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Arma 3 Linux crash when launched.

I suspect that the problem may be display driver related because some of my other Linux games also fail to launch. Problem started after reinstall and downloaded Arma 3 Linux from Steam. Prior to the reinstall Arma 3 launched fine on the exact same hardware. On Steam Linux my updates are set to automatic everything, everything is standard. Using Geforce 450GT (Yes, I know it is old but planning to upgrade soon). Is there an official bug reporting thread? Using Linux Mint 17.3 all with latest updates.  All my Linux games used to launch fine before reinstall.

 

Full Arma 3 error output below followed by hardware output:

 

System Information:
OS Version:
    Linux Distribution:    Linux Mint 17.3 Rosa
    Kernel Version:        3.19.0-32-generic #37~14.04.1-Ubuntu SMP Thu Oct 22 09:41:40 UTC 2015

Hardware Info:
    Machine Type        Gigabyte Technology Co., Ltd. To be filled by O.E.M. To be filled by O.E.M.
    CPU Type        GenuineIntel x86_64
    CPU Info        Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz
    CPU Speed        3201 MHz
    CPU Physical Cores    4
    CPU Logical Cores    4
    Physical Memory        16368992 KiB
    Virtual Memory        16711676 KiB

Crash Dump:
6d8c1c1d-b673-7eff-3a832faa-7b00ffa9.dmp (176336 bytes)

