kroky 1 Posted June 29, 2007 I still have issues with the save game bug with CRDS sickboy. For the moment I removed CRDS from @SIX addons and it works great. Maybe it has to do something with the fact that I already use a lot of mods: @FDF_Sounds @TrueView @CSL Replacement packs for US, US SF, OPFOR SF @CSL_UI mod @User Addons (lot of current addons) and of course @SIX In multiplayer CRDS works well Share this post Link to post Share on other sites
sickboy 13 Posted June 29, 2007 I still have issues with the save game bug with CRDS sickboy.For the moment I removed CRDS from @SIX addons and it works great. Maybe it has to do something with the fact that I already use a lot of mods: @FDF_Sounds @TrueView @CSL Replacement packs for US, US SF, OPFOR SF @CSL_UI mod @User Addons (lot of current addons) and of course @SIX In multiplayer CRDS works well If you wanna know if it has anything to do with running too many mods, please disable the other mods and just run with six_misc and crds to retry. For me it worked all fine when testing. If the problem is related to my pack, do not expect a fix to be included in the final v0.1, but the problem listed at possible problems in Readme. If it indeed still crashes when CRDS+Misc only are present, then I will invest time to resolve it for v0.2 Please copy/paste the last 100 rows of your arma.rpt file http://community.bistudio.com/wiki/RPT Share this post Link to post Share on other sites
Maddmatt 1 Posted June 29, 2007 The savegame issue is because ArmA cannot load a save with more than about 240 global variables. The issue has been around since OFP. Running fewer mods will reduce the amount of global variables (only mods that use scripting of course, for example a simple sound mod wont do any harm), so that will reduce the chances of the crash. Large missions also use a lot of global variables which increase the chances of the crash. I did post it on the bug tracker here, so people can vote for it. BIS already knows about it of course, as you can see on the bug-tracker, Suma assigned himself to the issue. Until it gets fixed, it is best for mods to keep the use of global variables to a minimum, keeping them all in 1 array is a good way to do this since an array only counts as 1 variable. Share this post Link to post Share on other sites
sickboy 13 Posted June 29, 2007 Updated: I created an array version of SIX_Tracers. This version does not create global variables for every weapon+ammo combo but uses an index array with the weapon+ammo name and a data array with the weapon+ammo information array. SIX_Tracers ArrayVersion (only includes the SIX_Tracers pbo) Just overwrite ur current SIX_Tracers.pbo, with the one included in the .RAR file. It could very well resolve your issue for now Kroky. Please let me know. In the future I will rework my other scripts and move to arrays for most operations. Even when the bug is fixed, a clean array system is neato anyway ;-) ==== Heya, Thanks for the tip Matt, this will help me alot I guess! :-) I usually am a fan of arrays but I decided to use just normal variables as using find in a 150 items big array everytime a weapon is fired does not sound healthy to me lol :-) I will however consider using other methods and splitting the arrays more up, again thanks I am wondering if the object variables (read with getVariable, written with setVariable) also count under the 240-global variable limit. I will research it but possibly only in a few weeks, unless someone else researched it Share this post Link to post Share on other sites
Maddmatt 1 Posted June 29, 2007 Updated:I created an array version of SIX_Tracers. This version does not create global variables for every weapon+ammo combo but uses an index array with the weapon+ammo name and a data array with the weapon+ammo information array. SIX_Tracers ArrayVersion (only includes the SIX_Tracers pbo) Just overwrite ur current SIX_Tracers.pbo, with the one included in the .RAR file. It could very well resolve your issue for now Kroky. Please let me know. In the future I will rework my other scripts and move to arrays for most operations. Even when the bug is fixed, a clean array system is neato anyway ;-) ... Wow that was fast Quote[/b] ]Heya, Thanks for the tip Matt, this will help me alot I guess! :-) No problem, it's not my own research, just what I have read from others. Quote[/b] ]I usually am a fan of arrays but I decided to use just normal variables as using find in a 150 items big array everytime a weapon is fired does not sound healthy to me lol :-) I will however consider using other methods and splitting the arrays more up, again thanks Fetching things