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Aug 8 2024
Aug 7 2024
As far as I have been able to test in 2.17.152062, this now works as advertised.
As far as I have been able to test in 2.17.152062, this now works as advertised.
As far as I have been able to test in 2.17.152062, this now works as advertised.
Tested this on DEV and Profiling branches. Still reproducing the bug.
Aug 6 2024
In T182964#2648463, @DnA wrote:We've removed the use of & as a quick fix, does that work for you?
(can an & → & escape exist?)
I would like to ask again if it will be fixed?
There are already some updates for TB, more should come post 1.26 if I understand correctly. What about this one?
Checked the code, it is definitely loading it like the other events.
If you can give me a example config to try it I can try, but from what I can see it should be working fine.
Would you expect the same to happen when doing this
l = getUnitLoadout player; player setUnitLoadout l;
When not setting it to nil, but just leaving it unchanged. Would you also expect it to keep the game backpack?
My graph seems a little different to your test, but still looks appropriate.
We've removed the use of & as a quick fix, does that work for you?
Ah, yeah, seems like those are ACE markers :)
I've gotten so used to it that I forgot it wasn't standard :) No more questions, sorry for bothering.
Aug 5 2024
With standard marker tools available on the map
Especially your northern edge is totally messed up.
Some of the terrain heights up there are NaN.
"Out of memory (requested -788108 KB).\n footprint 50066368 KB.\n pages 131072 KB.\n"
Ah yes. The good old -788MB of memory. A true classic.
Ah the good old map icon crash.
Have seen it before, don't know what causes it and cannot reproduce it.
You could try switching to profiling branch, its possible that the fixes on there might affect this crash too.
How do you create marker with an angle?
With standard marker tools available on the map (sorry, I didn't notice it before)
In T183374#2647800, @MaxP wrote:No, of course no :)
I specifically tested with the marker rotated.
Revision: 152084
Never seen that before. But google results are pretty clear its some thing that causes alot of issues.
https://www.google.com/search?q=%22EZFRD64%22
A UI element was deleted while you were mousing over it.
This crash was already fixed a couple months ago and the fix is available on profiling branch.
Excellent. That falloff look a lot more sensible now.
Objects, shield other objects behind them.
The game checks, how visible the CenterOfMass of the building is, when viewing from the position of the explosion.
Client1:
addMissionEventHandler ["MarkerCreated", { params ["_marker", "_channel", "_owner", "_local"]; systemChat str markerDir _marker; }];
Disable one-drive.
For some reason there is a delay for the sound. When jet enters in the target's hearing range, only after a few seconds (more than 20 I think) sounds from its engines appear, usually during this time jet leaves and we received such sound behavior.
Make sure of this we can by attaching jet to the approaching of the target's hearing range and waiting until the target start hear engines, then continue the approach to the target; in this case, all sounds will work
see https://www.youtube.com/watch?v=LfF4gJQz6m0
Neophron, Xi'An, Buzzard, Blackfish do not have such problems seems because they use the old way of sounds in the configuration. The new ones are soundSets and have the above noted problems
Reading the configuration you can find out that the Jet should be audible starting from 5000 km from rear and front
This is not happening even close, watch the video: the sound you will hear comes from the player at the airport (all external sounds are off so you will only hear the jet sounds)
https://youtu.be/e-Hcm_X-PKU
the first sound responce in video at 00:34 time code
I've had the same issue as have other players in my little happy group. The videos I've attached are Arma 3 with the Western Sahara, Reaction Forces and Global Mob CDLCs running, zero mods. PLEASE GOD TURN YOUR VOLUME DOWN BEFORE WATCHING THEM.
No, of course no :)
I specifically tested with the marker rotated.
is the marker created with dir 0?
Aug 4 2024
Issue resolved.
Uninstal One-drive, Verify files, Re-install One Drive, Open One drive, Verify files again(number of files will have increased) Try play.
In T164449#2647575, @TRAGER wrote:Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds
= https://youtu.be/UeHAksqCHzM =
A video with vanilla example of a weapon whose sound set has the correct value will be very useful I think → https://youtu.be/G6Ttod9sGPs
Watch the video, this is the class LMG65mmBody_tail_SoundSet, its vanilla value is frequencyRandomizer=1; and this is correct, there is no glitches in the echo sound. Let's change the value to 0, and then glitches appears, same glitches as for sound set classes where in the table column from ticket description «has frequencyRandomizer param ?» has "no"
Same we can do with e.g. Rifle_Tail_Base_SoundSet, then most rifles will have same glithes
Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds
https://youtu.be/UeHAksqCHzM
1, 2 yes
3 no
Aug 3 2024
if shell is scripted maybe. The shell sound starts playing about 5 seconds before it hits the ground, the time is calculated via speed and distance, so if shell is scripted it might not play the effect
Aug 2 2024
At distance orientation is still not interpolated based on angular velocity which causes jumping/stuttering in orientation
Are there any situations coded to prevent these sounds from playing?
I noticed while playing KOTH that artillery shells will play these sounds not on every incoming
No repro found, so want to ask about restrictions, maybe sound source limits...
Aug 1 2024
rev 152072
Ok, a compromise, both drawRectangle and drawElipse will be defaulted to follow map but will have optional bool not to follow, since the most common usage is to mark area so it doesnt make sense it will not rotate with map. drawIcon will not be changed, because most common use to mark something with icon you want to stay vertical like tactical ping for example. This could be changed with adding ctrlMapDir to angle
[B Alpha 1-1,B Alpha 1-1:2,B Alpha 1-1:1 (dedmen),B Alpha 1-1:1 (dedmen),true]
After some test, it seemed to be a memory access who's in cause.
Behaves as expected. Classes inherit from it, so if you hide their parent, subclasses inherit that scope too.
That is just how configs work.
Need RPT log file.
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Please follow: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
In T165080#2646086, @BIS_fnc_KK wrote:In T165080#2425929, @SaMatra wrote:I think its better to bite the bullet and fix this, make drawRectangle/drawEllipse/drawIcon treat angle as world angle rather than UI angle, same as markers currently do.
As much as I want to do this it can break things quite badly. Besides the workarund is rather trivial, it is to add ctrlMapDir _map + yourangle
Jul 31 2024
In T165080#2425929, @SaMatra wrote:I think its better to bite the bullet and fix this, make drawRectangle/drawEllipse/drawIcon treat angle as world angle rather than UI angle, same as markers currently do.
The ping should be fixed in Revision: 152064
this has been fixed already, please double check before making new tickets
apparently this was fixed on 12th of July so it should have been in the dev after that, this ticket is dated 30th of July. The debriefing was also fixed awhile ago.
yes I can hardly hear it, but the controller value is 0 so it is some sound engine problem which Im not sure I can fix
I created a .cpp file with the example needed work to make the sounds of impacts the surface correct:
Ref T180426
- move in ambulance
- enable siren
- move out
- move in again
- turn off siren
- listen carefully, set your audio volume to max, you will hear quiet siren
Maybe something went wrong with current dev build, I'll retest on new one
boolean is now true when medic
Revision: 152061
Revision: 152061