How can i confirm it? I mean, should i test something or what?
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
I got crash again. I played on the CHIMERA EU 02 A 3rdp PERF server. Maybe you will find something in the server log too.
Five crashdumps?
I have lot of similar crash tickets made before 1.34. What about those? Is it possible that i still having the same issue?
I got another crash on the same server. I connected and just after i choose the slot and i pressed the button i got instant crash. files uploaded
Try it with higher shadow settings. Lower settings uses CPU while higher settings GPU.
Have you seen the Glitch fix video? http://youtu.be/kynv_woKPTo?t=1m54s
I think as a first iteration(hotfix) it would be enough.
Are you planning to fix this? This is a public issue and i have seen that many times in the KotH servers.
should i make a video private too? have you watched it?
this + 3rd person and you have no clue who shooted you.
Upvoted!
There is a vehicle inventory for reason and also it should reduce the one man rambo style gameplay.
I'm not sure. My friend can't play on those servers, because he got banned. Maybe after release.
No, this was the first time.
-1
There is a reason why are all these civilians.
SilverDude: Using UAV is safer for that task. Unmanned is always safer than some small helicopter with minimal defense.
Haven't noticed anywhere else then KOTH. Btw he get banned for no reason from that servers. :(
Maybe it is not directly related to this, but he got http://feedback.arma3.com/view.php?id=20889
crash first and after that this-one.
friend of my also got the same crash multiple times as i got. bidmp,mdmp,rpt
Good to hear! We are waiting for the fix. Thank you oukej!
Video uploaded.
I loaded the savegame, but the AI not in the stuck position. I think the loading skip the issue or something.
I can't reproduce it in the editor. Did you play it on multiplayer?
I tested it multiple times. It is fixed. Thank You
ok, thank you
Changed title to obvious
Yes it does. If you activate the freeaim(pressing alt during optic view) then you disable the weapon inertia effect.
I think it is a bug, you still hold the gun. There should be horizontal sway when you freeaim.
Here is a video to demonstrate the issue. I yank the gun from left to right, up and down and there is no inertia at all.
https://www.youtube.com/watch?v=MybdEmersRI
Upvoted
The crash happened in both case when i tried to load the save game.
I verified the game, everything was OK.
The today's change log is because of this ticket?
- Fixed: Crash - main thread stack size increased from 4MB to 8MB
I have played the same mission and i got same crash. This time i started without any parameters. No mdmp and bidmp again only the attached rpt file.
This time i controlled UGV which get damaged by enemy vehicle.
Maybe nothing, but in this mission the fences through the thermal filter are glowing, which is an another issue: http://feedback.arma3.com/view.php?id=19730
Exactly as you say. It is easy to reproduce.
After loading it's in the water at pos[0,0,0] and the vehicle blow up.
It doesn't matter which save do you load. The result is always the same.
My friend and i noticed the same.
As we tested we found out that the issue not exist for a couple second after mission start.
I can confirm that but not only enemies.
All kind of unit which not is on the same side as player. Unit on same side report: "Check your fire" over the radio.
I noticed the same behavior but i was in the editor. I was unable to click on any icon in the editor. I alt-tabed out from the game and i was unable to switch back. There was a black screen and nothing was able to move over the blackness.
Only the total commander's modal dialog moved over the blackness. I had to log off and log in.
This was the last row in the rpt:
c:\w\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
Figthing Power: Having this module doesn't mean that we have to put it in every mission. I agree that this module in KoTH with 100 player would cause serious issues.
But in small story oriented mission(Zeus mission) could be very useful to have interiors in the building. As a Zeus you could fill only the required building easily. This would change the whole atmosphere of the game.
Again. This is a module request which make the whole thing optional and let the mission designer what to do.
You have a point, but not everybody have fun with creating interior. Imagine how much time to make buildings interior in small time. If you want to make a good looking and random interior it is probably a week/days.
I rater use this module and focus on other things like mission flow, unit behavior, events.
Related to http://dev.arma3.com/post/sitrep-00117:
"We all know that Altis had a great many enterable buildings, but they were void of furniture and felt suspiciously empty. We don't have the resources to solve this by producing top-notch varied interiors for all buildings."
This module would save lot of time and effort if you decide to make building interiors.
Exactly! Most missions have empty building which is disillusioning, lifeless. Players would have better experience if the buildings are not empty.
Related to: http://feedback.arma3.com/view.php?id=21136
oukej: I think we would be satisfied even if the AI don't use rocks as cover for the first step in this issue.
"The mentioned functionality is not part of MantsBT.
This is a 3rd party development.
