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Gekon

Former Developer
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Everything posted by Gekon

  1. 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.
  2. 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 :-)
  3. 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?
  4. 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.
  5. Hi there, with the upcoming Steam Workshop for mods, we will change how files are stored on Workshop, allowing more files to be uploaded for both new and old items. This means that a single addon (file) item now published on the Workshop will be able to become a mod (more files), and go back to a single file addon again, depending solely on its author, as it should be. This also means the addon tag will effectively become irrelevant, because there will be no difference between addons and mods. Therefore we want to get rid of addon tag and use only tag mod as a general notification for non-mission user content. We believe this is more clear and more useful to the players. What should you do? In short: nothing. Ideally, we don't want you to notice. :) The expected functionality should remain unchanged for all users. I am posting this mostly for the sake of transparency. What will we do? Update all existing Workshop files tagged with addon to also include tag mod . Update Publisher to auto-include tag mod . Update Launcher to display mods in Mod list (addon list will be renamed to mod list). Implement the new SteamWorks SDK that allow multiple files per published item. Publish versions with the new SDK to Stable branch. When everything is working, remove addon tag from all mod files and delete it from Steam back-end. Note (5.): Don't expect this change before version 1.38.
  6. Gekon

    [Official] Launcher Feedback

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

    [Official] Launcher Feedback

    Great suggestions! Thanks.
  8. 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).
  9. 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 :)
  10. 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?
  11. Gekon

    [Official] Launcher Feedback

    Hi, are you sure it can't be fixed? Please, tell us more.
  12. 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.
  13. 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. )
  14. 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 :)
  15. 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.
  16. 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.).
  17. Gekon

    DLC Ads

    The loading screed images only appear when you are loading a mission that contains DLC assets that you don't own. Besides promoting the DLC, they serve as an early warning that user might encounter some non-owned content in the mission.
  18. Right: for scenarios, you can publish content straight away from the editor (look for the Steam icon). For addons (and soon mods), we assume you have downloaded free Arma 3 tools anyway to create the content. Publisher (a stand-alone application for uploading non-scenario files to workshop) is included in the tools suite.
  19. A doubleclick is nothing else than a sequence of two separate clicks coming within a set period of time. Microsoft sets the Windows default value to tolerant 500ms. We want to keep the ability to launch multiple game instances of the game from Launcher's Play button because it is convenient for modders trying things. But we also don't want to confuse people that are used to launch applications in windows by doubleclicking. Therefore the hard limit and a safe tolerance for the sake of touchpad users (can take up to 900ms).
  20. Wow, that's strange. No change we've done so far should result in this behavior. Can I, please, ask you to create an issue on feedback tracker for that? It will be a better way to handle info requests. The first step to provide there: Could you check your subscribed filed in Steam Client or web (here ) and provide me a link to one or more of the subscribed campaign files that are now missing?
  21. Gekon

    Arma 3 launcher/server list

    This feature is already in, if you are using devbranch. You can add your local folder to be displayed in the addons tab or you can go to Launcher options and define folders for autoscan&include.
  22. Gekon

    Arma 3 launcher/server list

    Hi there, planned would be a very strong word :). Yes, joining a server and getting the mods required (from workshop) is something we want to do, but we are nowhere near doing that. I hope we will be able to pull that off. I can't talk about the MP lobby. Better mod sorting? Can you elaborate? What sorting options are you missing?
  23. We're conducting a small-scale exploratory investigation among the most dedicated Arma players. Our objective is to gather structured feedback on Arma 3's DLC Strategy (more detailed info here). Can I ask you to share your thoughts and insights on our approach to downloadable content? I've prepared a survey here: http://arma3.com/survey. Thank you
  24. Gekon

    DLC Ads

    This is not how the system works. The debriefing with statistics and timer is only displayed when you (an individual player) have actively used a non-owned asset in a mission. If the asset is in the mission somewhere (=such as heli on the airfield) but you have not used it actively, the debriefing screen with the summary and timer will not be shown. Therefore if two players without a DLC are in the same mission, one of them has been using non-owned premium content while the other was not, only the former will see the debriefing with a list of non-owned premium content used.
  25. As Korneel said, with have been discussing the issue with Valve from the last week as it seems to be a Steam issue. If you publish it as a new item, it should work. If you could send us the PBO and Steam logs (in Steam folder, whole logs folder), we would be able to run few more tests, but so far, we have not been able to replicate it. (It seems to be only affecting items published before the new SteamWorks SDK.)
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