Hello, thanks to the support of steam, I sound in the game ARMA 3 here is what I do: Navigate to your installation folder of the game ARMA 3 (by default, C:\\Program files\\Steam\\Steamapps\\common\\Arma 3) run the following installation file: ...\\Steamapps\\common\\Arma 3\\DirectX\\DXSETUP.exe restart your computer and test the game again.
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May 10 2016
Are you sure you have all your drivers updated? Could you please upload your DX-Diag file?
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548
Hello,
I convey to you 2 files " DX-diag", the 32bits and 64 bits
Thank for you intervention
Hello,
would it be possible to communicate in English?
Also, could you please upload your newest rpt file?
C:\Users\<Name>\AppData\Local\Arma 3\
Thank you.
I find the newest rpt file.
I put you in attached file waiting for you news
Thanks in advance.
My sound card supports several games : war of the rose, rome total war 2, empire total war, Napoléon total war, schogun total war 2 , battlefield 4 etc ....it works with all games
Xxxxxxxxxxx
I think that the game has problems for sound, or dowload by digital voice with STEAM has a BUG ...? The game arma 3 is run well, I CAN play with, but There si no sound ? I can ´t hear anything ...I pay the game 45 € the 31 august ... I am vert annoying situation , what to do ?
Um through that is french i will translate it
"No sound in the game what to do" that bsaically what he says .-.
Yes, it is solved :)
Thank you!!!
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.
Stable version crashes launching it from steam, launcher and exe.
Just tried the dev.branch publisher,and it doesn´t crash, but I can´t see the addons I update, or updated earlier in the stable version.
After switching back to stable , the addon I updated in the dev version is not showing.
Have you started Publisher from Steam? If yes, could you try to start it directly from the exe?
Thanks.
We have updated the tools, please, could you retry (whatever the branch, Development branch is now the same as main branch (both are equally up to date)) and tell us if your issue is solved ;)
hi, thanks for the log.
From them it seems you are running stable version of publisher. Is this so?
There is a new version of the publisher if you switch to the developement branch (right click on Arma 3 tools->properties->betas->select developement from the first combo).
You need to start it directly via exe, not through arma 3 tool (will be fixed with upcoming stable update). Just navigate to install dir of arma 3 tools (typically c:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\Publisher) and launch Publisher.exe file.
Hope it helps;)
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.
Hello,
thank you for your report. It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.
Sadly, there is nothing that can be done from our side. I linked this problem to bug number #0000579, where you can read useful tips in comments. Also, please check out the forums page for another useful tips:
http://forums.bistudio.com/showthread.php?147598-Endless-DXGI_ERROR_DEVICE_REMOVED-Crashes
Sorry for the inconvenience, have a nice day.
Apparently, there's no way for them to fix it. Happens in many different cases. When I crash a helicopter while taking off for the first time, I get this error, its weird. Doesn't only happen in this game. COD Ghosts does this to me too.
Yes please, as many as you can. Please use some file sharing website in case the archive is bigger than 5000kB. Thank you.
@Iceman: Specifically which crash files are needed? Just more .bidmp and .rpt files?
Hello,
could you please upload more crashdump files? From the one you sent it looks like a RAM problem. It could be either caused by Arma, but it could also mean that your RAM is corrupted or some software is preventing memory allocations to work correctly.
Arma 3 developers are cheating game development by not putting a FOV slider in the game. Low FOV can make people physically ill, nobody can't argue with that. I'll see if changing FOV fixes this but I don't think it's that. It was doing it before I "cheated" I'm pretty sure.
Issue still there when all gear is removed.
Unable to reproduce. Looks like you're using a FOV mod, and that's what's causing it.
It's worse with different gear, camera appears to be blocked by the neck. Any gear without anything on the neck is what I will use from now until this gets fix.(it never will)
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.
Hotfix 1.30 is public, the desyncs should be gone.
Hello,
is it possible to attach the mission you were playing and also rpt files from both computers?