Application Log:
[thread ffffffff][I][0]: Log system initialised
[thread ffffffff][I][184]: eON_Core::init() - libICU initialised with result 0.
[thread ffffffff][I][184]: Default allowed number of simultaneously open files in the system is 2448.
[thread ffffffff][I][184]: Current memlock limit is 65536.
[thread ffffffff][I][184]: setrlimit(RLIMIT_MEMLOCK) failed, (1) Operation not permitted
[thread ffffffff][I][184]: setup_teb_register() - using LDT entry 13
[thread 00000001][I][184]: Linux kernel version: 3.19.0-32-generic
[thread 00000001][I][184]: Linux glibc version: 2.19
[thread 00000001][I][244]: Forcing OpenGL Core context usage
[thread 00000001][I][247]: OpenGL Core context version 4.1 detected
[thread 00000001][I][249]: OpenGL information:
[thread 00000001][I][249]:     renderer: GeForce GTS 450/PCIe/SSE2
[thread 00000001][I][249]:     vendor: NVIDIA Corporation
[thread 00000001][I][249]:     version: 4.1.0 NVIDIA 352.63
[thread 00000001][I][249]:     GLSL version: 4.10 NVIDIA via Cg compiler
[thread 00000001][I][249]:     Detected NVidia card
[thread 00000001][I][249]:     Max surface size: 16384
[thread 00000001][I][249]:     Supported and usable: texture_mirror_clamp_to_edge: yes
[thread 00000001][I][249]:     Supported and usable: texture_storage: yes
[thread 00000001][I][249]:     Supported and usable: copy_image: yes
[thread 00000001][I][249]:     Supported and usable: texture_storage_multisample: yes
[thread 00000001][I][249]:     Supported and usable: texture_view: yes
[thread 00000001][I][249]:     Supported and usable: ATI_separate_stencil: yes
[thread 00000001][I][249]:     Supported and usable: EXT_stencil_two_side: no
[thread 00000001][I][249]:     Supported and usable: texture_filter_anisotropic: yes
[thread 00000001][I][249]:     Supported and usable: explicit_attrib_location: yes
[thread 00000001][I][249]:     Supported and usable: compressed 3D textures (VTC): yes
[thread 00000001][I][249]:     Supported and usable: clear_buffer_object: yes
[thread 00000001][I][249]:     Supported and usable: clear_texture: yes
[thread 00000001][I][249]:     Available texture memory (from NVidia extension): 1048576 kB
[thread 00000001][I][249]:     Multisample textures test:
[thread 00000001][I][249]:         GL_RGBA8 (0x8058): 8 samples
[thread 00000001][I][249]:         GL_RGBA8UI (0x8d7c): 8 samples
[thread 00000001][I][249]:         GL_RGBA8I (0x8d8e): 8 samples
[thread 00000001][I][249]:         GL_RGBA12 (0x805a): 8 samples
[thread 00000001][I][249]:         GL_RGBA16 (0x805b): 8 samples
[thread 00000001][I][249]:         GL_RGBA16F (0x881a): 8 samples
[thread 00000001][I][249]:         GL_RGBA32 (0x8814): 8 samples
[thread 00000001][I][249]:         GL_RGBA16I (0x8d88): 8 samples
[thread 00000001][I][249]:         GL_RGBA16UI (0x8d76): 8 samples
[thread 00000001][I][249]:         GL_RGBA32I (0x8d82): 8 samples
[thread 00000001][I][249]:         GL_RGBA32UI (0x8d70): 8 samples
[thread 00000001][I][249]:         GL_RGB8 (0x8051): 8 samples
[thread 00000001][I][249]:         GL_RGB32F (0x8815): 8 samples
[thread 00000001][I][249]:         GL_RGB32I (0x8d83): 8 samples
[thread 00000001][I][249]:         GL_RGB32UI (0x8d71): 8 samples
[thread 00000001][I][249]:         GL_RG8 (0x822b): 8 samples
[thread 00000001][I][249]:         GL_RG16 (0x822c): 8 samples
[thread 00000001][I][249]:         GL_RG16F (0x822f): 8 samples
[thread 00000001][I][249]:         GL_RG32F (0x8230): 8 samples
[thread 00000001][I][249]:         GL_RG8I (0x8237): 8 samples
[thread 00000001][I][249]:         GL_RG8UI (0x8238): 8 samples
[thread 00000001][I][249]:         GL_RG16I (0x8239): 8 samples
[thread 00000001][I][249]:         GL_RG16UI (0x823a): 8 samples
[thread 00000001][I][249]:         GL_RG32I (0x823b): 8 samples
[thread 00000001][I][249]:         GL_RG32UI (0x823c): 8 samples
[thread 00000001][I][249]:         GL_R8 (0x8229): 8 samples
[thread 00000001][I][249]:         GL_R16 (0x822a): 8 samples
[thread 00000001][I][250]:         GL_R16F (0x822d): 8 samples
[thread 00000001][I][250]:         GL_R32F (0x822e): 8 samples
[thread 00000001][I][250]:         GL_R8I (0x8231): 8 samples
[thread 00000001][I][250]:         GL_R8UI (0x8232): 8 samples
[thread 00000001][I][250]:         GL_R16I (0x8233): 8 samples
[thread 00000001][I][250]:         GL_R16UI (0x8234): 8 samples
[thread 00000001][I][250]:         GL_R32I (0x8235): 8 samples
[thread 00000001][I][250]:         GL_R32UI (0x8236): 8 samples
[thread 00000001][I][250]:         GL_R8_SNORM (0x8f94): 8 samples
[thread 00000001][I][250]:         GL_R16_SNORM (0x8f98): 8 samples
[thread 00000001][I][250]:         GL_RG8_SNORM (0x8f95): 8 samples
[thread 00000001][I][250]:         GL_RG16_SNORM (0x8f99): 8 samples
[thread 00000001][I][250]:         GL_RGBA8_SNORM (0x8f97): 8 samples
[thread 00000001][I][250]:         GL_RGBA16_SNORM (0x8f9b): 8 samples
[thread 00000001][I][250]:         GL_SRGB8 (0x8c41): 8 samples
[thread 00000001][I][250]:         GL_SRGB8_ALPHA8 (0x8c43): 8 samples
[thread 00000001][I][250]:         GL_DEPTH_COMPONENT32F (0x8cac): 8 samples
[thread 00000001][I][250]:         GL_DEPTH24_STENCIL8 (0x88f0): 8 samples
[thread 00000001][I][250]:         GL_DEPTH_COMPONENT16 (0x81a5): 8 samples
[thread 00000001][I][250]:         GL_DEPTH_COMPONENT24 (0x81a6): 8 samples
[thread 00000001][I][250]:         GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples
[thread 00000001][I][250]:         GL_RGB10_A2 (0x8059): 8 samples
[thread 00000001][I][250]:         GL_RGB10_A2UI (0x906f): 8 samples
[thread 00000001][I][250]:         GL_R11F_G11F_B10F (0x8c3a): 8 samples
[thread 00000001][I][250]:         GL_RGB565 (0x8d62): 8 samples
[thread 00000001][I][250]:         GL_RGB5_A1 (0x8057): 8 samples
[thread 00000001][I][250]:         GL_RGB9_E5 (0x8c3d): 8 samples
[thread 00000001][I][250]: Gamepads: SDL_GAMECONTROLLERCONFIG - 03000000de280000ff11000001000000,Valve Streaming Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,
03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 03000000de280000fc11000001000000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d0400009ac2000011010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006d0400009bc2000011010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000004f04000020b3000010010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000004f04000023b3000000010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000004f04000009d0000000010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000004f04000008d0000000010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000004f04000000b3000010010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000004f04000015b3000006000000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000008916000000fd000024010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000008916000001fd000024010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 03000000321500000009000011010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 050000003215000000090000163a0000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000002010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000003010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 050000007e0500003003000001000000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001304000000010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001f01000000010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008502000000010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008902000021010000
