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Arma3goodCPUlowFPS

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  1. Arma3goodCPUlowFPS

    Zombie Panic Source

    Hello, do you still play Zombie Panic Source ? its a free source game on Steam which can be downloaded for free without any required game like css and half-life 2. the only thing you need is source sdk base but everyone has it, even new fresh steam accounts which doesnt include any source game. IPs from some awesome servers: 192.223.31.233:27017 192.223.31.233:27015 192.223.31.234:27017 About Zombie Panic: The basic idea of Zombie Panic is to create solid gameplay that is based on a classic zombie outbreak scenario, the living dead are coming for the last remaining humans, and these survivors must fight them off and live through the day. The game works like this: Everyone joins a server, in the beginning you can either choose to join the human team or you can volunteer to be the first zombie. If no one volunteers the game will pick one human randomly and the game begins. The starter zombie's goal is to, of course kill the humans while the human goal is to stay alive as long as possible, complete objectives, or even wipe out all the zombies. The catch is that when a human is slayed he will simply join the ranks of the undead, now ready to finish off his old living teammates. The humans can't tell by the player list who's alive and who's not, eventually there will only be one survivor still standing if all goes wrong, facing all the zombies which used to be allies, with his back to a wall. The zombies only have a certain number of reinforcements (lives), when a zombie is killed they lose 1 life from the counter. However, when a human is killed they gain 1 life. If the zombies only have 1 respawn left the humans can win the round by killing off the remaining undead left on the map. This is the main concept of how the game works but with additional game modes there is a bit more variety to it. Human Advantages: Speed - A zombie can only run at about 80% of the top speed of a human player. Though, the more weaponry and ammo a human picks up, the more it will slow him down tremendously, making him an easy target for the undead. If carrying nothing a human can easily outrun a zombie. Watch out so you don't get cornered... Also, keep an eye on your fatigue meter so you don't have to rest while a horde of undead flesh is scratching your back. Weapons - The humans have a wide selection of different weapons to use for defending themselves, like firearms, explosives and melee weapons. It is essential for humans to locate weapons and ammo around the map in order to survive. Since you only spawn with a random melee weapon and handgun, scavenging is a must. Remember that your inventory is limited and hogging weapons will slow you down, so sharing with your teammates is a must which also promotes teamwork. Panic - If you find yourself cornered and must make a quick escape, the Survivors have the ability to use the Panic feature. Panic will make you drop all your inventory to gain speed and a temporary energy boost. Numbers - At the beginning of the round, there are only few zombies (depending on the amount of players) and everyone else is a Survivor. This means that they can easily watch each others backs and provide covering fire. However, once their ammo starts to run dry and they begin to squabble amongst themselves for the few precious clips of ammo available... Communication - Instead of typing messages to each other (occupying busy hands), which can be really dangerous when the zombies are lurking in the shadows, the humans have the ability to communicate by voice commands. There is a menu with several commands that can help the humans organize a defense, trade ammunition and request help. Barricading - Survivors have the ability to set up a defense by pushing items or using barricade boards. This can help with their survival, but a barricade won't last forever. Zombie abilities and advantages: Regeneration - Zombies will over time regenerate hit points making it more difficult for survivors to make dead the undead. Carrier - The first Zombie of the round differ a lot from the other undead, he looks different, sounds different and have abilities that the average zombie can only dream of. He is the Carrier! With the power to infect people (10% infection chance per hit by default) he will cause panic and paranoia amongst the living. Persistence - Zombies may seem to die often, but they won't give up. They just keep re-spawning over and over until your pistol runs out of bullets, your back is to the wall, and there is no escape. Numbers - Later on in the game, as the undead ranks swell with the freshly dead, the last few humans will find their superior weaponry small compensation for the hordes of zombies that close in. Zombie Vision - With the zombies not being able to use a flashlight, we have given them the ability to use Zombie Vision. Z-vision works in a way that it brightens up any possible light source in a room to make it more viewable. More importantly, humans that keep active will slowly begin to glow red making it easier for a zombie to track their prey. To prevent games of hide and seek a survivor over a period of time of sitting still will also start to glow red by fear of the unknown. Berzerk and Lunge - The zombies have a "Feed-O-Meter" that they can charge up by hitting and damaging survivors. With your stamina you can either choose to lunge, giving you a few seconds of sprint speed that can be a great advantage when attacking a Survivor. Or you can choose to save your Feed-o-Meter bars and charge up your Berzerk. Berzerk gives you 10 seconds of lungespeed and faster attackrate, Survivors will have a hard time facing you upclose. We want the mod to feel creepy and give you a sense of desperation, and yet not take itself so seriously that you can't laugh at the way you got slayed. Overall fun and replayability is the priority, where realism and horror while important are just a bonus when possible. We want a mod that you can easily play with any number of people and still enjoy it. Plus, there's a certain sense of satisfaction in tearing apart the heartless survivors who failed to protect you while you were alive, limb by limb.
  2. Arma3goodCPUlowFPS

