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- Jul 12 2015, 2:45 AM (523 w, 7 h)
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Fri, Jul 18
Does it still do that after the fix for
Tue, Jul 15
The error comes from steam and the error message is "STEAM_API_DLL TODO"
I don't know what's wrong, I cannot reproduce it when I update my own workshop mods. I don't know how to fix it if I can't even see what's actually wrong.
We also added native ultrawide handling a year or two a go
description.ext goes into missions, not mods.
That is caused by https://feedback.bistudio.com/T192972
Please check that you are running the latest steam client available for windows 7.
It sounds like your issue is actually caused by outdated steam client.
I know there is a newer version available on windows 7 that does work
Please follow this to provide the files we need https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
allDiarySubjects does the same.
This is probably because the landAt command was partially broken. Its fixed in the latest profiling branch I assume that fixes this too.
Again, the reported issue only occurs in local mp and sp environments
it throws up a warning (attached)
Nothing is attached.
Need a repro mission
caliber decides how much a projectile decelerates when penetrating. Less caliber == less deceleration == can penetrate further.
Update your game.
It sounds like your game cannot save to your "My documents" folder.
Inside the Arma launcher, go to Parameters. Under All Parameters/Advanced you will find "Profile Directoy", create some new directory somewhere for the game to store its data in.
Then try if it works then
Mon, Jul 14
You can keep using them if you disable BattlEye.
They were abused for cheating, so now everyone has to suffer because of them.
Thu, Jul 3
Tue, Jul 1
Fri, Jun 27
Thu, Jun 26
2.22 and next prof RVFeature_ArgumentNoEscapeString can be used to prevent strings from being escaped.
Making it much easier (and more efficient) to pass and parse large strings, for example json as you don't need to fix the double-quoting.
Wed, Jun 25
Was your issue that your stringtable only contained <Original> language entries? That is something we fixed in todays hotfix
Mon, Jun 23
2 of your 3 crashes are inside your graphics driver.
The last one is weird, it looks like a bitflip? Maybe you have RAM stability problems?
Difficulty settings are alread fixed on profiling branch and will be fixed by the 2.20 hotfix
Fri, Jun 20
Thats a issue we suspected, thanks for confirming.
But stringtable.bin should work the same, so it should not actually be a problem?
We'll fix it soon-ish that it keeps both xml and bin
You are loading CBA mod 4!!! times
You have "A3_GPNVG18" twice, I don't know from which mods
You have "WW2_Assets_c_Characters_Americans_c_US_Rangers" twice
You have "re_rhsusf_hide_stuff" twice
Can you explain what you mean by "not binarized correctly" ? What does "incorrectly" mean?
Jun 18 2025
We have feature flags.
We had to undo this fix, we may revisit it for 2.22
Please do send the crash log files https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Jun 17 2025
We also have toJson now to generate a giant string.
But, passing it to extensions is very annoying because it double-quotes the string. I want to fix that anyways.
The wiki is wrong, the default is not nil.
The default is nothing, if the value is not there, _this is not set.
It behaves the same as call.
Signatures is possible, BattlEye is not.
Actually. Not sure if worth the effort. If server owners wanted to give people ability to join with other mods, they could provide signatures for the other mods..
Problem is the game does not have the languages.
At game/mission start, when loading stringtables, it only reads the configured language and skips over everything else.
Should not be any slower, I also made the sorting multithreaded. So it should be much faster too, and in my tests it was.
BattlEye had an outage.
Action scripts are recompiled everytime IF they just contain a script fileName, in that case they essentially do a execVM.
It'll be a simple issue in the shaders. But the impact is probably too low to invest time into it
The backpacks in vehicles (not just quads) are generally hidding to prevent clipping issues.
For example sitting in a seat with back support, you wouldn't want your backpack glitching through it.
https://github.com/WolfCorps/gf_scripts/blob/master/addons/gf_scripts/functions/fn_p_makeUnitCurator.sqf
I use this script to give units zeus access.
It spawns ModuleCurator_F in script, same as you show it.
There is no way to reproduce this problem.
But what if both muzzle and magazine have different soundTypeIndex, how do we choose?
It was a BattlEye outage
A proposed fix was pushed in Profiling branch v31
It will reappear in 2.20 v1
The 16000/18000/19000 hardcoded limits I assume you mean.
Yeah we could probably raise that a bit, it'll still be limited by video settings anyway, but you can change them in config then
particlesSoftLimit/particlesHardLimit in config somewhere, they are just currently clamped by hardcoded in-engine maximum
BattlEye as having outages. this looks like it was caused by it.
Send the RPT/crashreport then: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Well if the server crashes, then we need the crash report files from the server.
Of course you loose connection when the server crashed.
Jun 10 2025
Unlike ViV loading (where this was done), its alot harder to do with slindload. Because it literally just stores the memory point index. So that it can later look it up and consider animations moving that point.
May 12 2025
The rope is actually unwound, back to 50cm minimum length.
But its stretched by up to 21x. The problem here is that the rope is elastic and stretches itself, not that ropeUnwound is returning a wrong value.
ropeUnwound is working as designed.
prof v31, 2.22
Map icon draw crash.
Old issue, we don't know how to fix it. So far. There are dozens of tickets for it
May 1 2025
Apr 14 2025
DOF parameters [scale, focusDIstance, blur coefficient]
Sharpness parameters [scale]
Fisheye parameters [aperture, scale1, scale2] (aperture is between 0-180)
Solved in https://feedback.bistudio.com/T163827
Apr 11 2025
// Would have to stop pylon commands from working within here to prevent recursion
Apr 9 2025
Fixed in next dev-branch update
Apr 8 2025
ACE team is aware.
Oh my good friend the stack overflow. That's not nice.
If there is a timeout, its in battleye config. If there isn't then it won't be added