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ookexoo
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User Since
Jan 19 2016, 12:04 AM (374 w, 2 d)

Recent Activity

Jun 16 2022

ookexoo added a comment to T165100: Linux server has no steam query port.

Yes, the A2S_INFO is all over the place...

  • dedicatedServerId instead of server name
  • the map is reported as stringtable ID of the mission instead of Everon
  • Game is reported as "Arma Reforger", which in Arma 3 was used to report the name of the mission
  • Steam app ID is 0, which is why you can't connect
Jun 16 2022, 8:18 PM · Arma Reforger

Jun 2 2022

ookexoo updated the task description for T165629: Allow changing action duration at runtime.
Jun 2 2022, 9:17 PM · Arma Reforger Modding
ookexoo created T165629: Allow changing action duration at runtime.
Jun 2 2022, 9:16 PM · Arma Reforger Modding

Oct 13 2021

ookexoo added a comment to T161113: Unintended behavior of __has_include with file patching.

I'm sorry for the confusion I created. We were trying to get rid of ACE optionals for ZEN by using __has_include, but still have issues with file patching.
At this point it's more likely an issue on our end, since I take your word that it was fixed. Hence, consider it as resolved.

Oct 13 2021, 10:06 PM · Arma 3

Oct 6 2021

ookexoo added a comment to T161113: Unintended behavior of __has_include with file patching.

That fix actually is the root of this issue. Yes, __has_include matches unpacked mods now when file patching is enabled. Problem is that it does so regardless whether the mod is actually loaded or not.

Oct 6 2021, 8:35 PM · Arma 3

Oct 2 2021

ookexoo edited Steps To Reproduce on T161113: Unintended behavior of __has_include with file patching.
Oct 2 2021, 6:11 PM · Arma 3
ookexoo created T161113: Unintended behavior of __has_include with file patching.
Oct 2 2021, 6:10 PM · Arma 3

Jun 27 2021

ookexoo created T159421: Train Bridge Without Proper Collision Model.
Jun 27 2021, 2:41 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire

May 27 2021

ookexoo created T158793: SOG PF medical system: Can't walk while dragging in sprint mode.
May 27 2021, 6:19 AM · Arma 3 Creator DLC - S.O.G. Prairie Fire

Dec 24 2018

ookexoo added a comment to T135718: Memory leak on every compiled script.

Still, the cache is also here an issue. https://feedback.bistudio.com/T123355 would imply that the caching is done independent of whether you pass code or string.

Dec 24 2018, 12:11 AM · Arma 3

Dec 23 2018

ookexoo added a comment to T135718: Memory leak on every compiled script.

But why don't I observe a memory leak in this case?
Nvm, bad example.

uiNamespace setVariable ["display", displayNull];
terminateOnEachFrame = false;
onEachFrame
{
	_display = uiNamespace getVariable ["display", displayNull];
	if (isNull _display) then
	{
		if (terminateOnEachFrame) exitWith {onEachFrame {}};
		terminateOnEachFrame = true;
		_parentDisplay = findDisplay 49;
		_parentDisplay createDisplay "RscDisplayEmpty";
		_display = findDisplay -1;
		uiNamespace setVariable ["display", _display];
		_arr = [];
		_arr set [500000,random 1215235345];
		_display displayAddEventHandler ["unload", {_arr = []; _arr set [500000,random 1215235345]; str _arr}];
	}
	else
	{
		terminateOnEachFrame = false;
		_display closeDisplay 1;
	};
};
Dec 23 2018, 11:59 PM · Arma 3
ookexoo added a comment to T135718: Memory leak on every compiled script.

Not really surprising, but passing a string instead of code to an event handler seems to have the same effect, e.g. for a display like in this test case

uiNamespace setVariable ["display", displayNull];
terminateOnEachFrame = false;
onEachFrame
{
	_display = uiNamespace getVariable ["display", displayNull];
	if (isNull _display) then
	{
		if (terminateOnEachFrame) exitWith {onEachFrame {}};
		terminateOnEachFrame = true;
		_parentDisplay = findDisplay 49;
		_parentDisplay createDisplay "RscDisplayEmpty";
		_display = findDisplay -1;
		uiNamespace setVariable ["display", _display];
		_arr = [];
		_arr set [500000,random 1215235345];
		_display displayAddEventHandler ["unload", str str _arr];
	}
	else
	{
		terminateOnEachFrame = false;
		_display closeDisplay 1;
	};
};
Dec 23 2018, 11:19 PM · Arma 3

Dec 13 2018

ookexoo updated the task description for T135129: Script Error Message in Warlords' Asset Purchase Menu.
Dec 13 2018, 9:12 PM · Arma 3
ookexoo created T135129: Script Error Message in Warlords' Asset Purchase Menu.
Dec 13 2018, 9:11 PM · Arma 3

Dec 10 2018

ookexoo added a comment to T134636: Creating sector module by script doesnt work after update 1.86.

