.kju 3245 Posted September 22, 2007 Jacky_Boi, you do have set floating zone to zero (very left), do you? Share this post Link to post Share on other sites
sickboy 13 Posted September 22, 2007 Quote[/b] ]So until it's bug fixed by now, reloading soldiers seem to be invincible when hit but die as soon as their previous reloading animation has finished.You still on pre v1.08? As since 1.08 when I shoot a reloading soldier or whatsoever, he dies immediatly. (Or i might be confused with a unit medic'ing himself)Quote[/b] ]The running animation is just too long to allow a controlled movement. When you release the control unfortunately at the first step of the looping running-animation your soldier puppet will always play the full animation consisting of three steps or whatever.I like this feature, try running in reallife and stopping in 1 MS like every other run-gun-die-respawn shooter out there, you will simply have to calculate it in the equasion and suddenly it's not a problem anymore and takes a little more 'skill'.About the problem itself, I do not experience this input lag myself apart from the problem where even with high resolution mouses, you are not able to exactly put the aim on targets far away, I read about a few fixes, but havent tried them as of yet. Also, the 'floating-zone' in ArmA gives a whole lot different play experience than any other shooter. It simply means that the Arms and possibly upper body move left or right for a while before you really turn, but this is a setting you can control on ur own in the options. Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 22, 2007 Yeah ofcourse, we are just lying for no reason whatsoever.. Funny- I remember when i said about the animations. You came up with this same cock and bull story that it was my pc. Fortunately i work with computers every day, so you didn't convince me it was just my pc. You know your not helping anyone here by telling them its there pc all the time. Your beginning to sound like a stuck record. Like Trapper said its the animations/transitions that suck. Are you still claiming that the animations need longer then +-700ms to stop when going from running to a full stop? Because thats not nearly 3 steps whats said here. You do NOT need 3 steps to stop running in this game, if you do, it is indeed your PC. The only time you need >1 step to stop running is from the 'laying down to stand up and sprint away animation', which isnt a transition. (Last time in the end i just assumed you were talking about stuff like that and just didnt like it or something ) I timed it in the last topic, i didnt get any timings of you people and i still dont know if you people are overreacting or that there is something wrong with your PC. Why would i lie about it? I would hate the game if it took me 3 seconds to stop, hell i nearly stopped playing the game when i had the ridiculous mouse lag. Share this post Link to post Share on other sites
Jacky_Boi 0 Posted September 22, 2007 Q: Yes i have but it still dont make a difference, its not to do with the mouse, keeboard or anything like that, its something to do with the game or the graphics card or something but i dont know how to fix it? I have a Intel Core 2 Cpu 6420 @ 2.13GHz 2.13 GHz <what ever that means. 2046 MB RAM With MS Vista Premium 32-bit OS. Graphics card: Ati Radeon X1650 SE with most resent version. 22" moniter at 1680 x 1050 with 60 Hz refresh rate. Errm i thinks thats it. So please say if anyone can help, its driving me crazy!!! Thanks Jack Share this post Link to post Share on other sites
cross 1 Posted September 22, 2007 Okay, I used to get this on my 7900GS as well (But I now have a X1950 Pro), but whenever I'm walking around or running, sometimes the movement on the screen lags behind the movement of the mouse. It also happens when I'm running, the guy doesn't stop running until a while after I release the key. Can really get me shot, say if I'm running forward a little, and I accidentally run from out of cover due to this error.I tried a search, but could find nothing for ATi cards, so I was wondering - does anyone know  a way to fix this mouse lag? It's really making Arma unplayable. My mouse btw, is a Razer Copperhead. Thanks. Set the floating zone under controls  to 0. Or it happens when the load on your mechine or on the server or the network is a bit too much for your system. CPU+GFX card combination etc.. Share this post Link to post Share on other sites
BraTTy 0 Posted September 22, 2007 Graphics card: Ati Radeon X1650 SE with most resent version. 22" moniter at 1680 x 1050 with 60 Hz refresh rate. Your videocard is certainly struggling. Thats way to high res for a weak videocard.Turn everything to lowest setting Share this post Link to post Share on other sites
Jacky_Boi 0 Posted September 22, 2007 BarTTy: all my setting are low, it runs fine with about 25 FRPS. Even if i turn all the setting to the lowest they can possably be with the reselution on the lowest it still has the same problem with mouse lag! But thanks any way! If anyone else has any suggestions then feel free. My specs are on page 2 if u wanna have a look. Cheers all. Jack Share this post Link to post Share on other sites
