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Gekon

Former Developer
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About Gekon

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    BI Developer

core_pfieldgroups_3

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    Larp

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    If you can't be a good example, be a warning.
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    @Gekonn

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  1. Gekon

    New terrain reveal - Tanoa

    Sorry guys, a false lead there, this was related to a mobile game concept I'm trying with couple of friends outside Bohemia :-)
  2. There is not much we can do from the technology perspective to limit uploading content that infringes copyrights (without steering away from the low-obstacle approach of uploading things to workshop). Having said that, we can ask Valve to help solve such issues in Steam backend, somehow. (and wait :) ). We have some ideas, but let me ask you anyway: What would be the best tellers to recognize stolen content without launching the game?
  3. It's because Publisher was only able to publish one file. That was a hard limitation for that version of Workshop. With release of DLC Marksmen, we've deployed a new version that does not have such limitations, you can publish multiple files and folders and the item can have unlimited size. ---------- Post added at 10:36 ---------- Previous post was at 10:34 ---------- This is now DONE. This thread can be closed.
  4. Gekon

    [Official] Launcher Feedback

    Not now. How would you expect that to work?
  5. Gekon

    [Official] Launcher Feedback

    Great suggestions! Thanks.
  6. Gekon

    [Official] Launcher Feedback

    1: planned, will not be anytime soon and probably for workshop mods only (not server based) 2: as much as tiles are a thing now, lists are better for creating and communicating the load order (which might matter) for the mods being loaded. But we will enable showing the icon/image in the mod info. 3: I see what you mean, but is a tricky thing to solve. We'll think about it. 4: newly subscribed mods are automatically downloaded and included. Added to the backlog. Thanks! Since PwS is (capable of) launching arma3.exe directly, it is a matter of your setup. We are able to run it without the Launcher from there. (We have disabled the legacy Steam launcher option, and added param -nolauncher, mods are working).
  7. Gekon

    [Official] Launcher Feedback

    Thanks for the feedback! Really. * All tab will be removed on the next dev branch update, resizing will be included and overall the news will behave more like they intuitively should :) * Mod management: that's great idea. Right now, we treat it as a very advanced feature and placing it into Options made sense. But we are cooking up some redesign of how tabs work and this will likely be placed in a separate tab under mods. * Scenarios: I hear you, priority for this was increased :)
  8. Gekon

    [Official] Launcher Feedback

    Thanks. We'd be really grateful for more specific tips where to improve user-friendliness. What is not working for you?
  9. Gekon

    [Official] Launcher Feedback

    Hi, are you sure it can't be fixed? Please, tell us more.
  10. Hi there, direct your feedback on the official Arma 3 Launcher here. This is (non-exclusively) related to the Launcher being the default way to launch the game starting from Thursday 26/03/15. Thanks :) Reminder: bugs still belong to Feedback Tracker in the Launcher category.
  11. Gekon

    Workshop NOT updating items

    The workshop saves are preserved in your profile together with the related PBO version. When the mission is updated with a new PBO, the saves are discarded. But you can try preserving the saves and copying the new PBO version to them. Find the workshop saves in Documents/Arma 3/Saved/Steam Be advised though that they will probably not work with the updated version if the mission changed moderately (that's why we discard them). Devbranch should not be a factor in this.
  12. Gekon

    Workshop NOT updating items

    Hi, I've reached both of those creators using Steam developer comments. We have not changed anything for scenario updates in game, that should work as it used to. Are there some more cases that you know of? Can you describe your situation, or, preferably, create an issue on the feedback tracker with logs attached? (The user making this ticket reported it as fixed. )
  13. Hi there, I have an opportunity to take a fresh look at the Expansions menu (Configure > Expansions). The purpose of the menu was to list mods from various locations such as the -mod parameter, registry path and auto-included mods from the player's Documents & Settings folder, and to allow the player to enable / disable mods and adjust the load order. The current goal is shifting to provide easy orientation and additional details about used official (DLC) and community mods. After the initial design, it occurred to me that mod management might not be a necessary part of this. One of the options is therefore to remove the functionality to manage mods, specifically the ability to adjust the load order (Up and Down buttons) and the Enable / Disable mod button. This would mean the removal of functionality some of you might be using, so I came here to ask you what you think about it and to discuss the matter. Additional info: Launching the game with -mod overrides and disables the management buttons in the Expansions menu anyway. Managing mods here requires an additional restart. The official Launcher with local mods support and custom community launchers are handling mod management more comfortably. Launchers do not require an additional restart. Changes made in the menu do not carry over to launchers. Syncing the game state between launcher states could be complicated with various presets in mind. Let me ask you in a brief and structured way how are you using the Expansions menu: [A very short] Survey Thank you :)
  14. Nope, this will not do anything from what you have mentioned. It would be amazing, but not currently possible. This is a cosmetic change to have just the mod/scenario distinction on Workshop, not the mod/addon/scenario.
  15. Hi there. We didn't take down anything, we just filtered what's being shown in the list. This change is related to contributors (and its less-than-intuitive implementation from Valve). Only author of the item (=the account under which the item is published) can see it now in the published item list, because only the author can update the file. Therefore you (SaOK[Fin] on Steam) should see all but the first item from this list in your in-game editor and all of those 5 in the Publisher. If you don't see what I've described in game and in publisher, please start a ticket (and also attach workshop links to the files you don't see.).
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