User Details
- User Since
- Mar 3 2013, 2:27 AM (612 w, 3 h)
Mar 16 2017
Can confirm. Running x32 on Windows 7. The Activation pulldown doesn't open.
Duplicate of T123762
Nov 1 2016
May 10 2016
I am getting a similar error with the same DLL to on several servers. I've done the process of elimination and it crashes, even in vanilla when I just open arma3server.exe.
We are experiencing these issues too. The desync and rubberbanding just slowly creeps up on you and eventually kills the server.
With the recent rise of persistent game-types and scenarios developed on ArmA 3, this can use some love from BI. Please make this happen! :)
This would be nice. Please raise the cap to at least 1024! :D
I have the same problem.
createVehicle doesn't seem to respect building positions. They are fine for the player, but once you start createVehicle'ing stuff like spheres and ammo crates, it just scatters the object around of the building instead of inside it.
I've included a demo: buildingPos.Stratis.zip (SP).
Approach a building and radio-trigger 001 to see al sorts of red dots appear near the house, but never in the house.
002 to start of and then repeat 003 to go through the house positions. For the player it works fine. But once you start using inanimate objects it just fails. :-(
http://i.imgur.com/8JsCN9m.jpg <-- another example
What does work is:
- create the object
- setpos the object
Create an ammobox called ammoBox.
Create a trigger with in OnAct: ammobox setPos ((nearestBuilding player) buildingPos 3)
This works fine.
The same basically goes if you start a mission via BattlEye. Its always regular! :-(
What is the status? :)
Please use an identifiable User-Agent for A3 downloads via HTTP. As a sysadmin of http-servers this would give me more flexibility on how to treat such requests. For example, limiting bandwidth, redirecting downloads to the cloud etc etc.
Please! Let us offload mission downloads from the dedi-server to some http stack!
- faster
- faster
- offloading tasks the dedi-server isn't really suited for.
An update from the Skype map maker channel:
[5:32:32 AM] [BISim UK] Paul Pelosi: just checked the vbs2 knowledgethingy...
"centerposition" is definitely the editor startup focus position in vbs -
guessing it's the same with Arma
I just closed of ArmA 3. I'll give it a shot tomorrow. :)
Thanks! This worked for me! :-)
But (configFile >> "CfgWorlds" >> worldName >> "centerPosition") should still be fixed iyam. :)
_arr = getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition");
player setPosASLW [(_arr select 0), (_arr select 1), 0];
This gives the position far from the center of the world (stratis).
configfile >> "CfgWorlds" >> worldName >> "mapSize" seems to be a private variable. :-(
This could be a game-breaking feature in PVP when using stuff like EyeFinity.
ACE2 offered this in A2?
I am having similar issues with just the map editor.
See: http://feedback.arma3.com/view.php?id=2563
Ironically, somebody suggested using findEmptyPosition to counter this. :s
Imma idiot. We are having a full circle..
Yep, canMove ignores the wheels under vehicle. :-(
The issue I have with these functions is that if you use this in a square you will miss what is in the corners. But if you make the search radius bigger, say 1.41421356237309504880 so that it covers the corners, you get a bunch of extra objects you don't need/want due to the expansion of the search radius.
Please please please! :D
I noticed you can bypass waist-high H-barriers (that are adjecent to full-height H-barriers) by tactically pressing w and strategically tapping v.
B00tsy, http://imageshack.us/a/img837/2787/c9k6.jpg <-- This is me on First-Look mentioning precisely this problem to Joris-Jan van 't Land on a personal level. I am not kidding.
The absence of this function is absolutely unacceptable. How am I as a mission maker, a developer of scenarios able to present my players with an unskippable audio/visual masterpiece in order to troll them?
You have 2 resolutions that need to be set if you use a triple-head setup:
The 3D resolution and the resolution of your interface. Play with this.
The settings aren't that different between A2 and A3. :)
May 9 2016
This has been in ArmA 2 and Arma etc etc..
If you want a new mission based on an old one, just copy the directory into something with a new name and load it from there.
On Stratis, the memory could handle this, but on Altis the memory just fills up and crashes ArmA 3.
This problematic.
In the meantime I've discovered the same goes for large fuel tanks (these big verticle cylinders and) piers.
