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vipermaul

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Everything posted by vipermaul

  1. CBA implements a cache for all compile preProcessFile'd scripts (incl CfgFunctions, BIS functions module etc), and for all XEH events on CfgVehicle classes. This cache is stored in the uiNamespace and is therefore available throughout the whole lifetime of the running game (game start, till terminate game). Each class is only cached once, while mission and campaignConfigfile events are obviously evaluated every mission, but also only once per CfgVehicle class. The performance gains are seen in feature heavy mods like ACE or AGM which release on scripting to make their features possible. Some of these functions need a long time to initialize the game, switching missions, islands, going from editor back to the game, and so forth. 2nd-nth mission (re)starts go faster, but it is still nowhere near as fast as playing the Vanilla game. cba_cache_disable.pbo is an addon that disables this if you need it. However it makes mods slower by disabling CBA's function and script compilation cache, and xeh cache. It is useful during development so that edits will take effect without having to restart the game. References: * http://wiki.ace-mod.net/Performance_Revolution * http://forums.bistudio.com/showthread.php?103871-CBA-Community-Base-Addons-for-A2-OA-and-CO&p=2065505&viewfull=1#post2065505
  2. Version: 1.0.8.140723 RC3 This release improves the isTurnedOut function significantly. It fixes some minor bugs in the new CBA Keybinding System as well as adding some new support for KeyDown and KeyUp detection. The CBA Keybinding system allows developers and mission makers to register default keybindings for their addons and missions. And allows users to dynamically change their them from within the games Options Controls. ScreenShot: http://dev.withsix.com/attachments/22002/cba_keybinding_gui.png For documentation of the new CBA Keybinding System see https://dev.withsix.com/projects/cca/wiki/Keybinding. Change Log RC3 IMPROVED: Improve isTurnedOut function to support methods used by Arma's core engine. (74888) - Nou FIXED: Error if no mods are registered keybinds when you click the delete or default button - Taosenai ADDED: Keybinding should allow selection of KeyDown and KeyUp - Taosenai ADDED: RegisterKeybind should take {code}, functionNames, and "functionNames" - Taosenai __________________________________ RC2 FIXED: CBA_fnc_taskPatrol not showing properly in the BIS_fnc_help viewer - killswitch FIXED: CBA_A3 RC1: XEH no longer works for Ammo boxes - killswitch IMPROVED: Optimize all dynamic code from Call Compile Format to the missionNamespace setVariable method - ViperMaul ADDED: New event handlers supported: InventoryClosed, InventoryOpened and SoundPlayed. - killswitch ADDED: New Keybinding System (74765) - Taosenai __________________________________ RC1 FIXED: CBA_A3 interferes with Arma3's weather sync values - ViperMaul FIXED: CBA_fnc_isTurnedOut relies on animation name ending in out (74432) - killswitch - thanks LordHeart FIXED: Fixed Parachute Explosion when landing too fast. As well as other EH fixes (74393) - killswitch IMPROVED: Slight improvements in EventHandlers - killswitch IMPROVED: Per-Frame Handler (PFH) is now based off the BIS stacked event handler system - killswitch IMPROVED: CBA_fnc_getFov function (74230) - Thanks ceeeb IMPROVED: Revert hack for HashSet designed for Arma 3 Alpha - no longer needed for Arma 3 Final - ViperMaul Change Log for Release Candidate 3 - https://dev.withsix.com/versions/1620 ROADMAP for Final Release - http://dev.withsix.com/versions/1632 Hosted at the following: Dev-Heaven - CBA_A3_RC3.7z - http://dev.withsix.com/projects/cba-a3/files MEGA - CBA_A3_RC3.7z - http://bit.ly/UvCKuP Armaholic - Click Here Play withSix(PwS) - Click Here Signatures are included. Submit Bugs at https://dev-heaven.net/projects/cba-a3/issues/new Licensed Under GPLv2 Any addon which calls CBA-defined functions need not be licensed under the GPLv2 or released under a free software license. Only if you are directly including CBA code in your addon's binarized PBO or redistributing a modified version of CBA itself would your work be considered derivative and therefore be legally required to be released under the terms of the GPL. (And there's no reason to ever do either of these.) Thanks in advance for your continued feedback!
