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Not sure what it is. But when using Iron sights or Holographic/Collimator sights, the game stutters when zooming in for a clearer picture. This is tested on current RC Branch.

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Nevermined. Issues were casued by either CBA or TFAR.

 

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In additon

selectRandom [1,2,3,4];

creates an error message, telling me that a semicolon is missing. Was selectRandom not introduced in 1.54 :´(

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When you are hit, the camera will shake, but the aiming point is still on the target.

The correct feature should be: when you are hit, the camera will shake and the aiming point is out of target and move randomly.

Of cause someone can say, the camera is shaking so you can't aim at the target steadily.

But I believe due to the aiming point is still on target, AI won't be affected by the shaking camera feature. SO when they are hit they are still aiming at the target and ready to fire any time.

The crosshair may not always purrfectly represent the actual aimpoint.

AI is not affected by camera shake at all, but there are are other systems that make the AIs aim go fubar after taking damage.

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Nevermined. Issues were casued by either CBA or TFAR.

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

In additon

selectRandom [1,2,3,4];

creates an error message, telling me that a semicolon is missing. Was selectRandom not introduced in 1.54 :´(

 

selectRandom = 123; hint str selectRandom; //123? wasn't introduced then

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0x00000001 – UNABLE_TO_INIT_DXGI error

 

Has anyone got this error? I've had that happen for couple months now at least on the dev branch. Can't now remember was it dev issue only. It sometimes do that. Sometimes I even need to launch the launcher again and sometimes just launching the game again helps.

The game launches in a resolution of a forum avatar. Taking picture in steam and the picture is 8x8 pixels :D It's the pink and black thing on top of the task manager. It's like taking two pixels from the top left corner and having that as a resolution. The pink is there because of MSI afterburner but the problem doesn't have anything to do with it, I've tested. When I close the game I get that error. So if you know what D3D11 text in the MSI Afterburner looks you can understand the resolution.

 

I found out that I'm not the only one with the same error issue.

 

Seems like the wiki gives these kind of options how to maybe deal with it. I've the latest Nvidia drivers so maybe it's an issue with many of the newest drivers (I mean maybe even before 353 and we're currently in 358). I've GTX 970 and this is the only game I've had that kind of issue.

Steam overlay issue? Well that's a freaking important part of Steam and if that's the problem then it should be fixed. Tested and it's not the problem.

GPU and CPU temps aren't problem.

 

I haven't yet tried much to see what's causing the issue. I installed the Windows again because I changed my Motherboard and the same issue is still here. I can live with it because I only need to launch the game couple of times but it's still very annoying. I'll make a ticket later when I've tried to look more about the issue. It's a common random issue so it's not fun try to repro and eliminate what's causing it and that's why I haven't yet even tried that.

Did you find a fix for this?

I cant not even start the game with out it crashing now with the same error

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Did you find a fix for this?

I cant not even start the game with out it crashing now with the same error

My problem was that the game launches but I usually need to force the program down i realized that the error happens if the program was closed other way than from the menu exit. So if the game crashes or you need to force the program down, it throws that error.

Launching indowed is the only way to avoid the resolution or focus problem I have. If your problem is different then that might not help.

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selectRandom = 123; hint str selectRandom; //123? wasn't introduced then

Sorry, but I am not sure what you want to tell me with that.

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Fixed: After leaving the scenario preview, the editor could be empty and it was not possible to load it back

Was this related to the Eden Editor autosave issue? is it relatively 'Safeâ„¢' to turn autosave back on?

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Tweaked: OS KB layout used for local keys except 1-0

 

Thanks

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Anyone else notice the missing Stamina Bar error when launching with mods?

 

Also, i've had an issue with the Audio for rain falling on helicopters. I can hear it, but it stays in one spot for like 3 seconds before changing to the position it should be in the headset, and does the same thing constantly. So standing next to the heli when it's raining, and spinning around, makes it sound as if it's stuck in one ear in random places every 3 seconds. Anyone know why this could be happening?

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Anyone else notice the missing Stamina Bar error when launching with mods?

 

nope. you should consider listing the mods or even better narrowing it down to a certain mod :P

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nope. you should consider listing the mods or even better narrowing it down to a certain mod :P

Well, the only thing i can think of is Exile out of the bunch, since that mod does implement it's own HUD. This is probably the case after having launched without mods, now. 

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Any information on the workings of nearestTerrainObjects? It is not yet on listed on the BIKI.

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Any information on the workings of nearestTerrainObjects? It is not yet on listed on the BIKI.

array = nearestTerrainObjects [pos, [map types], radius]

Returns a list of nearest objects of the given map types to the given position or object, withing the specified distance.

Example:

nearestTerrainObjects [player, ["bush","chapel","fuelstation","tree","powerwind","rock"], 200]

 

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I just recieved a 25mb patch. What's that about?

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hey,

 

 

realised that grenates seem to be pretty harmless now.... even if it's exploding 1m beside someone it will not kill a unit

 

PS: just realised it seesm not to be in every case, sometimes they die, sometimes not

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array = nearestTerrainObjects [pos, [map types], radius]

Returns a list of nearest objects of the given map types to the given position or object, withing the specified distance.

