Dedmen 2714 Posted July 30 2.16.152058 new PROFILING branch with PERFORMANCE binaries, v17, server and client, windows 64-bit, linux server 64-bit - Fixed: Crash when providing some command-line parameters with an argument, but leaving the argument empty (-unit=) (thanks @PineCone227) - Fixed: Bogus script type errors on Linux servers (thanks @pSiKO) - Fixed: Launcher firing effects did not work for remote units - https://feedback.bistudio.com/T182166 - Fixed: Custom missionEnd was broken (thanks @kju) - Fixed: Game crash when trying to use #vote server command since v7 (thanks @WO1 P. Larkins) - Fixed: Compatibility with Windows 7/Windows Server 2008 (thanks @Dimon UA) - Fixed: Memory corruption and random crashes when a House with Path LOD was outside of terrain bounds (thanks @Floffel) If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Note: There are separate Dll files that also need to be placed into Game folder. 1 3 Share this post Link to post Share on other sites
Dedmen 2714 Posted August 7 2.16.152100 new PROFILING branch with PERFORMANCE binaries, v18, server and client, windows 64-bit, linux server 64-bit - Tweaked: missionProfileNamespace is now saved on mission end (only if isMissionProfileNamespaceLoaded) - https://feedback.bistudio.com/T183037 - Tweaked: Chat channels which are not available will not appear in the UI channel selection - https://feedback.bistudio.com/T179942 - Tweaked: copyFromClipboard is now available in Eden Editor multiplayer mode - Fixed: Non-leaders could talk in command chat - https://feedback.bistudio.com/T179942 - Fixed: Crash if a weapon magazine is removed during the "Reloaded" Event Handler (thanks @Duglum) - Fixed: "HandleHeal" EH ignored its returned boolean - https://feedback.bistudio.com/T182892 - Fixed: "HandleHeal" EH did not trigger on heal at a medical vehicle - https://feedback.bistudio.com/T183117 - Fixed: "HandleHeal" EH isMedic parameter was always false - https://feedback.bistudio.com/T71433 - Fixed: Tactical Ping was not placed correctly on a rotating mini map - https://feedback.bistudio.com/T165080#2645515 - Fixed: Unable to use compositions or unit/squad logos when the profile folder contains non-ASCII characters - https://feedback.bistudio.com/T148574 - Fixed: "InventoryOpened" event did not receive the ground weapon holder - https://feedback.bistudio.com/T170711 - Fixed: Extensions could not be loaded if the mod folder or game folder path contained non-ASCII characters - Fixed: Explosive charges could cause very low or no damage at all, when detonated close to the center of mass of a building - https://feedback.bistudio.com/T183118 - Fixed: Performance issues and out-of-memory crash trying to draw a map on extremely large (>128km²) or broken (NaNs in heightmap) terrains - https://feedback.bistudio.com/T183162 - Fixed: sleep command would not work in persistent JIP scripts - Fixed: Spamming map open/close could result in a permanent loss of sound (thanks Dolph Man) - Fixed: "Put" Event Handler did not fire on containers - https://feedback.bistudio.com/T175428 - Fixed: Zeus map did not show polyline markers - https://feedback.bistudio.com/T175116 If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Note: There are separate Dll files that also need to be placed into Game folder. 4 Share this post Link to post Share on other sites
Dedmen 2714 Posted August 14 2.16.152136 new PROFILING branch with PERFORMANCE binaries, v19, server and client, windows 64-bit, linux server 64-bit - Added: Server network anti-flood protections - Changed: "EpeContactStart" event now triggers before collision damage is applied - https://feedback.bistudio.com/T177724 - Fixed: networkDiagInterval did not print stats for recently disconnected players - Fixed: networkDiagInterval printed total counter numbers for messages, instead of the number since last print - Fixed: Server could freeze when too many network messages were received - Fixed: Waypoint, remoteExec, particle, init.sqf and action scheduled scripts were missing _thisScript variable - https://feedback.bistudio.com/T183544 - Fixed: setUnitLoadout would replace the Uniform/Vest/Backpack container even if nil was passed for them - https://feedback.bistudio.com/T180975 - Fixed: Game still considered shadow view distance (and rendered all objects within that distance) even if shadows are disabled - https://feedback.bistudio.com/T175612 If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Note: There are separate Dll files that also need to be placed into Game folder. 1 4 Share this post Link to post Share on other sites
Dedmen 2714 Posted August 23 2.16.152172 new PROFILING branch with PERFORMANCE binaries, v20, server and client, windows 64-bit, linux server 64-bit - Tweaked: Anti-flood default values (preventing false positives, and ignoring Headless Clients) - Tweaked: Minor netcode performance improvements - Fixed: Netcode related crash - Fixed: Extensions could not be loaded from the game directory (as opposed to a mod directory, broken since v19) If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Note: There are separate Dll files that also need to be placed into Game folder. 