from arrays shouldn't be demanding. Maybe having several arrays will be easier to deal with though. So long as it's only a few then it's good. Quote[/b] ]I am wondering if the object variables (read with getVariable, written with setVariable) also count under the 240-global variable limit. I will research it but possibly only in a few weeks, unless someone else researched it I just opened up a save file for a mission with Laza (a program made by Flea from these forums). The variables made with setVariable are not stored in the same place as the global variables, they are stored as a property of the unit (along with it's position, what the AI is doing etc). So they shouldn't be anything to worry about. It should be perfectly fine to have one or two for every unit on the map. If you do need many variables for every unit, it may still be a good idea to keep them in arrays, eg: Instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">myTruck setVariable ["myVariable1",value1]; myTruck setVariable ["myVariable2",value2]; myTruck setVariable ["myVariable3",value3]; use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">myTruck setVariable ["myVariable",[value1,value2,value3]]; Share this post Link to post Share on other sites
sickboy 13 Posted June 29, 2007 I just opened up a save file for a mission with Laza (a program made by Flea from these forums). The variables made with setVariable are not stored in the same place as the global variables, they are stored as a property of the unit (along with it's position, what the AI is doing etc). So they shouldn't be anything to worry about. It should be perfectly fine to have one or two for every unit on the map. If you do need many variables for every unit, it may still be a good idea to keep them in arrays, eg: ... Yipikayokee. Thanks Matt I was more concerned about the amount of units * amount of variables, not so much on the variables per unit But it seems that's not a problem Quote[/b] ]Wow that was fast Share this post Link to post Share on other sites
bravo 6 0 Posted June 29, 2007 @sickboy: Can i use the trueview 1.0 with this pack? will i be able to use this addon with the mod? I really would like to use both. Share this post Link to post Share on other sites
kroky 1 Posted June 30, 2007 right now I'm using both @SIX and @TrueView, it works well. @sickboy I will test the new tracer.pbo and report back about the savegame bug. Thanks for VERY fast implementing the idea from Madmatt! Share this post Link to post Share on other sites
bravo 6 0 Posted June 30, 2007 right now I'm using both @SIX and @TrueView, it works well.@sickboy I will test the new tracer.pbo and report back about the savegame bug. Thanks for VERY fast implementing the idea from Madmatt! is thats right is the mod different to this patch then? i tryed to use the trueview with that mod and i couldnt.. will i be able to use the trueview with mod? Share this post Link to post Share on other sites
sickboy 13 Posted June 30, 2007 Released an "ArrayVersion" of SIX_CRDS. About 20 global variables less :-) 6thSense.eu CRDS "ArrayVersion" (Same counts for this one, only contains SIX_CRDS, please overwrite ur current file with the one included in the RAR) @Kroky; Looking forward to your results. is thats right is the mod different to this patch then?i tryed to use the trueview with that mod and i couldnt.. will i be able to use the trueview with mod? I'm sorry Bravo, but I think it's clear that "Pack1" and "6thSenseMod" do not look much alike. (My signature can not be more apparant)As I wrote before, I might think about adding Trueview to 6thSenseMod if 1. It's useful and 2. I have the permission. You already asked me about adding it to the 6thSenseMod, and I said I will think about it. Share this post Link to post Share on other sites
Maddmatt 1 Posted June 30, 2007 After playing around with the new version I had a look at a save file again. I noticed variables that looked like they were part of the tracking and dead body removal scripts. Since I had those disabled the variables shouldn't need to be there. Some variables looked pointless, such as "SIX_nul". Also there is "six_isserver", you can use the isServer command instead. Looks like many variables can be done away with or put into arrays Also, things like functions can go in arrays too. Maybe have an array just for them, called SIX_functions or something. If you really wanted to, you could have everything in a single huge array, but that would probably be more effort than it's worth. Also, where you can, use local variables. Though I guess you've already done that. The save looked like it still had too many variables to be able to load, but the mission itself has more variables than your mod so it's not your fault. In a big mission like this, a mod with many variables can add just enough to make it crash when loading the save. But that's the mission's fault too. I'm beta testing this mission, so I'm not going to say anything else about it. Mission editors that add a lot of scripting also need to keep the amount of global variables down. Share this post Link to post Share on other sites
