Fix on performance/profiling branch https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-200-performance-binary-feedback
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Oct 29 2020
Oct 23 2020
Oct 20 2020
Oct 19 2020
So is there any possibility to just move von to optional secondary out put while we are at it
no
then press your < and/or > key to cycle channels.
Oct 18 2020
Oct 16 2020
Unified the VoN volume handling, and didn't expect that any volume concerning VoN wasn't actually controlled by VoN slider.
Just took what was already where, which actually was the Effects volume used for direct chat.
build 146752
small bug that only existed in internal
Oct 15 2020
hint parseText "<t xxx='%1'>t size='1' align='center' valign='middle'>%2%3 </t>";
these from stringtable parsing
That error is not at parsing, its at calling "localize" and trying to localize a value, probably caused by a script.
And besides providing full script callstack context... which I could I guess. not much you can do.
12:58:49 \/Context: a3\some_pbo_name\stringtable.csv <- EndContext 12:59:03 Unsupported language english in stringtable 13:22:24 \/Context: bla\blob\kp_liberation.blip\stringtable.csv <- EndContext 13:22:24 Item STR_COMMANDER listed twice
not sure if I want line of code, probably too much effort.
Oct 13 2020
Fixed in 2.00 I think
Sep 26 2020
CfgSoundCategories will get max limit of 64 (instead of 4), probably. Might be reverted if we notice issues in QA
Sep 25 2020
Music playlist. We now have music end eventhandler.
Ability to define a playlist of songs, it'll switch to next at MusicStopped.
Sep 24 2020
- you can manage them all in 3DEN, is that not sufficient?
Sep 18 2020
Sep 17 2020
Sep 16 2020
Sep 15 2020
This might also be a bug in config viewer AND mikeros debinarize code. If so, need to fix config viewer. need to check what we actually have in that config entry internally.
Sep 14 2020
Sep 13 2020
Sep 10 2020
Man I love memory debugging (I don't, never done that. But I'm excited about having to do that :D)
Sep 1 2020
They define the limit of how many sounds in this category can be played at once, see usages of Limit15 for cluster bombs for example.
It means that of all spawned clusterBomb sound effects, only 15 sounds in the category can be played at once, it will chose the 15 most intense (as heard by the player) sounds to then play, and play the others muted.
Aug 31 2020
AI Pilot turns of engine if its behaviour is "safe" and doesn't have anywhere to go to, aka when its idle to save fuel. If you give it a waypoint to move to it won't do that, but probably stop after the breakpoint.
If you're using CfgSoundCategories the limit is max of 4.
How about we remove that limit, then you can use your own CfgSoundCategories for your sonicCracks, and define your own limit?
Would you be fine if it would only switch the glasses when you actually swim, not when just your feet touch water?
@Spenny
Like I wrote in my above post
Please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
I need the crashdump, to be clear the .mdmp file, all files from @MungBeanSoup so far were just RPT logs with no usable information about what's causing the crash
Aug 30 2020
Same client joining dedicated linux server that doesn't have jsrs loaded.
Client shoots vanilla MX, no errors. Client reloads, no errors.
Okey so, sitting on this for over 2 hours trying to get 2 Arma instances running to test this.
Self hosted server on a vanilla Arma, with a client loading jsrs + reloadingsounds.
client shoots a vanilla MX and reloads, no errors. No repro.
Ah found it.
So there are different sound categories and they all have limits. SonicCracks has a limit of 16 sounds to be played every frame. But they are sorted by intensity, which for your case should be fine.
You can probably check Wave/Sound diag mode in diag binary yourself, it should display the count of active/existing voices
I checked the code, we don't impose any limit on voice count, we leave it to XAudio2 to decide, specifically https://docs.microsoft.com/en-us/windows/win32/api/xaudio2/nf-xaudio2-ixaudio2-createsourcevoice and as far as I can see, XAudio2 isn't supposed to impose a limit on the number of voices.
We do however preallocate 128 voices for mono/stereo 3D sounds, but that's not a limit, if more is needed they will be created dynamically.
So without repro, I can't see the problem here, there shouldn't be one
Aug 20 2020
Its available as of today.
Aug 19 2020
Aug 16 2020
next dev-branch whenever that will be.
Aug 14 2020
Aug 10 2020
Then maybe wait till release, or maybe performance profiling branch. But the underlying issue is fixed, even if not available to you yet.
Aug 8 2020
Fixed in description.ext in 1.99
Rest is very likely "won't fix"
Aug 6 2020
Aug 1 2020
but is there any possibility of a per channel alternate mode?
VERY unlikely.
Jul 30 2020
_index = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "Q-dance Radio", "%UNIT_NAME", [u1, u2]];
radioChannelInfo _index;
->
[[0.960784,0.341176,0.129412,0.8],"Q-dance Radio","%UNIT_NAME",[u1,u2],false, true]
Mission Event: HandleChatMessage
Description: Fires when a message is received, before adding it to the chat feed. Return true to block a message from being added to the chat feed. Fires clientside
Parameters:
getPlayerVoNVolume playerObject returns scalar 0-1, -1 on error (ex passed object not a soldier/human)
playerObject setPlayerVoNVolume scalar (0-1 0-100%)
Jul 27 2020
Jul 26 2020
First ask: is it possible my errors are just from a bug because both games and server are all executed from the same computer? (i.e. same IP address...)
no
Jul 21 2020
Jul 20 2020
Why would she ever need a lifetime? Real Missile won't auto-explode senselessly, if it already capture target and was launched.
The cost of one Javelin rocket is about 80 thousand US dollars!
Also keep in mind setFeatureType might make things render and visible even outside of any view distance setting.