C:\Users\<Name>\AppData\Local\Arma 3\
Thank you very much.
I wil attempt to add the rpt this weekend
the mission was DOOMSDAY NIGHT from steam workshop
requires additional addons mentioned in the mission
Very good btw , you should take a look
Negative, at least in my case. While it is true that, at least twice I used a UAV from inside the vehicle, at least once we took a car just after spawning (with a pilot, no UAV operator) and the error still happened. I am not sure if I had used a UAV terminal before in that same mission from inside a vehicle, so maybe the problem just seemed fixed after respawning and manifested itself again as soon as I got into a new vehicle. But I have no idea how this error works, so I cannot say for sure.
Anyway, I am not currently able to run the game and test things because I have no access to my computer, but as soon as I can, I will try to test this out with some friends and see what I can find out.
I hope this is just the problem you are aware of and that you can fix it soon.
Some, could be related, info:
If I create a "getIn" EH for a truck for example on the client and send PV to the server with crew of this truck when I get in ("passenger" in this case, don't want to mess up locality), and then compare crew of this truck on the server, something interesting happens..
If the truck is local to the client, crew of this truck on the server is [] at the moment I enter the truck, i.e. server has no clue truck is occupied. Server gets update a little bit later on.
If the truck is local to the server (while EH is still client side) the server idea of crew inside the truck and client idea of it are synchronised.
Here is the code I used:
Client
truck = cursortarget; publicvariable "truck"; truck addeventhandler ["getIn", {inVeh = crew truck; publicVariable "inVeh"; 0 = 0 spawn {sleep 1; player action ["Eject", truck]; sleep 1; player action ["getInCargo", truck];}}];
Server
"inVeh" addPublicVariableEventHandler {diag_log [crew truck, _this select 1]}
if truck is local to the client the result is:
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
if truck is local to the server
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
Maybe this desync depending on locality of the vehicle is somehow responsible for this bug?
Yes, I was using UAV terminal, but not while in a vehicle. (AR2 Darter). I only gave Move and Land commands.
I can confirm this is a new bug. There is a problem with the client being able to send get out data with vehicles to the server (probably because they didn't change something important when undoing the gauranteed network messaging), usually for me anyway it happens after about 20 minutes. Was on a dedicated server, friend showed on my screen as sitting in a truck, while he told me he was over 600 meters away. I spawned another truck where he said he was just to see what would happen, sure enough when he jumped in that truck I spawned, his character warped over there and out of the old vehicle he was in.
Negative, this bug is new. I have observed similar things in arma 2 and older versions of arma 3 too, but this time it is not random desync but a consistant bug. I cannot tell if it happens 100% of the times, but at least 90% of the times I got into a vehicle it happened to me, and also, it seems to only happen to the host.
I am now trying out running a dedicated server on my PC to solve this problem until BI fixes it. Also, CzechTroller, did this ever happen to you while you weren't hosting? did it happen to other players when THEY where hosting?
DarkWiiPlayer, I cant get info what happens when friends. host, just because they dont have a good PC and they also have not so good internet and when hosting all players suffer from lagging, so only I host.
Hello,
was there UAV control taking part while in the vehicle? We are aware of a problem with UAV terminal being used while in vehicle.
I observed similar problem in Arma 2, probably old bugs.
Having the same problem, at least I think. What happens for me, is that when I get inside a vehicle and leave, the other players still see me inside the vehicle, even if I'm outside, so I'm basically invisible + invincible. I can kill them, as you experienced too, and they can shoot through me. They can, however, kill the ghost-entity that is sitting inside the vehicle (only they can see it, not the affected player himself). If the affected player blows up the vehicle by himself, he won't take damage (probably the damage is calculated locally, and sent to the server like "I shot player XXX", which would explain why they can kill the ghost entity sitting inside the car, even though it doesn't really exist). It also appears this only happens to the host, and was 100% reproducable for me. Every time I got into a vehicle and got out it happened, but never to anybody else. This also often happened together with the bug where I couldn't leave the vehicle, and whenever I selected "Get out" i was instantly teleported back in, as long as there was a driver, though this bug didn't happen every time, so they might be completely unrelated bugs. Anyway, as it is now, the game is basically unplayable.
