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vafana

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Posts posted by vafana


  1. 17 hours ago, teabagginpeople said:

    Hi Vafana,

     

    Is the Experimental version also displaying this error? If you have not already, try this version. 

     

    Yes, I tried the normal version twice, then the experimental version. I specified this in the ticket opened in feedback tracker.

     

    14 hours ago, ozzbik said:

    Have you updated the BIOS by any chance before the problems started? Also try resetting the BIOS settings to default (save your BIOS profile for roll-back purposes).

     

     

    The BIOS is updated before installing the game, that is, on the day it was released, the game worked normally for a few months until I uninstalled it. It has nothing to do with the BIOS. I will have to wait to be resolved through the open ticket on the tracker, personally I have tried everything I found on the internet regarding the error for a game I paid for.


  2. 9 hours ago, ozzbik said:

    I saw your ticket in the feedback (T177785). Perhaps adding the dxdiag output and crash logs could help the developers a bit further.

     

    The 0xc0000005 error unfortunately is a very common error which has to do with memory (or files) being unable to read/write.

    Other thing to try:

     

    - Run steam and/or Reforger as an Administrator

    - Disable any overclocking

    - Set all Reforger specs to lowest settings

    - I assume you've rebuild the config file on your re-install, but if not, remove the config entirely.

    - Start without BattleEye (ArmaReforgerSteam.exe)

     

     

     

    Hi, I did everything you mentioned.


  3. 1 hour ago, ozzbik said:

    Hi Vafana,

     

    While in most cases that is correct, I've experienced that it's not always the case. Sometimes programs tend to do stuff differently than what's normal behaviour.

    As I said, it's something worth to check for good measure.

    I have seen that there's an similar error on the feedback site T164891 

     

    Besides that, could you add the following:

     

    - Reforger log files

    - Windows application/system event log containing entry around the time of crashing.

    - What OS version, firewall, virus scanner or vpn are you using?

     

    This would help. 🙂

     

    Hi, thanks for the reply.

    The problem is that for more than a year the game worked without problems, then I uninstalled it and reinstalled it again after about two months and since then I haven't been able to start the game, every time the same crash.
    I made a ticket on the feedback site with the crash files attached. I will do a memory check though.

    Edit:

    I did a memory check, there are no problems with them.

     

    • Like 1

  4. Is there any fix for the game crash on startup whit:

    ''Exception: Access violation. Illegal write by 0x0 at 0x0''?

    I reinstalled the game yesterday, same error, uninstalled and reinstalled today with the same result, updated gpu driver, checked file integrity as well. I sent the report, but from what I understand from some comments on Steam or Reddit, it's an error that persisted from last year. Does anyone know a solution?


  5. 49 minutes ago, FlatDarkSpace said:

    I'd be interested to hear about your thoughts and finding on this.

     

    Well, from what I have tested so far, it spoils things in Pilgrimage, for example the helicopter no longer takes off, it stays on the airfield with the engine running, the revive system spoils almost all the beauty of the game in SP, I tried to disable it by adding to the mission the module provided by CDLC, no success, CDLC has auto-implemented AI system that breaks some things, eg. body markers no longer appear, etc. I haven't tested much, but there are already many problems, the craziest being that the eastern faction does not exist, only the western and independent one. Out of curiosity, I've changed the units on the Altis map for now, including the plane instead of the helicopter, I'm curious if the plane will take off. On the Normandy map it's a real mess, around strongholds and airports, all the bushes have loot crates.

    edit:

    Surprisingly, the plane took off.


  6. 8 hours ago, Marc13Bautista said:

     

    Would be awesome if you release your Normandy port on Steam Workshop. Would be a blast doing Pilgrimage in that map. 😁

     

    I have already made a port, for now as a test, without assets from CDLC, this is because I don't like certain things about this CDLC, and Pilgrimage behaves strangely on Normandy map, then the map optimization is very weak for now. So, at this stage, it's not worth it for me. However, I would like to do some tests on the Altis version (or another map), in the sense of changing assets with those from CDLC, from what I understand, some modules are needed to disable the things that make Pilgrimage not work as it should. I will see.

