Hello
This issue has been already scheduled for a fix. Thank you for your feedback.
Hello
This issue has been already scheduled for a fix. Thank you for your feedback.
This issue doesn't happen anymore.If you guys verified that there is not
error in RPT log, this can be closed.
No changes to this in the latest update.
Good to hear! I'll do that.
Hello,
This issue will be adressed in our next update. Could you please get back to me if it fixed the issue or not? Thank you.
I wanted to claim how stupid this idea is.......
But i literally cannot find any flaw, it blows my mind how useful this might actually be.
Genius.
Upvoted :) .
No response for more than a month, closing the issue as expired.
Hello,
as a first step, I'd suggest that you verify integrity of game cache: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335. If you use McAfee antivirus software, I'd suggest you to turn it temporarily off, because it is known to cause problems with Arma.
If above doesn't work, could you upload Launcher's logs from the folder:
%localappdata%\Arma 3 Launcher\Logs
Hello,
Could you please reproduce the issue without using any mods? Thank you!
Thank you. This extra information was a big help. The issue has been scheduled for a fix.
Adam.
Not at all!
The vehicle remains transfered to your faction if an AI belonging to yours gets into it and then out of it, ONLY IF the type of vehicle is from your side.
That's the reason why I place 2 classes with different sides
Embark one of your unit (say bluefor) in empty Hunter. Hunter STAYS BLUE as you said;
embark the same bluefor unit in empty IFRIT, IFRIT passes Blue just for the time the blufor unit is inside. IFRIT passes Civilian as soon as there is no more people inside.
I took time to explain as far as my English allows me, that there is a difference between empty vehicle from your side and empty vehicle from all other sides when units leave them. I even added a video.
Your answer let me think you don't care and you don't want to waste time for this difference.
It's just something to take into account when you script. Some other people could find this useful or weird. For example, I had to manage this issue to avoid displaying 3D icons on emptied vehicle. It's a choice.
Hello and thank you for your ticket.
This is not an issue. When somebody gets into vehicle. The vehicle ownership is transfered to the person / AI that gets into it which results in the vehicle belonging to a faction even though the person / AI already got out of it.
Could someone please help me?
THX
I solved the problem. A file named Gedosato.dll was in conflicted with my ARMA3.exe and other games.
In my rpt file:
"C0000005 ACCESS_VIOLATION at 741EB244"
"Fault address: 741EB244 01:000AA244 C:\GeDoSaTo\GeDoSaTo.dll"
Thank you for your help...
Thank you for your answer.
I've already verified the integrity of the game cache.
I attached the last rpt-file.
Have you verified the integrity of the game cache (via Steam) and defragged your game HDD?
The developers need your latest rpt-file (users\username\AppData\Local\Arma 3).
After the game crashed again, locate that file and attach it here (it records everything, that happens in the actual game session).
Please try reproducing crashes without running any custom launch parameters. Thank you.
Ok, I've been away for a while due to finals this summer. I've had another look at the problem and it seems to be specific to my Windows build.
I deleted the d3d9.dll from the ArmA 3 directory which is used by SweetFX, but luckily SweetFX is still functioning without it. This solved the first instances of the arma3.exe startup issue.
IMPORTANT FIX INFO
To solve the 'ArmA 3 has stopped working' due to a kernelbase.dll fault module error, Open regedit (Windows key+R) type regedit and then click OK
Now just browse HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\arma3.exe
If you have UseLargePages REG_DWORD there and it's data is 0x0000001 (1) then that's the cause of your problem
Simply right click the registry value and then Modify... and change the value data to 0 and click OK
Now it should show 0x00000000 (0) in the data and your Arma 3 should now work.
I hope this helps anyone else with a similar problem.
Credit of original fix to St.Jimmy on the BIS forums... http://forums.bistudio.com/showthread.php?188220-Arma-3-APPCRASH-in-kernelbase-dll-after-changing-monitor
Very sorry about this, I've now uploaded the correct files to 'All My ARMA 3 Crash Logs.zip'
Thanks again for your time looking into this crash.
