Potentially caused by https://feedback.bistudio.com/T81676
Needs extra check
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Mar 24 2020
I don't see this as a bug or anything we can fix.
Yes Server Admins can execute scripts, it is their server they can do whatever they want to.
There is nothing we can do about that.
Mar 21 2020
ctrlSetStructuredText probably modifies parsedText param by ref.
Mar 18 2020
viable fix would be to change locality of the attached object to helicopter locality. BUT, that won't work for slingloaded vehicles with a driver in them, as they are local to the driver.
Mar 17 2020
@Killzone_Kid please mark as ACK and WIP, I still don't have my perms
Feb 17 2020
Negative, runs fine now
"@cup Terrains - Core" as modfolder name works fine.
Jan 29 2020
Jan 21 2020
Second confirmation.
When arma does a lookup on the squad path, it does a "tolower" on the path before looking it up, which will make the lookup fail on linux.
Confirmed on my linux server
Unit: https://units.arma3.com/unit/wolfcorps
If you "show image" on the avatar, you get https://units.arma3.com/groups/img/3666/WbGwmxkqXv.png
-> WbGwmxkqXv.png
on my server I have /home/wolf/.local/share/Arma 3/squads/Wolf Corps/WbGwmxkqXv.paa
log spam on windows client: Cannot load texture c:\users\dedmen\appdata\local\arma 3\squads\wolf corps\WbGwmxkqXv.paa.
I assume the linux server can't find the texture as it looks it up in lowercase, and thus doesn't transmit to client.
Jan 5 2020
What are you missing? Besides stuff explained in links above that go into nowhere now.
Profiling build is the way to diagnose performance problems.
Dec 10 2019
Dec 2 2019
I have a fix ready and already tested for this.
Integration into game TBD.
Nov 14 2019
I can't check -bepath, but I'm gonna assume thats solved and we can just close this ticket now @Astaroth
Nov 13 2019
Nov 12 2019
And fixed in 1.96 hotfix 1.96.146.114
Please don't let it come back until I get my own hands on that ^^
parseSimpleArray fix is confirmed.
boxtruck fix I confirmed last RC.
memory leak fix confirmed (I'll fix that properly once I get my new job :D)
non ascii characters in pbo names confirmed fixed, but only tested on windows client, not on Linux server.
Nov 8 2019
Seems to be fixed on RC. Confirm?
Nov 5 2019
startLoadingScreen does that.
Cannot really do this. We can't just have a script command that lower fps for everyone.
Nov 4 2019
Nov 2 2019
Without any details noone can help you.
only the error appears in the game.
Duplicate of https://feedback.bistudio.com/T146148
Nov 1 2019
@K.Hunter old signatures will keep working.
Oct 31 2019
I am sorry for troubles.
I'm a programmer, you don't need to tell me that :D Hope youre not having too much of a hard time over there o7
and if bis advertises a utility (Mikero tools) on the wiki with a paid part for encoding, then they support this question
1st BIS is a company making military simulators and they are completely unrelated to this feedback tracker. This is the BI feedback tracker.
2nd encoded files, with the sole purpose of messing with pbo tools, stretching the bounds of what is accepted as valid syntax, is not supported obviously. PBO obfuscation is made to break pbo unpackers, and oh wonder.. It breaks Arma's own pbo unpacking for signature checking.. How weird! It does exactly what it wanted to do!
3rd BI doesn't advertise anything on the wiki, The wiki is open for everyone, the page about Mikeros tools was created by... Mikero, not BI, and no they don't support PBO obfuscation.
Oct 30 2019
I heard others reporting it as well, sounds like it has been an issue for quite some time.
Its clearly just a LOD issue.
The script compile memory leak is back! woo
https://feedback.bistudio.com/T135718
It was removed from perf/prof again due to it having the same memory leak issue.
There is nothing to fix and it's not a bug.
It is a bug, it was removed from profiling build/dev branch because it was broken/the implementation not finished.
The wiki entry about it was also removed because of that.
that were encoded (obfuscate)
Oct 10 2019
I don't experience that.
Oct 4 2019
Excerpt from discord discussion
Sep 4 2019
getResolution was recently updated to return fov and tripleHead.
Adding sampling resolution to that would've been a logical step.
Aug 6 2019
Minimum frametime is 0ms, thus no fps limit at all.
Jul 29 2019
that are locked
Jul 26 2019
It's broken. It was pushed back and supposed to not be pushed with 1.94
I think this is part of the things that should be prevented with safe CVL. @Dwarden
That was supposed to already be fixed. This happened before and was fixed on perf/prof branch.
Jul 16 2019
Issue reintroduced in 1.92.145888 perf/prof build. And I also heard that it's on dev branch but didn't have time to check.
Jul 10 2019
It would help if you could also explain what the problem is, instead of "problem with road".
I have no idea what you're trying to say with that video.
Jun 8 2019
BI doesn't take care of the community wiki.
Error is fixed. Ticket can be closed.
May 28 2019
Same here. My server is launched by a custom management software which passes all arguments seperately. So the command line quirks don't even come into play and it still errors on whitespace.
Feb 27 2019
Confirmed fixed in RC 1.90.145.381
Feb 21 2019
Feb 20 2019
On badly written missions and mods yes.
And yes fix is underway already.
Jan 12 2019
Jan 9 2019
The "fix" with the new compile syntax is not really a fix. Noone will update their code to that, same as noone (relatively speaking) updated their 5 year old code to parseSimpleArray.
Also unless that syntax is used in CfgFunctions every Mission launch that has its own functions still clutters the cache.
Not to think about execVM and eventhandlers and addAction and everything else that I can't even think of right now.
Dec 31 2018
https://feedback.bistudio.com/T123355 would imply that the caching is done independent of whether you pass code or string.
which has issues
Dec 25 2018
@Groove_C DIfferent issue. This exact bug is confirmed fixed.
Dec 23 2018
Confirmed fixed. Please mark this ticket as fixed.
@ookexoo Eventhandlers always convert to string and store as string internally. And get compiled before every execution.
https://feedback.bistudio.com/T123355
Dec 12 2018
Had 3 cases in Arma discord where this was caused by people supplying wrong arguments to BIS_fnc_randomPos, they all had a "out" parameter in their blacklist.
Same with Invade&Annex
https://github.com/iamlegend23/invade-annex/search?q=bis_fnc_randomPos&unscoped_q=bis_fnc_randomPos
Sep 27 2018
"spawn compile preprocessFile"
is the same as execVM.
Aug 22 2018
And it won't happen anymore. Might aswell close this.
Jul 25 2018
Scripted solution to do it: https://forums.bohemia.net/forums/topic/218185-server-spotlight
Jun 19 2018
@Wulf still duplicate https://feedback.bistudio.com/T124746
Jun 16 2018
Copy pasta from Discord:
Duplicate https://feedback.bistudio.com/T124746
May 18 2018
@BI This is easy to implement. Just check if texture was null. o7
This is a crash of the Arma Launcher. The different memory allocators you can set for Arma itself don't effect that.
May 2 2018
Still experiencing the bug on Windows 8.1
Apr 1 2018
Just happened again on 1.80.144071 while playing Liberation mission. It seems like playing that mission makes it most easily reproducible for me.
Mar 28 2018
Not a bug. Startparameters are case sensitive. Which is also why -mod and -world=empty work. They have correct casing.
Duplicate https://feedback.bistudio.com/T83760
Feb 14 2018
We need some diag command to dump the current content of the sound scene's _globalSounds and get the reason why they are not being terminated.
Feb 7 2018
Related to https://feedback.bistudio.com/T127225
I created a monster \(O_O)/