    need some help

    hello, i have some problems in terrain builder which i want to discuss it here step by step. my first question is: http://i.imgur.com/aN4r3gG.jpg (127 kB) is this a bug or a mistake by me or normal ? the first arrow above shows the satmap, yet the second arrow at the bottom is the terrain. i imported first the terrain, then the sat image. shouldnt they be at the same position ? sat image is 2048x2048 terrain size in total is 20480m x 20480m the left-bottom corner are: easting (m): 500000.000 northing (m): 442127.390 it is a sample terrain for testing the terrain builder, i got it from here: https://www.youtube.com/watch?v=fNk6lpEGNJA its in the description, its the "My Project Files" link and when u click the link, its the second file called "TutorialMapReal"
  3. hello, here i will post different sizes of a terrain for testing of how arma 3 can handle big terrains. the terrains i will upload are not made by me, i have permission from "TeamProSkill" for using his terrain, resizing it and uploading it. Thanks to him. also, TeamProSkill uploaded a tutorial about the arma 3 terrain builder which is very helpful, take a look @his channel. https://www.youtube.com/user/TeamProSkillLP And Bushlurker working on a great looking BIG terrain too, its 51km x 51km, check it out: https://www.youtube.com/user/BushlurkerVids anyway, i wont make big changes on the terrains i upload, i do only resizes. i wont place objects or creating new textures. my resized version of the terrains are not recommended for playing since there are no objects nor detail which makes it pretty boring for playing. the resized terrains are good for: - testing the arma 3 engine - testing how arma 3 can handle big terrains - testing how arma 3 handle many objects (placing via zeus) - air combat - testing own addons like new vehicles, weapons etc This is my Moddb page where i upload the terrains: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test Current Terrain sizes Uploaded on Moddb: 600km x 600km (DL link: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/downloads/600km-terrain-test) 204km x 204km (DL link: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/downloads/204km-terrain-test) 409km x 409km (DL link: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/downloads/409km-terrain-test) 307km x 307km (DL link: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/downloads/307km-terrain-test) 122km x 122km (DL link: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/downloads/122km-terrain-test) 2800km x 2800km (DL link: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/downloads/2800km-terrain-test) Current Terrain sizes Uploaded on PlaywithSix: 600km x 600km (DL link: http://play.withsix.com/arma-3/mods/OpQXYAu_BE-rCFjNeONGPw/600km-x-600km-Large-Terrain-Test) 204km x 204km (DL link: http://play.withsix.com/arma-3/mods/XrsdhfB9EUOjBQXvFGV4xQ/204km-x-204km-Large-Terrain-Test) 409km x 409km (DL link: http://play.withsix.com/arma-3/mods/aauTXU1ZpEOSECRrfRQEKw/409km-x-409km-Large-Terrain-Test) 307km x 307km (DL link: http://play.withsix.com/arma-3/mods/ybZyJXiDxkCDah2Z3mqtug/307km-x-307km-Large-Terrain-Test) 122km x 122km (DL link: http://play.withsix.com/arma-3/mods/7AjcKnFVDU2Sk_uw5On1CA/122km-x-122km-Large-Terrain-Test) 2800km x 2800km (DL link: http://play.withsix.com/arma-3/mods/nr7VcEOzW0y0UaLQ215Zdg/2800km-x-2800km-Large-Terrain-Test) Current Terrain sizes Uploaded on ArmAholic: 600km x 600km (DL link: http://www.armaholic.com/page.php?id=27859) 204km x 204km (DL link: http://www.armaholic.com/page.php?id=27860) 409km x 409km (DL link: http://www.armaholic.com/page.php?id=27861) 307km x 307km (DL link: http://www.armaholic.com/page.php?id=27866) 122km x 122km (DL link: http://www.armaholic.com/page.php?id=27870) 2800km x 2800km (DL link: http://www.armaholic.com/page.php?id=27871) This also answer the question most people have: that you can have huge terrains (500km x 500km and even bigger) in arma 3. my current test result: - 204km x 204km works currently like a charm, the textures arent that good quality like the altis/stratis one, but it isnt THAT bad. (im not finished with testing since i did this size after the 600km x 600km, maybe the results will change after testing done) - 600km x 600km works, but first you will notice the low quality textures (idk if its possible to have better quality) and some bugs, for example: if you walk and drive, you will notice that you are pushed to left and right. another bug is that on some places, the texture appear in OK quality and if you go/drive few meters, then ultra low texture quality appear and if you go back, the OK quality texture appear again. - 409km x 409km works almost like the 600km x 600km size, but the bugs are a little bit less noticable, for