Hey, could you please attach the crashdumps again with mdmp files as well? You can use some file sharing device. It would help us a lot. Thanks again.
Hello,
these crashes are unfortunately known issue for 1.28 Stable version. I am closing this ticket as duplicate, please keep track of the linked original one.
Here are all the crash files, including the mdmps, I believe there are 8 crashes in total over the course of 3 days, put into a zip file and uploaded to mediafire. Thanks for the response, Iceman!
http://www.mediafire.com/download/o455tmymi41xcu2/Arma_3_Crashes.zip
windows 8.1, multiplayer, same thing
happens to me too since last update, before it was ok now almost cant play 10 min in a row without crashing...
Has happened to me during single player campaign, and have tried uninstalling/reinstalling, and deleting files.
First of all, make sure it's on your end. Does the game crash when playing the campaign or other scenarios?
Altis/Stratis life and Wasteland are notoriously unstable and laggy because they deal with very large amounts of equipment being randomly spawned around, and often have many people on them. Be sure to try validating the integrity of your Arma 3 cache in the game's steam properties.
Try uninstalling and reinstalling the game. When you uninstall, be sure to delete all files in your profile (documents) and root (Common/Arma3) to insure that all files are deleted. Then try reinstalling.
That would be a nice feature. The import would just read the text of a file.
Why not just press the export button, paste the data to a document, and do this until all the loadouts are on a single document? then just send the document to your friend and he can import it manually
You already said it: "manually".
That's the point.
For each loadout you have to export, alt+tab out of arma, paste the clipboard in the document and repeat this for all loadouts.
Other people have to copy the loadout then, alt+tab in the game, import the loadout and repeat everything.
If you have about 30 loadouts, that's kinda time intensive and annoying.
And if you change something, you have to do it again.
I added file with last version of my modifications to the bis_fnc_arsenal function (search for FIX keyword). Each original modified section is left in comments to quickly spot the differences.
I added 2 screenshots to illustrate point 7)
I added 2 fixes in the second attached file:
- I excluded "throw" and "put" magazines from the magazine list (these were added in my previous fix)
- the green color was not removed from throw/put/misc mags when switching between uniform/vest/backpack (it only worked for rifle mag list)
Calling ["Open", [objNull, _soldier]] call BIS_FNC_ARSENAL; (where soldier is AI) didn't work for me. Then I noticed that the indexes were wrong:
BIS_fnc_arsenal_cargo = [_this,1,objnull,[objnull]] call bis_fnc_param;
BIS_fnc_arsenal_center = [_this,2,player,[player]] call bis_fnc_param;
instead of
BIS_fnc_arsenal_cargo = [_this,0,objnull,[objnull]] call bis_fnc_param;
BIS_fnc_arsenal_center = [_this,1,player,[player]] call bis_fnc_param;
"there is a small code bug that prevents using the VA with units other than player (eg AI units). See attached file for fix."
How can this be the case when there is a VA module that can be used on AI?
Anything new about this issue? Is there an easy way to make the group persistent?
That's what I did, I added a game logic, but it makes some problems sometimes (the game logic becomes leader, etc). So I would prefer completely remove the game logic (and scripts that fix the game logic issues) and have only to set a variable that contains the list of persistent groups BIS_persistentGroupList = [grp1, grp2].
Well that cuts one more loop out of my missions :)
As for making a persistent group, I suppose you could add a game logic to the group or something to stop it becoming empty.
Must be quite recent addition.
gr = group player; current group
[player] join grpNull; leave group
hint str gr; //<Group-NULL>
"At the moment, when a soldier squad (aka group) has no more units it is immediately deleted from the mission and all variables referencing it are unusable."
Since when has this been the case? I've always needed to create a loop to delete empty groups so as to avoid the limit.