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There is a solution to the Linux and Mac BattleEye which I wonder if BI have considered? That is disable the requirement for BE for port clients and see how it goes, if people somehow find a way to cheat under those platforms (I doubt anyone would bother, most cheaters stick to windows for a reason!) then they can simply just turn it back on again. 

 

I think that's the easiest solution short term for BI to take!

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and if BI wont support Vulkan, good bye Linux/Mac clients

Considering that they from the beginning stated the possibility that the Linux/Mac ports would never actually be updated (though that isn't any more the case)... I believe that Bohemia's been prepared for that possibility ("good bye Linux/Mac clients").

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So, found out that ArmA 3 actually has also a Mac version. Downloaded it to my crappy late-2011 MacBook, and it crashes every time I'm trying to open it. I'm thinking the reason might be in my machine, but just asking if anyone else is having the same problem.

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So, found out that ArmA 3 actually has also a Mac version. Downloaded it to my crappy late-2011 MacBook, and it crashes every time I'm trying to open it. I'm thinking the reason might be in my machine, but just asking if anyone else is having the same problem.

It is your crappy Mac. Mac's are notorious for being expensive with not much under the hood.

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It is your crappy Mac. Mac's are notorious for being expensive with not much under the hood.

Yep, thats what I figured. Graphics card seems to be atleast one of the problems. Works still fine on Windows tho, like it's was meant to. And to be honest, I really don't believe I'd ever be able to achieve the same kind of ArmA experience with Macintosh, that I can with Windows OS.

 

Still following the development of these ports with interest, keep up the good work BI.

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Linus would not approve of this half assed, third party port complimentary to Windows b.s.

Either do it properly or don't bother.

That escalated quickly!

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Well, both, On Linux and Windows tanks cannot reverse properly, so i'll stick to Arma 2 untill they fix this....

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Just fyi, the linux and mac ports are experimental ports (done by an external company called virtual programming). There's no confirmation from Bohemia whatsoever that there'll ever be a real port (i.e. with a better/faster support). Si I guess it's no real use to bash so harshly the work done on this project... And  I'll add that these kind of reactions would rather demotivate than motivate to do better.

 

Edit : And God knows I can't wait for the day when I'll be finally able to uninstall windows in order to go full linux :)

 

Edit 2 : The posts which I was responding to have been deleted, or the account got banned. 

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i Need Help On My Mac I open Arma And this comes up

 

Unfortunately your machine does not meet the full OpenGL 4.1 requirements so the game may not perform correctly?

 

if you need them hear are my mac specs:

 

iMac (20-inch, Mid 2007)

2.4 GHz Intel Core 2 Duo

4 GB 667 MHz DDR2 SDRAM

ATI Radeon HD 2600 Pro 256 MB

 

 

 

i click ok and it crashes and i get this info can anyone help please because as you can tell i am not that good at computers:

 

OS Version:

Mac OS X 10.11 (build 15A284)

 

Hardware Info:

Machine Type        iMac7,1

CPU Type            GenuineIntel x86_64

CPU Info            Intel® Core2 Duo CPU     T7700  @ 2.40GHz

CPU Speed           2400 MHz

CPU Physical Cores  2

CPU Logical Cores   2

Physical Memory     4194304 KiB

Virtual Memory      1048576 KiB

 

Graphics Info:

ATI,RadeonHD2600 0 MiB VRAM (device 1002:9583 rev 0, com.apple.ATIRadeonX2000) 

 

Crash Dump

4AA7A919-8480-487E-99AB-AE4C641EDD66.dmp (200760 bytes)

 

Application Log

[thread ffffffff][0]: Log system initialised

[thread ffffffff][W][0]: sysctl_get(): sysctlbyname() failed querying hw.l3cachesize, (22) Invalid argument

[thread ffffffff][1]: Default allowed number of simultaneously open files in the system is 256.

[thread ffffffff][1]: Setting allowed number of simultaneously open files to OPEN_MAX = 10240

[thread 00000001][60]: OpenGL information:

[thread 00000001][60]:     renderer: ATI Radeon HD 2600 PRO OpenGL Engine

[thread 00000001][60]:     vendor: ATI Technologies Inc.

