bravo 6 0 Posted March 7, 2014 I noticed some FPS drops with the latest patch update 1.12.115915. And I have not installed ZEUS thing from BIS, so its not the ZEUS thing from BIS. Also noticed the textures got worse and more unatural while flying. I believe BIS is testing something on altis map and added more details to it but the result is not the best. We should be getting better FPS instead getting worse FPS. Hope BIS find a way to improve what we have on Built 1.12.115915. Share this post Link to post Share on other sites
Furret 0 Posted March 8, 2014 Is the mission filling up the rpt file and causing I/O saturation? this cause cause FPS problems. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted March 8, 2014 Is there any chance to make all vehicles use the new loopable sound command for vehicle horns? So you can honk them as long as you want? Share this post Link to post Share on other sites
[lb] boggler 10 Posted March 8, 2014 (edited) Unfortunately I can confirm that the last dev patch seems to be corrupt. Using the zeus module causes a huge fps drop on the server side (#monitor shows about 5 fps on a empty map). Using additional client sided mods causes also several CTDs since yesterday. It doesn't matter if we start a ZGM BIS mission or a self made one. Rpt file seems to be inconspicuous: PhysX3 SDK Init started ... PhysX3 SDK Init ended. Unsupported language English in stringtable File VAS\VASdialogs.hpp, line 52: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Unsupported language English in stringtable Unsupported language English in stringtable File VAS\menu.hpp, line 53: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Unsupported language English in stringtable File VAS\menu.hpp, line 53: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Unsupported language English in stringtable File VAS\VASdialogs.hpp, line 52: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Unsupported language English in stringtable Unsupported language English in stringtable File VAS\menu.hpp, line 53: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Unsupported language English in stringtable File VAS\menu.hpp, line 53: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Mission mp_zgm_m11_west.Altis: Number of roles (18) is different from 'description.ext::Header::maxPlayer' (17) Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDr.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDl.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon Animation o:\arma3\a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\wave\hubwave_move1.rtm not found or empty Animation o:\arma3\a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\wave\hubwave_move2.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\hubspectator_walku.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\hubspectator_standu.rtm not found or empty No default vars in bin\config.bin/CfgMovesMaleSdr/States/Acts_UnconsciousStandUp_part1.variantsPlayer No default vars in bin\config.bin/CfgMovesMaleSdr/States/Acts_UnconsciousStandUp_part2.variantsPlayer Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_in1\acts_c_in1_briefing.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub01\acts_welcomeonhub03_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub01\acts_welcomeonhub03_playerwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub02\acts_welcomeonhub04_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub02\acts_welcomeonhub04_playerwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub03\acts_welcomeonhub05_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub03\acts_welcomeonhub05_playerwalk.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout1.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout2.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout3.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout4.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout5.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout6.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout7.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout8.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout9.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout10.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout11.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_in.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_wave.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_loop.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_out.