Flosstradamus

[SOLVED] 1.58 Bug Fixes/Discussion

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Discussion of bug fixes in here until the devs can implement some kind of patch.

Known Issues:

Safezone not working

CFG difficulties

Update 1

1.58.135673 profiling & performance v0 server and client, windows/linux
* sync with stable branch, some stuff ahead of main stable branch
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm

David Foltyn posted a new perf build.

Update 2

1.58.135689 profiling & performance v1 server and client, windows/linux
* more fixes of crashes,  joining mp game and VON
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm

Update 3

1.58.135712 profiling & performance v2 server and client, windows/linux
* fixed system allocator related crashes / issues
* fixed Difficulty tab no longer disabled after first mission on dedicated server
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs

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SAFEZONE FIX

Create a file in your mission file at the same location as description.ext called init.sqf.
Then in that file paste this:

call ExileClient_system_map_initialize
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Having some weird bugs on our server as well. If I scope out a player or AI it displays their name, and then it will also display them on the map for a short period of time.

Also every player v player kill says (Friendly fire).

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hey guys,
 
 
My Exile  was fine until the update now my server  cfgdifficulties are now not working correctly.
 
It was originally set to veteran and tweaked so curser and death message was deactivated.
After the update/ restart I was unable to use 3rd person mode which was previously working before the update.
And have reverted back to regular where players names show when pointed at and appear on the map.
 
This sucks =[
Kappa
 
 
 

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26 minutes ago, Mikeeeyy said:

SAFEZONE FIX

Create a file in your mission file at the same location as description.ext called init.sqf.
Then in that file paste this:


call ExileClient_system_map_initialize

But that would mean the preInit of Arma mods is now seriously fucked? o___O

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5 minutes ago, Eichi said:

But that would mean the preInit of Arma mods is now seriously fucked? o___O

I think allMapMarkers is firing too early, but idk why that would have changed. I remember trying to use it on preInit on server side and it returned an empty array.

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But the preInit is called after the mission was loaded. Did they change that? Didn't see anything in the changelogs that requires action from our side.

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5 minutes ago, Mikeeeyy said:

I think allMapMarkers is firing too early, but idk why that would have changed. I remember trying to use it on preInit on server side and it returned an empty array.

Goodbye good old 2D Editor... That sucks!

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4 minutes ago, Eichi said:

But the preInit is called after the mission was loaded. Did they change that? Didn't see anything in the changelogs that requires action from our side.

It must be calling before hand now then, either that or allMapMarkers has become lazy :D Either way the problem is that allMapMarkers is being called too early.

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