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honger

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Posts posted by honger


  1. On 8/4/2024 at 10:26 PM, AttacKat said:

    Config -> Video -> General -> Overall 
    It will also kill your FPS
     

     

    OP literally wrote the Overall setting for rendering distance DOES NOT increase the road render distance and it is valid, unlike your message. And this video is completely irrelevant, not to mention more than a half of suggested "improvements" there actually decrease the game's performance.


  2. 1 hour ago, rhett.butler.108 said:

    I realise that I'm not that important

    Completely unsubstantiated statement. Forum activity dropped by a considerable number ever since the official Discord server was introduced. Receiving an answer does not depend on importance of the entity but on how the question was formed, at what hour it was asked and what category it was placed in. And a bit of luck to have it seen by someone who can actually help. And expecting an answer within 3 hours in those circumstances is a bit... detached.

     

    I do not recall an option called "Rewind". You can either "Revert" from the beginning of a mission or "Resume" to continue with the latest save. Arma 3 is prone to have the "Resume"-type saves getting removed when there is a ton of saving happening or a lot of data to be saved. One of possible solutions would be as follows:

     

    1. Use file explorer to find your save folder ( Usually C:\Users\yourname\Documents\Arma 3\Saved\[Campaign folder, don't remember the name])

    2. Find one of the existing savegame files, say autosave.Arma3Save or save.Arma3Save.

    3. Make a copy of that file and rename it to "continue.Arma3Save".

    4. Restart Arma and the "Resume" button should be available.

     

    It is possible the save will be older than the last one you made, but still, probably better than starting over. And this issue is pretty common. Googling "Arma 3 can't load recent save" or anything similar would return a dozen results with the solution I posted and some more.


  3. Sorry for digging up an old thread but I am seeking guidance.

     

    How can I go about halting the Dynamic Ambient loops? I am making a mission in which certain sections are supposed to have specific tracks played. From what I gathered by looking at your pastebin snippets, neither loops nor EH seem to have any form of a "toggling" variable. Force-playing track also seems to be not the best idea as the EH will fade it out if in specific circumstances.


  4. Can't view the mdmp but if you want to be sure, why not monitor the RAM usage the same way you monitored the temps? Can't really see a reason not to do that, there are plenty of software capable of doing so. I assume this is without mods too. And it's better to leave the memory allocation to Windows itself. Make sure you have no custom parameters in the Launcher.

     

    On 7/31/2024 at 7:50 PM, SharpshotM16 said:

    although with nothing open at desktop it says 6gb in use, which I'm unsure of why

    Windows itself (+ any othher process you have running) require RAM. It's usually around 4 gigabytes if you have a clean Windows 10 installation.


  5. On 4/22/2024 at 12:56 PM, Lazarczyk said:

    Napisałem tu post ale po opublikowaniu widzę pozmieniane bez sensu słowa i zdania . Dlaczego ? Edytowanie nic nie daje. 

    Co? Może masz w przeglądarce wtyczkę (albo opcja jest domyślnie włączona, jak np. w Chrome), która tłumaczy ci forum z angielskiego na polski i przy okazji przekłada sam polski "na nowo". Swoją drogą, forum jest po angielsku i korzystają z niego nie tylko Polacy, to wypadałoby pisać też w ingliszu, możesz wrzucić sobie w tłumacza żeby się nie męczyć.

     

    Zresztą od zgłaszania problemów są prywatne wiadomości do moderatorów, tutaj tylko spamujesz.


  6. You can press Ctrl+A to brace rifle on left shoulder.

     

    More than hope you will need knowledge, this will be a ton of work as every animation for every gun is made right-handed, and most of them are obfuscated, meaning you would have to make literally everything from scratch. If you've never made an animation mod or animation at all, then it will take you way more time than you think you can spare. Not worth IMO.


  7. Then revert all the changes you've made according to that "optimization video", make sure you don't get the FPS wall in completely non-messed environment. If you don't get that issue anymore and you still want to follow this... guide, try doing it step by step and make performance checks between each of them to find which thing causes the issue. I'd blame custom launcher parameters first, Process Lasso does not seem like it would lock frames in such weird way.


  8. Ravage seems to be removing environmental sounds from the Chernarus 2035 map, any ideas why would this mod do that and how to fix this? On it's own the terrain works perfectly fine, once Ravage is added - with or without needed modules - every ambient sound except footsteps is gone.


  9. I'm trying to display a rather long paragraph on screen during mission intro. I'd like to maintain the typing effect during it, so I tried BIS_fnc_typeText and BIS_fnc_typeText2. Unfortunately BIS_fnc_typeText2 has an artificial and, to my little knowledge, hidden/obscured character limit causing lines to not show up on screen after a certain amount of characters has been displayed, no matter how short each string would be.

     

    I decided to use BIS_fnc_TypeText instead, but it also has a culprit I don't know how to bypass, and it's the width limit being of about half of the screen. Don't know if it has to do something with safeZoneX/Y or pixelGrid, but the width is rather small and a lot of space is ultimately wasted. How can I increase the width of text displayed in this function (other than making the structured text's size smaller)?