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_breath.rtm not found or empty Animation a3\cargoposes_f\anim\kia_driver_truck_03.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\heli_attack_01_pilot_kia.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\pilot_heli_light_02_kia.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\copilot_heli_light_02_kia.rtm not found or empty Warning: looped for animation: a3\anims_f\data\anim\sdr\idl\knl\stp\low\rfl\aidlpknlmstpslowwrfldnon_g01.rtm differs (looped now 1)! MoveName: aidlpknlmstpsraswrfldnon_g01 Warning: looped for animation: a3\anims_f\data\anim\sdr\idl\knl\stp\low\rfl\aidlpknlmstpslowwrfldnon_g02.rtm differs (looped now 1)! MoveName: aidlpknlmstpsraswrfldnon_g02 Ref to nonnetwork object 3abc2040# NOID invisibleman.p3d Ref to nonnetwork object 3abc2040# NOID invisibleman.p3d Ref to nonnetwork object 3abc2040# NOID invisibleman.p3d Ref to nonnetwork object 3abc2040# NOID invisibleman.p3d c:\w\c_branch\poseidon\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! Attempt to override final function - bis_fnc_modulemptypegamemaster_initplayerlocal Attempt to override final function - bis_fnc_modulemptypegamemaster_initplayerserver Attempt to override final function - bis_fnc_modulemptypegamemaster_initcurator Attempt to override final function - bis_fnc_modulemptypegamemaster_missiontasks Attempt to override final function - bis_fnc_modulemptypegamemaster_missionconversations Setting invalid pitch 0.0000 for L Zeus:12 REMOTE Edited March 8, 2014 by [LB] boggler Share this post Link to post Share on other sites
bigpickle 0 Posted March 8, 2014 (edited) It's pretty easy: sound[] = {path, vol, pitch, distance heard, {loopBegin, loopLength}} - first the loopBegin length of the sample is going to be played, then the next part is loopLength long and is played (repeatedly) as long as the weapon is fired, then the rest of the sample is played once :icon_twisted: Thanks mate for the reply, so to clarify below: class FullAuto : Mode_FullAuto { begin1[] = {"mymod\shot1", 8, 1,500}; begin2[] = {"mymod\shot2", 8, 1,500}; begin3[] = {"mymod\shot3", 8, 1,500}; begin4[] = {"mymod\shot4", 8, 1,500}; begin5[] = {"mymod\shot5", 8, 1,500}; begin6[] = {"mymod\shot6", 8, 1,500}; soundBegin[] = {"begin1", 0.16666, "begin2", 0.16666, "begin3", 0.16666, "begin4", 0.16666, "begin5", 0.16666, "begin6", 0.16667}; }; woulld become: class FullAuto : Mode_FullAuto { sound1[] = {"mymod\shot1", 8, 1,500, {0.05, 1.0}}; sound2[] = {"mymod\shot2", 8, 1,500, {0.05, 1.0}}; sound3[] = {"mymod\shot3", 8, 1,500, {0.05, 1.0}}; sound4[] = {"mymod\shot4", 8, 1,500, {0.05, 1.0}}; sound5[] = {"mymod\shot5", 8, 1,500, {0.05, 1.0}}; sound6[] = {"mymod\shot6", 8, 1,500, {0.05, 1.0}}; soundBegin[] = {"sound1", 0.16666, "sound2", 0.16666, "sound3", 0.16666, "sound4", 0.16666, "sound5", 0.16666, "sound6", 0.16667}; }; Edited March 8, 2014 by Bigpickle Share this post Link to post Share on other sites
pettka 694 Posted March 8, 2014 Thanks mate for the reply, so to clarify below woulld become: class FullAuto : Mode_FullAuto { sound1[] = {"mymod\shot1", 8, 1,500, {0.05, 1.0}}; sound2[] = {"mymod\shot2", 8, 1,500, {0.05, 1.0}}; sound3[] = {"mymod\shot3", 8, 1,500, {0.05, 1.0}}; sound4[] = {"mymod\shot4", 8, 1,500, {0.05, 1.0}}; sound5[] = {"mymod\shot5", 8, 1,500, {0.05, 1.0}}; sound6[] = {"mymod\shot6", 8, 1,500, {0.05, 1.0}}; soundBegin[] = {"begin1", 0.16666, "begin2", 0.16666, "begin3", 0.16666, "begin4", 0.16666, "begin5", 0.16666, "begin6", 0.16667}; }; That's purrfectly right :icon_twisted: Share this post Link to post Share on other sites
Kerc Kasha 102 Posted March 8, 2014 Is there any chance to make all vehicles use the new loopable sound command for vehicle horns? So you can honk them as long as you want? damn that's a good idea. Share this post Link to post Share on other sites
james2464 176 Posted March 8, 2014 damn that's a good idea. Yes that would be great Share this post Link to post Share on other sites
xendance 3 Posted March 8, 2014 That's purrfectly right :icon_twisted: I suppose this sound engine addition will allow you guys to improve the firing sounds of rapid firing weapon platforms such as the AA vehicles and pawnee? >_> Share this post Link to post Share on other sites
