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Raycast relates to determining if something is intersecting a line from the point of origin heading to it's destination; that's my quick 30 second google lesson haha.

So perhaps by declaring limitations to visible raycasting they're limiting the distance a visible line can be drawn via the raycast methodolgy?

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Getting missing tails rpt report:

5:27:18 Cannot load sound 'a3\sounds_f\arsenal\weapons\smg\sting\sting_tail_forest.wss'

5:27:18 Cannot load sound 'a3\sounds_f\arsenal\weapons\smg\sting\sting_tail_forest.wss'

5:27:21 Cannot load sound 'a3\sounds_f\arsenal\weapons\smg\sting\sting_tail_forest.wss'

5:27:21 Cannot load sound 'a3\sounds_f\arsenal\weapons\smg\sting\sting_tail_forest.wss'

5:27:25 Cannot load sound 'a3\sounds_f\arsenal\weapons\smg\sting\sting_tail_forest.wss'

5:27:25 Cannot load sound 'a3\sounds_f\arsenal\weapons\smg\sting\sting_tail_forest.wss'

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> Optimized: Visibility raycast for dead bodies is limited to 50m. For alive soldiers it is limited to 3km.

As somebody already mentioned, AI does very little with dead bodies. So now, if dead body is further than 50m it is invisible for AI (this should save some CPU time).

As for alive soldiers - this is to limit visibility test for AI if you have crazy high draw distance - again saving some CPU time.

> It is confusing - I understand the changelog is written by programmers, but at least they could clarify the more cryptic statements like that so we can understand what we need to look for.

and are primarily written for programmers :)

Edited by Dr. Hladik

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We try to 'translate' some of the change log entries to be more readable to all of you testing here, but there isn't always time to manually process them one-by-one. Our team is also aware that their public entries will be shared here, so I'm sure they are trying to make them understandable whenever they can, including programmers ;)

If something slips through, ask here like you have been doing and we'll try to get the right person to explain.

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I (and I'm sure others) appreciate the follow ups guys - I've worked in a few places where time is of the essence and sometimes the work-speak gets passed onto people who don't know it so then it all gets a bit confusing.

Just glad you still work daily on Arma :)

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I (and I'm sure others) appreciate the follow ups guys - I've worked in a few places where time is of the essence and sometimes the work-speak gets passed onto people who don't know it so then it all gets a bit confusing.

Just glad you still work daily on Arma :)

+1

Anything that saves CPU time is more than welcome :)

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Goodbye "Rearm at Rifleman 1500m East" :)

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Without any expertise, I assume the reason for more z-fighting in 3rd person is because there's two (the ground and the soldier) objects very far apart on the screen at the same time. So the dynamic z-buffer becomes less accurate, hence the fighting. Lose the guy (or any other object) in the view near the camera, and the buffer can handle the terrain polygons better.

The same thing happens on the ground too; when you're prone in grass with high powered scope, the distant polygons start to fight. If you stand up, so that the grass (or ground) disappears from sight, the fighting decreases.

Or does this happen only in the current dev build? In which case it's a new bug.

Edited by Greenfist

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Without any expertise, I assume the reason for more z-fighting in 3rd person is because there's two (the ground and the soldier) objects very far apart on the screen at the same time. So the dynamic z-buffer becomes less accurate, hence the fighting. Lose the guy (or any other object) in the view near the camera, and the buffer can handle the terrain polygons better.

The same thing happens on the ground too; when you're prone in grass with high powered scope, the distant polygons start to fight. If you stand up, so that the grass (or ground) disappears from sight, the fighting decreases.

Or does this happen only in the current dev build? In which case it's a new bug.

This is present on the Dev Branch, if someone can test Stable then maybe a new bug.

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Seems to be a bug with the FIA off-road randomisation scripts, placing them just now in editor/ZEUS only comes back with the Red off-road scheme and no customisations.

Also there's a texture error on the FIA quad bike wheels. Civ versions seem unaffected. anyone confirm?

I just fixed these issues, it should be in the dev branch soon ;)

Thanks for the report!

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Is that on Altis or a different map? - I wanted to check this on my PC but can't find any body of water (river) like it on Altis

This is Kunduz, try a part of Altis with shallow water like the swamp area.

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Yeah definitely getting that as well. (zfighting in 3rd person, not in first) Skydiving 2000m with this in the player init:

setViewDistance 3000; setObjectViewDistance [3000,200];

It's absolutely horrific- gah!

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But that's a very common problem in nearly all 3D engines. The question is, does it happen only in the dev branch?

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No idea - my crappy internet says "no" to changing branch to check.

Shut down the game first

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Shut down the game first

No, I don't have enough internet allocation to keep switching branches.

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Thanks for link but I'll pass. I don't really want to put another version of Arma on my SSD or any additional software. Plus I recently uninstalled Arma 3 tools due to buggy-ness. (P drive corrupted and addon-builder wouldn't build).

Im sticking with Arma 2 tools and pbo project for time being. :)

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Tools have become much better recently. P-drive you don't need to have anymore. Addon builder works perfect for me and has done so for months. You just have to configure it properly. One important thing that is easy to forget is the "list of files to copy directly". It has to look like this:

*.p3d;*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.sqm;*.ext;*.dbf;*.prj;*.shx;*.shp;

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Todays update seems to have fixed the "always start walking" bug - Thanks BIS!

Still have invisible backpacks for Ghillie wearers...... it's just wrong I tells ya;-)

Edited by petek

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