

dazhbog
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Everything posted by dazhbog
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Hey everyone, we have released a first iteration of the Linux Dedicated Server as reported in SITREP #38. It's still a little bit experimental so we would very much appreciate your feedback and experience running it. Please report any bugs to our Feedback tracker (use the fields Platform, OS and OS Version to describe you distro as best as you can) while general feedback should go directly into this thread. There are some known issues so be aware of them when you run the server: Also note that java version 7 is required to run the server (even though it's disabled in-game) so you will have to set path to 'libjvm.so' correctly for your distro. Example usage on my debian: LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/jvm/java-7-openjdk-i386/jre/lib/i386/jamvm ./arma3server -netlog -config=Arma3_Server.cfg Enjoy!
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Hello, we have released a major upgrade of our BattlEye integration in a dev branch today. This new version of BattlEye uses a windows service that is started before the game and provides additional security. The service is started and stopped automatically and it's also shared among all our games that support it (currently Arma 3, Operation Arrowhead and DayZ) so the impact on your systems should be minimal. If you want to use BattlEye in an Arma 3 client (there's no change for servers) you have basically three options: Use Arma 3 Launcher Start the launcher, enable BattlEye in the options and start the game -or- If you're using a -noLauncher parameter to skip the Arma 3 Launcher in the game Launch Options, in a shortcut or an URL, you can also add a -useBE parameter. arma3launcher.exe -noLauncher -useBE <params> steam://rungameid/107410// -noLauncher -useBE Let Arma 3 start BE You can simply start the game and join a BE enabled server Arma 3 will show a dialog requesting a game restart If you will confirm it the game will be restarted with BattlEye enabled (restart is required in order to start the BattlEye service) Manual start of BattlEye Start the game by running the BattlEye launcher directly arma3battleye.exe 2 1 <params> The first parameter - 2 means BE should check for updates and then run the game <params> stands for command line parameters that are forwarded to the game Please use this thread to share your feedback and report any issues you may have to our feedback tracker. Thanks! EDIT: A3 launcher option extended with the -useBE parameter EDIT: The first parameter for arma3battleye.exe changed from 0 to 2
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Hi, thanks for letting us know, we'll see what we can do. I suppose you're using some 3rd party software since Arma 3 doesn't officially support Oculus Rift? Is BE blocking Oculus Rift or this software? Possible workaround: If you are just playing around with Oculus Rift and you're not connecting to a BE protected MP server you can disable BE in the Arma 3 Launcher.
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arma3battleye.exe has been slightly changed in 1.46, please use 2 instead of 0 for the first parameter: arma3battleye.exe 2 1 <params> I have updated the top post accordingly. ---------- Post added at 14:05 ---------- Previous post was at 14:00 ---------- You can disable the console window by supplying an optional third parameter: arma3battleye.exe 2 1 1 <params> But note that it means you won't get any visible feedback about BE's status. I would suggest using A3 launcher in this case.
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Weapon Resting & Deployment Feedback
dazhbog replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
We're currently working on a fix for the load/save problem. The default keybinding is 'C' if I'm not mistaken but I'm not sure if it's true for all the presets. -
Weapon Resting & Deployment Feedback
dazhbog replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
AI is not using weapon deployment. ---------- Post added at 17:46 ---------- Previous post was at 17:45 ---------- Weapons without bipods have a special memory point that is used for deployment. It is currently offset a bit from the weapon to prevent clipping arms and elbows through obstacles. ---------- Post added at 17:48 ---------- Previous post was at 17:46 ---------- Yes, we are currently testing all the windows so we can fix them. -
Hey guys, the new collimator tech allowed us to fix several graphical bugs and glitches and it also allowed for some nice scope improvements (video courtesy of the Lord of the Bounce):
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Weapon Resting & Deployment Feedback
dazhbog replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks for reporting the issues. The Zafir pivot point should be pretty easy to fix and I'm putting the animations in our todo list. -
Weapon Resting & Deployment Feedback
dazhbog replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Yeah, we have this in our todo list. ---------- Post added at 23:45 ---------- Previous post was at 23:40 ---------- As already noted, weapons can be deployed without bipods as well. This will provide lesser stabilization compared to using bipods in future iterations (there's no difference in the current version). ---------- Post added at 23:48 ---------- Previous post was at 23:45 ---------- Good point, I will discuss it with our forums guardians. -
Weapon Resting & Deployment Feedback
dazhbog replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Reloading is intended to work while deployed and it does if you have one or more rounds in your magazine. If the magazine is empty reloading does not work which is a bug. We already have a fix for this and it will be uploaded tomorrow. There is currently one exception to the reloading mechanic - reloading while deployed in prone position will force the soldier to undeploy first. Proper reload behaviour is in our todo list. ---------- Post added at 23:30 ---------- Previous post was at 23:28 ---------- Yes, this is a known bug and it is scheduled for fixing. Thanks for reporting it though! ---------- Post added at 23:37 ---------- Previous post was at 23:30 ---------- Thanks! Current animations are not final, proper animations should be ready soon. We have already fixed some bugs with the same behaviour but apparently we missed one. Thanks for the report, I'll make sure we'll investigate it tomorrow. -
Thanks for the reports guys, we're looking into it. Edit: It's actually already fixed in our internal build so it should be ok when we update the Steam dev build today.
