After launching the game I can see "ARMA III" splashscreen for 3 seconds. Then it crashes. {F26899}
Description
Details
- Legacy ID
- 3376696755
- Severity
- None
- Resolution
- No Bug
- Reproducibility
- Always
- Category
- Game Crash
System Information:
OS Version:
Linux Distribution: Arch Linux
Kernel Version: 4.1.6-1-ARCH #1 SMP PREEMPT Mon Aug 17 08:52:28 CEST 2015
Hardware Info:
Machine Type To Be Filled By O.E.M. To Be Filled By O.E.M. To Be Filled By O.E.M.
CPU Type GenuineIntel x86_64
CPU Info Intel(R) Xeon(R) CPU E3-1230 v3 @ 3.30GHz
CPU Speed 3700 MHz
CPU Physical Cores 4
CPU Logical Cores 8
Physical Memory 8097864 KiB
Virtual Memory 16777212 KiB
Crash Dump:
640145b9-6baf-4e84-3037569f-102eaae7.dmp (341192 bytes)
Application Log:
[thread ffffffff][I][0]: Log system initialised
[thread ffffffff][I][0]: Default allowed number of simultaneously open files in the system is 2448.
[thread ffffffff][I][0]: Current memlock limit is 4294967295.
[thread ffffffff][I][0]: setup_teb_register() - using LDT entry 13
[thread 00000001][I][21]: Forcing OpenGL Core context usage
[thread 00000001][I][48]: OpenGL Core context version 4.1 detected
[thread 00000001][I][49]: OpenGL information:
[thread 00000001][I][49]: renderer: GeForce GTX 970/PCIe/SSE2
[thread 00000001][I][49]: vendor: NVIDIA Corporation
[thread 00000001][I][49]: version: 4.1.0 NVIDIA 352.41
[thread 00000001][I][49]: GLSL version: 4.10 NVIDIA via Cg compiler
[thread 00000001][I][49]: Detected NVidia card
[thread 00000001][I][49]: Max surface size: 16384
[thread 00000001][I][49]: Supported and usable: texture_mirror_clamp_to_edge: yes
[thread 00000001][I][49]: Supported and usable: texture_storage: yes
[thread 00000001][I][49]: Supported and usable: copy_image: yes
[thread 00000001][I][49]: Supported and usable: texture_storage_multisample: yes
[thread 00000001][I][49]: Supported and usable: texture_view: yes
[thread 00000001][I][49]: Supported and usable: ATI_separate_stencil: yes
[thread 00000001][I][49]: Supported and usable: EXT_stencil_two_side: no
[thread 00000001][I][49]: Supported and usable: texture_filter_anisotropic: yes
[thread 00000001][I][49]: Supported and usable: explicit_attrib_location: yes
[thread 00000001][I][49]: Supported and usable: compressed 3D textures (VTC): yes
[thread 00000001][I][49]: Available texture memory (from NVidia extension): 4194304 kB
[thread 00000001][I][49]: NVidia card: restricting reporting of available memory to 768 MB
[thread 00000001][I][49]: Multisample textures test:
[thread 00000001][I][49]: GL_RGBA8 (0x8058): 8 samples
[thread 00000001][I][49]: GL_RGBA8UI (0x8d7c): 8 samples
[thread 00000001][I][49]: GL_RGBA8I (0x8d8e): 8 samples
[thread 00000001][I][49]: GL_RGBA12 (0x805a): 8 samples
[thread 00000001][I][49]: GL_RGBA16 (0x805b): 8 samples
[thread 00000001][I][49]: GL_RGBA16F (0x881a): 8 samples
[thread 00000001][I][49]: GL_RGBA32 (0x8814): 8 samples
[thread 00000001][I][49]: GL_RGBA16I (0x8d88): 8 samples
[thread 00000001][I][49]: GL_RGBA16UI (0x8d76): 8 samples
[thread 00000001][I][49]: GL_RGBA32I (0x8d82): 8 samples
[thread 00000001][I][49]: GL_RGBA32UI (0x8d70): 8 samples
[thread 00000001][I][49]: GL_RGB8 (0x8051): 8 samples
[thread 00000001][I][49]: GL_RGB32F (0x8815): 8 samples
[thread 00000001][I][49]: GL_RGB32I (0x8d83): 8 samples
[thread 00000001][I][49]: GL_RGB32UI (0x8d71): 8 samples
[thread 00000001][I][49]: GL_RG8 (0x822b): 8 samples
[thread 00000001][I][49]: GL_RG16 (0x822c): 8 samples
[thread 00000001][I][50]: GL_RG16F (0x822f): 8 samples
[thread 00000001][I][50]: GL_RG32F (0x8230): 8 samples
[thread 00000001][I][50]: GL_RG8I (0x8237): 8 samples
[thread 00000001][I][50]: GL_RG8UI (0x8238): 8 samples
