Page MenuHomeFeedback Tracker
Feed Arma 3 Activity

May 10 2016

Orcinus added a comment to T76927: Possible bug in AI (engine).

Well... I thought it was obvious that I was contrasting with default (no mods) behaviour.

To make the point clear - default AI behaviour (no mods) goes haywire with the addition of a combination of an armour config mod and a bullet config mod. This is a very strange result and might - I emphasise, might - indicate a bug in the engine routine(s) handling the Arma 3 AI. Did you try it with the mods in my first post?

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Closing. If the problem appears again, please create another ticket.
Thank you.

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Closing in two days.

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Hello,
would it be possible to upload more dumps? (as many as you can)
We cannot do much with just two files and it your game crashes every time, it should not be much of a problem.
Thank you very much.

May 10 2016, 8:13 AM · Arma 3
mr_strider added a comment to T76926: Game crash.

here is latest crash

also note my video card is running at around 71 degrees Celsius.

https://www.dropbox.com/sh/xu1jj77ectt5chp/AADEvQnsGAEDlzMujg5iwsBha

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Hello,
are these crashes happening on current 1.20 Stable version?

May 10 2016, 8:13 AM · Arma 3
cheritto added a comment to T76926: Game crash.

Had a crash today with crashdump. Not sure, it s related to same cause (the system didnt crash). The game just frezed and i ctrl alt supprim to desktop.

See attached file.

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Hello,

our programmers have analysed the crashdumps but were unable to find any valuable data. Would it be possible to upload at least 3 another crashdumps (3x rpt + bidmp + mdmp file with same name)?

Thank you very much!

May 10 2016, 8:13 AM · Arma 3
mr_strider added a comment to T76926: Game crash.

I could deactivate it yes.

This problem however has been happening since way before I got battle royale.

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Hello,

thank you for the patience. However, we cannot do much without the crashdumps (crashdump is rpt + bidmp + mdmp file with same name) with current version 1.18.

Would it be possible to try few times to make the crash happen and then upload them here?

Thank you very much.

May 10 2016, 8:13 AM · Arma 3
cheritto added a comment to T76926: Game crash.

Hi, it seems i have same problem here. I have attached a rpt file of my last crash. Hope it wil help and allow us to play ARMAIII correctly.

If u experience the same problem, vote UP the thread, thx.

May 10 2016, 8:13 AM · Arma 3
mr_strider added a comment to T76926: Game crash.

K well it crashed again and did not deliver the bidmp + mdmp files as you requested. only the rpt files.

whenever the game crashes my whole system freezes and I have to hit the reset button.

Dont know what else to do..

https://www.dropbox.com/s/uj53rj20mvf0j32/arma3_2014-05-01_17-17-52.rpt

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

@mr_strider, you have active mod PUBattleRoyale, could you please try to deactivate it?

May 10 2016, 8:13 AM · Arma 3
mr_strider added a comment to T76926: Game crash.

I'll try to gather some more dump files next time I play.

Also, according to a friend of mine.. whenever we play together and my game crashes a message comes up on his side saying: "Player x kicked off, Steam ticket check failed: (null)"

Not sure if this relates. but hope this helps solve the problem.

May 10 2016, 8:13 AM · Arma 3
mr_strider added a comment to T76926: Game crash.

Here's the latest crash on an un-modded game
https://www.dropbox.com/s/pismb05zlcjq9gm/dump.zip

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Hello,

it looks like the crash dumps were not created (we need rpt + bidmp + mdmp file). It could be that your game actually did not crash or it crashed and was killed off (via task manager) too quickly for crashdumps to create.

Next time it freezes, please try to wait a minute or two so the dumps have time to create. If there are no crashdumps after then, we'll try to find another solution.

Thank you.

May 10 2016, 8:13 AM · Arma 3
mr_strider edited Steps To Reproduce on T76926: Game crash.
May 10 2016, 8:13 AM · Arma 3
mr_strider added a comment to T76926: Game crash.

I uploaded everything I could in the file above but heres the latest crash dump. Which is smaller file size.
https://www.dropbox.com/s/o010vtn52xgfaxc/Crash%20dump.rar

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Hello,

thank you for the response. However, we cannot determine what exactly caused your game to crash. It is necessary you tried to run your Arma without any mods. If the crashes still happen then, please send another crashdumps.

Please let us know, thank you.

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76926: Game crash: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76926: Game crash.

Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.

