Hello,
thank you for your feedback, we will look into this.
Hello,
thank you for your feedback, we will look into this.
Hi, sorry, we already have.
We've used perf v7, v8 and v9
Added an RPT log from the new rebuild... first time having this type of error, no idea what the issue is.
May be moving to a higher spec server soon to see if this combats the issue.
To just add a little more feedback... these crashes only seem to happen from 6pm GMT through to about 11pm GMT. We've just had a crash there where only 4 players were online, yet earlier in the day with more than 4 players online we completed multiple 4 hour cycles without incident.
Hello,
there is a PERF v.9 binary available, please, try it out.
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
Thank you
Reinstalled Arma3server on dedicated server earlier this morning from a complete fresh build.
It seems ok so far with <10 players on, it's made a 4 hour session without failing but still seeing various errors in RPT logs.
16:59:55 Server: Object 15:2 not found (message Type_119)
16:59:55 Server: Object 15:3 not found (message Type_119)
16:59:55 Server: Object 20:24 not found (message Type_119)
16:59:57 Server: Object 20:2 not found (message Type_119)
16:59:57 Server: Object 16:2 not found (message Type_119)
16:59:57 Server: Object 19:3 not found (message Type_119)
16:59:57 Server: Object 21:2 not found (message Type_119)
16:59:57 Server: Object 19:3 not found (message Type_91)
16:59:57 Server: Object 19:2 not found (message Type_91)
16:59:57 Server: Object 19:2 not found (message Type_119)
16:59:57 Server: Object 21:3 not found (message Type_119)
16:59:58 Server: Object 21:3 not found (message Type_91)
16:59:58 Server: Object 21:2 not found (message Type_91)
16:59:59 Server: Object 20:4 not found (message Type_119)
16:59:59 Server: Object 10:45 not found (message Type_119)
17:00:00 Server: Object 16:32 not found (message Type_91)
13:06:04 NetServer::SendMsg: cannot find channel #96071318, users.card=3
13:06:04 NetServer: users.get failed when sending to 96071318
13:06:04 Message not sent - error 0, message ID = ffffffff, to 96071318 (BeastOfEvolution)
13:45:57 Server: Network message 1417cf is pending
13:45:57 Server: Network message 1417d0 is pending
13:45:57 Server: Network message 1417d1 is pending
13:46:00 Server: Network message 141bfc is pending
13:46:00 Server: Network message 141bfc is pending
13:46:00 Server: Network message 141bfc is pending
13:46:00 Server: Network message 141bfc is pending
The first and the third error messages we were seeing previously to today as well in the lead up to the server crash... the second error message repeats an awful lot at server startup when the player first tried connecting, but then didn't appear again after that.
server_crash.zip added...
Two crashes within 20 minutes of one another.
To clarify, the issue occurs on the server NOT the client side.
The server has the perfv7 binaries on it with the malloc provided in the same dropbox location as we constantly have issues with the server crashing since the latest arma updates...
According to the ticket author the issue got resolved.
Got it to work with addMissionEventHandler "Loaded"
You can use "Loaded" EH to detect mission loading from save https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Loaded
Is it supposed to save or was this possible before? UI elements cannot be serialized, this is why there is even disableSerialization command. The display you are attaching EH to cannot be saved therefore EH will not save.
So basically if it's not suppose to save, i need to re-init it after a load somehow?
New screenshot added
Hello,
could you please provide us with better repro steps for this issue? At this moment, I am really not sure what exactly seems to be the issue. The more specific the description and repro is the better it is to locate the problem.
Providing us with more specific description of what you are trying to achieve and why is this an issue will help us greatly to find what the problem might be and if possible, fix it.
Thank you
Can you please upload a repro mission? For now, it is hard (for me) to understand, what your problems are.
Screenshot uploaded
It seems that you are trying to report two problems in one ticket (two problems = two tickets).
The scope property in cfgVehicles for B_Soldier_Universal_F, O_Soldier_Universal_F, I_Soldier_Universal_F, and b_g_soldier_universal_f are wrong, causing editors to encounter difficulty when creating units that rely on the MenuInventory respawn template for roles.
Hello,
we're sorry for the inconvenience. This issue is caused by the Windows update KB3078601 and there is nothing we can do to prevent the issue at this time. You can either uninstall the update or wait for Microsoft to release a fixed version of the update.
Ah my fault. I thought you only meant the character editor aka Virtual Arsenal ;)
It would be great if the developers add these faces to the editor. Maybe one of them can tell us if it is possible?
Yeah. And they should on be available if the player has completed the main story.
I did take a look. But what about the profile editor part. Like where you can change your name, add a squad like stuff like that. Can the story character faces be added to that.
Please take a look in the related link.
Parts I forgot. Faces to add.
Kostas Stavrou
Captain "Scott Miller"
Sergeant Ben Kerry
Lieutenant James
Sergeant Conway
Staff Sergeant Adams
Colonel Akhanteros
Colonel McKinnon
Crossroads AKA Colonel Armstrong
Nikos
Oretes
Hello,
we are sorry you are experiencing issues with our game.
Are you running any mods? If so please try to disable them. Should the problem occur again, please export your game log files from the launcher (again, without any mod).
Steps on how to export logs from ARMA 3 Launcher:
Please note that it might take some time for files to collect.