[thread 00000001][60]:     version: 3.3 ATI-10.0.37

[thread 00000001][60]:     GLSL version: 3.30

[thread 00000001][60]:     Detected ATI/AMD card

[thread 00000001][60]:     Max surface size: 8192

[thread 00000001][60]:     Supported and usable: texture_mirror_clamp_to_edge: yes

[thread 00000001][60]:     Supported and usable: texture_storage: yes

[thread 00000001][60]:     Supported and usable: copy_image: no

[thread 00000001][60]:     Supported and usable: texture_storage_multisample: no

[thread 00000001][60]:     Supported and usable: texture_view: no

[thread 00000001][60]:     Supported and usable: ATI_separate_stencil: no

[thread 00000001][60]:     Supported and usable: EXT_stencil_two_side: no

[thread 00000001][60]:     Supported and usable: texture_filter_anisotropic: yes

[thread 00000001][60]:     Supported and usable: explicit_attrib_location: yes

[thread 00000001][60]:     Supported and usable: compressed 3D textures (VTC): no

[thread 00000001][60]:     Multisample textures test:

[thread 00000001][60]:         GL_RGBA8 (0x8058): 8 samples

[thread 00000001][60]:         GL_RGBA8UI (0x8d7c): 1 samples

[thread 00000001][61]:         GL_RGBA8I (0x8d8e): 1 samples

[thread 00000001][61]:         GL_RGBA12 (0x805a): 8 samples

[thread 00000001][61]:         GL_RGBA16 (0x805b): 8 samples

[thread 00000001][61]:         GL_RGBA16F (0x881a): 8 samples

[thread 00000001][61]:         GL_RGBA32 (0x8814): 8 samples

[thread 00000001][61]:         GL_RGBA16I (0x8d88): 1 samples

[thread 00000001][61]:         GL_RGBA16UI (0x8d76): 1 samples

[thread 00000001][61]:         GL_RGBA32I (0x8d82): 1 samples

[thread 00000001][61]:         GL_RGBA32UI (0x8d70): 1 samples

[thread 00000001][61]:         GL_RGB8 (0x8051): 8 samples

[thread 00000001][61]:         GL_RGB32F (0x8815): 8 samples

[thread 00000001][61]:         GL_RGB32I (0x8d83): 1 samples

[thread 00000001][61]:         GL_RGB32UI (0x8d71): 1 samples

[thread 00000001][61]:         GL_RG8 (0x822b): 8 samples

[thread 00000001][61]:         GL_RG16 (0x822c): 8 samples

[thread 00000001][61]:         GL_RG16F (0x822f): 8 samples

[thread 00000001][61]:         GL_RG32F (0x8230): 8 samples

[thread 00000001][61]:         GL_RG8I (0x8237): 1 samples

[thread 00000001][61]:         GL_RG8UI (0x8238): 1 samples

[thread 00000001][61]:         GL_RG16I (0x8239): 1 samples

[thread 00000001][61]:         GL_RG16UI (0x823a): 1 samples

[thread 00000001][61]:         GL_RG32I (0x823b): 1 samples

[thread 00000001][61]:         GL_RG32UI (0x823c): 1 samples

[thread 00000001][61]:         GL_R8 (0x8229): 8 samples

[thread 00000001][61]:         GL_R16 (0x822a): 8 samples

[thread 00000001][61]:         GL_R16F (0x822d): 8 samples

[thread 00000001][61]:         GL_R32F (0x822e): 8 samples

[thread 00000001][61]:         GL_R8I (0x8231): 1 samples

[thread 00000001][61]:         GL_R8UI (0x8232): 1 samples

[thread 00000001][61]:         GL_R16I (0x8233): 1 samples

[thread 00000001][61]:         GL_R16UI (0x8234): 1 samples

[thread 00000001][61]:         GL_R32I (0x8235): 1 samples

[thread 00000001][61]:         GL_R32UI (0x8236): 1 samples

[thread 00000001][61]:         GL_R8_SNORM (0x8f94): 8 samples

[thread 00000001][61]:         GL_R16_SNORM (0x8f98): 8 samples

[thread 00000001][61]:         GL_RG8_SNORM (0x8f95): 8 samples

[thread 00000001][61]:         GL_RG16_SNORM (0x8f99): 8 samples

[thread 00000001][61]:         GL_RGBA8_SNORM (0x8f97): 8 samples

[thread 00000001][61]:         GL_RGBA16_SNORM (0x8f9b): 8 samples

[thread 00000001][61]:         GL_SRGB8 (0x8c41): 8 samples

[thread 00000001][61]:         GL_SRGB8_ALPHA8 (0x8c43): 8 samples

[thread 00000001][61]:         GL_DEPTH_COMPONENT32F (0x8cac): 1 samples

