and works. Sounds fine to me

desert trench
#

is empty nicknames also allowed?

untold sky
#

afaik no

desert trench
#

ok

daring wagon
#

Is it a known issue that 1 call BIS_fnc_recompile; in 2.01 can crash the game? Happened to me twice now without any mods. I can provide reports and dumps if needed.

sinful kettle
#

Is it a valid syntax? I always use "name" call BIS_fnc_recompile

#

nvm yes it is

solid marten
#

Is it a known issue that 1 call BIS_fnc_recompile; in 2.01 can crash the game? Happened to me twice now without any mods. I can provide reports and dumps if needed.
@untold sky ^^^

untold sky
#

@daring wagon with -showScriptErrors yes.

#

Fixed a while ago, but dev branch was built just before I fixed that

#

to be clear, when its spamming errors in RPT, together with script callstack

daring wagon
#

ok

sinful kettle
uncut briar
#

should be an easy fix.

untold sky
#

Thank you dad blobcloseenjoy

fickle root
untold sky
#

I think reyhard is already on that

gray wharf
#

enableWeaponDisassembly fudges the get in action / angle

sterile nova
#

Yup, I'm on those slots already

untold sky
#

@gray wharf did someone check that the bug is still actual?

gray wharf
#

I did yes, can confirm 100%

#

back to normal when you re-enable weapon disassembly

untold sky
#

Well no repro on dev branch, nor internal...
wtf 🙃

fickle root
#

at distance the adversary sinks into the ground, but only visually. hitboxes don't. so when you think you're shooting into his head, you actually are shooting into his chest and if caliber is not high and the guy has armor, you won't kill him

gray wharf
#

yep, but not a bug - a design decision

#

I would agree that an improvement would be to have the hitbox move as well, but…

untold sky
#

nothing is actually physically moved afaik. its only rendering

fickle root
#

doesn't matter how it works

untold sky
#

Does. Not a bug.

fickle root
#

it's the result that matters

#

need to shoot above "visual" head to hit the "real" head (hitbox). so stupid

desert trench
#

best would be a mission option to disable it if desired 👼

fickle root
#

why not sinking hitboxes as well

#

also if you check the video until the end, you will see that when you have somebody behind a high fence, you can't see him, since he sinks partially into the ground, so is lower than the fence itself

#

BUT!

untold sky
#

why not sinking hitboxes as well
because thats a completely different thing

fickle root
#

he can see and shoot at you, since from his perspective he's not sinking into the ground

untold sky
#

I see the problem with it. But won't fix.

fickle root
#

so it's like cheating from devs. really bad design decision

gray wharf
#

it's either that or no more sinking into the ground

untold sky
#

yeah was a bad decision 10+ years ago. and still is. But won't be changed now

gray wharf
#

maybe an MGS-like "transparency" could be an option - but that would be a big rework.

gray wharf
#

muh! :<

#

could only close 5 of them -.-'

daring wagon
gray wharf
#

can only close the first one :(

daring wagon
#

Okay, that's it then.

gray wharf
#

Requesting moar FT pawarrrs from BI!

untold sky
#

send me a link to one that doesnt work

#

i guess the tickets you cant close are too old? Guess moderator permission was added later on so old tickets dont hav

fickle root
#

Those he can't close are wishlist (marked in blue)

untold sky
#

being able to close has nothing to do with priority tho

gray wharf
untold sky
#

its probably just age

#

ticket permissions are set when its created

#

maybe :u

#

I guess

gray wharf
#

yeah well, if I am "hired" to clean up and I can't, it kind of defeats the purpose doesn't it :p

untold sky
uncut briar
daring wagon
#

I would appreciate it if a dev could look into that. It's an easy fix (really) and would make this attribute control useable. (Incorrect height set for control inside controls group)

https://feedback.bistudio.com/T154820

fickle root
#

fallen trees and fences were fixed in an appropriate manner that AI can't see and shoot through them, but they still don't have physics when fallen, so one can drive/walk through them and it was a genius decision.
no perf costs and fixes the problem.

so disabling visual model of adversary from sinking into the ground at distance, like it was in OFP/A1 is also a very very good solution that a lot of players would certainly have welcomed and not posing any problems in any of SP/MP PvE/PvP missions.
I think it would be so natural to do exactly this move

untold sky
#

It is not a solution. I already told you. And i also already told you that won't happen.
And you were also already told that this is not the channel for that

fickle root
#

well, there is a ticket for that, so this is the appropriate channel

#

it's certainly isn't offtopic at all

gray wharf
#

yeah was a bad decision 10+ years ago. and still is. But won't be changed now

fickle root
#

nobody asks to face and solve problems related to physics and other possible problems, since "simply" disabling this from being done only for one part of the players but not for the other is a really good compromise.
since both sides would be able to see each other and 0 problems with AI as well. everybody would be happy

gray wharf
#

whether it is ideal or not (it isn't), whether you provide a solution or not, this isn't going to change anything in this matter

fickle root
#

(((

gray wharf
#

accept the "no" on this aspect and carry on other issues - and it doesn't mean that we find the current solution ideal; just that it won't change

fickle root
#

I'm certainly not a programmer, but I thought it would "simply" have required it not being done/happening, so "simply" disabling this...

untold sky
#

I am a programmer and i already said no 🙃

fickle root
#

man, with next title expect me to come and directly check things like this day one and then don't say first there are other more important things to fix and several years later, well it's EOL now, so don't expected it to be fixed now neither...

gray wharf
fickle root
#

I regret not having switch from A2 to A3 directly in 2013

untold sky
#

4 years ago when that ticket was active and we had tons of resources available, yeah maybe. but now its too late (even back then it was said "technical limitations, won't be able to fix),
I told you no multiple times, I've closed the FT ticket, now please stop beating on that, thanks.

fickle root
#

would have reported a lot of stuff much earlier, when it still was actively worked on A3 by the team

trim acorn
#

@gray wharf you watch one punch man?

gray wharf
#

no

trim acorn
#

Oh okay 🤣

solid marten
#

I would appreciate it if a dev could look into that. It's an easy fix (really) and would make this attribute control useable. (Incorrect height set for control inside controls group)

https://feedback.bistudio.com/T154820
@daring wagon Could you explain more what is the problem? Treat me like I know nothing about this.

daring wagon
#

Sure. I'll update the ticket later
I have updated the ticket with two videos and a bit more details @solid marten

daring wagon
daring wagon
sterile nova
#

doh, I will take care of it

sinful kettle
gray wharf
#

that's… what include does? and how is it "high priority"?

sinful kettle
#

No it's not. The preprocessFileLineNumbers command works fine

#

how is it "high priority"?
No proper error reporting.

raven hollow
#

And this is highPrio because of?

gray wharf
#

not "high priority"
bugging, annoying yes

CTDs are high priority

raven hollow
#

??

sinful kettle
#

ok

#

It's very easy to fix tho

raven hollow
#

How do you know that?

sinful kettle
#

It's very easy to fix tho
I mean for the devs. Simple, all they have to do is put two #LINE 1s (one at the start of #include and one at the end of it). Similar to preprocessFileLineNumbers

untold sky
#

quite sure I already had my own ticket with that line number issue.
We fixed it in ACE/CBA by moving where the include is done. Either before or after block comment don't remember where anymore

#

but I would even call that low priority

desert trench
#

is there an EH/way to detect when VON gets activated (and log who spoke)?

#

if not, meaningful to make a FT request for it?

untold sky
#

no

#

dunno how easy..... I guess it displays the name in bottom left right?