nimrod123 11 Posted March 8, 2014 ... well, yeah, that's exactly what the IRL USAF has been trying to retire the A-10 fleet for. Heck, consider that right up to the Gulf War they were trying to phase out the A-10 in favor of... modified F-16s. Seriously.Considering what IstaGoat and I have said... yeah, that lack of "a dedicated CAS fixed wing aircraft" (with multirole aircraft filling the gap) is basically by design IRL, but it may be guessed that the Arma USAF was mandated to get a replacement -- after all, the A-10 survived all the way to 2030.Interestingly enough, the A-164 design is stated by the To-199's description to actually be the more heavily armed; the Neophron "cannot carry as much payload as NATO's A-164 and has to rearm more often, but it can take-off even from the rough terrain, not being as dependent on air bases or aircraft carriers." has the A10 just been cut in the latest budget entirely. its portion of the feed is going to try and finsh the F35 Share this post Link to post Share on other sites
qbt 10 Posted March 8, 2014 It's pretty easy: sound[] = {path, vol, pitch, distance heard, {loopBegin, loopLength}} - first the loopBegin length of the sample is going to be played, then the next part is loopLength long and is played (repeatedly) as long as the weapon is fired, then the rest of the sample is played once :icon_twisted: This does not seem to work in CfgSounds with say / say3D / playSound, are these intentionally only for weapon sounds? I think this should be expanded to work with these commands. Looping with scripts is inaccurate and not the best way of doing this if looping is supported by the engine. Share this post Link to post Share on other sites
Tonci87 163 Posted March 8, 2014 Is there any chance to make all vehicles use the new loopable sound command for vehicle horns? So you can honk them as long as you want? Oh yes please! Share this post Link to post Share on other sites
bigpickle 0 Posted March 8, 2014 (edited) This does not seem to work in CfgSounds with say / say3D / playSound, are these intentionally only for weapon sounds?I think this should be expanded to work with these commands. Looping with scripts is inaccurate and not the best way of doing this if looping is supported by the engine. I suppose this sound engine addition will allow you guys to improve the firing sounds of rapid firing weapon platforms such as the AA vehicles and pawnee? >_> Is there any chance to make all vehicles use the new loopable sound command for vehicle horns? So you can honk them as long as you want? +1 plus 1 to all of these ideas, especially the edition to the scripting commands to such as say3d ---------- Post added at 12:57 ---------- Previous post was at 12:45 ---------- The new sound event is broken. It is still playing the full sample. Below is an example of my code class FullAuto : Mode_FullAuto { begin1[] = {"speedofsound_realsound_ebr\ebrfullauto1", 10, 1,500, {0.00, 0.130}}; begin2[] = {"speedofsound_realsound_ebr\ebrfullauto2", 10, 1,500, {0.00, 0.130}}; begin3[] = {"speedofsound_realsound_ebr\ebrfullauto3", 10, 1,500, {0.00, 0.130}}; begin4[] = {"speedofsound_realsound_ebr\ebrfullauto4", 10, 1,500, {0.00, 0.130}}; begin5[] = {"speedofsound_realsound_ebr\ebrfullauto5", 10, 1,500, {0.00, 0.130}}; begin6[] = {"speedofsound_realsound_ebr\ebrfullauto6", 10, 1,500, {0.00, 0.130}}; soundBegin[] = {"begin1", 0.16666, "begin2", 0.16666, "begin3", 0.16666, "begin4", 0.16666, "begin5", 0.16666, "begin6", 0.16667}; }; How i tested: Made a shot sample Set the loop to only cover the shot and end at 0.130 seconds in the config as above leaving the echo to play after the loop Added my voice in place of echo, numbering each sound class ie test 1 would be used for sound class begin1 and so on This was the result: http://youtu.be/PYD2CZCJZHo As you can see its still looping the whole sample. Edited March 8, 2014 by Bigpickle Share this post Link to post Share on other sites
DancZer 65 Posted March 8, 2014 Somebody can confirm this BTR-K Kamysh, AFV-4 Gorgon, ZSU-38 don!t launch smoke screen? Share this post Link to post Share on other sites
Mr. Charles 22 Posted March 8, 2014 I can confirm that the Kamysh doesn't launch smoke, I've not tested the others yet. Share this post Link to post Share on other sites
Tonci87 163 Posted March 8, 2014 I can confirm that the Kamysh doesn't launch smoke, I've not tested the others yet. While we are at the smoke screen: The AI likes to fire smoke when the vehicle is targeted by missiles, by an aircraft for example. The problem is that the missiles fired by the AI don´t break the lock when smoke is fired. the still hit the target with pinpoint precision. That should be changed. Share this post Link to post Share on other sites
