Tue, Dec 10
Mon, Dec 2
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 126.96.36.199
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
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 188.8.131.521
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.
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
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
Jun 16 2018
Copy pasta from Discord:
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.
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)/
Feb 6 2018
Can be closed. Not a Arma bug.
Arma Debug Engine doesn't work with the latest Arma version.
Jan 31 2018
Thank you for the report. Could you please upload your Arma 3 report?
Here is how to do that.
Jan 23 2018
BI is currently working on magazineWells. https://github.com/CBATeam/CBA_A3/issues/108#issuecomment-359797633
Let's hope it turns out good.
Jan 19 2018
Some additional info that might help https://www.reddit.com/r/PUBATTLEGROUNDS/comments/77otmg/bad_module_info_crash_after_windows_10_update_any/
PUBG also has it. So either windows 10 has f'ed up which I find highly likely. Or Battleye, would be the other common element.
I also heard that windows 10 lately shows bad module info for any crash. Where it had shown "program has stopped working" before. So the "bad module info" might actually be completly unrelated to the crash behind that.
Can you explain? Deploy which list of units?
Jan 7 2018
Normal ifrit works. It's just the HMG/GMG that doesn't
Dec 30 2017
I'm on Win 8 with automatic updates disabled and the problem appeared without windows updates in between.
Dec 27 2017
Duplicate of https://feedback.bistudio.com/T84855?
Dec 12 2017
This is known as the 3-FPS bug. Are you running 32bit Arma?
Also please upload your RPT file instead of copy-pasting it's contents. You copied all the stuff from the RPT that contains useless information and left out the actually useful stuff because of the length limitation.
There is no line of code that causes these. Besides the last one and the last one can only possibly be caused by a script. Still mostly caused by engine code.
Try disabling/reenabling Battleye in Arma 3 Launcher. It could also be the server's fault that you are trying to join.
ErrorMessage: Out of memory
Physical memory free 308 MiB
You don't have enough RAM to run Arma.
Dec 9 2017
Dec 8 2017
Now that profiling build is out and Arma is somewhat stable. Yeah. Set myself a reminder to do it this evening. ~10 hours from now.
Dec 3 2017
Kinda duplicate of https://feedback.bistudio.com/T126875
Nov 30 2017
Maybe ask Crowe
Included in https://dev.arma3.com/post/spotrep-00076
Nov 28 2017
#define arma3iscool configFile
Nov 24 2017
He means the scrollbar is overlaying the mute icon on the right side.
Nov 21 2017
That could very well be related to https://feedback.bistudio.com/T124746
I am running a Mod that disables AI voice commands. But there are still voice sounds played (inaudible but they are in the sound manager) although I am nowhere near to any AI that could do that. And the sounds never seem to properly stop which is why that FPS drop happens.
There are no crash dumps and no logs besides one from 22nd June inside your reports.
Can you please try to start your game again and crash it and make a new report.
Also try starting it over the A3 Launcher and also try manually starting the arma3.exe in your Arma folder by just double clicking it.
TacOps is in RC phase and will release in 9 days. They will only fix bugs and add small polish. They won't add any new features.
Nov 8 2017
We need your report otherwise no one can know anything about what's causing the crash.
See here how to get one: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/