How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name)

Thank you.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 8:13 AM · Arma 3
Fireball added a comment to T76925: Disable Physx and Sounds when enablesimulation false.

Why did you change it back to "proposed"? Do you know what a proposal is? This sounds like if you suggested that they should NOT be disabled.

May 10 2016, 8:13 AM · Arma 3
zorrobyte added a comment to T76925: Disable Physx and Sounds when enablesimulation false.

I was speaking more of the BIS FpsManager.fsm which Highhead found in the modules.pbo and modified for general use:
https://www.dropbox.com/s/wikzxjn40sk9lzf/fpsManager.fsm

Your FSM would be very interesting to test, thank you!

Will add you to Steam!

May 10 2016, 8:13 AM · Arma 3
Fank added a comment to T76925: Disable Physx and Sounds when enablesimulation false.

thx zorrobyte i created the FpsManager.fsm, so every body can be feel free to use.
https://github.com/Fankserver/ArmA-Script-Sandbox/blob/master/Arma3/FpsManager.fsm

if you wana add me to steam: fankserver

May 10 2016, 8:13 AM · Arma 3
zorrobyte added a comment to T76925: Disable Physx and Sounds when enablesimulation false.

Didn't mean to Fireball, I hit Edit to fix some wording issues in which you may of edited before I hit save, feel free to modify.

May 10 2016, 8:13 AM · Arma 3
zorrobyte added a comment to T76925: Disable Physx and Sounds when enablesimulation false.

This ticket was written while I was at work and in a rush, apologize for the abuse of the english language ;)

May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76925: Disable Physx and Sounds when enablesimulation false.
May 10 2016, 8:13 AM · Arma 3
Fireball added a comment to T76925: Disable Physx and Sounds when enablesimulation false.

Corrected some phrasing in order to avoid confusion.

May 10 2016, 8:13 AM · Arma 3
zorrobyte added a comment to T76925: Disable Physx and Sounds when enablesimulation false.

Previous ticket (before confirming Physx,Sounds slowdown/cause)
http://feedback.arma3.com/view.php?id=18451

May 10 2016, 8:13 AM · Arma 3
zorrobyte edited Steps To Reproduce on T76925: Disable Physx and Sounds when enablesimulation false.
May 10 2016, 8:13 AM · Arma 3
Skaronator added a comment to T76924: Add IDD to RscDisplayPassword.

Can be closed, BIS_fnc_guiMessage does the same.

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76925: Disable Physx and Sounds when enablesimulation false: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Skaronator edited Steps To Reproduce on T76924: Add IDD to RscDisplayPassword.
May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76924: Add IDD to RscDisplayPassword.
May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76924: Add IDD to RscDisplayPassword: Arma 3.
May 10 2016, 8:13 AM · Arma 3
MadDogX added a comment to T76923: Ammobox Supplybox.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:13 AM · Arma 3
Fank added a comment to T76923: Ammobox Supplybox.

which one?

May 10 2016, 8:13 AM · Arma 3
Scott1904 added a comment to T76923: Ammobox Supplybox.

Can it be that the backpacks then in all cargo boxes on the map? That would be not so fine.

May 10 2016, 8:13 AM · Arma 3
Fank added a comment to T76923: Ammobox Supplybox.

please check https://community.bistudio.com/wiki/addBackpackCargoGlobal

May 10 2016, 8:13 AM · Arma 3
Scott1904 added a comment to T76923: Ammobox Supplybox.

Ok. Thank you.

May 10 2016, 8:13 AM · Arma 3
Scott1904 added a comment to T76923: Ammobox Supplybox.

One last question. Why there are 3 backpacks, who can see from my coop friend?

May 10 2016, 8:13 AM · Arma 3
Fank added a comment to T76923: Ammobox Supplybox.

Try to use the global commands for example addBackpackCargoGlobal

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76923: Ammobox Supplybox: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Scott1904 edited Steps To Reproduce on T76923: Ammobox Supplybox.
May 10 2016, 8:13 AM · Arma 3
Scott1904 added a comment to T76923: Ammobox Supplybox.

I have to say the game shows us every time a bad connection. Ping from my friend was about 110 ms.

May 10 2016, 8:13 AM · Arma 3
mr_bookPXSCpl added a comment to T76922: Weather in coop mission asynchron.