  3. Current version: 1.0.7.140710 RC2 We have a new team member. Welcome Taosenai! He brings us a new feature called Keybinding. It allows developers and mission makers to register default keybinding for their addons and missions. And allows users to change their keybindings from a unified location within games UI. http://i.imgur.com/aA1rre5.png (627 kB) For documentation see https://dev.withsix.com/projects/cca/wiki/Keybinding. Key Changes FIXED: CBA_fnc_taskPatrol not showing properly in the BIS_fnc_help viewer - killswitch FIXED: CBA_A3 RC1: XEH no longer works for Ammo boxes - killswitch IMPROVED: Optimize all dynamic code from Call Compile Format to the missionNamespace setVariable method - ViperMaul ADDED: New event handlers supported: InventoryClosed, InventoryOpened and SoundPlayed. - killswitch ADDED: New Keybinding System (74765) - Taosenai __________________________________ Change Log for Release Candidate 2 - https://dev.withsix.com/versions/1608 ROADMAP for Release Candidate 3 - http://dev.withsix.com/versions/1620 Hosted at the following: Dev-Heaven - CBA_A3_RC2.zip - http://dev.withsix.com/projects/cba-a3/files MEGA - CBA_A3_RC2.zip - http://bit.ly/U7GToQ Play withSix(PWS) - Current Status: Available Signatures are included. Submit Bugs at https://dev-heaven.net/projects/cba-a3/issues/new Thanks for your feedback!
  4. I have two points of feedback: 1) I noticed PwS has listed @rav_lifter_A3 1.0.6.2 which seems to be a newer version than the one you listed. I tried this version with the latest @CBA and I cannot get it to hang or crash with BIS COOP missions. 2) I had Tupolov test CBA_A3 with ALiVE before I released he said he fired up a dedi session and that all was good. Like Killswitch said we will need your help in pinning down your problem. Make sure you have the latest @rav_lifter_a3. Perhaps contact Raven the author of rav_lifter. If you still have problems have Raven create a bug report with an attached RPT file. ---------- Post added at 14:50 ---------- Previous post was at 14:45 ---------- Killswitch could not reproduce this issue on isolated servers. Neither can I. However Killswitch did manage to reproduce it on another server, I think it was your server. So the investigation continues. ---------- Post added at 15:03 ---------- Previous post was at 14:50 ---------- CBA_A3 had some code for syncing the weather settings, specifically ​overCast, fog, and rain. * changed the defaults for timeSync_Disabled and weatherSync_Disabled from false to true * comment out the weather sync call from network\fnc_sync.sqf (the time sync call is already commented out) Reference: http://dev.withsix.com/issues/74300