[thread 00000001][61]:         GL_DEPTH24_STENCIL8 (0x88f0): 1 samples

[thread 00000001][61]:         GL_DEPTH_COMPONENT16 (0x81a5): 1 samples

[thread 00000001][61]:         GL_DEPTH_COMPONENT24 (0x81a6): 1 samples

[thread 00000001][61]:         GL_DEPTH32F_STENCIL8 (0x8cad): 1 samples

[thread 00000001][61]:         GL_RGB10_A2 (0x8059): 8 samples

[thread 00000001][62]:         GL_RGB10_A2UI (0x906f): 1 samples

[thread 00000001][62]:         GL_R11F_G11F_B10F (0x8c3a): 8 samples

[thread 00000001][62]:         GL_RGB565 (0x8d62): 8 samples

[thread 00000001][62]:         GL_RGB5_A1 (0x8057): 8 samples

[thread 00000001][62]:         GL_RGB9_E5 (0x8c3d): 8 samples

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d0400000000000016c2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d0400000000000018c2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d040000000000001fc2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d0400000000000019c2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 4c050000000000006802000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 5e040000000000008e02000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 4c05000000000000c405000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 891600000000000000fd000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 4f0400000000000000b3000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 8f0e0000000000000300000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID a3060000000000002d05000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 28040000000000000140000000000000

[thread 00000001][75]: Gamepads: ignoring device: page 12 (kHIDPage_Consumer), usage 1 (kHIDUsage_Csmr_ConsumerControl)

[thread 00000001][75]: Gamepads: ignoring device: page 1 (kHIDPage_GenericDesktop), usage 2 (kHIDUsage_GD_Mouse)

[thread 00000001][115]: Gamepads: ignoring device: page 1 (kHIDPage_GenericDesktop), usage 6 (kHIDUsage_GD_Keyboard)

[thread 00000001][274]: Gamepads: ignoring device: page 1 (kHIDPage_GenericDesktop), usage 2 (kHIDUsage_GD_Mouse)

[thread 00000001][282]: Command line: '"C:\Users\Oliver\Library\Application Support\Steam\SteamApps\common\Arma 3\Arma3Retail_DX11.exe"'

[thread 00000001][501]: TomCrypt initializing...

[thread 00000001][501]: TomCrypt initialized

[thread 00000001][501]: DLL_PROCESS_ATTACH start.

[thread 00000001][504]: DLL_PROCESS_ATTACH done.

[thread 00000004][W][508]: GetModuleHandleExA() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled. Handle it.

[thread 00000004][W][508]: GetModuleHandleExA() - need to implement reference counting for modules for this call to work!

[thread 00000004][W][509]: eON_LoadLibraryEx() couldn't load 'secur32.dll', returning NULL!

[thread 00000004][E][510]: Error EINVAL in lseek in fs_SetFilePointer!

[thread 00000004][E][510]: VPFS_Seek() - SetFilePointer failed on handle 13

[thread 00000004][W][521]: eON_LoadLibraryEx() couldn't load 'BIDebugEngine', returning NULL!

[thread 00000001][681]: NSWindow for window 0x1096ce30 is 0x10926460

[thread 00000001][717]: NSWindow for window 0x1061d370 is 0x10666e40

[thread 00000001][745]: NSWindow for window 0x10959e60 is 0x1095fd70

[thread 00000001][759]: NSWindow for window 0x10967ac0 is 0x1097b990

[thread 00000001][770]: NSWindow for window 0x10696d40 is 0x1069f3f0

[thread 00000001][780]: NSWindow for window 0x106a2240 is 0x1097bb50

[thread 00000001][790]: NSWindow for window 0x10696dc0 is 0x109803c0

[thread 00000001][801]: NSWindow for window 0x1064e170 is 0x106a5c20

[thread 00000001][812]: NSWindow for window 0x10983f70 is 0x1065a940

[thread 00000001][822]: NSWindow for window 0x10964450 is 0x106a8b80

[thread 00000001][832]: NSWindow for window 0x106aba00 is 0x106ae4e0

[thread 00000004][838]: Enumerating COM libraries...

