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.
Fri, Sep 18
Thu, Sep 17
Wed, Sep 16
Tue, Sep 15
Mon, Sep 14
Sun, Sep 13
Thu, Sep 10
Man I love memory debugging (I don't, never done that. But I'm excited about having to do that :D)
Tue, Sep 1
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.
Mon, Aug 31
AI Pilot turns of engine if its "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, or set its combat mode to non-safe it won't do that.
As a quick workaround while we check what else we'll do
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?
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
Sun, Aug 30
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?
Jul 30 2020
_index = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "Q-dance Radio", "%UNIT_NAME", [u1, u2]];
[[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
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...)
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.
Jul 17 2020
Jul 15 2020
Fixed in this/next weeks dev branch