  5. HI ETBSmorgan, thanks for your report. This has recently been fixed and will be in the next release of CBA.
  6. CBA_A3 Beta 5 released! This release addresses all known bugs that we could find in this thread. I wish this could have been released sooner, however new jobs, new seasons of responsibility in the real world can and always will continue to effect release schedules. Thank you for reporting the issues to us. For this helps us improve the product for the good of the entire community. Thanks to the CBA Team and special thanks to a small few active in the community for sanity testing the pre-releases of this CBA version. Key Changes ADDED: Support for new A3 Event Handlers - killswitch ADDED: Support for the Ability to remove cba_versioning.pbo from the server. - ViperMaul IMPROVED: Action Monitor Initialization - killswitch IMPROVED: FlexiMenu's protection against bad Menu Definitions - Dr. Eyeball FIXED: Missing default BIS event handlers for Helicopters - killswitch FIXED: More Undefined variables in expressions - killswitch and ViperMaul FIXED: MPframework.sqf Error: a3mp_zues.pbo triggers latent Arma2 code in CBA - ViperMaul FIXED: Little glitch towards to the top left of the screen on certain maps. - Thanks Kju and killswitch NOTE: Be advised ACRE 1.x has also been discovered to have this graphic glitch issue as well. See the screen shot below. The fix I am told is in ACRE 2.x. Nou has been notified) Screen Shot of this issue on Chernarus : http://gyazo.com/cec9344b83bcc63f1ce56d69c1b94f9a FlexiMenu Changelog: FIXED: Reversed order of all missionConfigFile/configFile check. Mission-defined rsc menus should have higher priority to allow overrides. - Dr. Eyeball ADDED: New rsc menu property (flexiMenu_hotKeyColor = "#f07EB27E"; ) which sets hotkey colour. This is the final change to allow menus to be fully colour independent via rsc config. - Dr. Eyeball CHANGED: Increased (#defines) _maxButtons from 30 to 100. (IDC range is already 100 so it won't overlap.) - Dr. Eyeball CHANGED: Replaced all __EXEC & __EVAL macros in all rsc menu def files. These were unnecessarily used for most button image paths and IDC increments. This was preventing the addon from being able to be binarized. - Dr. Eyeball CHANGED: Menus: widened many of the buttons (for wider text captions). Also scaled some buttons to suit screen width. - Dr. Eyeball CHANGED: Menus: added more sub-menu buttons (for some menus). Increased from around 10 to 20 or 30. - Dr. Eyeball Again thanks Dr Eyeball for all your work!! ___________________________________ Change Log for Beta 5 - https://dev-heaven.net/versions/1483 ROADMAP for Release Candidate 1 - https://dev.withsix.com/versions/1488 Hosted at the following: Dev.playwithSix.net - CBA_A3_beta5.zip - http://dev.withsix.com/projects/cca/files MEGA - CBA_A3_beta5.zip - http://bit.ly/1jL4fZr Play withSix(PWS) - Current Status: Now Available Signatures are included. Submit Bugs at https://dev-heaven.net/projects/cba-a3/issues/new Thanks for your patience everyone! Keep up the great community development!
  7. Additionally, we run our Dev Branch dedi with VON disabled. ---------- Post added at 22:47 ---------- Previous post was at 22:15 ---------- It might be past time to vote on this. http://feedback.arma3.com/view.php?id=12784
  8. I can confirm what Kju says here. And we play in separate communities.
  9. This major issue seems fixed. http://feedback.arma3.com/view.php?id=12524
  10. So far what we have found is this is not an issue with CBA. This is most likely an issue with how the resources saved or if they use the ability to detect saved games and act accordingly. Thanks to zapat, this gives devs some insight on how to detect saved games and workaround this issue. ---------- Post added at 16:54 ---------- Previous post was at 16:38 ---------- Sickboy answered a similar question in the A2 thread. http://forums.bistudio.com/showthread.php?103871-CBA-Community-Base-Addons-for-A2-OA-and-CO&p=1871492&viewfull=1#post1871492 ---------- Post added at 16:57 ---------- Previous post was at 16:54 ----------
  11. CBA Beta 4 released. This release addresses the all known bugs and to support the initial release of Arma 3 Beta Dev Branch. Thanks to the CBA Team and special thanks to a small few active people in the community to did some sanity testing for us. Key Changes ADDED: Support for A3 Beta ADDED: Xeno's lazy eval changes and optimizations from CBA_CO branch ADDED: Support for the All in Arma (AiA) Mod FIXED: CBA for A3 Causes Radio Messages to Play Twice on Infantry and Helicopter Showcases FIXED: Function Initialization. Reducing the amount of "Attempt to override..." messages IMPROVED: FlexiMenu's protection against bad Menu Definitions Change Log for Beta 4 - https://dev-heaven.net/versions/1476 ROADMAP for Beta 5 - https://dev-heaven.net/versions/1483 Hosted at the following: Dev-Heaven.net - https://dev-heaven.net/attachments/download/20793/CBA_A3_beta4.7z MEGA - https://mega.co.nz/#!bZgXSLIS!M0sZ1WZW_LmHUub9rXc09iaFBFlpL1gh1C2rDvrGQvI Signatures are included. Submit Bugs at https://dev-heaven.net/projects/cba-a3/issues/new Thanks for your patience everyone! It is always fun and challenging to keep up with a moving target!
