I have Not been able to replicate the crash nor the graphics glitches with the latest RCs and standard allocator. Resolved?
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May 10 2016
You were running Mods and Custom Allocator. Please try making the crash happen again without the use of Mods and custom Allocators. Thank you.
Only the RPT and BIDMP files were generated on the crash. They are attached in the crash.zip file.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen without running any mods or custom memory allocators
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
It seems you had custom community mods and maps running. Please disable the mods and try reproducing the crash. Thank You.
Thanks for the suggestion, Killzone_Kid. This is a non-issue. It turns out that I was dealing with another, unexpected, behaviour in my scripts from another command.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, 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). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
try
systemChat format ['%1', vehicle player == player]
and report back
vehicle player == player is worthy to know if the player is inside a vehicle or not, even if it seems there is no difference between them!
Try : 0 = [] spawn {while {true} do {hintSilent format ["%1 %2 %3", player, vehicle player, vehicle player == player]; sleep 0.5}}. The only thing which changes is true/false for out/in vehicle.
The fact is an empty vehicle returns an object until it has a crew.
Then it returns the driver or more exactly the gunner if not driver if not commander.
Btw, One other point: Empty vehicles can change side!
If your bluefor units jump into an empty ifrit, ifrit stays civilian until your first man is inside. Then it becomes of one of your side (OK, it's the driver's one in fact). Make the units dismount, the Ifrit returns to civilian side (normal).
Now, order the same thing to your blues, but jumping into a Hunter.
First difference: the vehicle changes side (from civilian to yours) as soon as you order it. (no delay!)
Hunter will return the name of driver only when he's climbing aboard (no change).
Then, if you order all your units to dismount the hunter, this vehicle will continue to belong to your side!!! Emptied Hunter is no more civilian!
You can test it when you want with a simple
0 = [] spawn {while {true} do {hint format ["side: %1",side cursorTarget]; sleep 0.5}};
In the short video below, I display some units data:
name/type of civilian units are in white.
When a unit is friendly, name/type is in green.
Furthermore, if unit belongs to my (player) side, i add data such as ammo, fuel, status are displayed.
Ready? Pay attention for empty Hunter. ;-)
https://www.youtube.com/watch?v=Ch5fiiN-v6k
This is so wrong. I have debunked this before. Try actually naming the vehicle and see the results. Here is the conversation I had last time someone brought this up. https://community.bistudio.com/wiki/Talk:vehicle
Just because two things look the same doesn't mean they are. It's not returning the player object, its returning whatever the hell it wants to until you actually label that vehicle.
How did you test that vehicle player returns player?
vehicle player == player returns true?
I used 'systemChat format ['%1', vehicle player]'.
Adam// oh, I did reproduce this problem one more, but looks like this problem is solved. Issue close please, sorry.
Hello and thank you for your ticket. Unfortunately i was unable to reproduce your issue. Could you please provide more info?
What you mean is that there are for some reason American troops other than Kerry on Altis during the middle of Adapt, and it doesn't make sense because Kerry was the only American to survive the first episode (also they're wearing full US Army kit which doesn't make sense)
They should instead be CTRG (British) guys or just simple rebels
Yes, Kerry is NATO. But I mean NATO peoples around James.
Before, James come with the FIA people. but now, Changed NATO peoples.
NATO is only alive Kerry in Altis.
Technically, kerry is NATO.
disregard, weapon stabilization is already supported and is good enough, deployed weapon makes no sense anyway. thank you.
even in the live release video we all saw that we could deploy the weapon on a team member.
Are you sure you were able to do that? I can't remember to read about that feature in the changelogs.
While the launcher is nice and all I find it rather annoying I do not have the choice anymore to directly play Arma 3 when I want to run the game through Steam, or try to join servers through Steam's server browser. It keeps throwing me into the launcher which is just annoying and a rather odd move if I may be so honest.