ArMoGaDoN 0 Posted September 22, 2007 @JAcky_Boi - that resolution IS high given your specs. I have my core2 sys o/clocked at 2.6Ghz, and 1950 ATi, and I run highest at 1152x864 or whatever it is. Â Some of your lag may very well be down to low fps, yes 25 sound great, but I bet you don't get 25 in trees or in city, or when zoomed-in aiming. Try setting your _Resolution_ lower, and texture detail to low. Â Then see how the lag is. Turning off the vertical sync and triple buffering helps too. Share this post Link to post Share on other sites
cross 1 Posted September 23, 2007 there may be some other application running background..maybe a service. Auto AV check or else. I guess related to processing and not to GFX. Happens to me if forex a background service connects to internet or use CPU like program autoupdate craps.. Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 23, 2007 Yeah ofcourse, we are just lying for no reason whatsoever.. Funny- I remember when i said about the animations. You came up with this same cock and bull story that it was my pc. Fortunately i work with computers every day, so you didn't convince me it was just my pc. You know your not helping anyone here by telling them its there pc all the time. Your beginning to sound like a stuck record. Like Trapper said its the animations/transitions that suck. Just to get back to this: Here you can see how my game responses to me pressing the keyboard/letting the buttons go. As you can see it takes nowhere near 3 steps/seconds/whatever. Is it longer on your system then on mine? Then at least i know what the hell you are talking about. Share this post Link to post Share on other sites
.kju 3245 Posted September 23, 2007 posting for the 3rd time ofpforum ... Here are some demo videos of the animation bugs (size 1-4 MB each) broken/missing transitions all the way crouch_to_fast_forward_transition_3rd_01.avi stand_to_fast_forward_transition_1st_01.avi stand_to_fast_forward_transition_3rd_01.avi strafe_to_fast_forward_transition_1st_01.avi strafe_to_fast_forward_transition_3rd_01.avi strafe_to_fast_forward_transition_3rd_02.avi strafe(crouched)_to_fast_forward(cross)_transition_3rd_01.avi strafe_to_fast_forward(cross)_transition_3rd_01.avi compared to a working one: strafe_to_move_forward(cross)_transition_3rd_01.avi these are config problems.. so even the community could fix them. Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 23, 2007 posting for the 3rd time ofpforum ...Here are some demo videos of the animation bugs (size 1-4 MB each) broken/missing transitions all the way crouch_to_fast_forward_transition_3rd_01.avi stand_to_fast_forward_transition_1st_01.avi stand_to_fast_forward_transition_3rd_01.avi strafe_to_fast_forward_transition_1st_01.avi strafe_to_fast_forward_transition_3rd_01.avi strafe_to_fast_forward_transition_3rd_02.avi strafe(crouched)_to_fast_forward(cross)_transition_3rd_01.avi strafe_to_fast_forward(cross)_transition_3rd_01.avi compared to a working one: strafe_to_move_forward(cross)_transition_3rd_01.avi these are config problems.. so even the community could fix them. Thats unrelated, it doesnt look very nice but it doesnt affect the gameplay in a noticable way. Im talking complaints like these Quote[/b] ]go to editor , put one man press w for one second.release w  and see if man stop dead or continue for 1 step or more. if when you release w your man stops dead ,pls send me your animation.pbo because you have the only one ever released that stops instantly . Quote[/b] ]* Stop movement anytime, not after full animation sequence * Allow small moves in crouched sidestep (note that i made a relevant selection from the post on this page Quote[/b] ]- stopping during sprint: Sometimes you stop immediately and sometimes your model makes 3 more steps. But if u press a lean button your model stops always without the extra steps. http://www.flashpoint1985.com/cgi-bin....8;st=30 Thats what im talking about, it just doesnt happen on a decent working game/PC, as seen here. Share this post Link to post Share on other sites
Dudester 0 Posted September 24, 2007 Yeah ofcourse, we are just lying for no reason whatsoever.. Funny- I remember when i said about the animations. You came up with this same cock and bull story that it was my pc. Fortunately i work with computers every day, so you didn't convince me it was just my pc. You know your not helping anyone here by telling them its there pc all the time. Your beginning to sound like a stuck record. Like Trapper said its the animations/transitions that suck. Just to get back to this: Here you can see how my game responses to me pressing the keyboard/letting the buttons go. As you can see it takes nowhere near 3 steps/seconds/whatever. Is it longer on your system then on mine? Then at least i know what the hell you are talking about. Hahahaha that was the funniest video i have seen for ages. If you use just one finger to play the game your going to die many times. What people are talking about is, that them extra few steps can be very annoying. Like when you sprint for cover only to find yourself over running the cover spot, or not been able to stop in time to kill a camper that you have spotted. You are welcome to your oppinion and if you like the game like this, fair enough. But don't try to convince me that it doesn't create other problems, like the ones i and others have mentioned. Share this post Link to post Share on other sites
