Arma 3
RS - Rain Textures
Rabid Squirrel  [developer] 20 Aug, 2016 @ 4:09pm
Bug Reports / Known Issues
Known Issues:
2021-02-01
  • Textures will occasionally not load.
    • Status: No Fix Planned
    • Cause: Arma rendering issue, materials are correctly set but will simply not be loaded by the engine.
    • Linked: Arsenal Error Below.
    • Fix: (Sort of) Restart the game.
  • There is currently no way to adjust the textures on weapon attachments. Additionally, some weapons cannot be re-textured due to the same problem.
    • Status: Blocked
    • Cause: This is caused by the lack of defined HiddenSelections in all the Attachments and some weapons created by Bohemia Interactive.
    • Resolution: Will Fix as soon as this limitation is gone, or I find a way around this problem).
    • Link: Arma 3 Feedback Tracker[feedback.bistudio.com]
  • Water textures not loading on vehicles (including GM vehicles)
    • Status: No Fix Planned
    • Cause: See "Textures will occasionally not load"
  • Wound Textures do not occur on Rain Textured Uniforms.
    • Status: No Fix Planned (Engine Issue)
    • Cause: hiddenSelectionsMaterials overwrites default wound material.
    • Additional Notes: Looking for a workaround.
    • Link: Arma 3 Feedback Tracker[feedback.bistudio.com]

Version 0.3.3:
  • Server .rpt log spam error
    • Status: Resolved
    • Cause: Player Disconnection causes loop to repeat on non-existent object, also caused by nulled objects such as Primary Weapons, Secondary Weapons etc.
  • Rain Textures do not display correctly in the Arsenal
    • Status: Resolved
    • Cause: This seems to be a Problem with the way the Arma 3 Engine handles .rvmats
    • Workaround: Removed option to view rain textured gear in the Arsenal.

Version 0.2.5:
  • Cannot load texture 'rain_tex\vests\data\equip_chestrig_khk_rain_co.paa'
    • Status: Resolved

Version 0.1.5
  • Some backpacks refill after switching from Rain Textures to normal textures again
    • Status: Resolved
    • Resolution: Fix Planned for Release with the Rest of the NATO Gear
  • Compatibility Error
    • Status: Resolved
    • Those affected: ACE, Arma Enhanced Movement, Loadout Transfer, Personal Arsenal - Basically any mod that uses the 'CBA Extended eventHandlers'.
    • Cause: Function declared with "postInit = 1" is overriding the CBA function with the same parameter. Attempted a fix, but that caused 'RS - Rain Textures' to stop working completely. I am now looking for a solution.
    • Resolved: Hooking the CBA postInit Function through my postInit function resolved the error I was getting. Compatibility error has been fixed, I will be running extra tests on all the reported mods with problems just to be safe, but I can confirm that ACE is working correctly now.
Last edited by Rabid Squirrel; 1 Feb, 2021 @ 3:47am
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Showing 1-15 of 47 comments
Burbank 23 Aug, 2016 @ 4:53pm 
So I run a bunch of mods, but when I ran this, my Arma Enhanced Movement mod and Loadout Transfer mod quit working, I went through disabling mods and none worked, so when I disabled this mod, my 2 mods finally worked. No idea what the problem there would've been, but would be cool to have this for more immersion.
Rabid Squirrel  [developer] 24 Aug, 2016 @ 3:03am 
@Burbank - Thanks for the Report, I believe this might be linked to the compatibility issues I am having with other mods such as ACE. I am currently investigating, hoping for a fix soon!
Whiskey 25 Aug, 2016 @ 3:04am 
This breaks the personal arsenal mod!
Rabid Squirrel  [developer] 25 Aug, 2016 @ 3:08am 
@WhiSKey [BE] - Noted!
that postInit ♥♥♥♥♥ around with CBA is totaly false. CBA dont do anything with postInit entry in the cfgFunctions. the part of code you add broke it. the only issue i can find is that you inherit wrong from the base classes and that break the Vanilla Eventhandler System. what then break the CBA system.
Rabid Squirrel  [developer] 26 Aug, 2016 @ 2:08pm 
@joko - ?? Not sure what you are talking about, everything works fine on my end? CBA works fine, ACE works fine.
Rabid Squirrel  [developer] 26 Aug, 2016 @ 2:11pm 
@joko - Unless you are having problems I have not discovered or haven't heard about?
you call the CBA_fnc_postInit in your scripts what you SHOULD NOT DO. that calls every postInit function 2 times because CBA execute this by it self. [] call CBA_fnc_postInit; this line is gets only called in side CBA and is not mean to get called outside. because there get many importent things called and defined. and calling it twice may break many mods.
if you getting errors that say that XEH dont work on your Objects you inherit from the wrong classes.
Rabid Squirrel  [developer] 26 Aug, 2016 @ 2:21pm 
@joko - My postInit call was overriding CBA's postInit call when I first created the mod. Which is why there was an incompatibility problem in the first place.

When I tried to fix it in the beginning I was using CBA's Extended Eventhandlers, but that broke my mod (no errors or anything like that... the textures weren't loading at all - this was a BIS problem).

So I spent some time figuring out how CBA runs it's postInit, then I called it through my function, because my function was what was overriding the CBA's postInit function in the first place.

This is because for some reason Arma can't have two different Functions with "postInit=1;" as a parameter. (Engine problem maybe).

Look I don't know what to tell you other than it's working fine, because it is working fine.
Rabid Squirrel  [developer] 26 Aug, 2016 @ 2:25pm 
@joko - I was left with two options, either I did it this way, or this mod was going to be broken. If I can find another solution, or BIS fixes the problem they have with .rvmats not being loaded properly.

So I have a question for you specifically, is CBA not working for you with this mod running?
no that is false. your function currently overwrite NOTHING from CBA and you extra call only ♥♥♥♥♥ up with CBA. postInit is CLASS based and you dont have any function call like a CBA function. what mean no function get overwritten. the only thing you do is that you inherit from the wrong base classes if you get issues like that.
Rabid Squirrel  [developer] 26 Aug, 2016 @ 2:27pm 
@joko - You aren't listening to me. But that's fine... I'm going to bed... we can continue this in the morning when you aren't so aggressive, and when you can explain the problem properly.
Rabid Squirrel  [developer] 27 Aug, 2016 @ 6:22am 
@joko - I fixed the problem that you were talking about. I know you meant well, but you really shouldn't be so aggressive when pointing out the error, and you need to be more clear when describing something.

Regardless, it's fixed now, and I am no longer calling any CBA functions. The update will be out later today.

PS: The problem I had wasn't what you were talking about anyway, as I turns out my functions were named incorrectly, there was no "inheriting of the wrong class" going on anywhere.
Yamdarnocnivek 27 Aug, 2016 @ 4:44pm 
When I launch the game I get this error. "The exception unknown software exception (0x0eedfade) occurred in the application at location 0x00000000755B96C2." I am running only this mod. Any other combination of mods as well as the vanilla game run fine.
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