Yes thank you for looking. Our program used for filling the helicopters uses the transport slot for loading. Now you have explained it, it makes perfect sense. Thank you for your response and keep up the great work
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
Found out today that the empty.p3d are related to a createvehiclelocal command used somewhere in an addon. Although this does stop some of the spam its not related to the building errors unless they are too created in the same way??
Ref to nonnetwork object 80605d00# 1771149: stone_shed_v1_ruins_f.p3d
Ref to nonnetwork object Agent 0x88722080
Ref to nonnetwork object Agent 0x8868c080
Ref to nonnetwork object 1773567: butterfly.p3d
Ref to nonnetwork object 1773644: butterfly.p3d
Ref to nonnetwork object Agent 0x87ba0080
Ref to nonnetwork object 1773632: butterfly.p3d
Ref to nonnetwork object 1773646: cl_feathers2.p3d
Ref to nonnetwork object 80605d00# 1771149: stone_shed_v1_ruins_f.p3d
Ref to nonnetwork object Agent 0x88722080
Ref to nonnetwork object Agent 0x8868c080
Ref to nonnetwork object 1773567: butterfly.p3d
Ref to nonnetwork object 1773644: butterfly.p3d
Ref to nonnetwork object Agent 0x87ba0080
Ref to nonnetwork object 1773632: butterfly.p3d
Ref to nonnetwork object 1773646: cl_feathers2.p3d
Client: Nonnetwork object 371ac100.
Client: Nonnetwork object 88722080.
Ref to nonnetwork object Agent 0x88722080
Client: Nonnetwork object 801dd600.
Client: Nonnetwork object 8868c080.
Ref to nonnetwork object Agent 0x8868c080
Client: Nonnetwork object 371aeb00.
Client: Nonnetwork object 87ba0080.
Ref to nonnetwork object Agent 0x87ba0080
Ref to nonnetwork object 1781706: honeybee.p3d
Ref to nonnetwork object 1781684: honeybee.p3d
Ref to nonnetwork object 1781683: honeybee.p3d
Ref to nonnetwork object 1781679: honeybee.p3d
Ref to nonnetwork object 1781667: butterfly.p3d
Ref to nonnetwork object 1781666: butterfly.p3d
Ref to nonnetwork object 1781682: mosquito.p3d
Ref to nonnetwork object 1781680: fly.p3d
Ref to nonnetwork object 1781681: fly.p3d
Ref to nonnetwork object 1781666: butterfly.p3d
Ref to nonnetwork object 1781667: butterfly.p3d
Ref to nonnetwork object 1781724: fly.p3d
Ref to nonnetwork object 1781736: cl_feathers2.p3d
Ref to nonnetwork object 5f7e4800# 1781753: cargo_house_v1_ruins_f.
Current stable :( main ones of note and the other 80k lines were empty.p3d
Ref to nonnetwork object 5a477900# 1805690: empty.p3d
Ref to nonnetwork object 5a477200# 1805691: empty.p3d
Ref to nonnetwork object 5a488100# 1805689: empty.p3d
Ref to nonnetwork object 5a477900# 1805690: empty.p3d
Ref to nonnetwork object 5a477200# 1805691: empty.p3d
Ref to nonnetwork object 5a488800# 1805688: empty.p3d
Ref to nonnetwork object 5a488100# 1805689: empty.p3d
Ref to nonnetwork object 5a477900# 1805690: empty.p3d
Ref to nonnetwork object 5a477200# 1805691: empty.p3d
Ref to nonnetwork object 5a489d00# 1805685: empty.p3d
Ref to nonnetwork object 5a489600# 1805686: empty.p3d
Ref to nonnetwork object 5a488f00# 1805687: empty.p3d
Ref to nonnetwork object 5a488800# 1805688: empty.p3d
Ref to nonnetwork object 5a488100# 1805689: empty.p3d
Ref to nonnetwork object 5a477900# 1805690: empty.p3d
Ref to nonnetwork object 5a477200# 1805691: empty.p3d
Ref to nonnetwork object 5a488f00# 1805687: empty.p3d
Ref to nonnetwork object 5a488800# 1805688: empty.p3d
Ref to nonnetwork object 5a488100# 1805689: empty.p3d
Ref to nonnetwork object 5a477900# 1805690: empty.p3d
Ref to nonnetwork object 5a477200# 1805691: empty.p3d
Ref to nonnetwork object 5a488100# 1805689: empty.p3d
Ref to nonnetwork object 5a477900# 1805690: empty.p3d
Ref to nonnetwork object 5a477200# 1805691: empty.p3d
149000 lines of this with a few
Ref to nonnetwork object 6f3b6b00# 1805714: wpnsbox_large_f.p3d
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
This has got progressively worse.... since new stable it has been unplayable for me... all this in an hour of playing... are you really trying to kill my enthusiasm? Player fps down to 2!!! Some one sort this out
Tested as above and can confirm it happens on our mission too... this needs urgent attention.
