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ArmA 3 and VorpX prove that it is already a viable and immersive experience, just waiting for the overdue developer support. Now I have my Reforger controls sorted, I might try the ArmA3 profile. VorpX works with Enfusion in DayZ ... if only the killjoys stop BattlEye-blocking VorpX by default even on offline shards. Popping on my Valve Index and hopping in a Little Bird, for some low-level coastal hang-out-of-the-canopy time is always a blast.
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Like it says on the tin. When an issue or feedback is submitted via the in-game menu option, where does it end up? Is it added to the main tracker at https://feedback.bistudio.com ? If so how long does it take to be posted?
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rn_max started following Manual Control Assignment via chimeraUserInput.conf
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Manual Control Assignment via chimeraUserInput.conf
rn_max posted a question in Arma Reforger - Questions & Answers
Currently the state of the Settings > Controls UI prevents reassignment of keys for those of us who cannot play using the default WASD based layout. I have managed to reassign a few control binds so far by sheer persistence, when the UI has worked briefly on some occasions after launching Reforger. The last few attempts have resulted in no further key assignments as the dialog fails to appear when a listed control is selected. There is, however, a potential workaround, if the required information is made available for it to be usable. The changes I have managed to make have been recorded in (for Windows 10) [user]\Documents\My Games\ArmaReforger\profile\chimeraUserInput.conf. Unfortunately only the changes are recorded in the file, not the entire control set and neither have I managed to track down any reference to the control definitions used in this configuration file, which appear to be formatted thus: ActionManager { Actions { Action CharacterForward { InputSource InputSourceSum "{59F149755A229279}" { Sources { InputSourceValue "{59F149755A2292E5}" { FilterPreset "primary:forward" Input "keyboard:KC_O" } InputSourceValue "{59F1497558C12CD4}" { FilterPreset "primary:back" Input "keyboard:KC_L" } } } } Action CharacterRight { InputSource InputSourceSum "{59F149755981B3FD}" { Sources { InputSourceValue "{59F149755981B3B0}" { FilterPreset "primary:left" Input "keyboard:KC_K" } InputSourceValue "{59F149755687CCD6}" { FilterPreset "primary:right" Input "keyboard:KC_SEMICOLON" } } } } Action CharacterStanceAnalog { InputSource InputSourceSum "{59F14974A5ED19E2}" { Sources { InputSourceValue "{59F14974A5ED199C}" { FilterPreset "primary:axis" Input "keyboard:KC_RSHIFT" } } } } Action CharacterSprintToggle { InputSource InputSourceSum "{59F14974B6FBF6A9}" { Sources { InputSourceValue "{59F14974B6FBF17D}" { FilterPreset "primary:click" Input "keyboard:KC_APOSTROPHE" } } } } } } From the sample above the format seems more complex than a simple one control - one key list, particularly with the two sets of directional controls, which appear to be paired. Is there a complete list of control assignments or documentation on how to format them available? Otherwise until the control settings function correctly, I've invested in little more than a menu page test. -
Did steam vulnerability affects BIS's games?
rn_max replied to Horus's topic in BOHEMIA INTERACTIVE - GENERAL
Not so recently one researcher made uncorroborated claims that an air gapped computer in a security research lab had been infected by malware. Uncorroborated even by his own co-workers and peers. http://arstechnica.com/security/2013/10/meet-badbios-the-mysterious-mac-and-pc-malware-that-jumps-airgaps/ The only confirmed universal infection is rumour, which is able to jump the air gap between human ears. -
After spending a disturbingly large chunk of my gaming life in previous BIS games ... hardly any ArmA 3 time, given that I've been an ardent fan for over a decade. 113 hours total and almost all before release. In early beta, once I was sure that A3 wasn't going in a direction I was interested, most of that time was spent in DayZA3 ... until BIS content permissions killed it off. No recycling of ArmA 2 content in mods soured my mood further. On release I played a couple of evenings to look at the content and fly around Altis unimpressed at the compromise of terrain for object count. After that, nearly a year later, a few minutes short-lived curiosity was spent looking at the Karts. Since then ArmA 3 has remained shelved, pending some of the more popular suggested changes from the feedback tracker being implemented by the community in something like ACE and/or CBA. ... oh and something, anything, more interesting than the dreary, flogged equine corpse of near-future conflict on a dreary brown island.
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For a long time now I have, quite wisely as it transpires, kept automatic updates turned firmly off for A2OA in Steam and only allowed them through once satisfied my A2CO build isn't going to suffer the consequences. Not only does this mildy paranoid behaviour prevent undesirable mod-breaking updates from being force-fed without easy means of reversal ... it also, quite ironically provides the only RELIABLE notification ... and warning ... of updates before they are unleashed. At the moment Steam is informing of a required update for O2OA, but I can see nothing announced here in the forums, on the A2 web site, or in Steam itself (you know, the far too often unused update news feature). I can only presume it is either a game update not announced properly, or something for Battleye ... not announced properly. I wish I could be more positive, particularly in the light of truly commendable support for the ArmA 2 series, but there is also a long and frustrating legacy of intermittent silence and too-late-to-avoid-grief fragmented information. As is far too often the case, communication is the key ... and it appears to have been snapped off in the lock. I won't be letting that update through until I find out what it is. There's a decade worth of games in my library all vying for player attention. It's good to talk ... or so Bob Hoskins used to say.
