datter
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Everything posted by datter
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Dealbreakers - pursuade me to buy this game...
datter replied to Acecool's topic in ARMA 2 & OA - TROUBLESHOOTING
If you need persuading you shouldn't buy it. It's really that simple. -
Can the AI see through grass? Some testing.
datter replied to datter's topic in ARMA 2 & OA - GENERAL
I did a bit more testing on this. Tried some stuff on a tarmac, and with the ghillie suit. Encouraging results. -
Have you tried new video drivers lately? If so did you : 1) Uninstall the previous drivers 2) Reboot into safe mode and run Driver Cleaner (or some such) 3) Reboot, disable all virus scanning software and install new drivers 4) Reboot A few months ago I updated my drivers just by installing them over what I had. I thought everything was fine until I noticed a lot of strange stuff going on in Crysis and other games. Some of it not dissimilar to what you are describing above. Once I removed the new drivers, properly cleaned up (in safemode) then reinstalled them (with my virus stuff off) things went back to normal. Not saying this is your problem, but it's worth considering. Regardless I wouldn't be too upset, your rig should be fine so something is screwy somewhere. Just a matter of finding out what.
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What does the "aiming deadzone" under gaming options do?
datter replied to Chomp's topic in ARMA 2 & OA - GENERAL
In OFP and ArmA there was a default deadzone in the middle of the screen where you could move your cursor/aim-point without moving the view of the soldier. This was on by default, and could be adjusted up or down in the options. Setting it to zero locked the view to the cursor making it behave like every other FPS you've ever seen. In ArmA2 this deadzone alteration is still in place, but defaults to zero. I guess they just left the adjustment in there for anyone who wants the OFP/ArmA style view. -
Chuck Norris doesn't join the army. The army joins Chuck Norris.
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Do you happen to have any virtual drive apps installed such as Daemon Tools or PowerISO? The Securom that is shipping on the digital download version of ArmA2 may be seeing these and causing your issues. If you have anything like that uninstall them completely, reboot and see if that helps.
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Can the AI see through grass? Some testing.
datter replied to datter's topic in ARMA 2 & OA - GENERAL
Thanks, I plan to take it a bit further and see what else I can find out. All in all, I'm not unhappy with the results thus far. -
505 is Nexway?
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When they are in your face, displace.
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Hey Tom, fix your damned forum. There is withdrawal happening here.
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Official nvidia 9600gt / 8800gt thread
datter replied to katua's topic in ARMA 2 & OA - TROUBLESHOOTING
System specs CARD: 8800gt 512mb x2 (SLI) CPU: Intel Q6600 quad 2.4gHz overcocked to 3.3gHz RAM: 2gb OS: Win XP Pro sp3 32 bits Resolution: 1680 x 1050 Drivers: 186.18 Game Settings: View distance : 3300 All settings to high, except AF (very high) and post processing (very high) 3d resolution : 133% Average fps: 30 - 40 -
Renamed Arma2.exe to Crysis.exe as mentioned elsewhere around here. A simple work-around fix, bit it does in fact work-around so I'm happy enough. SLI made a huge difference in performance for me.
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I bought from Nexway and I would like a manual. I'll likely never read it, but I'd like it just the same. Complaining to Nexway won't help either, as any manual would originally come from BIS. If Nexway doesn't have an english PDF manual I can't see how they'd be expected to create one, that would be up to BIS.
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If you are at version 1.01 make sure you've raised your fill rate to at least 100%. If you are at version 1.02 make sure you've raised your 3d resolution to at least 100%. When I first installed mine was set really low by default and the word I'd use to describe how it looked would be "blocky". Maybe your problem is as simple as that.
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Ambient Combat Module
datter replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ignore the previous three posts, it appears my thread was merged with this one. -
Ambient Combat Module
datter replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wanted to see how the ambient modules worked, so I could easily populate a town with random civilians and whatnot but it doesn't seem to be working as well as I hoped. I placed the civvie module down in the editor and myself next to it, then hit preview. I did see one civilian wander by but he was it and the town was empty. I then tried out the ambient combat module as per these instructions I did exactly that (this time being sure to sync the logic with myself) and saw nothing aside from one enemy helicopter fly past about five minutes after start. I realize it is supposed to take a bit of time to populate, but am I doing something wrong? How long before I should start seeing enemy infantry and what not? -
Is it possible you also have your rudder bound to your throttle by mistake? So when you are throttled up it's also applying rudder? I had this happen to me recently so make sure you don't have any conflicts in your bindings.
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Silly thing perhaps, but I was hoping for Christmas trees today (Dec25th) as per the easter egg in OFP. datter
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Can't say it any better than that.
