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Everything posted by Drift_91
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64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Ah, you noticed I kinda copied your signature. I just tested flying around in vanilla. Oddly enough I get 30fps hovering over Tuvanaka and 60 at higher altitude with high settings. I still need to test Georgetown. Is the 22fps in YAAB with or without mods? -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Alright, what @Ray Solar said about LoD is actually spot on. I just loaded into the editor and while zooming around the map with the editor camera I noticed my stuttering was almost definitely caused by assets switching between LoD levels. I can whip around the airport runway with no problem, but the instant I moved over near a lonesome bush to the side of the runway I got a single small pause in framerate right as the bush loaded in. I then flew the camera over a forest of small trees and noticed a ton of stuttering. I moved quickly over to a building, once again got a single little stutter right as the detail of the building changed. And as Ray said, I find the LoD downgrades far too close to the player/camera. However I wouldn't call it unplayable except when I fly over a town with my modpack installed. -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
From what he said earlier it sounded like he was experiencing something similar to what I've got going on. Not sure if he's over-estimating the fps values or if you're right about hyperbole. Anyway, I was expecting the 64-bit version to eliminate my stuttering. But I guess my system just doesn't have enough memory for the extra heap space to make a difference. -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
I think he mistyped that or something. Because I agree with him, flying over a town is unplayable. What I experience is 1 or 2 second long stutters/freezes with 0.5 to 3 seconds of solid 30fps+ between. And this is with the 64-bit build reducing my stuttering by like ~70%. With 32-bit I experience that simply zooming in with a 4x optic. Now to be honest I have only played Tanoa with a massive modpack. I guess I'll try flying over a town in vanilla and see what happens. -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Sounds to me like you're being bottlenecked by your CPU. What kind of processor do you have? -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Have you tried increasing the object quality? I recall seeing issues with LoD when it was set low a while back. -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
I see what you're saying now. I thought you meant you already had your view distance at a normal setting and expected the 64-bit to allow it to go higher. I have major performance problems on Tanoa as well. But I had attributed it to my hard drive due to others with the same model having performance issues with it. Whenever I enter a town my game has serious half-second stutters if I'm going any faster than 40 km/h. Once I'm in the centre of the town and stationary, my FPS restabilizes after a short time. -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
As I understand the 64-bit build shouldn't be increasing your FPS at higher view distance. It's main purpose is to stabilize performance, not boost it. I may be wrong on the view distance though, someone correct me if I am. -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
So Windows set the pagefile size to 2GB? Just want to clarify. -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
As I had found out from Dwarden a few pages back you need to download the dev branch of the game client and run the server executables downloaded with the client. It'll be a larger download since you'll be downloading client files with it. Also expect a 5GB to 10GB update almost every day on dev branch. Been noticing a major increase in CTDs as well on dev branch. I play on a private server I run for myself and a few friends; My friend Shields usually sets up a mission for us with Zeus, most of the time it's just me and him on the server. And I swear, without fail, he crashes every single time we're entering the AO on foot. My crashes seem to be timed much more randomly and aren't as common as his. I even had the server crash once since switching to dev build, which I've never had happen before. Could you do me a favour and link the ticket here? I'd like to submit the .bidmp and .rpt files the next time I have a random crash and see if I can get my buddy's crash dump up there as well for BI to look at. About the FPS, I didn't notice any gradual reduction of FPS but I just now checked and realized I'm only getting 30fps or so in my base on Tanoa, which is a bit lower than the 40 to 50 I recall getting before. I'll have to look into the FPS more. -
BIS_fnc_sunriseSunsetTime not reflecting observed sunrise/sunset times
Drift_91 replied to Feint's topic in ARMA 3 - TROUBLESHOOTING
Hate to hijack the thread from feint even further, but I can't seem to find a way to create an account. My forum login doesn't seem to be accepted either. -
BIS_fnc_sunriseSunsetTime not reflecting observed sunrise/sunset times
Drift_91 replied to Feint's topic in ARMA 3 - TROUBLESHOOTING
Now what I don't get is what the blank array in the first one passes to the sunrisesunset command. It gives an output so it's obviously happy with the input. As the original point of the thread, it wasn't doing what Feint wanted, so I'm guessing it was just assuming Jan 1st or something? I thought you had meant both full scripts at the same time or something like that. Eg: hint format ["%1",[] call BIS_fnc_sunriseSunsetTime] hint format ["%1", date call BIS_fnc_sunriseSunsetTime]; Obviously there was no reason for you to think that so I assumed I was wrong, hence why I asked "what do you mean?". Also when I said "the bottom one works" I wasn't saying the top one didn't, just that I'd tested your correction of my syntax and it worked. Sorry for the confusion. -
I need to do two things involving locked doors and was wondering if anyone could help me out. First I need a way to lock certain doors so that AI can't open them but any player can; Basically making a prison/interrogation room to hold captured enemies when we return to base. Just today we threw a friendly AI in a small room and he walked out and ran over to our arsenal, not sure if he was capable of using it because someone shot him. Secondly I want to make it so that people's private rooms in our barracks can only be opened by their owners or a high ranking officer; I'm not sure if there's any way to filter it by Steam ID. Of course these scripts may be a little more complicated than I'd like them to be due to the lock apparently being a global toggle versus the door being locked once and then only applying to certain entities. Anyone think they can help me out? Thanks in advance.