1 3 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 8 2.18.152246 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 64-bit, linux server 64-bit - Sync with 2.18 main branch update - Previous Profiling branch improvements from 2.16 are still present If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 1 2 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 11 2.18.152263 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 64-bit, linux server 64-bit - Added: -networkDiagInterval now also logs size and count of publicVariables (Profiling binary only) - Fixed: drawRectangular and drawEllipse commands would ignore the angle parameter - Fixed: RPT spam for valid custom radio channels - https://feedback.bistudio.com/T185238 - Fixed: Crash trying to spawn a unit with non-existent/invalid uniform defined in its config - https://feedback.bistudio.com/T185224 - Fixed: Servers with modified maxPacketSize (basic.cfg) and large mod lists would not show up in server list - Fixed: Character was screaming after healing - Fixed: UAV terminal checkboxes did not work - https://feedback.bistudio.com/T185228 - Fixed: Player did not die when hit by a rotor of helicopter with a small mass - Fixed: Script number comparisons with NaN returned the wrong result - Fixed: Vest containers would desync when swapping with other unit in multiplayer - https://feedback.bistudio.com/T185239 If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 4 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 11 2.18.152266 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 64-bit, linux server 64-bit - Tweaked: Server now blocks invalid item deletion messages from other players (Fix for magazines disappearing for players that are not on profiling branch) - Tweaked: UAV Terminal checkboxes interaction sharing improved (now available to UAV owners, where the UAV is local) - https://feedback.bistudio.com/T185228 If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 3 Share this post Link to post Share on other sites
uspr111 0 Posted October 14 Hello , Sometimes, when I try to edit the ban.txt file on an active Arma 3 server, I get an error saying the file is in use. This doesn't happen every time, but it disrupts workflow. I suspect it might be related to the file being loaded when a banned player tries to connect, and then it remains locked. Is there anything that can be done to ensure the file is always available for editing? 1 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 15 2.18.152272 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 64-bit, linux server 64-bit - Tweaked: Reduced server lag when sending a large JIP queue - Tweaked: Reduced JIP queue being filled up due to disappearing magazine bug - Tweaked: Reduced ability to duplicate items due to the server-side disappearing magazine hotfix If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 4 Share this post Link to post Share on other sites
Olivier Lefebvre 1 Posted October 15 Having issues with Headless Clients and the latest 272, launch 4 HC, 1 or 2 end up loading their profiles as they should and finish the connection process the others never fully connect, there is nothing in the HC or Server Logs suggesting an issue. If i launch just two HC, most of the time neither fully connect. Things are working fine on 266, each HC manage to connect. 1 Share this post Link to post Share on other sites
SzepyCZ 24 Posted October 18 On 10/15/2024 at 11:36 PM, Olivier Lefebvre said: Having issues with Headless Clients and the latest 272, launch 4 HC, 1 or 2 end up loading their profiles as they should and finish the connection process the others never fully connect, there is nothing in the HC or Server Logs suggesting an issue. If i launch just two HC, most of the time neither fully connect. Things are working fine on 266, each HC manage to connect. can confirm, basically the HC hangs right before the starting mission message(this is from 266, the log from 272 ends right before this): Spoiler 22:02:16 Starting mission: 22:02:16 Mission file: HCTest (__CUR_MP) 22:02:16 Mission world: Altis 22:02:16 Mission directory: mpmissions\__CUR_MP.Altis\ 1 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 22 2.18.152293 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows 64-bit, linux server 64-bit - Tweaked: Taking secondary control in a UAV is now limited to the same Group. Video feed and taking control of an empty UAV is available to everyone from the same Side. - Fixed Excessive damage of various buildings by bullet fire - https://feedback.bistudio.com/T185327 - Fixed: Possible audio related freeze at mission start - Fixed: Crash fixes If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 2 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 23 2.18.152307 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 64-bit, linux server 64-bit - Sync with 2.18 hotfix - Fixed: Game could freeze when tabbing out while rendering - https://feedback.bistudio.com/T183720 Note: This should also fix the issue with mission files not downloading. We need feedback about that, please report both if the issue appears again or if it disappeared. If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 3 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 30 2.18.152340 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 64-bit, linux server 64-bit - Added: (Profiling-only) Capture Frame dialog - Shift-clicking the export button now exports in Chromium tracing format - Added: (Profiling-only) Continuous capture for diag_captureSlowFrame - Added: (Profiling-only) SFRAME cheat code, which captures a frame longer than 20ms - Added: (Profiling-only) Logging captureFrame to a file now also outputs a Chromium tracing format file - Added: (Profiling-only) -networkDiagInterval now also logs size and count of publicVariables - Added: Replaced Real