.kju 3245 Posted September 24, 2007 thanks for posting the vid ofpforum ! still what you need to check is everything connected to fast forward. so in your example, check crouched standing and start to run. or crouched standing to side strafe or run (being in crouch mode) and try to stop than you will see the light Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 24, 2007 Yeah ofcourse, we are just lying for no reason whatsoever.. Funny- I remember when i said about the animations. You came up with this same cock and bull story that it was my pc. Fortunately i work with computers every day, so you didn't convince me it was just my pc. You know your not helping anyone here by telling them its there pc all the time. Your beginning to sound like a stuck record. Like Trapper said its the animations/transitions that suck. Just to get back to this: Here you can see how my game responses to me pressing the keyboard/letting the buttons go. As you can see it takes nowhere near 3 steps/seconds/whatever. Is it longer on your system then on mine? Then at least i know what the hell you are talking about. 1. Hahahaha that was the funniest video i have seen for ages. If you use just one finger to play the game your going to die many times. 2. What people are talking about is, that them extra few steps can be very annoying. Like when you sprint for cover only to find yourself over running the cover spot, or not been able to stop in time to kill a camper that you have spotted. You are welcome to your oppinion and if you like the game like this, fair enough. But don't try to convince me that it doesn't create other problems, like the ones i and others have mentioned. 1. If i would have kept all my fingers on the buttons you wouldnt be able to see clearly if my fingers press the buttons or not, which would make the video useless. 2. See any extra steps in my video once i release the button? No, they arent there on my PC, thats my point, its not part of the game (design). Â Quote[/b] ]still what you need to check is everything connected to fast forward.so in your example, check crouched standing and start to run. or crouched standing to side strafe or run (being in crouch mode) and try to stop I will check it this afternoon. (IIRC i always used evasive forward and left fast forward unbinded as i never had any problems with doublepressing w.) Share this post Link to post Share on other sites
Trapper 0 Posted September 25, 2007 What I see on your video ofpforum is exactly the sluggishness what I notice when i play. And I don't like it. Maybe it's because I prefer 1st person that I find the responses bad. In 3rd person it looks sooo real and maybe someone gets used to it playing in this view. But what would really be a realistic and precise movement control is a full stop animation transition as soon as any button is released. I don't want to feel like piloting an AI robot while playing a human alter ego when it comes to response time. Video sec 2: almost perfect stop sec 6: there it is, he finishes one step more, probably 1m forward unwanted sec 8: ok sec 10: almost, but the model does somekind of torso "turning in" movement after button release, which will be noticed in 1st person aiming i think. sec12: ok sec16: it finishes the last step after button release but because of the slow movement it's not much of a problem sec 20: as above sec 25: like sec 6, this time it almost looks like 1 and 1/2 step too much Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 25, 2007 What I see on your video ofpforum is exactly the sluggishness what I notice when i play. And I don't like it.Maybe it's because I prefer 1st person that I find the responses bad. In 3rd person it looks sooo real and maybe someone gets used to it playing in this view. But what would really be a realistic and precise movement control is a full stop animation transition as soon as any button is released. I don't want to feel like piloting an AI robot while playing a human alter ego when it comes to response time. Video sec 2: almost perfect stop sec 6: there it is, he finishes one step more, probably 1m forward unwanted sec 8: ok sec 10: almost, but the model does somekind of torso "turning in" movement after button release, which will be noticed in 1st person aiming i think. sec12: ok sec16: it finishes the last step after button release but because of the slow movement it's not much of a problem sec 20: as above sec 25: like sec 6, this time it almost looks like 1 and 1/2 step too much Everytime the stop is (close to) immediately, from going to a full run to a complete stop+weapon raised in just over half a second (which is like 200ms-300ms longer then HL2, but in HL2 your weapon is always raised and ready to shoot which is the main difference). The character never does a complete animation cycle after you release the button, he either completes his step or stops halfway and then transists to the default combat stance animation (In which case his right foot slides backwards over the ground, especially noticable @ 00:25). Note that i never play in 3rd person, but its impossible to count the amount of steps in first person so i decided to do it this way. If you cannot play properly with a +-500ms brake (slightly more of you add the 'raise weapon' part) then i wonder how you run around in real life as you cant stop nearly as fast. EDIT: Your post makes me think like you think that there is some kind of random delay which randomly pops up once in a while? Share this post Link to post Share on other sites