artisanal 22 Posted March 8, 2014 While we are at the smoke screen:The AI likes to fire smoke when the vehicle is targeted by missiles, by an aircraft for example. The problem is that the missiles fired by the AI don´t break the lock when smoke is fired. the still hit the target with pinpoint precision. That should be changed. This is like, absolutely not surprising. Also, is it possible to lock a vehicle which is hidden behind a smoke screen as a player ? Share this post Link to post Share on other sites
Tonci87 163 Posted March 8, 2014 This is like, absolutely not surprising. Also, is it possible to lock a vehicle which is hidden behind a smoke screen as a player ? I think it is. Share this post Link to post Share on other sites
msy 22 Posted March 9, 2014 This is like, absolutely not surprising. Also, is it possible to lock a vehicle which is hidden behind a smoke screen as a player ? if you are commander you can order your gunner "2-2-x" to engage the target. Share this post Link to post Share on other sites
arjay 7 Posted March 9, 2014 Hello there, our custom modules built for ALiVE utilising the BIS module framework have been doing weird things on dedicated server only. Previous to the last patch they were happily initing before the briefing screen, and now they do not. I saw this in the last changelog: Fixed: Module framework no longer waits for execution of modules outside of the framework Fixed: Modules were not executed in the right order upon mission start Can a developer possibly explain the expected results of those changes? This is a serious issue for us as the modules are being pushed out when simulation has started making things tremendously slow. Have these changes been correctly implemented on dedicated binary, because when running local or in editor, the module start up functionPriority is working fine, but as soon as it's tried on a dedi it does not work. EDIT: oops I should have posted this in the scritping thread, I will post there feel free to delete this one. Share this post Link to post Share on other sites
[lb] boggler 10 Posted March 9, 2014 I'm a bit mad, no one else mentioned the broken zeus module yet. Are there really so few people which use this (in my eyes genius tool) gamemaster tool? As far as I could observe, the issues affect mainly stock ZGM missions and custom missions with Zeus in god mode (which is indispensable to tell a story/create a mission). Share this post Link to post Share on other sites
novemberist 2 Posted March 9, 2014 boggler;2640200']I'm a bit mad' date=' no one else mentioned the broken zeus module yet. Are there really so few people which use this (in my eyes genius tool) gamemaster tool? As far as I could observe, the issues affect mainly stock ZGM missions and custom missions with Zeus in god mode (which is indispensable to tell a story/create a mission).[/quote'] I do use Zeus quite a lot, but didn't notice that anything is broken. What is it that doesn't work for you? Share this post Link to post Share on other sites
blackpixxel 53 Posted March 9, 2014 To the DEV's: The current models of the 3D-scopes don't look really look great, the circular form has too many edges and the textures aren't sharp enough if you look through the scope: http://puu.sh/3llao.png Is there a chance that we will get maybe an other more detailed LOD when we are aiming? Share this post Link to post Share on other sites
Variable 322 Posted March 9, 2014 To the DEV's:The current models of the 3D-scopes don't look really look great, the circular form has too many edges and the textures aren't sharp enough if you look through the scope: http://puu.sh/3llao.png Is there a chance that we will get maybe an other more detailed LOD when we are aiming? I agree, the sights makes the view look more obscured and dirty instead of the real-life clear view when looking through a scope. Frankly, Arma 3's sights always made me feel as if I'm looking through a pirate's telescope. Share this post Link to post Share on other sites
[lb] boggler 10 Posted March 9, 2014 I do use Zeus quite a lot, but didn't notice that anything is broken. What is it that doesn't work for you? Using the last dev update from Friday causes a huge workload on dedicated servers if you choose Zeus as player. The fps drops to 2-3 client side and 5 fps server side (#monitor). Obviously are not all Zeus missions affected but for example the stock missions (ZGM Nato for example). To eliminate a user failure we created 2 complete new setups of the A3 dev, but on both dedicated servers were the same problems. Also different reddit users noticed this bug reddit1, reddit2 and there is a small post here BIF. Share this post Link to post Share on other sites