User Details
- User Since
- Mar 15 2013, 11:50 PM (609 w, 5 d)
May 10 2016
Thank you, cant wait to try it :)
Thanks for looking into it :)
Attached, but no crash dumps since it dont crash. In empty editor the issue dosent seem to appear, but when there is more load and UI gets slower it occur more likely. Easiest way to spot is to try my WLA SP:
http://steamcommunity.com/sharedfiles/filedetails/?id=173155826
http://steamcommunity.com/sharedfiles/filedetails/?id=422592108
When being in vehicle, open the camera in esc and try exit. During todays testing in dev build, it worked for some minutes normally, but then stucked again.
Also happen if player have recently been in vehicle when starting the camera mode.
Sure, no problem :) I will remove the old item in few days unless you still need it for debug? Causing confusion in some WLA players.
Now it worked when I made new addon entry to workshop. Seems like the old pic somehow blocked to update the old one even I tried to change it?
Only strange that is uploaded it very quick, but may the file was already ready in server?
Attached new logs ;)
hi, I tryed with smaller than 1MB pic and also with predefined pic but still the same issue. Attached new logs.
Hi, sure uploaded. Also tried now to create new entry for the addon, but also getting the same fail message before it uploads it. Publisher also crashes soon after that.
No there was first only play-button and later also restart loaded the wrong file.
Thanks :)
Updated mission again, [dyn%2fsp]%20whole%20lotta%20altis.altis no longer comes back at least (not sure why it showed same date as the other folder earlier). So seems like deleteing it once, fixes the issue.
I removed both of those and started the workshop mission again. Now it uses the right folder. Players would need to do that manually currently.
Strange. It still seems to download the mission file when updating the mission, but for me it launches some old version.
In the new mission version onLoadMission text should mention Field Manual, in the old mission file that is now launched load screen mentions Takistan and Chernarus.
I found out why it happens. I changed mission name recently to WLA: Amalgamation. When mission is updated, steam download old [dyn%2fsp]%20whole%20lotta%20altis.altis and WLA%3a%20Amalgamation.Altis folders. It should use the later one, but [dyn%2fsp]%20whole% is loaded and its outdated while WLA%3a%20Amal is updated (unpacked the pbo's to check that in description.ext).
Found out that those eventhandlers still working for StructuredText so no more urgent need.
Thanks for looking into it :)
Looks like its meant to be that way, but would request to allow setvariable/getvariabe to work if possible. Would make it faster to store data for villages. Currently having array for it which is slower read.
Thanks :)
Could be hard to find the exact cause (unless its related to that under fire), but I use only 1 man civilian groups, they walk in safe mode on village streets. Some civs are also sitting on chair with:
_unit setbehaviour "CARELESS";
_unit disableAI "AUTOTARGET";
_unit disableAI "TARGET";
_unit disableAI "MOVE";
There is civs spawned and deleted constantly depending where player goes.
Yes, its in the latest DEV-build too.
You can use format to get any parameters in, and in draw update the parameter with functions. e.g.
_id = (findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw",format ["
(_this select 0) drawIcon [
'%4', %3, (%1 call FUPCOR), 21, 21, 0, '%2', 2, 0.035, 'TahomaB', 'right'
]
",_pos1,_text,_color,_icon]];
That happened in Stavros. ;)
Thanks :), so far it have been working good now.
Thank :) - Sure, I am using DEV-build. Sending crash dumps again if appearing.
Found it in CfgWeapons so probably so this ticket might be unneeded. Doing more testing and then removing this ticket.
You can remove this ticket, false alarm - sorry. Tried to take this down myself but got "Access denied".
Noticed those still show when flying the plane. Where the magazine names are taked for e.g. "1000Rnd_Gatling_30mm_Plane_CAS_01_F"? Cant find it in configfile >> "CfgMagazines" >> "1000Rnd_Gatling_30mm_Plane_CAS_01_F" or ammo or in the plane config. :S
Thanks and nope :) its working great again.