[thread 00000001][I][50]: GL_RG16I (0x8239): 8 samples
[thread 00000001][I][50]: GL_RG16UI (0x823a): 8 samples
[thread 00000001][I][50]: GL_RG32I (0x823b): 8 samples
[thread 00000001][I][50]: GL_RG32UI (0x823c): 8 samples
[thread 00000001][I][50]: GL_R8 (0x8229): 8 samples
[thread 00000001][I][50]: GL_R16 (0x822a): 8 samples
[thread 00000001][I][50]: GL_R16F (0x822d): 8 samples
[thread 00000001][I][50]: GL_R32F (0x822e): 8 samples
[thread 00000001][I][50]: GL_R8I (0x8231): 8 samples
[thread 00000001][I][50]: GL_R8UI (0x8232): 8 samples
[thread 00000001][I][50]: GL_R16I (0x8233): 8 samples
[thread 00000001][I][50]: GL_R16UI (0x8234): 8 samples
[thread 00000001][I][50]: GL_R32I (0x8235): 8 samples
[thread 00000001][I][50]: GL_R32UI (0x8236): 8 samples
[thread 00000001][I][50]: GL_R8_SNORM (0x8f94): 8 samples
[thread 00000001][I][50]: GL_R16_SNORM (0x8f98): 8 samples
[thread 00000001][I][50]: GL_RG8_SNORM (0x8f95): 8 samples
[thread 00000001][I][50]: GL_RG16_SNORM (0x8f99): 8 samples
[thread 00000001][I][50]: GL_RGBA8_SNORM (0x8f97): 8 samples
[thread 00000001][I][50]: GL_RGBA16_SNORM (0x8f9b): 8 samples
[thread 00000001][I][50]: GL_SRGB8 (0x8c41): 8 samples
[thread 00000001][I][50]: GL_SRGB8_ALPHA8 (0x8c43): 8 samples
[thread 00000001][I][50]: GL_DEPTH_COMPONENT32F (0x8cac): 8 samples
[thread 00000001][I][50]: GL_DEPTH24_STENCIL8 (0x88f0): 8 samples
[thread 00000001][I][50]: GL_DEPTH_COMPONENT16 (0x81a5): 8 samples
[thread 00000001][I][50]: GL_DEPTH_COMPONENT24 (0x81a6): 8 samples
[thread 00000001][I][50]: GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples
[thread 00000001][I][50]: GL_RGB10_A2 (0x8059): 8 samples
[thread 00000001][I][50]: GL_RGB10_A2UI (0x906f): 8 samples
[thread 00000001][I][50]: GL_R11F_G11F_B10F (0x8c3a): 8 samples
[thread 00000001][I][50]: GL_RGB565 (0x8d62): 8 samples
[thread 00000001][I][50]: GL_RGB5_A1 (0x8057): 8 samples
[thread 00000001][I][50]: GL_RGB9_E5 (0x8c3d): 8 samples
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 03000000de280000fc11000001000000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 03000000ba2200002010000001010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000004c0500006802000011010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000014010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000010010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000005e0400001907000000010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000004c050000c405000011010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 03000000100800000100000010010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 03000000a306000023f6000011010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000004f04000020b3000010010000
[thread 00000001][I][51]: Gamepads: registered gamepad mapping for device GUID 030000004f04000023b3000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00000300000010010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000007010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 03000000260900008888000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 05000000d6200000ad0d000001000000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000004f04000009d0000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000004f04000008d0000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 0300000000f000000300000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 0300000000f00000f100000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001f01000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 03000000280400000140000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008902000021010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001e01000011010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 