[thread 00000001][I][250]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000014010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400001907000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000007010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000014010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000004010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e040000d102000001010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000100800000100000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000250900000500000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00003001000001010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 060000004c0500006802000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004c0500006802000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 050000004c050000c405000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004c050000c405000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000ba2200002010000001010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000a306000023f6000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00000300000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000260900008888000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 05000000d6200000ad0d000001000000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 0300000000f000000300000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 0300000000f00000f100000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000280400000140000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001e01000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000001f5000033050000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000790000000600000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000666600000488000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000790000001100000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000062230000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000ba2200002010000001010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004c0500006802000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000014010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400001907000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004c050000c405000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000100800000100000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000a306000023f6000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004f04000020b3000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004f04000023b3000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00000300000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000007010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000260900008888000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 05000000d6200000ad0d000001000000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004f04000009d0000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004f04000008d0000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 0300000000f000000300000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 0300000000f00000f100000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001f01000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000280400000140000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008902000021010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001e01000011010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000250900000500000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000008916000000fd000024010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000004f04000000b3000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000001f5000033050000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 050000004c050000c405000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 060000004c0500006802000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000790000000600000010010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 03000000666600000488000000010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000002010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000003010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 030000008916000001fd000024010000
[thread 00000001][I][251]: Gamepads: registered gamepad mapping for device GUID 0000000058626f782047616d65706100
[thread 00000001][I][252]: Gamepads: New potential device at device file '/dev/input/event8'
[thread 00000001][I][252]: Gamepads:     New potential device under path '/dev/input/event8' is 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][252]: Gamepads:     Device GUID calculated as: 030000005e0400009102000007010000
[thread 00000001][I][252]: Gamepads:     Device 'Xbox 360 Wireless Receiver (XBOX)' reports supporting FF_RUMBLE force feedback effect
[thread 00000001][I][275]: Gamepads: New device added to gamepads list.
[thread 00000001][I][275]: Gamepads: New potential device at device file '/dev/input/js0'
[thread 00000001][I][275]: Gamepads:     New potential device under path '/dev/input/js0' is 'Xbox 360 Wireless Receiver (XBOX)' (acquired through JSIOCGNAME)
[thread 00000001][I][303]: Gamepads:     New potential device rejected, couldn't get device characteristics for device 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][303]: Gamepads: New potential device at device file '/dev/input/event9'
[thread 00000001][I][303]: Gamepads:     New potential device under path '/dev/input/event9' is 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][303]: Gamepads:     Device GUID calculated as: 030000005e0400009102000007010000
[thread 00000001][I][303]: Gamepads:     Device 'Xbox 360 Wireless Receiver (XBOX)' reports supporting FF_RUMBLE force feedback effect
[thread 00000001][I][319]: Gamepads: New device added to gamepads list.
[thread 00000001][I][319]: Gamepads: New potential device at device file '/dev/input/js1'
[thread 00000001][I][319]: Gamepads:     New potential device under path '/dev/input/js1' is 'Xbox 360 Wireless Receiver (XBOX)' (acquired through JSIOCGNAME)
[thread 00000001][I][351]: Gamepads:     New potential device rejected, couldn't get device characteristics for device 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][351]: Gamepads: New potential device at device file '/dev/input/event10'
[thread 00000001][I][351]: Gamepads:     New potential device under path '/dev/input/event10' is 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][351]: Gamepads:     Device GUID calculated as: 030000005e0400009102000007010000
[thread 00000001][I][351]: Gamepads:     Device 'Xbox 360 Wireless Receiver (XBOX)' reports supporting FF_RUMBLE force feedback effect
[thread 00000001][I][367]: Gamepads: New device added to gamepads list.
[thread 00000001][I][367]: Gamepads: New potential device at device file '/dev/input/js2'
[thread 00000001][I][367]: Gamepads:     New potential device under path '/dev/input/js2' is 'Xbox 360 Wireless Receiver (XBOX)' (acquired through JSIOCGNAME)
[thread 00000001][I][407]: Gamepads:     New potential device rejected, couldn't get device characteristics for device 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][407]: Gamepads: New potential device at device file '/dev/input/event11'
[thread 00000001][I][407]: Gamepads:     New potential device under path '/dev/input/event11' is 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][407]: Gamepads:     Device GUID calculated as: 030000005e0400009102000007010000
[thread 00000001][I][407]: Gamepads:     Device 'Xbox 360 Wireless Receiver (XBOX)' reports supporting FF_RUMBLE force feedback effect
[thread 00000001][I][439]: Gamepads: New device added to gamepads list.
[thread 00000001][I][439]: Gamepads: New potential device at device file '/dev/input/js3'
[thread 00000001][I][439]: Gamepads:     New potential device under path '/dev/input/js3' is 'Xbox 360 Wireless Receiver (XBOX)' (acquired through JSIOCGNAME)
[thread 00000001][I][499]: Gamepads:     New potential device rejected, couldn't get device characteristics for device 'Xbox 360 Wireless Receiver (XBOX)'
[thread 00000001][I][500]: Command line: '"C:\media\hdd\steam\steamapps\common\Arma 3\Arma3Retail_DX11.exe" /nosplash'
[thread 00000001][I][572]: TomCrypt initializing...
[thread 00000001][I][572]: TomCrypt initialized
[thread 00000001][I][572]: DLL_PROCESS_ATTACH start.
[thread 00000001][I][574]: DLL_PROCESS_ATTACH done.
[thread 00000004][W][575]: GetModuleHandleExA() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled. Handle it.
[thread 00000004][W][575]: GetModuleHandleExA() - need to implement reference counting for modules for this call to work!
[thread 00000004][W][576]: eON_LoadLibraryEx() couldn't load 'secur32.dll', returning NULL!
[thread 00000004][E][577]: Error EINVAL in lseek in fs_SetFilePointer!
[thread 00000004][E][577]: VPFS_Seek() - SetFilePointer failed on handle 15
[thread 00000004][I][580]: Game asks for Windows double click time interval. Returning default 500 ms, as there's no standard in Linux for it; in the future, as time permits we'll be adding support for various window managers, detecting them.
[thread 00000004][W][581]: eON_LoadLibraryEx() couldn't load 'BIDebugEngine', returning NULL!
[thread 00000004][I][581]: Enumerating COM libraries...
[thread 00000004][W][595]: Ignoring splash screen creation command
[thread 00000004][W][601]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000004][W][726]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000004][I][2643]: ===enforcing log flush===

