Rydygier 1309 Posted November 5, 2015 Pretty tough for any map. Porting is a piece of cake in comparison. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 5, 2015 Played for a few hours then got an error in Chernarus. == H:\Steam\Steamapps\Common\Arma 3\arma3.exe== "H:\Steam\Steamapps\Common\Arma 3\arma3.exe" -skipintro -nosplash "-mod=H:\Steam\Steamapps\Common\Arma 3\@allinarmaterrainpack;H:\Steam\Steamapps\Common\Arma 3\@CBA_A3;H:\Steam\Steamapps\Common\Arma 3\@cyp_pushtohear_a3;H:\Steam\Steamapps\Common\Arma 3\@outlw_magRepack;H:\Steam\Steamapps\Common\Arma 3\@mao_anims_sway_fix;H:\Steam\Steamapps\Common\Arma 3\@outlw_moduload_v0.5.2;H:\Steam\Steamapps\Common\Arma 3\@RYD_BT;H:\Steam\Steamapps\Common\Arma 3\@sthud;H:\Steam\Steamapps\Common\Arma 3\@TPW_MODS;H:\Steam\Steamapps\Common\Arma 3\@VTS_Weaponresting;H:\Steam\Steamapps\Common\Arma 3\@bhc_map_contour"Original output filename: Arma3Retail_DX11Exe timestamp: 2015/09/29 17:25:45Current time: 2015/11/05 12:56:21Type: PublicBranch: StableVersion: 1.52.132676Allocator: H:\Steam\Steamapps\Common\Arma 3\dll\tbb4malloc_bi.dll Snip.... rawIcon3D [(_unit getvariable ["tpw_hud>13:30:17 Error position: <drawIcon3D [(_unit getvariable ["tpw_hud>13:30:17 Error 1 elements provided, 4 expected13:30:17 File TPW_MODS\tpw_hud.sqf, line 132013:30:32 soldier[O_Soldier_GL_F]:Some of magazines weren't stored in soldier Vest or Uniform?13:30:32 soldier[O_Soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform?13:30:32 soldier[O_Soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform?13:30:32 soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?13:30:56 No speaker given for Zaim Ibori13:30:56 No speaker given for Hu Kung13:30:56 No speaker given for Ethan Clark13:30:56 Warning: 'civil_nprem2_NoGeom' has HitPoints configured but no shape is present Snip..... , here it is just prior to CTD. Fault time: 2015/11/05 13:30:56Fault address: 01686915 01:00375915 H:\Steam\Steamapps\Common\Arma 3\arma3.exefile: Pilgrimage_1.94_beta1 (__cur_sp)world: chernarusPrev. code bytes: FF 50 04 8B 8D E0 01 00 00 89 9C 24 1C 02 00 00Fault code bytes: 8A 81 41 02 00 00 84 C0 78 7B 0F BE C0 8B 84 81Registers:EAX:00000002 EBX:16534700ECX:00000000 EDX:00000001ESI:827E4080 EDI:827E408CCS:EIP:0023:01686915SS:ESP:002B:00A4E7A8 EBP:827E4080DS:002B ES:002B FS:0053 GS:002BFlags:00010202=======================================================note: Minidump has been generated into the file C:\Users\Marc\AppData\Local\Arma 3\arma3_2015-11-05_12-56-18.mdmp Hope this helps? Share this post Link to post Share on other sites
Rydygier 1309 Posted November 5, 2015 Thanks. Well, the one thing, that tells something to me points to an error from tpw's hud, but IMO that couldn't be a reason of CTDs. These usually are caused by some game bugs or problems between the game and the hardware, sometimes possibly also due to some mod problem, that kind of stuff. Typical scripting errors in Pilgrimage may cause eg. loading stuck, stopping all or some of mission's activities, or appear as some strange situations in-game (like that "all empty vehicles in the middle of the map" problem). CTDs not likely from that direction though. Share this post Link to post Share on other sites
alky_lee 279 Posted November 5, 2015 (edited) Played for a few hours then got an error in Chernarus. 13:30:56 Warning: 'civil_nprem2_NoGeom' has HitPoints configured but no shape is present Snip..... , here it is just prior to CTD. Fault time: 2015/11/05 13:30:56 Fault address: 01686915 01:00375915 H:\Steam\Steamapps\Common\Arma 3\arma3.exe file: Pilgrimage_1.94_beta1 (__cur_sp) world: chernarus Hope this helps? Looking at my last 4 crashes and this was the last entry at the time of the crash each time. EDIT: I think the TPW error is separate to the crashes. I don't have a TPW error in my RPTs 0:45:19 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 23:55:46 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 22:48:12 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 22:09:56 Warning: 'civil_nprem2' has HitPoints configured but no shape is present I think there is a pattern emerging here. I wonder if the CUP project can sort this out? Edited November 5, 2015 by alky_lee Share this post Link to post Share on other sites
