I had the same problem, and i looked around and found that this fixes the problem:
info: I installed all 3 files and I have windows 7 64 bit
I had the same problem, and i looked around and found that this fixes the problem:
info: I installed all 3 files and I have windows 7 64 bit
@DaveT, sorry! Could you please try to install x64 equivalent?
http://www.microsoft.com/en-us/download/details.aspx?id=14632
No changes for me either after loading the 3 files.
Note: I am running 64-bit OS (Win 8.1) and it will not let me install the x86 version.
win8.1 x64 uacoff run launcher as admin - same problem, crash on click "play" and steam is offline
win8 - x64 - stabel build&dev - uacoff
no changes after installing all these packages /netfram64
thx
ok uploaded new rpt
@pandabe4r,
can you please upload new log, rpt after the packages installation? I have deleted the old ones we have already examined.
Thank you
ok uploaded new stable and dev rpt
i really need the addon implementation to upload my addon to workshop asap
thx
Guys,
could you please install these packages? They were supposed to be installed automatically by Steam but for some reason that did not happen:
http://www.microsoft.com/en-us/download/details.aspx?id=5555
http://www.microsoft.com/en-us/download/details.aspx?id=30679
http://www.microsoft.com/en-us/download/details.aspx?id=40779
Could you please let me know afterwards?
on dev build and uac off - still show steam is offline.
arma3launcher-rpt-devbuild_uacoff_217_1230.rar is mine
thx
This is really annoying. UAC is off, anti virus is off, tried reinstalling the game, still no joy. The launcher just doesn't work.
I don't show a crashdump in any ARMA 3 folder. I am attaching the .rpt file from the Arma 3 Launcher (Users\DaveT\AppData\Local\Arma 3 Launcher\Logs\ folder. This is the only thing that shows as output (other than the Windows logs after the launcher crashes.
@DaveT, can you please doublecheck that no crashdumps are created in the Arma 3 <b>root</b> folder? We would definitely use them. Thank you in advance!
I have had UAC off the entire time and it still does not work for me.
You can find how to disable it here:
http://www.howtogeek.com/howto/windows-vista/disable-user-account-control-uac-the-easy-way-on-windows-vista/
It is only temporary solution to confirm that it is a problem we already know about.
Iceman, this fixes the issue for me (though obviously running without UAC wouldn't be a solution). The launcher shows "The game is up-to-date" and hitting play launches the game.
I'm not seeing any addons showing in the addons tab - would this be because I have them in a non default location (E:\MYNAME\My Documents\Arma 3)?
I am away from my computer currently but I will test it out. Just based on what UAC does, could running the launcher as administrator also fix the issue? Whenever I run a program as administrator it asks if I am okay with the program making changes to my computer, and I assume this is the 'clearance' the launcher doesn't have? Or is it something else to do with UAC?
Could you please try to disable User Account Control (UAC)? We had problems with that when running the launcher internally. Thank you for the logs, please keep them adding.
yeah, I was rather excited to try out the launcher, but it is 100% non-functional for me. Right now it's about as useful as opening the <your profile>.vars.arma3profile with notepad. If you don't know what I mean, go try it and see.
How does one do this?
It is some sort of networking problem where the launcher isn't talking to Steam properly. It'd be nice to see the devs work on some sort of hotfix since it seems to be affecting a lot of players...
Hey.
I have this problem too. When I start the launcher, it shows that the "Steam is in offline mode " When click on the addons, it can not find them. (Downloaded from the workshop). "When I press" play ", the launcher crashes. I can not find the file that you wrote, I upload folder "launcher". There no one file only, "SteamLayer".
I am still having the crashes, but can't find any arma3launcher.rpt files. Looked both in AppData>Local>Arma 3 and in the root folder.
For what it's worth, I have added a copy of the three Windows Events that occur when I try to run the Launcher and it crashes. Other than the original file I uploaded no other files are generated in the Arma 3 folders. These .rar file I attached is from Windows Event Viewer.
Hi, I'm also having this issue. But I'm not getting any of the crashdumps you mention in the Arma 3 root folder. I do have a SteamServiceHost.rpt in the launcher folder if that's useful.
Hi Iceman, I cannot replicate the problem I used to have. I have searched the Appdata>Local directory for any crash dump files but I cannot find any.
Now the problem I am experiencing is, I can open the ArmA 3 launcher, it loads the cursor and the window outline, but the window itself isn't visible. Yet, if I start the program as adminstrator, with Steam offline, it stops working.
Sure thing.
Please upload your files in archives with your nicknames for better overview (mine would be Iceman.rar). Thank you!
Hello guys,
thank you for uploading your files. We need crashdumps to analyse the problem further. For launcher, these are created in Arma 3 root folder. Would it be possible to erase the old ones and try to crash the launcher again? Please pack the arma3launcher.rpt and bidmp into one archive then and upload it here.
