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CNutter

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Everything posted by CNutter

  1. CNutter

    Enhanced Movement

    Speaking of people climbing on top of each other, are there any plans to implement the second half of the buddy climb? I.E. I climb on top of someone and up to a ledge (that part works), but then I turn around and reach down with my hand so they can grab on and climb up too. In my mind that would be pretty hard to implement because reasons, but it'd be worth diamonds!
  2. CNutter

    Jets DLC Official Feedback

    I really don't know if it's been mentioned before, probably has, but my forum search skills are too weak to find it... Please, please for the love of all that is holy add a ladder or something to get from the water back up to the deck! There's literally no way I can find to get back on the deck other than placing something with zeus to climb on. I've even tried using the teleport function in MCC, but it places me in the water under the carrier instead of on the deck. Edit:I've come across another problem or two, but I'm not sure if these can even be fixed...
  3. I know it was mentioned earlier in the thread, but I can't find any specific details. So it's been said that we won't be able to resize the left / right panels in the layout editor like we could with the old GPS. Why can't we? Is it a limitation with PIP scaling or something? I would absolutely love the ability to make the panels a little larger without having to change the whole interface size setting. I play with the interface size set to small, and all the other UI elements are the perfect size (e.g. weapons / aircraft info at the top of the screen), but some parts of the left / right panels are just darn hard to read (e.g. the text on the radar / sensor display).
  4. See that's the thing, though. I have my PIP set to ultra. Still getting a really short render distance / really close fog on the right panel cameras. :(
  5. Forgive me if this has already been asked, didn't feel like skimming this whole thread... First, even with object and overall render distance set as far out as it will go, the right panel camera feed has really low render distance (same problem w/ the missile camera). Is this a known issue? Second, will the right and left panels be resizable in the layout editor? That would be a greatly appreciated addition! Also, somewhat unrelated, since the Ghosthawk has the radar displays on the dash, why not give it some form of radar? If it's not going to get any, I think it would be best to remove them since they could be misleading for that very reason. Also, what's up with the third joystick on the center console of the Ghosthawk? Is it just for looks or is it based on something in real life (spotlight / camera pod control maybe?)
  6. So now that were back from the Christmas / New Years hiatus does anyone know if the coming performance builds will continue to be released on 64 bit? Haven't been putting much playtime into the dev release because I don't feel like downloading the 5GB every time I switch between main branch and dev.
  7. Disclaimer, I don't do benchmarks often, let me know if I've left out important data or if you want me to do any other testing! Did 6 quick tests on v7 varying the combinations of -enableHT, -cpuCount, and -hugepages. I used the "Yet Anoher Arma Benchmark v0.98" mission from the workshop because that seems popular...? Also used the following params for all tests: -skipIntro, -noSplash, -malloc=system (Win 10 x64) Overall quality preset: Standard. Render distance set to 4000m, object set to 2000, shadow set to 100 Game was restarted before each test, no mods were used, system specs in my sig. Table: Also not pictured, I tried a 7th test using the same parameters as #6 except I changed -cpuCount to 12, averaged 39 FPS. For comparison, I also switched back to the main branch (1.66.139586) for an 8th / 9th test and used all the same settings as above, no mods, except with only the following parameters: -skipIntro, -noSplash, -malloc=system. Averaged 38.9 FPS in YAAB. I tried one last test for shits 'n giggles on the main branch, same settings as above except I also enabled -exThreads and checked off all 3 boxes for it. Averaged 40.6 Basically I saw a ~2FPS delta between any given test. And frankly, the performance might have been exactly the same and the small FPS differences could've just been random variation. Rather underwhelming results for all that work. EDIT: Just read this "...isn't using hugepages yet either (only tbb4)" That completely flew over my head. Just redid a test with the same settings as # 6 from above except I changed to tbb4, I still only averaged 40.4 in YAAB... Still no change :/
  8. I just happen to have an i7 (albeit only a 2700k) overclocked from 3.5 to 4.8 (sometimes 5 if I fiddle with the voltages but it's sketchy)... I'll get on that cpucount thing later and report back ;), if the results look promising I might up my page file size as well. Do you think this will make the game more unstable / more likely to get memory errors like '3FPS'?
  9. CNutter