 

*******************

 

gerasmus@UBSPEL1 ~ $ sudo lshw
ubspel1                   
    description: Desktopcomputer
    product: To be filled by O.E.M. (To be filled by O.E.M.)
    vendor: Gigabyte Technology Co., Ltd.
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       serial: To Be Filled By O.E.M.
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Arma 3 Linux crash when launched.

I suspect that the problem may be display driver related because some of my other Linux games also fail to launch.

 

Might be worth checking that you have enought space for temporary files. Atleast version 1.54 required about 2gb of available disk space in /tmp, or it crashed. On your system it's on root partition, df -h will tell if that's the case. If you think it's an issue with display drivers, there might be other forums where you might have more people who might be able to help you.

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I would not recommend Debian for Arma 3. I would use a distro like Fedora or Antergos that has an more up to date kernel. Fedora 24 currently is on Kernel 4.7.4

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I've got a similar problem (see gerasmus post) under linux mint 18 :(.

 

The game always starts, but crashes to desktop when launching a mission or trying a mission project in editor.

 

Edit: found out the solution: turning off shadows :)

 

Maybe it's only because I use an AMD radeon (tahiti)

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Maybe it's only because I use an AMD radeon (tahiti)

 

You are propably using mesa prior version 12. If so, an upgrade to mesa version 12+ will solve your issue.

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"Arma3Legacy164" password for "port_164" branch doesn't work ?

 

1.64 isn't legacy yet? And what does that have to do with the Linux/Mac port?

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"Arma3Legacy164" password for "port_164" branch doesn't work ?

Why do you think this branch will be publicly available? Has "port_158" branch become available?

And yeah, "legacy" 1.62 branch is not for ports.

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With the newest update 1.64 i think.. My mac could run the game at a decent frame rate 30-45 in the old version. But now for some reason the game runs really bad and if i look at trees or at any house my game lags. Also if i use 1st person in a vehicle then my game lags ALOT. Is there anyway to fix this or is it just because its a port? Thanks :D  

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Being new to the forum I still cannot start a new topic, while feeling sorry for that I still feel the need to give some feedback about the port.