sickboy 13 Posted June 30, 2007 Thanks Matt. I have my reasons for making such variables. Though some are left overs, i'll run through them. I kept six_isServer for keeping a straight line in variables as there's six_isPlay etc aswell. Of course at the time of making those considerations, I did not know about the poor 240 global variable limits of save-games :-) About the functions in arrays, I know but I think it makes it a lot less usable... The functions aren't only meant to be used in the SIX_Misc, but they can also be used by Mission Makers etc. etc. I will consider the idea.. I guess I (and others) just have to get used to calling functions by number instead of cryptic name Minimizing addons/mods global variables is at least one side of solving the problem. Mission makers indeed need to be careful with global vars too Share this post Link to post Share on other sites
sickboy 13 Posted June 30, 2007 6thSense.eu "Pack1" v0.1RC7 Changes RC7 SIX_Misc [*] Reduced the amount of global Variables (Saved ~10) [*] Moved all scripts and functions into arrays (Saved ~30) [*] Moved a few script/function inits so they only get loaded if certain features are enabled SIX_Tracers [*] Reduced the amount of global Variables (Saved ~5) [*] Moved all scripts and functions into arrays (Saved ~5) [*] Moved weapons+ammo info into arrays instead of many global variables (Saves ~10-100), depending on which weapons+ammo are available) SIX_CRDS [*] Reduced the amount of global Variables (Saved ~20) [*] Moved all scripts and functions into arrays (Saved ~4) [*] Fixed HitEventhandler [*] Black-screen-of-death should not happen anymore :-) So that's about 70 Global Variables Saved and an additional ~10-100 depending on which weapons+ammo are in the mission. There is more to reduce, compact etc. etc. but that's for v0.2 :-) I updated the Misc Wiki page to include the ID Numbers for the Functions and Scripts inside the arrays. One of these days I will run through the docs and clean it all up properly, sry for the mess @Matt Thanks again for your help @Kroky, now im really interested if this resolves ur issue. Share this post Link to post Share on other sites
malick 0 Posted June 30, 2007 Hi Sickboy ! Does all this "variable saving" process implies better performance ? Or is it to keep it stable ? As I haven't noticed a performance impact yet, even with up to a 100 units on screen fighting it out, I was wondering. I may as well have missed something completely (like reading the thread throughout ! Again, it's a very good addition and improves considerably the immersion factor. Malick Share this post Link to post Share on other sites
sickboy 13 Posted June 30, 2007 Hi Sickboy !Does all this "variable saving" process implies better performance ? Or is it to keep it stable ? As I haven't noticed a performance impact yet, even with up to a 100 units on screen fighting it out, I was wondering. I may as well have missed something completely (like reading the thread throughout ! Again, it's a very good addition and improves considerably the immersion factor. Malick Heya Malick,"Variable Saving" atm is done because ArmA has a bug that save games with more than 240 global variables, crash. There should be no noticeable difference in performance, up to you to confirm :-) I try to develop everything with performance in mind, that's why you don't notice any difference with 10, 100 or 300 units on the map :-) Altough that does not mean that there is no room for improvement Share this post Link to post Share on other sites
malick 0 Posted June 30, 2007 Ok, now that I've read a bit more on the subject, my question doesn't seem so relevant, now Thanks for your answer. Malick Share this post Link to post Share on other sites
