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vafana

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Posts posted by vafana


  1. 14 minutes ago, tpw said:

    Yeah I get the crashes too. The things that cured it for me were a) switching to JEMalloc 64bit memory allocator and b) unticking the "Profile" box. Might be one or the other.

     

    Not sure if it's related but I can no longer repair mods from the launcher. 

    I tried all versions of "malloc", it had no effect after the March 16 update, before that, at such an error, it worked if I changed "malloc" or the graphics driver, but now it was extremely frustrating, the only solution was to switch to the stable version.


  2. 1 hour ago, DnA said:

    I believe this is a known issue that should get resolved in the next update.

    Regarding your crashes, you have tried a Steam local file cache verification? Any update can cause data corruption via the delta-patching process.

    Thanks for the reply, I tried and the only solution (for the crashes) was to go back to the stable branch version, so my suspicion is confirmed that the March 16 update is a bit of a problem. I have the "ArmaReportLog" files if it's helpful, but it's from April 4th and with mods, not vanilla; after that I switched to the stable version.

    https://www45.zippyshare.com/v/uHGfIXCx/file.html

    • Thanks 1

  3. After the last dev update, I can no longer access the inventory of dead enemies. I tried with and without mods. Does anyone have this problem?

    Also, after the March 16 update I have constan crash with error "0xC0000005 - STATUS_ACCESS_VIOLATION". I know there is no solution for this error, but it is strange that it only happened after the March 16 update.


  4. 2 hours ago, kingofnuthin1980 said:

    I'm curious about your opinion... Do you want the garbage collector to be adjustable or is it enough if it is pre-defined?

    Thanks for the question, it would be beneficial for the gameplay to be adjustable and more practical if it were included in the in-game menu. A good example of implementation is Rydiger's dynamic mission "Pilgrimage"; But of course it's all up to you.

    • Like 1

  5. I only took this DLC for the map, and I really like it; for example the buildings created and used by CSLA are more than those of SOG (it was a disappointment when I saw modern Tanoa buildings used in a map from the 60s - 70s, air conditioners can be heard everywhere); so I think they worked hard, and 10 euros ... I think it's worth it, I enjoy it already, thank you.

    Hey, give the team a little break, they have time to improve things just like Global Mobilization.

    • Like 4

  6. Hi,

    I don't know if anyone has this problem, I searched the forum, I didn't find any topic in this regard;

    So, there are 2 or 3 buildings in Livonia that have this glitch:

    https://imgur.com/vRwQvoJ

    https://imgur.com/rSX5c8r

    https://imgur.com/360w1nn

    https://imgur.com/E1AeKoi

    https://imgur.com/LKbKtEe

    Does anyone know what this is about? this has been happening for a few months now, I have no problems with my PC, it only happens on these buildings regardless of the configuration used with or without mods.

    This happens only if I set the textures to ultra, and if I set to standard or high, the glitch disappears.

     


  7. 18 hours ago, mickeymen said:

    Hey @nkenny


     

    Spoiler

     

    I created tests and put the enemy AI (infantryman facing the player) opposite myself in the open spaces of the map.

    At a distances > 200 meters, the AI already sees very poorly visually.  

    It takes many time to detect me, even if the AI looks at me! (unit level was 50%, In the game settings - I use Total AI level 85%,  also tried 100% but did not see an explicit result)

    Also I tried to give to this AI the SENTRY waypoint in the hope that this might somehow increase the range of his visual detection, but there was no improvement.

    SENTRY is the same useless vanilla waypoint, like most other waypoints in the game, because there are no special AI-features.

     

    I think, what the low vision and low alertness - This is a big weakness of Arma3 AI, since there is no way to create a sentinel on the observation tower (or any other place), that would closely observe long distances in its field of vision. 

    AI also will not hear the sound of an approaching vehicle, while the player hears it perfectly.

     

    Please try to create an additional waypoint - OBSERVE.

    The main goal is that with this waypoint AI could detect the enemy at large distances, if this AI currently observe.

    At this point, the behavior should be minimally aggressive, while this AI should be able to see and hear far.

    Perfect for guard positions, now this is very lacking.

     

     

     

    I can confirm what @mickeymen says.

    • Thanks 1

  8. @pvt. partz a few small suggestions, if you don't mind:

    I know that "ambient combat" is part of the atmosphere of the story, but the option of "disable" for fps sake would be desirable; and I don't know if it is intentional, but there are many "holy places" omitted, if you consider to put them all, in my port version there are all (-1 maybe). Thanks again for the port, I enjoy it.👍


  9. 25 minutes ago, Rydygier said:

    I do not see such error in RPT, also all seems fine in that part of the code indeed, so it's kind of a mystery. 

    Thanks for the responses, the error is a mystery, because the second time I started the mission, it didn't appear anymore.... but I tend to believe that it is related to "ambient combat", and in this version not having the possibility to disable it, I cannot verify.

     

    @pvt. partz Very nice port, thanks!

     

    • Thanks 1

  10. Hi, @pvt. partz

    Another approach to the mission is welcome, thanks;

    But for the moment it's unplayable for me because from the beginning I get this error on the screen and it doesn't go away at all:

     

    '...AIs set [foreachindex,0]};
    }
    }
    foreach // RYD_JR_AllSpawnedAIs;
    ,
    RYD_JR_AllSpawned...'
    Error Undefined Variable in expression: ryd_jr_allspawned

     


  11. I noticed that AI "hearing" is very bad, an explosion with HE grenade at a distance of 100m from an enemy patrol, did not alert them at all; another strange reaction was when from a distance of 600m I eliminated with a HMG, half of a group on patrol, and after a few seconds the others went into safe mode. It's weird that I noticed this reaction after the last update.


  12. 34 minutes ago, nkenny said:

    @vafana
    I am not seeing that error on my end. Even testing with CBA, ACE3, and RHS. Though on occasion the RPG32 does throw an error on starting up. Which suggests dodgy load order. The lambs_rpg is in any case due a revisit. Try disabling the mod on your end and see if it persists. 

     

    -k 

    I did some tests, it seems that it has nothing to do with your mods, it was Blastcore and the new dev branch update.

    Thanks for the quick reply, I appreciate your work.:thumb:

     

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