In T170766#2424525, @dedmen wrote:Can we have a scripting command to check that?
No.
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Mar 30 2023
Mar 30 2023
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
dedmen changed the status of T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error from New to Feedback.
Fix next dev and profiling (today)
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
Refined idea once more, it all can be crammed into single command:
BOOL = preloadTexture STRING
Will return true as soon as texture is loaded.
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
In T170766#2424521, @dedmen wrote:So one issue, its trying to use the texture before its loaded (because loading is async), so when the display is created, you set the texture, it will only load next frame, but right after creating display it tries to render.
Easy to check for that and skip rendering the texture.Next issue, you have to manually re-render till its done loading, and there is no way for you to know when its done, it might take multiple frames.
So fix for that, after creation it will automatically trigger re-rendering while there is a non-ready texture inside the display OR there is a UIToTexture inside it that is scheduled for re-render.
That will recursively wait till all sub-textures are loaded.But this will only happen at creation, if you add a sub texture some time later, you need to take care of that updating yourself.
dedmen added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
So one issue, its trying to use the texture before its loaded (because loading is async), so when the display is created, you set the texture, it will only load next frame, but right after creating display it tries to render.
Easy to check for that and skip rendering the texture.
SaMatra edited Additional Information on T171270: A scripting command to check if unit can reach vehicle's supply point.
Bumping, had a need to have STR_A3_C_CfgVehicles_B_HMG_02_high_weapon_F0 and STR_A3_C_CfgVehicles_O_HMG_02_high_weapon_F0 fixed, its names for backpacks for disassembled M2 Static gun. Gonna have to use FIA versions instead of proper side versions for now.
SaMatra renamed T171260: A command to return vehicle that backpack is assembled to from A command to return vehicle that backpack is assembled to. to A command to return vehicle that backpack is assembled to.
Mar 29 2023
Mar 29 2023
Ilyushkius moved T166550: Voice protocol of INDFOR Asian factions. from Awaiting Reply to Backlog on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
LouMontana renamed T166882: [Feature Request] Add script command to overwrite CfgVehicles armor config from [Feature Request] Add script function to overwrite CfgVehicles armor config to [Feature Request] Add script command to overwrite CfgVehicles armor config.
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
In T170766#2424111, @dedmen wrote:Y can I not run mission in Eden 😢
works fine if i remove all the waitUntils and eden check. But need to run set texture twice to trigger that error.
I have already seen this error before.. it tries REALLY hard to load the second mipmap, even when there is only one. And it.. obviously fails.
BIS_fnc_KK changed Ref Ticket from AIII-55530 to AIII-55550 on T164238: Scaffolding is a open object but with 'interior' SFX.
dedmen added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
Y can I not run mission in Eden 😢
works fine if i remove all the waitUntils and eden check. But need to run set texture twice to trigger that error.
I have already seen this error before.. it tries REALLY hard to load the second mipmap, even when there is only one. And it.. obviously fails.
SaMatra edited Additional Information on T171238: Options to cut or fit ui2texture displays when rendering them into non-1:1 textures.
dedmen set Ref Ticket to AIII-55635 on T171238: Options to cut or fit ui2texture displays when rendering them into non-1:1 textures.
have to idea why this crash keeps happing but i would like to get it fixed
ehylla93 updated the task description for T166882: [Feature Request] Add script command to overwrite CfgVehicles armor config.
Mar 28 2023
Mar 28 2023
BIS_fnc_KK changed the status of T171193: Get model position of an attached object from New to Feedback.
Revision: 150408
SaMatra edited Additional Information on T171238: Options to cut or fit ui2texture displays when rendering them into non-1:1 textures.
Icon rendering using incorrect aspect ratio is fixed on next dev/prof.
For the other thing probably separate ticket
Repro adjusted with big visible text on the map:
testcenter = getPosWorld player;
• PrestigesouthcIty added a comment to T171116: A weird stuttering video problem, problem identified.
Map screen actually used hardcoded 640x480 resolution to calculate rendering.
Which is also why the center display was wrong too.
In T170754#2423769, @dedmen wrote:
Yeah, this is a long going bug in the game, since at least Arma 2, probably even Arma 1 or even OFP. I think its caused by messing with your FOV in .Arma3Profile by changing either fovTop or fovLeft and if they're not 4:3 and 3:4, map icons become squished. Here is how I have it at 1080p with
fovTop=0.75; fovLeft=1.3333334;
dedmen added a comment to T169970: [Feature Request] Muzzle attachments to effect submunitionConeAngle.
Combining muzzle coef (Its gonna be on the weapons muzle) with attachment coef would be very annoying to get right though.