    64-bit Executables Feedback

    EDIT: Spoke too soon, dammit! TrackIR is no longer working after multiple game restarts, I'm also getting an insufficient memory available error randomly on game launch ("Not enough physical memory / swap file space for ...MB"). What a shame... EDIT EDIT: So now BE service does seem to be working, still no TrackIR... Battleye service is failing to start (exact same issue ziele posted earlier in the thread), other than that preliminary testing looks alright... Certainly feels smoother, loading times seem a bit snappier, no crashes after ~1 hr playtime. No noticeable FPS increase either, however I didn't see as big a performance hit as usual after loading up a few mods compared to testing in vanilla. Can't speak to whether this will fix my 3FPS bug issues though, 99% of the crashes I had with that bug happened in multiplayer and I can't play multiplayer since BE isn't working. 80% of my playtime is in multiplayer, and I tend to have far greater performance in singleplayer anyway; it's kind of hard to do any meaningful testing right now. I like how mods that might not work with x64 are marked "32-bit only" in the launcher; I suspect that'll be a useful feature for a lot of players as mod teams work to update their stuff. I haven't had any problems with controllers causing issues, and TrackIR is working fine for me in x64 unlike previously mentioned in the thread... The Battleye thing is a serious issue though. I'm wondering if it may also be related to the Battleye update that happened earlier (ref. SECREP 11). Specs in my sig. Well... I think I can see why not many people test dev builds. Why should I disable all of my mods, test in vanilla, then experience bugs when an update goes live because nobody tested to see if the update would break my mods? Seems counter-intuitive to me. Example: If there's a change that breaks a feature several addons use (e.g. a typo in code) that isn't noticeable when playing vanilla, how can devs detect that and fix it when nobody tests with mods enabled. Don't get me wrong though, I try to playtest updates once with mods on and once with mods off... Jeez, us non-vanilla types don't get any love around here.
  10. I'm curious, has BIS tried taking any surveys about this? I've heard several people say the problem happened more or less frequently depending on what mods they were running, some have said it started or went away with a hardware or driver change, and some have said upgrading (or even downgrading) their OS fixed the issue. I think it would be quite helpful to finding the cause of the problem if BIS were to throw together a survey and toss a link to it in the launcher. If they could find a pattern, say certain hardware, mods, or peripheral combos being used among 3FPS victims that isn't present among the non-afflicted, they might be able to narrow their search for a solution. Maybe even give players some kind of forum badge or in-game perk for submitting a survey, something to make them feel good about helping the devs...
  11. If I could shake the hand of everyone (or most everyone) in this thread I would. You people are the reason I still like Arma, even if only a little; because you can see issues and discuss them without blindly eating every bit of swill BIS throws out. I don't feel the need to write much about why BIS is failing to captivate it's playerbase, because it's already been said here and many places elsewhere over the years, but I do want to bring attention to something that hasn't been acknowledged much. The people at BIS who could make these fundamental changes for the better (the people at the top) will likely never see this thread. Even if they did I doubt they would change a thing. Why? There's not enough profit in catering to such a small and apparently dwindling group. Especially if that profit would be derived from admitting that they made so many mistakes with this latest installment of their series. Another issue here is that Arma, as far as I know, doesn't have much (if any) competition on the same military simulation scale. Arma is unique. There are alternatives like Squad, but they don't nearly reach the levels of over-complex, over-engineered, multifaceted gameplay that Arma has to offer. But that's not to say that "we don't know just how much we've got". In fact, that's far from it. What am I trying to say? BIS has somewhat of a monopoly over this niche field of gaming. Because of that, they don't have to listen to anyone but themselves and their bank accounts. To them good stewardship does not matter, and I don't think it has for a long time. I can only hope that they know all too well about these issues, really do care about us, and that the next Arma game will fix the issues of the day and take us back to OFP days. But that's just a pipe dream and I know it... Wow, I guess I really have gotten quite cynical about this all. I almost feel bad that it still has the highest playtime out of all 150+ games in my Steam library.
  12. Still getting the bug, all hopes lost. It was definitely cured for me with the the first version of the new malloc (dated 11 Oct iirc) and the previous profiling branch (1.64.138690). That combo if binary and malloc fixed the bug 95% for me. The newer profiling builds, main branch, and using the new malloc with them has resulted in 3FPS bug crashes within <2 hours of playtime (sometimes less than 5 minutes). I'd say post them anyway, it can't hurt! You could check out Dwarden's profiling builds thread.
  13. CNutter