Virtuality multithreading system with Enfusion's version - Added: Asynchronous JIP queue processing - Added: Multithreaded JIP queue processing - Added: Multithreaded lights collection - Added: More multithreading into rendering - Added: Asynchronous AI and sound simulation - Added: Partially multithreaded AI simulation - Added: Multithreaded AI visibility calculations - Tweaked: Improved PhysX simulation performance, if many PhysX objects are in close proximity - Tweaked: Improved building simulation - Tweaked: Buildings with lights no longer get faster simulation if they are not animated and static - Tweaked: Visibility checks when applying explosion damage are now multithreaded - Tweaked: (Profiling-only) Capture Frame dialog - Improved handling with many threads - Tweaked: Improved server performance when sending a large JIP queue - Changed: (Profiling-only) Capture Frame dialog - Tooltip now displays time with microsecond resolution - Changed: (Profiling-only) Executing diag_captureSlowFrame on a dedicated client/server now writes the captured frame to a file - Fixed: (Profiling-only) Capture Frame dialog - Horizontal scrollbar was unusable - Fixed: (Profiling-only) mpMessageDetails would not be written on #shutdown shutdown - Fixed: UAV would stop following waypoints after a land waypoint - Fixed: supportInfo command did not list all commands on "u:*" and "b:*" Note: while these changes have been tested internally, there are still many possible scenarios where things could break. They should be considered experimental. Please report all game crashes, new graphics glitches, and new cases of AI misbehavior. If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 5 Share this post Link to post Share on other sites
Dedmen 2714 Posted October 31 2.18.152344 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 64-bit, linux server 64-bit - Fixed: velocity script command would return 0 for PhysX objects - https://feedback.bistudio.com/T185618 - Fixed: customChat could fail if a player is removed and added in a certain way - https://feedback.bistudio.com/T185296#2690883 - Fixed: getObjectTextures/Materials would not work with Simple Objects - https://feedback.bistudio.com/T185884 - Fixed: Possible crash at game start - Removed: Improved building simulation (caused instability, pending further investigation) - Removed: Two parts of AI multithreading (caused instability, pending further investigation) - Removed: Multithreaded AI visibility calculations (caused instability, pending further investigation) Note: while these changes have been tested internally, there are still many possible scenarios where things could break. They should be considered experimental. Please report all game crashes, new graphics glitches, and new cases of AI misbehavior. If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 3 Share this post Link to post Share on other sites
Dedmen 2714 Posted November 4 2.18.152374 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 64-bit, linux server 64-bit - Added: exportJIPQueue now includes the number of messages per object (how many would be removed if object were deleted) - Added: Multithreaded AI visibility calculations - Added: Some multithreading optimizations that were accidentally disabled (Async Sound processing, Render Preparation) - Tweaked: Improved efficiency of inAreaArray - Fixed: Server crashes related to JIP Queue - Fixed: Inconsistency in height between InAreaArray and inAreaArrayIndexes when matching in 3D - Fixed: enableReload would not work with static weapon - Fixed: Removing magazine from static weapon would trigger reload even when enabledReload was false - Fixed: removeMagazine was removing current magazine from static weapon first Note: while these changes have been tested internally, there are still many possible scenarios where things could break. They should be considered experimental. Please report all game crashes, new graphics glitches, and new cases of AI misbehavior. KNOWN ISSUE: If your game is crashing at start or mission load, set -cpuCount to a value below 12, and turn off hyperthreading/-enableHT. If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 3 2 Share this post Link to post Share on other sites
Heartborne 12 Posted November 5 23 hours ago, Dedmen said: 2.18.152368 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 64-bit, linux server 64-bit - Added: exportJIPQueue now includes the number of messages per object (how many would be removed if object were deleted) - Added: Multithreaded AI visibility calculations - Added: Some multithreading optimizations that were accidentally disabled (Async Sound processing, Render Preparation) - Tweaked: Improved efficiency of inAreaArray - Fixed: Server crashes related to JIP Queue - Fixed: Inconsistency in height between InAreaArray and inAreaArrayIndexes when matching in 3D - Fixed: enableReload would not work with static weapon - Fixed: Removing magazine from static weapon would trigger reload even when enabledReload was false - Fixed: removeMagazine was removing current magazine from static weapon first Note: while these changes have been tested internally, there are still many possible scenarios where things could break. They should be considered experimental. Please report all game crashes, new graphics glitches, and new cases of AI misbehavior. KNOWN ISSUE: If your game is crashing at start or mission load, set -cpuCount to a value below 12, and turn off hyperthreading/-enableHT. If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh @Dedmen Isn't it supposed to be version 2.18.152374 (v08), and not 2.18.152368? As seen in: https://drive.google.com/drive/folders/1SUIKdEHFkp2TGzgfCvEmNaLnTyPzgqD0 I'm just trying to understand the numbering system. Thank you! 2 Share this post Link to post Share on other sites
