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oukej

Former Developer
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Everything posted by oukej

  1. oukej

    1.90 update - Troubleshooting

    Can you please try running each instance with a different folder set in the -profiles= startup param?
  2. oukej

    1.90 update - Troubleshooting

    @RH-SPECTER I'm sorry to hear that. What has happened on the client? What was the disconnect message?
  3. No Dev-Branch update this week due to focus on 1.90 troubleshooting and a potential hotfix.
  4. oukej

    1.90 update - Troubleshooting

    There's a stricter verification of server data vs. client data in order to prevent clients with malicious data from joining. So with verifySignatures every .pbo that exists (and is automatically loaded - e.g. is in the Arma3/Addons, Arma3/*DLC*/Addons folders and also in the Addons folders of all mods listed under the "-mod=" parameter) on the server also needs to exist on the client. And it needs to contain the same data as on the server and it needs to be accompanied with a correct .bisign that matches a corresponding key on the server. If something worked in previous game updates then that does not necessarily mean it wasn't causing any harm. Clients with data mismatch could've been causing various other issues. In the past they would normally be able to join the game before getting kicked at some point later once already playing. Now they can't join at all. Good to hear! It may still be a helpful reminder for someone else 😉 We've tried to improve the UX of running a modded game as much as possible during the A3 development and I do believe that with Steam Workshop integration and the Launcher we've made the players experience as smooth as switching any standard game option in any other game. Yet I am afraid that because the game allows you to create your own server and adjust it to your liking, because of the openness and unparalleled moddability of Arma 3 and inherent complexity of the multiplayer security in such environment, the server administration tends to be a demanding task. Anyway, here I'm already drifting slightly off-topic.
  5. oukej

    1.90 update - Troubleshooting

    With the current profiling (v05) you should be able to debug what pbos are causing the issue. Chances are there's a .pbo on the server which is required from the clients but the clients don't have it.
  6. oukej

    1.90 update - Troubleshooting

    Could you, please, try with them switching to the Profiling branch (Steam beta code: CautionSpecialProfilingAndTestingBranchArma3)? The Profiling branch update is ~82MB and it is compatible with the current 1.90 main branch.
  7. And the goodies are online! @Tom_48_97 saved the Sunday evening! 🙂
  8. oukej

    1.90 update - Troubleshooting

    I am afraid this would effectively mean cutting the improvements for good and leaving the old vulnerability open to hackers. It is an option 😕 We're truly sorry about the troubles you've been having with 1.90 so far. Yet I believe it is worth it to keep pushing. Initially we released the improved security measures with 1.86 on 3rd December after more than 2 months of internal testing and about a month of having the build available on the RC branch for public testing. The same week, immediately after seeing numerous issues pop up, we rolled the security measures back. And released the 1.88 Hotfix on 6th December. We've gained a lot of valuable feedback throughout the few days in December and thanks to the great cooperation with our community server admins. With all the gained knowledge our programmer was able to fix all the reported issues and we've adjusted the internal testing to include more cases with a modded multiplayer and cover all the causes of the previous issues. On 19th December we re-introduced the security measures with all the fixes in the 1.90 Release Candidate public build. After more than 2 more months of both internal and public testing, with a positive response from few communities (Big kudos! And here's hope for more to join next time!), we've decided it's safe to roll the 1.90 onto the main branch. That was 4th March. And here we are. Given the openness and moddability of Arma 3 it's simply not possible for us to test every server configuration, every individual mod and every possible combination. That's why we have to rely a lot on the public testing and why we try to stress out that your help in Release Candidate testing is paramount. We are on the same boat, six years now on the open seas 🙂 Figuratively. As to our honorable customer, we kindly present you the product (Release Candidate) and ask you: "Is this what you wanted? Does it suit your needs and your environment?" And there's always more we can do in order to make our releases more smooth and flawless - we're learning. Thank you for helping us and I am really sorry about your troubles and the multiplayer issues related to the 1.90 Update.
  9. Well, this is embarrassing 😕 Probably too excited about the dev-branch update myself that I forgot to do the last most important step. Really sorry about that 🤦‍♂️
  10. oukej

    1.90 update - Troubleshooting

    Atm fyi - running perf v02 - even if just only on the client - solves the joining issue for KotH servers (which use vanilla Arma 3).
  11. oukej