#

then yes, should be easy enough to be done. meaning FT yeah

solid marten
#

what if include file contains more code and it errors there?

untold sky
#

include file drops #line at start of it.
We just need to drop a #line of the parent file, after exiting the include.. I think

tulip shard
#

surely it is technically correct behaviour that cfgfunctions (preprocessFile) doesnt correctly count lines. otherwise it would use preprocessFileLineNumbers 🤔

untold sky
#

correct

#

CfgFunctions was never supposed to have working line numbers, and thats not engines fault

#

We will fix that with a thing I'm working on

fallen elk
daring wagon
#

Is it intended that savingEnabled returns true even if the attribute configFile >> "Cfg3DEN" >> "Mission" >> "Scenario" >> "AttributeCategories" >> "States" >> "Attributes" >> "Saving"in Eden Editor is set to false?

untold sky
#

dont think so

daring wagon
#

Seems also be the case with saving = 0 in description.ext.

gray wharf
#

so it seems to only check about enableSaving impact

daring wagon
#

yes

unborn acorn
gray wharf
#

closed

daring wagon
gray wharf
#

@untold sky*
I can't delete 😬

untold sky
#

you delete tickets by editing them, and removing the "view" permission for normal users

gray wharf
#

let's see

#

nope, no can do

untold sky
#

now you can

gray wharf
#

gone!

daring wagon
#

Is there a quick way to unsubscribe from mutiple tickets, or do I have to unsubscribe one by one?

gray wharf
#

done

daring wagon
#

You were able to close them?

gray wharf
#

I iz powerfull nao

restive bone
#

Lou is the fancy ticket man now heh_r

gray wharf
#

before me were ticket men, but no that fancy ones 😎

restive bone
#

Oh wait now I understand it I think

gray wharf
#

take your time

restive bone
#

Yeah I'm a bit slow sometimes ameowderpy

gray wharf
#

you understand quickly! you only have to think about it a lot 😄

daring wagon
#

I iz powerfull nao
@gray wharf Yeah, but why are all the ticket I reported are not closed yet?

gray wharf
#

oh sh—

#

okaaay, ok - on it now :p

daring wagon
#

Good boy 😄

gray wharf
#

muh! :<

#

closing / closing / closing / closing / …

daring wagon
#

Once you are done, let me know I send you more

gray wharf
#

not sure I will then! 😄

restive bone
#

Maybe I'll actually be able to see older tickets when some newer ones have been deleted heh

daring wagon
#

I got my Dashboard set up to watch you. So I will know anyway

gray wharf
#

I'll leave one open then! thanks for letting me know 👍

#

done 😉

unborn acorn
gray wharf
#

no no, at the very least a command should always have the same effect, not a random one like here - bug!

gray wharf
#

I saw the wrong chan' R3vo 👀

#

nao gib heart 😁

sterile nova
#

@unborn acorn are you sure it's not just video settings? Perhaps you have reached maximum number of dynamic lights

gray wharf
#

oh! didn't know they were impacted by the dynamic lights setting. also, isn't it distance-based as well?

unborn acorn
#

@sterile nova it was new mission with 7 AI-mens and me. Dynamic lights i have on Ultra

sterile nova
#

they dependent on distance, strength & video settings

#

smaller/low power lights disappear faster

unborn acorn
#

All settings ultra

sterile nova
#

try to move closer to those AI which appear to be without light

gray wharf
#

can reproduce in VR

#

(moving closer is not showing lights - even with only one on-screen unit)

sterile nova
#

so its some bug then it seems

gray wharf
#

yep
re-executing "forceOn" is working as well (I guess because of "chances" to get them on)

same in console or spawned btw

#

any other repro needed?