There was many WLA players with similar issue. They solved it by right clicking arma3 in steam -> properties -> verify local files. That make it redownload possible corrupted files which prevented the update for some reason.
Didnt spot until now that it actually crashes if pressing ESC too. Probably the key dont matter.
Sure, good to know :) Just accidentally spotted it.
Still happens with today's DEV-version.
Sure, attached the dumps.
Got it again, just added blufor UAV operator as player on Stratis in editor. And then preview -> UAV terminal in action menu -> pressed M once the UAV terminal view opened.
Using DEV-version. I have tiny own made custom sound/music-addon enabled, but shouldnt have effect on that. Trieing without it, let you know if the crash dont appear when its disabled.
Edit: Same issue without that addon too. Tried now 3 times pressing M, each time crashed.
Use any unit with UAV terminal, move it in the inventory UAV slot, enter UAV view through action menu and press M. :)
No problem, adding now the radios for civs that are about to speak and working very nice. Thanks for letting me know, failed to see the issue was caused by that. :)
Great to hear, thanks :)
Any news on this? Would be early Xmas present to have civilians speaking again. ;)
Worked still great in summer. Does the sound source have some big offset or something like that?
The issue also in 1.30RC.
Any update on this? :) Would be nice to hear civs talking again. Or is there some alternative that would make it work (to have both lips and sounds working - say3d and say commands dont play lip files).
Added simple repro mission of the issue. Just press 0-0-1 and 0-0-2 in preview to see that no sounds leave the civilian even the same kbaddtopic/kbtell is used for both soldier and civilian.
The same bug also in 1.26RC.
Yes, related to the map the icon size changes, which is bad. :) You are right that the actual markersize stays the same. Would like to have a way for marker-icons behave like ellipse and rectangular marker-areas.
One way would be of course to have script altering the marker sizes when zooming out or in, but with much markers that isnt good way.
Thanks :),
will still wait for possible official method. Having hundrets of markers on map so that could become quite heavy. Unless I just use it for certain markers (placed in array, and replacing that allmapmarkers).
This is mission related, at least in my part. Just made fixes in the newest WLA SP version. Still seems like there is bug to move rangefinder (not sure if Laser Designator too) to slot. Both linkItem and assignItem dont seem to have any effect even the rangefinder appears in container after adding it with addItem. Testing it more soon, if I dont just see something.
Sure, I will next time :)
Worked good for around 30minutes, but then it crashed again just when saving game (with savegame command + my own savegame function was running - worked stable before). Uploaded new crash dumps.
Exception code: C0000005 ACCESS_VIOLATION at 0126E6E4
...
Fault address: 0126E6E4 01:00E6D6E4 G:\Steam\steamapps\common\Arma 3\arma3.exe
file: WholeLottaAltis
world: Altis
Prev. code bytes: C4 38 C2 0C 00 8B 4C 24 50 8D 54 24 28 52 8B 01
Fault code bytes: FF 50 04 8B F0 85 F6 75 0C 8D 44 24 28 8B CB 50
Registers:
EAX:00000000 EBX:0254F0A8
ECX:6272F880 EDX:0254F05C
ESI:00000000 EDI:00000000
CS:EIP:0023:0126E6E4
SS:ESP:002B:0254F030 EBP:FFFFFFFF
DS:002B ES:002B FS:0053 GS:002B
Flags:00010246
Added new 7z with 3 more crash dumps from 1.40RC. Some could be when exiting the game, the newest was suddent crash during playing. FPS started to stutter while fps_diag still showed 68FPS, then in seconds sound cut off and game froze.
Hi, sure I will. :)
New crash with official build.
