twirly 11 Posted November 1, 2011 (edited) Used -malloc=tbb4malloc_bi all day yesterday and up to now while tinkering with my coop scripting. Considering if I got that shortcut right and it does work... and If I'm not imagining things it seemed a lot smoother for me. This was running two instances of the game on the one machine in two 1528x904 windows. Everything on high or higher except AA... that's set to low. PP also low. Mods running also. AMD 3 GHtz Quad Core 4 Gig (3 point whatever) of RAM Radeon HD 6870 EDIT: I'm not looking at framerates. Looking at framerates just pisses me off! This is just going on the general feel. Edited November 1, 2011 by twirly Clarity Share this post Link to post Share on other sites
CarlGustaffa 4 Posted November 2, 2011 Yes, it's still flickering as is used and should do, but still I'm bothered with the end result. Like flickering not being in synch with screen redrawn or something, leaving several areas of different light intensities. Share this post Link to post Share on other sites
dukenukem. 12 Posted November 2, 2011 @twirly, check your arma2oa.rpt file, it will say which allocator u are using. Share this post Link to post Share on other sites
Fireball 16 Posted November 3, 2011 I was playing [bAF] Striking Angel and I often needed two shoots to kill someone although since this fix I needed in most cases only one if I hit the upper body. Especially the guys behind the walls above the obstacle seem to take more than two hits to their upper body/head. Please don't take this ad absurdum. I think sometimes, the need of a second hit is fine and realistic, specially on anything else but the head. I've read papers which are given out to policemen aspirants, which indicate that, unless you have a very large caliber (.45, .50), you seldom have manstopping power on 1 hit (even though they wouldn't be running around happily ever after, like they do in A2/OA, but that's another story). Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted November 3, 2011 i heared sometimes a soldier could get shot with a small caliber round unnoticed and fight on, untill their adrenaline levels decrease and realise a bullit went trough their leg or arm. so it wouldnt be to unrealistic that a soldier keeps fighting but i think a headshot would instantaniously floor the soldier killed or atleast disabled bigger caliber round should floor a soldier when shot at the torso even when the bullit was stopped by its bullit proof vest but might be able to keep shooting in prone position. i believe soldiers are trained to double tab if not shoot automatic to make shure the threat is disabled Share this post Link to post Share on other sites
stk2008 14 Posted November 3, 2011 I watch discovery channel and I heard that US solders was hitting enemys with 7.62 and as most of you know was not dropping them due to 1. Over kill (the bullet goes straight through and does not cause as much damage as a slower round. 2. The adrenaline of said solder would be able to carry on for a bit so yes it is not unheard of but would be nice still to get some kind of reward for at least hitting them. Though being able to shoot some one at point blank range with a glock to the face should make the enemy drop to the floor and start screaming like a girl. Even if it did not hurt right away you would stop and think oh shit I have been hit in the face WTF WTF ahhhhhhhh.............and so on :) Share this post Link to post Share on other sites
Beagle 684 Posted November 3, 2011 (edited) I watch discovery channel and I heard that US solders was hitting enemys with 7.62 and as most of you know was not dropping them due to 1. Over kill (the bullet goes straight through and does not cause as much damage as a slower round. 2. The adrenaline of said solder would be able to carry on for a bit so yes it is not unheard of but would be nice still to get some kind of reward for at least hitting them. Though being able to shoot some one at point blank range with a glock to the face should make the enemy drop to the floor and start screaming like a girl. Even if it did not hurt right away you would stop and think oh shit I have been hit in the face WTF WTF ahhhhhhhh.............and so on :) Just use the first aid module and you have just that. O.K. I know its not good to use for big missions but it clearly shows that the game can deliver a simulation of gunshot wound effects if you use all its features. Edited November 3, 2011 by Beagle Share this post Link to post Share on other sites
stk2008 14 Posted November 3, 2011 Nice never used that but some missions I play obviously did NOT have it enabled. I normally play ACE2 missions and that uses ACE wounds so that fixes it all so. But yes I have played a few vanilla games on servers and they must have had wounds module off. Any ways keep up the great work BIS you have and all ways will have my 100% loyalty. Share this post Link to post Share on other sites