Please contact the author of this addon."
Edit: Which vote plugin are you using?
Tested and it is fixed in the latest dev: 127639
Quote from change log:
Fixed: Added missing material to last LODs of walls
I don't think it is that obvious. As i see only the low level lod affected in certain situations.
Here is a splendid camera info which shows lot of affected fences. For the best result set viewDistance and objectViewDistance to maximum and object detail to maximum.
["Altis",[10504.6,15318.1,47.8504],85.6789,0.11,[-1.81816,6.41988e-006],0,0,241.187,0,1]
This is what you should see: http://imgur.com/jGJgsS1
You can clearly see the issue in Drone Showcase. Connect to UAV or UGV and do the mission. Near and at Neochori is lot fences with false thermal image.
Here is a video of it: https://www.youtube.com/watch?v=nQpPdDeflSY
Still isn't there in 1.26
Related to: http://feedback.arma3.com/view.php?id=21136
It's happen with centered too, but less often. I think if they decide to fix it, they should really fix it and not just tweak here and there. Moving the rotation axis is tweaking.
oukej: The tweak that was in the dev branch earlier is a final fix or will you try other solutions as well? What is the scope? Change the whole method and fix it forever or tweak the current solution until it's satisfying?
Maybe it's have a very deep roots and not an easy fix. Btw I wonder why it isn't assigned at least.
I thought that maybe they fix it in the Marksmen DLC, but they didn't. :(
This issue has a very huge affect on the gameplay. It should be fixed asap. There is multiple way to reproduce it. Please!
After some test i found out that isn't the rotation axis the problem. The glitching happen, because there is no collision detection during the turn. You can turn your body into object.
As soon as you press the move button the collision detection happen and put the character out of the glitched position.
As i see the easy fix would be calling the collision detection method during the turn.
Is there any mod which change the rotation position like in the video linked in the description? This issue piss me off day by day.
Could we get some feedback from dev about this issue? Will be investigated or is unable to fix because of some limitations?
I experiencing this issue every day and it's a real pain in the ass.
Upvoted!
Most common when i jamming in the doorway or fall down from the balcony! If is this easy to fix, please schedule it!
Are you sure that it's not because of your GFX settings? I mean, have you tried with lower settings? Some fps drop has to be happened, because there are things to do during canon firing. Destroying things etc.
Pls give some context, what happened when you lost half of your FPS.
The module not open the Net fence[Gate] too. For example there is one on Altis at grid 138064.
This looks much better then without recoil. You can see the power of the weapon.
I don't think it's a "design decision". Maybe it's on the TODO list, but they focus on other things.
This ticked is about the subpixel rendering not about the performance.
I tested it multiple times. I think the issue is relate with rocks nearby.
http://www.youtube.com/watch?v=FJqiPE6_Tv4
I can confirm this issue. There are more vehicle with wrong mirrors. I will add a list here tomorrow.
Edit:
-Set object view distance to (~)1980(1950-2000) this is important!
Fix confirmed in rev. 116053.
I agree with you. If it"s possible they should spend more time to do this, but they already have a roadmap with things to do(e.g. firing from vehicle, desync) which they are spend most of their time.
That's why i suggest this little change, because i hope they can schedule it. Just as they did with removing the 'magic radar' from non AAA vehicles.
removed suggestion 3, it is already implemented. :)
You say "fix", but it's require a complete re-factoring of the current system. What i suggest is require commenting existing code. Which is a huge difference!
Chairborne:
I like your idea, but be realist. There is no chance of that. It is require too much re-factoring, re-designing and balancing. BIS will not do that, there are more important things. That's why i suggest this simple change.
dudealus:
I didn't know that. I'm sad now. :(
Playing against AI it isn't a serious issue, but PVP is an another topic. One helicopter could easily defend the zone. If you've ever played King of the hill you know what i'am talking about. It is impossible to use vehicles, because as soon as you enter into the vehicle the gray icon change to the side color and the missile is coming. :(
Removed solution 1, because BIS moved to the sol. 2 way. They removed magic radars from the ground vehicles. Only AA vehicles has it now.
I think the next step should be to remove color indicator from the radar image. There should not be a side recognition. It is a very important intel which the vehicle units gain to easily. The ideal would be only gray triangles and squares for each vehicle no matter which side belong to.
With this change the air units have to make sure that the targeted vehicle is enemy and not friendly, just as infantry AA and AT units do.
Refactored in the 1.14 stable.
Tank crew no longer can use 'magic radar'. AAA vehicles detects air vehicles.
Updated based on the forum discussion.
Sample video added.