I'm not sure if the error log was uploaded correctly, so I upload it again.
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Dec 3 2023
Dec 2 2023
Can be applied in engine as workaround?
Dead bodies in ragdoll (incl. when unloading bodies from vehicles) will turn off it's collisions with ground vehicles (may be CarX, TankX etc.) until isAwake is equal to false?
In T177593#2539292, @BIS_fnc_KK wrote:Any chance to have visual examples?
Dec 1 2023
next dev hopefully
Should be fixed in next dev hopefully
Revision: 151176
should be fixed maybe in next dev
Same issue.
Nov 30 2023
In T126837#2194376, @Asaayu wrote:Unrelated to the setUnconscious command here is a 100% reproducible ragdoll desync situation using only two players and a helicopter.
Player 1 starts the helicopter and stays landed on the ground,
Player 2 runs into the anti-torque blade on the back of the helicopter,
Player 2 will see themselves still alive and running around,
Player 1 will see player 2 as dead and ragdolling around when the get into and out of vehicles.ragdoll_desync.VR.zip1 KBDownload
Any chance to have visual examples?
Better repro mission:
Nov 29 2023
Nov 28 2023
(exit code:0x0000DEAD)
Maybe wouldn't be necessary if there was a reasonably fast way to subtract large arrays. But there isn't. Would like a bulk hashmap deletion method at least.
Dev-branch next week (in december)
oyunda herhangi bir sunucuya girmeye çalıştığımda beni sürekli sunucudan atıyor ve yasaklıyor
Nov 27 2023
Will be fixed by the next update. Thank you.
a better solution in Revision: 151167
Nov 26 2023
I'd prefer this to be a fully local setting.
Hey, just wondering if there is any word on an integration of DLSS3/FSR3 frame generation? The benefits here seem rather incredible and would greatly impact the experience of playing Arma III. Even though Arma isn't very gpu bound the quality increase in the anti-aliasing would be staggering. I'm hopeful Arma III can receive a frame generation update before its end of life, maybe we can receive some form of update on this soon!
Nov 25 2023
Nov 24 2023
Adding video showing the issue (when the game is in critical state before game crash): https://www.youtube.com/watch?v=quYDJgQGXh4
In T172144#2536389, @Leopard20 wrote:@SaMatra can you please test the latest dev branch? both issues should be fixed now
Tested, both network sync and save-load work properly now.
Maybe @falagor can help with this
@SaMatra can you please test the latest dev branch? both issues should be fixed now
Nov 22 2023
works in 32 bit mode but still itching to play in 64 with sounds..
Nov 21 2023
No, nothing to do with setUnconcious, this is because player is killed by the rotor only on one client
Has anyone took a look in this but the spammer?
Confirmed, units with VisualSensor see targets through objects, including in repro, knowsAbout return 4 right away