Can confirm in Dev today its fixed..... Thankyou and close accordingly :)
Will check when released and report back...TIA
And broke again in todays Dev Update... I have posted on the forums to ask for the relevant build from the Dev that was used for the Stable release. My only fear is that it was prior to the date of 21/08/13, hence why it appears to be fixed in the release but broken again in the Dev as we are receiving old updates?
Since release yesterday this has stopped completely. As its unknown from our end exactly where the builds are in relation to Wednesdays devbuild, Could a Dev answer how this has been fixed and if after the pending updates are added whether it will rear its ugly head again??
Same here, we had billboards etc in the airbase, all now affected
Had same with Opfor Soldiers, very freaky :(
Dare you to close it :P
Well you tell us as we are presuming you have been supplied a list of all the fixes in todays DEV update and then you are expected to find the related issues and then apply. I have posted
http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2460000&viewfull=1#post2460000
this isnt a dig at your team of mods on here but a dig at bis for there apparent lack of communication.
Arent you the ones that should be in the know and then tell us???
This is a must, the Binos should be lowered more to allow a view over them to assess your surroundings to pick a point then raise them to your eyes again..
On a side note, if your going to Vote down something, dont be shy, post your reasons for it.. as i would like to hear how this current issue benefits anyone as it is
I have also experienced these issues with the Zafir, the offset is incorrect. When firing the rounds are landing off at a 2 degree angle, it always fly to the top right of the crosshair.
Agree with the road mapping as currently working on Convoy missions within the Stratis map. The AIs behaviors are set correctly according to the Biki and seem to find it nigh on impossible to use the roads?
Also is it really a true thing that you have to double push the missle into the barrel? The animation looks odd? Maybe its due to the lack of the Missile, but is
something to consider with the above issue
I have had had crashes in the last week. We have also resurrected the Para jump and para drop within our Domination mission. Whilst i was thinking along the same lines as you and that the sound for the chute was the issue, and i have replaced the old sound with the new sound for the flapping. I did think that was it but...
I have experienced the crash in game also with out, i have had physX crashes regularly in the past week and the worst was when 5 of us crashed at the same time, we all believe to be linked to the old crash caused by certain explosions.
The common Para crash i have is I lose sound via a para jump from flag, screen freezes on opening of the chute and i get a grey screen. I then went back to the lobby and regained the sound, complete with the loud click. I rejoined and crashed as soon as i spawned in base.
Then i rejoined again, played a while (5mins), got killed and then had an artillery strike near my dead body, click lost sound and the game crashed to desktop. Will post RPTs when it happens again
Seems to be a random JIP issue.. even with the fix we are occasionally still getting it.. please sort it out
We have removed the spawn protection, yes the helicopters do get damaged when passing over or through the protection zone, but the randomly exploding choppers is something else. Even after removing it, we are still experiencing it although its now less frequent or more random :)
TBh its very random how it happens, we have tried various things but it still appears through time. We are trying to work out if its infact mission related and not engine. But there does seem to be a spawning damaged issue, which we have tried to address by raising them to spawn higher in mission. It might be linked to damage in relation to the surfaces they are spawning on.