    • Thanks 1

  7. 31 minutes ago, Rydygier said:

    No problem. 🙂 Of course, this can be applied to any map, simple changing folder's map name should do it, I believe. 

    I have already tried it for the Normandy map, it works perfectly; of course, at first I changed the name of the map from .Altis to .SPE Normandy, I placed the folder in Documents/Arma3/Missions and opened in the editor on the specific map, I selected from the menu which coordinates I wanted and they appeared in the RPT after a few minutes. Simple and effective.:respekt:

    • Like 1

  8. 7 minutes ago, Rydygier said:

    Here's a small mission, where you have scripts to find both, holy sites and potential checkpoints positions. Each under mouse action for the convenience. Coords land into RPT and into the clipboard. 

     

     

    Thank you very much, I really appreciate it!


  9. 13 hours ago, major-stiffy said:

     

    I've never seen one that does that. I wish there was one. I've seen the script that find checkpoints for us but not holyplaces.

     

    There is a code for this, @Rydygier posted a link that goes to a previous post, but I can't find the code there...

     


  10. 1 hour ago, pvt. partz said:

    ...that seems quite doable. Could you improvise that script where you can find the crossroads, and substitute with a building classname?

    maybe crossroads looks at x-y coordinates where buildings look for classnames which might require modifying the script, which is something I cannot do.

     

    I think it's a little different, the script that identifies the coordinates of crossroads has certain conditions applied, for example the distance between crossroads and objects, or the intersection of two roads, etc. I don't think it works only by a simple substitution of classnames.

     

    RYD_AllCross = 
    	{
    	startloadingscreen ["Pilgrimage","RscDisplayLoadCustom"];
    
    	_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "mapSize");
    	_rds = _mapSize/2;
    	_mapC = [_rds,_rds];
    
    	diag_log format ["mapS: %1",_mapC];
    
    	_nR = _mapC nearRoads (_rds * 1.42);
    
    	_nC = nearestLocations [_mapC, ["NameCityCapital","NameCity","NameVillage"],_rds * 1.42];
    
    	_crossr = [];
    	_cnt = count _nR;
    	diag_log format ["cntNR: %1",_cnt];
    
    		{
    		_con = count (roadsConnectedTo _x);
    		if (_con > 2) then
    			{
    			_pos = getPosATL _x;
    			_pos resize 2;
    			_tooClose = false;
    			
    				{
    				if (_pos in _x) exitWith {_tooClose = true};
    				if ((_pos distance _x) < 500) exitWith {_tooClose = true};
    				_nBuilding = nearestBuilding _pos;
    				if ((_pos distance _nBuilding) < 50) exitWith {_tooClose = true};
    				}
    			foreach _nC;
    			
    			if not (_tooClose) then
    				{
    				_pos set [2,0];
    				_crossr set [(count _crossr),_pos]
    				}
    			};
    			
    		progressLoadingScreen ((_foreachIndex + 1)/_cnt)
    		}
    	foreach _nR;
    
    		{
    		_i = "cMark_" + (str _x);
    		_i = createMarker [_i,_x];
    		_i setMarkerColor "colorOrange";
    		_i setMarkerShape "ICON";
    		_i setMarkerType "mil_box";
    		_i setMarkerSize [0.6,0.6];
    
    		diag_log format ["%1",_x]
    		}
    	foreach _crossr;
    
    	diag_log format ["amount: %1",count _crossr];
    	
    	endLoadingScreen;
    	
    	hint format ["done: %1",_cnt];
    	};

     


  11. Hi @Rydygier, I have a question.
    As far as I remember, you posted (although now I can't find it) a script with which the coordinates of the "Holy Places" can be found on a specific map in order to port the mission. I would be grateful if you could repost the script, if it exists. I have the impression that at some point I had it, together with the script with the coordinates of the crossroads that I still have, but maybe I'm wrong..
    Thank you in advance.


  12. 8 hours ago, major-stiffy said:

     

    I've never seen one that does that. I wish there was one. I've seen the script that find checkpoints for us but not holyplaces.

