buzzrock 12 Posted February 25, 2015 It also crashes the game with a DX error (http://puu.sh/g9BXZ/b70e3edece.png). The graphics driver crashes essentially. This happened to us in multiplayer. We have been plaguing by DX error graphics driver crash. not only me. our friends too in multiplay dedicated server. Share this post Link to post Share on other sites
hartzie 10 Posted February 25, 2015 Really? I searched for ever to find the cause of that error :mad: Weird is only certain graphics cards are effected. I have from 20 ppl 6 who have the issue. It occurs randomly after some time. Can someone replicate the error because I cannot... Share this post Link to post Share on other sites
audiocustoms 375 Posted February 25, 2015 Graphics Card Error (DX, D3D...) is related to Nvidia Cards and their drivers, not to arma 3 in particular. Pls use the search funktion. There are plenty of threats relating to that error. Share this post Link to post Share on other sites
zealot111 13 Posted February 25, 2015 Great thanks for the RHS compatibility patch! Share this post Link to post Share on other sites
opendome 91 Posted February 26, 2015 Im having a hell of a time tried to get these launchers to work with vehicle initializations fields, Ive tried everything I can think of but nothing seems to work. if (isServer) then { clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearBackpackCargoGlobal this; this addWeaponCargoGlobal ["tf47_m3maaws", 1]; }; What wrong with this? Thanks! Share this post Link to post Share on other sites
mule 10 Posted February 26, 2015 We have been plaguing by DX error graphics driver crash. not only me. our friends too in multiplay dedicated server. My group of players is also experiencing the DX errors and crashes with this mod. All players with NVIDIA cards. We all upgraded our drivers for play yesterday after experiencing the crash on previous versions, and still crashed last night with the latest drivers and DirectX version installed. I had all my players turn off the TF47 mod and began again, no crashes for all 6 players once it was turned off. I love these launchers they are by far the best and most realistic AT4's and M3 out there but we cannot use it unless a fix comes along for the NVIDIA problem sadly. I can upload some rpt's if you need any extra info. Keep up the good work, hopefully you or BI will iron out what is causing it! Share this post Link to post Share on other sites
Sundowner 11 Posted February 26, 2015 if (isServer) then { clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearBackpackCargoGlobal this; this addWeaponCargoGlobal ["tf47_m3maaws", 1]; }; Have you tried addItemCargoGlobal ? Share this post Link to post Share on other sites
opendome 91 Posted February 26, 2015 yea I tried that too with no success :( This has been really frustrating, are the classnames incorrect? Share this post Link to post Share on other sites
Sundowner 11 Posted February 26, 2015 The classnames are correct, I have those in my scripts, and they work, although I'm using local handle, not global: _truck additemcargo ["tf47_m3maaws", 1]; To get it into the vehicle inventory, and: _weapon1 = "groundweaponHolder" createVehicle position _truck; _weapon1 addweaponcargo ["tf47_at4_hedp", 1]; _weapon1 attachTo [_truck, [1.38, -0.61, 1.1] ]; _weapon1 setVectorDirAndUp [[1,1,0],[1,0,0]]; To stow them as visible, strapped inside the vehicle. Share this post Link to post Share on other sites
opendome 91 Posted February 26, 2015 I tried but I get "Local Variable in Global Space" error, also im trying to add them to humvees if that makes a difference Share this post Link to post Share on other sites
Sundowner 11 Posted February 26, 2015 If you're using it in the init field in the editor you have to drop the underscore: truck additemcargo ["tf47_m3maaws", 1]; It doesn't matter what vehicle it is - I'm putting those on RHS HMMWVs. I'm using local variable, because I'm running those directly from script that is spawning those vehicles on markers. Share this post Link to post Share on other sites
blackpixxel 53 Posted February 27, 2015 Thank you for the reports with the crashes. I am not sure how the mod could cause them, but I will try to do what I can. We also had lots of crashes for a few days a few weeks ago, but changing a faction-mod solved it. A new mission we are currently running is also plaqued by D3D-crashes, some of them happen when we are driving certain Humvees, some others appear to be caused by spawning enemy units. Maybe it is the launcher mod, maybe some other ones are causing it, or the combination of mods (We run >40 mods in our collection). I will see what I can do. Share this post Link to post Share on other sites
