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Dedmen

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About Dedmen

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  1. 2.02.147374 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit - Fixed: Art of War DLC was not handled fully in Steam-based server browsing (this also affected Creator DLC servers) - Fixed: Field Manual 3D objects were sometimes rendered as pure white shape - Fixed: CTD in the SCENARIOS menu in case a mod deleted vanilla category entries - Fixed: CTD if there were errors in a file in the user profile directory and the user name contains a whitespace followed by "S" - FT-T156988 - Fixed: The in-game official servers list not loading if the cache directory was not yet present Also available for manual download (Downloads still WIP, they'll be up soon): https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  2. 2.02.147343 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit - Added: "forceMapOutsideColor" config option to CfgWorlds/OutsideTerrain to disable rendering of outside terrain on map - Added: Server-side log message when mods/signatures do not fit into the Steam Query data limit - Added: New mission config parameter AllowProfileGlasses - FT-T155328 - Added: 3DEN warning message when attempting to edit a scenario which was saved using mods that modify 3DEN itself - FT-T154222 - Added: drawIcon3D now has an option to separate the icon and text colors - Tweaked: Changed the active server browser tab after disconnecting from a server - FT-T156008 - Tweaked: General performance improvement - Tweaked: Performance optimizations for AI CostMap generation - Fixed: setSoundEffect envSound did not delete with triggers - Fixed: "left" align on drawIcon3D was not working correctly - Fixed: It was possible to activate the GetIn action multiple times if a vehicle is using slow opening door animations (precise get in) - Fixed: Placing entities in Zeus was deducting the incorrect price - FT-T156972 - Fixed: magazinesTurret would produce an error when the turret path length was greater than 1 - FT-T156981 Also available for manual download: https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  3. 2.02.147322 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit - Sync with 2.02 main branch; remerged some changes that were also in 2.00 profiling - Added: server.cfg option to ignore errors that would otherwise abort scenario starts - Tweaked: Optimized performance of ShipX simulation water collision checks - Tweaked: fullCrew now returns all position names in consistent lower-case - FT-T155660 - Tweaked: Increased default network bandwidth settings - Tweaked: Experimental script performance improvement - Tweaked: Improved load time of the campaigns menu - FT-T156007 - Tweaked: Improved size efficiency of script variable serialization - Fixed: selectDiarySubject command was not working - FT-T154260 - Fixed: createDiarySubject picture parameter would have no effect - Fixed: AI not reacting if the player shot from a vehicle and left the vehicle before the shot impacted - Fixed: Vehicle sound attenuation being disabled while the map screen is open - Fixed: Sound listener position not following the camera while the map screen is open - Fixed: processDiaryLink was not working during briefings - Fixed: Backpack duplication bug - Fixed: When diary records share the same title, some records could not be selected - Fixed: Not being able to use scripts in Eden Editor that don't return Nothing - Fixed: UI control sounds were affected by fadeRadio - FT-T156517 - Fixed: playSound3D would not play remotely if the volume was set >5 - Fixed: Crash on startup when the installation path contained Unicode characters - FT-T156271 - Fixed: CEdit mouse selection not being able to select text that is on the left outside of the view area - FT-T156218 - Fixed: CfgEnvSound sound when used as trigger effect would not stop on trigger deactivation Also available for manual download: https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  4. 2.00.147241 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows 32/64-bit, linux server 32/64-bit - Tweaked: Improved load time of the campaigns menu - FT-T156007 - Fixed: Backpack duplication bug - Fixed: Not being able to use scripts in Eden Editor that don't return Nothing - Fixed: Crash on startup when the installation path contained Unicode characters - FT-T156271 - Fixed: CEdit mouse selection not being able to select text that is on the left outside of the view area - FT-T156218 - Fixed: CfgEnvSound sound when used as trigger effect would not stop on trigger deactivation - Fixed: selectDiarySubject command was not working - FT-T154260 - Fixed: createDiarySubject picture parameter would have no effect - Fixed: processDiaryLink was not working during briefings - Fixed: When diary records share the same title, some records could not be selected - Fixed: UI control sounds were affected by fadeRadio - FT-T156517 - Fixed: playSound3D would not play remotely if the volume was set >5 Also available for manual download: https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  5. Just found the problem. Fix will be in dev-branch (but not this week)
  6. Okey lets go into the concerns that you brought up, because I don't like people throwing around false accusations at people and trying to falsely put them into a bad light. What actually happened: You went to our #screenshots_arma channel, who's channel description states: and in that channel you posted this: Which for one is completely context-less comment that looks like nonsense to me but okey, that's fine. What's not fine is that you didn't follow the channel description stating "for any in-game still images" and posted non-Arma content in a channel that is only for Arma content. So you got a warning for it which states: Which is correct and in accordance to our Discord rule stating: or alternatively our forum rule (which also applies to our Discord) stating: No you didn't, and I don't know why you bring it up here again because I already explained it to you twice in the Discord. What actually happened: You posted this in the #general_chat_arma channel: And one minute and 23 seconds later you posted this in #troubleshooting channel: Now there are two issues with that, first was that you crossposted which our rules forbid (Same as the rules for this forum by the way). Secondly, you again posted offtopic in that channel which says "discuss problems with Arma games and solutions to those" You not being allowed to post non-arma content in a Discord channel that only allows Arma content is not a problem with the game itself that you wanted to discuss, it was crossposting and offtopic. So according to our rules, I gave you a warning for the crossposting, but not for the repeated offtopic, because I was trying to be nice, which in hindsight may have been a wrong move from my side. You then got back to me with talking about the second warning. Now I don't know why you need to ask that, considering you already saw that the warning reason stated "crossposting" so you fully knew it was not a warning for just asking a question. To which I replied to which you all of the sudden responded with I don't know what insults you could be referring to considering there were none, I asked you about it, but you didn't want to actually say which, fine by me. You then replied Which was trying to bait me into giving you more warnings, and continuing to play dumb and not knowing what your second warning was even though I already explained it to you. At that point, to prevent you from hurting yourself even more and clearly seeing that you are just trolling and trying to incite a aggressive response, I gave you a mute to give you a chance to cool off, because if I had let you continue like that you would've probably gotten yourself banned which I wanted to prevent. Looking at the rest of your messages though, it seems like you have no intention to do anything on the Arma discord besides trolling and posting nonsense, considering your first messages going back to mid 2018 were also just contextless nonsense. Also, by the way I edited your forum post to remove the violations of our forum rules and gave you the appropriate warning for your misconduct. Also according to our moderation guidelines and considering this is your 4th warning for such behavior I've taken the appropriate measures. I hope your concerns have been sufficiently answered. Have a nice day, Dedmen.
  7. The glitch are railways. you can just remove them from the SVG file (Notepad++ works fine), they should be easy to find, just search for railway. I didn't get to fix them yet. SVG export is a pet side-project from me. It still has a bunch of kinks to be ironed out. Well they are HUGE SVG files. so, can understand that some programs don't wanna.
  8. 2.00.147171 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, linux server 32/64-bit - Added: server.cfg option to ignore errors that would otherwise abort scenario starts - Tweaked: Optimized performance of ShipX simulation water collision checks - Tweaked: fullCrew now returns all position names in consistent lower-case - https://feedback.bistudio.com/T155660 - Tweaked: Increased default network bandwidth settings - Tweaked: BattlEye update - Fixed: AI not reacting if the player shot from a vehicle and left the vehicle before the shot impacted Also available for manual download: https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  9. Dedmen