major-stiffy 279 Posted November 5, 2015 I just got another one, had to load a previous save cause the last one was corrupt. Keep in mind I played a few hours this morning with no CTD's. There are a whole string of TPW errors throughout the rpt. Don't know if errors happen playing Altis because I don't get crashes. Here is ending portion of latest CTD .rpt. Snip.... Start timestamp drawIcon3D [(_unit getvariable ["tpw_hud>14:02:01 Error position: <drawIcon3D [(_unit getvariable ["tpw_hud>14:02:01 Error 1 elements provided, 4 expected14:02:01 File TPW_MODS\tpw_hud.sqf, line 132014:02:22 No speaker given for Tan Ximi14:02:22 No speaker given for Gamba Odili14:02:22 No speaker given for Liang Ryu14:02:22 No speaker given for Ryan Robinson14:02:34 No speaker given for Imre Okeke14:02:35 No speaker given for Jacob Nelson14:02:35 No speaker given for Gao Ryu14:02:35 No speaker given for Xie Hwang14:02:36 No speaker given for George Wilson14:02:54 soldier[O_Soldier_GL_F]:Some of magazines weren't stored in soldier Vest or Uniform?14:02:55 soldier[O_Soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform?14:02:55 soldier[O_Soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform?14:02:55 soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?14:03:09 No speaker given for Theodoros Karmanlis14:06:20 No speaker given for Shaan Achebe14:06:21 Warning: 'civil_nprem2_NoGeom' has HitPoints configured but no shape is present=======================================================-------------------------------------------------------Exception code: C0000005 ACCESS_VIOLATION at 01686915graphics: D3D11resolution: 2351x1470x32 Snip..... Boy, hate to play without TPW. Hasn't affected Bornholm or Altis. Start of timestamp: 13:50:43 File tpw_animspeed\config.cpp, line 132: '/CfgMovesMaleSdr/States/AmovPknlMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon.speed': Missing ';' at the end of line Edit regarding TPW. I made my settings via the GUI and saved them. I then made TPW_MODS.hpp "read-only" so no changes could be made. That the issue possibly? Again, no issue with Altis or Bornholm. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 5, 2015 I am playing at a high resolution via DSR with some very high settings and mild GPU overclock. Maybe my hardware ain't liking it in some parts of the map. Share this post Link to post Share on other sites
alky_lee 279 Posted November 5, 2015 Looking at my last 4 crashes and this was the last entry at the time of the crash each time. EDIT: I think the TPW error is separate to the crashes. I don't have a TPW error in my RPTs 0:45:19 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 23:55:46 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 22:48:12 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 22:09:56 Warning: 'civil_nprem2' has HitPoints configured but no shape is present I think there is a pattern emerging here. I wonder if the CUP project can sort this out? Just checked and civil_nprem2 is a character not a building, from RACS, Queens Gambit https://community.bistudio.com/wiki/File:civil_nprem2.jpg Idon't know why this crashes the game. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 5, 2015 Just checked and civil_nprem2 is a character not a building, from RACS, Queens Gambit https://community.bistudio.com/wiki/File:civil_nprem2.jpg Idon't know why this crashes the game. It looks like you and me both. Wonder if this charactor got slipped in to RYD's script somehow or has been left somewhere by the map maker? Share this post Link to post Share on other sites
alky_lee 279 Posted November 5, 2015 It looks like you and me both. Wonder if this charactor got slipped in to RYD's script somehow or has been left somewhere by the map maker? I was wondering a civilian script is trying to spawn this character in from somewhere, either Rydygiers script or TPWs from some config. Unfortunately that's the extent of my knowledge in this things. Share this post Link to post Share on other sites
rsoftokz 288 Posted November 5, 2015 @Ryd How tough would it be to make Chernarus a coop? Or any of the other present and future terrains? I ported the 1.86 COOP on Bornholm (link to the mission file a few pages before, check my previous posts ) and It wasn't that bad.....not perfect but fair enought to be played for hours with my son. Chernarus is quiet smaller. you have to take the mission.sqm from the Chernarus port and open it in the editor, put the two charaters ON LAND somewhere (in water they will swim all the time on earth once spawned .... funny and weird to see...) then each one have to be playable (look at the mission.sqm opened in a text editor it should be like this: class Item0 { side="WEST"; class Vehicles { items=2; class Item0 { position[]={19254.725,4.1325731,22384.152}; azimut=225; id=0; side="WEST"; vehicle="B_G_Soldier_exp_F"; player="PLAYER COMMANDER"; leader=1; rank="CORPORAL"; skill=0.60000002; text="RYD_JR_Alex"; init="stext = format [""PILGRIMAGE\nby Rydygier"",[]];this setvariable [""tpw_bleedout_nodeath"",1]"; }; class Item1 { position[]={19252.658,3.6862061,22384.266}; azimut=225; id=1; side="WEST"; vehicle="B_G_medic_F"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="AIBuddy"; }; }; }; note first charater is "player commander", second one is "player CDG" after that, you'll have to start with the original 1.86 COOP folders and files in your text editor, and copy and paste to them all that was scripted for Chernarus like the coordonates of "holy places " (positions for bro's body) all starting positions in R (random) N (north), S (south), E (east), W(west)..... this is into RYD_JR folder in the JRinit.... you'll have to replace most of the Chernarus port files and folders by the 1.86 ones to set up all the MP functions (even with this there will be some weird things happening sometimes ) quickly said, it is something like that you can port the 1.86 to any map you'll need..... this is a long time doing this, any missing " , } or { our }; will end on a failure to start the mission.... good luck ;) ( honestly, entering into this part of "magic" of the dynamic scripting is awesome thing to do... sometimes what you'll read will be the deepest darkness of your worst nights, sometimes it will be clear as bright light....when you start digging without knowledge into this... it is... a great experience. and once it works, you can be proud of yourself. 1 Share this post Link to post Share on other sites
Rydygier 1309 Posted November 5, 2015 I was wondering a civilian script is trying to spawn this character in from somewhere, either Rydygiers script or TPWs from some config. Unfortunately that's the extent of my knowledge in this things. Well, if the mod introduces units, that crashes the game, and game uses them - CTD will occur. And indeed, all civilians from the confing are taken to the civilian pool, also from the mods. I don't have that mod, but one could test, if the unit itself crashes the game just by putting it on the map in editor and preview. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 5, 2015 Well, if the mod introduces units, that crashes the game, and game uses them - CTD will occur. And indeed, all civilians from the confing are taken to the civilian pool, also from the mods. I don't have that mod, but one could test, if the unit itself crashes the game just by putting it on the map in editor and preview. Are you referring to TPW's mod? If so, wouldn't it be logical then that the mod would crash Altis and Bornholm too? Share this post Link to post Share on other sites
Rydygier 1309 Posted November 5, 2015 I'm reffering to this: Just checked and civil_nprem2 is a character not a building, from RACS, Queens Gambit https://community.bi...ivil_nprem2.jpg Idon't know why this crashes the game. Regardless, which is responsible for spawning this suspected unit: Pilgrimage code or TPW's, troublemaking (causing CTD) would be a mod containing that unit (CUP?), if this theory is right. Share this post Link to post Share on other sites
alky_lee 279 Posted November 5, 2015 I'm reffering to this: Regardless, which is responsible for spawning this suspected unit: Pilgrimage code or TPW's, troublemaking (causing CTD) would be a mod containing that unit (CUP?), if this theory is right. I am not using any mods that introduce characters. The only new mod is AiA TP in order to play the mission on Chernarus. The troublesome character was part of the ArmA expansion pack Queens Gambit which included the Porto and United Sahrani maps, both of which are included in AiA TP. I suspect that part of the config got left behind when the maps were ported to A3, and because the character is a little used civilian, it hasn't come to light. It's only because Pilgrimage and/or TPW include units from configs of the loaded mods that we are experiencing these crashes. I was wondering why Chernarus is a favourite in A3 but others don't get the same crashes. It's because they don't spawn civilians. 1 Share this post Link to post Share on other sites
Rydygier 1309 Posted November 5, 2015 both of which are included in AiA TP Oh, now I get it. Indeed, I found this class in the config when game was running with AiA TP. One could think, Terrain Pack will contain terrains only. :) This class apparently isn't visible in the editor - not suitable for using in-game, yet code tries to spawn it (so kinda my fault, I could sift off such units). That may cause a CTD perhaps. Anyway, in such case, I have to make an exception for Chernarus and Lingor ports excluding this unit from spawning (basically one 0 must be changed into 1). I wonder, if this will solve this problem. New versions of both ports are uploading now, soon links will be updated... 1 Share this post Link to post Share on other sites