Example:

nearestTerrainObjects [player, ["bush","chapel","fuelstation","tree","powerwind","rock"], 200]

 

 

Alright, works like a dream. Next question is what to do with the output:

[1076539: dp_transformer_f.p3d]

It returns an array, but not an object. The numbers represent the ID number of the map object.

 

How do I use the returned array information, e.g. check if alive object?

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Alright, works like a dream. Next question is what to do with the output:

[1076539: dp_transformer_f.p3d]

It returns an array, but not an object. The numbers represent the ID number of the map object.

 

How do I use the returned array information, e.g. check if alive object?

That is an object in an array. All map objects look like that as strings.

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Getting a lot of this  memory jibber jabber in the report:

 

22:51:12 Small mapped regions: 23, size 110592 B
22:51:12 Virtual memory total 4095 MB (4294836224 B)
22:51:12 Virtual memory free 185 MB (194396160 B)
22:51:12 Physical memory free 2182 MB (2288386048 B)
22:51:12 Page file free 7874 MB (8257032192 B)
22:51:12 Process working set 2081 MB (2182963200 B)
22:51:12 Process page file used 2567 MB (2692558848 B)
22:51:13 Longest free VM region: 4194304 B
22:51:13 VM busy 4118200320 B (reserved 1243693056 B, committed 2874507264 B, mapped 94060544 B), free 176635904 B
22:51:13 Small mapped regions: 23, size 110592 B
22:51:13 Virtual memory total 4095 MB (4294836224 B)
22:51:13 Virtual memory free 185 MB (194396160 B)
22:51:13 Physical memory free 2182 MB (2288377856 B)
22:51:13 Page file free 7874 MB (8257032192 B)
22:51:13 Process working set 2081 MB (2182971392 B)
22:51:13 Process page file used 2567 MB (2692558848 B)
22:51:13 Longest free VM region: 4194304 B
22:51:13 VM busy 4118200320 B (reserved 1243693056 B, committed 2874507264 B, mapped 94060544 B), free 176635904 B
22:51:13 Small mapped regions: 23, size 110592 B
22:51:13 Virtual memory total 4095 MB (4294836224 B)
22:51:13 Virtual memory free 185 MB (194396160 B)
22:51:13 Physical memory free 2182 MB (2288324608 B)
22:51:13 Page file free 7874 MB (8257032192 B)
22:51:13 Process working set 2081 MB (2182963200 B)
22:51:13 Process page file used 2567 MB (2692558848 B)
22:51:13 Longest free VM region: 4194304 B
22:51:13 VM busy 4118200320 B (reserved 1243693056 B, committed 2874507264 B, mapped 94060544 B), free 176635904 B
22:51:13 Small mapped regions: 23, size 110592 B
22:51:13 Warning: no type entry inside class RscDisplayNotFreeze/controlsBackground/CA_Black_Back3 
22:51:13 Warning: no type entry inside class RscDisplayNotFreeze/controlsBackground/LoadingPic 
22:51:13 Virtual memory total 4095 MB (4294836224 B)
22:51:13 Virtual memory free 185 MB (194396160 B)
22:51:13 Physical memory free 2183 MB (2289397760 B)
22:51:13 Page file free 7874 MB (8257167360 B)
22:51:13 Process working set 2081 MB (2182971392 B)
22:51:13 Process page file used 2567 MB (2692558848 B)
22:51:13 Longest free VM region: 4194304 B
22:51:13 VM busy 4118200320 B (reserved 1243693056 B, committed 2874507264 B, mapped 94060544 B), free 176635904 B
22:51:13 Small mapped regions: 23, size 110592 B
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:13 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:14 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:14 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:14 CreateTexture failed : w = 2048, h = 1024, format = BC3_UNORM, err = E_OUTOFMEMORY.
22:51:14 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:51:14 Virtual memory total 4095 MB (4294836224 B)
22:51:14 Virtual memory free 185 MB (194396160 B)
22:51:14 Physical memory free 2183 MB (2289356800 B)
22:51:14 Page file free 7874 MB (8257167360 B)
22:51:14 Process working set 2081 MB (2183024640 B)
22:51:14 Process page file used 2567 MB (2692558848 B)
22:51:14 Longest free VM region: 4194304 B
22:51:14 VM busy 4118200320 B (reserved 1243693056 B, committed 2874507264 B, mapped 94060544 B), free 176635904 B
22:51:14 Small mapped regions: 23, size 110592 B
22:51:14 VID: dedicated: 3221225472, shared 1073676288, system: 0, max: 2906652672, used: 1318805504
 
Game eventually craps out and crashes.

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Getting a lot of this  memory jibber jabber in the report:

 

Game eventually craps out and crashes.

 

Interesting. Logs are showing virtual memory and page file usage and all that? Need to check the behavior some day.

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probably wrong thread but i just wanted to say thx for finally "refixing" the player controller. it was driving me beyond mad how the player's root was moving when turning with a weapon in your hands resulting in falling down from an edge when turning in place or glitching into walls among other things. long overdue but a change with great impact.

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When i open the inventory menu the soldier animation is incredibly jerky/twitchy. Is this new or was it always like this? If you look at it it actually causes eyes strain o0

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When i open the inventory menu the soldier animation is incredibly jerky/twitchy. Is this new or was it always like this? If you look at it it actually causes eyes strain o0

 

hm. looks like before on my side. can you make a video maybe?

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