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Freghar

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Everything posted by Freghar

  1. Freghar

    NIArms Release Thread

    Please thread carefuly around this - don't assume the worst possible case by default. This may create a false impression of the other side, which might get unintentionally reinforced by something else and suddenly you get a full-scale flamewar on your hands out of a simple misunderstanding and the evil-by-default principle. Not saying that is(n't) the case here, just that most people aren't "dicks". I do OS kernel development (substitute any technical work here) and a cool-headed friendly bit of sarcasm as a reply to a false claim works much better. :) (Generally.)
  2. Freghar

    RDS A2 Civilian Pack

    Thanks, probably useful for mountain/old/other bikes as well.There's a scripting error on engine on/off a Tractor, 12:57:15 Error in expression <_if(_this select 1)then{_this call RDS_fnc_> 12:57:15 Error position: <(_this select 1)then{_this call RDS_fnc_> 12:57:15 Error Missing ; Also, I managed to finally reproduce the crash after spawning lots of assets, but only on the server (no RPT log at this time, sorry, it's a new server). Will try to get more info.
  3. Freghar

    RDS A2 Civilian Pack

    Cannot reproduce it on a dedicated server, spawning via Zeus (civilians/vehicles), downloaded via the MEGA link. $ md5sum * ac085c4aa5f55507767beee2befaa4ba *rds_a2port_civ.pbo 556f7845259a062c99b3a7682eddad22 *rds_a2port_civ.pbo.RDS.bisign 7f2e7cdd0efb30dd0169ce7f86212faa *rds_a2port_cman.pbo 4d14ca42d3a09fdb3d690c53c85522ea *rds_a2port_cman.pbo.RDS.bisign $ sha1sum * a3e7e971942034bc3c5378e58b7c60d8ee6a5026 *rds_a2port_civ.pbo cc07740a190e69f7b421980de4b2b9f1d148dcd4 *rds_a2port_civ.pbo.RDS.bisign c696b3db7e1f4305824f87f62030b823ed7907b4 *rds_a2port_cman.pbo 13bd75c0bc8d4540e784c9d8ad164594deb94265 *rds_a2port_cman.pbo.RDS.bisign (Maybe double check that you don't have corrupted PBOs.)
  4. Freghar

    NIArms Release Thread

    I seem to still be getting some 1.62 errors with the latest release, with compat PBOs, using NIArsenal v6, downloaded from Armaholic. Tried running it with RHS without compat PBOs and I get Warning Message: Error: creating weapon UGL_F with scope=private Trying individual weapon PBOs, each with its own compat PBO, while having RHS enabled, throws 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.scope'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: Error: creating weapon WeaponSlotsInfo with scope=private 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.displayName'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.nameSound'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.type'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.picture'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.Library'. 11:08:14 Warning Message: No entry '.libTextDesc'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.model'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.simulation'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.fireLightDuration'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.fireLightIntensity'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.fireLightDiffuse'. 11:08:14 Warning Message: Size: '/' not an array 11:08:14 Warning Message: Size: '/' not an array 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.fireLightAmbient'. 11:08:14 Warning Message: Size: '/' not an array 11:08:14 Warning Message: Size: '/' not an array 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.weaponLockDelay'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.weaponLockSystem'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.cmImmunity'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.weight'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.lockingTargetSound'. 11:08:14 Warning Message: Size: '/' not an array 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.lockedTargetSound'. 11:08:14 Warning Message: Size: '/' not an array 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.detectRange'. 11:08:14 Warning Message: '/' is not a value 11:08:14 Warning Message: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.muzzles'. 11:08:14 Warning Message: Size: '/' not an array for ar15 / aug / awc / m14 / M60E4 / mp5, independently.As sigamt doesn't have a RHS compat pbo, it just throws the UGL_F error mentioned above. The annoying bit is that it pops up an error dialog on every game start, in the main menu. (Not tested ACE3 compat PBOs, the issue might be there as well.) Thanks!
  5. Freghar

    FoxFort Camo Pack

    I'm still getting the following in RPT (with just "@FoxFort Camo Pack" enabled, v1.42 from Armaholic): 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: Error: creating weapon ItemInfo with scope=private 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.displayName'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.nameSound'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.type'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.picture'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.Library'. 10:19:46 Warning Message: No entry '.libTextDesc'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.model'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.simulation'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.fireLightDuration'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.fireLightIntensity'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.fireLightDiffuse'. 10:19:46 Warning Message: Size: '/' not an array 10:19:46 Warning Message: Size: '/' not an array 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.fireLightAmbient'. 10:19:46 Warning Message: Size: '/' not an array 10:19:46 Warning Message: Size: '/' not an array 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.weaponLockDelay'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.weaponLockSystem'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.cmImmunity'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.weight'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.lockingTargetSound'. 10:19:46 Warning Message: Size: '/' not an array 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.lockedTargetSound'. 10:19:46 Warning Message: Size: '/' not an array 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.detectRange'. 10:19:46 Warning Message: '/' is not a value 10:19:46 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.muzzles'. 10:19:46 Warning Message: Size: '/' not an array and the main menu has a pop-up dialog on game start (which is kind of annoying), No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'. If there's any chance of fixing those, it would be great.Thanks!
  6. Freghar