example: you will be pushed to left and right like on the 600km size but not THAT hard, its a bit less now. textures are also a little bit better quality but there is still the texture bug where the low res texture suddenly appear on some places. - 307km x 307km works almost like the 204km x 204km, the only problem i found is: when you drive very fast, the clutter will disappear. texture looks good but on some places, it looks like this: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test , http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test1#imagebox - 122km x 122km works like a charm but i knew that before i resized it, because some times ago i ported the take on helicopters south east asia terrain to arma 3 which is 120km x 120km and it worked there already like a charm. on 122km x 122km you have no bugs, no shaking issue, high quality texture like on stratis and altis, no pushing left to right bug and yeah, its a awesome size which works like a charm :D - 2800km x 2800km works very bad (but it works), the texture is ULTRA LOW quality, it feels you have a 800 ping (and that even in SP/Editor), you can not look around properly without feeling you have 800 ping, if you walk, you stuck almost every meter and if you walk forward, you walk automatically to left or right direction, your weapon is shaking heavy in all direction. this size works but it is not enjoyable. there wont be any further sizes since we know now: the greater the size, the more bugs appear. greater size means more ultra low res textures, more weapon shaking, more stuck when walking etc. FINAL RESULT: if you want a bug-free good quality terrain, i suggest you make your terrain in 122km x 122km size. if you want a greater size but bug-free or with little/almost not noticeable bugs and you are willing to accept on some places a little lowres textures (but not THAT hard and its also not noticeable when there is clutter), then you can even have 307km x 307km terrain but anything above starts to get very buggy. Screens from 409km x 409km size: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/409km-terrain-test2 http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/409km-terrain-test1#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/409km-terrain-test#imagebox (here you can see the low quality texture bug which i talked about in the 600km x 600km test. this low quality texture appear on some places) here are some screenshots of the 204km x 204km terrain size: http://media.moddb.com/cache/images/mods/1/27/26469/thumb_620x2000/arma3_2015-01-07_17-15-02-39.jpg http://media.moddb.com/cache/images/mods/1/27/26469/thumb_620x2000/arma3_2015-01-07_17-15-07-95.jpg http://media.moddb.com/cache/images/mods/1/27/26469/thumb_620x2000/arma3_2015-01-07_17-15-16-80.jpg http://media.moddb.com/cache/images/mods/1/27/26469/thumb_620x2000/arma3_2015-01-07_17-15-25-10.jpg 600km x 600km screenshots: http://media.moddb.com/cache/images/mods/1/27/26469/thumb_620x2000/arma3_2015-01-07_13-13-08-66.jpg http://media.moddb.com/cache/images/mods/1/27/26469/thumb_620x2000/arma3_2015-01-07_13-14-02-51.jpg 307km x 307km screenshots: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test6#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test5#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test4#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test3#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test2#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test1#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/307km-terrain-test#imagebox 122km x 122km terrain: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/122km-terrain-test4 http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/122km-terrain-test3#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/122km-terrain-test2#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/122km-terrain-test1#imagebox http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test/images/122km-terrain-test#imagebox
  4. Arma3goodCPUlowFPS

    Constructive Criticism, Rants And Locking Threads

    i agree 100%. (WARNING: a bit offtopic, but fits to the case of OP) not only when it comes to arma / BI criticism, but when you go to the offtopic section and post your own political views which are the opposite of our media´s or criticism western leaders & media, they also lock your topic or delete your posts fully or even ban you. one guy got banned by maddox because of this and there was really no reason, maddox used as excuse for his ban that the guy was "trolling". (NOW BACK ONTOPIC) some moderators (not all) needs to be removed and/or replaced. i said some because there are good moderators here. some moderators cant stand criticism nor cant some members here (aka fanboys).
  5. Arma3goodCPUlowFPS