Trapper 0 Posted September 25, 2007 Well when I run around in real life I'm not limited to animations... Yes, the random delay I notice is part of the +-500ms brake. When you compare sec2 and sec6, the first stop is like achieving it in 1ms and the second try is equal to 500ms. You'll hit any value in between at random every time you stop running. It was more predictable in OFP. Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 26, 2007 Well when I run around in real life I'm not limited to animations...Yes, the random delay I notice is part of the +-500ms brake. When you compare sec2 and sec6, the first stop is like achieving it in 1ms and the second try is equal to 500ms. You'll hit any value in between at random every time you stop running. It was more predictable in OFP. The only thing i can think of what could be random is the length of the transition, i tried to record if the length of the transition is longer when the movement is longer (or that the transition just plays faster), but it was too short to record and i couldnt figure it out. (However i may be able to time it with some scripts, i will look into that this afternoon) Something 'interesting' i noticed: Press W for a very short time: You will make half a step with your right leg->Repeat: Another half step with your right leg->repeat: You will make the 2nd half of that step. Quote[/b] ]still what you need to check is everything connected to fast forward.so in your example, check crouched standing and start to run. or crouched standing to side strafe or run (being in crouch mode) and try to stop you mean the: crouch->run->standing up? Share this post Link to post Share on other sites
.kju 3245 Posted September 26, 2007 crouch/stand->run->stop-> you end up in crouch / stand stance again straigt forward, sideways or sideways forward once you do that, you can observe all the problem from the vids above note that you might have to use fast forward Share this post Link to post Share on other sites
DBO_ 0 Posted September 26, 2007 The problem is opforum ,you dont have a single script running . try it whilst in a decent mission and you will see a distinct difference. Whilst i admire your blazen defence of bis , i do not like the fact that your are doctoring results/ testing in a none realistic manner, thus negating any progress with the development /future of arma. in essence you are creating more damage than your trying to avoid. I still laugh at the sig "the next person to mention a bug that bis will fix ............." they really are the reason the cbts is void of bug reports , oh and threads like this. Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 26, 2007 Quote[/b] ] I still laugh at the sig "the next person to mention a bug that bis will fix ............." That started a pre-ArmA release sig about people asking stuff like working trigger-fingers, most people removed it after 1.00 when the game was buggy as fuck(Including me), some people used it again after some patches(And at this point they are right when it comes to certain things, alot of people are just asking for new features now). Quote[/b] ]i do not like the fact that your are doctoring results/ testing in a none realistic manner, thus negating any progress with the development /future of arma.in essence you are creating more damage than your trying to avoid. if you want i can just repeat the test with 150 units running around in the background as it makes absolutely no difference. (Note that im always running stuff like 2nd suppression scripts in the background on all units and thats definitely not the most efficient script there is, but IMO its worth it.) (But i see now that people in older topics were just overreacting, when they said 3 steps i really thought they ment 3 steps.) Share this post Link to post Share on other sites
BraTTy 0 Posted September 26, 2007 I didn't read all but I just want to mention that I have a low-end system (AMD XP4000+, 1 gig ddr, ATI x600 256meg videocard) I have only slight mouse lag, its definately usable. Matter of fact games like Morrowind are worse. I am not sure what anim delays are problem with you guys but I just play, its not bad Dying after reload I have encountered I recall BF:V (and BF2 right?) It you get hit during reload it keeps recylcling...now thats annoying Share this post Link to post Share on other sites
Balschoiw 0 Posted September 27, 2007 Speaking of hardware dependance. I recently upgraded to 2 GB GEIL DDR 400 Ram and as I experienced some kind of mouselag before with the PC 2700 DDR Ram I was kind of curious to test it with new Ram. The problem is no longer existant in any way and I got an additional performance boost for Arma aswell. Didn´t think that the RAM speed actually would have that much influence on performance, but it obviously has. Share this post Link to post Share on other sites
ArMoGaDoN 0 Posted September 28, 2007 PS2 Mouse tweaks this gem of information may help a bit too. Share this post Link to post Share on other sites