[thread 00000004][W][851]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][851]: GetDeviceCaps( hdc = 0x9797979a, nIndex = 88 (LOGPIXELSX) )

[thread 00000004][851]: GetDeviceCaps() returning 96

[thread 00000004][851]: GetDeviceCaps( hdc = 0x9797979a, nIndex = 90 (LOGPIXELSY) )

[thread 00000004][851]: GetDeviceCaps() returning 96

[thread 00000004][W][875]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][875]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][901]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][901]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][912]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions

[thread 00000004][W][914]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions

[thread 00000004][W][924]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][924]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][1743]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][1744]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][1810]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][1810]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][1831]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][1831]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][5019]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][5020]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][14661]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][14661]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][14683]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][14683]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][15430]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][15430]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][15454]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][15455]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][15487]: Desktop HWND supplied in SendMessageA().

[thread 00000001][15497]: Closing NSWindow 0x10926460 for window 0x1096ce30

[thread 00000004][15528]: D3D11CreateDevice( pAdapter = 0x10924390, DriverType = 0, Software = 0x0, Flags = 0, pFeatureLevels = 0x0, FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xb0e26624, pFeatureLevel = 0xb0e26630, ppImmediateContext = 0xb0e26628 )

[thread 00000004][15528]: D3D11CreateDevice( SDKVersion = 7 ) created device 0x106217e0 and immediate context 0x11829000

[thread 00000004][15529]: Direct3D -> OpenGL context information:

[thread 00000004][15529]:     renderer: ATI Radeon HD 2600 PRO OpenGL Engine

[thread 00000004][15529]:     vendor: ATI Technologies Inc.

[thread 00000004][15529]:     version: 3.3 ATI-10.0.37

[thread 00000004][15529]:     GLSL version: 3.30

[thread 00000004][15529]:     max color attachment and draw buffers: 8

[thread 00000004][15529]:     max texture image units: 48

[thread 00000004][15529]:     max vertex shader uniform blocks: 14

[thread 00000004][15529]:     max geometry shader uniform blocks: 14

[thread 00000004][15529]:     max fragment shader uniform blocks: 14

[thread 00000004][15529]:     max hull shader uniform blocks: 0

[thread 00000004][15529]:     max domain shader uniform blocks: 0

[thread 00000004][15529]:     max compute shader uniform blocks: 0

[thread 00000004][15529]:     max viewports: 1

[thread 00000004][15529]:     max uniform buffer bindings: 42

[thread 00000004][15529]:     uniform buffer offset alignment: 256

[thread 00000004][15529]:     max pixel shader UAVs: 0

[thread 00000004][15529]:     max compute shader UAVs: 0

[thread 00000004][15529]:     max UAVs: 0

[thread 00000004][15529]:     buffer_storage support: no

[thread 00000004][15529]:     compressed_texture_pixel_storage support: no

[thread 00000004][E][15529]: GPU does not support GL_ARB_viewport_array

[thread 00000004][21404]: Starting to delete D3D11 device...

[thread 00000004][21404]: Direct3D11ImmediateDeviceContext deletion starts.

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i Need Help On My Mac I open Arma And this comes up

 

Unfortunately your machine does not meet the full OpenGL 4.1 requirements so the game may not perform correctly?

 

if you need them hear are my mac specs:

 

iMac (20-inch, Mid 2007)

2.4 GHz Intel Core 2 Duo

4 GB 667 MHz DDR2 SDRAM

ATI Radeon HD 2600 Pro 256 MB

 

 

 

i click ok and it crashes and i get this info can anyone help please because as you can tell i am not that good at computers:

 

OS Version:

Mac OS X 10.11 (build 15A284)

 

Hardware Info:

Machine Type        iMac7,1

CPU Type            GenuineIntel x86_64

CPU Info            Intel® Core2 Duo CPU     T7700  @ 2.40GHz

CPU Speed           2400 MHz

CPU Physical Cores  2

CPU Logical Cores   2

Physical Memory     4194304 KiB

Virtual Memory      1048576 KiB

 

Graphics Info:

ATI,RadeonHD2600 0 MiB VRAM (device 1002:9583 rev 0, com.apple.ATIRadeonX2000) 

 

Crash Dump

4AA7A919-8480-487E-99AB-AE4C641EDD66.dmp (200760 bytes)

 

Application Log

[thread ffffffff][0]: Log system initialised

[thread ffffffff][W][0]: sysctl_get(): sysctlbyname() failed querying hw.l3cachesize, (22) Invalid argument

[thread ffffffff][1]: Default allowed number of simultaneously open files in the system is 256.