    HAFM NAVY (Ships) - v2.0

    Feel free to make a feedback tracker ticket. If its just about disabling a "if in water then explode" check, that should be easy to add a config option for. Edit: Here some more errors from our internal build. I don't really know what they mean. I think the first two will solve itself when you repack the mod with new binarize.exe 18:25:24 hafm_navy\hafm_gunboat\parts.p3d: Model has different version of physx serialization. Model: 0x03040000, current: 0x04010100. 18:25:24 hafm_navy\hafm_gunboat\parts.p3d: Model has different version of physx serialization. Model: 0x03040000, current: 0x04010100. 18:25:24 hafm_navy\hafm_gunboat\parts.p3d: No geometry and no visual shape while trying to check property cratercolor 18:25:24 a3\data_f\proxies\flags\flag_alone.p3d: No geometry and no visual shape while trying to check property cratercolor 18:25:24 Selection missing in CfgModels 18:25:24 class hafm_gunboat 18:25:24 "hull", 18:25:24 Selection missing in CfgModels 18:25:24 class hafm_gunboat 18:25:24 "turretF", 18:25:24 Selection missing in CfgModels 18:25:24 class hafm_gunboat 18:25:24 "gunF", 18:25:24 Selection missing in CfgModels 18:25:24 class hafm_gunboat 18:25:24 "turretB", 18:25:24 Selection missing in CfgModels 18:25:24 class hafm_gunboat 18:25:24 "gunB", Edit 2: And one more, I think you can check these yourself by using the Arma dev branch diag binary Edit 3: I made a engine change to optimize the collision checks concerning that landcontact thing above, it will be much faster now but you'll still wanna optimize that.
  10. Dedmen

    HAFM NAVY (Ships) - v2.0

    And also I just tried to improve ship simulation performance and got this: The water/land collision checks will be more efficient if you add a land contact level. that will improve fps. The collision thing was the second performance issue I found, next to the script. I'll assume that its just related to the missing land contact. As you don't have one, it has to check 303 verticies in your geometry lod for whether there is water collision, if you had land contact its only between 2 and 4 verticies to check.
  11. Dedmen

