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k0rd
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User Since
Apr 15 2013, 6:24 AM (335 w, 5 d)

Recent Activity

May 10 2016

k0rd added a comment to T77246: Server is not reporting when accessed through steam connect.

just curious - is the <port> supposed to be the game's port or the steam port or the steam query port?

May 10 2016, 8:22 AM · Arma 3
k0rd added a comment to T77239: Picking weapon optics up from the ground with action menu results in loss of said optic.

it appears that suppressors are also affected by this bug.

May 10 2016, 8:22 AM · Arma 3
k0rd edited Steps To Reproduce on T77239: Picking weapon optics up from the ground with action menu results in loss of said optic.
May 10 2016, 8:22 AM · Arma 3
k0rd added a comment to T77065: Linux dedicated server doesn't initialize some malloc()'ed memory.

TIL about MALLOC_PERTURB_ - gotta say the last 12 hours have been life-changing :)

May 10 2016, 8:17 AM · Arma 3
k0rd added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

hey nics - just curious - do you still need to inject asm to work this, or did you figure that out?

reason why i ask - i don't like to inject code into things that have anti-hack sentries, ya know?

May 10 2016, 8:13 AM · Arma 3
k0rd added a comment to T76915: LD_PRELOADing segfaults Linux dedicated server because of unitialized pthread_key_t.

some guy on the forums is working on his own chrooted environment with custom glibc that has mallinfo() returning a cached struct.

http://forums.bistudio.com/showthread.php?169926-Linux-Dedicated-Server-feedback/page18

I know, it's a *bit* off-topic, but I wanted to help point you in another direction since you don't seem to be getting much feedback here.

May 10 2016, 8:13 AM · Arma 3
k0rd added a comment to T76846: Poor performance of Linux dedicated server due to 'mallinfo()' calls.

this is really awesome - I shared the link with the linux dedi server thread.

[edit] ICEMAN: can you please link this to 18556?

May 10 2016, 8:11 AM · Arma 3
k0rd edited Steps To Reproduce on T76761: HEMTT AMMO headlights appear to always be on at night when viewing from a distance of 25-35m.
May 10 2016, 8:08 AM · Arma 3
k0rd added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

so far, so good @oukej !

we haven't seen the problem yet in latest dev. again, I haven't experienced @SaMatra 's manifestation of the error yet, so please don't close the ticket.

May 10 2016, 8:06 AM · Arma 3
k0rd added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

I've actually not experienced that particular manifestation of the bug. I have seen weird box stuff with R3F A&L and bugged positioning only.

May 10 2016, 8:06 AM · Arma 3
k0rd added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

From my experience, it only takes a few players operating out of a single area who are constantly coming/going and parking cars to reproduce. I'll see if I can round up some buddies to help me test unless @SaMatra already has a dev wasteland server up or something...

May 10 2016, 8:06 AM · Arma 3
k0rd added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

@Iceman - repro came from my forum thread :D nah nah nah nah boo boo :)

[edit] too many NAHs

May 10 2016, 8:06 AM · Arma 3
k0rd added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

The problem was that there was already lots of discussion on the forums about it, it was just hijacking all kinds of other threads. The intent was to keep discussion about unverified facts and repetitive observations away from the ticket. If it really makes things more messy, I apologize.

May 10 2016, 8:06 AM · Arma 3
k0rd added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

I have only observed this on a dedicated server.

I have only observed this with at least 2 players. (it may require one of them to be JIP, unsure)

In all missions where I observe this, setpos (or setposATL variant) was used on the vehicles. The vehicles were not editor placed.

My brother got so sick of assisting me in trying to repro that he will no longer play ArmA 3 with me. Maybe he will come back if watchdogs disappoints him.

<removed uncomfirmed observation about skipping time>

the basic repro goes like this:

Server spawns some vehicles and sets them into position with setpos (sqf)

Players drive those vehicles around - abandoning or parking them far distances from other players (outside of object draw distance of other players)

Players will begin to observe non-local empty vehicles frozen in the air when they approach. Helicopters seem to freeze higher in the air.

Anything that is done to enable physics for the parked vehicle (eg getting in the car) will update the vehicle's true position to anyone close, sometimes creating catastrophic explosions (eg due to vehicles "updating" to the same position that another vehicle now occupies)

because of the aforementioned loss of my brother's assistance, I will be unable to provide much more useful information, other than observations. Please let me know how I can collect more data or be of assistance in fixing this very annoying bug.

I have created a discussion area for the purpose of gathering and testing data here : http://forums.bistudio.com/showthread.php?177446-Floating-Non-Local-Vehicles-Discussion-Thread

May 10 2016, 8:06 AM · Arma 3
k0rd added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

This is not resolved.

We are starting to think this is an issue of earlier setpos commands not propagating correctly to all of the clients.

May 10 2016, 8:06 AM · Arma 3
k0rd added a comment to T76215: Heavy performance issues with _pos nearestObject ID - (_pos nearestObject ID broken in A3 DEV branch).

please disregard - i believe this was my error.

May 10 2016, 7:55 AM · Arma 3
k0rd added a comment to T76215: Heavy performance issues with _pos nearestObject ID - (_pos nearestObject ID broken in A3 DEV branch).

Hi - is it possible that something during the course of this ticket broke nearEntities? It seems to no longer let me use a string or array of strings as a type filter. It is saying it expects an object instead. This is the only thing in the changelog that I could see that could affect this, so I thought it might be appropriate to mention it here too.

[edit] I can make another ticket if necessary, just let me know.