[thread ffffffff][1]: Setting allowed number of simultaneously open files to OPEN_MAX = 10240

[thread 00000001][60]: OpenGL information:

[thread 00000001][60]:     renderer: ATI Radeon HD 2600 PRO OpenGL Engine

[thread 00000001][60]:     vendor: ATI Technologies Inc.

[thread 00000001][60]:     version: 3.3 ATI-10.0.37

[thread 00000001][60]:     GLSL version: 3.30

[thread 00000001][60]:     Detected ATI/AMD card

[thread 00000001][60]:     Max surface size: 8192

[thread 00000001][60]:     Supported and usable: texture_mirror_clamp_to_edge: yes

[thread 00000001][60]:     Supported and usable: texture_storage: yes

[thread 00000001][60]:     Supported and usable: copy_image: no

[thread 00000001][60]:     Supported and usable: texture_storage_multisample: no

[thread 00000001][60]:     Supported and usable: texture_view: no

[thread 00000001][60]:     Supported and usable: ATI_separate_stencil: no

[thread 00000001][60]:     Supported and usable: EXT_stencil_two_side: no

[thread 00000001][60]:     Supported and usable: texture_filter_anisotropic: yes

[thread 00000001][60]:     Supported and usable: explicit_attrib_location: yes

[thread 00000001][60]:     Supported and usable: compressed 3D textures (VTC): no

[thread 00000001][60]:     Multisample textures test:

[thread 00000001][60]:         GL_RGBA8 (0x8058): 8 samples

[thread 00000001][60]:         GL_RGBA8UI (0x8d7c): 1 samples

[thread 00000001][61]:         GL_RGBA8I (0x8d8e): 1 samples

[thread 00000001][61]:         GL_RGBA12 (0x805a): 8 samples

[thread 00000001][61]:         GL_RGBA16 (0x805b): 8 samples

[thread 00000001][61]:         GL_RGBA16F (0x881a): 8 samples

[thread 00000001][61]:         GL_RGBA32 (0x8814): 8 samples

[thread 00000001][61]:         GL_RGBA16I (0x8d88): 1 samples

[thread 00000001][61]:         GL_RGBA16UI (0x8d76): 1 samples

[thread 00000001][61]:         GL_RGBA32I (0x8d82): 1 samples

[thread 00000001][61]:         GL_RGBA32UI (0x8d70): 1 samples

[thread 00000001][61]:         GL_RGB8 (0x8051): 8 samples

[thread 00000001][61]:         GL_RGB32F (0x8815): 8 samples

[thread 00000001][61]:         GL_RGB32I (0x8d83): 1 samples

[thread 00000001][61]:         GL_RGB32UI (0x8d71): 1 samples

[thread 00000001][61]:         GL_RG8 (0x822b): 8 samples

[thread 00000001][61]:         GL_RG16 (0x822c): 8 samples

[thread 00000001][61]:         GL_RG16F (0x822f): 8 samples

[thread 00000001][61]:         GL_RG32F (0x8230): 8 samples

[thread 00000001][61]:         GL_RG8I (0x8237): 1 samples

[thread 00000001][61]:         GL_RG8UI (0x8238): 1 samples

[thread 00000001][61]:         GL_RG16I (0x8239): 1 samples

[thread 00000001][61]:         GL_RG16UI (0x823a): 1 samples

[thread 00000001][61]:         GL_RG32I (0x823b): 1 samples

[thread 00000001][61]:         GL_RG32UI (0x823c): 1 samples

[thread 00000001][61]:         GL_R8 (0x8229): 8 samples

[thread 00000001][61]:         GL_R16 (0x822a): 8 samples

[thread 00000001][61]:         GL_R16F (0x822d): 8 samples

[thread 00000001][61]:         GL_R32F (0x822e): 8 samples

[thread 00000001][61]:         GL_R8I (0x8231): 1 samples

[thread 00000001][61]:         GL_R8UI (0x8232): 1 samples

[thread 00000001][61]:         GL_R16I (0x8233): 1 samples

[thread 00000001][61]:         GL_R16UI (0x8234): 1 samples

[thread 00000001][61]:         GL_R32I (0x8235): 1 samples

[thread 00000001][61]:         GL_R32UI (0x8236): 1 samples

[thread 00000001][61]:         GL_R8_SNORM (0x8f94): 8 samples

[thread 00000001][61]:         GL_R16_SNORM (0x8f98): 8 samples

[thread 00000001][61]:         GL_RG8_SNORM (0x8f95): 8 samples

[thread 00000001][61]:         GL_RG16_SNORM (0x8f99): 8 samples

[thread 00000001][61]:         GL_RGBA8_SNORM (0x8f97): 8 samples

[thread 00000001][61]:         GL_RGBA16_SNORM (0x8f9b): 8 samples

[thread 00000001][61]:         GL_SRGB8 (0x8c41): 8 samples

[thread 00000001][61]:         GL_SRGB8_ALPHA8 (0x8c43): 8 samples

[thread 00000001][61]:         GL_DEPTH_COMPONENT32F (0x8cac): 1 samples

[thread 00000001][61]:         GL_DEPTH24_STENCIL8 (0x88f0): 1 samples

[thread 00000001][61]:         GL_DEPTH_COMPONENT16 (0x81a5): 1 samples

[thread 00000001][61]:         GL_DEPTH_COMPONENT24 (0x81a6): 1 samples

[thread 00000001][61]:         GL_DEPTH32F_STENCIL8 (0x8cad): 1 samples

[thread 00000001][61]:         GL_RGB10_A2 (0x8059): 8 samples

[thread 00000001][62]:         GL_RGB10_A2UI (0x906f): 1 samples

[thread 00000001][62]:         GL_R11F_G11F_B10F (0x8c3a): 8 samples

[thread 00000001][62]:         GL_RGB565 (0x8d62): 8 samples

[thread 00000001][62]:         GL_RGB5_A1 (0x8057): 8 samples

[thread 00000001][62]:         GL_RGB9_E5 (0x8c3d): 8 samples

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d0400000000000016c2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d0400000000000018c2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d040000000000001fc2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 6d0400000000000019c2000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 4c050000000000006802000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 5e040000000000008e02000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 4c05000000000000c405000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 891600000000000000fd000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 4f0400000000000000b3000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 8f0e0000000000000300000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID a3060000000000002d05000000000000

[thread 00000001][70]: Gamepads: registered gamepad mapping for device GUID 28040000000000000140000000000000

[thread 00000001][75]: Gamepads: ignoring device: page 12 (kHIDPage_Consumer), usage 1 (kHIDUsage_Csmr_ConsumerControl)

[thread 00000001][75]: Gamepads: ignoring device: page 1 (kHIDPage_GenericDesktop), usage 2 (kHIDUsage_GD_Mouse)

[thread 00000001][115]: Gamepads: ignoring device: page 1 (kHIDPage_GenericDesktop), usage 6 (kHIDUsage_GD_Keyboard)

[thread 00000001][274]: Gamepads: ignoring device: page 1 (kHIDPage_GenericDesktop), usage 2 (kHIDUsage_GD_Mouse)

[thread 00000001][282]: Command line: '"C:\Users\Oliver\Library\Application Support\Steam\SteamApps\common\Arma 3\Arma3Retail_DX11.exe"'

[thread 00000001][501]: TomCrypt initializing...

[thread 00000001][501]: TomCrypt initialized

[thread 00000001][501]: DLL_PROCESS_ATTACH start.

[thread 00000001][504]: DLL_PROCESS_ATTACH done.

[thread 00000004][W][508]: GetModuleHandleExA() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled. Handle it.

[thread 00000004][W][508]: GetModuleHandleExA() - need to implement reference counting for modules for this call to work!

[thread 00000004][W][509]: eON_LoadLibraryEx() couldn't load 'secur32.dll', returning NULL!