#
[] spawn {
  {_x enableGunLights "forceOn"; sleep 1 } forEach (units group player);
};
``` turned everyone's lights on immediately 🤨
daring wagon
#

I can reproduce

sterile nova
#

ah

daring wagon
#

However, if I get closer to the unit, the lights turn on

#

With how many units have you tested it lou?

gray wharf
#

a group of 8, so 7 AI

daring wagon
#

Okay

#

With 8 it works as expected for me

gray wharf
#

also, it's a group setting if used on the leader - player enableGunLights "forceOn" results in everyone (trying to) turn their lights on

unborn acorn
#

Please note that, this command does not turn on the player's flashlight

sterile nova
daring wagon
#

Okay, nevermind. Now it doesn't work for me as well with 9 units

gray wharf
#

but if I don't use the leader as argument, it does not work? 🤔

daring wagon
#

it did for me

gray wharf
#

nvm, it works

gray wharf
#

about the 85274 (mines), (how) was it solved?

#

@daring wagon

daring wagon
#

It wasn't, there is a solution in the ticket though. I don't think at this stage inheritance things will be fixed which go so deep

#

Although a command allExplosiveswould be nice similar to allMines

gray wharf
#

true! make a Feature Request ticket

daring wagon
#

Leave that ticket open then. I might use some of the infos there

#

Although it's so old I can't remember most of it 😄

gray wharf
#

woops, just when I closed it as won't fix xD

daring wagon
#

Sorry, my bad

gray wharf
#

one fresh FR ticket might be preferable? it would stand out

daring wagon
#

that's the plan

gray wharf
#

(because you know, 🇫🇷)

#

anyway, all closed!

daring wagon
#

Awesome.

gray wharf
gray wharf
gray wharf
formal dome
#

this took me like 20 minutes to find the source from

#

like literally, discord did ping me but did not showed where

#

(muted this channel)
😱

daring wagon
untold sky
#

I just need a repro

#

just a script I can plug in debug console is enough

sinful kettle
#

I had like 10000 elements in it (config viewer), so it was getting very very slow (~15 FPS when scrolled to the bottom)

#

@untold sky

_d = findDisplay 46 createDisplay "RscDisplayEmpty";
_c = _d ctrlCreate ["RscTree", -1];
ctrlSetFocus _c;
for "_i" from 0 to 10000 do {
  _c tvAdd [[], str _i];
}
untold sky
#

no ping reee

sinful kettle
#

For the repro

#

Oh R3vo already gave you one. Sorry

sinful kettle
#

You seem to have become so fond of these! 🤣

untold sky
#

hard to find stuff that fits

sinful kettle
#

KK, can you do a mass replace in the support module functions and change:

getVariable format ["BIS_SUPP_limit_%1", _type]
``` to 
```sqf
getVariable [format ["BIS_SUPP_limit_%1", _type], 0]

It throws errors if those vars are undefined.
#arma3_scripting message

I can make a ticket if you're fine with it

solid marten
#

@sinful kettle yes please, then tag me with it

solid marten
#

https://feedback.bistudio.com/T154837 I have added a short video demonstrating the issue with CT_TREE. I might be able to provide that GUI if neccessary (dedmen)
@daring wagon This has nothing to do with ct_tree, this happens to any multi line control with too many lines, they are still rendering even if not visible. No provision for that was added when classes were written. It is a huge job to rewrite all those and even bigger job to test that new implementation is backward compatible. There are certainly other matters more important to look at.

daring wagon
#

@solid marten I guessed that it has to to with rendering stuff which is not visible. I just added CT_TREE because it's a good way to repro it. I created the ticket because Dedmen asked me to do so.

solid marten
#

Why would you post about dayz ticket? they have own moderators

sinful kettle
untold sky
#

"they have own moderators" not really, usually dwarden or me take care of these bots.
And he posts here because Lou can take care of it and Lou reads here, Lou is currently the only real "Moderator" on FT. The others are just QA who do it on the side when they happen to see it.

solid marten
#

yes they do

#

thanks Leopard

desert trench
#

can someone with markman DLC source look for the script with STR_A3_Revive_MSG_INCAPACITATED_BY

#

it has a faulty "name _unit" check

#

it can show "any"

untold sky
#

0 hits for "STR_A3_Revive_MSG_INCAPACITATED_BY" in any marksman or basegame scripts

desert trench
#

p:\a3\language_f_mp_mark\stringtable.xml

401       <Key ID="STR_A3_Revive_Status_Incapacitated">
402         <Original>INCAPACITATED</Original>
411         <English>INCAPACITATED</English>
588       <Key ID="STR_A3_Revive_MSG_INCAPACITATED">
589         <Original>%1 was incapacitated</Original>
598         <English>%1 was incapacitated</English>
605       <Key ID="STR_A3_Revive_MSG_INCAPACITATED_BY">
606         <Original>%1 was incapacitated by %2</Original>
615         <English>%1 was incapacitated by %2</English>
622       <Key ID="STR_A3_Revive_MSG_INCAPACITATED_BY_FF">
623         <Original>%1 was incapacitated by %2 (friendly fire)</Original>
632         <English>%1 was incapacitated by %2 (friendly fire)</English>```
#

this is where the strings are defined

#

and it happens when you get killed using the A3 revive system

#

but the script/fsm seems not available in PBOs

#

you get the <no unit> output which is when name _unit is applied on dead

#

and logged to rpt

WARNING: Function 'name' - 1d3c1ccd280# 128279: if_soldier.p3d REMOTE has no unit

  • network id 5:5
  • person XXX
  • dead
#

Cannot create object D:DDDD with type[AISubgroup], param[subgroup], NMT code[107]:
Cannot create object D:DDDD with type[AIUnit], param[unit], NMT code[112]:

#

any info available on these?

solid marten
#

and logged to rpt
WARNING: Function 'name' - 1d3c1ccd280# 128279: if_soldier.p3d REMOTE has no unit

  • network id 5:5
  • person XXX
  • dead
    @desert trench this should not be happening any more, what exe version?
desert trench
#

MP-DS env

#

probably only for remote units, but not 100%

untold sky
#

Quite sure the name fix is not in 2.00, it was in first prof changelog, which only listed differences to stable

solid marten
#

This is why I asked. Bugs in stable could be already fixed in dev or profiling

desert trench
#

mission.sqm/Mission/Entities/ItemDD/Entities/ItemDD.type: Unknown enum value Artillery
mission.sqm/Mission/Entities/ItemDD/Entities/ItemDD.type: Unknown enum value Demine
mission.sqm/Mission/Entities/ItemDD/Entities/ItemDD.type: Unknown enum value SeekAndDestroy
mission.sqm/Mission/Entities/ItemDD/Entities/ItemDD.type: Unknown enum value TransportUnload

#

anyone knows why these happen even when built with Eden? or what it actually means

desert trench
#

Error in expression <7500*(power interpolate[0.1,1,0.4,1])>
Error position: <power interpolate[0.1,1,0.4,1])>
Error Undefined variable in expression: power

#

dont get how this errors out if the native definition also uses "power"

#
class CfgLights
{
    class SmallFireLight
    {
        brightness = 376;//10;
        intensity = "7500*(power interpolate[0.1,1,0.4,1])";//"3500*(power interpolate[0.1,1,0.4,1])";
    };```
gray wharf
sterile nova
#

@desert trench it all depends where do you use such effect I guess

desert trench
#

its used by the flamethrower ammo

#
class LIB_Impact_Flame
{
    class Light1
    {
        simulation = "light";
        type = "SmallFireLight";
        position[] = {0,0,0};
        intensity = 1;
        interval = 1;
        lifeTime = 30;
    };
with
explosionEffects = "LIB_Impact_Flame";
#

natively its used Land_Campfire_F and Land_MetalBarrel_empty_F

#

guess will try intensity or damage instead

sterile nova
#

yeah, power is exclusive property to "fire" simulation (like fireplace)

#define EVAR_SET_FIRE(XX) \
  XX(burning) \
  XX(power)```
distant belfry
#

Any update on when VON will be fixed? The only way you can hear players is by changing effects.

alpine tulip
untold sky
#

it was already fixed weeks ago

distant belfry
#

Is it only for the perf branch for now, or will it eventually be added to the main platform?

untold sky
#

It will be in the next update

distant belfry
#

cool thanks

gray wharf
#

unfortunately no hotfix :(

sinful kettle
#

wait there won't be any hotfixes before 2.02?

ornate marlin
#

doesn't look like it

untold sky
#

not planned no

daring wagon
gray wharf
#

*boop* done

daring wagon
#

Thanks

#

This one can be closed as well. Most of the stuff was cleared up, fixed https://feedback.bistudio.com/T85378 and the remaining issue is probably mentioned in a separate ticket (which I can't find right now)

sterile nova
gray wharf
#

done 😬

gray wharf
daring wagon
#

Yes

gray wharf
fickle root
#

@gray wharf it's like that since OFP (2001) )))

#

soon 20 years )

gray wharf
#

yeah but I remember a ticket that fixed that (in A2?) already 😂

spare vine
#

Technically makes sense, since AI is chasing the unit who "fired" the explosive, not the explosive itself. So in short; the AI should go into search mode when something explodes without knowing who fired it.

fickle root
#

it never was fixed

gray wharf
#

in search mode sure, I agree
but not doing so if the unit is behind cover, not so much 😁

desert trench
#

it was fixed indeed at some point

#

probably was forgotten to be merged to future titles

desert trench
#

Cannot create object DDD:DDD with type[AISubgroup], param[subgroup], NMT code[107]:
Cannot create object DDD:DDD with type[AIUnit], param[unit], NMT code[112]:

#

getting quite a spam of these these days - possible to get info what they are about please?

desert trench
#

Disengage
oukej: Cancels out Engage at will (makes the AI stay in formation and not pursue new targets (the one currently being engaged is not affected)). Subj. to merge with Return to formation.
from https://feedback.bistudio.com/T85378#1125881

worth making a FT request on this? it would improve and simplify AI commanding usability