     

    Below is simplified code of intro I'm making:

    Spoiler
    
    titleCut ["", "BLACK FADED", 999];
    sleep 1;
    private _scriptHandle = [
    	[
    		["LOGIN: ", "shadow = '1' size = '0.7' font='PuristaBold'"],
    		["Korneedler", "shadow = '1' size = '0.7'", "#aaaaaa"],
    		["", "<br/>"], // line break
    		["PASSWORD: ", "shadow = '1' size = '0.7' font='PuristaBold'"],
    		["************", "shadow = '1' size = '0.7'", "#aaaaaa"]
    	],
    	0, 0,
    	true,
    	"<t align='left' font='PuristaBold'>%1</t>",
    	[],
    	{ false },
    	true
    ] spawn BIS_fnc_typeText2;
    waitUntil { scriptDone _scriptHandle};
    sleep 1;
    setAccTime 2;
    private _scriptHandle = [
    	[
    		["GENERATIONS AGO, A GLOBAL CATACLYSMIC EVENT SCORCHED THE WORLD WHOLE.", "<t align = 'left' shadow = '1' size = '1' font='PuristaBold'>%1</t><br />"],
    		["NEWLY EXPOSED AND VOLATILE MATERIAL COMBINED WITH AN EARTH SHATTERING TECTONIC COLLAPSE, DISMANTLING CIVILIZATION WHOLE", "<br /><t align = 'left' shadow = '1' size = '1' font='PuristaBold'>%1</t><br/>"],
    		["THE WORLD ORDER WAS DESTROYED. HISTORY AS WE KNOW IT - CHANGED FOREVER.", "<br /><t align = 'left' shadow = '1' size = '1' font='PuristaBold'>%1</t>", 15]
    	],
    	safeZoneX + 0.2, safeZoneY + 0.2
    ] spawn BIS_fnc_typeText;
    waitUntil { scriptDone _scriptHandle};
    setAccTime 1;
    sleep 1;
    titleCut ["", "BLACK IN", 3];

     

     


  10. Bumping this up in case someone knows an actual, proper way of executing the outro phase.

     

    As of now I set my scenario(s) in following way

    • intro phase with code executed through initIntro.sqf (Arma 3 reads it automatically)
    • the playable scenario part with init.sqf for startup code (obviously)
    • outro phase with any unit/object placed and code in its init field: execVM "outro.sqf"

    I found somewhere deep in webs that Arma is supposed to run outro through initOutro.sqf but it probably is obsolete ever since the Outro phase has been split into Win and Loose. Good thing that initIntro.sqf is not checked twice (at least I think so? Not sure how to verify this) for Intro and Outro phases.


  11. Pretty late seeing this but you can use built-in cheats to unlock all missions (campaigns or scenarios) and then revert from the mission you have played last time. You could have installed a mod that messed up your profile (or used a cloud saving app or was cleaning junk files and save folder got caught in the crossfire). There are a few possible causes but losing saves is not critical, your Steam achievements and time trial records are saved outside anyway.


  12. 3 hours ago, Xy. said:

    proof me wrong einstein !!!

    prove*

    This game is not abandoned, it's being updated and issues are addressed every day, it's just the forums are rarely used now as the ARMA Discord server is the main communication channel now, and the Feedback Tracker is the official tool for posting feedback and reporting bugs or issues. And if you want to be helped instead of being treated like a furious child, try being polite and ask your questions on Discord/make a ticket in Feedback Tracker.

    • Like 2

  13. Someone made a comment about that on Steam Workshop, so I'll address the issue here too, especially since now I am not the only one noticing this.

    For some reason, while the zombies are seen as hostile and being fired at only by OPFOR - immediately, BLUFOR and GREENFOR don't do that. They can call out the contacts and look at them, but they will not shoot until a unit within the group receives damage. It doesn't have to be damage dealt by the zombie itself, I could kill one guy as a person from hostile side and once they go into combat mode, they start recognizing zeds as enemies and open fire. I haven't made any reliable testing to verify if this is the same for the spawned agents and normally placed civilian-zombie group equally, but there definitely is a significant delay for non-OPFOR guys to open fire.

     

    Right now using non-OPFOR AI as a manner of defense does not make sense unless they are made invulnerable, otherwise most of them would die before opening fire. Could this be looked into in the nearest future? 


  14. It's not CBA's fault because every other mod depending on it (and also is that old) simply works, it's just GCam being a piece of shitty code. If you want to fix it, either start the game in profiling branch with logs enabled to see where and what breaks and then remove or rewrite the pieces of shitty code. Of course to reupload this back on Steam you would have to get the original author's permission.

     

    Or what could be easier, just write it from scratch, you will have easier time understanding the code you write rather than spaghetti "leftovers".

     

    Or the easiest way, just wait until someone else makes the new version.


  15. This raport does not mean anything, you should provide a full RPT log generated by the game upon crash. Refer to the BIKI to see how to access it - https://community.bistudio.com/wiki/Crash_Files

     

    Make sure you're not using mods to exclude everything actually not related to the crash. If your game does not crash when running it totally vanilla, and only that RIS thing is the one being culprit, contact the mod author.


  16. Commandos from Orel 4 are assisting Czech levy en-masse that is under active attack of GCM rebels. During the exchange, special forces receive intel about a television centre crew taken hostage by the Germanic Confederation Movement...

     


  17. GCM insurgents managed to steal a significant number of military equipment during their last ambush, now all Orel units of Czech Armed Forces are on a hunt for these supplies - before rebels manage to exploit their advantage.

     

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