+1
Nice catch, thank you for pointing this out.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
May 10 2016
This ticket has been acknowledge just 1.5 months ago, but ... hmm ... how to say that without making the impression of being very unpatient ... any ETA ... probably? :)
#Bump
A lot of time is gone since reporting this important security issue, nothing done, please add this in further versions!
This would be very helpful to the performance!
any news on this?
plz add
plz add
Please add this as it will help out performance!
Looks like we need this! Please Add.
Please add, very needed !
Please fix!
This would be very helpful!
Please add, it would be great !!
up
Yes it would help a-lot. Atm you need a very performance wasting workaround.. :/
This would be a great addition please add!
No reaction, closing.
Hi,
you may want to try running Launcher in safe mode as described on web page
http://arma3.com/launcher/troubleshooting
Also it would be a great help to us if you could upload error message from your event log (as MulleDK19 suggested).
Make sure you've installed Microsoft .NET Framework 4.0 or later.
Also, post the error in the event viewer:
- Run the launcher.
- When it crashes, close it.
- Open the start menu and in the text box at the bottom type "eventvwr.msc" (without the quotes) and press enter.
- Expand the "Windows Logs" item (Folder with blue computer screen).
- Select "Application".
- Then post all the error / information items in the list that seem to have to do with the launcher app. Usually the top few items.
#Bump
A lot of time is gone since reporting this important security issue, nothing done, please add this in further versions!
Related to http://feedback.arma3.com/view.php?id=22806
Was thinking about this again today. If BIS engine code or internal scripts makes use of this command there may be a reason to not (yet) provide clients the ability.
CompileFinal for a addPublicVariableEventhandler would be awesome as well
yea 'add'PublicVariableEventhandler isn't really adding a PV, its more a 'set' command. You can overwrite/remove eventhandler with
"MyEH" addPublicVariableEventhandler {};
Probably is it still in the cache of the client/server but who knows.
Maybe is it better to request a 'setPublicVariableEventhandler' that can't be overwriten like a compileFinal function.
can you not do
func = compilefinal "code";
"var" addpublicvariableeventhandler func?
EDIT yep, you can't, just checked, the code can be overwritten
Please add this command, to remove it. If not possible to prevent re-writing of the code, then we need the ability to simply remove it after use.
I think I judged this too soon. There's fps loss but it gets back after playing 5 seconds or so. But with adaptive vsync there's more GPU usage when you do this but that didn't really meant any fps loss when I tested more.
Oh yeah, sry Iceman. Information added.
+ Arma 3 Startup Parameters: -nosplash -world=empty
That is a new information for me.
Guys,dont u know that arma 3 is cpu intensive?
Yeah well I have 6950
I have GTX 760 as well but do not see any drops at all. Could you please upload your DXDiag and screenshots of your graphical settings?
I have a GTX 760.
I can confirm that my GPU usage rised bit over 10% and resetting HDR solved the problem.
I tested this with RC so it's not just one branch problem.
Cannot confirm this (on DEV). Could be graphic card specific or settings.
I confirmed this on DEV also. Seems to be that every setting that does blnk the screen black pefore it sets resets the fps loss.
I tried that I go in the main menu between every step but there was still some loss happening.
My specs:
i7 2600K @ 4,4GHz
GTX 680 2GB
Samsung SSD 840 250GB
WD Caviar Blue 500GB
G.Skill RipjawsX 2x4GB
Windows 7 Ultimate 64-bit
Try dev branch until the next stable is released.
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.
NaN should have separate type, then it will be
a. easy to check if the value is SCALAR in scripts and
b. will protect all script commands from breaking
SCALAR_NaN maybe?
Agree with Skaronator - If I block .sqf via allowedPreprocessFileExtensions, then Arma can't read it's own files:
Could not load 'A3\functions_f\systems\fn_locations.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_areEqual.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_swapVars.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_variableSpaceAdd.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_variableSpaceRemove.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_crossProduct.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_dotProduct.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_magnitude.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_magnitudeSqr.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_unitVector.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorMultiply.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorDiff.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorAdd.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorFromXToY.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_rotateVector2D.sqf'. Extension not listed in allowedPreprocessFileExtensions
initServer.sqf is called via execVM but ArmA need the preprocess for .sqf extensions. The function compiler use it and when I block .sqf would not a single function work.
Why do you need to allow preprocess .sqf extension? initServer.sqf is probably execVM called, so if you disallow it, no one can read it. If you need call compile preprocess yourself own files you can make up your own extensions
a hacker can "read" that files with a remote execution on the server.
ABC = preprocessFileLineNumbers 'initServer.sqf';
publicVariable "ABC";
ABC would be the content of the initServer file.
That wouldn't work with the server config way cause the server cfg can't be loaded
you can just as well
0 = [] spawn compile preprocessFileLineNumbers 'myServerFolder\serverInit.sqf';
from initServer.sqf
should be no different to
onServerStart = "[] execVM 'myServerFolder\serverInit.sqf'";
what is wrong with initServer.sqf? https://community.bistudio.com/wiki/Event_Scripts
Ah completely forgot that but in case of remote execution could that be loaded as well from a hacker. Server config cannot loaded since we can block file types via this commands:
allowedLoadFileExtensions[] = {:};
allowedPreprocessFileExtensions[] = {"sqf"};
allowedHTMLLoadExtensions[] = {"htm","html","xml"};
Hello,
does it happen even without any mods enabled?
Yes, still crashing without any mods active.
Either that or simply do not allow the person to put the weapon in the slot (as if you were trying to put a rifle in the pistol slot). I think forcing them out is a little unreasonable.
Upvoted!
There is a vehicle inventory for reason and also it should reduce the one man rambo style gameplay.
With the ability to access inventories from inside vehicles, I don't see a problem with this as it could be scripted into forcing you out of the vehicle as you grab your weapon.
Upvoted!
I'll update the "additional information" to more specifically describe what slots would get what
For MRAPs and trucks, no, as the crew is likely to be forced to disembark, but for jets and other vehicles with limited/no cargo space, yes please. Upvoted. Pistols and maybe SMGs should be allowed though in my opinion.
Edit: Having it as a parameter setting would be a good idea I think, just like dropping weapons when swimming in Arma 2.
This is the only problem with it, perhaps it would be a module configurable from mission to mission
/upvoted
I really like the idea. You are forced to manage your inventory. Drivers will stay drivers and pilots will stay pilots. But I don't think, it's in the interest of the casual gamers.
The LOD of the tree is still broken. Tested with build 1.54.133570.
Can anyone confirm this? Or am I the only one with this issue?
After further experimentation, it appears that at some point the default value was removed from keyFreeHeadMove in the config, fixing the issue for people who have generated their profile since then. However people with older profiles still have the value set, with no ingame option to change it. So it may suffice to just have them change it in the config (or remove the value as part of an update?) and leave it out of the ingame options.
related to #26552