#

Commanding menu should only show weapons and equipment nearby instead of showing all weapons on the map.
@daring wagon is there a separate FT task for this?

daring wagon
#

I was sure there is one, otherwise I make a new one.

#

IMHO there should be a radius set as limit for the rearm actions and the distance should be displayed next to the entry and they should be sorted (closest first9

gray wharf
#

muh

daring wagon
#

spam

daring wagon
#

😄

gray wharf
#

(all done but that one ^)

untold sky
#

that was fixed

gray wharf
#

closed then!

fickle root
#

still not assigned to anybody:
https://feedback.bistudio.com/T148411 - List of vehicles with commander turret not returned back by AI to vehicle's direction, when player switches to another seat
https://feedback.bistudio.com/T154433 - Tank AI commander with 0 ammo, makes player as gunner reloading 7.62 mm coaxial machinegun after each shot, if/after enemy AI get spotted
https://feedback.bistudio.com/T154445 - BTR-K Kamysh has no possibility for player as commander to cycle through different armament types (Ctrl+F), when turned out, unlike AFV-4 Gorgon with same turret/armament
https://feedback.bistudio.com/T154446 - Left Mouse Button and Ctrl+LMB don't work to manually fire or order the AI gunner to fire from 120/125 mm cannon, when player is turned out as commander (using Arma 3 Apex keyboard preset) in T-100 Varsuk and Rhino MGS (UP)
https://feedback.bistudio.com/T137283#2019162 - possible to see through deployed by Strider smoke when looking through Strider's windows

daring wagon
gray wharf
#

yes please ^

gray wharf
untold sky
#

i thought that was already a thing

#

it might fire ALOT though. If you also count bullets (which are entities)

gray wharf
#

yeah… well is it a perf issue, and if so, what about limiting it to create* commands? objects, humans, animals, not particles/particleSources/bullets?

#

(PS, I see it a lot recently, but it's a___lot ^^ "alot" is not a word)

untold sky
#

you can build it yourself via config init events

gray wharf
#

grrr, not script-wise!

untold sky
#

you probably want a PostInit event then, because pre/init some things like setobjectTexture might not work yet

#

KK recently did stuff in that area, he'll know where to do it

gray wharf
untold sky
#

I just move things to Feedback state, while they are dev-branch or not released yet

#

because you want feedback, maybe people have issues, or it doesn't work as desired

fickle root
#

one day i will finish this in form of a ticket

#

already half of objects/buildings checked

gray wharf
#

…I remember that script 😄

fickle root
#

thx again for it - helps a lot

gray wharf
#

don't hesitate - also, I wonder if it collides with everything, e.g if sometimes grenades wouldn't pass while bullets would 🤔

fickle root
#

bullets pass - yes, while grenades not

#

there is also a real problem for a lot of buildings, where for some of them grenades simply fly through glass of windows (without breaking it) and for other buildings, so the grenade can fly through a window, you need to break the glass by firing on it first, only then you can throw a grenade through it

#

so it's inconsistency - should be same for all buildings with windows that have glass, simply fly though glass or one needs to break glass first and not 50/50, depending on building
it's simply impossible to remember how it works for each single building and thus you reveal your position/presence or even die, if grenade falls under your feet, because it couldn't pass through the glass

#

it would be much much easier to remember on of both behaviors, if only one of them would have been applied to all buildings with windows with glass

daring wagon
#

Seems like menuSetURL is not working.

#

This works

// Create main folder 
disableSerialization; 
private _ctrlMenuStrip = findDisplay 313 displayCtrl 120; 
private _indexMain = _ctrlMenuStrip menuAdd [[], "URL Test"]; 

private _indexURL = _ctrlMenuStrip menuAdd [[_indexMain],"URL"];

This doesn't add the second entry at all

// Create main folder 
disableSerialization; 
private _ctrlMenuStrip = findDisplay 313 displayCtrl 120; 
private _indexMain = _ctrlMenuStrip menuAdd [[], "URL Test"]; 
  
private _indexURL = _ctrlMenuStrip menuAdd [[_indexMain],"URL"];

_ctrlMenuStrip menuSetURL [[_indexMain,_indexURL],"https://community.bistudio.com/"];
gray wharf
daring wagon
gray wharf
#

done

solid marten
#

Also when you say doesn’t add second entry, what do you mean the code is identical to the one above except extra menuseturl

sinful kettle
#

I noticed that the width of a controlsGroup's VScroll impacts the scroll speed.
Is it the intended behavior, or is it a bug?
nvm, my bad

daring wagon
#

@daring wagon and if you try setting "https://arma3.com/" ?
@solid marten Same result

Also when you say doesn’t add second entry, what do you mean the code is identical to the one above except extra menuseturl
Forget about that. After a fresh restart of arma, both codes add the entry. Just URL does not work.

gray wharf
shadow beacon
#

https://feedback.bistudio.com/T120210 (Maybe reyhard can take a look at this if he has some time)
@daring wagon I think you'll find that one's not an easy fix because it's by nature of how the game engine renders the viewPilot LOD on top of everything outside the model. You get the same sort of issue with attachTo'd objects

daring wagon
#

🤷‍♀️ No clue how it works or how much work it is, I can just forward it.

solid marten
#

@daring wagon could you make a ticket with menuSetUrl not working repro please

sterile nova
#

Yeah, as da12thMonkey mentioned, bullet rendering is not really fixable via some model tweaks - some engine solution would be needed

#

as far as I know, BXBX "fixed" at some point in A3 rendering of bullets on infantry weapons

#

and that fix involved rendering of bullets behind the weapon - previously they would be rendered as a top layer

daring wagon
#

Thanks for the explaination reyhard. 🙂

untold sky
#

R3vo I found similar performance issue to your issue in edit control.
I fixed edit control now so I'm sure I can do the same for your list stuff.
I got edit box performance from 180->24 fps to 180->150

daring wagon
#

sweet. No more game freeze if one opens BIS_fnc_arsenal in the functions viewer 😄

untold sky
#

notlikemeow I didn't test vertical multiline rendering

daring wagon
#

😄

untold sky
#

its very laggy notlikemeow
fix fix fix ahhh
but yeah freeze is fixed, and selection behaviour should also be smoother. But rendering on that one I forgot

daring wagon
#

I am sure you can fix that one as well 🙂

untold sky
#

Okey I found it, I'll fix that too. Probably the exact same thing as your issue thingy.

restive bone
daring wagon
#

Let me know when the fixes are live on perf branch. Then I will test all my GUIs and how they perform

untold sky
#

next build, monday or tuesday. But not with your issue fix yet. I'll do that only next week

daring wagon
#

That's fine. It has been like that for 7 years. I can wait a few more weeks 😄

untold sky
#

Hm, Multiline Edit should have check for that, but apparently its not working right

untold sky
#

I like the color balance of that reply.
the orange and blue and stuff

gray wharf
#

he must have the steps activated?

#

"video down below" → no video

gray wharf
#

ah indeed 😄

restive bone
#

But yeah I can remember having that happen before when I was dragging objects around

untold sky
#

Ah I found the thing with vertical text R3vo...
They have a check for it.. but the height per line uses ui coordinates height, and the total height limit uses display scaled height
118 height fits 47 lines. so that means each line is 2.5 high,
but it thinks every line is only 0.03 high 🤣

daring wagon
#

😄

untold sky
#

AH. I see the problem.
The text control doesn't know that its in a scrollbar, and thinks it has its full height

#

Its resolution is 2444x72089 pixels... oof

gray wharf
#

Oo

daring wagon
#

WTH

untold sky
#

Very easy mistake to make.. But I think tons of other controls will also suffer from this

#

And I assume same issue for tree/listbox/combobox and others.

gray wharf
#

sooo perf++ 👀 😍

daring wagon
#

Basically, we can now load the full configFile in a tree view with addon icons and have an engine driven instant search.

untold sky
#

tadaa..
it thinks its height is 117.8, while its being rendered in a scroll container who's height is only 1.5

restive bone
daring wagon
gray wharf
#

always afaik

daring wagon
#

ok

untold sky
#

Okey thanks R3vo, function viewer fixed too. Please don't give me more now, I need to get back to fixing actual bugs instead of performance stuff

gray wharf
#

CTD > bugs ←→ perfs I assume 🙃

untold sky
#

problem is, perf is more fun than bugs

gray wharf
#

guilty, that's my kink as well

#

(I love refactoring, too)

daring wagon
restive bone
#

meowthis Thank you Dedmen

sleek scaffold
#

Do performance! It is more fun and more noticeable... bugs we are used too... bad perf. we will never get used to... just accept it 😬

untold sky
#

The performance isn't that noticable for most the players, except some few specific things.

#

that said, the bugs also aren't.

#

And fun is bad, fun makes me not wanna stop and work too much overtime :/

gray wharf
#

get paid for it!

sleek scaffold
#

"Many developers on Cyberpunk 2077 have been working overtime hours for months if not years now. But this call for six-day work weeks, "mandatory" crunch time."

#

Don't let those devs get all the crunch time! 🤣

#

Besides, you were the star on the last SITREP, those are big shoes to fill 👏 🤞 blobdoggoshruggoogly

daring wagon
#

@solid marten If I use an incorrect key combination with menuSetShortcut, it adds UNXPECTED_KEY_ID (missing an E) as shortcut text. I am not sure if that typo comes from the command or the menu strip control.

gray wharf
daring wagon