Thank you!
I get this too. I have deleted the files and verified Steam cache, but still no joy. It seems like a memory leak or something similar.
It's not a User Account Control problem either as far as I know.
This needs to be fixed...
Have this same issue. Tried launching from Steam\Arma 3\Open Launcher, also tried using the Launcher direct link in the Amra 3 directory. Tried launching in Administrator mode. Logged into Steam and it is online but the launcher says that Steam is running in offline mode and can't connect to the steam library for MODS and when starting with no mods enabled it crashes as the original poster describes.
Arma 3 Launcher log attached.
Same issue as DaveT. It looks like the problem has been isolated to a Steam connection error where the launcher tries to find the workshop files, and crashes on start up.
Custom folders to store your addons is are planned.
Until this program is out of BETA, I'd stick with PlayWithSix. Much more customisable and fluid if you give it a chance. But also, it supports all mods from Armaholic.
You can now add your local addons and mods into launcher manually using a +folder button in the mods tab.
There is also a feature to monitor your selected folders and auto-include any mods found. You can setup your folders in Launcher options (upper right, clog button).
This is planned, but not implemented yet. Focus was on Workshop implemntation.
New changes with SteamWorks SDK will also stir things up (and we cannot test them because of no backward compatibility right now).
In conclusion: yes, the Launcher will support non-WS addons. And we are looking into a custom folder for addons, but need to make it consistent with SDK.
Assigning myself until it is implemented to be aware.
We have to lock our server everytime we use the BIS spectator script. Please look into this.
I've seen and been affected by this multiple times.
You can eject, force a reload / weapon switch etc. Really annoying and an old bug
As old as soviet union
Problem appears to happen only in virtual arsenal.
Not sure if it's still persistent though.
I would like to see this idea taken further, and be allowed to make groups using arsenal load outs. although this can be done already, I would like a way to save the groups to use later.
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2731471#post2731471
Well, you can place an Arsenal module to edit a unit's loadout now apparently. That's a step in the direction, but it's still not as easy as designing your own unit to be reused throughout many missions with Zeus.
Would be great to see this feature. +1
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
No problem, really.
@Lei07,
could you please try to create new profile and active the same mods you had when the mission was broken? Could you please tell after then if it is broken again or not?
We did, however we are still investigating and it seems that CBA (used alone) does not cause it.
Just replayed the mission with CBA (version 1.07, the latest one) and you're right - the targets do fall down. Sorry for bothering.
Creating a new test profile, and then using the ingame expansions menu to activate the mods, still creates this targets issue at the same section (after the jog).
The targets are fine up 'til that point across several profiles, using a mixture of mod activation and deactivation.
Remove all your mods.
Thank you!
@AD2001, usually you are right but in this special case we need to know which mod is causing the problem because there is a bigger (hidden) issue behind it. However, your input is always highly welcomed.
Didn't you already conclude that CBA was causing the issue?
I use only a couple of mods at this time:
CBA
ShackTac Hud and Group Indicators (requries CBA)
A3MP map pack (no CBA requirement)
These are installed correctly but manually, not via PlayWithSIX or the Steam Workshop.
I apologise for a lack of avenues of investigation as regards mods, I've been a more casual player since A2 and as such haven't had to install a massive mod build for use with a clan or other such gaming group etc.
Any further information you may feel that is required please do not hesitate to contact me. Once again, thanks for your time.
We tried some of them and the issue was not present. Can you please type here list of your mods so we can see which might be causing it?
Thank you!
Launcher?
As regards my targets issue, yes deactivation of what few mods I had, a map pack, the ShackTac radar, and CBA fixed the issue.
I am however going to test this several times as there are a couple of ways of activating mods now, to see if CBA is the culprit or the method that its activated.
I have a few friends that use this minor mod build and will relay the information seen here.
Thankyou for your time.
I have this same issue and have taken the same steps to try to fix this as well.
Hello,
are you using any mods? CBA is causing the launcher not to pop down.
I can confirm the useage of any mods, not just those requiring CBA, will cause this issue to happen.
This ticket was created over a year ago, based on the 1.24 & 1.26 builds. I guess the key issue in deciding if this should be closed, is if there a better and more recent ticket? Most seem to degenerate into insults.
#26855 seems the most popular and up to date to me
#26889
#26975
#26967
DJPorterNZ, yes this issue is old, but I only uploaded the test mission and graph last week, so I wouldn't expect any changes since then :)
Thanks for taking a look
There have been a lot of changes with the game since this was logged. Just wanted to run a few quick tests to see if we are still discussing the same thing as posted. As to the duplicates logged, this seems to be the only one showing numbers that can be objectively compared.