Rydygier 1309 Posted November 5, 2015 All right, Chernarus port beta 3 and Lingor port beta 2 available now. Maybe problem is solved now... Anyway, thanks for debugging assistance. Good night. :) Share this post Link to post Share on other sites
major-stiffy 279 Posted November 5, 2015 One could think, Terrain Pack will contain terrains only. :) This class apparently isn't visible in the editor - not suitable for using in-game, yet code tries to spawn it That's what I was trying to elude to earlier but Alky nailed the explanation. Excellent guys, will give it another go ! Good night. Share this post Link to post Share on other sites
Rydygier 1309 Posted November 6, 2015 All the betas, including Altis, updated. Recent changes: 1. Adjusted dawn/sunset hours where necessary; 2. Excluded civilian units of scope < 2 (not visible in editor) from spawning (also for Bornholm and Altis); 3. Added own smoke effect to the hidden camps' fireplaces. Notes: - Smoke has similar parameters to the Blastcore smoke, but Blastcore uses custom smoke sprite (AFAIK), while own solution, obviously, bases on vanilla sprites, thus smoke differs from Blastcore's. In general is less thick and thus less visible. Although still may be spotted from far and therefore is a serious helper, it's noticeably harder to spot, than the smoke from the Blastcore, spotting it is more challenging and depending on the background, distance etc. - Currently it is set, so own smoke appears only, if Blastcore isn't activated. Both together do not look bad, but that means some redundant CPU load. - This is experimental for now. Please, be vigilant testing this thing, especially its behaviour at packing/unpacking the hideout. 4. Corrected one design error haunting the mission quite long: Appeared, so for chasing event also groups out of caching range may be designated, which results in not occuring chase even if radio comm will appear, until player get close enough to de-cache chasing group. Thus, experimentally, excluded groups currently in the chase from caching in hope, nothing was broken due to that change. Share this post Link to post Share on other sites
a2012v 30 Posted November 6, 2015 rydygier The mission Pilgrimage will fail on any map Altis, Stratis et al.if connected mod AiA TP.and choose any option Civilian population 10, 20, 30, 40, 50, except DISABLEDChecked Exception code: C0000005 ACCESS_VIOLATION at 00446915graphics: D3D11resolution: 1920x1200x32Addons: Mods: @allinarmaterrainpackExtensions:Distribution: 0Version 1.52.132676Fault time: 2015/10/30 15:00:35Fault address: 00446915 01:00375915 E:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exefile: Pilgrimage_2.09-RUS (__cur_sp)world: altisPrev. code bytes: FF 50 04 8B 8D E0 01 00 00 89 9C 24 1C 02 00 00Fault code bytes: 8A 81 41 02 00 00 84 C0 78 7B 0F BE C0 8B 84 81 Share this post Link to post Share on other sites
Rydygier 1309 Posted November 6, 2015 Tested few times on maps from/requiring AiA TP with civilians enabled on max - no problems so far. But: file: Pilgrimage_2.09-RUS so not my port, thus it may be the issue with that one civilian model, hopefully solved recently or I don't know. 1 Share this post Link to post Share on other sites
major-stiffy 279 Posted November 6, 2015 I ported the 1.86 COOP on Bornholm (link to the mission file a few pages before, check my previous posts ) and It wasn't that bad.....not perfect but fair enought to be played for hours with my son. Chernarus is quiet smaller. you have to take the mission.sqm from the Chernarus port and open it in the editor, put the two charaters ON LAND somewhere (in water they will swim all the time on earth once spawned .... funny and weird to see...) then each one have to be playable (look at the mission.sqm opened in a text editor it should be like this: class Item0 { side="WEST"; class Vehicles { items=2; class Item0 { position[]={19254.725,4.1325731,22384.152}; azimut=225; id=0; side="WEST"; vehicle="B_G_Soldier_exp_F"; player="PLAYER COMMANDER"; leader=1; rank="CORPORAL"; skill=0.60000002; text="RYD_JR_Alex"; init="stext = format [""PILGRIMAGE\nby Rydygier"",[]];this setvariable [""tpw_bleedout_nodeath"",1]"; }; class Item1 { position[]={19252.658,3.6862061,22384.266}; azimut=225; id=1; side="WEST"; vehicle="B_G_medic_F"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="AIBuddy"; }; }; }; note first charater is "player commander", second one is "player CDG" after that, you'll have to start with the original 1.86 COOP folders and files in your text editor, and copy and paste to them all that was scripted for Chernarus like the coordonates of "holy places " (positions for bro's body) all starting positions in R (random) N (north), S (south), E (east), W(west)..... this is into