#

Would it be possible to add an Eden Event Handler (config and scripting command) which only triggers when Eden Editor is started? (From Start Menu, Multiplayer lobby)

solid marten
#

@daring wagon Thanks will have a look

desert trench
#

ThingX 2768fe16b00# 282271: dummyweapon.p3d was falling under terrain! Position corrected to ground [1698.88, 7.95, 1356.66]. Disable simulation to keep object under terrain.

#

we are getting this spammed in out rpt but my team says its not from IFA3. is this coming from A3 data/system itself?

#

Ref to nonnetwork object 284972: <no shape>
that one with <no shape> i also cant remember seeing in the past

#

Duplicate weapon Throw detected for SoldierClassName
Duplicate weapon Put detected for SoldierClassName
this one I also never could figure out what its about

untold sky
#

yes arma

sinful kettle
#

arna
ooh that's a hot name!

silent bloom
#

Or is it superceded by the dynamic sim feature

sinful kettle
#

Is it a bug that pushBack gets slower for arrays with nested arrays?

_someArray pushBack _arrayWithNestedArrays
#

the more times you try that the slower it gets

untold sky
#

does pushBack copy?

#

I think it does?

#

does it?

sinful kettle
#

I don't think so

#
_a = [];
_b = [];
_a pushBack _b;
_b set [0, 1];
_a
#

gives [[1]]

untold sky
#

huh

#

how much slower is slower?

sinful kettle
#

well, when the nested array is (relatively) small: 6 ms
when it gets big: 270 ms

#

I can send you the code to test if you want

untold sky
#

6ms? for a single pushBack?

sinful kettle
#

no like 3000

#

I think

#

I know you might think : "why not append?" but I have a good reason

untold sky
#

No I don't think that

gray wharf
#

he doesn't think

#

he processes

untold sky
#

AH i NKOW

#

Im playing arma, tell ya later

sinful kettle
#

yeah sure, have fun

untold sky
#

_a pushBack _a
check

sinful kettle
#

It gives me Recursive array error

untold sky
#

yes

#

the chcek for that slow

sinful kettle
#

ah I see. that's unfortunate

untold sky
#

YE, hate that.

#

people with bad code salting everyones soup

gray wharf
#

better check than BSOD 😄

vocal abyss
#

Wouldn't comparing both argument pointers suffice?

untold sky
#

you need to nest

#

_a pushBack [_a]

vocal abyss
#

So that's illegal because pushBack doesn't do anything with the element?

untold sky
#

illegal?
its infinite recursion

#

bad, memory leak

gray wharf
#

"big boom", if you like

vocal abyss
#

I mean it could make a (deep) copy once before pushing it back, or not? In theory at least.

#

Or rather: It could have been designed and implemented that way.

untold sky
#

backwards compat. not it cant

vocal abyss
#

I'm mostly interested in the software engineering behind this.

#

So it was a design decision, I see.

untold sky
#

also that would generally be expensive if you copy everything you pushBack

#

no it wasn't.
It wasn't thought of, and then ducttaped on afterwards when people's bad code caused problems and we couldn't change behaviour

vocal abyss
#

Makes sense

sinful kettle
#

so anyway, the reason my array gets big is that my mod has a "tree" view (which I made myself), and the elements are like:

[configName, configPath, Classes];

and classes is an array that contains similar arrays for the config classes of that config.
I think if I did something like:

treeLevels = [level1, level2, etc.];

and instead I changed my array to:

[configName, configPath, treeLevelIndex]

it won't be as slow right?

untold sky
#

less nested arrays, more faster

#

hashMaps for that would be even better tho 🤣

#

omg.. you can nest hashMaps...
AHHHHHHHH

unborn acorn
restive bone
#

did you type that in manually or select it from the arrow to the left? @unborn acorn

unborn acorn
#

from the arrow

restive bone
#

blobdoggoshruggoogly I tried it out today and it worked fine for me

unborn acorn
unborn acorn
alpine tulip
#

Can confirm, it's not working (in current Dev)

daring wagon
gray wharf
#

set to feedback per usual dev process

daring wagon
#

Feedback: Works 😄

#

except menuSetURL, but that one got its own ticket

gray wharf
#

I suppose "Closed" arrives on 2.02 ^^

daring wagon
#

k

#

Don't forget about it 🙂

gray wharf
#

I will!

#

😬

heavy veldt
#

https://feedback.bistudio.com/T152790 how realistic the idea is that these commands would be implemented to the game? With a quick thought the system would be similar to animationstate or animDone EH?

untold sky
#

5 realistic

heavy veldt
#

Isn't 5 enough? 😄

gray wharf
#

5/5 much realistic

untold sky
desert trench
#

that one was easy, tho 😛

gray wharf
#

I think Arma3RetailProfile_DX11_x64.exe hogs the performance
kill it and you're good

sinful kettle
#

shred the file

gray wharf
#

and to think that all these lazy devs have to do is rename DX11 → DX12 to have all the latest DirectX support…

sinful kettle
#

yeah, let's publish our own version of Arma

gray wharf
#

with blackj…

untold sky
#

that screams of multithreading.
Well food is done now so back to lunch and then I'll fix that

gray wharf
#

something tells me your natural rythm is shifted by a few hours!

untold sky
#

I retested your multiline test with 50k lines. Game froze for two minutes while creating the UI and text.. but...
Once its there it runs just fine 🤣

sinful kettle
#

that's weird. did you fix it? I can still reproduce this issue

untold sky
#

you don't have the fix yet

#

dunno if I'll push this week. Probably wait for the other fixes too

#

what are your fps with 50k lines? 🤣

#

0.3? thisisfine

#

the old code also copies every line it renders 3 times or more

daring wagon
untold sky
#

😢

#

I pay in bugfixes, that ok?

sinful kettle
daring wagon
#

if they pay my bills

untold sky
daring wagon
#

I'll do the listbox in a moment.

sinful kettle
daring wagon
#

72k pixels are hard to render 😄

sinful kettle
#

btw Dedmen, that fix applies to all text controls in a ControlsGroup right? (RscEdit, RscStructuredText, etc.)

untold sky
#

no

#

I fix stuff inside the specific control. Currently only CEdit is fixed

#

Tree and List come next, for the rest I'll need seperate repros to see what the issue with that specific control type is, they are all different

sinful kettle
#

I think I have the same issue with multiline RscStructuredText in a controlsGroup

#

I use two overlapping controls (one RscEdit and one StructuredText) so I'm not sure

untold sky
#

Feel free to add it to the same ticket with a repro

daring wagon
untold sky
#

❤️ thanks :u

#

Listbox rendering with 40k entries is fast for me 150fps. So that one seems to either not have the issue, or my fix on Edit textbox control also fixed List, which is unlikely

daring wagon
#

I personally always had the feeling that listboxes were faster, but that's subjective of course.

untold sky
#

the unit list tree on the side in 3den, takes longer to render than the listbox with 40k entries 🤔

daring wagon
#

Maybe because of icons?

untold sky
#

Probably. They are both so small in impact that its hard to measure where a problem might be.
Besides that treeview one that I already know about

daring wagon
#

Btw, where is the perf branch update with all the goodies, it's Tuesday 😄

untold sky
#

I want to finish this stuff first

gray wharf
#

btw, any way to adapt some UI elements to higher resolutions like 4K? I know you don't do UI itself, but e.g @ 4K or 8K the Eden cursor is very smol

…pwetty pwease? :3 😄

daring wagon
#

Guess it makes sense to put all the fixed related to UI out first

#

CT_CURSOR incoming ?:D

#

so we can scale it with pixelGrid

untold sky
#

the treeview item adding itself, is only 10%
setData is 5.5%

that doesn't seem that slow to me, don't think I can do much on that.
The rest stuff is just script.
16% for creating that array, 13.5% for getting some variable.

daring wagon
#

hmm too bad

untold sky
#

adding 800*40k tree items, is "only" 60 seconds

#

I don't think config is that big right?
probably more like 40k total?

daring wagon
#

With sub classes?

#

more

#

at least 190k

#

oh wait

#

TBH I can't tell. I mistook it with properties I search through in one of my GUI

untold sky
#

thats still under 1 second to fill the tree itself.
with setData/setValue, maybe 2-3 seconds. Atleast with that tight loop from the benchmark

#

I can probably shave off 1-5% but.. not worth the effort I think. Your main overhead is the script itself

daring wagon
#

I guess it's best to wait until perf branch was updated with all optimisations. Then we create a test GUI and load the configFile into a tree view

#

Then we can see how fast it is

untold sky
#

what would help would be something like a tvFill, give it one big array with all the name/data/value for all the items in one command call

#

but building that big array will then still be the bottleneck

daring wagon
#

I think the main problem is that filling that tree view would need to be spawned since a 3-4 sec freeze everytime when opening the config viewer is probably not acceptable for most ppl.

#

And if spawned I don't wanna know how long it would take

untold sky
#

how often do you open the config viewer tho?
And you can do it over multiple frames. only do like 2k entries per frame
Add a EachFrame handler on open, and remove it again when tree is filled
you would want to block search though, while its doing that

desert trench
#

with the new diag, just make a basic extension to open the AIO export with some external editor 😉

untold sky
#

or that special engine implementation for that config tree

vocal abyss
#

I personally would not enjoy that freeze at all.
Is it not possible to modify the search function so that only the currently visible level needs to be loaded?
(As I understood it the reason for loading the full config is searchability.)

untold sky
#

you prefer a 5 second loading screen that prevents you from doing anything and a repeated loading screen everytime you click on something over a one-time 2 second freeze?

vocal abyss
