Please find attached the latest crash logs we have after doing the above^^
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May 10 2016
Hello,
please try to do so. Once you have reinstalled the DX and Visual C++ 2013 Redistributable, adn should the crash happen again, please try to generate another crash dump and attach it here also.
Thank you
Hello,
could you please try to run the game with standard Arma3 allocator? Once you do and game crashes, send us the crashdump again.
Also please attach it here and do not post it to pastebin so we can download the files.
Thank you
Update: We have modified some functions in our missionFile, and removed the remoteExecCall function and replaced it with a public variable event handler and this has reduced our server crashes dramatically, however they do still occur no matter what malloc we are using. I will upload a RPT and crashdump when i get chance.
I have the same problem trying to reinstall everything now.
Hello,
thank you for your feedback. Could you please try and find the mdmp file also? It would help us a lot in order to find the problem.
Did you also try suggested steps for this error message that are mentioned here?
https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000005_-_ACCESS_VIOLATION
Thank you
Hello, please find attached our MDMP for the server crash, we have tried re installing the game, and we get this issue on 4 different server computers hosted around the world However we will try re installing DirectX and re installing Visual C++ 2013 Redistributable but i have a feeling its a issue in the game itself as this is on a server computer not a client.
Also we have tried hosting a server on Linux and we get the same issues on there.
It's any animation that's in a loop. It performs the first animation successfully and then the rest jitter between the first few frames (depending on the sleep duration inside the loop).
Considering you're actually responding to topics, can someone post an update on this: http://feedback.arma3.com/view.php?id=26878
There's literally hundreds of people waiting on some form of official communication from BI on this...
Hello,
Repro mission is a custom made mission that showcases your issue.
You can easily create such mission in the Editor, putting only the problematic units and/or scripts into it. After that you can save the mission in the upper left corner of the Editor.
Once you do, go to Documents -> Arma3 -> missions select the mission and attach it. Make sure to create it in the non-modded version.
Thank you
Hi, sorry... what do you mean by "repro" mission? The mission.pbo file I have won't work without the mods - @life_server and @extDB.
Hello,
would it be possible that you send us the repro mission with vanilla version of the game, that is without mods?
Thank you
Hello BIS Wizard
many thanks for your reply
I've installed the last available .NET Framework (4.6.1)
but I get again an error message and the application is not starting
the new log file is in the attachment
have a good day
Roberto
Thank you BIS Wizard
I've done what you suggested me
now I get a different error message
the log file is in the attachment
thank you
best regards
Hello musso,
this error is caused by corrupted machine-wide configuration files for .NET Framework, which installer probably didn't bother to modify :/
The .NET Framework installation contains a backup copy of that file, so it's possible to replace it manually. If you can start the command line as administrator, then run this command and it should be fixed (providing the backup copy is not corrupted):
xcopy /Y "%windir%\Microsoft.NET\Framework\v4.0.30319\Config\machine.config.default" "%windir%\Microsoft.NET\Framework\v4.0.30319\Config\machine.config"
Yeah, if you are getting the same error as I am try doing as I did. Let's hope there is a fix in the next patch.
At least your game worked. I bought this for myself and a close friend in the military so that we could play together while he is stationed at base. I can't even get into the multiplayer menu. If I click it, the game crashes. Tried all sorts of things to fix it, nothing worked. So I posted here hoping to get help. Waited a week and got one response that referenced a post that was completely unrelated. I responded several times thereafter and got nothing in return. Just reposted so here's to hoping we both get our problems solved.
Hello,
your installation of .NET Framework is corrupted and you're missing one or more files. Please re-install the .NET Framework 4.5.2 or newer: https://www.microsoft.com/en-us/download/details.aspx?id=49981
Enabling Malloc system seems to fix this. not sure if it has only postponed it yet though.
The problem is not the security of the protocol per se, but with the security of connecting to random servers themselves. At least with Steam we can be confident that the servers are well maintained and the people looking at the traffic are somewhat vetted for legitimacy.
