Sorry, here it is.
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Aug 14 2024
Those are not the required files. I'd expect a Report zip file. Containing RPT and .mdmp crash files
Uploading the required files. Crashing only in this configuration.
When shadows are to be drawn. The game needs to render objects that are not inside field of view, because objects outside of it, might throw shadows into the visible area.
So what it did on max shadow view distance, was render all objects in 3km radius, even if they are not visible to player. Because they might show shadows. That code forgot to check if shadows are even enabled.
Aug 13 2024
@BIS_fnc_KK thanks for this!
2.18
Only happens when you really spam it. Opening the map while the fade-in from closing the map isn't done yet.
Note: message insert crash, memory corruption, Schaer
The repro is identical, just change the vehicle and class in init.sqf. If you still want another ticket, I'll do it.
No repro, ping me if wrong.
No repro, closing. Ping me if you have some working repro
Initial issue was about mortar, if same is with tank then new ticket with repro
Aug 12 2024
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Arma 3 Launcher Exception Log
Thanks for clarifying.
Is there any chance that it could be updated to return false when it's not capable, despite not being part of the original intent/design?
I know this bug. But I don't know why it happens. We've had reports for over 2 years and I cannot reproduce it. It doesn't happen to me.
Was caused by invalid start parameters. Something like -mod= that should have an argument, but doesn't.
First one
"Include file x\cba\addons\main\script_macros_common.hpp not found."
Missing mod.
ACE Mod implements rotating and moving and easier type selection.
Should be fixed next profiling branch, I have not tested it.
All that command does, is read
"vehicleTransportingDisabled" config entry or previously set via https://community.bistudio.com/wiki/enableVehicleCargo
It is a remoteExec for BIS_fnc_setTaskLocal.
The "mini"-dump doesn't contain enough information to see why this crashes.
It could be related to one bug that was already fixed on profiling branch. I'll assume that's the case
Also inconsistent, as scheduled scripts in general should have _thisScript. So you'd assume that if canSuspend, that you can access _thisScript too.
remoteExec and particle scripts and init.sqf and action scripts were also missing it.
To be able to detect when a current waypoint is changed or deleted when using Per frame handler / unscheduled for waypoint logic (in most performant way, could probably be done by checking currentWaypoint).
First crash.
Bug in mod that adds dbo_base_Cargo
That vehicle has no model.
Why do you need the _thisscript in here?
Aug 11 2024
Vehicle chat changes reverted due to alternative use cases for the channel Revision: 152113
I would also like to note that all other weapon sounds can be heard by other players: switching range on iron sight, switching fire selector. It seems that only the sounds of the bipod cannot be heard
Aug 10 2024
I think checking if input backpack was nil as a flag to keep old backpack would be the best solution here. Best backwards compatibility-wise.
Aug 9 2024
Aug 8 2024
@dedmen LGTM
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.