My setup:

CPU: AMD Phenom II X4 965, not overclocked,  factory heatsink;

MOBO: Gigabyte GA-870-USB3;

RAM: 4GB DDR3 on two banks @ 1333MHz (already ordered another 4 GBs, the game's on the edge of memory);

GPU: nVidia GTX 660 w/ 2GB GDDR5 memory (asus);

HDD: 1TB WD 7200rpm 64MB cache;

OS: Debian 9 Stretch (testing) 64-bit, using nVidia driver 375.26 and MATE desktop environment;

Playing Arma3: APEX with all DLCs, version 1.64;

 

The game works like a charm on my almost 6 years old pc. I've been using ONLY GNU/Linux systems for the last 9 years, only kept a PC running Win7 for ArmA2, played Operation Flashpoint Cold War Crisis via Wine and/or an old 2001 AMD sempron PC, I cannot tell how glad I am to be playing ArmA3 natively on my Debian box.

Notes:

I had to lower the settings, but I do believe it is due to my RAM. If OpenGL could take advantage of the full 4GB offered by the Arma3 process to store its 700+ MB of VRAM it would run more smoothly. I will give an update as soon as the further 4GBs I ordered will be placed in my setup.

Yesterday the game played at 45+ FPS as an average with my setup.

The GPU (and maybe the RAM) I currently have prevent me from playing the game in 1080p, playing 1280x1024 with resized screen (no stretching at all). Again, I will give more feedback about that after the little upgrade I mentioned earlier.


I hope the port will keep on growing, eventually reaching a 64bit status.

Keep on rocking!

 

Jack

 

EDIT: forgot to mention: my GPU has fried the fans. It is very likely that an infamous bug steam was fairly known for has hit hard my GPU, I used nylon lashings to fasten an old fan I found the in junk to the GPU that now seems to be working nicely (LOL)

Edited by iacoporippa

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On 6.2.2017 at 0:18 PM, iacoporippa said:

The game works like a charm on my almost 6 years old pc. I've been using ONLY GNU/Linux systems for the last 9 years, only kept a PC running Win7 for ArmA2, played Operation Flashpoint Cold War Crisis via Wine and/or an old 2001 AMD sempron PC, I cannot tell how glad I am to be playing ArmA3 natively on my Debian box.

 

I case this is news to you, linux and mac versions of Cold War Assault (renamed OFP) are in beta.

 

Arma 2 runs in wine with AMD graphics and gallium-nine as fast as in windows, and without issues. Gallium-nine unfortunately doesn't work with Nvidia, and there is a bug report about graphics issues with Nvidia drivers. Maybe we'll get ports for Arma and Arma 2 too in the future.

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On 8-2-2017 at 9:31 AM, Koylio said:

 

I case this is news to you, linux and mac versions of Cold War Assault (renamed OFP) are in beta.

 

Arma 2 runs in wine with AMD graphics and gallium-nine as fast as in windows, and without issues. Gallium-nine unfortunately doesn't work with Nvidia, and there is a bug report about graphics issues with Nvidia drivers. Maybe we'll get ports for Arma and Arma 2 too in the future.

I was actually hoping that BI would open source Arma CWA. But this already made my day!

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Quote

I case this is news to you, linux and mac versions of Cold War Assault (renamed OFP) are in beta.

 

Arma 2 runs in wine with AMD graphics and gallium-nine as fast as in windows, and without issues. Gallium-nine unfortunately doesn't work with Nvidia, and there is a bug report about graphics issues with Nvidia drivers. Maybe we'll get ports for Arma and Arma 2 too in the future.

 

Sorry for the late reply, I was intrigued by your answer and banged my head. After a few hours of searching I managed to run Arma2 Operation Arrowhead on wine on the aforementioned system (now with 8GB RAM) and a nVidia GTX 1060 6GB gpu. If the hype does not get away, I'm upgrading to a new FX processor to beef up and a 970 motherboard (can't wait for the new Announced Ryzen family to get cheaper lol).

 

However, back to business: Arma2 runs as fine as on windows, just some tweaks are required:

- Installed Xact;

- Set StrictDrawOrdering to ENABLE in winetricks;

 

Arma 3 runs perfectly with the new GPU and the increased RAM: I think the game deserves the CPU upgrade (after 6 years...).

I can't wait for the Linux version of Arma Cold War Assault, I'm eager to re-play the game for the n-th time!

 

Quote

I was actually hoping that BI would open source Arma CWA. But this already made my day!

I subscribe that (y)

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On 21. 2. 2017 at 11:23 PM, iacoporippa said:

 

However, back to business: Arma2 runs as fine as on windows, just some tweaks are required:

 

- Installed Xact;

- Set StrictDrawOrdering to ENABLE in winetricks;

 

I heard about StrictDrawOrdering issue, but why do you need Xact?

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In my case (I know this stuff varies from system to system) I need it to properly play audio.

I had a completely mute install of ArmA2:OA, did some research and found out that many games require Xact to sound.

I simply installed it via playonlinux, and everything went smoothly.

I installed SctrictDrawOrdering because of strange artifacts around the rifle nozzle when shooting. Enabling it totally eliminates the issue (for me).

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Thx for your answer, i dont have audio problems so i was just curios.

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The Mac port seems to be broken for me. Game runs, but is stuck on black screen with arrow cursor, and that's all. Used to run, albeit slowly, with an older video card before. Mac Pro, Nvidia 1080 with Nvidia drivers, Sierra 10.12.6.

 

possible error in .rpt below, first the Arma 3 OS X Limiter detects VRAM as 8GB, sets the appropriate limiter for OS X port, but this happens:

Spoiler



14:42:29 DX11 - Initializing DX11 engine.
14:42:29 DX11 - Using DXGI adapter 0 (detected in config).
14:42:29 DX11 - Using DXGI adapter 0.
14:42:29     - adapter description : DELL P2715Q
14:42:29     - adapter vendor ID : 1
14:42:29     - adapter device ID : 1
14:42:29     - adapter subsys ID : 1
14:42:29     - adapter revision  : 1
14:42:29     - dedicated video memory : 536870912
14:42:29     - dedicated system memory : 0
14:42:29     - shared system memory : 0
14:42:29 VRAM is too small (429496730), we need at least 500170752.