    Saudi Arabia General

    German news wrote: LOOOOL! he was the one who helped together with EU, NATO, USA, Qatar, Turkey and other gulf states to create several terror groups like al-qaeda, IS, FSA, NTC rebels, Al-Nusra, taliban etc and helped them with weapons and money to destabilize several countries, including anti-imperialist countries like syria (not counting libya anymore since they success overthrow gaddafi and placed a puppet regime there). king abdullah was one of the biggest terrorist.
  6. Arma3goodCPUlowFPS

    DirecxtX 12 for ArmA 3?

    yeah. DX12, lets take the 12 and split it = 1 & 2. 1+2 = 3 !! OMG HALF-LIFE 3 CONFIRMED!!
  7. Arma3goodCPUlowFPS

    DirecxtX 12 for ArmA 3?

    why is everyone talking about arma 4 ? did bohemia interactive mentioned arma 4 somewhere ? no. did bohemia interactive announced arma 4 ? no. bohemia interactive said that they will work on arma 3 for the next 4-5 years, so dont expect a new arma for a long time, its to early to talk about arma 4 (when it is even called arma 4,, when a new arma arrive, we dont even know how they name it).
  8. Arma3goodCPUlowFPS

    Low CPU utilization & Low FPS

    thank you guys, will install arma 3 again when the expansion has been released, hope we get (more) improvements.
  9. Arma3goodCPUlowFPS

    Low CPU utilization & Low FPS

    have you noticed any FPS improvement with this in SP with AI ? (SP editor without any AI, just placing player isnt a good way to test if FPS increased)
  10. Arma3goodCPUlowFPS

    Zombie Panic Source

    yeah i agree, for some odd reasons it says coop. anyway, if you want to play against AI/NPC zombies, i recommend you the game "no more room in hell", it can be downloaded in steam for free and it works in multiplayer aswell as lan.
  11. Arma3goodCPUlowFPS

    Development Blog & Reveals

    from ArmA 3 scanning the horizon - platform updates section: good one! these problems are there now for over 10 years in various games, now in the scanning the horizon, i read in the "new terrain" section this: how can a new terrain -which can be made later + community done already new terrains- be your main priority then?! i mean wtf ? sorry but thats laughable. another thing is: the all new features you promise, thats all nice and good, including the new terrain, but whats the point of having all these stuff, when i can use them only when im alone in the editor + maybe some AI, to stay on good FPS and whats the point of adding FPS eating features on a game (we saw it with AFM), which already runs like crap ? xD i mean the features are all nice but the the performance should be priority number one, especially multi-threading, THEN it would make sense to add new features which eats FPS when the game uses the hardware properly, the FPS cost of these features wouldnt be really noticed on todays machines. sorry but i can not take this seriously nor can i trust you devs, i believe that you will continue making small optimizations (which are barely noticed by most players) but at the multi-threading part, i dont trust you there and i bet that you will abadone it. but at least you admit that the game has multi-threading problems. now fanboys can not deny it anymore like they did before.
  12. Arma3goodCPUlowFPS

    Why I will never buy any of your games ever again.

