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Yesterday
Thu, Mar 30
all freezes on 28th, caused by st_intercept_x64.dll, whatever that is.
Next dev and profiling (today)
So one issue, its trying to use the texture before its loaded (because loading is async), so when the display is created, you set the texture, it will only load next frame, but right after creating display it tries to render.
Easy to check for that and skip rendering the texture.
Wed, Mar 29
Y can I not run mission in Eden 馃槩
works fine if i remove all the waitUntils and eden check. But need to run set texture twice to trigger that error.
I have already seen this error before.. it tries REALLY hard to load the second mipmap, even when there is only one. And it.. obviously fails.
Tue, Mar 28
Icon rendering using incorrect aspect ratio is fixed on next dev/prof.
For the other thing probably separate ticket
Map screen actually used hardcoded 640x480 resolution to calculate rendering.
Which is also why the center display was wrong too.
Combining muzzle coef (Its gonna be on the weapons muzle) with attachment coef would be very annoying to get right though.
1+1 = 1
0+1 = 1
-1+1 = 1
-1 + 0.5 = 0 (double it, then halve it)
-2 + 0.5 = -0.5 (triple it, then halve it)
next dev branch/prof
We did a performance optimization 2 years ago, for Boat pathfinding to not calculate houses and obstacles that are on terrain above sealevel, because boats cannot drive outside of water.
Turns out, game thinks amphibious tanks are boats!
Mon, Mar 27
The enum is not used.
Eden reuses the "type" entry for a different thing, but the old waypoint serialization still runs on it and tries to read type in its way, while Eden reads type in another way.
The waypoint type is actually completely ignored after its read.
There were other similar tracker requests for this dating from 2016-2018 however those were left unanswered so I chose to resubmit this request.
Please try without the USB Headset.
There is a known issue on windows 10 with USB Audio Outputs. It only happens to some people and we cannot reproduce it.
It's something broken in arma, a consistent issue between everyone.
Works fine for me, and I haven't seen anyone else reporting this.
Sadly this is an old issue we've been tracking for years and couldn't find the cause for.
You can use the https://community.bistudio.com/wiki/Arma_3:_Cheats#CAMPAIGN cheat code to skip this mission.
Maybe you can skip the briefing screen before it freezes, I think you probably can't.
So it is a crash. So then do as I say and provide the crash information as described.
You are running 32 bit Arma, that is not recommended.
PhysMem: 3.4 GiB
You didn't provide enough information, please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Didn't I look at this before?
Some object is way outside of terrain bounds.
Arma3_x64_2023-03-25_21-48-451
Arma3_x64_2023-03-25_21-10-481
Arma3_x64_2023-03-25_21-26-00
Seems to be a bug on our end. Fixed in next dev-branch/profiling branch.
Selected Audio Output: Headset Earphone (Arctis 7 Chat) - Channels: 1, Freq: 48000
Your audio output is weird. The game expects stereo sound, you're only giving it Mono.
Also is that USB Audio Output? There is a known issue with windows 10/11 and USB Audio output, this looks to be that
Would it be possible to implement such a feature so we could use typeName directly to retrieve a custom type name for our objects?
Doesn't seem useful for me. If you want a typename entry, you can add a typename entry to your objects. You can also use toString for that
Well.. the message is correct.
these types don't exist, and the engine fails to parse them.
But why does it write the types to that place then 馃
Read and follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
What you posted is insufficient for us to see what happened.
Unsupported legacy feature.
This might interest you for the future: https://feedback.bistudio.com/T170647
Fri, Mar 24
Next dev branch, should work like this
class muzzle_snds_B: muzzle_snds_H { author="$STR_A3_Bohemia_Interactive"; _generalMacro="muzzle_snds_B"; displayName="$STR_A3_cfgWeapons_muzzle_snds_B0"; picture="\a3\Weapons_F\acc\Data\UI\icon_muzzle_snds_B_ca.paa"; model="\A3\weapons_f\acc\acca_snds_h_F"; class ItemInfo: ItemInfo { mass=12; class MagazineCoef {}; class AmmoCoef {}; soundTypeIndex=1; muzzleEnd="zaslehPoint"; alternativeFire="Zasleh2"; class MuzzleCoef {}; class SubmunitionCoef { coneAngleCoef = 1.f; // Shoot straight ahead }; }; inertia=0.2; };
factor gonna be
0 == original
1 == straight forward for 100% of shots
-1 == Double the original angle
-2 == 3x original angle
I chose the solution of basically running that script in engine.
Problem with that is that once all units of the group are deleted, the now empty group that still exists inside the layer, will not be returned anymore (as it cannot find it via the units).
If you need empty groups too, we would need to change that. But if you were fine with your script, this will work the same.
Thu, Mar 23
As of now
Wed, Mar 22
_hm = createHashMapFromArray _class;
_hm call ["Method"];
-> `"testo"`
Preventing modification should be somewhat easy.
compileFinal, if you put a final/read-only value, it cannot be overwritten.
Then you can also choose if you want it or not.
We should have alt syntax for compileFinal that takes code on right.. We should've had that a long time ago.
Also updated
Tue, Mar 21
150371 next dev
submunitionConeAngle is only used to precalculate directions when the ammo's config is first loaded, if we want attachments to have multiplier on it, we would need to recalculate these on every shot.
That would be quite annoying.
Mon, Mar 20
150364 next dev branch (and probably perf to check for regressions)
150362 next dev
Either geometry lod, or if you use visual then it hives you the maximum bbox of all visual lods.
As all visual lods should be based on the same object, all their bboxes should be same.
150359 this week dev
150359 this week dev
150358, next prof
Would've been good if that watch field for the players position would contain the players position, and if I'd know which terrain this was on
Fri, Mar 17
Thu, Mar 16
Wed, Mar 15
This change will affect vanilla flashlight attachments:
dev next week, rev 150345
Bug temporarily existed on profiling branch. was fixed
Selected Audio Output: Kopfh枚rer (Arctis 5 Game) - Channels: 2, Freq: 48000
You could try if EntityCreated eventhandler is triggered when a building is streamed in.
That way you could set the var when the building re-appears
Please put mdmp files into a zip archive when you upload them. makes them alot smaller.
I have seen this crash a couple times in the past, never in relation with triggers though and never with a working repro.
Its crashing while cleaning up a physics item. So not related to Triggers.
Is your game crashing?
You provided no useful information for us to find out what your issue is.
If its crashing, please provide info as described in https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
if its not crashing, please explain what is happening.
You didn't upload your crash report, please follow https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/ and upload your crash files
ErrorMessage: The cloud file provider is not running.
is a common error.
Type
The cloud file provider is not running into google and follow any guide to fix your Microsoft OneDrive.
Mon, Mar 13
Mon, Mar 6
A new ticket with the same conents? no, no need
Uff :/
Its crashing inside profiling code so easy solution would be, don't run Profiling build and it will stop crashing :D