Nah,
that was just some sarcasm there (sorry, couldn't help it).
There already are some tickets about this. BIS is on the problem, I think they even announced that problem solved some time ago. Well, apparently, it isn't.
Check this: http://feedback.arma3.com/view.php?id=3028

May 10 2016, 8:13 AM · Arma 3
Scott1904 added a comment to T76922: Weather in coop mission asynchron.

Thats not good.shame.

May 10 2016, 8:13 AM · Arma 3
mr_bookPXSCpl added a comment to T76922: Weather in coop mission asynchron.

Yes.

May 10 2016, 8:13 AM · Arma 3
Scott1904 edited Steps To Reproduce on T76922: Weather in coop mission asynchron.
May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76922: Weather in coop mission asynchron: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76921: Make "moveInAny" return entered seat instead of Nothing.
May 10 2016, 8:13 AM · Arma 3
Fireball added a comment to T76921: Make "moveInAny" return entered seat instead of Nothing.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 8:13 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76921: Make "moveInAny" return entered seat instead of Nothing.
May 10 2016, 8:13 AM · Arma 3
the_Demongod added a comment to T76920: Wy-55 Hellcat - Control panel FLIR display should be on pilot's side.

It doesn't need to stream high res textures at 30+ fps. all it needs is to be a rough visual aid for the pilot, allowing the copilot to increase his situational awareness. It would work just as well to add another to the pilot's side instead of move it away from the copilot (updated ticked with this information). Obviously in real life he would be able to switch between the different pages of the MFCD but in the case of the Hellcat (at least so far), the MFCDs are purely aesthetic and don't actually move, the pilot isn't losing anything by replacing the texture with a camera feed.

May 10 2016, 8:13 AM · Arma 3
japapatramtara added a comment to T76921: Make "moveInAny" return entered seat instead of Nothing.

DEV. 126889
MoveInAny now returns true when moving were processed successfully(otherwise returns false)

patch will be distributed within next DEV release

May 10 2016, 8:13 AM · Arma 3
Killzone_Kid added a comment to T76921: Make "moveInAny" return entered seat instead of Nothing.

Thank you mr wizard! Impatiently waiting for the next Dev :)

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76921: Make "moveInAny" return entered seat instead of Nothing: Arma 3.
May 10 2016, 8:13 AM · Arma 3
the_Demongod edited Steps To Reproduce on T76920: Wy-55 Hellcat - Control panel FLIR display should be on pilot's side.
May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76920: Wy-55 Hellcat - Control panel FLIR display should be on pilot's side.
May 10 2016, 8:13 AM · Arma 3
ocf81 added a comment to T76920: Wy-55 Hellcat - Control panel FLIR display should be on pilot's side.

While convenient, it would not be realistic.

IRL the co pilot uses this screen to operate the FLIR unit.
There are of course obvious gameplay reasons for the optics screen (size and positioning). Besides that, the game can't stream high res textures at 30+ fps to make it practical to use this screen as the main targeting device in high load missions.

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76920: Wy-55 Hellcat - Control panel FLIR display should be on pilot's side: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Orcinus added a comment to T76919: Unit heal threshold is misleading and broken.

This may be an issue with the AI as well. Something or things seem quite broken in the healing routine(s).

A couple of times in vanilla & several times testing AI mods in the Combined Arms showcase, failed the mission because one or more units moved too slowly due to unhealed injuries. The AI leader never ordered them to heal themselves nor sent the medic if the medic was still alive. Attempts by player to heal them with an FAK fail as the injured unit ignores you and moves away.

Also noticed that sometimes in SP when player or other units report injury - e.g., "need medic" the team leader ignores them.

The above observations all with v1.16 stable.

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76919: Unit heal threshold is misleading and broken.

Hello Killzone Kid,

thank you for submitting the ticket. I was not able to reproduce the problem without script commands on simple dedicated server (with no external files).
I placed two players and one AI soldier in MP mission, loaded on DS. Ingame, I set AI damage to 0.5 and healed him. Then I disconnected from the server, came back (the second player was not active but present the whole time) and the icon was not there (AI had damage 0.25).

Could you please tell me if I missed anything in these repro steps?

May 10 2016, 8:13 AM · Arma 3
Killzone_Kid added a comment to T76919: Unit heal threshold is misleading and broken.

I will make a vid, just hold on there bud ;-)

May 10 2016, 8:13 AM · Arma 3
Killzone_Kid added a comment to T76919: Unit heal threshold is misleading and broken.

