Should be fixed on Profiling branch v4 releasing today. https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
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Sep 19 2023
Try running the launcher in safemode and disable hardware acceleration: https://arma3.com/launcher/troubleshooting
Crash is inside Microsoft's XAudio2 code. Nothing we can fix.
Your ticket talks about server crash. But your report only has a client crash?
Not possible.
See here how to report crashes https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Should've been fixed by now
Crash inside Microsoft's windows audio code.
allow us to pushBack without having to reallocate memory every push
Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch
I don't understand what you are trying to say.
Does "the game closes" mean it crashes?
If so attach a crash report like described here: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
We published a hotfix game update that changed ui_f.pbo
If you get that error, its either the server having a outdated version of that pbo, or the client.
They missmatch.
The crash seems to be due to an issue that happens AFTER you disconnect from the server.
I think the issue is the yellow chain is actually you loosing connection. Then it disconnects you and because of the disconnect you crash.
Will be fixed in profiling branch v5.
Can you describe the exact steps you take between starting the game inside the launcher and it crashing?
I cannot reproduce it.
i mean, if you use setObjectScale to change the size of an object (simulated or not) then dont reset its size when it moves (if possible at all)
Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch
Please provide crash files like described here: about:blank
Rev 151026
this weeks dev branch, profiling branch v5
Correct.
Not a bug, 2.14 mac port is WIP
The last log files in there are from 8th september. And they say everything is fine.
https://feedback.bistudio.com/T168103
Already known that IR modifying is missing
You want to set the scale but keep the scale?
Need more details.
Not possible
Sep 18 2023
Sep 17 2023
Closing this.
In T175509#2500188, @Leopard20 wrote:Set shadow distance to any large number (500m, 1km or above)
Shadows were never meant to be set above 200m
But we are here - last update allows it without scripting. also, this does not negate the fact that this happens at 200 meters, just further increases intensify it more and this becomes noticeable even on powerful hardware.
it would be great to fix this since the A3 really lacks shadows at long distances
Sep 16 2023
Set shadow distance to any large number (500m, 1km or above)
Shadows were never meant to be set above 200m
completion radius was being ignored before, but now it is in some way having an effect on the waypoint
Yep exactly.
BTW I said Notepad++ not Notepad. Don't use notepad...
thanks for your feedback and tip on how to edit it via notepad. I am 100% sure anyway the issue came after a 2023 game update, because I didn't edit this campaign since 2022 and every waypoint with such radius settings were working fine. Perhaps, completion radius was being ignored before, but now it is in some way having an effect on the waypoint and cancelling it
Cannot confirm. You're probably setting the waypoint too close to the unit. Try setting it a bit further.
is any official fix provided for this issue?
Sep 15 2023
I understand it's how the game works, however when disassembled a drone should be hidden from the zeus interface, to prevent issues.
In T175455#2499589, @SaMatra wrote:Perhaps a scripting command to pull burst counter out of the soldier\weapon\mag instead?
Revision: 151018
Perhaps a scripting command to pull burst counter out of the soldier\weapon\mag instead?
This is just how the game works under the hood. When you disassemble a drone into a backpack, it gets hidden (moves out) so vehicle retains all of its properties - weapons, ammo, fuel, damage, variable space, variables keep pointing to it, etc.
Sep 14 2023
quick search finds instances of fresnel with k=0 in following files on P-drive:
\a3\animals_f\Snakes\Data\Snake_Dice.rvmat \a3\armor_f_gamma\MBT_01\Data\decals_glass.rvmat \a3\structures_f_enoch\civilian\Houses\data\Village_pub_MLOD.rvmat \a3\armor_f_tank\AFV_Wheeled_01\Data\decals_glass.rvmat \a3\structures_f_exp\industrial\Port\Data\MobilCrane_01_F_super.rvmat
and 0.0 in
\a3\structures_f_exp\infrastructure\Airports\Data\Airport_02_hangar_Alfa.rvmat \a3\weapons_f\acc\Data\fake_optics2.rvmat \a3\structures_f_exp\industrial\Port\Data\MobilCrane_01_F_super.rvmat
Just chiming in to mention that addMagazineAmmoCargo supports negative magazine quantities with 2.14. It doesn't work with magazine ids, but can remove the magazine with specific round count from the container, which seems usable enough for "magazine repack stuff".