I still have crashing issues, but not the one I specifically mention in the report.
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May 10 2016
Create new report with crashdumps from actual version please. Thank you.
Hi, do you have this issue in actual version?
Thank you for more info.
Have the same issue. Crashes after 5-30 minutes on EUTW servers. Uploaded my crashdumps.
Forgot to say: Crashes at Physx_86.dll
Could you upload more crashdumps please? Thank you.
I have uploaded another one. I will continue to upload them as it occurs.
I'd like to see that. Probably not too difficult set buoyancy to max when dead in config.
Confirmed bug still exist if you are using M320 LRR .408 sniper rifle.
In ArmA 3 even powerfull sniper rifle cannot shoot 2 bunnys in a row.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
This should be fixed now. Please reopen if you have more info.
Has been fixed at some point, closing
Hi,
I need more crashdumps, could you upload more crashdumps please? Thank you.
Hi,
arma3_2014-02-02_21-48-52.part2.rar is missing, could you please upload somewhere? Thank you.
Sorry I forgot about it, uploaded now.
the archives here http://ge.tt/43mUcjI1/v/0?c
We need files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
I think the indicator helps to avoid the "step over" function.
Interesting request, but I tink the indicator is unnecessary.
A plunging indicator would be useful in my opinion (just like in Tao's Modular Realism, where an indicator says where your gun is supported), but it depends on how (if) the devs implement this.
Can you elaborate more on which mission you were playing, what you were doing?
EDIT: What is "wacking space laod"?
initServer and initHCLocal can be done with a simple postInit already. Just check for "isServer" (initServer) or "!hasInterface && !isServer" (HC).
playerDisconnect and playerDisconnectServer could be done with postInit too by adding a HandleDisconnect mission eventhandler.
https://community.bistudio.com/wiki/addMissionEventHandler
Edit: derp. Just noticed the date. Those are possibilies now though.
Maybe consider initPlayer.sqf that triggers everywhere on player join?
This could be expanded to any event handler or event script.
For those who have not used cfgfunctions yet, it is the best way to initialise your code
Duplicate of #0012702 (though the cause is different).
Unable to repro. Disable any mods you have and try it again.
I'm using only JSRS 2.0 and WW AICOVER Mods and I can do this in any time. Sorry for your time.
Unable to repro aswell.
It was a bug in A2, but in A3 there is no such bug.
I think this problem has been kind of forgotten, but it is still there. And I still cannot use mine fields in my custom missions because of it.
I am creating a mission right now that relies heavily on the mine detector to work, so right now it is almost impossible in elite mode. Mine detectors should definitely work in elite mode, beeping or something and maybe even beeping more often the closer you get.
I hope this gets fized fast so that I can play mi mission without having to find the mines by looking at the grass for an hour before every step I make.
BI, you guys are awesome, but you still have a lot of work to do.
Just like real ones, just like real ones, just like real ones, just like real ones.
What. Is there an echo in here?
Yes, mine detectors should beep just like real ones.
BIS devs love "negating" reality. They doing all the things "up side down".
Reality:
-Explosive charges do NOT beeping while armed.
-Mine detectors are beeping (in some models frequency of beep is depended by kind of metal that was found).
ArmA 3:
-Explosive charges beeping loud just like in stupid hollywood movies.
-Mine detectors are useless on elite because they are silent...
It certainly has something to do with GPU idling when alt+tabbed. If I launch Arma 3 in window mode with -nopause flag FPS drop does not happen.
The problem here is, it is client option and by default Arma 3 runs in fullscreen mode without -nopause. I think -nopause should be forced for Multiplayer even when launched in fullscreen and not a window to keep it consistent.
i see what you're saying, but is this not default windows/gpu behavior, to lose application priority and resources when alt-tabbing out of a game? And are spawn loops not mostly independent of frame rate, and more on cpu availability?
fps seems more of a sister-symptom than directly related - so if windows cuts down cpu priority, theres no guarantee you'll be able to execute all your spawns in any given, expected, nor reasonable time-frame - unless arma were guaranteed high or realtime(nope) cpu priority while minimised (risk being a runaway script could cripple or crash a system) - as far as i understand the situation...
i certainly respect your skills in this area tho, so if there is a fundamental concept i'm misunderstanding here, im certainly open
--
aside from the specific issue discussed, i'd like to suggest perhaps in general such high-load, time dependent scripts need to consider proper resource management -especially ensuring- they do not attempt to overload a system that cannot realistically handle the load at any given moment in time, including when minimised (there are a few simple methods to accomplish this (ex: loop scaling based on instantaneous fps.)) just my personal opinion in responsible script design.
Posted revised repro with a little load.
Mass-close of resolved tickets not updated in last two weeks.
Localization will be fixed in the next patch.
Could you please upload crashdmups files too? Crashdump files are .rpt + .bidmp + .mdmp with same name. These files are created after every crash. Crashdumps are on this place: C:\Users\<Name>\AppData\Local\Arma 3\
Thank you.
We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
dxdiag http://clip2net.com/s/6KlTBR
Thx!
The repro script still produces bouncing parachute.
Just to add. After testing a bit more the unfolding with "FLY" attribute only happens if parachute is local to the server. If it is local to the client, it spawns already open. Use the script in repro and run it on the server and on the client to compare.
Thanks a lot for the intel, I'll try to talk with responsible persons to ensure some improvement and fixing, but no promises yet.