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May 10 2016
In case this only occurs for some people, upload your .RPT log file in %APPDATA%\..\Local\DayZ\
Are you playing through a wireless connection? If you do, what is the average packet loss value?
0.44 is supposed to have "Server: New guaranteed messaging system for network traffic". Maybe the Client was forgotten by the developers?
Verify game cache integrity through Steam's game properties manager and upload the .RPT log from %APPDATA%\..\Local\DayZ
Yep, Ping and Desync is enough information. Bandwidth isn't necessary and gives away when you are close to other players.
This is DayZ the game and costs 24€, http://store.steampowered.com/app/221100/.
It sounds like your son is playing the old free fan-made mod version of ArmA 2, DayZMod, http://store.steampowered.com/app/224580/ http://www.dayzmod.com/.
The latest version of DayZMod can be downloaded and played from Steam directly for free if you own a copy of ArmA 2:CO on the same account, from http://store.steampowered.com/app/224580/
The latest version can also be downloaded and installed manually to an existing installment of ArmA 2:CO, and the latest ArmA 2 Beta patch respectively from:
http://cdn.armafiles.info/latest/1.8.1-4cf6dbd/
http://www.arma2.com/beta-patch.php
Hope it works well for you!
I just experienced an additional crash of the same type but this time shortly after the game was launched in the editor.
This note is not related to the issue.
rogerx I wonder if you can give some advice about where to find reference to scripting in Arma 3, where do you find all the functions and object members?
I also want to learn the syntax, operators etc. Does the scripting language in Arma 3 have a name or a project descriptor that I can lookup to get to know more about the language?
I did as you said running RC 1.52.132483 and managed to generate a whole bunch of crashes. You can download them with this link: https://www.dropbox.com/s/owbkww4dmaemz37/crash_reports.zip?dl=1
I managed to get a crash with all 1.52 allocators including "system".
Of the 1.50 allocators, all crashed except for tbb4malloc_bi (2 attempts).
Note that the 1.52 tbb4 allocator also did not crash until several attempts were made.
The tcmalloc_bi crashes were different but the following crashed at a specific point of the last Bootcamp mission:
tbb3malloc_bi (could not write memory / exception 0x00000e4b)
nedmalloc_bi (exception thrown)
jemalloc_bi (application freeze)
system (exception thrown)
tbb4malloc_bi (old original issue report)
The point in the last Bootcamp mission where the crashes occurred is depicted in "crashcampaign.jpg".
Yeah I'm reporting this crash on the new RC 1.52 version so that they won't release the changed allocator like planned. Hopefully they'll quickly fix this issue and the update doesn't get delayed again.
I can see it now. Apparently they've changed the FOV-zoom of the optical sights, so that the mildot spacings are improperly scaled.
This should be simple to fix, either scale the optics' zoom-FOV or extend the optics's distance from the screen.
After exact pixel-measurement, I found the soldier at 300m range to fill an angle of 6.54 mildots. I have attached the sample picture to this issue. Using your formula, s = d*a/1000:
300 * 6.54 / 1000 = 1.96 m
In my opinion, this is a realistic size of the Target size.
I found the soldier at 600m range to fill an angle of 3.27 mildots. This yields 600 * 3.27 / 1000 = 1.96 m.
So my conclusion is that the mildot angle spacing in the video is very accurate, consistent and realistic.
I have attached a new archive without the RAR5 format.
I got the exact same issue: #0023719
Arma 3 Version 1.42.130246 (142v1)
C0000005 ACCESS_VIOLATION at 61C6484C 01:001A384C S:\games\steamapps\common\Arma 3\PhysX3_x86.dll
No further dump or log files were generated.
This is an excellent idea. We need further integration of High Command into the rest of Arma 3's features, and tweaking HC accordingly for a fluid experience.
I played the Infantry showcase in the Marksmen RC and completed it a lot easier than past versions.
I tried out the Scuba-showcase and 2 seconds on the surface got the adversaries' attention and they immediately sent the helicopter to assert their territory, skimming the waters, and shifting one of their sentries to the shore who took me out on my next rise to the surface.
Unless you were pointing at specific matters that do not belong in the way Arma 3 is to be played, I found nothing out of the ordinary here. Please explain further how what you described does not fit into the gameplay of Arma 3.
Either this or make all injured soldiers visible in the medic's action menu, not just 1.
A major update is due tomorrow. Please switch to the RC-branch and test it, so that you are certain you'll have no issues with it. If you crash, make another issue report. Make sure to avoid disable logging, using custom allocators or community addons.
If you crash, upload the .RPT, .BIDMP and .MDMP files from your AppData\Local\Arma 3 directory.
Steam>Arma 3>Properties>Betas>Enter "Arma3Marksmen142RC".
The NATO Laser Designator is not part of the Marksmen DLC. It has been usable in the game since the release of Arma 3 over a year ago.
Only the additional laser designators included with the Marksmen DLC will be restricted to premium purchasers.
I think you've misunderstood the reason for the wide variety of rifles and weapons. They are not supposed to be balanced, but to give you an advantage over your adversaries.
If you see a whole team wielding a Cyrus, you better disengage with your infantry team and bring something else like an APC/IFV/MBT or long range sniper team.
I confirm this. Currently Disengage only revokes any Engage at Will command you give.
I confirm this by using Free Look, moving the sights left will still fire at the original position (restored by releasing Alt).
Unless you can supply reproduction steps I'd say you are using game-breaking addons or don't know how to do what you are having issues with.
