I have done a clean install of Windows 11 Pro and reinstalled Steam and Arma 3with no other programs installed or running. I get the same result and same error message. Please help!
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In T167438#2384358, @Ron4Swat wrote:I did some more testing on a new dedicated server installation on a different system and could reproduce the issue there with just vanilla Arma3.
After some testing it seems i found the culprit in the server config file.
The entry
class Missions { class ARMA3 { template = "MP_COOP_m02.Stratis"; difficulty = "Regular"; }; };created the problem. When removing it from the config file it solves the problem.
This configuration is there for ages, but did not create any issues until more recently.
Fri, Mar 21
- I'd leave Fired and FiredMan untouched for backwards compatibility
- getShotParents and objectParent working with lasers could be a good idea if laser entity stores this stuff
- I'd make it easy and just do a global MEH, something like LaserCreated and ensured Deleted works with laser entity, so you can track when its deleted
Thu, Mar 20
Additional optional parameter, useFuseDistance, choose whether to apply the projectile's config arming distance or not
Problemo. As usual backwards compat bites back.
Missions tend to spawn Missiles/Rockets/Bombs to cause explosions, by spawning them directly inside the target, expecting it to explode immediately (because it hit something).
For example YAAB benchmark is broken by this, it spawns R_60mm_HE rockets and Bo_GBU12_LGB bombs, both of which have a fuseDistance of 50. So after this change, they just don' t explode anymore.
However it works without the High Command module loaded
Update: game now starts when I disabled profiling
This issue is still a problem. I cannot speak in multiplayer. The issue has persisted for years now.
Wed, Mar 19
This is file for crash when mods are turned off
Tue, Mar 18
2.20 and next prof
Mon, Mar 17
Sun, Mar 16
Sat, Mar 15
Not exactly sure, but the issue is either with extDB3 directly or with callExtension, as return value suggests some issues with getting the data. As there are no slow callExtension warnings in log, i guess its extDB3 issue so in that case Ticket could get closed.
Fri, Mar 14
Wed, Mar 12
It was thank you I don’t have a new anought graphic card
Experiencing 0xc000001D error with Arma 3. Likely an instruction set issue. Ensure all drivers are updated, especially graphics. Verify game file integrity through Steam. Could also be a CPU compatibility problem. Speaking of challenges, this is almost as frustrating as trying to win at the Bad Parenting game – you think you're doing right, and then BAM, error! Hope this helps!
Tue, Mar 11
Should be fixed on profiling branch. There was an error in sorting textures which meant it marked some textures as not being visible on screen
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Mon, Mar 10
I am running fullscreen window mode already.
Happened today again, moments after alt-tab with a diffrent modpack.
I guess its likely that it is gpu drivers since 9070 just came out. Idk if there can be anything done about it
Fixed profiling v26, Arma 2.20
Oh, thanks, no, this is regarding ArmA Reforger. The task tag needs to be edited (by someone...).
Thank you for noticing!
Indeed specifically binarized files.
Just binarizing this
class AddonsMetaData { class List { class Item0 { }; }; };
does repro the issue.
In T188703#2768554, @tartan wrote:Jerry Cans are present in the base game. They can be spawned at an Ammunition Supply or from a Fuel Truck.
Jerry Cans are present in the base game. They can be spawned at an Ammunition Supply or from a Fuel Truck.
No, there is a fuel station in the compound in Montignac. It is a little East of where the Command Tent is usually on a standard map.
place blufor survivor and name "ted"
place greenfor survivor and name bill
place empty ATV
Press play (player is in first placed unit, so ted)
run ignoreTarget script.
Get into driver of the ATV, no crash or freeze.
Drive the ATV and run bill over, no crash.
When I asked for repro I did not expect a 6mb mission.sqm with tons of missing mods.
In T188705#2768463, @dedmen wrote:Montignac? Some modded terrain?
Well let me clarify. I lost my campaign saves long long ago. As I said this problem has persisted for at least 2 years and I've reinstalled the game and done the Steam verify files many times. This nuked all my campaign saves. As for the saves I tried the other day they were for Scenario maps since all I can do is play short scenarios since I couldn't load saves.
Fixed on profiling branch and dev and 2.20
The base game has no jerry cans?
You must be talking about some mod, the base game does not have fuel cans?
Montignac? Some modded terrain?
Please upload log files.
- There is something very wrong with "mfr_dogs" mod.
- It just says the graphics card disconnected, most likely a driver bug or crash.
Run profiling binary, and profile the game with captureFrame and see where the slowdown is.
It's Arma, not ArmA.
Bit of a problem is that you'd still expect the missile to hit and do damage, like a bullet does, without exploding.
For that we try to simulate it, like we do with UGL grenades. That is based on the projectile's mass, which for missiles is quite large.
So you can now one-shot kill people by shooting them in the chest with a vorona missile :D
Sun, Mar 9
Fri, Mar 7
Fixed in 2.20
Well my game clearly doesn't care. "1 files failed to validate and will be reacquired." which is the classic Steam issue that translates to "Everything was fine."
Everyone has the Old man assets, no matter if they own apex or not.
They are in the "Expansion" folder. Verify you game files in steam.
If you want support, you gotta buy the game.
refresh entry is only used for full-screen mode selection.
If you play fullscreen windowed (Which I would recommend) it does not apply.
Thu, Mar 6
Update: Also tested LXC's and its the same issue.
Sounds _Engine_RPM_ are very important - they set the main audibility of the tank engine in space. At the moment from the tank during the movement comes only the sound of its turbine, they are quiet but the main problem is that their distribution occurs in the rear sphere of the tank and for the most part are additional SFX
Revision: 152708
Revision: 152707
it is programmed in the engine to destroy second rotor if first is destroyed, I will look at config to see if it actually gonna make any difference