    1.90 update - Troubleshooting

    Updated the head post.
  12. 08-03-2019 10-03-2019 EXE rev. 145402 (game) EXE rev. 145402 (launcher) Size: ~233.5 MB KNOWN ISSUE: Game will crash to desktop when opening the Field Manual from Eden editor. DATA Tweaked: BIS_fnc_switchLamp is now using recently 'fixed' switchLight command instead of breaking / fixing the lamp's light bulb Tweaked: Durability of vehicle wheels - the damage required for a flat tire and a fully destroyed wheel Tweaked: Added a wheel_x_x_damage selection in visual LODs for visual damage representation Tweaked: Key Frame Timelines are no longer calculated on each frame when their animation is not running Fixed: IDAP's AR-2 drone was missing translations for its livery in Virtual Garage Fixed: It was not possible to access the compass in vehicles (WIP) Fixed: A typo in the UH-80 Ghosthawk gun initElev elevation parameter (kudos Kju!) Fixed: Added BIS_fnc_setIdentity safeguard from applying empty values (https://forums.bohemia.net/forums/topic/221905-bis_fnc_setidentity-causing-severe-slow-down/) Fixed: Identity not persisting in BIS_fnc_arsenal Fixed: Camera bug in BIS_fnc_arsenal Warlords Tweaked: Dead unit deleting procedures Fixed: Some independent garrison units would occasionally still carry mortar bags ENGINE Documentation of some of the changes / additions will be added soon™ Added: A new scripting command (setBehaviourStrong) for forcing a behaviour to the Group itself Added: New scripting commands for simple graphs: getGraphValues, decayGraphValues, ctrlSetPositionX, ctrlSetPositionY, ctrlSetPositionW, ctrlSetPositionH, bezierInterpolation Added: New scripting commands for working with matrices and vectors interpolation: vectorLinearConversion, matrixTranspose, matrixMultiply Added: A getter (customWaypointPosition) for the player's custom waypoint (LShift + LMB) Added: Support for forcing the initial direction of 3D particles Added: A disableAI / enableAI "NVG" option for the AI to not use worn NVGs Added: A disableAI / enableAI "LIGHTS" option for disabling AI from controlling lights Added: Support for a new simple expression in weapon sound configuration (camPos) Added: Muzzle event handlers for reloading weapons (reload - start, reloaded - finished) Added: A mission event handler for the change of the time acceleration (HandleAccTime - returning true also suppresses the IGUI message) Added: Scripted control over (legitimate) missile targets of guided missiles or target positions of manually guided missiles (setMissileTargetPos, missileTargetPos, setMissileTarget, missileTarget) Added: A script command to trigger a munition (triggerAmmo) Added: Support for the green TI mode in render-to-target and the setPiPEffect scripting command Changed: SwitchLight now supports terrain objects, entities, and terrain lamps (automatic when "on") Changed: Increased the limit of array length for scripting DLL extensions to 2048 Changed: The getSuppression command now returns -1 if an object is invalid, non-local, or there is no suppression enabled Changed: boundingBox and boundingBoxReal now can be passed a number (0-ClipVisual, 1-ClipShadow, 2-ClipGeometry, 3-ClipGeneral) and return the bounding sphere value Fixed: A possible crash when reading the headGforceLeaningFactor parameter Fixed: Magazine proxies texture camo flickering Fixed: Constant black in / out when a player's UGV was critically damaged Fixed: Allow Lights in the UAV Terminal did not work Fixed: Compiled script caching responsible for memory issues (https://feedback.bistudio.com/T135718) Eden Editor Tweaked: Eden Editor model selection detection over character weapons has been improved Fixed: Module areas were not hiding along with the rest of the models in Eden Editor LAUNCHER Fixed: Localization typos Fixed: -malloc parameter tooltip (https://feedback.bistudio.com/T136864)
  13. oukej

    1.90 update - Troubleshooting

    At this point please share the details with us here. We'll investigate. Atm we've got a report of (a probably older) version of Enhanced Movement mod causing the issues. We're looking into the acquired data whether there's just something corrupted or if it's something that could happen elsewhere too.
  14. oukej

