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Arma 3 Activity
May 10 2016
my .rpt ,too. with or without mods same issue. Hope would be fix nearly.
thx
I tested it out with other players, they dont get lag when that loading screen appears.
thanks for posting guys. when i pull back to vanilla it still happens.
Same issue, uploading rpt file. As an aside, this was happening on devbranch, moved back to vanilla and all was ok, now doing it on vanilla too.
Your rpt is of no use cam7667, you have disabled logging.
Have had the same problem for the long time on dev branch. uploaded rpt log.
These lines repeats itself over and over in my rpt:
Item Placeholder listed twice
Item Placeholder listed twice
Item Placeholder listed twice
Item Placeholder listed twice
Item Placeholder listed twice
Item Placeholder listed twice
File description.ext, line 25: '.onLoadIntro': Missing ';' at the end of line
File description.ext, line 25: '.onLoadIntro': Missing ';' at the end of line
File description.ext, line 40: '/CfgDebriefing/End3.subtitle': Missing ';' at the end of line
File description.ext, line 49: '/CfgDebriefing/End4.subtitle': Missing ';' at the end of line
File Campaigns\United We Stand\description.ext, line 41: '/Campaign/Missions/Prologue.overviewPicture': Missing ';' at the end of line
File Campaigns\United We Stand\description.ext, line 50: '/Campaign/Missions/Operation_Piggyback.overviewPicture': Missing ';' at the end of line
File Campaigns\United We Stand\description.ext, line 60: '/Campaign/Missions/Fort_Ethos.overviewPicture': Missing ';' at the end of line
File Campaigns\United We Stand\description.ext, line 70: '/Campaign/Missions/Chokepoint.overviewPicture': Missing ';' at the end of line
File Campaigns\United We Stand\description.ext, line 81: '/Campaign/Missions/Operation_Phoenix.overviewPicture': Missing ';' at the end of line
Strange convex component322 in a3\structures_f\research\dome_big_f.p3d:geometryFire
Strange convex component327 in a3\structures_f\research\dome_big_f.p3d:geometryFire
When i look at my RPT file it is almost blank. Other people are having this issue. This only happens when i try to host a mission on my machine. It works in SP and on other peoples machines and servers. This is the entire RTP file. Oh yeah this was run with no mods total vanilla.
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe" -cpuCount=8 -exThreads=7 -maxMem=2047 -maxVram=3071 -noBenchmark -noLogs -noPause -noSplash -world=empty-malloc=tbbmalloc
Original output filename: Arma3Retail_DX11
Exe timestamp: 2014/10/15 15:44:03
Current time: 2014/10/17 21:03:43
Type: Public
Branch: Stable
Version: 1.32.127785
Allocator: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dll\tbb4malloc_bi.dll
ManagerConfig()
Ive uploaded my own RPT file. Im having the same issue.
Hello,
thanks for bringing the issue to the feedback tracker. Could you please upload your newest rpt file?
C:\Users\<Name>\AppData\Local\Arma 3\
Also, does it happen all the time? Do any other clients see any abnormalities as well? Thanks for the anwsers in advance.
Duplicate of http://feedback.arma3.com/view.php?id=17347
@cykuan I am unable to repro. Please, if you are still affected by that issue please create a separate ticket.
Thank you.
neokika: Yes, it is seems to be fixed (I've tested it for several days, no problems), thank you! I think it is safe to close this issue now.
(What would be good (for the future) is to be able to pass additonal user parameters as (for example) BIS_fnc_addStackedEventHandler does and, maybe, use user function return value as a new delay value).
onEachFrame is now broken. Draws only 1 frame and doesnt seem to loop anymore.
The cause of this was one version of CBA. Therefore not related. Happy for this to close.
Fixed, expect it on Dev Branch next week.
Your example code is problematic because it tries to spawn core modules, try instead:
MyFunc =
{
hintSilent str [time, _this]; [format ["MyFunc_%1", time], compile format ["%1 call MyFunc", time], 1] call BIS_fnc_runLater;
};
[time] call MyFunc;
And it should run forever.
The problem was automatic termination of BIS_fnc_loop in case there were no more items to execute.
Please confirm whether it is solved.
Thank you.
@sms Is this deemed fixed? Thank you.
MaHuJa: Sorry about that. Changed to public.
neokika: Thank you! Yes, my real code spawns harmless vehicles like "Land_CncBarrier_F" etc, not modules. The point was to make something that takes long time, then call BIS_fnc_runLater for onEachFrame to interleave with BIS_fnc_runLater execution.
"This video is private."
You probably want to change that to unlisted.
See my related (duplicate) issue for another explanation of the issue and suggested fixes
No need to go for a last model throttle. Giving some sensitivity and linearity curves also for keyboard users could help. Some racing games let's you adjust how fast your wheel turns.
Or give us an option for keyboard to rise and lower the throttle with steps. For example there would be 10 steps and each time you push Q or Z (could be separated from the current keys also) it goes one step.
