On Windows, there are two major joystick/gamepad APIs - the old one, DirectInput, which allowed much configuration, and the relatively new and simpler one, XInput, which simulates every gamepad as an XBox one.
On Mac, there is Gamepad API, which corresponds to the XInput one. Essentially, macOS talks with the gamepad or joystick, and it presents it to us as a kind of a gamepad, similar to XBox one, PS one, etc.
In theory, on Mac there is also an older HID API, which is supposed to support more exotic gamepads, more in depth. The problem is, hardly any company submits drivers to Apple to support it properly, so HID doesn’t detect most joysticks.
In fact, using it, we were less successful in getting even the standard gamepads to work as well as Apple’s Gamepad API does.
We just can’t do it all in-house, the best solution we came up with was per-gamepad-model configuration files, similar to what Steam and SDL do, and then, in most cases, the gamer can’t be relied upon to put in the work to figure out the proper configuration file. So it was a dead-end way of trying to support everything possible.
With the newest Arma 3 port we stuck with the Gaamepad API, since that’s what Apple recommends, and that’s the only way we could be sure the popular joysticks and gamepads are supported well. So we are restricted to what Apple’s Gamepad API detects. When it works, it works out of the box. It work with many more gamepad and joystick models than we could buy and test in-house.
But if it doesn’t detect Thrustmaster FlightStickX, the game won’t either.
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Oct 23 2023
Oct 19 2023
Oct 18 2023
I didn't have VN to test with, but I could reproduce same issue in Spearhead, tested it there and fixed it there.
Oct 17 2023
Oct 9 2023
23:58:35 DX11 - Initializing DX11 engine. 23:58:35 DX11 - Detecting best GPU adapter. 23:58:35 DX11 - Failed to detect best GPU adapter. 23:58:35 DX11 - Unable to detect adapter - selecting default one. 23:58:35 DX11 - Failed to select DXGI adapter. 23:58:35 DX11 error : Failed to initialize graphics adapter. : E_FAIL 23:58:35 Cannot destroy TriQueue, it was never allocated! 23:58:35 Cannot destroy TriQueue, it was never allocated! 23:58:35 ErrorMessage: Error creating Direct3D 11 graphical engine 23:58:35 Application terminated intentionally ErrorMessage: Error creating Direct3D 11 graphical engine
It is frozen inside your graphics drivers. nvwgf2umx.dll
Nvidia graphics drivers.
Switch to profiling branch in Steam, see https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
I think that should have a fix.
Your RPT doesn't indicate any crash or unexpected errors
was released in 2.12
Sep 27 2023
2.10
can you photoshop some image showing how you imagine it to look like?
You posted no useful information.
Please describe what your actual problem is.
If you mean that your game is crashing, then follow this guide: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
I left the trigger sync connection there.
Fixed in next profiling branch
And a extra question. Its trying to disconnect the synced trigger.
But should it even do that, why would assigning a unit to a different group, unsync it from the trigger? Do you think it should?
Wow I really somehow posted about:blank :D
Should've been this https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
- A script command (like add or +) doesn't know where the value came from.
It cannot differentiate between 0 add 5 or _variable add 5
The illegal instruction is inside your graphics drivers. dxgi.dll/nvcuda64.dll
Part of Nvidia's graphics drivers, we can't do anything about that
You dumped a ton of information that is useless for me. But didn't provide the actual crash dump that we need.
Please follow this guide: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
There are several freezes. But the freezes are inside Windows code
The crashes all gave you the message
I don't know how this happens, cannot reproduce.
You even had that crash when not loading any mods.
Please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
- No
- Unlikely
- No
- No
- No
Sep 26 2023
The bases actually don't exist as separate objects. They are all merged (and partially overwritten) when the object is created. So to link to them, we would also have to create instances of the base classes. I don't want to waste that memory/processing time.
Wow. I indeed F'ed up the variable passing in scheduled execution.
Instead of the new map, it passes the argument that you passed to createHashMapObject.
The constructor call environment depends on the caller.
its just a call. So if called from scheduled, it will also be scheduled. If called from unscheduled, it will
Sep 19 2023
Should be fixed on Profiling branch v4 releasing today. https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
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.