kroky 1 Posted June 30, 2007 Ok sad to tell, but after having tried the first mission with the new array version, save game crashed again. I would like to post my .rpt file, but do I find it? Ok now I saw the link to the wiki site, I found the .rpt file will post it. EDIT: here is the .rpt file: ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA\arma.exe ===================================================================== Exe version: Mon Jun 11 17:04:24 2007 File m60a3\config.cpp, line 253: '/CfgVehicles/M60A3/Library.libTextDesc': Missing ';' at the end of line Conflicting addon McN_vehicles in 'McN_veh_opforCFG\', previous definition in 'mcn_veh_cfg\' File NIM_Weather\config.cpp, line 558: '/CfgVehicles/ThunderLight.scope': Missing ';' at the end of line File NIM_Weather\config.cpp, line 568: '/CfgVehicles/ThunderLight.cost': Missing ';' at the end of line File NIM_Weather\config.cpp, line 569: '/CfgVehicles/ThunderLight.armor': Missing ';' at the end of line File NIM_Weather\config.cpp, line 585: '/CfgVehicles/ThunderLight/Smoke.initT': Missing ';' at the end of line File NIM_Weather\config.cpp, line 586: '/CfgVehicles/ThunderLight/Smoke.deltaT': Missing ';' at the end of line File NIM_Weather\config.cpp, line 591: '/CfgVehicles/ThunderLight/Smoke/Table/T1.maxT': Missing ';' at the end of line File NIM_Weather\config.cpp, line 596: '/CfgVehicles/ThunderLight/Smoke/Table/T2.maxT': Missing ';' at the end of line File NIM_Weather\config.cpp, line 601: '/CfgVehicles/ThunderLight/Smoke/Table/T3.maxT': Missing ';' at the end of line File RHS_hind\CfgAmmo.h, line 9: '/CfgAmmo/RHS_MissileBase.laserLock': Missing ';' at the end of line File RHS_hind\CfgAmmo.h, line 10: '/CfgAmmo/RHS_MissileBase.simulation': Missing ';' at the end of line File RHS_hind\config.cpp, line 352: '/CfgVehicles/RHS_Mi24D/EventHandlers.engine': Missing ';' at the end of line File RHS_hind\config.cpp, line 367: '/CfgVehicles/RHS_Mi24D_Irq.model': Missing ';' at the end of line File rlk_racs_urban\config.cpp, line 117: '/CfgVehicles/RLK_racs_urb_cptv.displayName': Missing ';' at the end of line File rlk_urban_sol\config.cpp, line 137: '/CfgVehicles/RLK_slaurb_cptv.displayName': Missing ';' at the end of line File sla_weapon\config.cpp, line 19: '/CfgTextureToMaterial/bizon.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 20: '/CfgTextureToMaterial/bizon2.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 21: '/CfgTextureToMaterial/bizon3.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 22: '/CfgTextureToMaterial/kobra.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 23: '/CfgTextureToMaterial/as_val.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 24: '/CfgTextureToMaterial/vss1.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 25: '/CfgTextureToMaterial/vss2.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 26: '/CfgTextureToMaterial/vsk1.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 27: '/CfgTextureToMaterial/vsk2.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 28: '/CfgTextureToMaterial/osv1.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 29: '/CfgTextureToMaterial/osv2.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 30: '/CfgTextureToMaterial/osv3.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 31: '/CfgTextureToMaterial/osv4.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 32: '/CfgTextureToMaterial/sa1.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 33: '/CfgTextureToMaterial/sa2.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 34: '/CfgTextureToMaterial/mff.material': Missing ';' at the end of line File sla_weapon\config.cpp, line 35: '/CfgTextureToMaterial/mfs.material': Missing ';' at the end of line Conflicting addon VILAS_Forces in 'vilas_config_cs\', previous definition in 'vilas_config_bis\' Conflicting addon VILAS_Forces in 'vilas_config_easy\', previous definition in 'vilas_config_bis\' Conflicting addon VILAS_Forces in 'vilas_config_hard\', previous definition in 'vilas_config_bis\' Conflicting addon VILAS_Stare in 'vilas_ww2_conf_cs\', previous definition in 'vilas_ww2_conf_bis\' Conflicting addon VILAS_Stare in 'vilas_ww2_conf_easy\', previous definition in 'vilas_ww2_conf_bis\' Conflicting addon VILAS_Stare in 'vilas_ww2_conf_hard\', previous definition in 'vilas_ww2_conf_bis\' Item STR_LIB_BIZON listed twice Item STR_CFG_GRP_INFANTRY_BASIC listed twice Item STR_CFG_XBOX_GRP_SQUAD_HEAVY listed twice Item STR_CFG_XBOX_GRP_SQUAD_SPECIAL listed twice Item STR_CFG_XBOX_GRP_SQUAD_MOTORIZED listed twice Item STR_CFG_XBOX_GRP_SQUAD_MECHANIZED listed twice Conflicting addon CAWeapons in 'ca\weapons\', previous definition in 'weapons_cfg\' Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesBasic/DefaultDie/ Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesMaleSdr/States/Crew/ Updating base class M4AIM->M4, by vilas_config_bis\config.cpp/cfgWeapons/M4A1SD/ Updating base class VIL_M4->VIL_M4A1, by vilas_config_hard\config.cpp/cfgWeapons/VIL_HK33/ Updating base class M16A2GL->M16A4, by CA\weapons3\m16a4_gl\config.bin/CfgWeapons/M16A4_GL/ Updating base class ->Soldier, by cmcd_1id\config.cpp/CfgVehicles/SoldierGB/ Updating base class ->Soldier, by cmcd_1id\config.cpp/CfgVehicles/SoldierWB/ Updating base class Soldier->CAManBase, by ca\characters\config.bin/CfgVehicles/SoldierWB/ Updating base class ->CAManBase, by ca\characters\config.bin/CfgVehicles/SoldierEB/ Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SoldierEG/ Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SoldierEMedic/ Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SoldierEMG/ Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SoldierEAT/ Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SoldierEMiner/ Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SquadLeaderE/ Updating base class ->SoldierEB, by ca\characters\config.bin/CfgVehicles/SoldierESniper/ Updating base class Soldier->CAManBase, by ca\characters\config.bin/CfgVehicles/SoldierGB/ Updating base class ->SoldierGB, by ca\characters\config.bin/CfgVehicles/SoldierGMedic/ Updating base class ->SoldierGB, by ca\characters\config.bin/CfgVehicles/SoldierGG/ Updating base class ->SoldierGB, by ca\characters\config.bin/CfgVehicles/SoldierGMG/ Updating base class ->SoldierGB, by ca\characters\config.bin/CfgVehicles/SoldierGAT/ Updating base class ->SoldierGB, by ca\characters\config.bin/CfgVehicles/OfficerG/ Updating base class ->SoldierGB, by ca\characters\config.bin/CfgVehicles/SoldierGMiner/ Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/ Updating base class ViewOptics->, by ca\tracked\config.bin/CfgVehicles/M1Abrams/Turrets/MainTurret/ViewOptics/ Updating base class Turrets->Turrets, by ca\wheeled\config.bin/CfgVehicles/HMMWV50/Turrets/ Updating base class MainTurret->MainTurret, by ca\wheeled\config.bin/CfgVehicles/HMMWV50/Turrets/MainTurret/ Updating base class Turrets->Turrets, by ca\wheeled\config.bin/CfgVehicles/Truck5tMG/Turrets/ Updating base class MainTurret->MainTurret, by ca\wheeled\config.bin/CfgVehicles/Truck5tMG/Turrets/MainTurret/ Updating base class Turrets->Turrets, by ca\wheeled\config.bin/CfgVehicles/StrykerBase/Turrets/ Updating base class MainTurret->MainTurret, by ca\wheeled\config.bin/CfgVehicles/StrykerBase/Turrets/MainTurret/ Updating base class Turrets->Turrets, by ca\wheeled\config.bin/CfgVehicles/UAZMG/Turrets/ Updating base class MainTurret->MainTurret, by ca\wheeled\config.bin/CfgVehicles/UAZMG/Turrets/MainTurret/ Updating base class Turrets->Turrets, by ca\wheeled\config.bin/CfgVehicles/BRDM2/Turrets/ Updating base class MainTurret->MainTurret, by ca\wheeled\config.bin/CfgVehicles/BRDM2/Turrets/MainTurret/ Updating base class Turrets->Turrets, by ca\wheeled\config.bin/CfgVehicles/LandroverMG/Turrets/ Updating base class MainTurret->MainTurret, by ca\wheeled\config.bin/CfgVehicles/LandroverMG/Turrets/MainTurret/ Updating base class Land_Stoplight01->NonStrategic, by six_editorupdate\config.cpp/CfgVehicles/Land_Stoplight02/ Updating base class House->NonStrategic, by six_editorupdate\config.cpp/CfgVehicles/Land_Stoplight01/ Updating base class ->Turrets, by ca\air\config.bin/CfgVehicles/AH1W/Turrets/ Updating base class NewTurret->MainTurret, by ca\air\config.bin/CfgVehicles/AH1W/Turrets/MainTurret/ Updating base class M4->M4AIM, by fdf_sounds_c\config.cpp/cfgWeapons/M4A1SD/ Updating base class ->SIX_Misc_EventHandlers, by six_misc\config.cpp/CfgVehicles/Helicopter/EventHandlers/ Updating base class ->SIX_Misc_EventHandlers, by six_misc\config.cpp/CfgVehicles/Plane/EventHandlers/ Applying controller scheme Default Applying controller scheme Default File description.ext, line 8: '.onloadmission': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 39: '/RscStatList.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 54: '/RscQueueList.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 79: '/RscLabelVclQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 95: '/RscButtonVclQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 107: '/RscLabelAirQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 123: '/RscButtonAirQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 136: '/RscLabelSldQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 152: '/RscButtonSldQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 371: '/DlgStatus/controls/List_Group.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 577: '/DlgBuild/controls/List_Squads.idc': Missing ';' at the end of line File dlgRscHelp.hpp, line 57: '/DlgHelpMenu/controls/List_Help.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 39: '/RscStatList.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 54: '/RscQueueList.