Here is a testing package. Mission and addon.
https://www.dropbox.com/s/0pgqgkoxdyhaqzn/audio%20position%20bug.7z?dl=1
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Sep 3 2016
Sep 2 2016
Hi again,
Definitely not working.
This issue persists in Arma 3 version 1.64.138137 (26-08-2016) RC.
This is not relative to the issue.
Disabling drawingInMap still does not work.
maxPing=50; // {threshold in miliseconds} maxDesync=1; // {threshold number} // Note: maxDesync maximal detected value is 100k (100000) and thus also max value for definition. maxPacketloss=1; // {percents (0 to 100)} disconnectTimeout = 20; // Server wait time before disconnecting client, default 90 seconds, range 5 to 90 seconds. (since Arma 3 1.56+) kickClientsOnSlowNetwork[]={1,1,1,1}; //<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout> log and kick clients outside defined limits. 0 = log, 1 = log & kick.
I reset my password so i could unsubscribe. This is not the place for your fucking whining.
In T60186#1506953, @Zectbumo wrote:
I too received it, as at you.
Options didn't solve a problem with the File of pumping.
For me the problem of falling of a shot was considerably solved. I adjusted BIOS on the ASUS Z97-K:
-CPU Configuration
Intel Virtualization Technology [Disabled]
When set to [Enabled], a VMM can utilize the additional hardware capabilities provided by
Vanderpool Technology. Configuration options: [Disabled] [Enabled]
Hey thanks for the reply. Unfortunately I have come across another error in the form of 0x0000DEAD. This happens every time I load the game. It doesn't happen when I load the game without any mods however. It seems to be that eventually the more mods I start to load the game will eventually break and give me this error. I can give the log for this if you want. Also when will the next update be?
- Make Eden Editor placed HC groups have a custom callsign, that works by default on dedicated servers. Functions have been added, like setGroupIDGlobal (https://community.bistudio.com/wiki/setGroupIdGlobal), still it's required to add that to units of groups to be named via init fields in the editor.
finally somebody is listening thank you razazel
This has been fixed in 1.64RC. Ticket can be closed.
Sep 1 2016
In T60186#1506936, @Doom4MR wrote:
Gooood work BI!
after 3+ years you finally added this basic feature!!!1
Still won't buy your game... and not any other your game.
Stop acting like indie studio if you want to charge 60$ for your games.
Thank you for letting me know that it worked. I've put a fix for this case to Launcher, so hopefully it won't happen again.
Logs show that one of the files with preset is corrupted. Unfortunately this version of Launcher has a bug that prevents it from loading more presets after it encounter a corrupted one. The fix for this will be available in the next version.
Update to this: Works for me.
I just tested a KOTH server on 1.62 branch and it works great. Perhaps the additional ram and ssd worked
I attached log files from today and yesterday, becouse issue appeared yesterday.
In T120074#1506667, @BISWizard wrote:Hello,
please delete the file "MEGA SANDBOX.preset2" from your preset folder - the file is corrupted - and that should fix your issue.
The tanoa zeus server I tested also seems to work great. I have had significant performance increase since getting RAM and SSD
Hi, I will be able to test it in a few days once my PC has an SSD and RAM (my PC is being ipgr
I'm trying to upload it but i get "Exception: No configured engine can store this file." Upload error when i drop .zip log file here.
Hello Michal1029,
could you please upload Launcher logs? Go to Options menu in Launcher and then select 'Export Launcher logs to desktop'.
I'm making a little research removing the page file into the Windows 7 64 bits to reduce the hard disk overhead reading the pagefile and the game file archives.
Not increased health its decreased damage. Since the damage differs.
I bypassed this by retrieving the player's UID first, and then running at the query of all follow up scripts against all player's UIDs and then matching it back to the correct player.
In T63743#837074, @TheMasterofBlubb wrote:Is this ticket solved since Nexus Update?
I'm having a similar issue when I use the A3Launcher to try and run exile it states that arma 3 is still running and cannot launch would you like to shut down arma 3 and when you click yes it said unable to shut down arma 3. when you bring up the arma 3 game launcher you cannot manage mods because it said arma 3 is still running.
Thank you for letting us know. Enjoy the game.
Thank you for lettings us know. Enjoy the game.
Hello,
please delete the file "MEGA SANDBOX.preset2" from your preset folder - the file is corrupted - and that should fix your issue.
Hi,
thank you for letting us know.
Thanks for the help, I tried the repair tool no luck.....I had to do a complete OS reinstall to resolve issue....it is working properly now....
Aug 31 2016
Per the previous post, I am adding to this as a "bump". We need this fixed. Remove the Z- command when releasing the left trigger on analog-based triggers. Remove Z+command when releasing the right trigger...
UPDATE:
It appears that using the devbuild actually shows LESS presets than the non dev build.
I was looking through the error log and saw the " Unable to find an entry point named 'IsWindows10RS1OrGreater' in DLL 'PresentationNative_v0400.dll'". Before getting a reply, I updated my Windows 10 to the anniversary update and ArmA is now working again. Not sure if .NET would've fixed it!
Dear Razazel, when you guys going to be fixing this issue, i think there is a bigger problem than glitching statics.
I think the whole Headless client thing is half broken, way to many errors and glitches with remote objects.
For instance if you spawn 30 ai to remote user, some of the ai will be naked with invisible guns etc.
I think this issue needs to get high priority because it was working perfectly fine in Arma 2.
Thank you for the feedback.
I have tried option 2 however when using 233800 the Steam Workshop 'Published Items' list in the left hand window no longer displays the published addon and therefore I'm unable to update it.
Can confirm, we are having this same issue.
.# ll /proc/20075/fd | wc -l
1051 <----- max. open files !!!!!!!!
Hello Jman,
I would like to know what is causing the problem. If you don't know, just say so. If you need more crash dumps , I've got lots of them.
Thank You, that was the problem. Sorry for the late reply
Same thing happens to me, FPS drops to 1 or 2 for a couple seconds, then I'm dead.
There seem to be a lot of bugs in the current dev version - Basic incap setting doesn't seem to be applied to players if they rejoin (all shots killed the player outright).
I believe the Revive system only works in a MP environment with multiple players.
Any care about it?
Alright Thanks :)
Спасибо,после переустановки FrameWork помогло
Hi, Unfortunately I have no way to reproduce the crash. With or without mods. As I said above - crashes is absolutely not predictable. But you have a crash report, that I attached. You can study it carefully. Today, that's all I can give you...
Also all RHS tanks
Hello, could you please try reproducing the issue again without mods? Thank you!
Hello,
it seems that some .NET Framework files were not updated. Please try to re-install .NET Framework 4.6.2: https://www.microsoft.com/en-us/download/details.aspx?id=53345 or use .NET Framework Repair Tool: https://www.microsoft.com/en-us/download/details.aspx?id=30135
Thank you. Publisher can't load some data because of the path it is installed. Specifically it has an issue with the '#' character in your '#Software' path. I'll fix the issue, but as a temporary workaround, you can move Publisher from "C:\#SOFTWARE\Steam\steamapps\common\Arma 3 Tools\Publisher\" to other folder without '#' in the path.
Woops yea, sorry
Aug 30 2016
Hi, I will be able to test it in a few days once my PC has an SSD and RAM (my PC is being upgraded rn). Thanks for your reply and continued support despite the fact that this has gone on for so long. Ill let you know as soon as I can if the RC branch fixes my problem :)
Hello,
is there also the file "arma3publisher.rpt"? The one you've uploaded is in fact ""arma3publisher.steam.rpt" and from that I can only tell that Publisher is communicating with Steam normally.