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05-25-2018, 12:42 PM
#1
LQ Newbie
Registered: May 2018
Distribution: Elementary OS
Posts: 14
Rep:
Arma 3 Crashes (Error Log provided)
Everytime I try to launch arma 3 from steam I get the crash report.
Code:
System Information:
OS Version:
Linux Distribution: elementary OS 0.4.1 Loki
Kernel Version: 4.13.0-43-generic #48~16.04.1-Ubuntu SMP Thu May 17 12:56:46 UTC 2018
Hardware Info:
Machine Type SAMSUNG ELECTRONICS CO., LTD. 770Z5E/780Z5E/870Z5E/880Z5E P02ABU
CPU Type GenuineIntel x86_64
CPU Info Intel(R) Core(TM) i7-3635QM CPU @ 2.40GHz
CPU Speed 3400 MHz
CPU Physical Cores 4
CPU Logical Cores 8
Physical Memory 8050416 KiB
Virtual Memory 8270844 KiB
Crash Dump:
6e2dcab5-390b-6948-1a91cb82-11bcd3bc.dmp (657192 bytes)
Application Log:
[thread ffffffff][I][0]: Log system initialised
[thread ffffffff][I][80]: eON_Core::init() - libICU initialised with result 0.
[thread ffffffff][I][80]: Default allowed number of simultaneously open files in the system is 2448.
[thread ffffffff][I][80]: Current memlock limit is 65536.
[thread ffffffff][I][80]: setrlimit(RLIMIT_MEMLOCK) failed, (1) Operation not permitted
[thread 00000001][I][81]: Linux kernel version: 4.13.0-43-generic
[thread 00000001][I][81]: Linux glibc version: 2.23
[thread 00000001][I][109]: Forcing OpenGL Core context usage
[thread 00000001][I][111]: OpenGL Core context version 4.2 detected
[thread 00000001][I][128]: OpenGL information:
[thread 00000001][I][128]: renderer: Mesa DRI Intel(R) Ivybridge Mobile
[thread 00000001][I][128]: vendor: Intel Open Source Technology Center
[thread 00000001][I][128]: version: 4.2 (Core Profile) Mesa 17.2.8
[thread 00000001][I][128]: GLSL version: 4.20
[thread 00000001][I][128]: Detected Intel card
[thread 00000001][I][128]: Max surface size: 16384
[thread 00000001][I][128]: Supported and usable: texture_mirror_clamp_to_edge: yes
[thread 00000001][I][128]: Supported and usable: texture_storage: yes
[thread 00000001][I][128]: Supported and usable: copy_image: yes
[thread 00000001][I][128]: Supported and usable: texture_storage_multisample: yes
[thread 00000001][I][128]: Supported and usable: texture_view: yes
[thread 00000001][I][128]: Supported and usable: ATI_separate_stencil: yes
[thread 00000001][I][128]: Supported and usable: EXT_stencil_two_side: no
[thread 00000001][I][128]: Supported and usable: texture_filter_anisotropic: yes
[thread 00000001][I][128]: Supported and usable: explicit_attrib_location: yes
[thread 00000001][I][128]: Supported and usable: compressed 3D textures (VTC): no
[thread 00000001][I][128]: Supported and usable: clear_buffer_object: yes
[thread 00000001][I][128]: Supported and usable: clear_texture: yes
[thread 00000001][I][128]: Supported and usable: get_program_binary: yes
[thread 00000001][I][128]: Available texture memory (from MESA extension): 1536 MB
[thread 00000001][I][128]: Multisample textures test:
[thread 00000001][I][129]: GL_R3_G3_B2 (0x2a10): 8 samples
[thread 00000001][I][129]: GL_RGB4 (0x804f): 0 samples
[thread 00000001][I][129]: GL_RGB5 (0x8050): 0 samples