03000000250900000500000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000008916000000fd000024010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000004f04000000b3000010010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000001f5000033050000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 050000004c050000c405000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 060000004c0500006802000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 03000000790000000600000010010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 03000000666600000488000000010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000002010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000003010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 030000008916000001fd000024010000
[thread 00000001][I][52]: Gamepads: registered gamepad mapping for device GUID 0000000058626f782047616d65706100
[thread 00000001][I][55]: Gamepads: New potential device at device file '/dev/input/event4'
[thread 00000001][I][55]: Gamepads: New potential device rejected, couldn't examine device file '/dev/input/event4'
[thread 00000001][I][55]: Gamepads: New potential device at device file '/dev/input/js0'
[thread 00000001][I][55]: Gamepads: New potential device rejected, couldn't examine device file '/dev/input/js0'
[thread 00000001][I][56]: Gamepads: New potential device at device file '/dev/input/event19'
[thread 00000001][I][56]: Gamepads: New potential device under path '/dev/input/event19' is 'Microsoft X-Box One pad'
[thread 00000001][I][56]: Gamepads: Device GUID calculated as: 030000005e040000d102000001010000
[thread 00000001][I][56]: Gamepads: Device 'Microsoft X-Box One pad' reports supporting FF_RUMBLE force feedback effect
[thread 00000001][I][81]: Gamepads: New device added to gamepads list.
[thread 00000001][I][81]: Gamepads: New potential device at device file '/dev/input/js1'
[thread 00000001][I][134]: Gamepads: New potential device rejected, couldn't get device name for device under path '/dev/input/js1'
[thread 00000001][I][136]: Command line: '"C:\media\magazyn\Steam_linux\SteamApps\common\Arma 3\Arma3Retail_DX11.exe" -nosplash'
[thread 00000001][I][198]: TomCrypt initializing...
[thread 00000001][I][198]: TomCrypt initialized
[thread 00000001][I][198]: DLL_PROCESS_ATTACH start.
[thread 00000001][I][199]: DLL_PROCESS_ATTACH done.
[thread 00000004][W][201]: GetModuleHandleExA() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled. Handle it.
[thread 00000004][W][201]: GetModuleHandleExA() - need to implement reference counting for modules for this call to work!
[thread 00000004][W][201]: eON_LoadLibraryEx() couldn't load 'secur32.dll', returning NULL!
[thread 00000004][E][202]: Error EINVAL in lseek in fs_SetFilePointer!
[thread 00000004][E][202]: VPFS_Seek() - SetFilePointer failed on handle 13
[thread 00000004][I][204]: Game asks for Windows double click time interval. Returning default 500 ms, as there's no standard in Linux for it; in the future, as time permits we'll be adding support for various window managers, detecting them.
[thread 00000004][W][207]: eON_LoadLibraryEx() couldn't load 'BIDebugEngine', returning NULL!
[thread 00000004][W][229]: Ignoring splash screen creation command
[thread 00000004][I][229]: Enumerating COM libraries...
[thread 00000004][W][234]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000004][W][236]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000004][W][4298]: Refreshing folder '/home/marcin/.local/share/bohemiainteractive/arma3/AppDataLocal/Arma 3/', temp folder is 'C:\tmp\arma3mhMoNn\'.