#

So searchability is not the (only) reason?

untold sky
#

current config viewer doesn't let you search at all, even with the horrible loading screens

#

searching is not what's slow. Filling the tree is slow.
And if you want to search subclasses, you need the full information to be present

daring wagon
#

We could also use a little trick.

#

By default don't load all 13 levels but only like 8

untold sky
#

Or just one level per frame? that would get worse the more levels you get tho

#

I personally prefer 2 second full freeze, over 3 seconds 2fps though.
You don't open config viewer that much. And everything is better than the current loading screen and having to wait 5+ seconds for stuff to become usable

vocal abyss
daring wagon
#

That's not possible with tree view search

#

Or at least it's very hacky

untold sky
#

I don't see any problem with just waiting for it to fill, if its really only a couple seconds

vocal abyss
#

Can you "cache" that so that you only have to wait once per editor session?

daring wagon
#

We could also make it a setting. Either spawn or call, if spawn is selected we disable the search till everything is filled. If called then it freezes

untold sky
#

The NVisibleItems thing seems easy to fix..
Its iterating through all items one by one, even though it just needs to pull the number of children, which it already has in a variable

daring wagon
#

The NVisibleItems thing seems easy to fix..
What's that?

untold sky
#

TreeView rendering speed

vocal abyss
#

But if my idea is not that viable, forget about it; having a config viewer that takes a few seconds to open and runs smoothly after that would be a big improvement, especially if it comes with search functionality.

untold sky
#

The expensive part of rendering a tree with thousands of items, is actually updating the height of the scrollbar notlikemeowcry
The scrollbar is updated and re-counts the number of tree items recursively every frame.
Could just cache the height, and only refresh when some item was expanded or added or removed, but thats probably too much effort
Unless I find a easy way to let the tree root know that something changed..
Though.. the root will know of item add/remove, and it knows of user input. Just refresh scrollbar on every click on the tree 🤔

fickle root
#

hope you'll work on next title as well, to not let certain people write stuff the way it shouldn't be written

#

like it's the case in A3, where you have to redo a lot for it to work how it should have worked from the beginning, since it was/is possible and you prove/show it

daring wagon
#

@untold sky
17:44:05 191263 //Total count of classes
17:44:05 1.35498 //Time it takes to iterate through all of them when called

#
  _time = diag_tickTime;
  _counter = 0;
  _fnc_goDeeper =
  {
    params ["_config"];
    {
      _counter = _counter + 1;
      //systemChat str _counter;
      //systemChat str (diag_tickTime - _time);
      _x call _fnc_goDeeper;
    } forEach ("true" configClasses _config);
  };
  configFile call _fnc_goDeeper;
  diag_log _counter;
  diag_log (diag_tickTime - _time);```
code used.
#

Not sure tree view is feasible for config viewer. I mean, this it not even tested with ace or cpu or rhs

untold sky
#

so adding tree add onto that, 3x the time maybe?

daring wagon
#

Hard to say

untold sky
#

"true" configClasses _config thats so bad, as it iterates over every item to call "true" is there no better way to get all subclasses?

daring wagon
#

Does "" work

#

idk

#

nah

#

needs to return true

untold sky
#

I can probably make "" work as "gimme all" though

#

I'll test that and see what difference it makes

daring wagon
#

This command is probably the same, but the condition is optional

#

Maybe you can check what engine does in this command when the condition is omitted

untold sky
#

Mouse wheel scrolling in big tree's is also very slow because it also checks how many visible items the tree has.
It counts the items to calculate a value to check something and set a variable that..... is never used PikaThink

#

Were the tiny up/down buttons on top/bottom of the scrollbar always broken? they don't scroll 🤔

sinful kettle
#

I think so

untold sky
#

maybe that should be fixed ThonkSpin

#

i just clicked the down button, and it just reset me all the way to the top.. interesting

sinful kettle
#

actually, I just tested one controlsGroup.They're a bit clunky but they work

untold sky
#

clunky? I think it should just scroll by one item per click

sinful kettle
#

controlsGroup
were you referring to something else?

untold sky
#

Probably treeview has its own scrollbar?

sinful kettle
#

yeah I think they do

untold sky
#

Okey I got tree view with 50k items at 120fps
I think before I had about 5 fps with that

#

but after scrolling half way down, I'm back at under 0.1fps

sinful kettle
#

actually I think tree view never slows down when scroll=0

#

not sure

#

it's when you go down that it gets slow

untold sky
#

it does, see my results above.

#

every frame it iterates through all items (in a bad way) to count them to update the scrollbar
My basic fix was apparently good enough, I thought it needed more but that part i fixed atleast

#

and the drawing code iterates through items in the same bad way so I need to find a different way to do that.

#

and left clicking onto an item does the same bad iteration

sinful kettle
#

not sure how the game does it, but this is how I do it in my tree view:
https://sqfbin.com/ivijetuloyulenaregey
I save all expanded tree branches.
when I have to update the view, I just use a simple for loop that only iterates in the view limit based on the height of the tree elements and scroll value
I'm not sure if it can be done in the engine though

#

It is super fast

#

no lag at all

untold sky
#

I don't need to save/cache.
My new way to count items is very fast, and all it does is iterate the items differently.
I just need to adopt it to skip out of view items when rendering/clicking

fickle root
#

is all of the chinese stuff discussed here only related to SP/editor or are there also benefits for MP for normal players?

untold sky
#

We are talking about UI rendering

#

Including Zeus interface. But most normal players probably don't have list/tree views with hundreds of items on screen

fickle root
#

(((

untold sky
#

I should be able to get it into a profiling build late tomorrow. blobdance
Atleast if the benchmarking tomorrow works out and I don't find anything else important that I need to fix

sinful kettle
#

That's not fair! Dev branch should be updated first! notlikemeowcry

daring wagon
#

Only issue right now is the sorting of the tree view. A command would be nice which sorts a tree view including all sub trees similar to tvExpandAll vs tvExpand

finite anvil
gray wharf
#

oooh yes :3

untold sky
#

Someone actually started a "tree sort by value" implementation, but didn't finish it.
How would you want to sort exactly? by name? @daring wagon

#

Also one thing that bothers me is wrong double-click selection behaviour in edit box. You'd probably want the same for ctrl+backspace.

Also.. Today I learned, ctrl+backspace is a thing

daring wagon
#

Yes by name is fine

#

Lol, same here

#

Just tested it. Never heard of it before

#

But I also didn't know CTRL+ENTER in a browser would add .com to the adress 😄

untold sky
#

thats probably browser specific

daring wagon
#

It is, just saying. There are so many shortcuts we probably don't know 😄

untold sky
#

the ctrl+backspace is a tiny bit more work though, as I can't just go back to next word limiter ( .,-/...) but also need to skip all, till encountered a word and then find next limiter..
Actually that's easy with new stuff I implemented last week 🤔
But I think support for that is a designer decision

gray wharf
#

btw, Discord has an issue with Ctrl + ←/→ when there is a user @ tag

untold sky
#

Ahhh more hotkeys

gray wharf
#

more hotkeys
to be implemented :D
sooo a Ctrl + ←/→ in a text field would be nice indeed :3

untold sky
#

but how many people know about these shortcuts :U
Fixing double click behaviour should probably be first

gray wharf
#

but how many people know about these shortcuts :U
…plenty? just you two didn't 😄

daring wagon
#

You know what WIN + NUMBERKEY does?

gray wharf
#

no (but I know Win+Shift+S 😬)

#

ah wait, the multiple desktops right?

daring wagon
#

nope

#

just press it

#

well only works if you have something in your task bar

gray wharf
#

aaah, the numbers above the letters
yes, starts the apps in the taskbar

#

I have my browser on Win+6, don't ask why

untold sky
#

literally nothing happens on win 8.1 🤣

daring wagon
#

Might be a new one dunno

gray wharf
#

might have been introduced with Win10 yep

untold sky
#

Tree fix benchmark failed btw. so maybe no prof today if I don't get it fixed fast

daring wagon
gray wharf
#

for those who don't know: Ctrl+Shift+V = paste without formatting - for when you copy a big text from a webpage into a Word doc)

daring wagon
#

Oh, this one is nice

#

Need to remember this when pasting stuff into word. It always ducks up the formatting

#

We need a new channel in discord #ShareYourShortcuts 😄

finite anvil
#

arma itself also has shortcuts that you can only know about when reading the functions :D

daring wagon
#

I only know ALT + F4 and that's my favorite one 😄

finite anvil
#

eg the current config browser does support some basic filtering when you just start typing on the listbox

daring wagon
#

Yes I know that one. It even shows what you typed in the top left

gray wharf
#

yes - I believe I only found out last year or so 😄

#

(almost not using the config viewer though)

daring wagon
#

Yesterday I got told that the config viewer automatically booksmarks weapon config and magazine config + something else if you preview a vehicle from within Eden Editor with it.

#

Might be a feature for your Config Viewer @finite anvil