I think the different views points should ideally display the weapon in the true position always.
ArmA should had this sorted a looong time ago , to recognize someone that he is firing from the hip or aiming down sights
Hell even TF2 sniper has that , you can easy see if he is aiming or not
The problem here is that 1st person view doesnt match 3rd person. Current 3d person shows player aiming down sights at all times even if he is hip firing. Bringing weapon chest level when not in ADS, just like 1st person shows, in 3rd person would already make it less hostile and more distinguishable for an observer.
That's why there is a raise/lower weapon function in the game. The people should start to maintain discipline, that is the problem on most of the public servers.
I rather have animations sync. If the player has their gun up, other players should see their gun up.
Maybe I should specify, that the weapon should not be completely lowered (as with using the weapon lower function), but just slightly lowered so that it would not be pointed directly at whatever the player is looking at.
If I where to have to raise and lower my weapon manually to look at my teammates it would become tiresome and the clunky nature of raising and lowering your weapon (especially when crouched) could get you killed.
Your gun is still "up" just not aimed directly until either fired or aimed down the sights.
It's just a small feature that could make a big difference in terms of immersion.
Well the current stamina system has so big penalty for running weapon raised so at least that already makes me not to keep weapon up until I'm in combat.
Game is stable except when trying to join a specific server. i was just hoping some one who knew more about the engine could identify what was causing the crash. game works fine in all other scenarios.
Hello,
does your game crash also when you have no mods enabled? We cannot guarantee stability and full functionality of modified game as mods are not official content of Bohemia Interactive. If the game with only official data is table for you, there is nothing we can do.
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.
Just to add. If I save assignedItems into array and store it for later and then I want to restore those items into respective slots, Binocular, Rangefinder or Laserdesignator will fail. I will need to screen assignedItems for Binocular, Rangefinder or Laserdesignator and remove those.
Alternatively excluding Binocular, Rangefinder or Laserdesignator from items and assignedItems and add/removeItem would also solve this ticket, however at this time this may already cause too many scripts to break.
As far as binocular, rangeFinder & laserDesignator are weird weapon/item the linkItem function neither works with them.
Is it so difficult to correct these "items"?
maybe in relationship with http://feedback.arma3.com/view.php?id=11197
and http://feedback.arma3.com/view.php?id=18340
@Koala yeah slightly related as all vehicles can be clumsy on bridges but the quadbikes literally can't cross them at all.
Thanks for pointing the other links out to me, it make me pleased to see that the pathfinding is being worked on :-)
This is still a big problem...
All the other AI controlled vehicles seem to cross bridges with no problems.
Only the quad bikes get stuck 100% of the time.
This means that you can't have free roaming AI quad bikes in missions on Altis because they immediately get stuck as soon as they reach a bridge.
And there are many, many bridges on Altis.
There must be something slightly different or missing in the code on quad bikes compared to every other vehicle in the 'CAR' category for this to be happening.
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.
Update:
I doubled the RAM on the server to 2048. It's now working ok and doesn't crash out.
Thank you,
it should be fixed in rev. 127989. Most probably it will be in 1.36, not 1.34.
Could you please try it on Steam Dev once the version is higher than 127989? Thank you a lot.
Hi, PM'd you about test mission.
Could you please upload your repro mission? We would use it for internal analysis, there was something interesting in your crashdumps. Thank you a lot.
Hi, no dice I'm afraid.
Now the DS is crashing when connecting player either enters or gets past player selection screen.
MDMP describes it as "The thread tried to read or write to a virtual address for which it does not have the appropriate access"
I've uploaded 3 sets of crash files for you. Mission should be the same as the one I sent you.
I'm on 127992. Verified files as well.
7z file icon crash.7z [^] (630,978 bytes) 2014-10-30 16:11
Hello,
is it better now? We do not have any instability reports on current dev build.
I just checked Stable and I don't get any crashes on DS or client (HC not tested as not in Stable yet)
Hi,
It's not any better - client still crashes when DS spawns in units.
I opened a new ticket and put the client crash files there:
http://feedback.arma3.com/view.php?id=21296
I might go back to Stable and check everything works OK.
Hi,
I just tried the update and I can't even run the mission on a DS now without the client crashing (HC is not connected).
I deliberately didn't change anything over the weekend so that I could check your changes.
I will need to go and double check my code just to make sure there isn't anything there causing this (I have done that already, but you never know).
I don't know what to do here though - I'll set up a new ticket with client crash files. Merge it in here if you need to.
At the moment though, I can't even run the mission to do a repro for the HC issues.
Could you please upload a repro mission?
The changes you made on Friday (build 127815) seemed to have fixed crash on mission init, but the crash report I sent in #21178 is still present.
However, I read your note on that ticket that it would be fixed in upcoming build #127818 so I was waiting for that to go live and will check again for this ticket and that one.
If no change, then I’ll upload a repro.