[thread 00000004][I][4645]: D3D11CreateDevice( pAdapter = 0xf1c68ea8, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xf25fe9e4, pFeatureLevel = 0xf25fe9f0, ppImmediateContext = 0xf25fe9e8 )
[thread 00000004][I][4645]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xf1c5ee88 and immediate context 0xf1c68ef8
[thread 0000000e][I][4646]: D3D11: OpenGL thread start
[thread 0000000e][I][4696]: Direct3D -> OpenGL context information:
[thread 0000000e][I][4696]: renderer: GeForce GTX 970/PCIe/SSE2
[thread 0000000e][I][4696]: vendor: NVIDIA Corporation
[thread 0000000e][I][4696]: version: 4.1.0 NVIDIA 352.41
[thread 0000000e][I][4696]: GLSL version: 4.10 NVIDIA via Cg compiler
[thread 0000000e][I][4696]: max color attachment and draw buffers: 8
[thread 0000000e][I][4696]: max texture image units: 192
[thread 0000000e][I][4696]: max vertex shader uniform blocks: 14
[thread 0000000e][I][4696]: max geometry shader uniform blocks: 14
[thread 0000000e][I][4696]: max fragment shader uniform blocks: 14
[thread 0000000e][I][4696]: max hull shader uniform blocks: 14
[thread 0000000e][I][4696]: max domain shader uniform blocks: 14
[thread 0000000e][I][4696]: max compute shader uniform blocks: 14
[thread 0000000e][I][4696]: max viewports: 16
[thread 0000000e][I][4696]: max uniform buffer bindings: 84
[thread 0000000e][I][4696]: uniform buffer offset alignment: 256
[thread 0000000e][I][4696]: shader storage buffer offset alignment: 32
[thread 0000000e][I][4696]: max pixel shader UAVs: 8
[thread 0000000e][I][4696]: max compute shader UAVs: 8
[thread 0000000e][I][4696]: max UAVs: 8
[thread 0000000e][I][4696]: buffer_storage support: yes
[thread 0000000e][I][4696]: compressed_texture_pixel_storage support: yes
[thread 0000000e][I][5562]: Precompiled shader cache loaded: binary shaders: 10, GLSL shaders: 577, GLSL pipelines: 43
[thread 00000004][I][5822]: D3D11CreateDevice( pAdapter = 0xf1c68ea8, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xf25fe994, pFeatureLevel = 0xf25fe998, ppImmediateContext = 0xf25fe9a8 )
[thread 00000004][I][5822]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xf1c77900 and immediate context 0xf1c6e468
[thread 0000000f][I][5822]: D3D11: OpenGL thread start
[thread 0000000f][I][5948]: Direct3D -> OpenGL context information:
[thread 0000000f][I][5948]: renderer: GeForce GTX 970/PCIe/SSE2
[thread 0000000f][I][5948]: vendor: NVIDIA Corporation
[thread 0000000f][I][5948]: version: 4.1.0 NVIDIA 352.41
[thread 0000000f][I][5948]: GLSL version: 4.10 NVIDIA via Cg compiler
[thread 0000000f][I][5948]: max color attachment and draw buffers: 8
[thread 0000000f][I][5948]: max texture image units: 192
[thread 0000000f][I][5948]: max vertex shader uniform blocks: 14
[thread 0000000f][I][5948]: max geometry shader uniform blocks: 14
[thread 0000000f][I][5948]: max fragment shader uniform blocks: 14
[thread 0000000f][I][5948]: max hull shader uniform blocks: 14
[thread 0000000f][I][5948]: max domain shader uniform blocks: 14
[thread 0000000f][I][5948]: max compute shader uniform blocks: 14
[thread 0000000f][I][5948]: max viewports: 16
[thread 0000000f][I][5948]: max uniform buffer bindings: 84
[thread 0000000f][I][5948]: uniform buffer offset alignment: 256
[thread 0000000f][I][5948]: shader storage buffer offset alignment: 32
[thread 0000000f][I][5948]: max pixel shader UAVs: 8
[thread 0000000f][I][5948]: max compute shader UAVs: 8
[thread 0000000f][I][5948]: max UAVs: 8
[thread 0000000f][I][5948]: buffer_storage support: yes
[thread 0000000f][I][5948]: compressed_texture_pixel_storage support: yes
[thread 00000004][I][5948]: Starting to delete D3D11 device...