DnA 5154 Posted November 5 Good spot and I've fixed the post (it's due to v8 being hotfixed with 1 commit today). 1 Share this post Link to post Share on other sites
Voxtell 3 Posted November 5 The 3den Editor Arsenal has a visual bug causing the edited unit to flicker, but the Arsenal in the running scenario does not have this issue. No CDLC or addons loaded, latest profiling branch version 2.18.152374. Share this post Link to post Share on other sites
Olivier Lefebvre 1 Posted November 7 Not only 3den Editor Arsenal, i encountered it in game as well, i believe it happened as soon as the latest optimization appeared in 308 IIRC. Bot AI and player are affected, SP or MP games. Share this post Link to post Share on other sites
ThePapaSwitch 0 Posted November 10 Can confirm, I was getting this "flickering" in-game as well. I am rolling my 2.18 back to a previous prof build. Share this post Link to post Share on other sites
Briggybros 1 Posted November 11 On 11/4/2024 at 12:55 PM, Dedmen said: 2.18.152374 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 64-bit, linux server 64-bit - Added: exportJIPQueue now includes the number of messages per object (how many would be removed if object were deleted) - Added: Multithreaded AI visibility calculations - Added: Some multithreading optimizations that were accidentally disabled (Async Sound processing, Render Preparation) - Tweaked: Improved efficiency of inAreaArray - Fixed: Server crashes related to JIP Queue - Fixed: Inconsistency in height between InAreaArray and inAreaArrayIndexes when matching in 3D - Fixed: enableReload would not work with static weapon - Fixed: Removing magazine from static weapon would trigger reload even when enabledReload was false - Fixed: removeMagazine was removing current magazine from static weapon first Note: while these changes have been tested internally, there are still many possible scenarios where things could break. They should be considered experimental. Please report all game crashes, new graphics glitches, and new cases of AI misbehavior. KNOWN ISSUE: If your game is crashing at start or mission load, set -cpuCount to a value below 12, and turn off hyperthreading/-enableHT. If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Hello, this update appears to have broken the behaviour of "inArea" and "inAreaArray" when testing against hexagonal areas. _cube = "Land_VR_Shape_01_cube_1m_F" createVehicle [0,0,0]; _inCircle = _cube inArea [ [0,0,0], 5, 5, 0, false ]; _inHex = _cube inArea [ [0,0,0], -5, -5, 0, false ]; hint format ["in circle: %1\nin hex: %2", _inCircle, _inHex]; The above will hint: Quote in circle: true in hex: true on the main branch, but: Quote in circle: true in hex: false on the profiling branch 1 Share this post Link to post Share on other sites
killzone_kid 1331 Posted November 12 Thanks, I'll have a look EDIT: Revision: 152400 1 Share this post Link to post Share on other sites
Dedmen 2714 Posted November 14 2.18.152418 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 64-bit, linux server 64-bit - Added: Multithreaded PhysX simulation - Fixed: Crash when AI group is deleted while being simulated - Fixed: AI visibility checks did not consider per-frame time limits - Fixed: Crash related to weapon flashlights/IR lasers - Fixed: Game would try to re-download Steam Workshop Compositions repeatedly - https://feedback.bistudio.com/T171116 - Fixed: Zeus map did not render "Empty" markers - https://feedback.bistudio.com/T185279 - Fixed: Difficulty could get stuck in "Regular" after a campaign intro mission - Fixed: DataLink config attributes in "Man" type classes were ignored - https://feedback.bistudio.com/T186290 - Fixed: inArea/Array/Indexes did not support legacy hexagon - Fixed: RPT file header would not print completely if too many mods are loaded - Fixed: RPT file header would not print all arguments (if arguments are too long) - Removed: One rendering optimization (caused objects to visibly flicker, pending further investigation) Note: Profiling branch contains experimental changes that can be unstable. Please report issues to developers, and consider switching back to stable / default branch if the issues are too severe. If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 1 3 Share this post Link to post Share on other sites
Dedmen 2714 Posted November 19 2.18.152424 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 64-bit, linux server 64-bit - Added: Uniform textures are now stored on the uniform entity and persist in MP - Added: FPS limit in the main menu with -world=empty and when windowed mode is unfocused - Changed: Removed a few inventory related JIP messages (should reduce size of the JIP queue) - Fixed: JIP players seeing a different uniform on a player for up to a minute (please test looting from dead bodies as this might have indirectly fixed a few bugs) - Fixed: Unit insignia were sometimes being applied to the whole body - https://feedback.bistudio.com/T155459 - Fixed: Several crashes If you don't want to use the Steam branch, the files are also available for alternative download here:https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh 2 1 Share this post Link to post Share on other sites