 

 

Here are all warnings from eon.txt logfile (the port engine?):

Spoiler

[thread 00000001][W][61]: AppendGameMappingsFromSDLGamepadConfigFile() - Could not open SDLGamepad.config !!
[thread 00000004][W][644]: GetModuleHandleExA() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled. Handle it.
[thread 00000004][W][644]: GetModuleHandleExA() - need to implement reference counting for modules for this call to work!
[thread 00000004][W][661]: eON_LoadLibraryEx() couldn't load 'BIDebugEngine', returning NULL!
[thread 00000004][W][851]: Font setting not supported in CreateDialogFromTemplate. Add it when you need it.
[thread 00000004][W][858]: DefWindowProcW to window 0x1075db40 with message 1 (WM_CREATE) ( wParam 0 (0x0), lParam -1323706248 (0xb119d878) ) - make sure it's correctly handled here!
[thread 00000004][W][997]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed.
[thread 00000004][W][1027]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][1035]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][1035]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][1064]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][1065]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][1077]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000004][W][1080]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000004][W][1131]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][1132]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][3639]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][3639]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][3691]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][3691]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][3708]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][3709]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][10042]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][10042]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][25998]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][25998]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][26016]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][26017]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][27585]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][27585]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][27612]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!
[thread 00000004][W][27612]: Drawing clipped texts not supported in DrawTextW! Add it.
[thread 00000004][W][27618]: Desktop HWND supplied in SendMessageA(), returning 0
[thread 00000004][W][27643]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed.
[thread 00000004][W][27643]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed.
[thread 00000004][W][27667]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed.
[thread 00000004][W][28058]: Raw Input: NOHOTKEYS flag specified for a keyboard device. We're ignoring it.
[thread 00000011][W][28061]: DefWindowProcW to window 0x112895c0 with message 1 (WM_CREATE) ( wParam 0 (0x0), lParam -1291247992 (0xb3091e88) ) - make sure it's correctly handled here!
[thread 00000004][W][28066]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\NaturalPoint\NATURALPOINT\NPClient Location
[thread 00000004][W][28066]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Freetrack\FreetrackClient
[thread 00000004][W][28066]: DefWindowProcW to window 0x110120b0 with message 1 (WM_CREATE) ( wParam 0 (0x0), lParam -1323706648 (0xb119d6e8) ) - make sure it's correctly handled here!
[thread 00000004][W][28144]: GPU does not support GL_ARB_vertex_attrib_binding
[thread 00000004][W][28255]: Game wants to disable DXGI reacting to window changes (monitoring app message queue) for window 0x110120b0. Ignoring.
[thread 00000004][W][28255]: Game wants to disable DXGI reacting to Alt-Enter fullscreen toggle.
[thread 00000004][W][29458]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Microsoft\Direct3D
[thread 00000004][W][30080]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = SOFTWARE\Microsoft\Windows NT\CurrentVersion\
[thread 00000004][W][43488]: eON_WideCharToMultiByte() - WC_COMPOSITECHECK not supported
[thread 00000004][W][43488]: eON_WideCharToMultiByte() - WC_COMPOSITECHECK not supported
[thread 00000004][W][43488]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Intel Corporation\PLSuite\IJLib
[thread 00000004][W][43488]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Intel Corporation\PLSuite\IJLib
[thread 00000019][W][44886]: DefWindowProcW to window 0x10789a80 with message 1 (WM_CREATE) ( wParam 0 (0x0), lParam -1280467320 (0xb3ad9e88) ) - make sure it's correctly handled here!
[thread 00000012][W][47860]: No resource data for resource 0x2ea52bcc, subresource 1, skipping copy!
[thread 00000012][W][47860]: No resource data for resource 0x2ea52bcc, subresource 2, skipping copy!
[thread 00000012][W][47860]: No resource data for resource 0x2ea52bcc, subresource 3, skipping copy!
[thread 00000012][W][47877]: No resource data for resource 0x2ea5093c, subresource 1, skipping copy!
[thread 00000012][W][47877]: No resource data for resource 0x2ea5093c, subresource 2, skipping copy!
[thread 00000012][W][47877]: No resource data for resource 0x2ea5093c, subresource 3, skipping copy!
[thread 0000001d][W][49148]: DefWindowProcW to window 0x352d8a50 with message 1 (WM_CREATE) ( wParam 0 (0x0), lParam -1335558520 (0xb064fe88) ) - make sure it's correctly handled here!
[thread 00000004][W][49368]: NetStatisticsGet asked about service:LanmanWorkstation which is unknown
[thread 00000004][W][49368]: NetStatisticsGet asked about service:LanmanServer which is unknown
[thread 00000004][W][49368]: eON_GetProcAddress() for module 0x400000, in PE file 'Arma3Retail_DX11.exe' FAILED. Proc not found at name '_OPENSSL_isservice'.
[thread 00000004][W][76620]: Game tried to minimize window, and it's not handled well in eON. Perhaps hack it by not sending it WM_ACTIVATE ( FALSE ) messages?
[thread 00000004][W][76703]: No Mac standard cursor for IDC_WAIT, loading arrow cursor instead, make custom cursor for this.
[thread 00000004][W][77190]: No Mac standard cursor for IDC_WAIT, loading arrow cursor instead, make custom cursor for this.
[thread 00000004][W][77190]: Desktop HWND supplied in SendMessageA(), returning 0
[thread 00000004][W][85305]: GetModuleHandleExW() - need to implement reference counting for modules for this call to work!