RYD_JR folder in the JRinit.... you'll have to replace most of the Chernarus port files and folders by the 1.86 ones to set up all the MP functions (even with this there will be some weird things happening sometimes ) quickly said, it is something like that you can port the 1.86 to any map you'll need..... this is a long time doing this, any missing " , } or { our }; will end on a failure to start the mission.... good luck ;) ( honestly, entering into this part of "magic" of the dynamic scripting is awesome thing to do... sometimes what you'll read will be the deepest darkness of your worst nights, sometimes it will be clear as bright light....when you start digging without knowledge into this... it is... a great experience. and once it works, you can be proud of yourself. Followed your instructions and was able to get Chernarus to launch/spawn as COOP, including game parameters setup. I also added the Stomper, boat, triggers, game logic trigger, RYD_JR_DeadMan and brother and named them as rydygier did in 1.86c along with all init and player class info, etc. Changed allholyplaces to suit Chernarus. (this was a key hint BTW so thanks). So far so good. Now the things I need to fix: 1) No boat marker displaying on spawn in normal mode. It should be there in this mode. 2) It's spawning 3 characters, F1 (me), F2 Combat life saver is off in the distance where he was placed on the map in editor and F3 Combat life saver is with leader\player\me at spawn with boat. I only placed 2 playable units so this makes no sense unless he's spawned via the scripts somehow. Any hints on fixing #2 anybody? If I can get this solved I would like to test it this Sunday with a friend. Thanks ! Edit: Will need to include checkpoints too and whatever else I discover. Edit 2: Got #2 fixed. I can workaround #1, no biggie. Hopefully we can test this weekend. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 6, 2015 Question for rydygier I was able to use 1.86c JRInit.sqf and insert the various coordinates from your SP Chernarus for RYD_JR_Starting =, RYD_JR_MCamps =, RYD_JR_AirFields =, RYD_JR_allHolyPlaces =, etc. for making COOP for Chernarus. So far it looks good for spawning, having yellow menu's and so on at a fresh start. I used all of the sqf files from 1.86c except of course the modified JRInit.sqf noted above. The problem is, when we resume a game, me, the server does spawn at the save point but as soon as the other player comes in...we snap back or spawn at the boat. An obvious game breaker. Would you offer any clue as to why this is happening? It doesn't happen when playing Altis COOP 1.86c. Appreciate it. Share this post Link to post Share on other sites
Rydygier 1309 Posted November 6, 2015 The problem is, when we resume a game, me, the server does spawn at the save point but as soon as the other player comes in...we snap back or spawn at the boat. An obvious game breaker. Would you offer any clue as to why this is happening? It doesn't happen when playing Altis COOP 1.86c. Appreciate it. Bah! I'm encountering such annoying problems every two steps when scripting MP and not so easy to find a cause for myself... In this particular case it looks, like JRInit is for some reason executed every resume on the client/when client connects in? No idea, why. Should be executed only once, on the server IIRC. Only JRInit contains the code teleporting player(s) to the (starting) position, thus my theory. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 6, 2015 Bah! I'm encountering such annoying problems every two steps when scripting MP and not so easy to find a cause for myself... In this particular case it looks, like JRInit is for some reason executed every resume on the client/when client connects in? No idea, why. Should be executed only once, on the server IIRC. Only JRInit contains the code teleporting player(s) to the (starting) position, thus my theory. Yea, it's crazy especially since it works very good on Altis. If your theory is JRInit executes on client connect it would be nice to figure out a "logic once" script. I had plenty of experience making Crysis maps back in 2008-2009 and their editor was much easier to use for logic using flowgraph nodes. This Arma stuff is insane. Anywho, thanks for replying. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 7, 2015 as for 1.86COOP@Bornholm (V1.4) : https://onedrive.live.com/redir?resid=F9926DE685CC562F!1103&authkey=!AEqQpFtIRRnI0pk&ithint=folder%2cpbo enjoy and teach me..... Hi, This map suffers from "can't resume saved game". When client connects both players are respawned at boat. Happens to me too when I ported 1.86c to Chernarus. Share this post Link to post Share on other sites