    RDS A2 Civilian Pack

    Just one minor thing - when you kill a driver of the Yamaha bike, it stays on the seat. This can be fixed with https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#ejectDead...
  7. Freghar

    AI Discussion (dev branch)

    At this rate, I'll be able to remove all my hacks. :)
  8. Freghar

    AI Driving - Feedback topic

    Instead of using hidden IDs for vehicle order, wouldn't a group order make more sense? This means we could easily re-order vehicles just by disbanding the group and linking them one-by-one in the intended order (like for soldiers). (Just a minor suggestion.) Thanks.
  9. The rule of thumb with AMD cards boils down to: disable tesselation. It's the biggest bottleneck compared to NVidia cards.
  10. Has it been reported on the bug tracker (or the old one) before the one linked in the first post? If you knew anything about software development before bothering to comment, you would know that what isn't on the bugtracker doesn't exist. :) You presume way, way too much. I am not upset/angry nor do I have any particular issue here. Just pointing out that razazel replied "still in progress" literally 3 days before you decided to start this topic to escalate things. Considering the timeframes related to fixing Arma bugs and the sheer number of them, this seems a bit ... selfish. I don't want to defend the generally long bug triage timeframes in any way, it probably boils down to not enough resources (developers) being allocated to fixing bugs, but it is a fact and if everybody started escalating their favourite bugs through forum threads, we would essentially make the forums into another bug tracking system where the loudest person wins.
  11. You got a reply on the tracker a few days ago. There are arguably much more important issues than yours waiting years for a fix, without a single reply or acknowledgement from any official developer. Maybe waiting a little longer (few months) wouldn't hurt.
  12. Freghar

    Prone to crouch issue [SOLVED]

    That's probably only the old issue, the 1.60 regression was related to mouse-turning rather than steep terrain. Hopefully, it gets fixed soon-ish as well.
  13. The "HDR" change in 1.60 indeed broke flares, lights, flashlights, chemlights, etc. - they are now nearly useless. And when you try to "fix" them by increasing brightness/intensity in the configs, they become super bright and intense in a smaller radius, but very faint across a distance, like there was a fixed circular barrier between the two.
  14. I am aware of that, just pointing out that it doesn't make much sense (to me anyway) as keeping multiple folders with different versions of the same mod sets (automatic checkout of multiple branches from git into multiple folders) has absolutely nothing to do with what the game starts up. I understand that having some way of linking the left and right sides would be nice (using colors?), but labeling mods as "duplicate available" is misleading in this case. What is harmful to the game (and happened to me a few times) is selecting the same mod name in multiple folders in the right pane. That would be an awesome thing to detect as a duplicate instead (well, you might want to have the same mod name loaded multiple times, but it's far less likely to happen). Maybe an image will illustrate this better: http://i.imgur.com/qMvpVZi.png (And again, I already use different profiles, eh.) Thanks for reading.
  15. Small suggestion; show "duplicates available" warning only if multiple mods with the same name are actually selected (checked). I usually have one profile per community/server/modrepo and multiple mod folders (folders in the "Available Addons" pane) in each profile, for development purposes. The duplicate warning then seems a bit pointless as there are no duplication issues happening as long as I don't select the same mod in multiple folders in the right pane ("Addon Groups") at the same time. The fact that the same mod name is in one of the 10 folders to the left has absolutely no relation to what I start the game with. Does anybody else have this usecase? Thanks.
  16. I work around it by putting a big sleep between setGroupOwner calls - the "naked" bug seems to be caused by the server (?) racing with whatever transfer logic is in play. If you call setGroupOwner on 10 groups (rifle squads) on a dedicated server, at least half of them become naked. If you do sleep 10 between the calls, no naked issues happen. Running the command in scheduled/unscheduled doesn't seem to make a difference. Note that this can happen even without using the command on mission start if the mission is more script-heavy, the server has a weak CPU/RAM or you have a lot of people to start the mission with. This AFAIK happens because the player units are created on the server and transferred to clients after that.
  17. Freghar

    ASR AI 3

    The latest ASR AI3 breaks firemodes on the Apex AK-12 (arifle_AK12_F) - in vanilla, it has full auto, very rapid 2-round burst and single shots. With ASR AI, it has full auto, slow 3-round burst and single shot. Presumably due to class arifle_AK12_base_F : Rifle_Base_F { modes[] = {"FullAuto", "ASR_Burst3", "Single", "ASR_AI_Burst_close", "ASR_AI_Burst_far", "ASR_AI_Single_optics1", "ASR_AI_Single_optics2"}; ... Please reconsider these heavy config changes in an AI-oriented mod. Maybe in a separate pbo file?
  18. Freghar