[thread 00000001][I][129]: GL_RGB8 (0x8051): 8 samples
[thread 00000001][I][129]: GL_RGBA4 (0x8056): 8 samples
[thread 00000001][I][129]: GL_RGB5_A1 (0x8057): 8 samples
[thread 00000001][I][129]: GL_RGBA8 (0x8058): 8 samples
[thread 00000001][I][129]: GL_RGB10_A2 (0x8059): 8 samples
[thread 00000001][I][129]: GL_RGBA16 (0x805b): 8 samples
[thread 00000001][I][129]: GL_DEPTH_COMPONENT16 (0x81a5): 8 samples
[thread 00000001][I][129]: GL_DEPTH_COMPONENT24 (0x81a6): 8 samples
[thread 00000001][I][129]: GL_DEPTH_COMPONENT32 (0x81a7): 8 samples
[thread 00000001][I][129]: GL_R8 (0x8229): 8 samples
[thread 00000001][I][129]: GL_R16 (0x822a): 8 samples
[thread 00000001][I][129]: GL_RG8 (0x822b): 8 samples
[thread 00000001][I][129]: GL_RG16 (0x822c): 8 samples
[thread 00000001][I][129]: GL_R16F (0x822d): 8 samples
[thread 00000001][I][129]: GL_R32F (0x822e): 8 samples
[thread 00000001][I][129]: GL_RG16F (0x822f): 8 samples
[thread 00000001][I][129]: GL_RG32F (0x8230): 8 samples
[thread 00000001][I][129]: GL_R8I (0x8231): 8 samples
[thread 00000001][I][129]: GL_R8UI (0x8232): 8 samples
[thread 00000001][I][129]: GL_R16I (0x8233): 8 samples
[thread 00000001][I][129]: GL_R16UI (0x8234): 8 samples
[thread 00000001][I][129]: GL_R32I (0x8235): 8 samples
[thread 00000001][I][129]: GL_R32UI (0x8236): 8 samples
[thread 00000001][I][129]: GL_RG8I (0x8237): 8 samples
[thread 00000001][I][129]: GL_RG8UI (0x8238): 8 samples
[thread 00000001][I][129]: GL_RG16I (0x8239): 8 samples
[thread 00000001][I][129]: GL_RG16UI (0x823a): 8 samples
[thread 00000001][I][129]: GL_RG32I (0x823b): 8 samples
[thread 00000001][I][129]: GL_RG32UI (0x823c): 8 samples
[thread 00000001][I][129]: GL_COMPRESSED_RGBA_S3TC_DXT1_EXT (0x83f1): 1 samples
[thread 00000001][I][129]: GL_COMPRESSED_RGBA_S3TC_DXT3_EXT (0x83f2): 1 samples
[thread 00000001][I][129]: GL_COMPRESSED_RGBA_S3TC_DXT5_EXT (0x83f3): 1 samples
[thread 00000001][I][130]: GL_RGBA32F (0x8814): 8 samples
[thread 00000001][I][130]: GL_RGB32F (0x8815): 8 samples
[thread 00000001][I][130]: GL_RGBA16F (0x881a): 8 samples
[thread 00000001][I][130]: GL_DEPTH24_STENCIL8 (0x88f0): 8 samples
[thread 00000001][I][130]: GL_R11F_G11F_B10F (0x8c3a): 8 samples
[thread 00000001][I][130]: GL_RGB9_E5 (0x8c3d): 1 samples
[thread 00000001][I][130]: GL_SRGB8 (0x8c41): 8 samples
[thread 00000001][I][130]: GL_SRGB8_ALPHA8 (0x8c43): 8 samples
[thread 00000001][I][130]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT (0x8c4d): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT (0x8c4e): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT (0x8c4f): 1 samples
[thread 00000001][I][130]: GL_DEPTH_COMPONENT32F (0x8cac): 8 samples
[thread 00000001][I][130]: GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples
[thread 00000001][I][130]: GL_RGB565 (0x8d62): 0 samples
[thread 00000001][I][130]: GL_RGBA32UI (0x8d70): 8 samples
[thread 00000001][I][130]: GL_RGB32UI (0x8d71): 8 samples
[thread 00000001][I][130]: GL_RGBA16UI (0x8d76): 8 samples
[thread 00000001][I][130]: GL_RGBA8UI (0x8d7c): 8 samples
[thread 00000001][I][130]: GL_RGBA32I (0x8d82): 8 samples