Can this please be reverted? I do not intend to use the launcher and just want to be able to run Arma 3 directly from the Steam menu, or join servers from Steam's server browser.
Just bring back the options we had on Steam before, play Arma 3 etc., after you ran Arma 3 from the Steam menu.
you can install your Mods via the launcher, or put the mods in seperate file and link it via the launcher. under parameters check the box Mods than insert the map where the mods are in, than go 2 MODS and check the 1s you want, per profile you can save different mods
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.
The .mdmp file is missing. Could you please attach it too? It is an essential file.
Thank you.
I´m sorry but i don´t find any .mdmp files on my system. Not in the C:\Users\*username*\AppData\Local\Arma 3 directory or anywhere else.
Sure, i uploaded two new dumps. Both without mods and Bloom at 100, one with TrackIR one without, both crashed after about a minute. Again setting Bloom to 0 worked fine.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, 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). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Could you please try disabling the mods and try to reproduce the crash without any mods? Thank you
Hi Adam,
There are already two Winrar archives attached with all the files i found in the folder you specified. There aren´t any mdmp files.
Hello,
Sorry but this is not an issue. All flags located on vests and uniforms are facing the same way as Heavy GL Carrier.
Are you referring to me? Maybe i'm wrong but if you look at the arms of the new vests, you'll see one arm is displayed correctly (stars in upper left hand corner), while the other arm has the stars are on the opposite side (upper right hand side). The flag still shows, just the image is wrong unless that was as intended which i think is wrong?
I just researched and maybe this is the correct way. Sorry if i was wrong :|
Why? What?
Flags are both facing stars forward, which is the correct way to apply the flag during wartime for the US Army last I checked. I've never seen anybody wear the flag stars backward, apart from vintage pre WW2 photographs and maybe late 90s pictures.
Hello, is this still an issue for you?
Please check and write a respose.
Best regards
Should be fixed in Monday DEV
For example, a synced var named missionStartServer will make me and other developers able to make script that check for the actual uptime of the server by comparing it to the time when player joins. (that will be missionStartServer - missionStart executed on the client)
There is such command already in game, not sure if on stable but definitely on DEV
lnbSetPictureColor [101, [0,1], [1,0,1,1]]
Hello,
Could you please specify how much RAM you have? Thank you very much
Welcome to the A3 feedback tracker, where "won't fix" means "resolved", instead of something more appropriate like "closed".
The engine cannot handle different types of reloading, just reload.
It's not even a big deal
Nothing you can do about it???? I find that hilarious and depressing at the same time is it because the models are already in the game? Redesign them then if needed, in the end of the day it was your mistake to put them in incomplete and buggy in the first place. Also howcome this issue is marketing as "Resolved"? If it's not fixed than it's not resolved.
Hello,
Unfortunately this issue cannot be fixed.
Thank you for your feedback.
Seriously, can you provide more info please? I'd take "we have other priorities right now" as an answer, or I would be very happy with "we're working on something else related to rifles". Anything that makes sense...
But simply "this issue cannot be fixed" is not a valid reply IMO. It tells me that you acknowledged that there is an issue, but nobody cares and ain't gonna do anything about it.
Animations "cannot" be fixed? You must be kidding me...
As i previously stated there is nothing we can do to fix it.
This is not about that we do not care or that we are lazy.
Thank you for understanding.
Unfortunately we cannot override the function. It would be easily exploitable since the timers are not aligned properly for fast forwarding.
Thank you for your feedback once again.
Adam
maybe BI mission designer can override time acceleration key to make everyone happy? just a thought.
Hello,
Thank you for your feedback but this is not an issue.
Well, I think it is, because being instantly DQ'ed from a drill I spent 10 minutes in because I pressed a key I forgot I mustn't press (without warning!) is annoying.
Launcher works fine for me. Maybe it only works for competent people. If you are using PW6 there is an option to fix this.
lol have fun getting banned idiot
not cool ... we all love Bohemia , Bohemia is love & life <3
- I like it.
- You've got issues.