@BIS_Iceman here is the vid http://www.youtube.com/watch?v=8x6vkOX2MQs

Just reproed this ticket on video

BTW when you finished with this could you please have a look at http://feedback.arma3.com/view.php?id=18720 kinda urgent :)

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76919: Unit heal threshold is misleading and broken: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76919: Unit heal threshold is misleading and broken.
May 10 2016, 8:13 AM · Arma 3
Killzone_Kid added a comment to T76918: If player aborts immediately after death, his body gets frozen (doesn't fall down) [PICTURE].

still an issue (see second pic)

May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76919: Unit heal threshold is misleading and broken.
May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76918: If player aborts immediately after death, his body gets frozen (doesn't fall down) [PICTURE].

Hello Killzone Kid,

thank you for reporting this issue, it has been assigned.

Have a nice day.

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76918: If player aborts immediately after death, his body gets frozen (doesn't fall down) [PICTURE]: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76918: If player aborts immediately after death, his body gets frozen (doesn't fall down) [PICTURE].
May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76918: If player aborts immediately after death, his body gets frozen (doesn't fall down) [PICTURE].
May 10 2016, 8:13 AM · Arma 3
PR9INICHEK added a comment to T76917: Spelling mistakes in cockpit of TO-199.

Not solved in 1.20.124746

May 10 2016, 8:13 AM · Arma 3
PR9INICHEK added a comment to T76917: Spelling mistakes in cockpit of TO-199.

Not solve in 1.54

May 10 2016, 8:13 AM · Arma 3
PR9INICHEK added a comment to T76917: Spelling mistakes in cockpit of TO-199.

Nothing has changed in 1.32.127785

May 10 2016, 8:13 AM · Arma 3
PR9INICHEK edited Steps To Reproduce on T76917: Spelling mistakes in cockpit of TO-199.
May 10 2016, 8:13 AM · Arma 3
Fank added a comment to T76916: Showcase: vehicle, impossible to destroy the 3 vehicles BIS.

Can you please upload a video or show me pic/classnames of the "indestructable" vehicles?

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76916: Showcase: vehicle, impossible to destroy the 3 vehicles BIS.

Thank you for reporting the issue.

I am closing this ticket and reopening the one which is resolved (you could type your comment in there).

Thank you.

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76917: Spelling mistakes in cockpit of TO-199: Arma 3.
May 10 2016, 8:13 AM · Arma 3
nics added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

Thanks k0rd for pointing me to that forum entry. However, I'm, already using a solution which is far more easier and achieves the same, c.f. my last comment at http://feedback.arma3.com/view.php?id=18487#c70219

The reason I want to use the Intel TBB allocators instead of glibc's malloc + nop-mallinfo is another 10% performance boost I observed on our server with our mission.

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76916: Showcase: vehicle, impossible to destroy the 3 vehicles BIS: Arma 3.
May 10 2016, 8:13 AM · Arma 3
nics added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

You still need to inject. However, 1.18 broke it for me due to http://feedback.arma3.com/view.php?id=18706

I don't have a working Intel TBB solution for 1.18 at this time, but I'm working on it.

Btw, the dedicated server part doesn't seem to have any anti-cheat protections, at least I didn't run into any problems.

May 10 2016, 8:13 AM · Arma 3
k0rd added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

hey nics - just curious - do you still need to inject asm to work this, or did you figure that out?

reason why i ask - i don't like to inject code into things that have anti-hack sentries, ya know?

May 10 2016, 8:13 AM · Arma 3
ACSoft edited Steps To Reproduce on T76916: Showcase: vehicle, impossible to destroy the 3 vehicles BIS.
May 10 2016, 8:13 AM · Arma 3
nics added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

In case you keep debugging symbols for your released binaries somewhere:
For the 1.18 binary, the uninitialized pthread_key_t variable is located at 0x09b0a5a0.

For the case you haven't, I'll give you some more details to locate the bug in your sources:
I've looked a second time at this and actually, there _is_ an initialization function called at program startup: It is located at 0x08154e60.
It is called from the function at 0x0805e270 which is stored in the .init_array (ELF-)section and thus is called at program initialization time.

It looks like 0x08154e60 is the constructor of some C++ object with static storage duration (not necessarily declared with the 'static'-keyword).
That object wraps a pthread_key_t member.
[That 0x0805e270 stored in the .init_array section is certainly a compiler generated helper function calling all your static storage duration objects' constructors.]

This constructor at 0x08154e60 even calls pthread_key_create(), but it throws the result away and stores a hardcoded zero in its pthread_key_t member.
This is the bug.