Would probably only be an option if the alternate to the local server supplying the mission file was the Steam Workshop. Too open for abuse if the server was completely open. A definite NO to it being implemented as a torrent for the same reasons.
If you are worrying about security,there are a lot of other protocols that can be used for Arma,torrent is not the only one in this world. An encrypted connection could be enough,i mean: no sensitive data is transferred during mission downloading.
Hello,
thank you for your report and files. 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.
@DJPorterNZ: My ticket isn't a duplicate. The other ticket poorly describes a problem that occurs if you get/eject out of all three kinds of the motorboat with an unarmed diver. The diver got stuck on the exit point and you are only able to dive up and down but not forward or backwards. Try it for yourself to see the difference.
@OfotViking: According to the video, both tickets may be related. But the Speedboat problem does not depend on how close you are to the shore.
Is this related? http://feedback.arma3.com/view.php?id=26706
Duplicate of http://feedback.arma3.com/view.php?id=27190, but this one is much easier to understand and duplicate.
Yep looks like this is what causing double brackets. So I'm going to resolve this then.
I am sorry, I created a new editor mission and the double brackets where gone. There are double brackets only in my custom editor mission, i don't know why, but if I play my own mission, there are double brackets
//Edit: My editor mission is an altis life mission, i think this could be the reason for the double brackets:
/*
File: initPlayerLocal.sqf
Description:
Starts the initialization of the player.
*/
if(!hasInterface)exitWith{};
#define CONST(var1,var2) var1 = compileFinal (if(typeName var2 == "STRING") then {var2} else {str(var2)})
CONST(BIS_fnc_endMission,BIS_fnc_endMission);
- execVM "core\init.sqf";if((_this select 1))then{[]execVM "core\jip.sqf"};
Interesting, I use for instance ["end1", true, 0.001] call BIS_fnc_endMission, which works, but it doesn't show the achieved objectives in the final overview. I wonder if it's related to this issue.
Could you test this on current DEV please? I cannot reproduce this.
Check.
Duplicate of #0020797 and #0022586
Oh yeah, same issue. Although the reporter correctly states that energy does replenish using the glitch.
Did some testing in current Dev (1.55.133793) and all directions are giving the same results (i.e. around ~0.1 Stamina/s loss).
Results shown with the aid of ceeeb's 'movementTestStaminaRPT.Stratis' mission posted in http://feedback.arma3.com/view.php?id=19701.
EDITED: Corrected attribution for the mission file.
Duplicate of #27130, although this report has a clearer title.
Hello,
this error may be caused by a registry override (a hack) that forces Arma 3 to utilize Large-Page memory. This type of hack was previously used by Fred41's custom allocator, but it may cause issues on some computers.
In the Windows registry, locate the following key: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\arma3.exe and check the value of attribute UseLargePages. If the value is 1 then set it to 0 or remove it entirely.
i didn't use a hack and my fucking windows doesn't want to open REGEDIT... can i locate the file some other way ?
Hello,
thank you for your feedback. We have tried this out and were not able to reproduce the problem. Please try to run your game without any mods and try it out again in editor, like stated by Koala.
Thank you
I've tested what you have shown in the video with a hunter as a cargo and all kind of rebreather (AAF, CSAT and NATO).
I was able to take all rebreather from the cargo (and from the ground), switch to the vest and back to rebreather.
I was not able to reproduce your issue with the vanilla (unmodified) version of ARMA3 in the editor. Maybe I do something wrong?
Please post a video (in use with the editor; not Wasteland, no modifications), where you were able to reproduce that issue.
Don't forget: Wasteland is a multiplayer modification that uses a huge amount of scripts. These may cause the issue you were reporting.
I show you a video - no there are no mysteries!
Hello TonyStark,
I don't want to be offensive, but your tickets are really bad (but not the worst).
- You are showing issues in combination with the wasteland modification.
-why don't you open the editor and try to reproduce the issue with the vanilla content? It is not that hard.
-the developers can't do anything about mod (Wasteland, Altis Life, King of the Hill, DayZ etc.) related issues. It is in the hands of the mod creators (Sa-Matra, TAWTonic etc.)