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 79: '/RscLabelVclQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 95: '/RscButtonVclQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 107: '/RscLabelAirQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 123: '/RscButtonAirQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 136: '/RscLabelSldQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 152: '/RscButtonSldQueue.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 371: '/DlgStatus/controls/List_Group.idc': Missing ';' at the end of line File dlgRscRTSMenus.hpp, line 577: '/DlgBuild/controls/List_Squads.idc': Missing ';' at the end of line File dlgRscHelp.hpp, line 57: '/DlgHelpMenu/controls/List_Help.idc': Missing ';' at the end of line File description.ext, line 3: '.minScore': Missing ';' at the end of line File description.ext, line 4: '.avgScore': Missing ';' at the end of line File description.ext, line 5: '.maxScore': Missing ';' at the end of line File description.ext, line 0: '.onLoadMission': Missing ';' at the end of line File description.ext, line 4: '.onLoadMission': Missing ';' at the end of line File description.ext, line 0: '.onLoadIntro': Missing ';' at the end of line File description.ext, line 1: '.onLoadMission': Missing ';' at the end of line File description.ext, line 6: '.onLoadMission': Missing ';' at the end of line File description.ext, line 5: '.OnLoadMission': Missing ';' at the end of line File description.ext, line 7: '.minScore': Missing ';' at the end of line File description.ext, line 8: '.avgScore': Missing ';' at the end of line File description.ext, line 9: '.maxScore': Missing ';' at the end of line File description.ext, line 8: '.onLoadMission': Missing ';' at the end of line No more slot to add connection at De61 (6952.9,8228.9) No more slot to add connection at Fh71 (11466.8,6127.8) No more slot to add connection at Fi71 (11613.7,6208.8) No more slot to add connection at Gh57 (13524.3,8896.8) No more slot to add connection at Hc39 (14473.8,12501.8) Warning Message: 'value/' is not a class ('oid' accessed) Warning Message: 'oid/' is not a class ('data' accessed) Warning Message: 'value/' is not a class ('oid' accessed) Warning Message: 'value/' is not a class ('items' accessed) Warning Message: 'value/' is not a class. Warning Message: 'value/' is not a class. Warning Message: 'value/' is not a class. Warning Message: 'value/' is not a class ('items' accessed) Warning Message: 'value/' is not a class. Warning Message: 'oid/' is not a class ('data' accessed) ======================================================= Date: 06/30/07 Â Time: 14:38:42 ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 007C82C8 graphics: Â D3D9, Device: NVIDIA GeForce 7950 GT, Driver:nv4_disp.dll 6.14.11.5827 resolution: Â 1280x1024x32 Addons: Â AFRICAN_insurgents in madmed_insurgents\, RC_Be32K in rc_be32k\ Â UK_Desert in S_J_Recce\, CMCD_1ID in cmcd_1id\, ZS_BDU_Woodland in zs_woodlandus\ Â CSL_UI_MOD in CSL_UI_MOD\ Â CSL_EBU_US_SF_CQB_REPLACEMENTS in CSL_EBU_US_SF_CQB_REPLACEMENTS\ Â MAP_AIR_Sounds in map_air_sounds\, Desert in ca\desert\ Â CAIntroAnims in ca\introanims\, M60A3 in m60a3\, rlk_guer in RLK_Guer\ Â SIX_Markers in six_markers\, CASounds in ca\sounds\, G85_Editor in G85_Editor\ Â MAP_Air in map_air\, McN_vehicles in mcn_veh_cfg\ Â CA_Missions_Armory1 in ca\missions\armory1.intro\ Â CAweapons3_m107 in CA\weapons3\m107\ Â CAweapons3_m16a4_acg in CA\weapons3\m16a4_acg\, CAWheeled in ca\wheeled\ Â MAP_SSara in map_ssara\, Civilians_Addon in Civilians\, frz_elite in FRZ_ELITE_EAST\ Â RC_AlouetteII in rc_alouette\, SIX_CRDS in six_crds\, CA_Missions in ca\missions\ Â CARoads in ca\roads\, CAWheeled3_TT650 in CA\wheeled3\tt650\ Â SKA_Rac_Mercs in Ska_Rac_Mercs\, CAAir in ca\air\, CA_Anims in ca\anims\ Â CAWeapons in weapons_cfg\, EBU_SOCOM1 in EBU_SOCO1\, Greek_AF_Secu in greek_af_secu\ Â VILAS_Forces in vilas_config_bis\, SIX_editorupdate in six_editorupdate\ Â SIX_Tracers in six_tracers\, CAAnimals in CA\animals\, CAUI in ca\ui\ Â CAweapons3_m16a4 in CA\weapons3\m16a4\ Â CAWeapons3_ammocrates in CA\weapons3\ammocrates\, MAP_Misc in MAP_Misc\ Â SLA_Weapons in sla_weapon\, CAAir3_Su34 in CA\air3\su34\ Â CACharacters in ca\characters\, CASigns in CA\signs\, CAFonts in ca\UIFonts\ Â CAweapons3_m16a4_gl in CA\weapons3\m16a4_gl\, CAWeapons3 in CA\weapons3\ Â CAWheeled3_M1030 in CA\wheeled3\m1030\, EditorUpdate_v102 in editorupdate_v102\ Â Ska_Racs_Wp in Ska_Racs_Wp\, SIX_Misc in six_misc\, CAAir3 in CA\air3\ Â CAMisc in ca\misc\, CAPlants in CA\plants\, CAVoice in ca\voice\ Â ArmA_GL2Plus in gl2plus\, MAP_Air_Weap in map_air_weap\ Â rlk_urban_sol in rlk_urban_sol\, FDF_Sounds in fdf_sounds_c\, CAData in ca\ Â CALanguage in ca\language\, CAWater in CA\water\ Â CAweapons3_aks74pso in CA\weapons3\aks74pso\ Â CSL_DESERT_MARPAT_INF_REPLACEMENTS in CSL_DESERT_MARPAT_INF_REPLACEMENTS\ Â CSL_KLMK_SPEC_OPS in CSL_KLMK_SPEC_OPS\, rlk_racs_urban in rlk_racs_urban\ Â CA_Anims_Char in ca\anims\characters\, CATracked in ca\tracked\ Â CAweapons3_ksvk in CA\weapons3\ksvk\, ZS_BDU_Desert in 3rdid_deserts\ Â UK_Landrovers in desert_l_r\, joh_usmc in joh_cfgmarpat\ Â SWM_Faces in SWM_Camofacepack_v-1-1\, CAA10 in ca\a10\ Â ArmA_Voices in arma_group_link_ii_plus!