    shut the fuck up and stick your head out of bohemias ass, then you will see the world look quite different
  13. did i said that BI should make arma on cryengine ? i only proved thats possible to have large terrains in cryengine, not more not less. and about what engine arma should run: it should run with its current engine but proper multi-core/multi-threading and 64bit support should be added (in short: BI shouldnt switch directly to a new engine, but fixing the current engine, like i wrote few pages before), no matter if 64bit only helps at fkin loading or increase the FPS in fkin fraction of %, we are in 2015.
  14. oh god you are fucking stupid and didnt read my post before. it took me 2 seconds to confirm what i thought, that you didnt done your research nor didnt read my post before. to the first point: this is what i talked about, you have to contact crytek and then they may give you (if you prove them you are working on this and this and has the teampower etc) the source code for the terrains and then you have to code your terrain system into cryengine for your game. and if CE1 or CE2, what does it matter ? its possible to code large terrains in every version of cryengine. oh and every company / team who use cryengine for theyr games, customize the engine to make it fit to theyr game so @the end, it is a custom version. to the second point: yeah. thats for the standard user, for those who use the free ce3 sdk or the newer version which can downloaded via steam but it costs $10 per month. (the free sdk is unsupported now, they wont working on it anymore, if you want the updated and supported cryengine 3 you need to get it from steam for $10 per month). but still if you use the updated and supported version, you can NOT have huge terrain sizes in standard, you still has to contact crytek and prove them you are working on a game which use cryengine and you made progress etc etc etc... and making huge terrains works different than in arma, you cant simply have ONE 40960 x 40960 meter in cryengine, this is not how it works in cryengine, here is a example of one method how it works in cryengine: there are some projects out which are working with terrain streaming, just do research yourself. with this: you knocked out yourself, first saying that large terrain isnt possible, but then quoting a project which confirm what i wrote: that you have to code it into the cryengine to have large terrain available. and for your last question: i dont know what you mean, i didnt talked about any project specific in my previous posts and it doesnt really matter if these projects are going to be released or not. fact is that its possible to have large terrain in cryengine (and for you: doesnt matter what version since different projects are working on different cryengine versions) and that these projects showed us that is possible to have large terrains (again for you: large terrains works different in CE than in arma) i hope this time you understand.
  15. you are the best example of the lazy guys im talking about. here it didnt took me 2 seconds: http://www.cryengine.com/community/viewtopic.php?f=314&t=74175 https://www.google.de/?gws_rd=ssl#q=cryengine+3+MMO+terrain+streaming https://www.google.de/?gws_rd=ssl#q=cryengine+3+large+terrains now, look around. and about the environment: arma 3 environment looks Ok and im fine with arma 3 environment, but still, there are better looking out there. ---------- Post added at 18:05 ---------- Previous post was at 18:03 ---------- i love how every game from bohemia (not only arma, but dayz, take on helicopters etc etc) has bad performance, yet some fanboys blame players for it.
  16. if BI want to stay with the current engine - ok if BI will not add 64bit & proper multi-threading / multi-core (i hope all here knows that the game runs mostly on one core, uses only a small % of the other cores) support - ok but they should write then on the boxes that this game is a very limited sandbox game where you cant have huge battles/wars with good FPS, where you can only have small spec ops/SWAT/Counter strike like battles. about big maps: ok, you can have big maps, but there are other engines out where you can have big maps. cryengine allows you huge terrains in arma level, but not everyone has the access for this. you must contact crytek and provide them your work and inform them about your company (if you have one) and inform them about your project etc to get access to the terrain code. but not everyone knows this because of lazyness to research, this is why i read bullshit from some people here saying that cryengine doesnt allow huge terrains. there are some games WIP with cryengine which has terrain streaming (and which works better than the arma terrain system). anyway, arma terrains can be big, but also cause problems, begining with performance, one word: kavala (and no i dont talk about place yourself alone at kavala and you have good FPS). the engine is in many aspects more limited than we can imagine, from performance/CPU/GPU usage, to terrain, to modeling (in modeling there are many limitations too) and and and... you can do alot in arma, but the few things of the alot runs smooth, so this makes not only the game limited, but the playing too. the only game i know that can be A BIT compared is: garrys mod, why ? because its a sandbox too where you can spawn objects, units etc like in arma. it can also run custom mods, scripts, maps etc like in arma. heck you can even have helicopters and jets there and tanks and military stuff like in arma. but maps are different sizes, there are small maps and some big (not big as arma but still bigger than the usual source maps) yet the source engine is in many aspects more advanced: - 64bit support - proper multi core and multi threading - better ragdolls/physics system - proper bulletholes, sprites, effects - and many more things. there are even life mods running on servers and zombie mods like in arma 3. there isnt a game out which has the same scale of arma 3, but the closest which comes to arma series is garrys mod. i personally prefer garrys mod over arma. in garrys mod, i can do more than in arma, because i can play in garrys mod proper wars/battles with thanks, jets etc which arma 3 cant handle. in garrys mod i can have maps with skyscrapers where arma 3 has problems in terms of performance aswell in terms of model limits. in garrys mod, i can play all the life, zombie and many more mods too. in garrys mod, i can play awesome addons too and in garrys mod, i can play everything with proper multi core, multi threading and 64bit support, with good ragdolls and physics which i cant in arma 3. there is a motto: more is less, less is more. for arma 3 i say: more is less, why ? because arma 3 gives you so much but its very limited which makes you less usage of it. less AI, less FPS, less huge battles etc etc for garrys mod, i say: less is more, why ? because you cant have some things from arma in garrys mod like for example big maps, but you can have proper battles/wars, be it with military, with aliens, or zombies, you have proper 64bit, multi core and multi threading support, good physics, good FPS, proper city maps which can be huge. so guys, i say more is less and less is more :) btw, you can have campaigns and missions in garrys mod, but the creating is far different than in arma series.
  17. Arma3goodCPUlowFPS

