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Vigil Vindex

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Everything posted by Vigil Vindex

  1. Vigil Vindex

    WIll they ever optimize it?

    Optimize your expectations.
  2. Vigil Vindex

    Jump

    I think jumping by itself is not much use, but the idea of being able to scale small obstacles is worthy of being added to the game. The vault mechanic in the game works most of the time but fails to let us do things like climbing through a window, or out of the water. If you haven't tried Bad Benson's Enhanced Movement mod yet you should, it really opens up the environment in terms of access to areas that are usually off limits.
  3. Vigil Vindex

    Arma 3: Community wishes & ideas- DISCUSSION

    I feel the quality is better at low bitrates and file sizes are smaller. I think it would open up mission makers to adding more dialogue to their missions. There is a comparison with other codecs on the site here: https://opus-codec.org/comparison/
  4. Vigil Vindex

    Arma 3: Community wishes & ideas- DISCUSSION

    I really hope that the TAC-OPS DLC will improve basic infantry movement. We need something like Bad Benson's Enhanced Movement mod in the game so we can climb through windows and over walls, or climb out of the water. It really makes a big difference to how you interact with the environment. And MagRepack... And in game engine support for playing opus instead of ogg would be cool too.
  5. Vigil Vindex

    BIS Aircraft Carrier

    This looks amazing. I just hope it is polished enough with supporting features like deployment by air and sea, and also options for infiltration to attack the air craft carrier from the submersible vehicle. And I kind of wonder what ever happened to that submarine model that was in the game and never really used...
  6. Vigil Vindex

    Orange DLC (wild) SPECULATIONS !!!

    I have a bad feeling that it's going to be Bicycle DLC...
  7. Vigil Vindex

    64-bit Executables Feedback

    I just ran YAAB on 1.68 x64 and got under 30 fps and it never used more than 4GB ram despite having 16GB, i5 3570K, GTX970, SSD. Was hoping for moar... /sadface
  8. I think the interesting thing in this video is that on the i5 we see all the cores are all equally being used and never maxing out, yet in the other two we can see core 1 reaching high usage and the other cores being minimally used. I doubt the x64 builds will fix this. I think if we could get Arma to make full use of all the available cores that would be "splendid".
  9. Vigil Vindex

    co10 Escape

    I tried using the option in parameters to save the settings but it didn't seem to work. Anyone else used this feature that can confirm it works?
  10. Vigil Vindex

    Scrap the AI System

    I don't think he stated that SP needs to be online. He stated the obvious fact that it is hard to prove that there is a majority of people playing single player offline. Even if you take away the number of people online from the number of global sales you can't "assume" that all the rest must be playing offline. It is possibly more reasonable to "assume" that those players are simply no longer playing the game. Perhaps subtracting online steam player numbers from the players in servers would give an idea of how many people just play single player but it would not account for those who play offline. Regardless the point I think is that AI improvements would benefit both offline and online play. And that we are seeing the majority of online play focused in areas of PVP type scenarios, possibly due to the issues around MP AI scenarios.
  11. Vigil Vindex

    Scrap the AI System

    I thought they did hire someone. I commented back in 2013 about it and got a response which you can read here:
  12. Vigil Vindex

    Scrap the AI System

    I was really really disappointed when A3 came out that the AI never got the kind of revision that I was hoping for, particularly in terms of performance. When you load up the game in the editor you can see the game runs fine. And even if you load in some AI with no enemy AI or activity the game runs fine. But when you run AI that are active either against other AI or against players you can see a dramatic decrease in performance. Granted these calculations for path finding and engagement behavior will have a performance cost associated with it I still think this is an area that should have been better targeted in A3. Simply by the fact that the maps are so large they really need to be populated with more AI to make them feel alive. The work being done on the dynamic simulation just now could help achieve the perception of more AI on the map in certain circumstances where fast movement across the map in jets for example won't cause issues with caching of AI. And I am glad that some work is still happening on these sort of systems. And after that "no magic bullet" statement I have came to accept that we will never see a revolution in AI performance across the board in A3. So I am watching the DayZ team with much hope for their efforts in making new AI in the Enforce scripting engine to see what is capable of happening in the future with BI products.
  13. Vigil Vindex

    co10 Escape

    We played build 94 and pulling out injured from vehicles was working.
  14. Vigil Vindex

