The experimental port of Arma 3 [Steam] for Linux has been updated today and we now have the much more up to date Arma 3 1.64.
Linux & Mac users can now try #Arma3 v1.64, including Apex (thx @virtualprog)! More on these experimental ports: https://t.co/BdQzkTwFOC pic.twitter.com/YJOdoAGmB1
— Arma 3 (@Arma3official) December 21, 2016
This should also allow Linux players to play the Apex expansion/DLC, as the last time the port was updated was before the Apex expansion was released.
Sadly, it seems my texture issue is still around. Most of the time I can't select higher than "Standard" for textures. It seems this is an issue with the game being 32bit, although a 64bit version is being worked on for Windows. They haven't confirmed if 64bit support will come to the Linux port, as noted in the FAQ.
It's a truly massive update and it won't be possible to list all the changes here. You can find out more about the Arma 3 1.64 update here.
ArmA3 on Linux will only use 768MB of VRAM
From the ports FAQ:
QuoteBeing a 32-bit process, Arma 3 has 4 GB of memory available to it. However, unlike Direct3D, OpenGL stores texture data in the game's address space. Using more VRAM would fill the available memory much more quickly, leading to frequent crashes.
Quoting: CAPTNCAPSThe texture issue is related to it being a 32bit executable.Yes, I am well aware of that, as noted in the article.
ArmA3 on Linux will only use 768MB of VRAM
From the ports FAQ:
QuoteBeing a 32-bit process, Arma 3 has 4 GB of memory available to it. However, unlike Direct3D, OpenGL stores texture data in the game's address space. Using more VRAM would fill the available memory much more quickly, leading to frequent crashes.
No Launcher - the game's own launcher is not available.
No Advanced Flight Model - helicopter simulation via RotorLib is not available.
WTF. What are VP doing?
Last edited by LinuxGamesTV on 21 December 2016 at 4:06 pm UTC
Quoting: liamdaweYes, I am well aware of that, as noted in the article.Sorry for mentioning it again then, just "seems to be an issue of 32bit" didn't sound to me like "is a 32bit issue", so I thought I'd point out the exact cause again.
Quoting: BdMdesigNLol the Windows Version is on 1.66. So the Linux Version is behind the Windows Version again.
No Launcher - the game's own launcher is not available.
No Advanced Flight Model - helicopter simulation via RotorLib is not available.
WTF. What are VP doing?
VP fills only contracted services. So this is question for Bohemia not for VP. VP make great job, performance is on pair with Windows version and this is nice :D
Also how VP can make day 0 patch release? If Bohemia today release patch and now VP starting working on it so this take some time and again we get delay. I not blame VP but Bohemia, they should starting support Linux officialy not as experiment. And we still not have guarantee that the current patch will not be the last ...
Last edited by DamonLinuxPL on 21 December 2016 at 4:19 pm UTC
Quoting: DamonLinuxPLQuoting: BdMdesigN...
VP fills only contracted services. So this is question for Bohemia not for VP.
Also how VP can make day 0 patch release? If Bohemia today release patch and now VP starting working on it so this take some time and again we get delay. I not blame VP but Bohemia, they should starting support Linux officialy not as experiment. And we still not have guarantee that the current patch will not be the last ...
I blame VP on this:
QuoteNo Launcher - the game's own launcher is not available.
No Advanced Flight Model - helicopter simulation via RotorLib is not available.
Last edited by LinuxGamesTV on 21 December 2016 at 4:23 pm UTC
Quoting: CAPTNCAPSThe texture issue is related to it being a 32bit executable.
ArmA3 on Linux will only use 768MB of VRAM
From the ports FAQ:
QuoteBeing a 32-bit process, Arma 3 has 4 GB of memory available to it. However, unlike Direct3D, OpenGL stores texture data in the game's address space. Using more VRAM would fill the available memory much more quickly, leading to frequent crashes.
This (in the way it's written here) sounds like complete BS to me. If this was the case for OpenGL, 32 bit releases of many games would have been impossible. This limitation is probably imposed by something else. Maybe eON.
You can't remap any of the controls that they've picked for a 'standard Xbox 360 gamepad'... and okay, sure, when you use one, you have your typical twin-stick FPS layout, with 'fire gun' on right-trigger.
...then you get into a helicopter, and you realise that no one tested any of it. Your collective control is digital, on the bumpers (?!), and your yaw control ('rudder') is on LT and RT respectively.
- but 'fire' is also still mapped to RT. So every time you yaw right, your chopper's weapons fire. Or vice-versa. Good luck lining up your shots, because the two controls are inexplicably bound together with no way to fix it. Not even the messing around with custom SDL configs to allow you to remap axes and buttons for other gamepads/joysticks will help, as you can't actually edit in-game what the buttons are assigned to. All you can do is write up an SDL controller config that tells the game your particular joystick's button 2 = an Xbox gamepad's A rather than B button, etc.
I didn't even bother to try the wheel I have for the vehicle driving portion. I actually gave up and (ick) installed a fresh copy of Win7 on a spare drive just to try the Windows version and see if it worked any better. And of course, it does - all the controls are remappable in-game, and while not perfect, it's pretty damned close - I'm using a wheel/pedal combo for driving, a HOTAS for flying, and the mouse + keyboard for on foot:
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I don't mind being a version or two behind from the Windows guys; I have friends who are willing to switch to the 'legacyports' version in Steam. I run a dedicated server for testing on a Linux VM just fine. Editing PBOs is a pain in the butt (why don't you use proper config files for mods? :( ), but I can manage. All I want is the control setup to be, you know, actually workable. Every other Linux version of a game on Steam works fine; why does VP simply throw their hands up and blame SDL for their woes? :/
I'll test this new version soon, and see if maybe, maybe, they fixed the control issues, but I doubt it.
Quoting: KithopYou can't remap any of the controls that they've picked for a 'standard Xbox 360 gamepad'... and okay, sure, when you use one, you have your typical twin-stick FPS layout, with 'fire gun' on right-trigger.
...then you get into a helicopter, and you realise that no one tested any of it. Your collective control is digital, on the bumpers (?!), and your yaw control ('rudder') is on LT and RT respectively.
I did have same problem, but after I did remove controller scheme from controller settings I can remap Xbox 360 without problems. This broken controller scheme is not only Linux problem, because I had this same problem with Take on helicopter (Arma 2 engine) in Windows 7.
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