Kemeros 1 Posted November 20, 2014 For the launcher, not for Arma 3. Shows the importance of reading the categories on top of the patch notes haha. ^^ Share this post Link to post Share on other sites
vegeta897 13 Posted November 20, 2014 Woo, local mod support! http://i.imgur.com/d0BRp3I.png (215 kB) Thank you BIS! Share this post Link to post Share on other sites
St. Jimmy 272 Posted November 20, 2014 (edited) Anyone else need to browse everytime you want to add a mod in the list through all the folders? I can choose mods in the launch parameter so there's already Arma 3 folder open but with the "local mods" thing it always starts from the desktop and it's awful to go through the folders everytime you want to add a mod in the list. /Maybe later every @ starting folder is automatically included in the Launcher's list? Edited November 20, 2014 by St. Jimmy Share this post Link to post Share on other sites
vegeta897 13 Posted November 20, 2014 Anyone else need to browse everytime you want to add a mod in the list through all the folders? I can choose mods in the launch parameter so there's already Arma 3 folder open but with the "local mods" thing it always starts from the desktop and it's awful to go through the folders everytime you want to add a mod in the list./Maybe later every @ starting folder is automatically included in the Launcher's list? Yes, I had to browse to the A3 folder each time. It would be nice if the @ folders were detected automatically. The good thing is that this is only a one-time process for each new mod. Share this post Link to post Share on other sites
bad benson 1733 Posted November 20, 2014 Woo, local mod support!http://i.imgur.com/d0BRp3I.png (215 kB) Thank you BIS! YES! thx task force launcher. now it's perfect. Share this post Link to post Share on other sites
zedderzulu 7 Posted November 20, 2014 Quick(er) work around I've found for the folder browsing issue - if in the "folder" field at the bottom you type in the location of the Arma 3 folder (like so: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\") then you will (or I do at least) get a list of all the subfolders as part of an autofill option. That way, you don't have to navigate all the way from Desktop each time. Try it - probably makes more sense than me trying to explain it - hopefully it might be useful for some before BIS sort it out properly. I certainly like the new mod selection feature in general, very much so. :) Share this post Link to post Share on other sites
St. Jimmy 272 Posted November 20, 2014 (edited) Sorry for that, we will fix this soon. O:)Actually, you already can do that. Go to Options (through gear button on the top of the Launcher window) and add a folder containing @mod folders to the list. Launcher will attempt to detect valid mods and automatically enlist them. (It will enlist any folder that contains Addons folder with *.PBOs). I'm so happy! Edited November 20, 2014 by St. Jimmy Share this post Link to post Share on other sites
cb65 86 Posted November 21, 2014 (edited) Is the latest dev build 1.35128296 screwed? Not yet sure. Tried to play Armageddon mission, every few seconds 0.5s freeze. Started vanilla, its better, but putting up irons: short freeze. Stamina effect: freeze. GPU peaks in those moments... I'm using dev build and three times today in the last half hour playing my mission arma 3 freezes up when its never done that ever and I've had arma 3 since the beginning ??? Is this because of the latest dev build ? Edited November 21, 2014 by CB65 Share this post Link to post Share on other sites
tortuosit 486 Posted November 21, 2014 (edited) Probably not, because otherwise people would have reported. You need to start traditional analysis in appropriate threads. Interesting Launcher updates, need to have a look at it again. Launcher folks, please simply expose all command line parameters to this... Until now, I usually prefer juggling with cmd files. Also (have not looked at it I admit) a "Create Desktop shortcut" option with the currently chosen cmd line options would be very nice! I mean, really really nice. Maybe with the possibility to pick an icon from an ArmA related icon set which you please include :) ! I know I ask for a lot, ha! Seriously, a user friendly .lnk generation would make ArmA less support intensive. Mission makers could tell their users how to easily create shortcuts. You know the problem that people start missions with a specific mod set, then come back to the mission weeks later, but with another mod set and things do not work then. Edited November 21, 2014 by tortuosit Share this post Link to post Share on other sites
cb65 86 Posted November 21, 2014 I'm using dev build and three times today in the last half hour playing my mission arma 3 freezes up when its never done that ever and I've had arma 3 since the beginning ???Is this because of the latest dev build ? Yeah silly me I forgot I was running CBA and JSRS so I deactivated them and arma 3 is running ok again so there must be something wrong with one of them. Share this post Link to post Share on other sites