_voice\, Ska_JAM in Ska_JAM\ Â VILAS_Stare in vilas_ww2_conf_bis\, UK_LandroversW in woodla_l_r\, Sara in ca\sara\ Â CAWheeled3 in CA\wheeled3\, NIM_Clouds in NIM_Weather\, RHS_Hind in RHS_hind\ Â UK_DPM in S&J_Recce\, CABuildings in ca\buildings\, CARocks in Ca\Rocks\ Â CAweapons3_m16a4_acg_gl in CA\weapons3\m16a4_acg_gl\ Mods: CA;@SIX;@FDF_Sounds;@UserAddons;@CSL_UI_MOD;@TrueView;@Islands Distribution: 1292 Version 1.08.5163 Fault address: Â 007C82C8 01:003C72C8 C:\Program Files\Bohemia Interactive\ArmA\arma.exe file: Â Â =AoR=_SG_chapter2 (__cur_sp) world: Â Â sara Prev. code bytes: FC 8B 49 24 C1 E0 02 8B 0C 08 89 45 F8 8B 01 57 Fault code bytes: FF 50 1C 8B F8 85 FF 0F 84 84 00 00 00 53 56 6A Registers: EAX:00000000 EBX:00000000 ECX:12D9B000 EDX:007C7C42 ESI:147D7A30 EDI:00000001 CS:EIP:0023:007C82C8 SS:ESP:002B:01C5EB2C Â EBP:01C5EB38 DS:002B Â ES:002B Â FS:0053 Â GS:002B Flags:00010212 ======================================================= note: Minidump has been generated into the file C:\Documents and Settings\Administrator\Local Settings\Application Data\ArmA\arma.mdmp ok the next step is: I try with @UserAddons disabled. And yes it's with RC7 absolute new @SIX install absolute new save game. Share this post Link to post Share on other sites
sickboy 13 Posted June 30, 2007 Ok sad to tell, but after having tried the first mission with the new array version, save game crashed again.I would like to post my .rpt file, but do I find it? Ok now I saw the link to the wiki site, I found the .rpt file will post it. Did you test only the earlier posted ArrayVersions, or did you try RC7?RC7 has another load of variables less. It should be tested with a "fresh" save. So the mission should be started from 0 and then save --> load. For the ArmA.RPT I linked you to the BIS Wiki with the info about RPT. [edit]Oh, you saw it :P Share this post Link to post Share on other sites
kroky 1 Posted June 30, 2007 @sickboy right now I'm doing a shitload of testing. enable/disable addons, mods and so on I will post in short time my "experiences" to tell more about save game bug. Share this post Link to post Share on other sites
Maddmatt 1 Posted June 30, 2007 @sickboyright now I'm doing a shitload of testing. enable/disable addons, mods and so on I will post in short time my "experiences" to tell more about save game bug. Exactly what mods were you using? And what mission was it? I see "=AoR=_SG_chapter2" in the RPT but I don't recognise it. That info is more useful than a chunk of the RPT. Also, a link to a topic/info on that mission? The mission could also have lots of global variables to increase the chance of the crash. Share this post Link to post Share on other sites
kroky 1 Posted June 30, 2007 @Maddmatt That's why I changed back to a simpler mission from BIS: Commander (If you read through this topic, you will know that I was testing with exactly this mission the SIX pack right from the start.) Until now after 1 hour of testing, I have some facts: 1. Definitely the save game bug is not affected by the FDF Sound pack. I successfully could save/exit ArmA, load, and again again the same on the commander mission for about 6 times now. Still testing...... PS. and BTW AOR is the Sicilian Gambit Campaign fro Art-of-rush, you can find the campaign here on the forums under user missions Share this post Link to post Share on other sites
sickboy 13 Posted June 30, 2007 @Matt: I was thinking about making the functions more accesible as the numbers are kinda horrible, or are you of different opinion? I came up with the following: Instead of using arrays for the functions, I create a gamelogic called SIX_Misc_F (etc etc), and use setVariable to write code into a variable, and getVariable, to read code back from variable. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player setVariable ["fTest",{test1="hahaha";}] call (player getVariable "fTest");Works! I have not done extensive tests with big code etc... But this way, my scripts would not use any global variables but instead use variables on objects. My idea is to create a local object for Misc, Tracers, CRDS, etc.. one could then simply: [_this,_ammo,_weapon] call (SIX_Tracer_F getVariable "fGetAmmo"); etc. I think it would make it a lot better readable (or rememberable) than: [_this,_ammo,_weapon] call (SIX_Tracer_F select 41); I also got my AI-Manager v0.2beta1 as good as done, also converted to use the new methods used in Pack1. But since mission makers will need to be able to easily use and understand it.. I think Atleast, names have preference over numbers? @kroky: Thanks for the extensive testing; Please keep us up2date. Share this post Link to post Share on other sites
