rübe 127 Posted December 3, 2011 Tks, I didn't use the empty array, for instance: hint format ["%1",[1,2,3,4] call BIS_fnc_arrayShift]; still report error. Ah, yeah. Now I see. You're not supposed to pass the array "as is" to BIS_fnc_arrayShift. Instead you need to wrap it up in yet another array (the " functions parameter array" if you will... you know, the old putting an array in your array, since I heard you like arrays... :p) So you need to write: hint format ["%1", [[1,2,3,4]] call BIS_fnc_arrayShift]; instead. Granted, I'm really not fine/comfortable with this design decision (or style) either (and also a proper function contract is missing; only an example is given...), but the function works as intended. Share this post Link to post Share on other sites
frostwyrm333 1 Posted December 4, 2011 FXAA is quite impressive, it makes vegetation look perfect, and further objects look nicer, although it doesn't really smooth lines much and it causes flickering with thinner lines. Also makes scene slightly blurry but overall it is much better, and it costs less than 2x MSAA I guess. Share this post Link to post Share on other sites
MavericK96 0 Posted December 4, 2011 FXAA is quite impressive, it makes vegetation look perfect, and further objects look nicer, although it doesn't really smooth lines much and it causes flickering with thinner lines. Also makes scene slightly blurry but overall it is much better, and it costs less than 2x MSAA I guess. Yeah, it doesn't do anything for distant lines. Best result comes from a mix of MSAA and FXAA. Share this post Link to post Share on other sites
Vipera 10 Posted December 5, 2011 (edited) I don't like how text looks with FXAA enabled. The text is not clear and font edges are not sharp. BTW, I have removed white sparkling dots in game by unchecking "Use application settings" in Anisotropic Filtering inside Catalyst Control Center. I set 4X Per-pixel samples for my Radeon HD 5870. I don't have sparkling dots anymore! Who-hoo! I use Catalyst 11.11 and I set Low AA in game preferences. Edited December 5, 2011 by Vipera Share this post Link to post Share on other sites
dukenukem. 12 Posted December 5, 2011 snip...edit: my 3D_Performance changes between 93750, 100000 or 1500000 everytime I recreate cfg; I don´t think the high value caused your crash, might be coincidence i get this too, you're not alone. i get crashes when i use default video memory, and it decides to eat all my video ram up slowly. i crash out when i get ~100mb free. very high doesnt crash. Share this post Link to post Share on other sites
NoRailgunner 0 Posted December 5, 2011 Just curious why arma2oa.RPT needs to filled with many lines of original addons in detail? Isn't it better to see something like: "A2 addons ... loaded" "OA addons ... loaded" "BAF (light/full) addons ... loaded" "PMC (light/full) addons ... loaded" "123 addons ... loaded" "456 addons ... loaded and overwriting: <CA... addon>, <Misc...addon> .." Maybe add a option as parameter to create a more detailed report eg -testreport if needed? Btw some vanilla A2 + OA sounds still cant' be loaded and are reported... Share this post Link to post Share on other sites
ast65 10 Posted December 5, 2011 i get this too, you're not alone. i get crashes when i use default video memory, and it decides to eat all my video ram up slowly. i crash out when i get ~100mb free. very high doesnt crash. Doesn´t matter that the value changes, I get same performance with each value, no crashes. Using default memory, though (5850 1gb). Share this post Link to post Share on other sites
Banshee 9 Posted December 11, 2011 Has anyone had sound issues with the last beta (86705)?I've used it twice to host a game for one other player and I cannot hear his gunshots. When he fires on full auto I can but not on single shot. I can hear the terminal sounds just not the bang. Could it possibly be related to the Direct sound issues? Yep we did right now. No shooting sound. That's on the latest beta on a linux server on the linux RC. Share this post Link to post Share on other sites
sickboy 13 Posted December 11, 2011 Updated the ticket regarding the issue; http://dev-heaven.net/issues/26722#note-2 Share this post Link to post Share on other sites