    Prone to crouch issue [SOLVED]

    https://feedback.bistudio.com/T117864 https://feedback.bistudio.com/T117123 Also mentioned in the General Branch discussion thread many times even before 1.60 release, but it somehow made it into stable and even through another stable release. I'm not that hopeful for a fix. (Being nearby a low stone wall is a different issue (reported separately, don't have the tracker ID, it's much older though.)
  19. Freghar

    Coop Missions - Revive or Respawn

    I've seen some missions use a dual approach of stabilization (before BIS revive was implemented). One would have to stabilize the dying person (~200secs) and that would give the others unlimited time to find a medic with medkit to revive them. Alternatively, the player could respawn (on a nearby point / vehicle), but the respawns were limited per mission. Overall, this is the best (as in most fun/challenging) implementation I've seen in Arma and most of the time, we were actually just 2 people playing (one of us medic) and it still worked out great, so it scales well. (At one point, I left the medkit in some crate and, after stabilizing, would embark on a 20-minute journey of looking for it, hehe, fun times.)
  20. Freghar

    SQF feature requests

    That's beside the point - of course it crashes the game, it eats all the memory with boilerplate for recursion. If it is well optimized (so-called tail recursion), it just hangs indefinitely.What remains to be disclosed is what exactly is the issue regarding complex expressions and if there is indeed a limitation, provide guidelines on how severe (roughly) it is, so we can deterministically know what the command can handle. Alternatively, what KK saw previously was "just" a one-time bug and there's no limitation. Maybe it's all just a conspiracy and FUD to prevent newbie mission makers copy-pasting unknown code because you can REALLY slow the game down if you're not careful about what you run unscheduled. We just don't know until somebody comes up with a reproducer or something. :) Probably won't be recursion related though, the following works just fine: 0 = [] spawn { _code = { if (_this >= 10000) exitWith { systemchat str _this }; (_this+1) call _code; }; isNil { 0 call _code }; }; Arithmetic expressions also work fine: _expr = ""; _genexpr = { private _expr = ""; for "_i" from 0 to 10000 do { _expr = _expr + str ceil random 100000 + (switch (floor random 4) do { case 0: { "+" }; case 1: { "-" }; case 2: { "/" }; case 3: { "*" }; }); }; _expr + "1"; }; _expr = "(" + (call _genexpr) + ") / (" + (call _genexpr) + ")"; _expr = compile _expr; systemchat str isNil _expr;
  21. Hello, is there any way to save/load the POLYLINE markers (lines drawn with Control + LMB hold) via a script? .. I'm trying to make a script for marker persistence between missions and I can do that with other markers, but not with lines as there's no command to get/set the polygon points. Am I missing anything? https://forums.bistudio.com/topic/191962-is-there-any-script-commands-for-drew-line/ has no answer - I can sure set the shape type, but that's useless if I cannot specify the line points. Thanks.
  22. I run one Linux-based server and help out with one Windows-based one, both dedicated, both work without major issues, neither of them has Steam installed. Maybe try uninstalling that? Yeah, the arma3 server instance complains a bit about that, but runs fine otherwise. It also complains about disabled coredumps (linux), etc. :)
  23. Freghar

    RH Acc pack

    This mod causes an error dialog to appear on game start (harmless, but annoying): This is caused by: class CfgWeapons { ... class ItemInfo; ... ItemInfo is not inherited by any other classes in the config, so it's safe to remove the declaration, fixing the error.
  24. Freghar

    SQF feature requests

    Guys, let's not get hostile here. It is probably some deliberate limitation like having a small stack allocation for the interpreter state. The "exploit" would then be either producing deep enough recursion through "call" or a complex enough expression to overload the expression parser or something along those lines. You would be surprised what code accumulates over a decade and a half. Would be nice to know what exactly it is though, as any mission maker can already "crash" a game just by infinite loop in unscheduled env, so unless you believe it is security related, a disclosure wouldn't hurt, so we have an idea of what counts as "simple enough" expression to be used for isNil / diag_codePerformance / etc. Thanks.
  25. Freghar

    AI Discussion (dev branch)

    The scenario can be anything involving distances from 2m to 20m, opening fire on an unaware AI - if the AI is looking your way (even with weapon down), you are basically dead unless you have a rapid-fire SMG like the Sting 9mm. I did a few takes with P07 which hopefully illustrate what I mean (all takes recorded, no selection bias, 0.5 AI skill, 0.5 precision): My point was that, after getting shot, a soldier shouldn't be able to just aim accurately down the sights the next second and kill the shooter. I mean - I never got hit IRL (with or without a vest) to confirm this, so it's just an opinion. From a gameplay POV, I had several moments where an AI soldier would run past me (to my surprise), I would open automatic fire (MX rifle), hitting about 4-5 times (2-3 times weapon deflection). During that time, the AI managed to turn around and one-shot me. The AI was AWARE, but of another threat, and saw me only once I opened fire. Spotting/accuracy was 0.6 on v1.60, I believe. I guess the core of the problem is that you cannot "suppress" or "incapacitate" (render unable to fight back due to shock) the AI in close quarters, you have to actually completely and fully kill it. Thanks for reading. :)
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