[thread 00000001][I][130]: GL_RGB32I (0x8d83): 8 samples
[thread 00000001][I][130]: GL_RGBA16I (0x8d88): 8 samples
[thread 00000001][I][130]: GL_RGBA8I (0x8d8e): 8 samples
[thread 00000001][I][130]: GL_COMPRESSED_RED_RGTC1 (0x8dbb): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_SIGNED_RED_RGTC1 (0x8dbc): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_RG_RGTC2 (0x8dbd): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_SIGNED_RG_RGTC2 (0x8dbe): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_RGBA_BPTC_UNORM (0x8e8c): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM (0x8e8d): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT (0x8e8e): 1 samples
[thread 00000001][I][130]: GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT (0x8e8f): 1 samples
[thread 00000001][I][130]: GL_R8_SNORM (0x8f94): 8 samples
[thread 00000001][I][130]: GL_RG8_SNORM (0x8f95): 8 samples
[thread 00000001][I][130]: GL_RGBA8_SNORM (0x8f97): 8 samples
[thread 00000001][I][130]: GL_R16_SNORM (0x8f98): 8 samples
[thread 00000001][I][130]: GL_RG16_SNORM (0x8f99): 8 samples
[thread 00000001][I][130]: GL_RGBA16_SNORM (0x8f9b): 8 samples
[thread 00000001][I][130]: GL_RGB10_A2UI (0x906f): 8 samples
[thread 00000001][I][130]: Multisample renderbuffers test:
[thread 00000001][I][130]: GL_R3_G3_B2 (0x2a10): 8 samples
[thread 00000001][I][131]: GL_RGB4 (0x804f): 8 samples
[thread 00000001][I][131]: GL_RGB5 (0x8050): 8 samples
[thread 00000001][I][131]: GL_RGB8 (0x8051): 8 samples
[thread 00000001][I][131]: GL_RGBA4 (0x8056): 8 samples
[thread 00000001][I][131]: GL_RGB5_A1 (0x8057): 8 samples
[thread 00000001][I][131]: GL_RGBA8 (0x8058): 8 samples
[thread 00000001][I][131]: GL_RGB10_A2 (0x8059): 8 samples
[thread 00000001][I][131]: GL_RGBA16 (0x805b): 8 samples
[thread 00000001][I][131]: GL_DEPTH_COMPONENT16 (0x81a5): 8 samples
[thread 00000001][I][131]: GL_DEPTH_COMPONENT24 (0x81a6): 8 samples
[thread 00000001][I][131]: GL_DEPTH_COMPONENT32 (0x81a7): 8 samples
[thread 00000001][I][131]: GL_R8 (0x8229): 8 samples
[thread 00000001][I][131]: GL_R16 (0x822a): 8 samples
[thread 00000001][I][131]: GL_RG8 (0x822b): 8 samples
[thread 00000001][I][131]: GL_RG16 (0x822c): 8 samples
[thread 00000001][I][131]: GL_R16F (0x822d): 8 samples
[thread 00000001][I][131]: GL_R32F (0x822e): 8 samples
[thread 00000001][I][131]: GL_RG16F (0x822f): 8 samples
[thread 00000001][I][131]: GL_RG32F (0x8230): 8 samples
[thread 00000001][I][131]: GL_R8I (0x8231): 8 samples
[thread 00000001][I][131]: GL_R8UI (0x8232): 8 samples
[thread 00000001][I][131]: GL_R16I (0x8233): 8 samples
[thread 00000001][I][131]: GL_R16UI (0x8234): 8 samples
[thread 00000001][I][131]: GL_R32I (0x8235): 8 samples
[thread 00000001][I][131]: GL_R32UI (0x8236): 8 samples
[thread 00000001][I][131]: GL_RG8I (0x8237): 8 samples
[thread 00000001][I][131]: GL_RG8UI (0x8238): 8 samples
[thread 00000001][I][131]: GL_RG16I (0x8239): 8 samples
[thread 00000001][I][131]: GL_RG16UI (0x823a): 8 samples
[thread 00000001][I][131]: GL_RG32I (0x823b): 8 samples
[thread 00000001][I][131]: GL_RG32UI (0x823c): 8 samples
