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if you look at the memory usage of the gpu, you will see the more you have the better it is. arma3 uses as much video mem of the gpu.

thats is really great! on a gtx680 with 4gb the game uses around 3500mb.

really like the way arma3 is in beta, and really looking forward to the final.

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You wanna raise the ambient sounds?LOL I have to lower my volume so much so the wind,cicadas and ocean sounds are not deafening at which point gunfire becomes too low.I like loud weapons and low ambient sounds as that is how real life is.Could possibly be slider to adjust weapon volume against everything else?

Then it could be hardware/driver related and to help the dev's I list my hardware where the ambient sound is way to quite (or the gunfire way to loud ;) ). What hardware do you use Wolf?

Windows 7 Ultimate (64-bit)

Realtek ALC889A sound card on motherboard

Realtek Driver R2.69

/KC

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Then it could be hardware/driver related and to help the dev's I list my hardware where the ambient sound is way to quite (or the gunfire way to loud ;) ). What hardware do you use Wolf?

Windows 7 Ultimate (64-bit)

Realtek ALC889A sound card on motherboard

Realtek Driver R2.69

/KC

After reading your post noticed something that I never did before.When I am standing and doing nothing the ambient sounds are deafening and when I fire weapon the ambient sounds drop to low levels.When I stop firing the ambient sounds amp back up to amplified levels.Any ideas Keycat?

WIN764bit

Sound Blaster Z w/latest drivers

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After reading your post noticed something that I never did before.When I am standing and doing nothing the ambient sounds are deafening and when I fire weapon the ambient sounds drop to low levels.When I stop firing the ambient sounds amp back up to amplified levels.Any ideas Keycat?

Sounds like the dynamic range feature advertised on home cinema setups as "midnight mode". Low volumes are raised and loud parts are muted. See here for the sort of thing I mean. It might be a feature of your sound setup.

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Sounds like the dynamic range feature advertised on home cinema setups as "midnight mode". Low volumes are raised and loud parts are muted. See here for the sort of thing I mean. It might be a feature of your sound setup.

This came to my mind as well... Also known as "(smart) volume normalization". When there are only quiet sounds played, the total volume level is increased, and when louder sounds are played (eg. gunshots), the total volume level is decreased instantly.

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If of those fancy headphones can do it already, why not the game huh?

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Sounds like the dynamic range feature advertised on home cinema setups as "midnight mode". Low volumes are raised and loud parts are muted. See here for the sort of thing I mean. It might be a feature of your sound setup.
This came to my mind as well... Also known as "(smart) volume normalization". When there are only quiet sounds played, the total volume level is increased, and when louder sounds are played (eg. gunshots), the total volume level is decreased instantly.

Thanks guys.That was what it was.STill do niy like screaming cicadas though.:( COnsidering that they burrow underground for 17 yrs to emerge again to mate and then back for 17 yrs its kinda weird how they were chosen as the bug.

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Well the most critqued things were always the AI, and the pathfinding (especially for vehicels).

And I can´t see improvements in those areas. The AI is still very retarded in some situations and don´t get me started on the vehicle pathfinding....

Actually AI is much better than in previous installment of ARMA (moving from cover to cover, flanking etc.) and vehicle pathfinding is also improved (vehicles do follow the road when you set even a distant waypoint, and they will only go offroad if that path is much shorter and there is no road nearby). Try testing in editor before you speak.

And btw, when people discover how to make AI that can behave like human, all of us won't be needed anymore. So take it easy... ;)

Edited by Zeni

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Thanks guys.That was what it was.STill do niy like screaming cicadas though.:( COnsidering that they burrow underground for 17 yrs to emerge again to mate and then back for 17 yrs its kinda weird how they were chosen as the bug.

different broods for different areas. And they come out every year, just every so many years you get the major broods coming out, making a racket along with a mess of dead husks everywhere. I remember the last time we had the local brood come out, they were everywhere and what seemed like nonstop chirping.

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Thanks guys.That was what it was.STill do niy like screaming cicadas though.:( COnsidering that they burrow underground for 17 yrs to emerge again to mate and then back for 17 yrs its kinda weird how they were chosen as the bug.

Sorry if I'm a bit slow today... If I understand you correctly you managed to get rid of the high volume of the ambient sound etc. by turning off that "dynamic range" function for your soundcard? Just want to know just in case this someone else experiencing this wneh using a Sounblaster card.

/KC

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Ai stuck too often

1- stuck with his primary weapon with no reason.

2- Stuck with pistol (often the sniper because AI changes his weapon ceaseless).

3- Medic stuck after healing an unit.

4- Stuck in the air like is in water.

Possible solutions to unstuck if you are the squad leader :

1- Heal the unit several times.