gray wharf
#

bottom left yes - it changes when you change weapon as well

daring wagon
#

I never noticed, just wondered why I can't remove some bookmarks 😄

finite anvil
#

if you have none

gray wharf
daring wagon
#

Yes.

#

Btw, how high is the chance to see engine search for listbox and maybe even listnbox?

untold sky
#

R3vo what new tree commands you wanted?
only tvSort? if multiple then probably a ticket.

If you make me a ticket, and show me how config setup of a searchable Tree looks like (you have some entry that defines what the search textbox is) then sure
probably also want config property to choose whether only display text or also data/value thing
What list do you have tho thats big enough to need engine search 🙃

Like ACE Arsenal does just fine even with the huge magazines list

daring wagon
#

It's not about the size of the list

#

It's about convenience

#

With ctrl tree one just adds a CT_EDIT and an IDC to the tree view and boom

#

With listboxes it's so inconvenient.

#

only tvSort? if multiple then probably a ticket.
Only tvSortAll

#

Maybe ask @finite anvil or @tulip shard They do GUI stuff a lot too.

untold sky
#

is there a tvSort already?

daring wagon
#

yes

#

It needs a path though

#

And for consistency tvSortAll is probably better since we also have tvExpand and tvExpandAll (The latter doesn't take path)

untold sky
#

fine if I do no idc parameter?

daring wagon
#

no idc?

untold sky
#

alt syntax

daring wagon
#

you mean no path?

untold sky
#

no. idc.

#

see tvSort alt syntax

daring wagon
#

Now I get it.

#

No one uses idc syntax anyway

untold sky
#

I don't want to overhaul all the UI stuffz. Just looking for work I can do while waiting for stuff to compile

#

I made ticket for tvSortAll

gray wharf
#

non-resizing cursor would be neat :p

daring wagon
untold sky
#

tvSortByValueAll too? oof

daring wagon
#

I don't need it-

#

Optionally yes

finite anvil
#

I can't think of any commands that I'd need atm. I am very happy to have a fast tree search :)

daring wagon
#

Well, I could think of a few more UI commands 😄

untold sky
#

Ahh here we go

#

had to do one more tweak to make CPU cache happier

daring wagon
#

❤️

untold sky
#

Thats 50k items.

No tree: 170fps
Tree open scrolled to top: 150fps
Tree open scrolled to bottom: 60fps

it still needs to do the calc to skip the items, so I can't do that much better without multithreading, and that would be sooo complex I'd rather not

daring wagon
#

It's perfect like this.

#

Anything is better than 0.000001 fps

untold sky
#

but muh 120hz monitor :U reeee

daring wagon
#

60hz only 😢

untold sky
#

tvSort is done, I'll do a quick copy-paste job for the ByValue and get profiling build done.
your listbox filter is no prio yet, but I'll make it a ticket

daring wagon
#

Awesome, much appreciated

untold sky
#

Anything else I forgot? We'll probably see when profiling is out if there are still problems around

#

tvSortAll is slow, I can make it fast if needed. We'll see then

daring wagon
#

I guess it's still faster than looping through all levels with sqf

untold sky
#

definitely.
But not as fast as using all your CPU cores to sort everything in parallel

fickle root
#

dev of the year award 👑

untold sky
#

I saw it but now I don't need to scroll up :3 thanks

uncut briar
untold sky
#

I don't see a need
_unit modelToWorldVisualWorld (_unit selectionPosition "pilot")
is a thing. It would only be a slight perf improvement

dire wind
untold sky
#

lol wut. Don't think so

#

might happen if vehicle player == player because code was executed too soon there

dire wind
#

it is not affecting the driver. I don't think it affects gunners of turret either, but I can't remember properly. But passengers for sure. just spawn an empty vic and a soldier, get on a seat and execute vehicle player setVehicleAmmoDef 1 and bam, contents of vest and backpack gone.

#

do the same with setVehicleAmmo and it does not happen.

#

just did a test again with a hmg prowler and an ammo barrier: Gunner, commander and driver are not affected. As a passenger you lose contents except for faks? Even the gun disappeared.

solid marten
restive bone
#

Also heh dedmen questioning why a ticket is still open in 2017, and its still open now https://feedback.bistudio.com/T65635

Why is this issue still open? Priority urgent, Severity major. For an issue that is only shown via unavailable youtube videos and that couldn't be reproduced by anyone shortly after it was created.

untold sky
#

yeah, but need to clear cache when any item is expanded/unexpanded/added/removed/reordered or scroll is changed

restive bone
gray wharf
#

done @restive bone

restive bone
#

yayautism Thank you

gray wharf
#

all done

restive bone
gray wharf
#

3× closed

#

bring'em!

daring wagon
gray wharf
#

I do EVURTHINNN

#

I suppose it was an old ticket that had no owner ^^

haughty rivet
#

Just reading up and noticed tvSortAll/tvSortByValueAll - is that to replace having to do

{
            _people tvSortByValue [[_x],false];
        } forEach [0,1,2,3,4];
sinful kettle
#

Does tvSortByValue sort every sub tree from [_x]?

haughty rivet
#

No, I'd have to have a path greater then just _x so like [_x,0] etc, however my tree doesn't go that deep

sinful kettle
#

my tree doesn't go that deep
If that's the case, then yeah.

#

Because tvSortByValueAll sorts the entire tree view.

#

Speaking of which, wouldn't it have been better if both of these commands also accepted a path and sorted the tree from there?
Like

_tv tvSortByValueAll [[0],true];

to sort all sub trees starting from [0]
and:

_tv tvSortByValueAll [[],true];

to sort the entire tree (what the command does right now)

untold sky
#

Better maybe, but work, and if we do that, we'd have to do the same with expand/collapse

#

if I find time tomorrow I can modify the command to take array instead

haughty rivet
#

Yeah thats a good idea, saves a lot of faff with getting certain bits to sort. Maybe tvSortAllByValue tho 😉

daring wagon
#

However I can replace it without any issues if I set a different texture.

#

Can anyone confirm that?

finite anvil
#

oh now you remind me: CT_COMBO can not be unselected with lbSetCurSel -1 like the listboxes can

daring wagon
fallen elk
daring wagon
restive bone
#

I wonder what the spammers intention is

daring wagon
#

None To click the stupid links. But the spammers are "bots"

restive bone
#

I know its bots but I'd think the bi feedback tracker isnt really the first thing to come to mind when you set up a spam bot heh

gray wharf
restive bone
#

yayautism Good guy Lou

gray wharf
#

as I said, bring'em!

untold sky
#

sorting 50k tree of random sorted config classes (repro from R3vo) is ultra fast. Even in debug build its just "blip"
though thats only one-level deep tree. but should be fine

daring wagon
#

Very nice.

untold sky
#

I saw, I'll do configClasses first

untold sky
#

just added check if condition == "true" then don't run any SQF and just pass everything straight through

daring wagon
#

nice optimisation.

untold sky
#

I thought I'd do if condition is empty. but that changes behaviour from all true to all false

sinful kettle
untold sky
#

it makes no difference

sinful kettle
#

but writing the code is easier
because of syntax highlighting

untold sky
#

But its effort to add new syntax, and i couldn't do this optimization that easily with that

#

On thing I just saw in ACE code, they do "isClass _x" configClasses which is useless as configClasses only returns classes

gray wharf
#

I wondered too, why string instead of code, if it is to put code in it?
compile usage would add a little overhead no?

untold sky
#

a tiny bit yes.
It takes string because its old

gray wharf
#

A3 v1.24 🤨 it's not like it's ArmA 😄

untold sky
#

I dunno, but I'll keep it that way

#

unless its super easy and we have a StringOrCode type

sinful kettle
#

event handlers support both don't they?

untold sky
#

We don't

gray wharf
#

addAction takes both?

untold sky
#

you can make it a feature request for some other day if you need it so dearly. But that will not have my optimization probably because it would be quite a bit harder to do, so I don't see the sense

gray wharf
#

more in the "nice to have" column

sinful kettle
#

yeah. not really high priority for me

untold sky
#

I could do other hardcoded optimization, like I saw in ace getNumber (_x >> 'scope') > 0 but really, that's not used often enough to be worth the specific inclusion as a hardcoded condition.

untold sky
#

"getNumber (_x >> 'scope') > 0" configClasses (configFile >> "CfgWeapons")
Before:
8.564ms
8.529ms

After:
1.692ms
1.579ms

#

maybe worth it afterall

#

"true" configClasses (configFile >> "CfgWeapons")
Before:
5.8655ms
After:
1.517ms
blobdance

gray wharf
#

noice!

sinful kettle
#

configProperties too?

untold sky
#

no

#

ahhhh.. ok yes. But only "true" there

sinful kettle
#

yeah that one! We ❤️ you! 😉

untold sky
#

oof

#

when you leave the optional condition out, engine will automatically insert a "true" and run the useless condition everytime :/
Had slight hope that someone maybe thought of that and optimized that case

#

configProperties [configFile >> "CfgVehicles", "true"];
Before:
37.037ms
After:
13.263ms

#

33 minutes for these 3, I consider that fast enough meowsweats

untold sky
finite anvil
#

i dont think there is (yet). I'll make one

untold sky
#

I'm still on lnbSetPicture for 10 minutes 🙃

finite anvil
untold sky
#

Is unselecting a entry in a combobox valid?

#

doesnt combo always have a value as soon as some entries are available?

finite anvil
#
[] spawn {
    _d = findDisplay 313 createDisplay "RscDisplayEmpty";
    _c = _d ctrlCreate ["RscCombo", -1];
    for "_i" from 0 to 50 do {
        _c lbAdd format["Entry %1", _i];
    };
};
``` will leave you with an empty combobox (nothing selected)
untold sky
#