mule 10 Posted February 27, 2015 BlackPixxel, I was also skeptical it could be this mod but after getting fairly consistent crashes that began when we all activated the mod, and stopped happening when we turned it off I'm afraid it seems very likely. We have not had instability like this for many months with Arma 3 on our missions. The mission ran was the same each time (as we never finished it because of crashes) and was run on Stratis. Here is the relevant section of my .rpt file. All the ones that contain the crashes have these DX11 errors. Other players have the same errors in their logs as well. Hope this might help you, and best of luck, these launchers are great! 23:14:40 Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed 23:14:40 (5997 [receivedMagazine]): Network sync error - NMTFireWeapon 23:14:40 Error during evaluation of expression _moveVelocity in Hellfire_Explosion_02 23:14:44 Ref to nonnetwork object Agent 0x588746c0 23:14:44 Ref to nonnetwork object Agent 0x47c32780 23:14:44 Ref to nonnetwork object Agent 0x9233a9c0 23:14:44 Ref to nonnetwork object Agent 0x55e16400 23:14:48 Generating ST on the fly is very slow 23:14:49 Ref to nonnetwork object Agent 0x588746c0 23:14:49 Ref to nonnetwork object Agent 0x47c32780 23:14:49 Ref to nonnetwork object Agent 0x9233a9c0 23:14:49 Ref to nonnetwork object Agent 0x55e16400 23:14:49 Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed 23:14:49 Error during evaluation of expression _moveVelocity in Hellfire_Explosion_02 23:14:50 Generating ST on the fly is very slow 23:14:53 Ref to nonnetwork object Agent 0x588746c0 23:14:53 Ref to nonnetwork object Agent 0x47c32780 23:14:53 Ref to nonnetwork object Agent 0x9233a9c0 23:14:53 Ref to nonnetwork object Agent 0x55e16400 23:14:58 Ref to nonnetwork object Agent 0x588746c0 23:14:58 Ref to nonnetwork object Agent 0x47c32780 23:14:58 Ref to nonnetwork object Agent 0x9233a9c0 23:14:58 Ref to nonnetwork object Agent 0x55e16400 23:15:00 (5997 [receivedMagazine]): Network sync error - NMTFireWeapon 23:15:03 (5997 [receivedMagazine]): Network sync error - NMTFireWeapon 23:15:06 DX11 error : CreateBuffer failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 DX11 error : CreateBuffer failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 Virtual memory total 4095 MB (4294836224 B) 23:15:06 Virtual memory free 1738 MB (1822666752 B) 23:15:06 Physical memory free 11930 MB (12510498816 B) 23:15:06 Page file free 23257 MB (24387465216 B) 23:15:06 Process working set 1678 MB (1760055296 B) 23:15:06 Process page file used 2032 MB (2130944000 B) 23:15:06 DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 Virtual memory total 4095 MB (4294836224 B) 23:15:06 Virtual memory free 1738 MB (1822666752 B) 23:15:06 Physical memory free 11932 MB (12511870976 B) 23:15:06 Page file free 23257 MB (24387194880 B) 23:15:06 Process working set 1678 MB (1760129024 B) 23:15:06 Process page file used 2032 MB (2130944000 B) 23:15:06 Longest free VM region: 1617297408 B 23:15:06 VM busy 2489712640 B (reserved 185892864 B, committed 2303819776 B, mapped 86220800 B), free 1805123584 B 23:15:06 Small mapped regions: 25, size 126976 B 23:15:06 VID: dedicated: 3221225472, shared 1073676288, system: 0, max: 2906652672, used: 2719535104 23:15:06 Longest free VM region: 1617297408 B 23:15:06 VM busy 2489712640 B (reserved 185892864 B, committed 2303819776 B, mapped 86220800 B), free 1805123584 B 23:15:06 Small mapped regions: 25, size 126976 B 23:15:06 VID: dedicated: 3221225472, shared 1073676288, system: 0, max: 2906652672, used: 2719535104 23:15:06 DX11 error : Device removed: : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG As I mentioned above when we ran through the same mission without your launchers we were able to complete it without anyone crashing. Players with AMD/ATI cards did not experience crashes. Share this post Link to post Share on other sites
buzzrock 12 Posted February 27, 2015 I will see what I can do. thank you BlackPixxel. We love this launchers mod. I really hope it will be get better. Share this post Link to post Share on other sites
blackpixxel 53 Posted February 28, 2015 I thought about the problem, and the only thing that is different between these launchers and any other weapon is the 3D-scope of the M3, where multiple transparent layers are on top of each other (4, to be exact). I reduced them to two for the distance-LODs in my test version, and I didn't have a crash yesterday. But that doesn't mean that the problem is solved, because the crashes are very random. If you still use this mod, then it would be great if you would test a mission where nobody is using the optical sight of the M3, only the ironsight. If it doesn't crash anymore, the scope caused the problem. Otherwise I would have to keep on searching. Share this post Link to post Share on other sites
buzzrock 12 Posted February 28, 2015 thank you hard work. BlackPixxel. I will test it and report it. Share this post Link to post Share on other sites
beaar 78 Posted February 28, 2015 I love everything about this mod! The airburst is glorious. Carl XVI Gustaf approves. Share this post Link to post Share on other sites