 

 

and finally OpenGL info from eon.txt:

Spoiler

[thread ffffffff][I][1]: Log system initialised
[thread ffffffff][I][1]: eON_Core::init() - libICU initialised with result 0.
[thread ffffffff][I][1]: Default allowed number of simultaneously open files in the system is 356.
[thread ffffffff][I][1]: Setting allowed number of simultaneously open files to OPEN_MAX = 10240
[thread 00000001][I][21]: OpenGL Core context version 4.1 detected
[thread 00000001][I][36]: OpenGL information:
[thread 00000001][I][36]:     renderer: NVIDIA GeForce GTX 1080 OpenGL Engine
[thread 00000001][I][36]:     vendor: NVIDIA Corporation
[thread 00000001][I][36]:     version: 4.1 NVIDIA-10.18.5 378.05.05.25f01
[thread 00000001][I][36]:     GLSL version: 4.10
[thread 00000001][I][36]:     Detected NVidia card
[thread 00000001][I][36]:     Detected ATI/AMD card
[thread 00000001][I][36]:     Max surface size: 16384
[thread 00000001][I][36]:     Supported and usable: texture_mirror_clamp_to_edge: yes
[thread 00000001][I][36]:     Supported and usable: texture_storage: yes
[thread 00000001][I][36]:     Supported and usable: copy_image: no
[thread 00000001][I][36]:     Supported and usable: texture_storage_multisample: no
[thread 00000001][I][36]:     Supported and usable: texture_view: no
[thread 00000001][I][36]:     Supported and usable: ATI_separate_stencil: yes
[thread 00000001][I][36]:     Supported and usable: EXT_stencil_two_side: no
[thread 00000001][I][36]:     Supported and usable: texture_filter_anisotropic: yes
[thread 00000001][I][36]:     Supported and usable: explicit_attrib_location: yes
[thread 00000001][I][36]:     Supported and usable: compressed 3D textures (VTC): no
[thread 00000001][I][36]:     Supported and usable: clear_buffer_object: no
[thread 00000001][I][36]:     Supported and usable: clear_texture: no
[thread 00000001][I][36]:     Multisample textures test:
[thread 00000001][I][36]:         GL_R3_G3_B2 (0x2a10): 8 samples
[thread 00000001][I][36]:         GL_RGB4 (0x804f): 0 samples
[thread 00000001][I][36]:         GL_RGB5 (0x8050): 0 samples
[thread 00000001][I][36]:         GL_RGB8 (0x8051): 8 samples
[thread 00000001][I][36]:         GL_RGBA4 (0x8056): 8 samples
[thread 00000001][I][36]:         GL_RGB5_A1 (0x8057): 8 samples
[thread 00000001][I][36]:         GL_RGBA8 (0x8058): 8 samples
[thread 00000001][I][36]:         GL_RGB10_A2 (0x8059): 8 samples
[thread 00000001][I][36]:         GL_RGBA16 (0x805b): 8 samples
[thread 00000001][I][36]:         GL_DEPTH_COMPONENT16 (0x81a5): 8 samples
[thread 00000001][I][36]:         GL_DEPTH_COMPONENT24 (0x81a6): 8 samples
[thread 00000001][I][36]:         GL_DEPTH_COMPONENT32 (0x81a7): 8 samples
[thread 00000001][I][36]:         GL_R8 (0x8229): 8 samples
[thread 00000001][I][36]:         GL_R16 (0x822a): 8 samples
[thread 00000001][I][36]:         GL_RG8 (0x822b): 8 samples
[thread 00000001][I][36]:         GL_RG16 (0x822c): 8 samples
[thread 00000001][I][37]:         GL_R16F (0x822d): 8 samples
[thread 00000001][I][37]:         GL_R32F (0x822e): 8 samples
[thread 00000001][I][37]:         GL_RG16F (0x822f): 8 samples
[thread 00000001][I][37]:         GL_RG32F (0x8230): 8 samples
[thread 00000001][I][37]:         GL_R8I (0x8231): 1 samples
[thread 00000001][I][37]:         GL_R8UI (0x8232): 1 samples
[thread 00000001][I][37]:         GL_R16I (0x8233): 1 samples
[thread 00000001][I][37]:         GL_R16UI (0x8234): 1 samples
[thread 00000001][I][37]:         GL_R32I (0x8235): 1 samples
[thread 00000001][I][37]:         GL_R32UI (0x8236): 1 samples
[thread 00000001][I][37]:         GL_RG8I (0x8237): 1 samples
[thread 00000001][I][37]:         GL_RG8UI (0x8238): 1 samples
[thread 00000001][I][37]:         GL_RG16I (0x8239): 1 samples
[thread 00000001][I][37]:         GL_RG16UI (0x823a): 1 samples
[thread 00000001][I][37]:         GL_RG32I (0x823b): 1 samples
[thread 00000001][I][37]:         GL_RG32UI (0x823c): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RGBA_S3TC_DXT1_EXT (0x83f1): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RGBA_S3TC_DXT3_EXT (0x83f2): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RGBA_S3TC_DXT5_EXT (0x83f3): 1 samples
[thread 00000001][I][37]:         GL_RGBA32F (0x8814): 8 samples
[thread 00000001][I][37]:         GL_RGB32F (0x8815): 8 samples
[thread 00000001][I][37]:         GL_RGBA16F (0x881a): 8 samples
[thread 00000001][I][37]:         GL_DEPTH24_STENCIL8 (0x88f0): 8 samples
[thread 00000001][I][37]:         GL_R11F_G11F_B10F (0x8c3a): 8 samples
[thread 00000001][I][37]:         GL_RGB9_E5 (0x8c3d): 8 samples
[thread 00000001][I][37]:         GL_SRGB8 (0x8c41): 8 samples
[thread 00000001][I][37]:         GL_SRGB8_ALPHA8 (0x8c43): 8 samples
[thread 00000001][I][37]:         GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT (0x8c4d): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT (0x8c4e): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT (0x8c4f): 1 samples
[thread 00000001][I][37]:         GL_DEPTH_COMPONENT32F (0x8cac): 8 samples
[thread 00000001][I][37]:         GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples
[thread 00000001][I][37]:         GL_RGB565 (0x8d62): 0 samples
[thread 00000001][I][37]:         GL_RGBA32UI (0x8d70): 1 samples
[thread 00000001][I][37]:         GL_RGB32UI (0x8d71): 1 samples
[thread 00000001][I][37]:         GL_RGBA16UI (0x8d76): 1 samples
[thread 00000001][I][37]:         GL_RGBA8UI (0x8d7c): 1 samples
[thread 00000001][I][37]:         GL_RGBA32I (0x8d82): 1 samples
[thread 00000001][I][37]:         GL_RGB32I (0x8d83): 1 samples
[thread 00000001][I][37]:         GL_RGBA16I (0x8d88): 1 samples
[thread 00000001][I][37]:         GL_RGBA8I (0x8d8e): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RED_RGTC1 (0x8dbb): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_SIGNED_RED_RGTC1 (0x8dbc): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RG_RGTC2 (0x8dbd): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_SIGNED_RG_RGTC2 (0x8dbe): 1 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RGBA_BPTC_UNORM (0x8e8c): 0 samples
[thread 00000001][I][37]:         GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM (0x8e8d): 0 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT (0x8e8e): 0 samples
[thread 00000001][I][37]:         GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT (0x8e8f): 0 samples
[thread 00000001][I][37]:         GL_R8_SNORM (0x8f94): 8 samples
[thread 00000001][I][37]:         GL_RG8_SNORM (0x8f95): 8 samples
[thread 00000001][I][37]:         GL_RGBA8_SNORM (0x8f97): 8 samples
[thread 00000001][I][37]:         GL_R16_SNORM (0x8f98): 8 samples
[thread 00000001][I][37]:         GL_RG16_SNORM (0x8f99): 8 samples
[thread 00000001][I][37]:         GL_RGBA16_SNORM (0x8f9b): 8 samples
[thread 00000001][I][37]:         GL_RGB10_A2UI (0x906f): 1 samples
[thread 00000001][I][37]:     Multisample renderbuffers test:
[thread 00000001][I][37]:         GL_R3_G3_B2 (0x2a10): 8 samples
[thread 00000001][I][37]:         GL_RGB4 (0x804f): 8 samples
[thread 00000001][I][37]:         GL_RGB5 (0x8050): 8 samples
[thread 00000001][I][37]:         GL_RGB8 (0x8051): 8 samples
[thread 00000001][I][38]:         GL_RGBA4 (0x8056): 8 samples
[thread 00000001][I][38]:         GL_RGB5_A1 (0x8057): 8 samples
[thread 00000001][I][38]:         GL_RGBA8 (0x8058): 8 samples
[thread 00000001][I][38]:         GL_RGB10_A2 (0x8059): 8 samples
[thread 00000001][I][38]:         GL_RGBA16 (0x805b): 8 samples
[thread 00000001][I][38]:         GL_DEPTH_COMPONENT16 (0x81a5): 8 samples
[thread 00000001][I][38]:         GL_DEPTH_COMPONENT24 (0x81a6): 8 samples
[thread 00000001][I][38]:         GL_DEPTH_COMPONENT32 (0x81a7): 8 samples
[thread 00000001][I][38]:         GL_R8 (0x8229): 8 samples
[thread 00000001][I][38]:         GL_R16 (0x822a): 8 samples
[thread 00000001][I][38]:         GL_RG8 (0x822b): 8 samples
[thread 00000001][I][38]:         GL_RG16 (0x822c): 8 samples
[thread 00000001][I][38]:         GL_R16F (0x822d): 8 samples
[thread 00000001][I][38]:         GL_R32F (0x822e): 8 samples
[thread 00000001][I][38]:         GL_RG16F (0x822f): 8 samples
[thread 00000001][I][38]:         GL_RG32F (0x8230): 8 samples
[thread 00000001][I][38]:         GL_R8I (0x8231): 1 samples
[thread 00000001][I][38]:         GL_R8UI (0x8232): 1 samples
[thread 00000001][I][38]:         GL_R16I (0x8233): 1 samples
[thread 00000001][I][38]:         GL_R16UI (0x8234): 1 samples
[thread 00000001][I][38]:         GL_R32I (0x8235): 1 samples
[thread 00000001][I][38]:         GL_R32UI (0x8236): 1 samples
[thread 00000001][I][38]:         GL_RG8I (0x8237): 1 samples
[thread 00000001][I][38]:         GL_RG8UI (0x8238): 1 samples
[thread 00000001][I][38]:         GL_RG16I (0x8239): 1 samples
[thread 00000001][I][38]:         GL_RG16UI (0x823a): 1 samples
[thread 00000001][I][38]:         GL_RG32I (0x823b): 1 samples
[thread 00000001][I][38]:         GL_RG32UI (0x823c): 1 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RGBA_S3TC_DXT1_EXT (0x83f1): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RGBA_S3TC_DXT3_EXT (0x83f2): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RGBA_S3TC_DXT5_EXT (0x83f3): 0 samples
[thread 00000001][I][38]:         GL_RGBA32F (0x8814): 8 samples
[thread 00000001][I][38]:         GL_RGB32F (0x8815): 8 samples
[thread 00000001][I][38]:         GL_RGBA16F (0x881a): 8 samples
[thread 00000001][I][38]:         GL_DEPTH24_STENCIL8 (0x88f0): 8 samples
[thread 00000001][I][38]:         GL_R11F_G11F_B10F (0x8c3a): 8 samples
[thread 00000001][I][38]:         GL_RGB9_E5 (0x8c3d): 8 samples
[thread 00000001][I][38]:         GL_SRGB8 (0x8c41): 8 samples
[thread 00000001][I][38]:         GL_SRGB8_ALPHA8 (0x8c43): 8 samples
[thread 00000001][I][38]:         GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT (0x8c4d): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT (0x8c4e): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT (0x8c4f): 0 samples
[thread 00000001][I][38]:         GL_DEPTH_COMPONENT32F (0x8cac): 8 samples
[thread 00000001][I][38]:         GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples
[thread 00000001][I][38]:         GL_RGB565 (0x8d62): 8 samples
[thread 00000001][I][38]:         GL_RGBA32UI (0x8d70): 1 samples
[thread 00000001][I][38]:         GL_RGB32UI (0x8d71): 1 samples
[thread 00000001][I][38]:         GL_RGBA16UI (0x8d76): 1 samples
[thread 00000001][I][38]:         GL_RGBA8UI (0x8d7c): 1 samples
[thread 00000001][I][38]:         GL_RGBA32I (0x8d82): 1 samples
[thread 00000001][I][38]:         GL_RGB32I (0x8d83): 1 samples
[thread 00000001][I][38]:         GL_RGBA16I (0x8d88): 1 samples
[thread 00000001][I][38]:         GL_RGBA8I (0x8d8e): 1 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RED_RGTC1 (0x8dbb): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_SIGNED_RED_RGTC1 (0x8dbc): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RG_RGTC2 (0x8dbd): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_SIGNED_RG_RGTC2 (0x8dbe): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RGBA_BPTC_UNORM (0x8e8c): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM (0x8e8d): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT (0x8e8e): 0 samples
[thread 00000001][I][38]:         GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT (0x8e8f): 0 samples
[thread 00000001][I][38]:         GL_R8_SNORM (0x8f94): 8 samples
[thread 00000001][I][38]:         GL_RG8_SNORM (0x8f95): 8 samples
[thread 00000001][I][38]:         GL_RGBA8_SNORM (0x8f97): 8 samples
[thread 00000001][I][38]:         GL_R16_SNORM (0x8f98): 8 samples
[thread 00000001][I][38]:         GL_RG16_SNORM (0x8f99): 8 samples
[thread 00000001][I][38]:         GL_RGBA16_SNORM (0x8f9b): 8 samples
[thread 00000001][I][38]:         GL_RGB10_A2UI (0x906f): 1 samples
[thread 00000001][I][38]:     Available video memory:8192 MB