Attach the generated files to the ticket. If the files are too big please use some free file sharing service.
The issue here is that game is unable to initialize a graphical subsystem. Possible solutions:
-Update the graphics card drivers to a newer version.
-Rollback the graphics card drivers to an older version.
-Check the temperature of your GPUs and CPUs.
-Disable the Steam Overlay.
Thank you
I really think your problem is the same like in that ticket here: #0027512
Feel free to upload your crashdump (rpt.) files there.
You can finde these files in C:\Users\<Name>\AppData\Local\Arma 3\
Myself and several others experienced a similar issue this week, where the game would crash upon loading a MP mission.
But it seems that its fixed when we run the game windowed.
Hello,
thank you all for your feedback.
This issue should be fixed in one of the upcoming Steam Dev updates. Please let us know if the update helps you.
Thank you
Same error happens even without mods in A3 [development] version when enemy opens fire. First shot always either crash the game immeaditly or freezes the game for a second and second bullet always crashes A3. Error don't occur in normal version.
Don't have possibility to upload the error-report but hopefully these help.
Game: 1.55.134043
Branch: Development
Launcher: 1.4.13436
Hello,
thank you for the response. However, we cannot determine what exactly caused your game to crash. It is necessary you try to run your Arma without any mods. If the crashes still happen then, please send another crashdumps.
If the crashes stop (on Arma without mods), please try to activate mods one by one until you find out which one causes the crashes.
Mods are not official content from Bohemia Interactive and it is very likely that the CTDs you are experiencing are caused by collisions between two or more mods.
Please let us know, thank you.
A good repro is always good.
Looks like if you spawn it (not sure about call, as it crashes) the code assigned to the buttons are executed once the dialog is created.
Can anyone confirm this?
Done
Hello,
thank you for your feedback.
Would it be possible that you try this out without any mods, and should the crash happen again, send us crashdumps for that crash?
Thank you
Hi,
we hope to resolve some issues related to the old font by this step. It was for example hard to distinguish some letters and numbers in the old font.
If you would like to talk more about this change and get even some opinion from other players, then I would recommend to use our forums (http://forums.bistudio.com) which is a better place for a discussion.
Thanks for your feedback!
Is the limit supposed to be separate from the stamina system?
Apparently yes, the dragging works and overrides the limit. I have raised internal ticket about it.
You mean you can still drag items into your uniform even when the load bar at the bottom shows that it is full?
What do you mean by player is still able to hold at least half a dozen Navid boxes? What criteria you use to judge this?
Is it visual space? Because the bar at the bottom is representation of inventory capacity only not geometrical or visual but weight related. It is not a stamina bar but it will affect your stamina greatly when it is full. I hope this makes it more clear.
Inventory space.
I mean I can simply drag ammo/items from the ground or other inventory sources into my uniform, vest, or backpack. However, the "canAdd" command returns false, and I can't use the right click "shortcut" to move items into my inventory.
That is true, however if you disable the stamina/weight system canAdd will return false. The only thing that is making it return false is stamina/weight, however since stamina is disabled, it shouldn't matter.
Essentially, "canAdd" shouldn't check for weight when stamina is disabled.
Does that clear it up?
Each container has weight limit, i.e. how many items you can put in it depends on the summary weight of items. If container is limited to let's say 40 kg, this means when you want to put in it item that together with items already in the container will exceed 40kg, canAdd will return false.
This has nothing to do with stamina, which is a different system. In fact it is stamina that depends on the weight of your items in the container and not weight of items depends on stamina. So switching stamina off should not affect how many items you can put in the container.
However, as I mentioned already, you don't need canAdd command at all. You only need it if you want to make sure when you're adding items by script it is compatible with how inventory does it.
OK, it seeems that I'm still unclear:
If you run the script I provided, your character will have the "stamina weight bar" at the bottom of the inventory menu almost completely full; HOWEVER, the player still has plenty of inventory space: the uniform is almost completely empty, and the chestrig as well as the backpack are completely empty. The player is still able to hold at least half a dozen more Navid boxes, however the "canAdd" command returns false because the stamina bar at the bottom of the inventory is almost full.
I'm sorry, but what is this ticket about? canAdd indeed depends on the overall weight of all added items, it works exactly in the way in game inventory does. If you can add item manually with inventory then canAdd will return true. If this doesn't suit your scenario you can simply avoid using canAdd. Does this solve your issue?
Not sure its related, beacuse issue is new (appeared after this fix).
Related to #5443
I've added an example mod and mission.
To reproduce the issue.
Open the mission I provided and check out the sand bag tower. Now, go to groups -> compositions-> example Comp -> FOBs and place the composition. You'll see that the sand bags are all on the same level.
I've also added the source code. If you open the CfgGroups.hpp you can see that the Z value of the position is ignored. They are automatically put to 0 as it seems.
I hope that helps to reproduce the issue. (3den is required)
Hi R3vo,
can you please be more specific?
What are you trying to do? Are you trying to stack those sand barriers on each other for building a wall?
I want to reproduce your issue but I can't do anything with your example.
Hello,
please make sure that you are running the latest version of the BattlEye service.
In case of any further problems, please try going through the BattleEye support page
http://www.battleye.com/support/faq/ and if necessary contacting BattlEye support.
Thank you