Via our mission Guru Flip :) He suggested and we have tested, and working... Fingers Crossed.. by getting the Helicopters to spawn and respawn 10cms above the ground. We believe that they were spawning below ground level causing this random issue. This seems to have stopped the problem for us in the Domination mission.
Its anyone still experiencing this issue? In Domination or a n other mission type?
We are getting random results via Domination and its still an issue on both current stable and Dev versions.
Seems fixed for me :) in latest update on Dev
To confirm crash still occurring with current exe Version: 0.59.105679
Have uploaded last nights files and dxdiag (ArmaCrash Recent270513.rar).
Any suggestions Astaroth on how to overcome this or additional testing required?
Squelch, are you using any mods?
Problem Event Name: APPCRASH
Application Name: arma3.exe Application Version: 0.58.105.348 Application Timestamp: 5195362f Fault Module Name: XAudio2_6.dll Fault Module Version: 9.28.1886.0 Fault Module Timestamp: 4b6b0791 Exception Code: c0000005 Exception Offset: 000250ec OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Still present after latest patch, i am running a sound mod, but will remove and see if this isnt helping and repost new rpt
Still same crash on Exit for me after latest exe :(
Have tried via Onboard sound card and played, no error message on Exit
Then played with USB Headset and got error on EXITING game.
ONBOARD CARD IS
7.1 CH HD Audio with Content Protection (Realtek ALC892 Audio Codec)
Still present for me :( Will try later through speakers and not usb and see if i get the same issue.
Can i ask if anyone that has posted is using a USB headset?
I have onboard sound card via jack which is disabled and my HS-1200 Creative Labs USB headset is set AS Default for my sound.
I have noticed that it will only crash after playing the game for a time, it doesnt crash just entering and exiting without running Arma 3.
I have Realtek onboard sound
See armacrashtonight rar file for full files:)
I have uploaded a rpt file (arma3http://feedback.arma3.com/how-to-user.html.html_2013-05-09_20-19-57.rar), hope this suffices
Ref to nonnetwork object 4f29b900# 2000249: house_big_01_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Ref to nonnetwork object 6d569600# 2000289: stone_shed_v1_ruins_f.p3d
Ref to nonnetwork object 6d56b900# 2000290: stone_housesmall_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Ref to nonnetwork object 7dffcf00# 2000596: house_big_01_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Ref to nonnetwork object 6df7f200# 1997838: shop_01_v1_ruins_f.p3d
Ref to nonnetwork object 7ab93200# 2000599: stone_housesmall_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
More in V1.08
rpt ended up being 1259682 lines long and broke the mission
Domination and players were using Artillery to destroy enemy in towns
Could it be the class of man we are using for the artillery? B_officer_F? Also have a client RPT whilst using the Officer slot, when this started to happen last night? Can upload if required...
Would an RPT help??
0007039: [0.55.103923] Game crash upon picking up a weapon into an empty gear slot
Same issue? As we get that Null message too
Was it to an empty slot? On DEV?
Could this be connected to this issue 0007039 ?
I get this error still before entering the mission.
Sorry if original post was a little misleading, i have tested by using the drag method from either Ammo Crate or Ground to an empty slot and found the following:-
I can remove and replace helmet, sunglasses, NV, clothing, harness or belt and carry alls but I cannot remove and replace Binoculars.
I can add silencers, sights, ammo to existing slots where weapons have been spawned with soldier, pistol and main weapons
I cannot replace weapons to empty slots, RPG to empty slots or Pistols to empty slots.
Also noted when other players have crashed with htis bug and i have been in server whilst it happens you get this message :
Player xxxxxx Kicked off Steam ticket check failed : (null)
hope this helps
This is really needed and can you also include the command 'inflamed' to work on other objects, especially vehicle wrecks.
May 9 2016
Has anyone check to see if this has changed in the recent updates? Would love to see the weather working correctly and have voted this up.
This cannot be used in the game unless you spawn as the Diver from the start. What we are looking for is the ability to be have the various items for the divers available from the base spawned ammo crate. How can we have the rebreather and wetsuit and not the goggles??