[thread 00000001][I][131]: GL_COMPRESSED_RGBA_S3TC_DXT1_EXT (0x83f1): 0 samples
[thread 00000001][I][131]: GL_COMPRESSED_RGBA_S3TC_DXT3_EXT (0x83f2): 0 samples
[thread 00000001][I][131]: GL_COMPRESSED_RGBA_S3TC_DXT5_EXT (0x83f3): 0 samples
[thread 00000001][I][132]: GL_RGBA32F (0x8814): 8 samples
[thread 00000001][I][132]: GL_RGB32F (0x8815): 8 samples
[thread 00000001][I][132]: GL_RGBA16F (0x881a): 8 samples
[thread 00000001][I][132]: GL_DEPTH24_STENCIL8 (0x88f0): 8 samples
[thread 00000001][I][132]: GL_R11F_G11F_B10F (0x8c3a): 8 samples
[thread 00000001][I][132]: GL_RGB9_E5 (0x8c3d): 0 samples
[thread 00000001][I][132]: GL_SRGB8 (0x8c41): 8 samples
[thread 00000001][I][133]: GL_SRGB8_ALPHA8 (0x8c43): 8 samples
[thread 00000001][I][133]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT (0x8c4d): 0 samples
[thread 00000001][I][133]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT (0x8c4e): 0 samples
[thread 00000001][I][133]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT (0x8c4f): 0 samples
[thread 00000001][I][133]: GL_DEPTH_COMPONENT32F (0x8cac): 8 samples
[thread 00000001][I][133]: GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples
[thread 00000001][I][133]: GL_RGB565 (0x8d62): 8 samples
[thread 00000001][I][133]: GL_RGBA32UI (0x8d70): 8 samples
[thread 00000001][I][133]: GL_RGB32UI (0x8d71): 8 samples
[thread 00000001][I][133]: GL_RGBA16UI (0x8d76): 8 samples
[thread 00000001][I][133]: GL_RGBA8UI (0x8d7c): 8 samples
[thread 00000001][I][133]: GL_RGBA32I (0x8d82): 8 samples
[thread 00000001][I][133]: GL_RGB32I (0x8d83): 8 samples
[thread 00000001][I][133]: GL_RGBA16I (0x8d88): 8 samples
[thread 00000001][I][133]: GL_RGBA8I (0x8d8e): 8 samples
[thread 00000001][I][133]: GL_COMPRESSED_RED_RGTC1 (0x8dbb): 0 samples
[thread 00000001][I][133]: GL_COMPRESSED_SIGNED_RED_RGTC1 (0x8dbc): 0 samples
[thread 00000001][I][133]: GL_COMPRESSED_RG_RGTC2 (0x8dbd): 0 samples
[thread 00000001][I][133]: GL_COMPRESSED_SIGNED_RG_RGTC2 (0x8dbe): 0 samples
[thread 00000001][I][133]: GL_COMPRESSED_RGBA_BPTC_UNORM (0x8e8c): 0 samples
[thread 00000001][I][134]: GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM (0x8e8d): 0 samples
[thread 00000001][I][134]: GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT (0x8e8e): 0 samples
[thread 00000001][I][134]: GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT (0x8e8f): 0 samples
[thread 00000001][I][134]: GL_R8_SNORM (0x8f94): 8 samples
[thread 00000001][I][134]: GL_RG8_SNORM (0x8f95): 8 samples
[thread 00000001][I][134]: GL_RGBA8_SNORM (0x8f97): 8 samples
[thread 00000001][I][134]: GL_R16_SNORM (0x8f98): 8 samples
[thread 00000001][I][134]: GL_RG16_SNORM (0x8f99): 8 samples
[thread 00000001][I][134]: GL_RGBA16_SNORM (0x8f9b): 8 samples
[thread 00000001][I][134]: GL_RGB10_A2UI (0x906f): 8 samples
[thread 00000001][I][134]: Gamepads: SDL_GAMECONTROLLERCONFIG - 03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,
03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,
05-25-2018, 12:43 PM
#2
LQ Newbie
Registered: May 2018
Distribution: Elementary OS
Posts: 14
Original Poster
Rep:
Second half of log.