kroky 1 Posted June 30, 2007 ok after some hours of testing I can say the following: - it seems that the save game bug has more to do with the mission itself than with the SIX pack. first the good message: I was able to play with the RC7 @SIX pack1 the BIS commander mission with saving, exiting ArmA and loading several times, and with a lot of mods and addons enabled. No save game crashes. Which is a progress since I had savegame crashes with the earlier SIX pack versions, exact on the same mission! the bad message: Still with the Sicilian Gambit campaign, mission 2 (chapter 2) "sharp move" I get CTD after loading again the mission and it happens with or without CRDS.... So it looks like some missions can't be saved/loaded independent on the SIX pack. It is important to tell that the Sicilian Gambit Campaign is intended for multiplayer only and I just force this campaign to play as single player. So that may be the reason I'm unable to save/load the mission. So as a conclusion to my testing I would say: @sickboy, @madmatt I think the change to the arrays (and saving a lot of variables) is an improvement since I can now save/exitArma/load some missions I couldn't before. (I will test some more native SP missions to confirm this.) I think the mods I'm using additionally to @SIX have no impact on the savegame bug. It's simply depending on the mission itself. currently I'm using the mods: @FDF_Sounds @trueview @CSL_UI_mod @CSL_replacement_packs (ACU for US INF, Ebud's units for US SF, Frozzen's units for OPFOR SF) @UserAddons with a lot of addons listed in my last .rpt file so bottom line: The savegame bug is a bug from the OFP/ArmA engine and not from @SIX. BIS should work on this. PS. totally offtopic but interesstingly: I tried to set the precision value in my arma.cfg file for friendly: to 0.500000 and for enemies to 0.400000 - and I geet very intense fire fights that last a lot longer than before. When I'm running from corner to corner at full speed it's very unlikely the AI would hit me with the first 3-4 shots! Very realistic! And something ontopic: I really don't like the effect of CRDS when I'm hit and I'm in a vehicle (car, truck, helo, plane, tank) that CRDS stops to play the engine sound, and all other sounds, then plays for a second the breath sound, and then again resumes the other sounds. @sickboy whether remove the breath sound or make it play beside the other sounds but not stopping playing the engine, explosions, environment and gun sounds. Share this post Link to post Share on other sites
Maddmatt 1 Posted June 30, 2007 @Matt:I was thinking about making the functions more accesible as the numbers are kinda horrible, or are you of different opinion? As long as they are listed in a readme, I don't think there is a problem. Mission editors would probably just want to copy+paste that stuff from the readme instead of typing it out. The numbers don't bother me, when making my own small mod for OFP I had everything in arrays including functions. I just kept a text file that listed where everything was in the arrays so I could just refer to it. Quote[/b] ]I came up with the following: Instead of using arrays for the functions, I create a gamelogic called SIX_Misc_F (etc etc), and use setVariable to write code into a variable, and getVariable, to read code back from variable. Interesting idea. Could use those too keep arrays of ammo classes and stuff too. Could leave all the global variable space for the mission editor But why have a seperate object for SIX_misc, SIX_CRDS etc? You can have one SIX_logic for everything. The savegame bug is a bug from the OFP/ArmA engine and not from @SIX. BIS should work on this. True, but until BIS fixes it all we can do is work around it. It is exactly why I posted it on the bug-tracker here. Suma has assigned himself to it, so hopefully it will be fixed eventually. Edit: Also, you are correct in saying that those other mods have no effect on the savegame bug, since they don't use any scripting Share this post Link to post Share on other sites