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Johnny Drama

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Everything posted by Johnny Drama

  1. Johnny Drama

    Task Force Arrowhead Radio

    any intel on the 64bit version? couldnt fint anything in github/website...
  2. Johnny Drama

    X-Cam-Taunus Version 1.1

    Yeah, well, I am not really into mapping, so cant really distinguish between stuff you can fix or stuff you cant ;-[. Just ignore the stuff you cant do anything about. one thing: the big skyscraper hotels; i know theyre arma2, but i remember the ladders on them working in for example breaking point mod on the bornholm map. I really would love to have the hotel roofs as possible locations in game....(instead of ladder maybe some addaction in the hotel lobby to use elevator to top?) found another thing: The big radio tower at 060078: - can land on roof but if you exit chopper you will glitch - if you destroy it, it will collide but will leave no debris (- huge airport tower in the south airport is not destructable) - WIP - garage roofs are glitchy to climb on
  3. Johnny Drama

    X-Cam-Taunus Version 1.1

    cheers
  4. Johnny Drama

    X-Cam-Taunus Version 1.1

    sent you a pm Here another collection of... Taunus bugs #2: http://imgur.com/a/eQBYR edit: Im not really good at making screenshots and the splendid camera seems to have major issues with long range screenshots, at least i dont get all the trees etc to show. same with "normal view". I need to Zoom in with right click (num+) to actually see all the objects at far distances. Also even when i turned off all fog and overcast i wasnt able to remove all the "fog/overcast" over the map.... I did some testing with 11km object view distance. Everything set to ultra. Resolution was 1920x1200. Did some upscaling tests: Day: http://imgur.com/a/0b0Cq Night: http://imgur.com/a/jYVBC all pics as zip: https://www.dropbox.com/s/yu39ju6pasfhsys/Taunus11km.7z?dl=0 you probably need some kind of website/tool which has a comparison slider between the 2 picture, so it makes it easier to see differences. I didnt know of any website...; another way is to download the pics and switch back and forth between them.
  5. anyone else got major probs with this mod and 64bit dev build? When you try to load it as client it works fine, but when i setup a dedicated server with perf binary and large page malloc and clients try connecting with shacktac they will either have their arma or computer crash or get stuck on receiving data after role selection. we had no problems with blastcore, enhanced movement, dynasound, enhanced soundscape, nss admin console, achilles (ares), cba, all cup
  6. brilliant mod together with soundscape. had two long coop session over couple hours not having FPS bug once. will give the suppression and immersion mod a try.,,
  7. Johnny Drama

    X-Cam-Taunus Version 1.1

    Happy new year everyone... finally had some time to play on the map, so I quickly ported an "invade an annex style" mission to taunus and we had some coop rounds today. worked pretty well so far. had some good fun. i dont want to play any other map anymore if Im honest...if there wasnt this big issue...called arma 3: nearly everyone was getting FPS bug. Some after 5min into game, some after 1+ hour. Basically the more locations you visited the faster you got the fps bug. Hope this gets fixed with new mallocs / 64bit. oh yeah, we tried different mallocs and perf binaries..and no, we were not running soundmods. other issues: - some of the new buildings AI pathing is not working. in 1 / 20 cases the AI would fall of the building or glitch through wall. - doorbells play a local sound for the player, not working in MP. - AI Pathing of vehicles : 1. some kind of tree is not recognized by the AI and they will just drive into it all the time and sometimes get stuck 2. some AI pathing of streets doesnt work well, specially on some crossroads vehicle will run into buildings 3. Tank cannons often get stuck in some objects ( probably an arma bug) - Major towns even bring overclocked high end systems down to 20-30 fps with just 40 AI and 5 friendly players around (-> if 64 bit will help with this? Or maybe 2x GPU a là SLI? - none of us had SLI); most of places had 30-50 fps in battle; very good fps compared to other map's fps and object density there were some minor issues with placement / textures. I made screenshots with GPS enabled and a little description below. bugs #1: http://imgur.com/a/MORLm texture bug trees: http://imgur.com/a/aFqYZ If you need further information just drop me a pm. overall i gotta say: bravo, brilliant, absolutely mindblowing. for me this is chernarus 2.0 - please someone link this map to the dayz:sa mappers and show them how to map in 2017. only time will tell if arma 3 is capable to run it eventually. edit: tested 64bit DEV + perf binary / large pages malloc. running around with 7km object view distance and usually 20-40 fps. loaded the complete map into ram with the splendid camera. Arma 3 used over 7gigs of Ram. i kept it running for quite some time, no FPS bug so far.
  8. Johnny Drama