mule 10 Posted February 28, 2015 BlackPixxel, I will test this as well with no scope. Thank you for looking into it! Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted February 28, 2015 The 15th MEU did a test where we only used the AT-4's and our nivida card users were all crashing out after 30-45 minutes of game play every time. Share this post Link to post Share on other sites
christian2526 68 Posted February 28, 2015 We will look and test it ourselfs. If you conducted such a test can you give some more Informations about the conditions and mods used? Also we have already conducted such a test (for mulitple days ofc) and collected around 120 rpt files, those crashes do also occur without the at4 and/or other mods loaded. Share this post Link to post Share on other sites
mule 10 Posted March 1, 2015 (edited) BlackPixxel, I tested tonight with 5 players who experienced crashes in the past. Used ONLY M3 with no scope (Did not use AT4's). No crashes for anyone in 3 hours of play. Looking at my rpt I did not see any of the errors show up that I reported in my last log. The crash is either created by the M3 scope, or the AT4's. Will test only the AT4's next time we play and see. Edited March 2, 2015 by Mule Share this post Link to post Share on other sites
Bamse 223 Posted March 2, 2015 We updated to 1.3.4 a few days ago and ran our first coop with it yesterday. We had the nVidia driver crash (did not have them with what I think was 1.3.2) twice on my computer (I can post specs if needed) but a "bug" that plagued us all was that we couldn't reload any of the AT4's from time to time. And when I say reload I mean get them ready after getting them of your back. None of us 8 that had them couldn't use them. After testing this after game-end this is what happens: We get all of our load-outs through Arsenal. Most of them are saved but a few of the players chooses to do new setups each and every game. No matter if a load-out is loaded or selected manually the AT4's (no matter what type) randomly will fail. This is clearly visible through the top right ammo-counter status window (whatever it is called :P) when you select the AT4 and the get-it-off-your-back-animation plays the ammo type text shows for a brief moment and just before the animation ends the ammo type text disappears. From this state you launcher is fucked :) When it randomly does decide to work the ammo type text is empty during at least the first half of the animation and shows a few moments before the animation is done. You can then press R to get it ready and then fire. The worst part is that even if it was able to reload once, we had it fail just five minutes after ... so it didn't help making sure that it was able to reload before getting out of the FOB/base/whatever. For us it didn't matter if you pick it through arsenal, but we tried using normal boxes or even dropping them to the ground and getting another player to pick them up. We run a semi-heavy mod pack so it might be something that clashes, but we didn't have any problems with it with the first version that introduced the AT4's (1.3.2?). I'll try this with only CBA and start adding mods as I go just to test if there's a mod incompatibility issue or not. :) Edit: M3's work flawlessly for us tho, it's just the AT4s that are being hostile ;D Share this post Link to post Share on other sites
stoffl 13 Posted March 2, 2015 we've had the same issue yesterday Share this post Link to post Share on other sites
blackpixxel 53 Posted March 2, 2015 Hi, thank you all for the reports so far! The AT4 'reload' - problem seems to be a locality issue. I will change the condition for the eventhandler and hopefully it will work then. I also did not have any game crash during the last days after I changed the M3 scope & a texture of the AT4 which had a very large filesize before. I also run a Nvidia-card (GTX 660 TI). I used my updated version on our server where the other players still use the current 'official' version from PWS. Some of them crashed, while I didn't. So maybe it is solved, maybe I just had luck until now :p But we also changed the enemy faction mod. A few days ago we run CAF Aggressors, and many people crashed very often. Now we use another one (not sure which one - I think it is Leights Opfor Pack), and the steam ticket crashes reduced alot. So this mod may not be the only reason for crashes, especially if you run a very large modpack. I will try to upload a new version tonight, but I can only hope that the AT4 will work then. It always works in Singleplayer for me, but Multiplayer is another story :) Share this post Link to post Share on other sites
sitrepo 14 Posted March 2, 2015 Same thing happened to us yesterday. All, or most of our Nvidia card users crashed. Plus whoever used Overwolf, the aplication crashed too. Share this post Link to post Share on other sites