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ARMA 2: OA Beta build 125402 - Steam Mp Lobby (1.63 build, Steam only)
rn_max replied to Johny's topic in ARMA 2 & OA - BETA PATCH TESTING
A tip for version control ... I know it's a bit late, but when every new style 124xxx beta came out, I made a copy of the affected files, which I stored in my own "beta archive". It's a handy thing to remember, making a copy of the changed files in each version. All the recent releases have just been new client and server executables, which are a few megs each. No, it does not excuse BIS for not making version control readily available in Steam, but it is better than nothing for now. -
Ding-dong the corpse is dead? Perhaps somebody finally laid the ghost of GameSpy to rest.
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ARMA 2: OA Beta build 125548 - Steam Mp Lobby (1.63 build, Steam only)
rn_max replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
You'll probably find that 1.63.125548 has been released to stable and there is nothing newer in the works, so it is both the latest beta and the stable release. -
ARMA 2: OA Beta build 125402 - Steam Mp Lobby (1.63 build, Steam only)
rn_max replied to Johny's topic in ARMA 2 & OA - BETA PATCH TESTING
Yes. It is probably because 125548 has been released to stable, so it is both the latest beta and the stable release. -
ARMA 2: OA Beta build 125548 - Steam Mp Lobby (1.63 build, Steam only)
rn_max replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I take it you have all seen the launch files BIS deployed with ArmA 2 OA on Steam a lo0o0o0ong time ago? _runA2CO.cmd or _runA2CO_beta.cmd ring any bells? they were written to set up the ArmA 2 and ArmA 2 OA paths for A2CO mode. Here's the content of _runA2CO.cmd I'm not saying they are the best solution, but they are often overlooked. Curiosity may have killed the cat, but at least it probably died having more fun. -
ARMA 2: OA Beta build 125548 - Steam Mp Lobby (1.63 build, Steam only)
rn_max replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
As with kichilron and Squadron_2, I think this transition has been very damaging for the DayZ mod ... and I'm sure there will be other casualties. The only change we actually needed was a replacement for the GameSpy master server. I can understand the choice of Steam, but the implementation has seemed rather haphazard and poorly documented, at least from an end user perspective. However ... the BF2 community have managed to organise their own master server with Forgotten Hope 2 and Project Reality teaming up to create PRSpy. To that end, the ArmA community is larger and better resourced, yet sat on its collective hands. We do need control over the choice of game versions to run, for which there is no excuse not to provide in Steam. The beta version selection option is readily available and was already used to distribute the old beta expansion for a lo0o0o0ong time. We also need better education and documentation, particularly within the user base, but this needs to be based on information supplied and/or endorsed by BIS. If we don't all sing off the same song sheet without delay, this cycle of rumour, confusion and frustration will continue to be destructive to the community. -
Make entries for the new Steam ports in server.cfg steamPort = 8766; //default 8766, need unique port for each server instance on box steamQueryPort = 27016; //default 27016, need unique port for each server instance on box
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ARMA 2: OA Beta build 125402 - Steam Mp Lobby (1.63 build, Steam only)
rn_max replied to Johny's topic in ARMA 2 & OA - BETA PATCH TESTING
I've been running client and server on the same machine since my post above last week, changing to 125402 stable without giving client and server different ports. In fact I'm now running 125548 stable with client and server on the same machine with no port changes, or any other changes apart from updating versions. My A2OA client is not and never was using UDP 27016. I've used TCPview to monitor ports since first starting to dabble with server builds. Only 2304 UDP and a few 50000+ UDP ports are active at the moment, all opened on client launch. The difference between 125548 beta and stable? Apart from the executable files for client and server being downloaded again, I have no idea. The Armaverse, where software defies logic. Or appears to do so in the absence of relevant information. Just as an aside ... opening three one hundred port ranges for a total of five ports is a little excessive for a game server. Like opening the garage door to put the cat out. Even more so when opening them in TCP as well, which I have not seen the server use at all. Like opening the garage door, the house doors and all the windows to let the cat out. -
ARMA 2: OA Beta build 125548 - Steam Mp Lobby (1.63 build, Steam only)
rn_max replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Not quite. The old beta expansion is still used by some mods and those who still rely on it would be rather annoyed if it was removed from Steam. It isn't that hard to figure it out which game is which and if people do actually get confused ... uninstall it, then it won't show up. Don't deny everyone else access to the old beta.