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BIS_fnc_sunriseSunsetTime not reflecting observed sunrise/sunset times
Drift_91 replied to Feint's topic in ARMA 3 - TROUBLESHOOTING
What do you mean by both at the same time? Btw thank you, the second one worked. I don't see why the first option has square brackets and the second one doesn't. -
BIS_fnc_sunriseSunsetTime not reflecting observed sunrise/sunset times
Drift_91 replied to Feint's topic in ARMA 3 - TROUBLESHOOTING
How do I go about doing this? hint format ["%1",[] date call BIS_fnc_sunriseSunsetTime]; I tried the above and it just throws an error. It says I need a closing square bracket right before date, which makes absolutely no sense. -
Ah, alright. Is there some way I could go about finding out? I'd like to submit a feature request on the feedback tracker for BI to make it trigger if it doesn't already. Would be a good idea to make it an option in the module's properties I guess. Btw I appreciate you looking into it as far as you have. Thank you.
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After a quick search of the thread it seems others are having this problem too. Maybe it's been fixed in 2.0, but I'm using the script version. I've noticed that AI tend to get a short move order when they get transferred to HC. Is there a way I can prevent this via the config in the mission init? Or is it fixed in 2.0? Also another issue, this might be something for BI to fix though, once units are transferred to the HC Zeus players are no longer able to rotate them. An example of when this can be a major problem is if a Zeus spawns a fighter jet at the end of the runway and they start trying to take off at whatever angle they spawned at with the Zeus unable to rotate them to take off down the runway. Is there a way we can rectify that or is that a problem with Arma itself?
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Have you tried with an empty vehicle sync'd to a "ModuleRespawnVehicle_F" module? Or is that not intended to work? Edit: Just tested what you did in the video and it works fine. My problem is I'm trying to apply several commands to vehicles respawned via the module mentioned above.
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The "createVehicleCrew ugv_1" I've tested in the editor and on a dedicated server, both in stable and dev builds. The "hint str _this;" I tested just now on the dev build in the editor. After my last post I removed all my mods and installed the 1.8.2 test version and it still didn't work in the editor. I should mention that I'm using the editor in multiplayer mode, if that makes a difference.
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I don't see any hint pop up when it respawns.
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I'm still not quite sure what to do. I tried the following and it still doesn't work. createVehicleCrew _this select 0; I also tried the following with no results ("ugv_1" is the variable name for the vehicle). createVehicleCrew ugv_1 It seems as though the event scripting section isn't doing anything. Am I supposed to be using some other syntax or something?
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Making UAVs Non-Autonomous at Mission Start?
Drift_91 replied to Drift_91's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you. Not sure how I missed that while searching through the list on the wiki. Works perfectly! -
Making UAVs Non-Autonomous at Mission Start?
Drift_91 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've made a sandbox mission where me and a buddy have access to Zeus and the rest of the players on the server have vehicles pre-placed in the editor to mess around with when we're not on to spawn them stuff. A couple of the vehicles I've placed are UAVs. A problem I'm having with the UAVs is that one of them will sit there on the airfield tarmac and fire at any enemy vehicles we spawn nearby while messing about, without even taking off. I've seen an option in the UAV terminal to set them as autonomous or not. But I can't find any way to force it off when the mission starts. Is there an init string I can enter on the UAV in the editor? -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
As for my feedback after actually using the 64-bit executable; Using dev branch with the above profiling changes and a 38GB modpack eventually crashed my game and several programs when my system ran out of memory. I'll test without mods later; But the biggest point to 64-bit for me personally is being able to store a fair portion of the assets from a large modpack in memory. Overall I noticed lag spikes have turned into smoother stuttering, which is far less debilitating in combat. Also looking in and out of high magnification optics results in slight stutter instead of a half-second lagspike. Either the modpack is too performance heavy or my system is just too old for Tanoa in general. I'll test in a bit and see which it is. Here's a link to my .rpt .mdmp and .bidmp http://www.filedropper.com/arma3x642016-12-2214-05-11 -
64-bit Executables Feedback
Drift_91 replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
@dwarden Yes, I realize now. I was just editing my post to let you know I've solved the issue now when you replied. Thank you for the explanation and the workaround; I would have been on a wild goose chase for a solution to the wrong cause of the problem otherwise. :P