Still present in the recent dev-build. It hinders random placement of AI. :-(
I haven't tested this yet with the recent dev-builds. Will do.
Reaper, the settings concerning dynamic lights and particles are set to max. Other stuff like clouds, shadows and ping pong balls have no influence on the dynamic lights chemlights give.
As Dwarden put it: " cause no unlimited dynamic lights and shadows ... wait for Arma 4 "
From the MSO Skype channel:
" I guess they could simulate dynamic light at a distance. "
Maybe it could help...
I started both outside steam; -server is started via Arma 2 Launcher. -client from commandline.
I've attached a screenshot basically showing the error I am getting when I am running arma3 with the -client parameter. The ArmA 3 -server was launched via ArmA 3 Launcher. Technically "outside of steam".
The issues described are similar to those in ArmA2. I doubt that fixing this isn't simply a case of optimizations, but more a partial redesign and rewrite of the software architecture.
I don't have access to the source-code, and if I was I wouldn't be able to point out what exactly is wrong. From a sys-admins/mission designer point of view, the biggest drawback I've experienced so far is engine related.
With the limited man-power and resources BIs has and cosmetics being done I don't expect something major soon.
The issues described are similar to those in ArmA2. I doubt that fixing this isn't simply a case of optimizations, but more a partial redesign and rewrite of the software architecture.
I don't have access to the source-code, and if I was I wouldn't be able to point out what exactly is wrong. From a sys-admins/mission designer point of view, the biggest drawback I've experienced so far is engine related.
With the limited man-power and resources BIs has and cosmetics being done I don't expect something major soon.
This could be related to the servercrash in #0000122
I can't confirm this...
This is funny as hell! I've seen a fish do this for like minutes before we shot it.
Semi.
Last night I pitted twenty to thirty players against about three-hundred AI offloaded to a headless client. Nearing the end after approx 1-1.5 hour with only 20 enemy infantry left the server FPS dipped into a single-digit number.
The Deathmatch that followed was sparsely visited, so I can't really tell whether this issue is still valid.
Somehow 15-20 players with simple scenarios seem to be a tipping point concerning server FPS. Even with a low playercount the server FPS just seem to decline after a long (hour+) enough time into the single digits.
With a headless client doing all of the AI calculations the FPS drops just minutes after mission start.
I am talking about the server FPS. The stuff you see when you type #monitor on a dedicated server.
I thought it was one of the server sided scripts, but this isn't the case. There is a scripts that checks if a player has a score of 100 and checks this every 2 seconds. Thinking this was heavy, I added an additional delay having it check every 20 seconds. But still the server FPS drops below 10-15 after a few minutes when 40 players join the server.
The modified version is available here: http://delta.tangodown.nl/A3/
Worked fine for me..
You Ninja'd my bug report! ;) I can confirm this, has been in since monday last week.
- 2xCTRL to lower weapon.
- Right mouse button to view the scope (???)
- Continue running
You can switch to secundary, heal yourself or step over to stop running.
RPTs (for 0000122) aren't allowed either, I get the error:
APPLICATION ERROR #501
File type not allowed for uploads.
I haven't seen the same player count like I did when this occoured, so I haven't managed to reproduce it with the current dev-builds.
Stripping out BattlEye was one of the first things I've did.
In the TDM it might be the ammount of game objects in the mission. Then again, another mission that has a ton of markers, but no objects also crashes. Even when the AI is offloaded to a HC.
The specific map is Agia Marina Carnage:
Old version: http://www.armaholic.com/page.php?id=18738
New version: http://delta.tangodown.nl/A3/TDNL_dm40_Agia_Marina_v3.Stratis.pbo
Full up a server with 40 players and a crash is guaranteed.
PhysX3 SDK Init started ...
... PhysX3 SDK Init ended
String STR_DN_STONE not found
String STR_DN_STONE not found
These were his last words.
I also can't upload RPT files:
APPLICATION ERROR #501
File type not allowed for uploads.
But I have another ticket open for this issue.
I've added the RPT of the most recent crashes + the map I was using here: http://delta.tangodown.nl/A3/
Duplicate of 122 because of error in 124
It looks random to me.. try playing the game more ofter. You can clearly see the life get shot out of them after the last hit.