 

 

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Thanks BI and VP for todays update to 1.70. Still way behind Windows, but better than nothing. Longing for the day where the ports are on par with Windows and when it isn't marketed as 'experimental'.

 

Ditched Windows early 2017 so I haven't really played Arma in a while. Going to try this on my Ubuntu-GNOME 17.04 machine as soon as Steam finishes downloading. Briefly tried 1.64 as well. Was very surprised to see performance rival and even surpass the Windows version, but there were other problems, not to mention that the version was becoming so very old and lacking recent DLC.

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Really? Finally 1.70 and 64-bit support? Metal 2.0 on Mac? WooHoo! Does that mean Arma 3 on Mac finally works again? Utilising all of VRAM? Can't wait for the download to finish to try...

 

EDIT: Seems to work, at least the game starts and mission loads. Unfortunately, no 4K support at all, not even in windowed mode. Nothing above 1080P (that looks very blurry indeed on 4K screen), even though the eon wrapper fully recognised the video card and VRAM (8GB).

 

Some info/errors/warnings in the eon.txt log:

 

A lot of these, incrementing all the time:

[thread 00000013][1414676]: Max dynamic buffer memory overuse now: 33151008 bytes

Few of these:

[thread 00000010][W][1447929]: [XAUDIO2] - CoreAudio: Buffer underrun occured

 

When trying out 3840x2160 resolution by editing the config file manually, game crashes with the following error:

 

[thread 00000002][47922]: eON_WindowEvent: ResizeBuffers 3840 x 2160

[thread 00000012][E][47923]: In one go, tried to upload data stream of size 33177600, bigger than maximal supported size 16777216! Crashing out.

[thread 00000002][47929]: eON_WindowEvent: SetFullscreenState false 0x0

 

So I guess no HiDPI display support for now... :-(

(the machine runs Arma 3 just fine in 4K under BootCamp)

 

(Sierra 10.12.6, Nvidia web drivers)

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@fraczek

Running 2560x1440p@120hz on Ubuntu-GNOME 17.04, no problem. Anyone else with MacOS seeing the same issue as fraczek?

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with the 1.70 update i can finally really play the arma linux port... was stuck with lowest resolution textures before which made the game look really old... but now it's mainly working fine... thanks a lot!

@fraczek: for me 4K now works, but I'm on linux not Mac, so seems like some Mac-OS specific thing...

 

the only poblem i now have is: i played through the campaign to finally finish it and every now and then after an hour of playing or so the game just froze... not in a specific situation, but more like randomly.. cpu/gpu usage just went to zero and the application just didn't respond anymore... short look with gdb at the situation showed all threads being in nanosleep, so seems like a deadlock with some mutex/waitcondition... only happens after some while playing it... was playing solo-missions only...

system is: linux-64bit, core-i7 5820K, 16GB RAM, GeForce GTX 980Ti(384.69)@3840x2160

 

a thing that for me is still missing is proper joystick support... i don't see any joystick appearing at all in the config... I'd love to fly helicopters (have the DLC for additional fun!)... but that requires full support for some reasonable setup (for me it's thrustmaster hotas warthog joystick + throtte and saitek pro flight rudder pedals).. warthunder and x-plane can do that perfectly for some years now, so it's definitly possible with reasonable effort... and for a simulation, especially when including flying, it is essential!

 

another thing with input is: i tried to assign my gamepad for driving (logitech f310, works absolutely fine in other games), it shows up in the configuration, but when trying to configure anything for it, it is not possible... i'd like to use it for driving with the analog sticks it has, but they are not recognized... also the buttons seemed to be nowhere recognized or selectable (some menu items get a default assignment when a gamepad is detected, but pressing the shown buttons doesn't show any reaction from the game at all)... theoretically would like to use my logitech g25 for driving, but then again having all that stuff messing up your desk makes playing uncomfortable or you'd need like 5 minutes for changing between control-setups...

 

that's the most pressing issues for me at the moment to have the full experience... for me that things are more important than being at the same version as windows... I'd prefer if the basics (like the mentioned input) would get more attention so the playing possibilities become the same for a specific version and not some stuff that works since version 1.0 on windows still isn't available in the ports in 1.70 or later....  just my point of view....

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