Code:
[thread 00000001][I][134]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000
[thread 00000001][I][134]: Gamepads: registered gamepad mapping for device GUID 03000000de280000fc11000001000000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000020200000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001304000000010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000a306000018f5000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000830500006020000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000bd12000015d0000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000790000001100000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000c9110000f055000011010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000a30600000c04000011010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000341a000005f7000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000006e0500000320000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00004601000001010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000380700001647000010040000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00003901000020060000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000004f04000015b3000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 05000000102800000900000000010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000d81400000862000011010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000000d0f00000d00000000010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000016f0000090040000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000d814000007cd000011010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000fd0500000030000000010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 05000000010000000100000003000000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000062230000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000a30600000901000000010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00000103000000020000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 05000000380700006652000025010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000073050000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b00002ef0000090040000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 05000000a00500003232000001000000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000001008000001e5000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000100800000300000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 05000000ac0500003232000001000000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 03000000780000000600000010010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000014010000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000005e040000ea02000001030000
[thread 00000001][I][152]: Gamepads: registered gamepad mapping for device GUID 030000005e040000d102000002010000
[thread 00000001][I][158]: Command line: '"C:\home\devyn\.local\share\Steam\steamapps\common\Arma 3\Arma3Retail_DX11_x64.exe"'
[thread 00000001][I][1083]: DLL LOADING: Using internal library 'msimg32.dll'
[thread 00000001][I][1083]: DLL LOADING: Using internal library 'windowscodecs.dll'
[thread 00000001][I][1083]: DLL LOADING: Using internal library 'winmm.dll'
[thread 00000001][I][1083]: DLL LOADING: Using internal library 'version.dll'
[thread 00000001][I][1083]: DLL LOADING: Using internal library 'iphlpapi.dll'
[thread 00000001][I][1083]: DLL LOADING: Using internal library 'kernel32.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'user32.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'gdi32.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'advapi32.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'shell32.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'ole32.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'wintrust.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'ws2_32.dll'
[thread 00000001][I][1084]: DLL LOADING: Using internal library 'imagehlp.dll'
[thread 00000001][I][1250]: DLL LOADING: Using internal library 'ntdll.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-console-l1-1-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-datetime-l1-1-1.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-debug-l1-1-1.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-errorhandling-l1-1-1.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-fibers-l1-1-1.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-file-l1-2-1.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-handle-l1-1-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-heap-l1-2-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-localization-l1-2-1.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-libraryloader-l1-2-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-memory-l1-1-2.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-namedpipe-l1-2-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-processenvironment-l1-2-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-processthreads-l1-1-2.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-profile-l1-1-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-string-l1-1-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-synch-l1-2-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-sysinfo-l1-2-1.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'api-ms-win-core-util-l1-1-0.dll'
[thread 00000001][I][1251]: DLL LOADING: Using internal library 'kernelbase.dll'
[thread 00000001][I][1252]: DLL LOADING: Using internal library 'shlwapi.dll'
[thread 00000001][I][1252]: DLL LOADING: Using internal library 'xinput1_3.dll'
[thread 00000001][I][1252]: DLL LOADING: Using internal library 'd3d11.dll'
[thread 00000001][I][1252]: DLL LOADING: Using internal library 'd3d10.dll'
[thread 00000001][I][1252]: DLL LOADING: Using internal library 'dxgi.dll'
[thread 00000001][I][1253]: DLL LOADING: Using internal library 'dinput8.dll'
[thread 00000001][I][1254]: DLL LOADING: Using internal library 'crypt32.dll'
[thread 00000002][I][1278]: TomCrypt initializing...
[thread 00000002][I][1278]: TomCrypt initialized
[thread 00000002][I][1278]: DLL_PROCESS_ATTACH start.
[thread 00000002][W][1278]: eON_HeapSetInformation() - requested low-fragmentation heap, ignoring
[thread 00000002][W][1278]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][1278]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][I][1279]: DLL_PROCESS_ATTACH done.
[thread 00000002][W][1288]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][1288]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][I][1289]: DLL LOADING: Using internal library 'psapi.dll'
[thread 00000002][W][1289]: eON_LoadLibraryEx() couldn't load 'Dll\tbb4malloc_bi.dll', returning NULL!
[thread 00000002][W][1315]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][1315]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][1315]: eON_GetProcAddress() for module 0x3a10000, in PE file 'tbb4malloc_bi_x64.dll' FAILED. Proc not found at name 'EnableHugePages'.
[thread 00000002][W][1315]: GetModuleHandleExA() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled for module at address 0x3a1b028. Handle it.
[thread 00000002][W][1315]: GetModuleHandleExA() - need to implement reference counting for modules for this call to work!
[thread 00000002][I][1318]: DLL LOADING: Using internal library 'steam_api64.dll'
[thread 00000002][W][1319]: GetModuleHandleExW() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled. Handle it.
[thread 00000002][W][1319]: GetModuleHandleExW() - need to implement reference counting for modules for this call to work!
[thread 00000002][I][1326]: 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 00000002][I][1328]: Enumerating COM libraries...
[thread 00000002][W][1397]: Ignoring splash screen creation command
[thread 00000002][W][1435]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000002][W][1439]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions
[thread 00000002][W][1968]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][1968]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2009]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2009]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2051]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2051]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2103]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2103]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2105]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2105]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2107]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2107]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2396]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][2396]: GetAdditionalEnvStrings() added 'localappdata' string to list of existing environment string. Add more if necessary!
[thread 00000002][W][13011]: Refreshing folder '/home/devyn/.local/share/bohemiainteractive/arma3/AppDataLocal/Arma 3/', temp folder is 'C:\tmp\arma3VH82u6\'.