OMG, thx! Setting BIS_fnc_initModules_disableAutoActivation to false does the trick!

Dec 10 2018, 8:06 PM · Arma 3

Dec 7 2018

ookexoo added a comment to T134708: 3den module didnt trigger "init" state.

Nvm, logging revealed you are completely right. It's "attributesChanged3DEN" that gets triggered, "registeredToWorld3DEN" is for redos in the history instead. You may want to add "registeredToWorld3DEN" to ZEI to handle redos in history, since in that case "attributesChanged3DEN" does not get triggered.

Dec 7 2018, 1:15 AM · Arma 3
ookexoo added a comment to T134708: 3den module didnt trigger "init" state.

Ok, that's curious, since our effect modules in Achilles, which follow the syntax used in the smoke module, still work fine when placed in Eden and we are using "registeredToWorld3DEN" for Eden and "init" for Zeus/mission start. Gonna have a look if I got time. Unfortunately, got some other issues with spawning modules on the fly with scripts, but that is unrelated to this issue...

Dec 7 2018, 12:56 AM · Arma 3
ookexoo added a comment to T134636: Creating sector module by script doesnt work after update 1.86.

I suspect the culprit is sectorA = (createGroup sideLogic) createUnit ["ModuleSector_F",_pos,[],0,"NONE"];. The module function of ModuleSector_F does not get called, and thus "finalized" will never set to be true. The update likely broke something in the createUnit command.

Dec 7 2018, 12:41 AM · Arma 3
ookexoo added a comment to T134708: 3den module didnt trigger "init" state.

I'm pretty sure it's intentional. For instance, have a look how BIS_fnc_moduleGrenade is implemented, which is the module function for the smoke grenade module. "registeredToWorld3DEN" is the one that should be triggered in Eden, not "init".

Dec 7 2018, 12:30 AM · Arma 3

Jul 4 2017

ookexoo edited Steps To Reproduce on T126047: extend applicability of setDriveOnPath .
Jul 4 2017, 12:48 AM · Arma 3
ookexoo updated the task description for T126047: extend applicability of setDriveOnPath .
Jul 4 2017, 12:46 AM · Arma 3
ookexoo created T126047: extend applicability of setDriveOnPath .
Jul 4 2017, 12:45 AM · Arma 3

Jul 2 2017

ookexoo added a comment to T124885: Jets DLC Soundtrack is not localized in Zeus.

Well, this issue has been resolved by now and can be closed.

Jul 2 2017, 11:35 PM · Arma 3

Jun 9 2017

ookexoo added a comment to T124885: Jets DLC Soundtrack is not localized in Zeus.

The name attribute for the music class is not properly localized. Hence, it is not restricted to Zeus. It can also be observed in Eden.

Jun 9 2017, 10:39 PM · Arma 3

Apr 29 2017

ookexoo added a comment to T123832: Can't Place Addon Compositions in Zeus since 1.68.

A concrete examples may help. You can use the Ares/Achilles source code as a template.

Apr 29 2017, 3:09 AM · Arma 3
ookexoo added a comment to T76514: Add new commands for getting and setting text cursor position in EditBox dialog controls.

+1 Essentially the last two commands that are missing for creating an EH that handles the enter key as a line break.

Apr 29 2017, 2:14 AM · Arma 3

Mar 22 2017

ookexoo added a comment to T123797: Zeus Module: Unable to select combo box entries.

I can confirm this issue.
The "Game Master" module "Default Addons" combo box seems to be broken for certain resolutions atm (at least for x64 version).

Mar 22 2017, 12:28 AM · Arma 3

Mar 17 2017

ookexoo added a comment to T121792: Mortar Burst fire broken.

Thank you for the fix!

Mar 17 2017, 8:53 PM · Arma 3
ookexoo added a comment to T120336: Zeus Empty Groups Missing.

Thx for fixing the issue!

Mar 17 2017, 8:34 PM · Arma 3

Feb 20 2017

ookexoo added a comment to T123262: Fog banding issue.

@nomisum
I wouldn't say that the issue makes fog completely useless. You just have to avoid the critical region atm.