[thread 00000004][I][5948]: Forwarded D3D11 device immediate context for deletion on OpenGL thread.
[thread 0000000f][I][5948]: Direct3D11ImmediateDeviceContext deletion starts.
[thread 0000000f][I][5954]: Direct3D11ImmediateDeviceContext deletion done.
[thread 0000000f][I][5954]: Direct3D11 device deleted.
[thread 00000004][I][5965]: Raw Input: mouse device wanted, legacy messages: on
[thread 00000004][W][5965]: Raw Input: NOHOTKEYS flag specified for a keyboard device. We're ignoring it.
[thread 00000004][I][5965]: Raw Input: keyboard device wanted, legacy messages: on
[thread 00000004][E][5965]: Attempt to change COM threading model to multithreaded after initialization!
[thread 00000004][E][5966]: Gamepads: Device couldn't be activated, because no SDL mapping for device GUID 030000005e040000d102000001010000 has been found!
[thread 00000004][I][5966]: Gamepads: To activate the device, please provide the appropriate mapping in SDL2 format through command-line ( --eon_gamepad_mapping= option ),
[thread 00000004][I][5966]: Gamepads: SDL_GAMECONTROLLERCONFIG environment variable, or SDLGamepad.config file, located in game data folder.
[thread 00000004][I][5966]: Gamepads: SDL2 format mapping strings can be determined using Steam Big Picture configurator.
[thread 00000004][W][5966]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\NaturalPoint\NATURALPOINT\NPClient Location
[thread 00000004][W][5966]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Freetrack\FreetrackClient
[thread 00000004][I][6030]: D3D11CreateDeviceAndSwapChain( pAdapter = 0xf1c68ea8, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, pSwapChainDesc = 0xe7a0109c, ppSwapChain = 0xf25fecd8, ppDevice = 0xf25fecd4, pFeatureLevel = 0xe7a010e0, ppImmediateContext = 0xf25fecdc )
[thread 00000004][I][6030]: swap chain desc: width 1920, height 1080
[thread 00000004][I][6030]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xf1c7aba8 and immediate context 0xf1cae0f8
[thread 00000011][I][6030]: D3D11: OpenGL thread start
[thread 00000011][I][6265]: Direct3D -> OpenGL context information:
[thread 00000011][I][6265]: renderer: GeForce GTX 970/PCIe/SSE2
[thread 00000011][I][6265]: vendor: NVIDIA Corporation
[thread 00000011][I][6265]: version: 4.1.0 NVIDIA 352.41
[thread 00000011][I][6265]: GLSL version: 4.10 NVIDIA via Cg compiler
[thread 00000011][I][6265]: max color attachment and draw buffers: 8
[thread 00000011][I][6265]: max texture image units: 192
[thread 00000011][I][6265]: max vertex shader uniform blocks: 14
[thread 00000011][I][6265]: max geometry shader uniform blocks: 14
[thread 00000011][I][6265]: max fragment shader uniform blocks: 14
[thread 00000011][I][6265]: max hull shader uniform blocks: 14
[thread 00000011][I][6265]: max domain shader uniform blocks: 14
[thread 00000011][I][6265]: max compute shader uniform blocks: 14
[thread 00000011][I][6265]: max viewports: 16
[thread 00000011][I][6265]: max uniform buffer bindings: 84
[thread 00000011][I][6265]: uniform buffer offset alignment: 256
[thread 00000011][I][6265]: shader storage buffer offset alignment: 32
[thread 00000011][I][6265]: max pixel shader UAVs: 8
[thread 00000011][I][6265]: max compute shader UAVs: 8
[thread 00000011][I][6265]: max UAVs: 8
[thread 00000011][I][6265]: buffer_storage support: yes
[thread 00000011][I][6265]: compressed_texture_pixel_storage support: yes
[thread 00000004][W][6366]: Game wants to disable DXGI reacting to window changes (monitoring app message queue) for window 0xf1c707c8. Ignoring.