huh, interesting, weird.
Other UI programming stuffz usually select the first element by default

#

But if Arma allows that... okey.. lbSetCurSel shall do too (unless I find code that's specifically written to not allow it.. in which case lbAdd should default select first element)

finite anvil
#

a note on the lbSetCurSel page:

Posted on November 29, 2014 - 23:40 (UTC)
DreadedEntity
Prior to ArmA 1.90 lbSetCurSel -1 had no effect while the listbox was populated. You needed to use lbClear first, then lbSetCurSel -1, then re-populate the listbox.

untold sky
finite anvil
#

for the combo or the listbox?

untold sky
#

combo

finite anvil
#

i suppose listbox can select -1?

untold sky
#

yeah

#

Combo has special implementation that doesn't allow -1 :u

#

so like I thought you aren't supposed to have no value selected.
So I should really fix lbAdd on combo not setting selection to 0

#

but Mr. Backwards compat doesn't like that idea

finite anvil
#

yeah that is... tricky

#

a Zwickmühle

untold sky
#

Why do you need to unselect?

finite anvil
#

the config viewer can favorize config classes but if the currently selected config is not a favorite no entry is selected. ofc i could add a dummy item like "--"

#

from my experience with combos it is more often the case that i run the lbSetCurSel 0 command afterwards anyway

untold sky
#

I would say either won't fix, or add special case for -2 means unselect in combo, to not fix back compat stuff.

#

but a dummy item is the most logical solution, as most other languages also don't allow no selection in combo

#

so tell me if you're fine with "won't fix" and can just do your dummy entry 👀