  12. Hey ck-claw, That's a negative. :) The hotfix doesn't fix what the public needs unfortunately. Only those that need to test their mods on the (Development Branch) before A3 Beta is released to the main branch.
  13. Thanks to Killswitch this issue between CBA_A3 Beta 3 and A3 Beta (Dev Branch) is fixed. There will be a hotfix for developers only released in the ticket below. This means no sigs for this file. https://dev-heaven.net/issues/72116 Beta 4 and sigs will be released soon. Thanks to Gliptal for bringing this to our attention. ---------- Post added at 09:00 ---------- Previous post was at 08:30 ---------- Hotfix file uploaded https://dev-heaven.net/issues/72116 The intent of this file is to allow mod developers to work through the weekend on their mods for A3 Beta. The CBA team will continue its work on testing XEH and AiA with the A3 Beta. Our intent is have Beta 4 available when A3 Beta hits the main branch.
  14. Hotfix file uploaded https://dev-heaven.net/issues/72116 The intent of this file is to allow mod developers to work through the weekend on their mods for A3 Beta. The CBA team will continue its work on testing XEH and AiA with the A3 Beta. Our intent is have Beta 4 available when A3 Beta hits the main branch. ---------- Post added at 08:56 ---------- Previous post was at 08:53 ---------- In beta 4, the duplicated voices is confirmed fixed, the double spawning should be fixed as well. Will it be the same if one waits? Yes or better if we find something else to fix. ;)
  15. Thanks to Killswitch this issue between CBA_A3 Beta 3 and A3 Beta (Dev Branch) is fixed. There will be a hotfix for developers only released in the ticket below. This means no sigs for this file. https://dev-heaven.net/issues/72116 Beta 4 and sigs will be released soon. Thanks to Gliptal for bringing this to our attention in the CBA_A3 thread.
  16. The good thing is Xeno has already finished the code in OA. The merge to A3 followed by internal tests is in progress by members of the CBA team in between real life and new computer setups. You can follow the progress here. https://dev-heaven.net/issues/71881 Thanks in advance for your patience.
  17. This appears to be fixed in the latest OA beta patch rev 105785. Reference: https://dev-heaven.net/issues/71884 The revised pbo should no longer be needed.
  18. Updated: https://dev-heaven.net/issues/71860
  19. Beta3 released. This release addresses the recent security changes in the Arma 3 Alpha Stable Branch. Along with some bug fixes by Sickboy and Dr. EyeBall. This package includes temporary signatures. Be sure to read the README.TXT file within for Known Issues and Requests for Feedback. Hosted at the following: Dev-Heaven.net - https://dev-heaven.net/attachments/download/20597/CBA_A3_beta3.7z MEGA - https://mega.co.nz/#!iMhy0ADD!D_SU9VtNVjim3XvlEPB79FDn84E4bRCC4CCixkkLlFY
  20. vipermaul

    steam has stopped beta being used

    Thank you daze23, this fixed my issue. I had the same problem as SmokeDog3PARA, but it is fixed now thanks to your instructions.
  21. Seems like a similar issue here if not the same. http://feedback.arma3.com/view.php?id=6709 I haven't had time to test it. Perhaps we can get BI to take a peak.
  22. Actually for clarification this was the temporary fix.
  23. Thanks M4Mkey for the reply.
  24. Hmm... I do not get that. And we tested for this. Please create a ticket with details and your RPT file and we should be able to find out; http://dev-heaven.net/projects/cca/issues/new
  25. Yeah special thanks to rocko for finding the source of a significant init bug and putting me on the solution path.
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