Yep, we've run into this same problem with our Linux dedicated server.
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Jun 3 2016
May 10 2016
Turns out this is related to 0019667 and issues with subfolders. Putting a new description and steps to repo, leaving my old description here:
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So this does relate to modded content as well as custom missions. There's two scenarios where this has occurred for us:
- Some custom missions (but not all) can cause the problem. The islands they're on range from Reshmaan to Bozcaada.
- This is for us always an issue with the island Australia
I guess I've experienced two issues, both related to one another:
- First are client CTDs relating after loading but before the briefing screen. This usually come in the way of memory errors although sometimes just in the form of the generic windows crash error. I've attached some client logs from when this occurs.
- The others a bit more odd. If you load a mission on one map (say Altis) and then load into the problem mission (or Australia), your mission will at the approximate location where it should be however the actual island you're on in game is whatever was loaded first. When this occurs, the mission is seemingly not downloaded by any clients.
I have two servers, both different hardware setups, and both issues are pretty constant. I and others though have set up dedicated servers our own machines and were unable to replicate it.
The RPTs/dumps attach use just CBA / AiA TP / Australia. The full preset normally used is... erm, much larger. If any more logs are needed I can get other people to provide them or if any sample missions are needed. Anything else I can do.. yeah.
Attached more RPTs taken using the 154.133841 v8 profiler build - server, client (who loaded a mission on another map) as well as the client who didn't and CTD'd.
Getting this issue. Happens fairly consistently. We use quite a few mods.
13:34:04 (5997 [receivedMagazine]): Network sync error - NMTFireWeapon
Attached an RPT from a time where it happened but it's pretty messy with script errors for other things.
1.50 and issues still present at high zoom.
I have a normal 750 and have this problem as well. I've tried several graphics drivers iterations over the past several months, the most recent being the one released this week. As with others, rolling back to 355.60 or disabling shadows is the only workaround for me.
That or just having a button in editor to open the VA export directly to a units init would be extremely helpful.
Not a bug.
The notice of changes and associated documentation has been out for a month, it's up to addon makers to ensure what they're working on functions.
Nope, not just you. It happens with both vanilla and custom insignias.
Old issue. It also affects the Ifrit, Strider, Gorgon, Marshall, Marid, Varsuk and Slammer at least. I haven't checked the Kuma, Mora or Tempest.
Ticket submitted March of last year, three days after Alpha began: http://feedback.arma3.com/view.php?id=2805
Thread from September: http://forums.bistudio.com/showthread.php?163452-Crew-Glitch-in-the-OPFOR-tank
the only person in this truck who is actually protected from mines and ambushes is the driver.
Not even really that. I've had success with mines to an extent but small arms have no problem shooting through the paper thin metal or glass.
I wasn't talking about the comment "assumed fixed correctly", I was talking about the issue history below the comment section. This: http://i.imgur.com/6MSYTgN.png
The previous ticket: http://feedback.arma3.com/view.php?id=11943
The issue history says it was marked fixed on 12/02
Yes, it still happens with 1.36. I don't have an RPT offhand... You can still find mentions of the problem on the forum though like http://forums.bistudio.com/showthread.php?178731&p=2847645&viewfull=1#post2847645
Related ticket http://feedback.arma3.com/view.php?id=21778
Still not fixed.
The ability to change loadouts in editor without having to go through the init line or writing gear scripts would certainly be nice. It's a bit disappointing that there's been no comment about it aside from the "This feature will be present in later versions/final version of the game" comment in 0001407 10 months ago.
If the problem is that the sky is never overcast at certain settings, that's pretty relevent information that probably should have been stated in the ticket description/summary.
You should update the summary title and description to mention that.
Overcast is working fine for me. http://imgur.com/a/2ZJYw
@Dr_Death, reread the ticket. The FIA units are now BLUFOR however they forgot to move FIA from INDFOR to BLUFOR for the site modules.
Oh? I couldn't find the ticket either. If you do, post the link so I can close this one.
Yep, reproduced.
Yep, still seems to be an issue.
I definently agree that at least the commander should be able to.
I think it's a little late for them to go back to the motion capture stage and redo that, transitions from that to the various stances as well as transitions from that to other animations. Release is what, 28 days away?
Same as ticket 0012360 ( http://feedback.arma3.com/view.php?id=12360 )
Still not fixed.
@Admiral Snackbar
Correct, Arma is not a balanced game. This however isn't an issue with gameplay, it's not a complaint of one vehicle being better than another. It's an issue with a texture chosen for pointless aesthetic reasons that creates an artifical hinderence against players on one side.
I was heartbroken when I heard it was possibly cut. I cried myself to sleep for the next week, wondering how I'll be able to play Arma 3 without its glorious presence. It would be even better if both version of the T-100 were featured, the version at E3 shown with the conventional cannon and the earlier shown version with a railgun. Regardless, upvoted.
Ah, fixed the title. Every single time I see Marid I read it as Madrid.
At least with the BLUFOR APC, when the gunner turns out the turret it automatically rotated and locked forward. Because of the hatches positioning, it would make sense for the same thing to happen on the Marid.
Ticket can probably be closed seeing as the driver and added commanders slot can turnout out and hatch animations have been synced on dev.
Drivers and commanders slots were added
May 9 2016
Out of 36 people, it seemed like 3/4 had major consistent crashing issues tonight. Not all were this exact issue though... I've attached two sets of rpt/bidmp/dxdiag from people who have had it.
22:41:52 DX11 error : Device removed: : DXGI_ERROR_DEVICE_REMOVED
22:41:52 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG
Attaching another log