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For the launcher, not for Arma 3.

Shows the importance of reading the categories on top of the patch notes haha. ^^

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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 by St. Jimmy

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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.

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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. :)

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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).

:yay:

I'm so happy!

Edited by St. Jimmy

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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 by CB65

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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 by tortuosit

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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.

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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 :)

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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.

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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.

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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.

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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?

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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.

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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 by Dwarden

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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'!

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Are ragdoll effects going to be looked at now the first dlc is out. The bobbing just doesnt look good or right.

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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.

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