Mods: @SaOkNew
Extensions:
Distribution: 0
Version 1.38.128937
Fault time: 2015/01/26 20:26:01
Fault address: 58363BED 01:00142BED C:\Windows\system32\nvwgf2um.dll
file: WholeLottaAltis
world: Altis
Prev. code bytes: 8B 49 18 89 45 08 8B 51 04 8B 41 08 85 D2 74 05
Fault code bytes: 89 42 08 EB 06 8B 55 08 89 42 04 8B 51 08 8B 41
Registers:
EAX:0000016A EBX:00000001
ECX:3BD48074 EDX:00000001
ESI:1D69C110 EDI:4C5792E0
CS:EIP:0023:58363BED
SS:ESP:002B:1F1DF9AC EBP:1F1DF9B8
DS:002B ES:002B FS:0053 GS:002B
Flags:00010202
The PhysX crashes seem to go away after disabling animals in official build. I let you know if the crashes still appear while having animals off, but so far looks good.
Still suffering the physX-crashes:
Mods: @SaOkNew
Distribution: 0
Version 1.29.127147
Fault time: 2014/09/12 21:38:35
Fault address: 555E21CB 01:001511CB G:\Steam\steamapps\common\Arma 3\PhysX3_x86.dll
file: WholeLottaAltis
world: Altis
Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60
Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4
Registers:
EAX:00000000 EBX:84129E60
ECX:793D9980 EDX:734981E0
ESI:7A15EE48 EDI:70172760
CS:EIP:0023:555E21CB
SS:ESP:002B:024AE1DC EBP:024AE1F0
DS:002B ES:002B FS:0053 GS:002B
Flags:00010246
Getting much PhysX crashes in the DEV-build even with animals set off. In official build, toggleing animals off seemed to make the crashes more rare.
Attached dumps.
Had a small bug, there might have had some animals spawned when those DEV-build crashes happened. Will let you know if crashes appear with animals set off again.
Edit: Nevermind, just crashed again and there was no animals.
Official build have been stable, but tried DEV-build today, crashes in 3s-1min from mission start (WLA SP). Attached dumps.
Exception code: C0000005 ACCESS_VIOLATION at 00EA960B
graphics: D3D11
resolution: 1920x1080x32
Addons:
...
Mods: @SaOkNew
Distribution: 0
Version 1.37.128434
Fault time: 2014/11/27 20:11:49
Fault address: 00EA960B 01:00AA860B G:\Steam\steamapps\common\Arma 3\arma3.exe
file: WholeLottaAltis
world: Altis
Prev. code bytes: CC CC CC CC CC 8B 44 24 0C C1 E0 05 03 44 24 08
Fault code bytes: 66 8B 4C 41 30 8B 44 24 04 66 89 08 C2 0C 00 CC
Registers:
EAX:FFFF42CA EBX:00002360
ECX:7C901600 EDX:7C901600
ESI:71BC6040 EDI:0254F6A0
CS:EIP:0023:00EA960B
SS:ESP:002B:0254F638 EBP:00005F40
DS:002B ES:002B FS:0053 GS:002B
Flags:00010287
note: Minidump has been generated into the file C:\Users\Santeri\AppData\Local\Arma 3\arma3_2014-11-27_20-04-23.mdmp
Thanks, great to hear. :)
There is also arma3.exe crashes coming randomly when in map view (usually High Command enabled). Attached dumps.
Another map crash, also had High Command enabled.
Just shot CSAT AA-vehicle with titan and game crashed instantly when the rocket hit it. There was also no launcher locking sound effect before that.
Mods: @SaOkNew
Distribution: 0
Version 1.25.126281
Fault time: 2014/08/01 17:00:51
Fault address: 6A4D4627 01:00033627 C:\Windows\system32\d3d11.dll
file: WholeLottaAltis
world: Altis
Prev. code bytes: 5E 59 C3 CC CC CC CC CC 8B FF 57 8B F8 8B 47 20
Fault code bytes: 8B 40 0C 8B 08 50 FF 51 10 83 67 20 00 8B 47 10
Registers:
EAX:00000001 EBX:0C192650
ECX:28657618 EDX:00501761
ESI:28531A40 EDI:28531A44
CS:EIP:0023:6A4D4627
SS:ESP:002B:1C50FE08 EBP:1C50FE14
DS:002B ES:002B FS:0053 GS:002B
Flags:00010246
note: Minidump has been generated into the file C:\Users\Santeri\AppData\Local\Arma 3\arma3_2014-08-01_16-53-32.mdmp
Played days only the official build and got only one physX crash (in maybe near 6-8h playtime, mostly jumping between editor and mission start). Changed to test the todays DEV-build and crashed after 10 seconds. Seems like it crashes most likely when units, vehicles or animals are spawned.