[thread 00000002][I][15432]: DLL LOADING: Using internal library 'wininet.dll'
[thread 00000002][W][15432]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Microsoft\Windows\CurrentVersion\Internet Settings
[thread 00000002][I][15443]: Found libcurl: libcurl.so.4
[thread 00000002][I][15443]: libcurl.so.4: loaded functions.
[thread 00000002][I][15444]: Loaded libcurl: libcurl.so.4. Version: libcurl/7.47.0 OpenSSL/1.0.2g zlib/1.2.8 libidn/1.32 librtmp/2.3
[thread 00000005][W][16747]: Refreshing folder '/home/devyn/.local/share/bohemiainteractive/arma3/AppDataLocal/Arma 3/', temp folder is 'C:\tmp\arma3VH82u6\'.
[thread 00000002][W][16748]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Microsoft\Windows\CurrentVersion\Internet Settings
[thread 00000002][W][17519]: Refreshing folder '/home/devyn/.local/share/bohemiainteractive/arma3/AppDataLocal/Arma 3/', temp folder is 'C:\tmp\arma3VH82u6\'.
[thread 00000002][I][17541]: D3D11CreateDevice( pAdapter = 0x7f53701ce958, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0x7f5375f46c88, pFeatureLevel = 0x7f5375f46ca0, ppImmediateContext = 0x7f5375f46c90 )
[thread 00000002][I][17541]: eON_Int_CreatedD3D11Device( SDKVersion = 7 ) created device 0x7f53701ce9f0 and immediate context 0x7f53701ceab0
[thread 00000010][I][17541]: D3D11: Backend thread start
[thread 00000010][I][17546]: Direct3D -> OpenGL context information:
[thread 00000010][I][17546]: renderer: Mesa DRI Intel(R) Ivybridge Mobile
[thread 00000010][I][17546]: vendor: Intel Open Source Technology Center
[thread 00000010][I][17546]: version: 4.2 (Core Profile) Mesa 17.2.8
[thread 00000010][I][17546]: GLSL version: 4.20
[thread 00000010][I][17546]: max color attachment and draw buffers: 8
[thread 00000010][I][17546]: max texture image units: 96
[thread 00000010][I][17546]: max vertex shader uniform blocks: 14
[thread 00000010][I][17546]: max geometry shader uniform blocks: 14
[thread 00000010][I][17546]: max fragment shader uniform blocks: 14
[thread 00000010][I][17546]: max hull shader uniform blocks: 14
[thread 00000010][I][17546]: max domain shader uniform blocks: 14
[thread 00000010][I][17546]: max compute shader uniform blocks: 14
[thread 00000010][I][17546]: max viewports: 16
[thread 00000010][I][17546]: max uniform buffer bindings: 84
[thread 00000010][I][17546]: uniform buffer offset alignment: 32
[thread 00000010][I][17546]: shader storage buffer offset alignment: 64
[thread 00000010][I][17546]: max pixel shader UAVs: 32
[thread 00000010][I][17546]: max compute shader UAVs: 32
[thread 00000010][I][17546]: max UAVs: 192
[thread 00000010][I][17546]: buffer_storage support: yes
[thread 00000010][I][17546]: compressed_texture_pixel_storage support: yes
[thread 00000002][I][17546]: eON_Int_CreatedD3D11Device ( SDKVersion = 7 ) returned S_OK
[thread 00000010][I][18561]: OpenGL pipelines loaded: 24
[thread 00000010][I][18561]: Precompiled shader cache loaded: binary shaders: 38, shaders: 47
[thread 00000002][I][19846]: Starting to delete D3D11 device...
[thread 00000002][I][19846]: Forwarded D3D11 device immediate context for deletion on backend thread. Awaiting context deletion.
[thread 00000010][I][19847]: Direct3D11ImmediateDeviceContext_OpenGL deletion starts.
[thread 00000010][I][19863]: Direct3D11ImmediateDeviceContext_OpenGL deletion done.
[thread 00000002][I][19863]: Immediate context deleted, deleting device.
[thread 00000002][I][19863]: Direct3D11 device deleted.
[thread 00000002][I][19863]: Deleted D3D11 device.