    Enhanced Movement

    bad benson, Would it be possible to increase EM_weightlimits to values >1, e.g. for player weights of 200%, 300%, etc.? Wanted to do this for compatibility with a gear addon I'm working on (nowhere near release). Details:
  14. Just got the 3FPS bug after 1 hour playtime on the newest tbb4 malloc and profiling build. No crash report as I was able to exit the game without it freezing. Was able to play for quite longer periods on the first malloc update and previous prof build. EDIT: Just restarted the game and my game crashed with a status application hang within 5 minutes of starting to play. I think I'll be switching back to the first malloc update. EDIT EDIT: Switched to the v1 update for the tbb4 malloc, was able to play for maybe 1 hour before getting the 3FPS bug again. I think something in the new profiling build brought the bug back D:
  15. So what does BIS need tested more, main branch with the new malloc (iceman's thread), or the profiling branch with the new new malloc? So far I've had success with both, but I don't want to keep doing really long play sessions switching back and forth between mallocs and branches.
  16. Nah, it definitely said out of memory, wish I had capped it in Shadowplay but I forgot
  17. Was able to play 7.5 hours without crashing just now, 90% of that was on a server with >30 players. Not good for my health, but neato for testing. Crash happened while I was respawning, interestingly there was no frame drop before the crash. Again, higher FPS than usual for most of the session. The new malloc is definitely an improvement, even if I did crash. The basic.rpt says it was 0x0000DEAD, but when the game crashed I got a DX 11 popup that said 0x000out_of_memory or something like that. Link to the crash zip It seems that the crash is fixed for some of us who had the FPS bug, but it's just started happening for people that weren't getting it before. Such fun...
  18. Had good luck so far, better FPS and no crashes as of yet... I'll report back if anything happens. Does BI still want crash logs (rpt, dumps, etc?) if we crash? Edit: Just played about 4.5 hours without the FPS bug or crashing, and even with slightly higher FPS. While I was using the new malloc, I forgot to switch from the profiling build to the main branch if that makes any difference. The next time I play I'll be sure to switch back to main and test that. Oh joy :( Was hoping this'd be the one
  19. @Tankbuster When my game crashes I get the little game crashed info window from the launcher and it has an option to save the crash. It includes all that stuff (rtp's, dumps, dxdiag, etc.) in a .rar file... Then it's pretty easy to just Dropbox them. Doesn't everyone get that popup when the game crashes? Anyway, is it true that nobody at BIS has been able to reproduce the performance degradation bug(s) or any of the relevant crashes? I think I remember reading that from one of the recent SITREPs. I find that really interesting. I think some benefit could come from surveying users who have and have not had the bugs. Perhaps learning the similarities among users who experience these issues could point towards what's causing them and lead to a solution. All I know for sure is that the crashes have gotten more common (for me) with recent game updates, and I'm so paranoid that they'll happen at the worst moment that I can't enjoy playing Arma anymore. They're game breaking. Luckily, they don't seem to happen when I'm playing on my unit's server (no idea why), but I can't play on some of my favorite servers, game modes, missions, without crashing. I've largely stopped playing A3 because of the crashes, and it really really sucks that a fix isn't out yet... Just wish I could do more to speed up the process.
  20. I've stopped getting the 3 FPS bug nearly as often (don't know if recent profiling build fixed it, or the 1.64 update), but now I'm getting a lot of app hang crashes (0xCFFFFFFF). The crashes have happened elsewhere, but I've found that they happen persistently when I try to play on one specific server (usually has 30-50 players on, unmodded server afaik but doesn't block players from using resource addons). Crash usually happens within 2-10 minutes of playing the game after role selection. Previously (1.62 iirc) the app hang crashes would happen unpredictably in addition to the 3 FPS crash, usually when the memory usage was above 2700MB or so. I started using the profiling build via steam while still on 1.62, didn't seem to affect the crashes one way or the other. Since the 1.64 update, the app hangs happen without fail, with or without the new profiling build. Been using the TBB4_bi malloc the whole time. I can't glean anything from the .rpts, but just in case BIS can use them here's three: First app hang was on 1.64 main branch, second app hang was on the most recent 1.64 profiling build, and the third was on that same build with the -crashDiag parameter (not sure if that made a difference). Is there any way to further debug these? I've found a way to reproduce them, but the logs tell me nothing... EDIT: Was just playing on that same problem server trying to replicate the crash again. Only difference was that the server just restarted, and I was able to play for a while without issue, and with higher FPS than usual the entire time (around 45, I usually get 20-30 on that server). After about 30 minutes I got the 3FPS bug, but maybe 5 seconds after the bug the game froze and I got another app hang crash. This happened at around 3000MB RAM used by Arma 3, most recent profiling build, using TBB4_bi malloc. The 3FPS bug started at exactly 15:31:53 in the rpt, (now I'm not so sure...). I know this because I mysteriously died at the exact moment frames dropped. Crash Logs EDIT EDIT: Disregard this post; I'm 99% sure the crashes are related to a script the server is running.
  21. Any updates from BI on the 3FPS / memory issues? Still getting an app hang / memory leak crash. The <3 FPS bug isn't happening as much now. The game has just crashes full stop. I noticed the crashes have been happening between 2200–2900Mb ram used... I haven't tried yet, but was it fixed in the latest dev / profiling builds?
  22. CNutter