May 10 2016, 7:55 AM · Arma 3
k0rd added a comment to T75150: Cannot Manual Fire in the Mi-48.

can this be linked to the multiplayer issues ticket? (15987)

May 10 2016, 7:29 AM · Arma 3
k0rd added a comment to T75150: Cannot Manual Fire in the Mi-48.

I observed no camera issues related to this particular issue
@the_Demongod you may want to open a separate ticket to track your issue.

May 10 2016, 7:29 AM · Arma 3
k0rd added a comment to T75150: Cannot Manual Fire in the Mi-48.

This seems to be an issue with some choppers when they are not local to the player (there may be other necessary conditions, but I only see the bug on non-local choppers)

May 10 2016, 7:29 AM · Arma 3
k0rd added a comment to T74346: Multiplayer Issues Central Hub.

http://feedback.arma3.com/view.php?id=16791 helicopter manual fire locality issue

May 10 2016, 7:10 AM · Arma 3
k0rd added a comment to T73520: Remove the hardware-based graphics limiter.

should certainly be replaced with a warning and recommendation

May 10 2016, 6:44 AM · Arma 3
k0rd added a comment to T73033: left shift while aming in optic mode..

A small note - when you are in this "strange" view activated by shift, your scope and weapon are steadied in a certain direction, but the projectiles will travel as they would if the "strange" view is not activated. So you could be aiming (holding shift) at something directly in front of you, and bullets would be traveling to the right or left or all over the place (depending on fatigue).

tl;dr: scope steadies, aim does not.

May 10 2016, 6:28 AM · Arma 3
k0rd added a comment to T73019: Sprint key exits optics view..

A small note - when you are in this "strange" view activated by shift, your scope and weapon are steadied in a certain direction, but the projectiles will travel as they would if the "strange" view is not activated. So you could be aiming (holding shift) at something directly in front of you, and bullets would be traveling to the right or left or all over the place (depending on fatigue).

tl;dr: scope steadies, aim does not.

(copied my comment from 14674)

May 10 2016, 6:27 AM · Arma 3
k0rd added a comment to T70351: Red-white pole falls over.

This issue still present in release version.

May 10 2016, 5:09 AM · Arma 3
k0rd edited Steps To Reproduce on T67334: Agia Marina bridges look funky in the fog - especially when units are present on them.
May 10 2016, 3:16 AM · Arma 3
k0rd edited Steps To Reproduce on T66797: Building walls don't show or block outdoor reflections on scope.
May 10 2016, 2:55 AM · Arma 3
k0rd added a comment to T66796: Terrain does not cast shadow on anything..

my buddy opened fire on his shadow the other day, ended up getting us killed :)

May 10 2016, 2:55 AM · Arma 3
k0rd added a comment to T66749: Red, purple and orange smoke has weird border effect.

sorry, can't see it.

May 10 2016, 2:54 AM · Arma 3
k0rd added a comment to T66695: Receiving data forever (one specific server).

Have the same issue, only JIP, no mods.

possibly a duplicate of 0008328

May 10 2016, 2:52 AM · Arma 3
k0rd added a comment to T66690: Stuck on 'Wait for Host' or 'Receiving Data' forever and never get in-game. Only on some maps and I can't figure out how to fix.

This is outside of the scope of the ticket, but I'm wondering how to do this with the dedicated server - not sure how to load things that aren't in the mpmissions dir as PBO. I'll report my results, we are dying to play correctly for the rest of the weekend :)

May 10 2016, 2:52 AM · Arma 3
k0rd added a comment to T66690: Stuck on 'Wait for Host' or 'Receiving Data' forever and never get in-game. Only on some maps and I can't figure out how to fix.

To clarify, the problem seems server or mission specific, not client specific. If a server is affected, *nobody* can JIP- not just select individuals.

Also, it first occured on the update from the 16th.

May 10 2016, 2:52 AM · Arma 3
k0rd added a comment to T66690: Stuck on 'Wait for Host' or 'Receiving Data' forever and never get in-game. Only on some maps and I can't figure out how to fix.

Happens to me too (even after the update on the 18th).
Seems to only happen when JIP

May 10 2016, 2:52 AM · Arma 3
k0rd edited Steps To Reproduce on T66469: Getting injured resets select-fire back to single fire on my EBR.
May 10 2016, 2:42 AM · Arma 3
k0rd added a comment to T66323: Dead bodies can float in the air when the building that is under them is destroyed.

These types of floating objects can also cause damage.

May 10 2016, 2:36 AM · Arma 3
k0rd added a comment to T66323: Dead bodies can float in the air when the building that is under them is destroyed.

hey guys - i understand the cost of fixing this - can you just say "we aren't gonna fuck with this one" or something?

(yes, a year later :) )

May 10 2016, 2:36 AM · Arma 3
k0rd added a comment to T66323: Dead bodies can float in the air when the building that is under them is destroyed.

This issue is still present in current release version.

May 10 2016, 2:36 AM · Arma 3
k0rd edited Steps To Reproduce on T66323: Dead bodies can float in the air when the building that is under them is destroyed.
May 10 2016, 2:36 AM · Arma 3
k0rd added a comment to T62633: Feature Request: make "DPP Factory (small)" building enterable.

take a look at Land_dp_mainFactory_F while you are at it :D

May 10 2016, 12:09 AM · Arma 3

May 9 2016

k0rd added a comment to T62328: Selected firemode resets under various circumstances..

Sometimes merely getting injured seems to reset the fire mode.

May 9 2016, 11:56 PM · Arma 3