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Hi, we've quickly tested this and we didn't see any change in FPS.
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Linux Dedicated Server feedback
dazhbog replied to dazhbog's topic in ARMA 3 - SERVERS & ADMINISTRATION
Arma 3 linux server is fixed and publish on Steam. -
Linux Dedicated Server feedback
dazhbog replied to dazhbog's topic in ARMA 3 - SERVERS & ADMINISTRATION
Pls do this as a workaround for now, proper fix is on the way. -
using large page memory mapping, for increased performance
dazhbog replied to fred41's topic in ARMA 3 - DEVELOPMENT BRANCH
Not true, we have always used /DYNAMICBASE for Arma 3. The thing that has changed recently is that we have switched to a newer Steam protection mechanism as the one we have used previously is now obsolete and stops working randomly. ---------- Post added at 07:37 ---------- Previous post was at 07:36 ---------- Are you suggesting that Arma 3 affects your machine operation or breaks other applications? -
Dedicated Client / Headless Client feedback (dev branch)
dazhbog replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Try running it with '-enableSteamLogs -debug_steamapi', it should write additional debugging info in the RPTs. -
Dedicated Client / Headless Client feedback (dev branch)
dazhbog replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
There should be no need to rename your HC units at all (I have updated the community wiki accordingly). Since the headless clients are now automatically assigned to free HC slots you don't need to care about there profiles at all. So for example you can have two HC units in your mission called hc1 and hc2, you will start two HC instances (they will have profile names 'headlessclient' and 'headlessclient (2)' as you mentioned) and they will be automatically assigned to the hc1 and hc2 slots. Unfortunately, I cannot double check it at the moment as Steam has some connection issues but I'll do it later on. -
Dedicated Client / Headless Client feedback (dev branch)
dazhbog replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Hey guys, improved headless clients are part of the 1.36 RC build (go to Arma 3 on Steam -> Properties -> Betas -> Enter beta access code 'Arma3Update136RC' and select the newly added 'rc' branch in the combo above). Apart from all the good stuff described by Dwarden in the first post HCs now are now supported by BattlEye and they are automatically assigned to free HC slots (no need to use the -name command line parameter anymore). It would be awesome if you could test the clients before it's officialy released. -
Our internal tests show that CMAA is faster than SMAA while having more or less the same visual quality.
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The point of the stable patch is to have it as stable as possible. That means taking the dev branch, separating it into a stable branch and testing and tweaking it until it works correctly. This process usually takes about one week so most of the latest fixes cannot be included (like the audio fix you are talking about). There might be exceptions like fixes for crashes and other game breaking issues. If you absolutely need all the fixes than I suggest you use the dev branch. And of course, all the fixes that didn't make into the current stable patch will be included in the next one.
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New version of Launcher is available in the dev branch (among other things) that should fix several crashes, stuck addons and steam in offline mode (http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2724378#post2724378). And big thanks to everyone who tested it and reported back .
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Do you have Windows 8.1? If you do try disabling UAC (http://techzend.com/disable-user-account-control-windows-81).
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I have experienced this earlier today, I've been able to download and use addons like an hour ago and now it seems broken again. We are suspecting a Steam backend issue - please try downloading some addons later during the weekend and report back. Thanks.
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correct ---------- Post added at 11:29 ---------- Previous post was at 11:28 ---------- correct
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Actually do not use -cpuCount and -enableHT together because -cpuCount will always override -enableHT. For example if you have a 4 core CPU with HT (8 cores in total) and you will use following parameters -cpuCount=4 -enableHT Arma 3 will use only 4 cores. Use -cpuCount if you want to explicitly specify how many cores should Arma 3 use (might be useful when running several dedicated servers on one machine or in similar setups) or use -enableHT if you simply want to use all the CPU cores. Hmm, it might be probably better to merge the two parameters into one to prevent confusion. ---------- Post added at 10:42 ---------- Previous post was at 10:32 ---------- Try removing the -cpuCount parameter, use only -enableHT (see my previous post for explanation).