    Joystick configuration

    One thing about Arma is the immense customizability, from modding, to mission making, to setting up controls. That being said, A3 does support control schemes for several controllers. But, I much prefer to set my own controls up, especially with Arma, because the game actually has the ability to set every button on my X52-Pro to doing something. Anyway, if you do choose to use a scheme, go to Options > Controls > Controller tab, then select your X52 from the customizable controllers list. Once it's highlighted click customize, and then you can change the sensitivity and dead zones for your control axes. After doing that, click Unmap, (warning!) this will delete all the buttons you've set for the controller. Next click schemes and browse about for one that you want to try, then click Map. After you've chosen a scheme, I would still highly recommend going through each of the control pages under keyboard controls (especially the ones for vehicle, helicopter, and plane) to familiarize yourself with the controls and change any that were mapped from the scheme that you don't like. When all that is done, if you still don't like it and want to start over, you can click Presets at the bottom of the keyboard controls tab and select one to reset all your controls to the defaults.
  23. I pilot aircraft quite often, but I'm still unable to utilize a lot of the buttons on my X-52 Pro. There isn't a key setting in the controls options for a lot of things that are offered in the scroll menu (radial menu? action menu?). Google turned up plenty of results, but none were quite what I'm looking for... I don't want a context based redesigned action menu, or a new UI, I just want to set a key to do an action that isn't offered in the vanilla controls setting. My question is if there is any addon out there that will let me activate scroll menu options with a pre-defined key (or if that's even possible). Specifically the ability to open/ close the (CH-67) ramp, toggle manual fire, and anti-collision lights. Don't mind me, just a random link This was three years ago and BIS still hasn't added the ability to set action menu items to a key wtf?!
  24. Hmm, I suppose if the support is there in the game itself, I could try to make a simple CBA addon to use their modded controls interface for setting the key / key combo. I haven't modded for Arma before, but suspect I could catch on with some study. I'm just surprised that nobody has done this before :huh:. Regarding the X-52P MFD, I started looking into coding "pages" as they're called for the X52P's MFD display, and I've found a C++ wrapper for the Saitek DirectOutput API. But, seeing as Saitek forums was shut down in 2014 and there aren't any archives, I'm having trouble finding any resources as to what exactly the next step would be. This is all a little too advanced for me :/. It may be a few weeks (starting college classes soon), but I'll get back to this thread or start a new one with my findings... Any help or research on either of those topics would be appreciated greatly!
  25. CNutter

    Will you keep buying ArmA games?

    Yeah, I didn't really hit on that because I don't know as much about dev studios as others do. But the issue with money comes back to what I was saying before: Arma will never be as stable / polished / what have you as say TF2 or COD, because it's simply not as popular. Less popular means less money, means less budget for coders and projects. And unless BIS pursues a different sect of gamers from the current (regretfully) small niche it has, they will always be relatively limited by a smaller player base. And in turn, limited by fewer funds. It really, truly, sucks. BIS is still battling memory leaks from 3+ years ago, but yet they have no problem releasing Apex, which only introduced more memory / game hang issues... I get that feature additions bring in the money, but I really really wish that they would / could focus more on QA and debugging before thinking of the next DLC. Perhaps better modding support then? I was playing vanilla just the other day and was getting over 60 FPS on multiplayer servers with 50+ players + countless AI... Yet if I play on a 20 player server with fewer AI and only a few addons enabled, I'm dropped to 20 FPS. One could say I'm using bad mods, but every one I use has been around for years and it's developers have coded for previous Arma games too. I trust that they all can make a decent addon... I guess they do look after the community better than other studios, but from my perspective vanilla just isn't fun in the first place. A lot of it is because I don't like playing with future guns and cars; I like playing with now. But that's a thing that's hard to cater to because the core game took a different approach with A3 than in A2 and others. You're absolutely right, I just tend to be a doom and gloom person.
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