METHOD: Tested with Dev Branch (1.55.133793) only. All testing was done with the mission provided loadout while at rest. The only movement being the stance changes themselves. Each stance was held for 2 mins to allow for any settling.
CONCLUSION: From my testing it appears that the aiming deviation hasn't changed at all significantly over the intervening period. I don't think I'm qualified enough to draw anything further out of the numbers ;-)
Graph is here: https://c2.staticflickr.com/2/1497/24151118866_23f43e2dea_o.png
Raw Data (CSV) here: http://pastebin.com/CdfQzUeh
EDITED: '~' seems to have a special meaning here. Removed them.
The weapon sway tweak is still in dev branch and there are holidays right now.
For anyone who wants to measure weapon sway rather than feel it, I've uploaded a test mission "movementTestStaminaRPT.Stratis" I originally created to test movement speeds, then stamina, but it also measures the magnitude of weapon sway (called "Aim wobble" in the script).
Use the radio triggers to toggle RPT logging of the measured values (as CSV) during the mission. Copy the values from RPT file into any spreadsheet program, and make pretty graphs (see example "sway_vs_stance_MX.png").
Please note the script doesn't really work correctly when looking through 2d scopes, as the whole screen sways rather than just the weapon and is instead measured as "aim change" (although looking down the scope has no effect on weapon sway anyway).
And your summary? I just wanna know if the ticket still applies.
Badlego, I could agree with your point about "working against sway as IRL", but then there's 2 points originating from this one:
First point is a bit more vague and it's about having a lot more sensory feedback to the whole process IRL, when you have enough information coming from your own body to hold the reticle more or less on target using only reflexes and 'instincts'. Compared to that, current system is highly random and unpredictable, you can see that in the first video attached to issue.
Second point was mentioned multiple times in the notes and it is not about exactly bipods, but about a general ability to place your weapon on a solid surface, effectively negating most of the sway.
I don't think that those changes made the game better; I suppose they could, but only with bipods or weapon resting mechanic. This also will give a lot more value to a properly chosen position (i.e. not only cover, but a cover allowing you to rest your weapon in the desired direction), which will be great in terms of tactical planning and will largely affect short and long range combat.
Inherited status and dev assignment from duplicate ticket.
I think it's better by the Nexus update. What's your take?
In a crouch and standing position it is really not easy to hold such a heavy sniper rifle. Basicly you cannot hit anything properly.
Personally I think the sway is pretty realistic in standing/crouch positions.
Although for being prone you should be able to sit the lowest part of your rifle onto the ground, (in most cases the magazine) to get a steady aim.
Since you cannot do that in Arma 3, bipods would be neccessary.
+1!
You should consider that not your soldier has to aim, but you do.the new weapon sway forces you to work against it with your mouse. In my oppinion this gives you the feeling of really moving a weapon and of trying to keep the crosshair on the target. But it is very important to push the free-look key "left-alt" while aiming, because you then move only your weapon instead of the whole soldier.
Long distance snipers need a bipod. I agree, that they should be implementet but this is another discussion
We can already expect bipods in the marksman update, I guess we'll just have to wait until then.
I'm going to jump on and agree. I bought Arma 3 recently because I was looking for an FPS that was open-ended/sandbox instead of linear. I wanted something more realistic and the ballistics in this game looked very promising. I love movies like Shooter and really enjoy sniping. I love taking the time to set myself up so that I can take that one shot that makes all the difference.
I can't do that anymore. I was just playing the single-player campaign and was ecstatic to find a Lynx just now (my first time able to play since patch). Previously I was able to hit targets ~1000m fairly consistently (after practicing it for several hours). Today I couldn't hit a target, while lying prone and fully rested, at 200 meters. For real?!
I really like the boot camp, though I feel it really could be longer... but this excessive gun sway is almost game-breaking for someone who likes to snipe (me!). I also have several friends who I routinely play with who feel the same way. PLEASE put the sway back where it was!
Be sure you are fully rested before trying to take the shot. Lay prone for 10-20 seconds and wait for your breathing to relax. Make sure you are holding your breath for the shot as well. But I agree, bipods are a sorely needed feature.
It doesn't matter if you are fully rested or not, the scope will still sway like crazy. And he did mention that he FRESHLY spawned in. Fix this issue arma, you just broke a feature that did not even need fixing.
This is 100% not Bohemia's fault. Several weeks ago, they said they were redoing the way sounds work for weapons. Weeks ago. And they posted it *everywhere.* Your mod maker should have patched their mod by now. Don't bring this shit to the feedback tracker; this is for reporting important vanilla game-related bugs, not for flaming about your broken mod that has nothing to do with Bohemia Interactive.
Well it functioned this morning now it doesn't i would blame that on Bohemia.
Not a bug.
The notice of changes and associated documentation has been out for a month, it's up to addon makers to ensure what they're working on functions.