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bhaz
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Mar 10 2013, 7:41 AM (576 w, 5 d)

Recent Activity

May 10 2016

bhaz added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

Is this new change intended? I rely on paramsArray to set some variables for modules before module init happens.
I believe this could also break use of paramsArray in unit init fields on dedicated servers.

https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Initialization_Order

May 10 2016, 11:02 AM · Arma 3
bhaz added a comment to T79317: Arma3Server.exe crash - ntdll.dll.

Think I'm onto something,

the ntdll crash only happens if arma3server is launched with Steam open, completely exit Steam then run arma3server.exe. Once the server has completely started, steam can be relaunched.

May 10 2016, 9:16 AM · Arma 3
bhaz added a comment to T79317: Arma3Server.exe crash - ntdll.dll.

We narrowed our problem down to a corrupt profile (in the default folder in My Documents). After changing -profiles= to a new folder the server has been running 5 hrs straight. Previously we would get an ntdll error anywhere between lobby and 5 minutes in.

No way to know for sure, but the server profile was being shared with a client which may have been the cause.

May 10 2016, 9:16 AM · Arma 3
bhaz added a comment to T79317: Arma3Server.exe crash - ntdll.dll.

Having the exact same problem (C0000005 ACCESS_VIOLATION - ntdll) for the last week or so, if we find a solution I'll post it here.

May 10 2016, 9:16 AM · Arma 3
bhaz added a comment to T71969: When opening map, disable map textures by default.

+1 to at least remembering your option, loading Altis' map textures completely zoomed out on older hardware can take 30+ seconds.

May 10 2016, 6:00 AM · Arma 3
bhaz added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

Late to the party here, but this achieves the behaviour you were after. (It's just Killzone's solution from above plus the && alive check) - without it there is still a deactivation delay of roughly 20-30 seconds even if all units are dead.

{_x knowsAbout player > 0 && alive _x} count thisList > 0

After looking into this further, "Detected by" triggers take exactly 100 seconds to deactivate even if there are no units of that side left alive.

May 10 2016, 4:53 AM · Arma 3

May 9 2016

bhaz added a comment to T60049: [Feature request] Seperate post-processing settings for motion blur, bloom, ambient occlusion etc..

Upvoted - the motion blur effect itself is nice but very disorienting when using +alt head movement.

May 9 2016, 9:23 PM · Arma 3
bhaz added a comment to T58953: Terrain transforms when moving prone.

Massively improved with the new parallax, but the issue still exists. It just has a more circular wavy effect rather than a single dip in the terrain.

Tested on RC 1.56.134512
Repro steps: prone on a steep hill facing up the slope, hold alt and move the character's head up and down, the artifacts move with the player.

May 9 2016, 4:09 PM · Arma 3