    1.90 update - Troubleshooting

    The verification has become stricter - there's been no other way to prevent certain known hacking methods - so an error that may have previously passed through unnoticed may now cause an issue. It is a possibility, not a certainty. That's why we're asking you to try to go through individual mods and see if the issue isn't cause by just one of them. It has helped already in few cases. These options are already available. We also maintain a one legacy branch, at this point it is 1.88.
  15. No Dev-Branch update this week due to logistical issues ...the update was too hot! Try the 1.90 Update Release Candidate instead!
  16. Was considered, wasn't pursued. It would be nice, no doubt.
  17. Another update to the RC!
  18. 22-02-2019 No new EXEs Size: ~14 MB DATA Fixed: HEMTT wrecks (NATO Pacific variants) now have the correct camo applied Fixed: BIS_fnc_setIdentity could go into an infinite loop under certain circumstances Eden Editor Fixed: Eden Editor export to SQF did not preserve trigger altitude correctly Fixed: Eden Editor export to SQF got corrupted when exporting attribute expressions longer than 8096 characters Fixed: Eden Editor export to SQF returned incorrect entity ID values when autonomous drones were present in the scenario ENGINE No EXE changes this week
  19. RC has been just updated.
  20. 14-02-2019 EXE rev. 145343 (game) EXE rev. 145343 (launcher) Size: ~271 MB DATA Changed: MH-9 no longer has a crosshair. A new section was added: "aiming_dot". Now it can be retextured or removed using setObjectTexture (index 1). Changed: Enabled retexturing of the FV-720 Mora exterior pilot view Tweaked: The RPG-42 sight cover is now closed when the weapon is not being used Tweaked: A bullet gets hidden now when reloading the Protector 9mm Tweaked: Improved the syntax of the power line wire destruction script Added: Gorgon commander now has a settle-in animation Fixed: Shading issues of the UAV Terminal models Fixed: Some Titan launcher icons were using wrong icons or missed the rear caps Fixed: Camo nets shadow flickering when the model switched to the second shadow LOD Fixed: BLUFOR (Pacific) variants of UGV_01 (Stomper) were not available in Zeus Fixed: Missing polygons hole in the 1st resolution LOD of the Hellcat helicopter Warlords Fixed: It's no longer possible to obtain mortar bags in Warlords through an exploit in Arsenal Eden Editor Added: Reference to the spawned airplane in the CAS module (_module getVariable "plane") Added: "Combo" attribute in Eden Editor is now capable of showing a "tooltip" property defined in class Values of the attribute itself Fixed: Eden Editor export to SQF now executes init code in a non-scheduled environment to simulate regular scenarios better Fixed: Eden Editor export to SQF now preserves the group of drone crews, so group settings and waypoints are not lost Fixed: Eden Editor export to SQF was sometimes not assigning the group leader correctly Fixed: Eden Editor export to SQF was not initializing vehicles in vehicles Fixed: Eden Editor export to SQF accidentally exported virtual UAV crews to the layers list Fixed: Eden Editor export to SQF was not creating mines and explosives correctly Fixed: Keyframe Animation module texts have been localized ENGINE Fixed: AI directional radio reports now again use the relative direction from a formation instead of the world direction (https://feedback.bistudio.com/T128200)
  21. oukej

    ArmA 3 AI Pathing Rant

    Arma 3 AI can only walk on objects and structures using simple paths and positions defined in the model. The original main focus of the OFP/ARMA series has been open terrains and streets and covers in urban areas rather than interiors. In buildings the AI has been mainly used to man static positions rather than to use buildings dynamically. It has been out of the scope of A3 development to change this AI system (no matter how much we'd like to). Knowing the limitations - it's been a tough and controversial call - we have still created some unique locations on our terrains (Kavala Castle, Ghost Hotel on Altis, Temple or rock formations on Tanoa) which have limited AI accessibility or are not suited for usage with (moving) AI at all.
  22. It should work with any "vehicle", including the "character vehicle" or entity. Just add/change/override the panel component. >> "Components" >> "VehicleSystemsDisplayManagerComponentLeft" >> "Components" >> "VehicleSystemsDisplayManagerComponentRight" >> "Components" >> "VehicleSystemsDisplayManagerComponentMyCustomPositionXthPanelThatIWontBeAbleToControlByAnUserActionButItCanStillBeThere" You need to specify in the component: componentType = "VehicleSystemsDisplayManager"; When the panel components are completely missing (e.g. as it is now with vanilla characters) then - depending on the panel position or availability of sensors in a vehicle/entity - it falls back to use one of these: configfile >> "DefaultVehicleSystemsDisplayManagerLeft" configfile >> "DefaultVehicleSystemsDisplayManagerLeftSensors" configfile >> "DefaultVehicleSystemsDisplayManagerRight" configfile >> "DefaultVehicleSystemsDisplayManagerRightSensors"
  23. Most probably not, I am really sorry about that. Can you point us to the pack please?
  24. No Dev-Branch update this week due to logistical issues
  25. oukej

    What was your Gateway Arma?

    To me in a way the closest one to the full scale combat and freedom that OFP brought was probably Wargasm. Back in our early prim. school age we used to play a lot of Dune 2, Strike Eagle III and Wolfenstein 3D. Funnily enough, Wolfenstein 3D scared me off 😄 the classic FPS genre a bit for a long time and I spent a lot of time with strategy and sim games. Otherwise late 90's were quite rich in sims (Jane's, Novalogic...:/) and tactical games. To name a few F/A-18 Korea, Longbow, JSF, A-10 Cuba, Enemy Engaged, Spec Ops, Delta Force, Rainbow Six (I'd probably be still able to tell each team's route to the hostage room in the embassy mission. Only had demos back then and I'd just play that one demo mission over and over, exploit it and have fun with it... ). And 1944 Across the Rhine, the first game I bought myself. Classics like Doom or Duke Nukem 3D - I'd only play them in MP on LAN in school. But then Unreal brought the bots and mods and since then I might have spent the most of my gaming time just by messing around with mods and AI. (UT Assault missions with weapon mods like Strike Force and Infiltration, or Tactical Ops ❤️). And OFP demo - played the mission until I managed to destroy all the armor at the end. And I still had to evac. Such disappointment. So linear :P. BIS PLS FIX 😉 Next time I stole the helicopter...
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