[thread 00000004][W][6366]: Game wants to disable DXGI reacting to Alt-Enter fullscreen toggle.
[thread 00000011][I][6664]: Precompiled shader cache loaded: binary shaders: 10, GLSL shaders: 593, GLSL pipelines: 44
[thread 00000004][W][7037]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Microsoft\Direct3D
[thread 00000004][W][7146]: eON_LoadLibraryExA() for 'PhysX3Common_x86.dll' has non-zero flags ( 0x1 ), probably unhandled functionality!
[thread 00000004][W][7146]: Refreshing folder '/tmp/arma3mhMoNn/', temp folder is 'C:\tmp\arma3mhMoNn\'.
[thread 00000004][W][7146]: eON_LoadLibraryExA() for 'PhysX3Common_x86.dll' has non-zero flags ( 0x1 ), probably unhandled functionality!
[thread 00000004][I][11482]: eON_WindowEvent: SetFullscreenState true 0xf1c5e128
[thread 00000004][I][11877]: Game stdout/err: SkyKeyframer::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd)
[thread 00000004][I][11877]: Game stdout/err:
[thread 00000004][I][11882]: Game stdout/err: CellularCloudGrid::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd)
[thread 00000004][I][11882]: Game stdout/err:
[thread 00000004][I][11882]: Game stdout/err: CellularCloudGrid::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd)
[thread 00000004][I][11882]: Game stdout/err:
[thread 00000004][I][16807]: ===enforcing log flush===
Event Timeline
Could you please attach your dump files? They cna be found here
/home/<user>/.local/share/bohemiainteractive/arma3/AppDataLocal/Arma 3
Thanks!
Supported and tested distros are Ubuntu an Mint. ArmA III´s port should also work on Debian, although it didnt go throught QA phase.
Any other Distros such as Arch Linux are not supported.
Sorry for any inconvinience.
Wow, great ! Please consider the post on our forum about ports: https://forums.bistudio.com/forum/196-arma-3-ports/
Thanks for valuable input.
Ditto here using Gentoo. Seems SDL2 32 bit build is also omitted from the typical 32 bit profiles within the /etc/portage/package.use file.
cat /etc/portage/package.use
media-libs/libsdl2 abi_x86_32
emerge -uq media-libs/libsdl2
After recompiling libsdl2, I still get the above stated error.
I found something on Google using the error description stating this error is caused by an OpenGL 4 requirement, and only media-libs/mesa-11 provides OpenGL 4 as required by NVIDIA GPUS. AMD hardware may function fine as OpenGL version support is driver agnostic. See "M@yeulC commented on 31 August 2015 at 9:15 pm UTC" at http://www.gamingonlinux.com/articles/arma-3-available-for-linux-in-a-beta.5890/page=4#comments
FYI: Somebody questioned the dependencies or whether this was a native port, and from what I'm seeing from the logs, this ARMA 3 client for Linux likely uses a private Steam build of Wine. Please verify my information, so users know how to run the game client via command line instead of the graphical steam client. Also if this is using the user's client side Wine, then I need to focus my debugging there instead of here. But I speculate the working Wine version used is either provided by Steam or Bohemia Interactive, as it would be more cumbersome for users to maintain their own working version of Wine.
I suspect there maybe other packages requiring 32 bit builds. If so, can somebody provide a complete list of 32 bit dependencies?
Updated Tue Sep 1 21:41:32 UTC 2015: Never mind. I was able to execute on Gentoo after doing the following: 1) Building SDL2 32 bit, 2) Specifying command line parameter "--eon_force_display=0" preventing using the HDMI connected monitor/display, 3) Changing to the root ARMA3 folder and manually executing the arma3 binary. (Seems the arma3 binary might not be able to find the arma3.i386 binary if not being executed within the ARMA 3 root folder when using the Steam client to launch the game/application.)