nikiforos 450 Posted November 22, 2014 Well I have some good news, I just tried out the latest Dev build and frames seem to restored to the same level prior to 1.34 stable release. I also noticed a slight improvement which of course is a great development. I don't know what you did BIS but thank you for that :) Share this post Link to post Share on other sites
killzone_kid 1330 Posted November 24, 2014 http://feedback.arma3.com/view.php?id=21819 Share this post Link to post Share on other sites
DancZer 65 Posted November 24, 2014 I noticed almost the same issue with quad. It is only happen in MP. If i turn out the engine and i choose eject/get out, then when i press forward during the get out animation the vehicle engine turn on and start moving. Basically the issue is that i can control the vehicle during the get out/get in animations. Share this post Link to post Share on other sites
R3vo 2654 Posted November 24, 2014 I noticed almost the same issue with quad. It is only happen in MP. If i turn out the engine and i choose eject/get out, then when i press forward during the get out animation the vehicle engine turn on and start moving. Basically the issue is that i can control the vehicle during the get out/get in animations. That issue has been existing since launch of the alpha. I hope they'll fix it soon. Share this post Link to post Share on other sites
gatordev 219 Posted November 25, 2014 I haven't been able to play Arma3 for the last two weeks, so last night was my first time with Dev Branch in a while. Is anyone else having issues with AI starting off a mission in a stuck animation? They don't move/fidget/etc unless they see the enemy or get blown over by a grenade. I've also managed to get stuck when raising and lowering my rifle a couple of times quickly. Here's a pic of the issue (this is at mission start and not a capture of everyone walking): http://steamcommunity.com/profiles/76561197968612487/screenshot/45362999603257063 AI is almost unresponsive when they are assigned to HC. I'm not putting this past an addon, but I'm having a hard time figuring out which one and was wondering if anyone else might be seeing this. More trouble-shooting tonight... ---------- Post added at 20:48 ---------- Previous post was at 19:38 ---------- Nevermind...looks like TPW is causing the issues for me. Share this post Link to post Share on other sites
R3vo 2654 Posted November 25, 2014 Added: Command-line parameter ‘-loadMissionToMemory’ to enable loading a mission file into memory before sending it to players What would be a possible advantage of loading the mission into the memory first? Share this post Link to post Share on other sites
kadinx 12 Posted November 25, 2014 I would like to know too. May it is send faster skipping to drive read? I notice as a client at mission stat, there is a pause at 25-35KB and then the download speed picks up getting progressively faster. Share this post Link to post Share on other sites
Dwarden 1125 Posted November 25, 2014 (edited) it will help 1. servers with HDD 2. those servers which restart same mission often 3. servers which have 'relatively small' number of missions on vote/rotation cycle ofcourse if you have SSD or play thru 100s missions per weekend w/o full server restart then the gain is minimal or negative being tested also on 1.34 PERF/PROF v5 http://www.reddit.com/r/arma/comments/2ne02j/call_to_arms_134_performance_v5_need_to_fill_two/ Edited November 25, 2014 by Dwarden Share this post Link to post Share on other sites
kadinx 12 Posted November 25, 2014 Your timely input is much Appreciated :) Thank you! Share this post Link to post Share on other sites
qantaqa1987 10 Posted November 25, 2014 https://www.youtube.com/watch?v=nmtoUXbki4k&feature=youtu.be dunno what shit happened here.. but seems like those branches are made of titanium and i have BB-handgun in my hand?? bug? or im just a bad shooter. Share this post Link to post Share on other sites
das attorney 858 Posted November 26, 2014 Is this a new warning? I haven't seen it before and I changed what I'm doing (creating logics as vehicles) so I'm not doing it anymore. Just wondered is all. 4:08:04 UnExpected call of CreateVehicle for 'Logic', pos(16454.500000.2,-0.495644.2,12000.000000.2). Vehicles with brain cannot be created using 'createVehicle'! Share this post Link to post Share on other sites
james2464 176 Posted November 26, 2014 https://www.youtube.com/watch?v=nmtoUXbki4k&feature=youtu.be dunno what shit happened here.. but seems like those branches are made of titanium and i have BB-handgun in my hand?? bug? or im just a bad shooter. That was actually really funny! But seriously an issue too :P Share this post Link to post Share on other sites
bigpickle 0 Posted November 26, 2014 Are ragdoll effects going to be looked at now the first dlc is out. The bobbing just doesnt look good or right. Share this post Link to post Share on other sites
Fushko 59 Posted November 26, 2014 Are ragdoll effects going to be looked at now the first dlc is out. The bobbing just doesnt look good or right. The situation improved a few patches ago, but they still vibrate like crazy, even on flat ground. Share this post Link to post Share on other sites