I also experienced this issue when testing the RCO sight on the latest RC. The zeroing bars flicker depending on how you move the sight and will in some angles appear invisible. See my screenshot.
I used the following graphics settings:
sampling 100%
1152x648
16x9 - wide
Normal interface size
It gets a little bit better with FSAA and PPAA. The screenshot was taking with both Disabled.
Tried to confirm with others online playing the RC but some guy "YesYoa" just harassed me and became really rude telling me to Alt+F4. How did I manage that? I told him off but I don't think the understood the emotional damage he induced in me. Hopefully it got reciprocal in the end.
I have Not been able to replicate the crash nor the graphics glitches with the latest RCs and standard allocator. Resolved?
Only the RPT and BIDMP files were generated on the crash. They are attached in the crash.zip file.
Disproving this issue for 1.40.129.533
Yes bipods are being added but why do you want foregrip-attachments? You are already grabbing the rifles with your other arm. It won't really introduce anything new to the game.
Perhaps you are meaning that statically-zeroed optics don't have dynamic visual zeroing, adjusted to the newly added feature called "Init speeds"? Because I can zero in the ASP-1 Kir with any adjustable zeroing optics sight with 100% reliability.
If so, the issue you are experiencing is not about the ASP-1 Kir specifically. We need further integration of the new "Init speeds" feature into the optics sights in Arma 3.
Tested this today on the latest Release Candidate of 1.42 and my shots hit perfectly at both 500 and 300 m range when zeroed with any Sniper-optics scope using the ASP-1 Kir.
I reexperienced the crash with the latest RC 1.40.129493. I have uploaded an additional dump.
I tried to replicate this issue twice with the new RC, but it appears fixed. (Nope, crashed again)
I just experienced an additional identical crash, suggesting it is not random, changing to Sometimes.
I do not believe this is a bug. It is intentional and it is the loadmaster's responsibility to ensure the load is behaving in a safe way to keep it from damaging the helicopter when stressing the helicopter.
After looking at the video, this looks more like an issue with the sling-ropes and their inconsistent physics that damage the helicopter when they shouldn't have.
Never do a reinstall, click the game in Steam->Right click Game->Properties->Local files->Verify integrity of game cache.
Try disabling your firewall and see if it works.
Could you try deleting the following folder?
C:\Users\USER\Documents\Arma 3 - Other Profiles\NICKNAME\Saved\a3\Missions_F_EPA\
Confirmed. He says Flank Left when you command Flank Right. However the AI aren't stupid so they actually Flank Right as intended.
I entirely agree. We need a linear health / fatigue indicator on your character that increases the realism of the simulated experience.
Squad members already has a binary health communication protocol, if they go below a certain health value, they report as Injured with a red mark visible to the Leader, this is good and doesn't require change.
It should be available as a difficulty setting that is turned off in Veteran/Elite but enabled in Recruit/Regular.
You should try to verify the game integrity through Steam>Arma 3>Properties>Local files>Verify integrity of game cache.
DX11 - Initializing DX11 engine.
DX11 error : Failed to create DXGI factory. : E_NOINTERFACE
This means you either do not have a DX10/DX11 graphics card,
that your graphics driver is too old,
that your driver is set to use the integrated GPU in your CPU
or that the DX interface bundled with Arma 3 is not installed.
Do the following until it works:
- Install ...\Steam\steamapps\common\Arma 3\DirectX\DXSETUP.exe
- Update your graphics driver
- Make sure your driver is set to use your graphics card
- Your graphics card does not meet the minimum system requirements, get one that does.
You should try to verify the game integrity through Steam>Arma 3>Properties>Local files>Verify integrity of game cache.
I had a bluescreen on 1.18 so far but didn't manage to find anything in the RPT, without dumps. It's definitely not the same kind of crash though.
Once I manage to get hold of some dumplogs I will submit another report.
Arma 3 + Zeus version 1.15.116.219
You do realize that a machine gun weighs A LOT, + at least the same weight in ammunition? In reality, the Darter wouldn't even be able to take off.
This happens when the Server checks with Steam if the Client is who it says it is. If Steam fails to respond, the client is kicked.
This is protection against game piracy.
Sitting is by default accomplished by going Prone and holding Ctrl while pressing W.
Very strange. The issue disappeared for me too, one day later.
Are you talking about the peripheral view blur? I didn't think it was a bug :o
No, 1.08 fixed it. Thank you!
Attached 1 additional crash dump
Managed to consistently reproduce at least 1 crash type by attempting to access the inventory of the Mohawk helicopter on a multiplayer server.
Try using www.solidfiles.com instead, much better
" File hosting without the bullshit. " =D
I am not good at scripting but I think click2 is the classname and "Click" is the sound name.
Does it work if you execute playSound "Click2" and rename the sound to "Click2"?
Has this feature been added to the game yet?
Sorry everyone but there is no 30 fps or 60 fps cap in this game.
If your monitor is at 60 Hz and the game can not render that fast but faster than 30 fps you will only see 30 fps if the game is set to draw the scene whenever the monitor is ready (V-sync).
If you have experienced other vsync lock-thresholds than 30 and 60 fps then your monitor or the game OpenGL / D3D interface would have used a different refresh rate from 60 Hz. If you experienced a lock on 45 fps the the most reasonable refresh rate you were using is 90 Hz.
If your monitor supports a broad range of refresh rates 60 - 120 Hz, you can select a different one with the refresh=N; setting in your Arma3.cfg file, effectively selecting a different v-sync half lock rate if your monitor supports it.