So go, grep for "pthread_key_create" in your sources, pick the one called from a C++ object's constructor and check that constructor for the bug described above.
If there is more than one such class, choose the one which is instantiated with static storage duration, i.e. for which there is a global/static variable of that class' type.

Should be a 10min fix, right? To be honest, I've got no idea why this issue stays in the "new"-state for nearly two weeks now. At least someone could have hit the magic "Reviewed"-button in the meanwhile (or asked a question if something is unclear).

May 10 2016, 8:13 AM · Arma 3
k0rd added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

some guy on the forums is working on his own chrooted environment with custom glibc that has mallinfo() returning a cached struct.

http://forums.bistudio.com/showthread.php?169926-Linux-Dedicated-Server-feedback/page18

I know, it's a *bit* off-topic, but I wanted to help point you in another direction since you don't seem to be getting much feedback here.

May 10 2016, 8:13 AM · Arma 3
nics added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

LD_PRELOADing is a (unixish) technique to change a program's behaviour without its explicit support, i.e. without changing its source (see 'man ld.so' on any Linux box).

It would be a very cheap way of actually supporting custom memory allocators without any coding.

As I wrote above, LD_PRELOADing is not working due to a bug unrelated to LD_PRELOADing at a first glance (usage of unitialized static variables).

May 10 2016, 8:13 AM · Arma 3
nics added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

To give you guys some more input:

I did succeed to fix the bug described above by manually injecting some machine code doing the missing initalization into the 'arma3server' binary and LD_PRELOAD works for me now.

My benchmark mission is a MP mission using the @ALIVE mod to automatically spawn some AI. My test system is a remote one, being equipped with an Intel Xeon E3 with TurboBoost enabled.

Results (FPS had been measured with '#monitor':

  • Without Intel TBB allocator LD_PRELOADed:
  • The mission, especially @ALIVE, takes incredibly long to load (up to 15 min).
  • FPS are very unstable.
  • FPS with only 35 AI spawned is 3 to 15, 3 far more often.
  • With Intel TBB allocator LD_PRELOADed:
  • The mission, including @ALIVE, loads fast. Although not measured explicitly, it seems to load faster than with the dedicated server for MS Windows operating under Wine.
  • FPS is stable.
  • FPS with 243 AI spawned is 35-45. Even at spawning, the FPS doesn't go below 30. With only 35 AI spawned, it is constantly at 49.

I suspect that the gain in performance is not so much related to the exact memory allocation implementation, but to the fact that Intel TBB's 'mallinfo()' implementation is a nop, i.e. it always returns zero. C.f. the issue I opened at http://feedback.arma3.com/view.php?id=18487

May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.
May 10 2016, 8:13 AM · Arma 3
Dwarden added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

AFAIK, the Linux server don't support custom allocators and uses as default only Linux kernel allocator

May 10 2016, 8:13 AM · Arma 3
nics added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

I suspect that any LD_PRELOADing will segfault arma3server since the real reason seems to be that the dl-framework is entered early.
However, I observed that issue with the Intel TBB allocators.

May 10 2016, 8:13 AM · Arma 3
nics added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

server version string seems to be "1.16.113494"

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Moricky added a comment to T76914: units go too the firemission way point, rather then firing at it as artillery.

Could you give me exact repro steps, including position you chose and artillery vehicles you're using?

I just tried it with M4 Scorcher and Mk6 Mortar, and both fire at the waypoint position correctly.

May 10 2016, 8:13 AM · Arma 3
Bohemia added a project to T76914: units go too the firemission way point, rather then firing at it as artillery: Arma 3.
May 10 2016, 8:13 AM · Arma 3
Bohemia updated subscribers of T76914: units go too the firemission way point, rather then firing at it as artillery.
May 10 2016, 8:13 AM · Arma 3
nics edited Steps To Reproduce on T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.
May 10 2016, 8:13 AM · Arma 3
goldblaze added a comment to T76914: units go too the firemission way point, rather then firing at it as artillery.

m4 scorcher, mk6 mortar and the mlrs, I try to do the mortar about half a click to one km, the scortcher about 5 click away, and the mlrs aboout half the map, I'll add the steps real quick

May 10 2016, 8:13 AM · Arma 3
Iceman added a comment to T76913: Squad AI Inventory Locked.

Fixed for 1.38 update.

May 10 2016, 8:13 AM · Arma 3