[thread 00000004][E][510]: Error EINVAL in lseek in fs_SetFilePointer!

[thread 00000004][E][510]: VPFS_Seek() - SetFilePointer failed on handle 13

[thread 00000004][W][521]: eON_LoadLibraryEx() couldn't load 'BIDebugEngine', returning NULL!

[thread 00000001][681]: NSWindow for window 0x1096ce30 is 0x10926460

[thread 00000001][717]: NSWindow for window 0x1061d370 is 0x10666e40

[thread 00000001][745]: NSWindow for window 0x10959e60 is 0x1095fd70

[thread 00000001][759]: NSWindow for window 0x10967ac0 is 0x1097b990

[thread 00000001][770]: NSWindow for window 0x10696d40 is 0x1069f3f0

[thread 00000001][780]: NSWindow for window 0x106a2240 is 0x1097bb50

[thread 00000001][790]: NSWindow for window 0x10696dc0 is 0x109803c0

[thread 00000001][801]: NSWindow for window 0x1064e170 is 0x106a5c20

[thread 00000001][812]: NSWindow for window 0x10983f70 is 0x1065a940

[thread 00000001][822]: NSWindow for window 0x10964450 is 0x106a8b80

[thread 00000001][832]: NSWindow for window 0x106aba00 is 0x106ae4e0

[thread 00000004][838]: Enumerating COM libraries...

[thread 00000004][W][851]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][851]: GetDeviceCaps( hdc = 0x9797979a, nIndex = 88 (LOGPIXELSX) )

[thread 00000004][851]: GetDeviceCaps() returning 96

[thread 00000004][851]: GetDeviceCaps( hdc = 0x9797979a, nIndex = 90 (LOGPIXELSY) )

[thread 00000004][851]: GetDeviceCaps() returning 96

[thread 00000004][W][875]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][875]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][901]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][901]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][912]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions

[thread 00000004][W][914]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions

[thread 00000004][W][924]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][924]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][1743]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][1744]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][1810]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][1810]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][1831]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][1831]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][5019]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][5020]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][14661]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][14661]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][14683]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][14683]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][15430]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][15430]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][15454]: DrawTextW without NOPREFIX flag unhandled - if & shows up in text, it won't be omitted and next char correctly underscored!

[thread 00000004][W][15455]: Drawing clipped texts not supported in DrawTextW! Add it.

[thread 00000004][W][15487]: Desktop HWND supplied in SendMessageA().

[thread 00000001][15497]: Closing NSWindow 0x10926460 for window 0x1096ce30

[thread 00000004][15528]: D3D11CreateDevice( pAdapter = 0x10924390, DriverType = 0, Software = 0x0, Flags = 0, pFeatureLevels = 0x0, FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xb0e26624, pFeatureLevel = 0xb0e26630, ppImmediateContext = 0xb0e26628 )

[thread 00000004][15528]: D3D11CreateDevice( SDKVersion = 7 ) created device 0x106217e0 and immediate context 0x11829000

[thread 00000004][15529]: Direct3D -> OpenGL context information:

[thread 00000004][15529]:     renderer: ATI Radeon HD 2600 PRO OpenGL Engine

[thread 00000004][15529]:     vendor: ATI Technologies Inc.

[thread 00000004][15529]:     version: 3.3 ATI-10.0.37

[thread 00000004][15529]:     GLSL version: 3.30

[thread 00000004][15529]:     max color attachment and draw buffers: 8

[thread 00000004][15529]:     max texture image units: 48

[thread 00000004][15529]:     max vertex shader uniform blocks: 14

[thread 00000004][15529]:     max geometry shader uniform blocks: 14

[thread 00000004][15529]:     max fragment shader uniform blocks: 14

[thread 00000004][15529]:     max hull shader uniform blocks: 0

[thread 00000004][15529]:     max domain shader uniform blocks: 0

[thread 00000004][15529]:     max compute shader uniform blocks: 0

[thread 00000004][15529]:     max viewports: 1

[thread 00000004][15529]:     max uniform buffer bindings: 42

[thread 00000004][15529]:     uniform buffer offset alignment: 256

[thread 00000004][15529]:     max pixel shader UAVs: 0

[thread 00000004][15529]:     max compute shader UAVs: 0

[thread 00000004][15529]:     max UAVs: 0

[thread 00000004][15529]:     buffer_storage support: no

[thread 00000004][15529]:     compressed_texture_pixel_storage support: no

[thread 00000004][E][15529]: GPU does not support GL_ARB_viewport_array

[thread 00000004][21404]: Starting to delete D3D11 device...