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Here's what I want to do; I'd like to run a coop multiplayer campaign which has say 5 to 10 players tasked with accomplishing various missions/tasks. The tricky part is that I want to act as a sort of game master while they're playing. I'd like to be able to observe what the players are doing (perhaps from above or someplace) and command the enemy troops based on that... in real time. Say the players have to patrol from town A to town B. They might do it on foot, or they might make a convoy of trucks. Depending on what they do I might want to order different sorts of enemy to attack... or maybe have a helo overfly them. If they go overland instead of taking the road I'd like to be able to order my enemy troops right then and there to move to intercept them. So while they're playing regular co-op OFP I'm more of a game master playing the enemy forces almost from a realtime strategy point of view. The idea behind this is basically having the players run through a coop mission normally, but have me as game-master being able to control the enemy forces in the area in order to shape the encounters into what I want. Kind of like regular OFP with a neverwinter Nights dungeon master over seeing it. Are there any mods that make something like this remotely possible? I can't imagine, but thought I'd ask. If not does anyone know of any way I might at least get some of this functionality in a coop game? Thanks in advance. datter
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OFP co-op "game master" mod - possible?
datter replied to datter's topic in ADDONS & MODS: DISCUSSION
I had thought the exact same thing, but figured I'd keep my question more simplified at the outset. A scenario; Say you have an enemy base camp with a predefined force on site protecting it. Outside it's perimiter is a small local village that is regularly patrolled by the enemy forces. A small group of players is tasked with infiltrating the base camp and destroying the command center within, though they don't know for certain where it might be at any given moment within the camp... say it's truck mounted and moved regularly from place to place in the camp. So the players decide to move up under cover of darkness and interrogate one of the villagers as to the whereabouts of the command center. Prior to loading the mission, the GameMaster (GM) will set the time of day based on the players decision to go under dark, and the mission starts. Once on the ground the players manuever forwards towards the village, while the GM observes from high above. Since they have a ways to go before making the village he decides to send a patrol of two guys their way, so he redirect the waypoints of some relatively nearby enemy troops towards the players. After they deal with the patrol the players reach the village, sending two players in to find someone to question. They enter a hut and find a man by himself. As they enter the GM clicks the villager... or a drop down... or whatever it might be... and gains 1st (or 3rd) person control of that villager. The players could then interrogate him by interacting with the character, now played by the GM via a real time chat. At some point the GM might decide to throw them a curveball and pull out a handgun forcing the players to kill him. The GM then reverts back to "God" view while the players regroup. Of course the GM then figures that gunshots so near to the basecamp would be investigated and send out a patrol to check it out, and perhaps an overflight by a helo as well. The players won't know about that until they find out on their own though, so they move out away from the village towards the basecamp... etc etc If you ever played a properly run mp game of Neverwinter Nights run by a GM you'll know exactly the sort of thing I'm talking about here. Something like this would be a great deal of fun I think, though the more I think about it the more I think it's a whole new game rather than an OFP mod. datter -
OFP co-op "game master" mod - possible?
datter replied to datter's topic in ADDONS & MODS: DISCUSSION
I won't be buying VBS... and I figured it was possible somehow. Maybe I can ask the guys over at OFP Editing Center once it comes back online, unless anyone here has any suggestions. Thanks, datter -
I had the snapping and crackling sound with my SB Live for a long while and could never find a fix. Strangely, for me it was something incredibly simple. All I did was open the volume control and see to it that all my volume sliders were set to around the middle, and of course turned the physical volume knob on my speakers up to compensate. Before I checked a lot of them were maxed out and I think it was 'overdriving' things a bit. After making this very simple change, the snapping and crackling went completely away and hasn't returned. I wish it was that simple for everyone, but it's something very easy to try out. datter
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Been getting back into OFP a lot lately but wasn't too happy with the way it was running, so I spent the last hour experimenting and I found some very interesting things. I have always run OFP at 1024x768, default draw distance (900), object shadows off (others on), 2048x2048 textures, visual quality in game set to somewhere in the middle. What I notice, and have always noticed with OFP, is microstutters every now and then. I tried 16bit as opposed to 32, lowering the texture size to 512 and even 256, turning off all shadows etc... to no effect. What I figured out tonight is higher settings seem to increase my FPS and totally eliminate the stutters, which makes little sense but I'm not complaining. After an hour of futzing with it I am now running at 1600x1200, 2500 draw distance, all shadows on, textures at 2048x2048 and visual quality in game maxed out and it looks better than ever. For some reason with this set up it's as smooth as silk and the stutters are completely gone. I tested all this out on the 'Battlefields' mission with all the soldiers and I'm rather happy. One of the biggest difference I came across was by switching to 1600x1200. For some bizarre reason the game no loads near instantly for me, and missions load up far, far quicker as well. That makes absolutely no sense but after having sat here for so long messing with everything I can assure you on my machine here it's true. I'm going to do some more testing and throw that DXDLL addon into the mix tomorrow and see what happens. (That's the one that adds reflective water and post processing effects) If you play OFP and have any FPS, stutter or loading issues then give this sort of thing a try. I'd be curious how it works out. datter
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Hi all, I had a cable connection here for about 5 years and never had a problem with OFP mp aside from lousy pings. I just switched to ADSL and now find the in game server browser doesn't work. It simply won't show any servers. A friend on the same adsl connection has the same problem. Any idea what's wrong? Thanks in advance, datter