Feb 20 2017, 11:06 PM · Arma 3
ookexoo added a comment to T123206: Allow Zeus interacting with simple objects.

No, it can be closed.

Feb 20 2017, 10:22 PM · Arma 3

Feb 16 2017

ookexoo added a comment to T123206: Allow Zeus interacting with simple objects.

Hello Alwin,
thank you for your answer.
I wasn't sure how hard such a feature would be to implement.

Feb 16 2017, 9:04 PM · Arma 3
ookexoo added a comment to T123262: Fog banding issue.

I tried to reproduce the issue by executing

Feb 16 2017, 8:50 PM · Arma 3
ookexoo added a comment to T120646: Horzontal Fog Bar in Multiplayer.

Possible duplicate of T123262. Although this ticket is older, the other has higher priority, since it got assigned.

Feb 16 2017, 8:29 PM · Arma 3

Feb 8 2017

ookexoo added a comment to T123206: Allow Zeus interacting with simple objects.

@Alwin
Thx for reviewing the topic.

Feb 8 2017, 6:40 PM · Arma 3

Feb 5 2017

ookexoo edited Additional Information on T123206: Allow Zeus interacting with simple objects.
Feb 5 2017, 2:35 PM · Arma 3
ookexoo edited Additional Information on T123206: Allow Zeus interacting with simple objects.
Feb 5 2017, 2:35 PM · Arma 3
ookexoo created T123206: Allow Zeus interacting with simple objects.
Feb 5 2017, 2:34 PM · Arma 3

Jan 1 2017

ookexoo added a comment to T121931: "commandArtilleryFire" and "doArtilleryFire" do not work for mk6 mortar.

I can confirm this issue. As a result, the artillery fire module does not work properly for mortars in Ares Mod - Achilles Expansion (see Github).
Note that the current category "Firing from Vehicles" is not appropriate and should be changed.
In addition, the title is also misleading as the command just does not work properly for multiple rounds.

Jan 1 2017, 7:42 PM · Arma 3

Nov 16 2016

ookexoo added a comment to T121338: Prevent accumulation of add-on folders in "!Workshop" folder.

Hi BISWizard,
thank you for the reply. Also an interesting aspect is that all folders contain the files of the most recent update, even if the folder name is refering to an far older version.

Nov 16 2016, 11:09 PM · Arma 3

Nov 15 2016

ookexoo updated the task description for T121338: Prevent accumulation of add-on folders in "!Workshop" folder.
Nov 15 2016, 8:29 PM · Arma 3
ookexoo created T121338: Prevent accumulation of add-on folders in "!Workshop" folder.
Nov 15 2016, 8:23 PM · Arma 3

Nov 5 2016

ookexoo added a comment to T116699: Advanced Waypoints do not work anymore.

I can confirm that this issue is fixed by now. The topic can be closed.

Nov 5 2016, 1:38 AM · Arma 3

Oct 1 2016

ookexoo added a comment to T120423: Arma 3 - Zeus Missing Multiple Items after Update.

This issue is not general for Zeus. In fact I only observed it in the official Zeus Game Master missions since update 1.62. For whatever reason compositions and most empty objects are no longer available for curators there, which is a severe issue!

Oct 1 2016, 8:19 PM · Arma 3

Jul 2 2016

ookexoo added a comment to T116699: Advanced Waypoints do not work anymore.

Update: I probably found the error.
BIS_fnc_configPath cannot convert strings such as "bin\config.bin/cfgWaypoints/A3/Land" to type config.
(RscAttributeWaypointType.sqf, line 40)

Jul 2 2016, 5:48 PM · Arma 3

May 21 2016

ookexoo added a comment to T116699: Advanced Waypoints do not work anymore.

Thank you for the notification.

May 21 2016, 11:33 PM · Arma 3

May 19 2016

ookexoo edited Additional Information on T116699: Advanced Waypoints do not work anymore.
May 19 2016, 6:34 PM · Arma 3
ookexoo edited Additional Information on T116699: Advanced Waypoints do not work anymore.
May 19 2016, 6:34 PM · Arma 3
ookexoo edited Additional Information on T116699: Advanced Waypoints do not work anymore.
May 19 2016, 6:34 PM · Arma 3
ookexoo created T116699: Advanced Waypoints do not work anymore.
May 19 2016, 6:28 PM · Arma 3

May 10 2016

ookexoo edited Steps To Reproduce on T85817: Wrong position for cycle waypoint.
May 10 2016, 12:48 PM · Arma 3