Steamcrashes.zip does not contain any .mdmp files only dmp files which are not helpful. Please attach the correct files. Thank you.
I've uploaded 'Steamcrashes.zip' which contains the .mdmp files related to ArmA 3. I'll also be reformatting my computer soon to sovle the Windows issues.
One question I have, is that I have 90GB of mods in my ArmA 3 folder. Is there an easy way to transfer them to another disk instead of reinstalling them?
Thanks for the assistance.
I found this on the Steam forums:
"the dump files are only created if the game crashes due to an issue in the game. if the game crashes due to a driver issue or Windows crash, they won't be written"
So because the game isn't starting, the .rpt and .bidmp files are the only crash dump files I have. .mdmp files are only written when the game is running.
This is out of my control unfortunately.
As i stated above there is not much that we can do without .mdmp files. The issue seems to be with your Windows. Try logging in as different user on your PC and launch ARMA There and see if it works.
Any updates on the issue?
OK Adam, thank you for the quick reply! The 'ArmA 3 has stopped working' message has actually changed to a KERNELBASE.dll fault module, here is the full log:
Problem signature:
Problem Event Name: APPCRASH Application Name: arma3.exe Application Version: 1.40.129.608 Application Timestamp: 54f9d119 Fault Module Name: KERNELBASE.dll <<< instead of D3D9.dll Fault Module Version: 6.1.7601.18409 Fault Module Timestamp: 53159a86 Exception Code: 406d1388 Exception Offset: 0000c42d OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 2057 Additional Information 1: 375d Additional Information 2: 375d7f8896349689eeae94fb5d0c01e8 Additional Information 3: fa10 Additional Information 4: fa10336a709103d7521c4ab63830c01f
Here's what's interesting, I turned off my -nologs parameter to get the crash dump files for you, and the game starts up. Once the game is started up once, it will continue to start up normally. These fault module problems always happen when Windows starts up.
On a second bootup, the same KERNEL.dll error came up. So I verified the game cache (no files were missing), yet now the game starts up normally. I have to repeat this process every single time I boot up Windows.
Edit:
A recent hard drive problem has arisen on my system. When I tried launching with the -nolauncher parameter, I'd repeatedly get this error:
'Arma 3 disk write error while updating. Please see Steam support for more information'
Below I have attached screenshots of this bizzare texture lag (my hard drive works fine in all other games I have, even ARMA 2 and DayZ: http://imgur.com/a/hqPAj
The crash dump files have also been uploaded in a WINRAR package ---> to this file sharing link: https://mega.co.nz/#!ttYEALJK!w5SV90kxdJAjHGA-LYMYfEgoFR_NVwVZBqAWE9Uc_gg
I have no .mdmp files because it's an issue which prevents the game from booting, so only .rpt and .bidmp files seem to be written.
Hope this helps!
Unfortunately we need the .mdmp files to investigate your issue. Try reproducing the crash without any parameters. Thank you in advance.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen without using mods or custom memory allocators
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Cater: I do not think the last picture is better looking :-D. Actually it does but... not sharp etc.
You are also forgetting about fact, that some optics can not be used together with NV, because that tube on the face is too big to get head to optics.
I disagree with "improvement" in 2035 you are suggesting. Voting down. But I would love manual brightness. Yes it is probably mod, but why don´t devs do this as default.
Point is that the arma NVG looks like a cheap overlay since OFP
It needs to be dynamic and also adjustable
that could be done with a new shader that simulates the NV technology like the Flir one
https://youtu.be/-V396uuiAsU?t=37 - that's a example how it should look
https://youtu.be/o56xutql758?t=17 - another from Insurgency game
I agree with the points Dr Death is making, but i would like an animation though.
I can understand the other points, depending on the nvg gen etc, but why a sound?
Perhaps they could add different models for more variety.