[thread 00000002][I][19863]: D3D11CreateDevice( pAdapter = 0x7f53701ce958, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0x7f5375f46c48, pFeatureLevel = 0x7f5375f46c38, ppImmediateContext = 0x7f5375f46c40 )
[thread 00000002][I][19863]: eON_Int_CreatedD3D11Device( SDKVersion = 7 ) created device 0x7f53701ce9f0 and immediate context 0x7f53701d2580
[thread 00000011][I][19863]: D3D11: Backend thread start
[thread 00000011][I][19874]: Direct3D -> OpenGL context information:
[thread 00000011][I][19874]: renderer: Mesa DRI Intel(R) Ivybridge Mobile
[thread 00000011][I][19874]: vendor: Intel Open Source Technology Center
[thread 00000011][I][19874]: version: 4.2 (Core Profile) Mesa 17.2.8
[thread 00000011][I][19874]: GLSL version: 4.20
[thread 00000011][I][19874]: max color attachment and draw buffers: 8
[thread 00000011][I][19874]: max texture image units: 96
[thread 00000011][I][19874]: max vertex shader uniform blocks: 14
[thread 00000011][I][19874]: max geometry shader uniform blocks: 14
[thread 00000011][I][19874]: max fragment shader uniform blocks: 14
[thread 00000011][I][19874]: max hull shader uniform blocks: 14
[thread 00000011][I][19874]: max domain shader uniform blocks: 14
[thread 00000011][I][19874]: max compute shader uniform blocks: 14
[thread 00000011][I][19874]: max viewports: 16
[thread 00000011][I][19874]: max uniform buffer bindings: 84
[thread 00000011][I][19874]: uniform buffer offset alignment: 32
[thread 00000011][I][19874]: shader storage buffer offset alignment: 64
[thread 00000011][I][19874]: max pixel shader UAVs: 32
[thread 00000011][I][19874]: max compute shader UAVs: 32
[thread 00000011][I][19874]: max UAVs: 192
[thread 00000011][I][19874]: buffer_storage support: yes
[thread 00000011][I][19874]: compressed_texture_pixel_storage support: yes
[thread 00000002][I][19874]: eON_Int_CreatedD3D11Device ( SDKVersion = 7 ) returned S_OK
[thread 00000002][I][19874]: Starting to delete D3D11 device...
[thread 00000002][I][19874]: Forwarded D3D11 device immediate context for deletion on backend thread. Awaiting context deletion.
[thread 00000011][I][19874]: Direct3D11ImmediateDeviceContext_OpenGL deletion starts.
[thread 00000011][I][19884]: Direct3D11ImmediateDeviceContext_OpenGL deletion done.
[thread 00000002][I][19884]: Immediate context deleted, deleting device.
[thread 00000002][I][19884]: Direct3D11 device deleted.
[thread 00000002][I][19884]: Deleted D3D11 device.
[thread 00000002][W][20126]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed.
[thread 00000002][W][20126]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed.
[thread 00000002][W][20148]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed.
[thread 00000002][W][20148]: SetClassLongPtrA( hWnd = 0x3, nIndex = -14 (GCL_HICON), dwNewLong = 139996339996496 (0x7f53701d8750) ) - not setting it at present, make sure it's safe.
[thread 00000002][I][20160]: Raw Input: mouse device wanted, legacy messages: on
[thread 00000002][W][20161]: Raw Input: NOHOTKEYS flag specified for a keyboard device. We're ignoring it.