    The still missing and badly needed Marines DLC

    I'd love to see some more things to enable more use of the water, especially after the effort that was put in to make swimming underwater possible in Arma 3. I think even small things like a simple harpoon type weapon would be fun. And of course I think a few bigger things like an LHD, a proper submarine, and landing craft would open up a lot of options. I know the ViV doesn't work for players but I would be happy with a static LHD that teleports with a fade to black screen between transitions. They could add a USV/UUV drone to compliment the land and air drones. And some oil rigs to assault would be pretty cool too.
  15. Vigil Vindex

    Orange DLC (wild) SPECULATIONS !!!

    I hope it is something to let us do more underwater type missions.
  16. I tried doing something similar to this a while ago and ran into an issue with units entering vehicles and the chemlights became attached to the vehicle instead. Not sure if you have ran into the same issue.
  17. Vigil Vindex

    64-bit Executables Feedback

    Yeah I set the maxmem param via the launcher to the maximum, 16gb.
  18. Vigil Vindex

    64-bit Executables Feedback

    I was trying out the x64 build and noticed that RAM usage never went above 4gb, even though I have 16gb. I did notice higher page file usage. Running YAAB was more or less the same as stable branch with stutters and fps. But playing on Tanoa felt much smoother. Will be looking forward to when x64 gets pushed to stable branch.
  19. Vigil Vindex

    [MP][CTI-COOP] Liberation (beta)

    Does anyone have a download link for 0.924 on Tanoa with either CUPS or RHS?
  20. Vigil Vindex

    co10 Escape

    Will try and test out build 92 later tonight. Just escaped Tanoa with build 91 earlier and had a problem with the extraction helicopters not leaving the area, they just waited around. Also noticed that the change log doesn't seem to mention what has changed recently. Is it just major updates that are put in the change log?
  21. Vigil Vindex

    co10 Escape

    Tested build 90 and 91 and still not able to pull downed teammates from vehicles.
  22. Vigil Vindex

    co10 Escape

    Is there a change log that is still being maintained? What is the AT builds? Do they require a mod? And I have noticed while playing the RHS Takistan mission that when you die in a vehicle you can't get pulled out of the vehicle for a revive, so you have to disconnect and reconnect.
  23. Vigil Vindex

    64-bit Executables Feedback

    It can be improved by BIS releasing their own bench marking tools. They must have internal tools for bench marking, if not then how do they know what works and what doesn't, trial & error isn't a very good use of time and is not consistent. I hope BIS makes use of the statistics gathering that was supposed to be available to give us a bench marking mission that provides consistency, and reports back to BIS directly the results (fps, cpu usage, ram usage, gpu usage) along with the settings used and the specifications of the hardware to BIS servers. I think the aggregate analysis of this information would be invaluable to tracking and measuring performance and improvements. Dwarden has been creating profiling and performance builds for quite a few years now and I think having this sort of bench marking system in place would make that work being done more valuable. And having a BIS authored and maintained bench mark would make it easier for people to test out new builds and report feedback on performance. As for x64 itself, I am really glad we have finally reached this point, and hope to see the 8GB hard limit lifted as soon as possible. I think it is reasonable for some Arma 3 owners to expect continued 32-bit support, but it is my sincere hope that Arma 4 drops 32-bit support so that all resources can be focused on the x64 branch. I also hope that Arma 4 doesn't wait for 90% adoption rate of technologies such as Vulkan/Dx12 and VR for it to be supported by the game.
  24. I agree the pre 1.64 functionality was much more effective. A possible solution would be to provide a way to select which marker channels are visible at the top right of the map screen beside the current drop down menus for marker colour and marker type, and the buttons for toggle map texture and center on player position. A drop down menu with check boxes to select which radio channel markers are visible.
  25. Vigil Vindex

    Virtual Garage/Arsenal Discussion

    I am really hoping that the Virtual Garage gets some more love, because it is pretty cool. It would be nice for some options to restrict what shows up in both of these by side or faction.
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