    X-Cam-Taunus Version 1.1

    since the map is so huge and there will be probably tons of minor bugs/misplacement issues, wouldnt it be helpful to create a bugtracker?
  9. Johnny Drama

    X-Cam-Taunus Version 1.1

    i saw it, kinda missed it in the first post
  10. Johnny Drama

    X-Cam-Taunus Version 1.1

    found it nvm, sorry for spamming the thread but this new forum software is the worst ive seen for a long time. runs like garbage on my device
  11. Johnny Drama

    X-Cam-Taunus Version 1.1

    thanks for raising the bar when it comes to map design in arma. hope BIS takes a real good look at how it is done.... Id rather pay 15€ for this than for the buggy and half finished tanoa. you guys have a donate button?
  12. Johnny Drama

    [MP][COOP-60] Co-ops

    really love this framework. well done. I converted it to a couple other maps and it really works well and takes like 15min to port. I also did change all the units to US Army/USMC (+some brit choppers) and enemy to Russian faction. If anyone interested in my defines.hpp just let me know!
  13. some of you players may be interested in the fact that Windows 8/8.1 seem to have biggest issues currently: A buddy of mine had massive probs with ARMA after 1.64. He was not able to get past Main Menu without glitches or crashes. He had to reinstall his drivers everytime he wanted to play ARMA. So I tried all mallocs and lots of binaries, different drivers... and none could fix it. A quick upgrade to Windows10 fixed his problems(arma unchanged!). Can now play hours without crashing using system allocator. tl:dr; if you have windows 8, update to 10 and use system allocator. My experience shows this works best in 9/10 cases with modern intel architecture. in case you are worried about windows 10 spyware, there are free opensource tools available to remove that. google is your friend.
  14. Johnny Drama

    Lets get Arma 3 elected for a steam award!

    I think its pretty obvious....I have over 4000 hours of actual ingame time and i still find new bugs now and then. alot better than no man sky!
  15. well, imho bohemia should be happy about any feedback they get. It is cleary a tbb4malloc problem and one of the causes is cleary the updated sound engine. It is a shame that basically every new feature breaks the game completly and takes forever to be fixed. they release 1.64 without obviously testing enough. I actually asked a dev over discord directly, if they plan 1.64 RC massive multiplayer tests - answer was no. So they either do not care or they still have not learned from the past. Both is a fail. Now nearly everyone has problems with memory errors, low fps or fps bug in big multiplayer session. And dont lie to yourself: It has been like this since alpha release. The problems keep changing, the symptoms are the same: a stable large scale multiplayer session has not been possible yet. And if you want to tell me that those 120 player altis life servers with constant desync are state of the art in 2016 than we have completly different understandings of how it should be. its a fuckin shame that we need this thread at all. have you checked out how old arma 3 is and that we still have to deal with shit like this? for me personally the new DLC policy is a hit in the face. they still want to use this engine, which has cleary been proven to be a huge fail afterall and is not capable of the core features the engine was made for: huge-scale realistic multiplayer. What about investing the hundreds of millions they made with their franchise in a stable, completly new engine. For me its simply a bad joke they still havent managed to get their engine running on a stable state and keep adding features who break it even more. What we are doing here since OFP is beta-testing so they can use our feedback to fix the engine. the same engine they have been selling to the military. i feel used by bohemia. havent felt this used like from any other company before. Oh no i am not at facebook. if you dont want my feedback. its ok. just ban me from the forums like you already did in the steam forums for critic on your dlc and marketing policy. I just hope that we see some more competition in this game genre, otherwise we will be keep getting milked by bohemia. there is just no alternative right now. I am seriously done with it. You dont need to reply to this post as i dont intend to come back again. I have already heard all the ridiculous excuses from arma fanboys.
  16. I usually only use blastcore on the 60 player coop server. yesterday I also used JSRS Apex and with the v7+systemmalloc I got the FPS bug for the first time after about 2-3 hours of playin. After disabling JSRS I could play on couple more hours and did not receive FPS bug again.
  17. v8 seems to be good singleplayer performance with tbb4malloc 20th(+4,35%) - although still a bit worse than v6+ tbb4 20th (+4,87%). i have not tested the combination in MP yet, so i cannot say if it fixes FPS bug. v6 still produced FPS bug for me after 1-2 hours on 60 players coop server. v8+systemmalloc does seem to perform pretty bad (-5%; I double checked the results). i currently use v7 + systemmalloc and had not a single memory error, game crash or FPS bug. Have had a 8hour session without restarting the game once(60 players coop). latest benchmarks: http://i.imgur.com/4FzDIlO.png edit: i have not tested other drivers yet. they run very stable for me and i heard only bad things about newer drivers.
  18. Some of you might have already seen these benchmarks in my steam guide. System specs: 24"@1920*1200@60Hz; Win10 x64; i7 6700k@4,4GHz; 2x8gb DDR4@2400MHz; 8gb GTX 1070@1835MHz driver version 372.70; 512gb SSD I can definetly say that the FPS bug never happened with the Windows 10 system allocator for me. No matter which performance binary or vanilla binary I used. let me know if u need more details.
  19. Johnny Drama