Mods: @SaOkNew
Distribution: 0
Version 1.25.126334
Fault time: 2014/08/05 19:08:44
Fault address: 659C21CB 01:001511CB G:\Steam\steamapps\common\Arma 3\PhysX3_x86.dll
file: WholeLottaAltis
world: Altis
Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60
Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4
Registers:
EAX:00000000 EBX:5510D460
ECX:56A65D80 EDX:58FB54A0
ESI:58FA7708 EDI:378FA520
CS:EIP:0023:659C21CB
SS:ESP:002B:0208E1DC EBP:0208E1F0
DS:002B ES:002B FS:0053 GS:002B
Flags:00010246
The current DEV-version have been crashing today near 10 times. Could say the physx-issue is happening much more often than before (once in 15minutes, before once in 1-2 hours). After returning now to official build, no issues so far (even expecting crash once in 1-2hours).
Someone got physX-crash every time when killing "O_G_officer_F"-type targetunit in my mission, total 4 times. Normally that part works stable. The unit have random weapon and random location so not sure what caused the crash (certain gun dropping on ground or unit falling against something...). Just reporting.
Found the cause for heavy crashing - the dev-version of the game dont like animals being put in civilian group. In official build causing no issues. Could the more rare physX-crashes also be caused my animals (agents)?
Was using these to spawn the wandering/following animals (Place the SAOKANIMAL in init.sqf, spawn the SAOKANIMALEVENT1 and SAOKANIMALEVENT2 from esc-menu bebug - [] SPAWN SAOKANIMALEVENT1;[] SPAWN SAOKANIMALEVENT2;):
SAOKANIMAL = {
private ["_g","_a"];
_g = creategroup civilian;
_a = _g createUnit [_this select 1, _this select 0, [], 0, "NONE"];
_a
};
SAOKANIMALEVENT2 = {
private ["_s","_sHou","_a","_m","_all","_t","_c","_pos","_e"];
_all = [];
_t = ["Sheep_random_F","Goat_random_F"] call BIS_fnc_selectRandom;
_c = 6 + floor random 9;
_pos = getposATL player;
_s = [(_pos select 0) + 150 - (random 300), (_pos select 1) + 150 - (random 300), 0];
while {_s distance player < 50} do {_s = [(_pos select 0) + 150 - (random 300), (_pos select 1) + 150 - (random 300), 0]; sleep 0.1;};
_e = [(_pos select 0) + 150 - (random 300), (_pos select 1) + 150 - (random 300), 0];
for "_i" from 0 to _c do {
_sHou = [(_s select 0) + 10 - (random 20), (_s select 1) + 10 - (random 20), 0];
_a = [_sHou, _t] CALL SAOKANIMAL;
_all set [count _all, _a];
_m = [(_e select 0) + 5 - (random 10), (_e select 1) + 5 - (random 10), 0];
_a domove _m;
sleep 0.1;
};
waitUntil {sleep 5; {_x distance player < 500} count _all == 0};
{deletevehicle _x;} foreach _all;
};
SAOKANIMALEVENT1 = {
private ["_c","_array","_sHou","_waypoints","_building","_t","_a","_xx","_m","_pP","_all","_pos"];
_all = [];
_c = 3 + floor random 6;
_pos = getposATL player;
for "_i" from 0 to _c do {
_waypoints = [];
_c = 0;
_building = objNull;
_sHou = [(_pos select 0) + 100 - (random 200), (_pos select 1) + 100 - (random 200), 0];
_building = nearestBuilding _sHou;
_array = _building buildingPos _c;
while {str(_array) != "[0,0,0]"} do {