    HAFM NAVY (Ships) - v2.0

    Hello I am investigating a serious Arma performance issue (FPS drop from 50+ down to 9fps) and found out that its your mod causing this. For one, your HAFM_fnc_ShipAntiMissileRadar is constantly spamming setVariable and sending them over the network causing considerable network traffic. It should be your ShipRadar.sqf here: I'd recommend only doing that setVariable, if the _targets and _targData is actually different from what was already stored on the object. You are repeatedly re-sending the same variable values over the network. Same goes for these _Ship Setvariable ["Ship Anti-Missile Selected Target ID", _forEachIndex, true]; _Ship Setvariable ["Ship Auto-Defence Fire", true, true]; And there are lots of more setVariable with public flag set in your script, please stop doing that. I just collected the network traffic, and for my game running for 7 minutes, only being in the briefing screen, that means the mission didn't even start yet. Your script function sent roughly 100MB of networking data, thats about 30KB/s of traffic of you just repeatedly sending the ever same not changing variables over the network. Also I'm just in mission briefing screen, I didn't even launch the mission yet, and your HAFM_fnc_ShipAntiMissileRadar function runs 6 times every frame, for a total of 13 milliseconds per frame absolutely tanking FPS. When I go from the briefing screen to actually being ingame, your function is running 9 times per frame for 18 milliseconds per frame. I think the main performance impact is you doing _Ship nearObjects ["Missilecore", _Range] Also your select with non lazy-eval isKindOf is pretty inefficient and due to it running unscheduled will cause performance issues too. Is there a way to simply disable this feature? I would prefer if I can play Arma without FPS and networking performance being shredded by this, and I need something I can tell the people reporting this issue to me and blaming Arma for it. I just did a quick poll and within 5 minues of asking around I found 3 milsim units that told me they were using HAFM navy in the past, but had to drop it from their modpack because it tanked their server FPS. That was probably this same issue. If I may suggest a way to improve this. Instead of repeatedly scanning missiles around your ship every frame, how about you just use CBA to add a global Fired eventhandler, and then just track all missiles that get fired. If they don't fly in the direction of any ship, you can stop tracking them. That way instead of checking every frame if there is a missile in flight towards your ship, you only actually check if there actually is currently a missile flying around (which is relatively rare). But be careful with the fired eventhandler, especially when you also add it to units and it fires when a player for example fires a minigun, you need to write very performant code and make sure you exit the eventhandler as soon as possible when you detect that the fired projectile is not a missile.
  12. 2.00.147110 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, linux server 32/64-bit - Tweaked: Optimized configClasses command performance if condition is "getNumber (_x >> 'scope') == 2" - Tweaked: Optimized configProperties command performance if condition is "isClass _x" or starts with "isClass _x &&" - Tweaked: Optimized configClasses command performance if condition is "true" or "getNumber (_x >> 'scope') > 0" - Tweaked: Optimized configProperties command performance if condition is "true" or not provided - Tweaked: Removed slight sound volume reduction when opening the map while in a vehicle - Fixed: Groups in Eden Editor Compositions were not correctly put into a separate layer - Fixed: Potential playSound game crash - FT-T155687 - Fixed: magazinesAmmoFull only returning empty arrays on Linux servers - FT-T155504 - Fixed: Game crash - FT-T155648 - Fixed: Game crash - FT-T155299 - Fixed: onTreeExpanded/onTreeCollapsed event not firing when an item was double clicked - FT-T154819 - Fixed: HandleChatMessage eventhandler not working properly for system messages - Fixed: Eden Editor move widget behaving erratically when moving the cursor off-axis - FT-T155172 - Fixed: Not being able to remove a picture with lnbSetPicture - FT-T155366 - Fixed: Crash/freeze when sending a chat message from within a HandleChatMessage Event Handler - Fixed: Crash/freeze when calling setAccTime from within a HandleAccTime Event Handler Also available for manual download (Downloads still WIP, they'll be up soon): https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  13. 2.00.147054 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 32/64-bit, linux server 32/64-bit - Added: Experimental hotfix for a server crash - Added: Volume reduction while in vehicles with the map screen opened - Fixed: Vehicle sound attenuation being disabled while the map screen is open - Fixed: Sound listener position not following the camera while the map screen is open - Tweaked: Experimental script performance improvement Note: Please provide feedback on the 2D map screen sound changes. Also available for manual download: https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  14. 2.00.147026 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 32/64-bit, linux server 32/64-bit - Fixed: ListBox item shadow was offset incorrectly when rowHeight is used - https://feedback.bistudio.com/T154442 - Fixed: RscEdit would not adjust text width during or after resizing - https://feedback.bistudio.com/T154710 - Fixed: An Edit box without a Controls Group as parent sometimes was not rendering the first line of text - Fixed: Eden Editor units list not rendering when returning from previewing a scenario - Fixed: Music from description.ext CfgMusic was not found when the path started with a backslash - Fixed: First line of text disappearing when scrolling down in the debug console - Tweaked: Improved size efficiency of script variable serialization - Tweaked: BattlEye update Note: Please watch for issues related to the attachTo script command, specifically changes in position/rotation compared to before this update. You can find more information about the Steam branches on the community wiki, and share your feedback in this thread or on Discord. Also available for manual download (Downloads still WIP, they'll be up soon): https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
  15. Known issue with v7: Text in Edit boxes without a parent ControlsGroup might not render: The text is still there and working, its just not rendering. No ETA for next update yet.
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