2- Order to reload his primary weapon several times.

3- Doesn't find any solution.

4- Impossible

Mission Makers :

- Remove all pistols

- Switchable all units

These bugs drive me nuts.:banghead:

Edited by EricFr

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Will we see a new dev build today?
I don't think so, it's Saturday, let them rest! :D

Anyways, I have a question regarding a long standing issue with modding: as it is now, any Mod that adds a new element to the HUD (like Shacktack's Fireteam HUD for example) will not work with savegames or reverts... I remember a developer explaining why this happens: will this issue be looked into for a solution, or will it be up to the Modders only to find a way around?

Yay!

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Sorry if I'm a bit slow today... If I understand you correctly you managed to get rid of the high volume of the ambient sound etc. by turning off that "dynamic range" function for your soundcard? Just want to know just in case this someone else experiencing this wneh using a Sounblaster card.

/KC

Yes that cured my issue.My sound card control panel has a "smart volume" function and of course I saw smart volume and just clicked it.

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nightmode audio give a good tactic bonus. if it stays silent for a while around you , the volume raise and you can heard units farther: vehicle engine, far shot etc ...

i always play with it

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i like to have full dynamic range audio, and not "smart ass" volume normalizer. Silent sounds are silent, load a re loud, not identical like with smart volume.

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Actually AI is much better than in previous installment of ARMA (moving from cover to cover, flanking etc.) and vehicle pathfinding is also improved (vehicles do follow the road when you set even a distant waypoint, and they will only go offroad if that path is much shorter and there is no road nearby). Try testing in editor before you speak.

And btw, when people discover how to make AI that can behave like human, all of us won't be needed anymore. So take it easy... ;)

Oh I did. Look at the Videos with AI Bugs in this Thread

Set up a column of 5 or six vehicels and give them a route leading through the town. It will be a complete chaos.

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Thanks guys.That was what it was.STill do niy like screaming cicadas though.:( COnsidering that they burrow underground for 17 yrs to emerge again to mate and then back for 17 yrs its kinda weird how they were chosen as the bug.

That's only American cicadas.

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Oh I did. Look at the Videos with AI Bugs in this Thread

Set up a column of 5 or six vehicels and give them a route leading through the town. It will be a complete chaos.

Speaking of which i noticed something interesting, the 5 hunters i setup to cross Agia Marina, seems to have no troubles crossing the bridges ( both ), which as far as i can remember is always something the AI struggles with, but they seem to have lost the ability to reverse when dealing with a obstacle like a telephone pole, which i can remember them being able to in A1-A2. Tested various times with various waypoints placement and different speed, the 3 types of columns and behaviours. Weird

EDIT: Actually they do back up from obstacles, it was just a weird occurrence because of unconveniently placed waypoint. And they struggle a lot with simple 90° turns.

Edited by Uglyboy

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Are you talking about the Men class in the Editor (as opposed to Men (Recon) and so on) or do all of them use the "man" simulation class?

I think he said the man simulation class.

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Set up a column of 5 or six vehicels and give them a route leading through the town. It will be a complete chaos.

If I've observed this correctly, it works best when all the vehicles are the same type. Like in A2, trying to place a tracked vehicle with the same group as trucks messes up the whole convoy. It's more to it then that, of course.

But I'm fairly sure that however the code is written that makes it possible for an AI to drive in a convoy, doesn't work as well as it could have been. Most likely there are other mechanics that interferes with it as well.

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i like to have full dynamic range audio, and not "smart ass" volume normalizer. Silent sounds are silent, load a re loud, not identical like with smart volume.

Fyi, dynamic range essentially means normalizing sound based on current relative sound loudness, like in Battlefield Bad Company 1/2 and BF 3. Just like all those awful HDR tonemapping things used in games.

The range changes, hence "dynamic".

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im playing battlefield 3, and this game got if not the best, one of best audio engine, and quality ive heard. So i see nothing wrong about that. We were talking about "smart volume" filters on some audio chips, and i mean that i like, when silent sound stays silent, the loud sounds are loud, if your applying "smart volume" or "night audio" functions, which kills the dynamic range of the audio, making all silent sound louder and louder sound quiter. Which sounds awful and unrealistic.

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It depends, in some situations volume normalization might actually work well. To my knowledge, just like sensors of cameras can't capture the same dynamic range of light like human eye, due to the factors in audio recording, processing and playback, the final output of audio isn't able to reproduce the same dynamic range that the equal sounds would have in real life. That's why VN might even increase the feeling of realism in some situations by creating kind of illusion of higher dynamic range of sounds. For example I used volume normalization with JSRS in A2, it really made the already awesome soundworld to sound even more realistic and better in my opinion.

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