_waypoints set [count _waypoints,_c];
_c = _c + 1;
_array = _building buildingPos _c;
sleep 0.1;
};
if (count _waypoints > 0) then {
_sHou = _building buildingPos (_waypoints call BIS_fnc_selectRandom);
};
_t = ["Fin_random_F","Alsatian_Random_F"] call BIS_fnc_selectRandom;
_a = [_sHou, _t] CALL SAOKANIMAL;
_a setpos _sHou;
_all set [count _all, _a];
sleep 0.1;
};
_time = time + 120;
while {_pos distance vehicle player < 300 && {_time > time}} do {
sleep (random 3);
_pP = getposATL player;
_c = count _all - 1;
for "_i" from 0 to _c do {
if (random 1 < 0.3) then {
_xx = _all select _i;
_m = [(_pP select 0) + 5 - (random 10), (_pP select 1) + 5 - (random 10), 0];
_xx domove _m;
sleep (random 2);
};
sleep 0.1;
};
};
waitUntil {sleep 5; {_x distance player < 400} count _all == 0};
{deletevehicle _x;} foreach _all;
};
Random physX crashes once in 1-4hours also in 1.26RC. Attached dumps.
Was wrong, appears again quite often around once/twice in hour. Attached two dumps more.
As note, only used mod still my sound addon which dont cause it since have got the same crashes also when having it disabled.
Happened again, even seems to be bit more rare error to appear. Attached dumps (small mistake in filename, wrote 31th instead 24th day)
Mods: @SaOkNew
Distribution: 0
Version 1.25.126089
Fault time: 2014/07/24 13:27:02
Fault address: 6AF421CB 01:001511CB G:\Steam\steamapps\common\Arma 3\PhysX3_x86.dll
file: WholeLottaAltis
world: Altis
Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60
Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4
Registers:
EAX:00000000 EBX:5C3A9DE0
ECX:27FC9E00 EDX:6C19A4E0
ESI:2891B048 EDI:289F2CB0
CS:EIP:0023:6AF421CB
SS:ESP:002B:01EAE1F4 EBP:01EAE208
DS:002B ES:002B FS:0053 GS:002B
Flags:00010246
Havent got physX-crashes for long time now, something fixed already? :) But will report if more appear.
Attached 4 more crash dumps from today, including this one that happen soon after map was opened:
Mods: @SaOkNew
Distribution: 0
Version 1.25.126281
Fault time: 2014/08/01 16:37:57
Fault address: 013C5770 02:00050770 G:\Steam\steamapps\common\Arma 3\arma3.exe
file: WholeLottaAltis
world: Altis
Prev. code bytes: 10 79 57 00 D4 FC 54 01 E0 FE A0 00 54 FD 54 01
Fault code bytes: 30 7A 57 00 A0 FD 54 01 90 EF FB 00 00 45 41 00
Registers:
EAX:013C5770 EBX:00000000
ECX:01EBF728 EDX:01EBF108
ESI:71E02520 EDI:858E8C04
CS:EIP:0023:013C5770
SS:ESP:002B:01EBF0E0 EBP:00000000
DS:002B ES:002B FS:0053 GS:002B
Flags:00010293
Tested with latest DEV-version, also crashing with it.
Mods: @SaOkNew
Distribution: 0
Version 1.25.126027
Fault time: 2014/07/16 20:35:06
Fault address: 640C21CB 01:001511CB G:\Steam\steamapps\common\Arma 3\PhysX3_x86.dll
file: WholeLottaAltis
world: Altis
Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60
Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4
Registers:
EAX:00000000 EBX:6B39D5C0
ECX:5C5F6180 EDX:56D4CFA0
ESI:1DCCF9C8 EDI:62766D10
CS:EIP:0023:640C21CB
SS:ESP:002B:01EAE1FC EBP:01EAE210
DS:002B ES:002B FS:0053 GS:002B