[thread 00000004][21404]: Direct3D11ImmediateDeviceContext deletion starts.

I had the same problem with my Mac, I believe that the machine itself and the hardware inside it are just outdated.

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iMac (20-inch, Mid 2007)

2.4 GHz Intel Core 2 Duo

4 GB 667 MHz DDR2 SDRAM

ATI Radeon HD 2600 Pro 256 MB

You don't meet the required specs.

http://arma3.com/buy#requirements

 

I used to run it on a Radeon HD 3850 1GB during the beta but it struggled to keep up. I'd recommend a 3-4GB GPU and a powerful CPU.

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I was going to say the same thing as Davidzi. That mac is ancient. You need modern hardware (within 3-4 years) to support OpenGL 4.x. Seriously? trying to run it on DDR2 hardware?

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Caveat: davidzi's incorrectly posted the Windows system requirements link instead of this one for Mac/Linux.

 

Ollie.S, if your Core 2 Duo T7700 is an "Intel Dual-Core 2.4 GHz" by Bohemia's definition then I fear that the "Radeon HD2600" may be the unsupported component.

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Hopefully once Vulkan comes out BIS will realize that making their game work under that API will probably mean VERY easy porting to Linux/Mac(assuming Apple ALLOWS it). Perhaps that is what their waiting for? As for which videocards will support Vulkan, that is up to the hardware vendor, AMD is claiming they will support it for GCN 1.0 and above cards which should cover most people. Nvidia is putting ALLOT of effort into Vulkan support, so its hard to tell which Vendor will rain supreme with Vulkan.

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I just bought ARK: Survival Evolved for they efforts bringing BattleEye for Linux. And maybe it's not bad game at all. I will try that. And at now it's for sale -33% on Steam.

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First, just wanted to thank BIS for the Linux port. My main rig is still Windows, but I wanted to go Linux on my new laptop, and having access to Arma 3 helped seal the deal. I'd completely leave Windows behind if I could, so I hope this port keeps moving forward. Ark getting cross-platform BattlEye is certainly tantalising!

 

It was mentioned earlier in the thread that older mods/addons work, presumably by adding to launch parameters. I'm familiar with this method of course, but not having any luck in the Linux version. CBA loads, but none of the ShackTac HUD mods, or the planes below. Any ideas?

 

 
 
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Gruso this Mod issue is actually something that I spent over a week trying to figure out with other mods.

As far as I can tell every mod that adds models will not load properly, and gives a "error \mod/item_type_bla/bla not found" message when you try to load the models into a map.

Of course by the time I finished exhausting my Google search related troubleshooting options, and account building on the forums  I found out that 1.56 came out. So I'm not sure if I should wait for the Linux patch, or not.

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Well there is 1.58 soon no? Perhaps they have decided to get a Vulkan build going which will mean they could make patches internally instead of paying a company every time they release a major update?  If that is the case drivers for vulkan are in their infancy with AMD having nothing for Linux yet (no surprise) which means it could be another couple months wait... Wish they give a news statement about what they intend to do for the coming months for Linux build. I do think Linux is the way to go for gaming in the long run considering the scary stuff MS are doing atm, BIS might one day find themselves trapped in a MS environment with no leg to stand on (I.E. forced to publish through MS with there twisted views)

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I originally bought the game and played it on my father's crappy laptop just so I could try and play. I forget how long ago that was, but opened steam on my macbook pro (bought for design and video projects) about two months ago and it said INSTALL. I did and it runs like a champ.

 

2.7GHz Intel Core i7

16GB 1600 MHz DDR3

NVIDIA GeForce GT 650M 1024MB

 

I think I check, pretty much every day to see if it finally goes past 1.42, but nothing yet. I mainly zeus around in the editor practicing flying or building missions for the ai to fight each other. I enjoy it, but I really hope that they can finally bring the ports up to speed with windows. I know this guy would love it.

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