    Steam Workshop Addons

    dont use the steam workshop. its bugged and will download corrupt mods. specially bigger mods are affected. steam workshop has brought me more pain and cost me more time than it saved me. so its more like a hoax. in addition to that every mod is saved twice on your computer. i think every modder should take some days and read the EULA before uploading his mods there. i would never do it, even if would be "perfectly working". no one seems to read the EULA these days...
  20. Johnny Drama

    Visible laser beam for Laser Pointers?

    would be happy if you could share a bit more information about how you did and what problems occured.
  21. Johnny Drama

    Anomalies List

    very nice list that shows the current state of this simulation. far from being final. #arma3foreveralpha i doubt the current engine will be able to deliver a much better realistic experience than it does currently. i was really shocked when i heard they invest money in another stupid DLC instead of using the shittons of money they got from arma 3 and dayz sa and invest that money in a proper engine, the arma community deserves.
  22. anyone got this running with arma 3 or are there similar addons for arma 3 i just cant seem to find? looking for a well done sandstorm/snowstorm/blizzard/seasons script/addon.. seems to be the same addon that is partly implemented in thirsk. the blizzard module for thirsk is working perfectly in arma 3...
  23. Johnny Drama

    FHQ TaskTracker

    thanks alot guys. been waiting for this. now lets dig into this :)
  24. Thanks nikiller, ok so im new to scripting and might need some further help to adept my smoke to your solution. from a friend i got this code and modified it for my needs. it is supposed to look like this: http://imgur.com/vu12ZPE in about 30-50% of the tries it looks this way it is supposed to. but in other cases 1, 2 or all 3 smokes are following the jet on the ground. so x+y is always workin. z is totally random imho. lightsource always works. so it looks like this: (dont mind the other smoke texture) http://imgur.com/a/pVXGE this is the script for 1 jet: trail1.sqf: _object = _this select 0; _li = "#lightpoint" createVehicle (getpos _object); _li setLightBrightness 30; _li setLightDayLight true; _li setLightAmbient[1,0,0]; _li setLightColor[1,0, 0]; _li lightAttachObject [_object, [0,0,0.1]]; //Smoke _ps1 = "#particlesource" createVehicleLocal getpos player; _ps1 setParticleCircle [20, [0, 0, 0]]; _ps1 setParticleRandom [5, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.5], 0, 0]; _ps1 setParticleParams [["\A3\data_f\cl_basic", 1, 0, 1], "", "Billboard", 1, 40, [0, -15, 0], [0, 0, 0.75], 50, 10, 7.9, 0.1, [3], [[1, 0, 0, 1]], [0.08], 1, 0, "", "", _object]; _ps1 setDropInterval 0.001; sleep 30; deletevehicle _li; deletevehicle _ps1; if isServer then { nx1 = [[[n1],"trail1.sqf"],"BIS_fnc_execVM",true,false] spawn BIS_fnc_MP; }; n1 is a jet. is it possible to combine this with your solution? thanks in advance
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