- Your tickets are missing content (description, steps of reproduction)
-do you like riddles? I don't
-not community friendly content
-what do you want from the developers
- Your videos are russian only (Cyrillic script)
-most of the users are using the english language
-one can't reproduce what you were showing (lack of knowledge of your language)
I just want to help you, to get attention from the community and maybe from the developers. But if you create tickets like that, you won't be successful.
Best regards
Hello,
this is not a bug, Gunner has a different camera angle.
You can adjust that camera angle using the numeric keyboard.
Thank you
Oops, sorry, I ran it again on arma3.exe and there are still a bunch of .dll errors. I uploaded the report.
Hello,
the file "D:\steamlibrary\steamapps\common\arma 3\DXGI.DLL" is not part of Arma 3 installation. Please remove the file and run the game again.
Cool, that worked. Thanks.
Hello,
please use Dependency Walker on Arma3.exe not Arma3Launcher.exe.
These errors are usually raised when some DLLs are corrupted or missing or when they are replaced with an incompatible version. It may also happen that you placed a DLL file in the game folder that is loaded instead of the genuine one. Possible solutions:
Verify the integrity of the game cache using Steam.
Re-install DirectX.
Uninstall the Visual C++ 2013 Redistributable package (x86 version), restart your computer and install the package again (do not use the Repair function).
Run the Windows System File Check tool to repair corrupted system files.
If you are using post-processing tools like Reshade or SweetFX or utilities like RadeonPro remove them.
Re-install the game; remove all files from the game installation folder and then verify the integrity of the game cache using Steam.
To identify the precise DLL that is causing an issue, download a 32-bit version of the Microsoft Dependency Walker and open arma3.exe with it. The libraries with a red icon are the corrupted ones.
I ran Dependency Walker and it came up with multiple .dll errors. I've uploaded the report. I've re-installed, verified the cache and have removed sweetFX but that didn't work.
Hello,
thank you for your report and files. 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 bug I'm reporting is that the distance seems too far - even when you account for your fancy "physics".
In other words, it does not appear as though wind resistance is being accounted for. It feels as though the grenade is being thrown inside a vacuum. It travels in a straight line for the most part and travels and excessive distance when thrown.
Granted, I've never thrown a grenade from a helicopter moving at 90km/hr but I wager you haven't either! It's a bug.
Accounting to the "fancy" physics I can tell you, that you are right. There seems to be a big issue with the game ballistics.
I have tested the game physics in the editor with the tracer function (BIS_fnc_traceBullets) in combination with a MH-9 hummingbird, a passenger (in firing from vehilce position) and a soldier on the ground (spectator for measuring distances).
That MH-9 traveled with exactly 100 km/h (command: chopper limitspeed 100) in 100 meters height (command: chopper flyinheight 100).
I threw a grenade nearly horizontally out of the MH-9 (90 degrees from the traveling direction).
The grenade traveled a distance of nearly 175 meters until the impact. These are nearly 50 meters more than calculated (and don't forget, it was calculated without air resistance before).
After that, I tested the same procedure again with exactly 200km/h in 100 meters height. The result became ridiculus: The grenade traveled 335 meters (calculated 177,38 meters without air resistance).
The visible ballistic trajectory became a straight line but the smoke trail was still a curve.
I hope you are a little bit familiar with script commands and can reproduce my steps to see it for yourself.
I upvoted your issue.
What do you mean with "They appear to travel several hundred meters when thrown which is weird."?
If you drop a grenade or stone out of a moving vehicle, it will fall down but it will still fly into the direction you were moving.
That means in theory without air resistance:
If you fly with 100 km/h in a height of 100 meters, the dropped grenade or stone will travel 125,42 meter until impact.
If you fly higher, for example 200m, it will travel 177,38 meter until impact.
With air resistance it wouldn't be so far but still over 100 (or 150) meter.
You were speaking of high speeds so the travel distances would be much higher.
That is not magic, these are physical laws.
Hello,
thank you for a splendid idea.