[thread 00000002][I][20161]: Raw Input: keyboard device wanted, legacy messages: on
[thread 00000002][W][20161]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\NaturalPoint\NATURALPOINT\NPClient Location
[thread 00000002][W][20161]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Freetrack\FreetrackClient
[thread 00000002][I][20192]: D3D11CreateDeviceAndSwapChain( pAdapter = 0x7f53701ce958, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, pSwapChainDesc = 0x7f52a3001980, ppSwapChain = 0x7f5375f47238, ppDevice = 0x7f5375f47240, pFeatureLevel = 0x7f52a30019e8, ppImmediateContext = 0x7f5375f47230 )
[thread 00000002][I][20192]: swap chain desc: width 1920, height 1080
[thread 00000002][I][20192]: eON_Int_CreatedD3D11Device( SDKVersion = 7 ) created device 0x7f5370bb3d80 and immediate context 0x7f5370bb3fe0
[thread 00000016][I][20200]: D3D11: Backend thread start
[thread 00000016][I][20205]: Direct3D -> OpenGL context information:
[thread 00000016][I][20205]: renderer: Mesa DRI Intel(R) Ivybridge Mobile
[thread 00000016][I][20205]: vendor: Intel Open Source Technology Center
[thread 00000016][I][20205]: version: 4.2 (Core Profile) Mesa 17.2.8
[thread 00000016][I][20205]: GLSL version: 4.20
[thread 00000016][I][20205]: max color attachment and draw buffers: 8
[thread 00000016][I][20205]: max texture image units: 96
[thread 00000016][I][20205]: max vertex shader uniform blocks: 14
[thread 00000016][I][20205]: max geometry shader uniform blocks: 14
[thread 00000016][I][20205]: max fragment shader uniform blocks: 14
[thread 00000016][I][20205]: max hull shader uniform blocks: 14
[thread 00000016][I][20205]: max domain shader uniform blocks: 14
[thread 00000016][I][20205]: max compute shader uniform blocks: 14
[thread 00000016][I][20205]: max viewports: 16
[thread 00000016][I][20205]: max uniform buffer bindings: 84
[thread 00000016][I][20205]: uniform buffer offset alignment: 32
[thread 00000016][I][20205]: shader storage buffer offset alignment: 64
[thread 00000016][I][20205]: max pixel shader UAVs: 32
[thread 00000016][I][20205]: max compute shader UAVs: 32
[thread 00000016][I][20205]: max UAVs: 192
[thread 00000016][I][20205]: buffer_storage support: yes
[thread 00000016][I][20205]: compressed_texture_pixel_storage support: yes
[thread 00000002][I][20205]: eON_Int_CreatedD3D11Device ( SDKVersion = 7 ) returned S_OK
[thread 00000002][W][20274]: Game wants to disable DXGI reacting to window changes (monitoring app message queue) for window 0x3. Ignoring.
[thread 00000002][W][20274]: Game wants to disable DXGI reacting to Alt-Enter fullscreen toggle.
[thread 00000016][I][20287]: OpenGL pipelines loaded: 25
[thread 00000016][I][20287]: Precompiled shader cache loaded: binary shaders: 38, shaders: 55
[thread 00000002][W][21815]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Microsoft\Direct3D
[thread 00000002][W][22822]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = SOFTWARE\Microsoft\Windows NT\CurrentVersion\
[thread 00000016][I][23575]: No backend thread commands for full second. Flushing OpenGL to make sure it hasn't deadlocked.
[thread 00000002][I][26346]: eON_WindowEvent: SetFullscreenState true 0x7f53701ce9b8
[thread 00000002][I][26356]: Game stdout/err: SkyKeyframer::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd)
[thread 00000002][I][26356]: Game stdout/err:
[thread 00000002][I][26365]: Game stdout/err: CellularCloudGrid::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd)
[thread 00000002][I][26365]: Game stdout/err:
[thread 00000002][I][26365]: Game stdout/err: CellularCloudGrid::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd)
[thread 00000002][I][26365]: Game stdout/err:
[thread 00000016][I][27820]: No backend thread commands for full second. Flushing OpenGL to make sure it hasn't deadlocked.
[thread 00000016][I][29730]: No backend thread commands for full second. Flushing OpenGL to make sure it hasn't deadlocked.
[thread 00000002][W][43644]: Refreshing folder '/tmp/arma3VH82u6/', temp folder is 'C:\tmp\arma3VH82u6\'.
[thread 00000016][I][45264]: No backend thread commands for full second. Flushing OpenGL to make sure it hasn't deadlocked.
[thread 00000016][W][46157]: Texture could be copied faster through Draw: Source format: 33326, dest format: 36012
[thread 00000016][W][47860]: No resource data for resource 0x7f537017b348, subresource 1, skipping copy!
[thread 00000016][W][47860]: No resource data for resource 0x7f537017b348, subresource 2, skipping copy!
[thread 00000016][W][47860]: No resource data for resource 0x7f537017b348, subresource 3, skipping copy!
[thread 00000016][W][48033]: No resource data for resource 0x7f537141bb08, subresource 1, skipping copy!
[thread 00000016][W][48033]: No resource data for resource 0x7f537141bb08, subresource 2, skipping copy!
[thread 00000016][W][48033]: No resource data for resource 0x7f537141bb08, subresource 3, skipping copy!
[thread 00000016][E][55351]: Program from shader GL_FRAGMENT_SHADER with length 43760 and CRC 0x55917270 has not been successfully linked. Program info log:
error: Too many fragment shader texture samplers
[thread 00000016][I][55507]: ===enforcing log flush===
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