Just :crossing_fingers: to get that right
Do you want to know about Triple H Net Worth?
dedmen changed the status of T167742: Amphibious vehicle AI has great issues going around obstacles from New to Feedback.
next dev branch/prof
We did a performance optimization 2 years ago, for Boat pathfinding to not calculate houses and obstacles that are on terrain above sealevel, because boats cannot drive outside of water.
Turns out, game thinks amphibious tanks are boats!
BIS_fnc_KK changed the status of T170613: 'Unload Incapacitated' Action does not fire GetOut Eventhandlers created on the vehicle from New to Feedback.
BIS_fnc_KK added a comment to T170613: 'Unload Incapacitated' Action does not fire GetOut Eventhandlers created on the vehicle.
Revision: 150403
BIS_fnc_KK set Ref Ticket to AIII-55632 on T170613: 'Unload Incapacitated' Action does not fire GetOut Eventhandlers created on the vehicle.
Cannot confirm. The speed for append on my laptop is very much the same or slightly faster than insert
BIS_fnc_KK added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
the command takes game value and returns associated with it type name very much like dedmen suggested you create your own implementation.
Mar 27 2023
Mar 27 2023
Good morning
Looks like the performance varies a bit. It's not always slower than +. But it is always slower than insert
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Bob_Murphy moved T169706: Clarified: Huey sits on the ground at wrong pitch angle with AFM from Awaiting Reply to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Hey Moach,
Bob_Murphy moved T171215: Laotian names from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T171138: XM16(XM148) reload sound is not synced with animation. from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy closed T170929: Burnt banyan trees of the KHE SANH cause the extreme low frame as Resolved.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
When I tried it, my frames were in the 70s at all times.
This might me related to your hardware or your video settings.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Bob_Murphy moved T170800: Misplaced object bug from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
This ticket is a duplicate of https://feedback.bistudio.com/T170800 .
Hence we will close this ticket.
Bob_Murphy moved T169752: List of minor damage-related instrumentation bugs in UH1 cockpit from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T170160: UNSUNG Unit Patches on SOGPF Uniforms from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
we have looked into your issue and what you experienced is intended behaviour.
You need approx. 40 seconds ingame to empty a 2000 round magazine which leads to approx 3000rpm and hence within the 2000 to 6000 rpm the M134 is able to deliver.
And when you hit enemies, the normal Arma bleed effect is applied.
Hence we will close this ticket.
awesome - much appreciated!
Hey MisfitMortem,
I'd have to disagree on this honestly,
if you look at Arma 3 Discussions, regarding "Port Forward" or "host a private server" and such, you'll see the same situations,
absolutely open settings on Router, and inability to create private hosted servers.
SaMatra edited Additional Information on T171217: Remote Designators fire lasers slightly misaligned with the view point.
dedmen changed the status of T171125: [BUG] Unknown enum value spammed in rpt for waypoints from New to Feedback.
The enum is not used.
Eden reuses the "type" entry for a different thing, but the old waypoint serialization still runs on it and tries to read type in its way, while Eden reads type in another way.
The waypoint type is actually completely ignored after its read.
dedmen set Ref Ticket to AIII-55631 on T170711: InventoryOpened Event Handler does not receive link to WeaponHolderSimulated that is displayed.
dedmen renamed T170761: [Feature Request] Ability to change IR lasers thickness from Feature Request to [Feature Request] Ability to change IR lasers thickness.
dedmen changed the status of T170809: What do i do if my game crashes of "not enough memory" even if my specs support the game? from New to Need More Info.
Спасибо.
dedmen added a comment to T170932: [Feature Request] Ability to re-texture Vests, Helmets, Facemasks, and HMD (NVGs).
There were other similar tracker requests for this dating from 2016-2018 however those were left unanswered so I chose to resubmit this request.
Please try without the USB Headset.
There is a known issue on windows 10 with USB Audio Outputs. It only happens to some people and we cannot reproduce it.
dedmen changed the status of T170959: Arma 3 needs to fix HOSTING, real soon honestly from New to Need More Info.
It's something broken in arma, a consistent issue between everyone.
Works fine for me, and I haven't seen anyone else reporting this.
Sadly this is an old issue we've been tracking for years and couldn't find the cause for.
You can use the https://community.bistudio.com/wiki/Arma_3:_Cheats#CAMPAIGN cheat code to skip this mission.
Maybe you can skip the briefing screen before it freezes, I think you probably can't.
So it is a crash. So then do as I say and provide the crash information as described.
You are running 32 bit Arma, that is not recommended.
PhysMem: 3.4 GiB
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