But what's the point?
You are using Gen 2 NVG as a refference. In ArmA 3 everyone has Gen 5 or even Gen 6 if devs claim "its the future!".
Gen 5 NVGs has none of the things you mentioned that would nerf the NVG. In fact, the only thing missing to ArmA's NVG is to simulate the lack of depth of field and that you see things like if your eyes move forward several inches.
I think grain effect if vegy good solution, but let draw distance and brightness be as it is, unless AI will kill you and you will not be able to even see where shoots came from. There was some addon you can use destiny of NVG by shift + PGdown/PGup
http://www.armaholic.com/page.php?id=21772
Yes I will...maybe tomorrow or if not tomorrow then on friday
I have updated the thread with the video
Hello,
I had no issues with placing a document on the table in Zeus. Could you please provide more info like a screenshot or a quick video? Thank you.
Even if the stamp says 7,62x54R, you can clearly see that the cartridges in the belt are 7,62x51 because they are missing the rim. It was way more authentic when the Zafir used the NATO round, because it's obviously missing the system that is needed to fire rim ammunition from a belt-fed machinegun. This should really be reversed.
I wasn't able to reproduce that issue. Seems to be resolved
Hello and thank you for your ticket. This issue has already been scheduled for a fix.
As Koala stated above this is a duplicate of already existing issue.
Thank you for your feedback.
Also thank you Koala.
Duplicate of #0002510
Hi Adam, I took my time and placed all available armored vehicles, helicopters and boats (vanilla) and tried to reproduce my issue.
If your player unit sits on the pilot seat of following helicopters,
you are able to fully use all kind of weapons of the remote controlled unit (switching through firemodes and shoot the weapons):
-AH-9 Pawnee
-PO-30 Orca
In following helicopters you will have following issues:
-WY-55 Hellcat - no firemode switch, but able to shoot your weapon
-WY-55 Hellcat (unarmed) - no firemode switch, not able to shoot your weapon
All the other helicopters pilot seats will not allow you to use the pistol, rifle or launcher and switch through the firemodes of the remote controlled unit.
If your player unit sits on the driver seat of following armored vehicles,
you are able to fully use all kind of weapons of the remote controlled unit (switching through firemodes and shoot the weapons):
-AFV-4 Gorgon
-AMV-7 Marshall
-MSE-3 Marid
All the other armored vehicles driver seats will not allow you to use the pistol, rifle or launcher and switch through the firemodes of the remote controlled unit.
Same with all the boats driver seats.
I tested everthing with version 1.42.129967 RC
Hello and thank you for your ticket. I was able to shoot with the Remotely controlled unit but i could not switch firemodes. Could you please provide more info? Thank you.
Koala. This is not really handy. Most of time, I'm looking for good pings, then green access, mods,... I try several servers before success in login for many reasons. I can't remember the good server when i quit and it's too late to mark it with a star. I could write a note for each attempt, but it will be far simpler to have an option when you quit: "you have played on server XXXX, do you want to register this IP address?" Something like that.
As KK said, profileNameSpace is probably worthy for that. The aim is to access easily to the last played server(s).
a simple server history stored in profile namespace maybe?
Happened to me before but I found a simple solution for myself:
Just take a look at following website: http://arma3-servers.net/
There you will find nearly all available servers and game modes. Maybe that could help you to remember or find good servers.
How complex you wanna make this? They've done a great job with the weapon resting and now you want the ability to rest your weapon when its hovering over air a distance away from any objects?
Again. Please specify which rocky walls you mean. Consider adding a screenshot or a video.
i think he means Land_Mound01_8m_F https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_Mound01_8m_F.jpg and Land_Mound02_8m_F https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_Mound02_8m_F.jpg
Yes, same issue on my end. cater182 have showed the right rock objects.
Version: 1.43.130012
Hello and Thank You for your ticket.
Please specify which low rocky walls you mean. Consider adding a screenshot or a link for a video.