    the mapframe

    hello, is there a size limit of the mapframe ? because my terrain builder crashes when i make a big terrain, for example 80km x 80km and i select the whole terrain with the mapframe. or is there a workaround for it ? when i click with the mapframe only at the left-bottom corner, then it works and if i set up everything in the mapframe and export everything, packing into pbo and start game, it works too but is it the right way to do it so ? does it have any bad side-effects during gameplay ?
  18. Arma3goodCPUlowFPS

    the mapframe

    ok thanks!
  19. i agree. the engine is not THAT bad if you not counting the performance in it. creating a new engine is not necessary, they should only make the current engine compatible with modern hardware so that the engine use all resources, even if its require huge or full rewrite of the engine.
  20. because we paid for this game so we as customers: - has the right to say what it wrong with the game - dont expect a 100% bugfree game, but we expect a performance friendly game which arma 3 isnt, not in MP and not in SP. when you are pissed off about these types of theards, why dont you move on and go playing this game with its old wrecked engine and ignoring these theards instead of whining here because customers has enough good reason to be pissed off ?
  21. 343guiltyspark - i agree with you. Llano - we need more and more theards of these. i think that BI is not aware of how the majority of the community is pissed off. so its time that this forum gets bombed with such theards and that is what BI deserved MINIMUM! noob1 - but do we know the new things of the enforce & enfusion engine ? have we informations of what these engines support ? does both engine supports 64bit ? proper multi-threading/multi-core support ? new lighting tech ? etc. Bullet Purveyor - and you fanboy should start to accept that the majority of the community is pissed off with the old wrecked engine and that the engine has huge performance problems.
  22. hello, i have a strange problem with my terrain. on some places, the AI cause my game to freeze and that only on my terrain. take a look at my map: http://i.imgur.com/1UAkEL0.jpg (300 kB) the green circuit (and around it) shows, where my game works without freezes during AI action. also, AI spawn scripts which spawns AI around you works at that place and around it too. no problems. the orange circuit (and around it) shows, where my game get short freezes during AI action. AI spawn scripts has some problem there: less AI get spawned and if i go further to the red circuit, less and less AI get spawned with AI spawn scripts and here we comes to the red circuit: the red circuit (and around it) shows, where my game freezes completly when i place infantry units which fight each other, just about 30-40 seconds after they kill each other, the game freeze completly and i have to exit the game via taskmanager. also, AI spawn scripts doesnt work on that place, it just doesnt spawn any AI. first strange thing on that is: i did some tests and it seems like that it freezes only when i place infantry units. my game didnt freezed when i placed civilian AI and killed them with CAS support via zeus, my game didnt also freezed when i placed opfor units via zeus and a blufor commanche that killed the opfor infantry units. the game freezes as soon as i spawn blufor infantry and opfor infantry units and it freezes only when they fight each other. i will make more tests. the second strange thing is: it is only on my terrain, no matter what size i have. i tried dbo_afghanistan and no matter what corner i use to place units on this huge map. it works, the AI spawn scripts works there, no single freezes and the terrain is 80km x 80km. when i did my terrain 80km x 80km, i got the problems i mentioned above. what is wrong with my terrain that cause my game to freeze when infantry AI fight each other ? i doubt it is the size, because it works on maps which are bigger than mine. it works also with take on helicopters south east asia terrain (120km x 120km) when you play this map on arma 3. and all the AI scripts and all the other terrains work with no problems. so this is why i doubt it is the Floating Point Precision problem. it must be something other. ---------- Post added at 22:17 ---------- Previous post was at 22:16 ---------- here you can download my terrains in different sizes and test it there: http://www.moddb.com/mods/sgtsev3ns-arma-3-terrain-size-test and here get the dbo_afghanistan terrain: http://www.armaholic.com/page.php?id=18805 oh and when i shoot at civilians on my terrain, no matter which place, i get no single freeze.
  23. Arma3goodCPUlowFPS

    the mapframe

    yeah it works but i want to know if BI and bushlurker did the same way with theyr big terrains and if my way has any bad affects for gameplay or during terrain building
  24. physx crashes are fixed in the 1.38 patches.
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