     

    I have the script for finding the coordinates of the crossroads; as far as I know @Rydygier posted a script with which you can find the coordinates of specific buildings on the map, in this case, chapels, churches. Maybe I'm wrong, but at one point it seems to me that I had both, because I ported this mission on a dozen maps. I will ask in the original topic of the mission.


  13. 31 minutes ago, pvt. partz said:

    Change or add whatever planes you like but, as I say you will have to figure out whether to use fighter planes (with weapons) or "C" planes that drop paratroopers. If you decide to go with the latter you will have to study and reverse engineer what Rydygier did in Staszow. There is probably some use of code that intructes the AI to drop from the planes.

    ...I would be interested to know if fighter planes would actually shoot at you if that was the route you decide to take.

     

    I am interested in replacing the helicopter with a fighter plane, well, in this CDLC there is only one fighter plane, there is no plane for paratroopers, and I thought of using it instead of a helicopter.


  14. 22 minutes ago, pvt. partz said:

    RYD_JR/JRInit.sqf

     

    Search for...

    RYD_JR_allHolyPlaces =

    ...enter what ever coordinates you use when placing your holy places on your map

     

     

     

    Thanks for the response, but it's about something else, maybe I didn't make myself understood, but it's about the script that identifies the coordinates of the "Holy Places" on the map.


  15. On 7/27/2023 at 5:05 PM, FlatDarkSpace said:

    Alright, I'll be the first to ask. Anybody grab Spearhead 1944 yet? How's its Normandy terrain look as a prospective Pilgrimage port?

     

    I was thinking of making a Pilgrimage port for the Normandy map and even replacing the units; I was wondering if it is possible to replace the helicopters with planes... not sure if it will work. But a regular port is not difficult to do.

    • Like 2

  16. 1 hour ago, Rydygier said:

    Probably (don't remeber for sure) loot boxes also are cached/decached. 

     

     

    So that would be my guess. Maybe try on stable to compare? Mods can't change script commands syntax/break them (which seems the problem here). Dev branch is always risky to use for such reasons exactly. 

     

    I will try the stable version, thanks a lot for the reply.


  17. 14 hours ago, alky_lee said:

     

    I've not experienced that error. I use the realistic loot setting. Which setting are you using?

    Realistic.

     

    2 hours ago, Rydygier said:

    Was it on A3 2.12 stable, or dev branch? On BIKI I see, they are adding some functionalities to addItemCargo command for 2.14, so perhaps it is broken temporarily in dev branch? Error says, array is encountyered, while string is expected. But this command definitelly takes an array. 

     

    But also - this line exactly is not from loot spawn, it is from vehicle decaching code. And it looks like this:

     

    case (2) : {_vh addItemCargo [_stuff,_am]}

     

    So there's _stuff in my version, not stuff. Why there's no underscore in that log, I wonder?

     

    It is version "Pilgrimage 1.95" Arma 3 dev branch. It's my mistake in the post above when I copied the text, it's actually

    [_stuff,_am]

    in both instances, sorry for the confusion.

     

    Oh, so it's from the vehicle decaching code, interesting, because it appears in areas where I approach buildings with loot, I don't know if it has anything to do with it, but that's what I've noticed, and also the fact that it also happens with other versions of Pilgrimage on several maps other than Altis, ex: Livonia, Malden, Roche, Sumava, all of which are ports. I tend to think that if no one else has the error and is using the A3 dev branch, maybe it's because of some mod.


  18. After some time I tried to play '' Pilgrimage '' again, but I get this error in any map I would try, during the game, when I approach buildings that have a loot.

     

    '...ineCargo [_stuff,_am]]:
    Case (2) : [_vh /#/addItemCargo [_stuff,_am]]
    }
    }
    foreach (...'
    Error Type Array, expected String

    Anyone had the error?


  19. 1 hour ago, ozzbik said:

    Which mods have you tried? For us to actually help, you have to be specific. Otherwise it's a guessing game.

     

    Does the game work without mods to begin with?

    Can you link/upload your logfiles so that we can read them?

     

     

     

    I have uploaded below the .log files, I hope it helps. I tried in turn all of the used mods, regardless of the configuration, don't work.

    Yes, the game works without mods.

    https://easyupload.io/m/fo0ddw

     

    1.jpg

    • Like 1
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