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Everything posted by domokun
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SAS: I really don't think that tweak is going to significantly help you. Have you tried these tweaks? http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466
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Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
domokun replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
In short, not really. To run A2 you need at least a dual core running at 3Ghz (better quad core) and a decent video card. Since you're on such a tight a budget I'd suggest a low-end but recent CPU (e.g. Intel Core i3-2100 £90) and video card (e.g. Radeon 7750 @ £85). Then grab a cheap 1155/H61 mobo for £35, 4GB of DDR3 1600MHz for £20, 1TB 7200rpm HDD for £70 (Samsung SpinPoint F3) and SATA DVD-RW for £15. Finally a decent case & PSU for £55, e.g. Coolermaster Elite 330 with 500W PSU I know that £370 is double your budget but I don't see how you can do it any cheaper. This reputed site underlines this http://www.bit-tech.net/hardware/buyers-guide/2012/05/18/pc-hardware-buyer-s-guide-may-2012/2 Trust me it's worth saving the extra quids and enjoying the game on a fast machine, rather than fiddling around with a croaky ol dinosaur like that one. -
Advice for a complete noob to ARMA2 multiplayer
domokun replied to Dragoon112's topic in ARMA 2 & OA - MULTIPLAYER
Dragoon: welcome abord mate. Most of the good stuff has already been said but here's a few tried and tested tweaks that will help you getting the game running smoothly AND looking good: http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466 -
Operation Arrowhead performance optimizations/comparisons
domokun replied to jpinard's topic in ARMA 2 & OA - TROUBLESHOOTING
VadyaGT: try installing the latest beta patch http://www.arma2.com/beta-patch.php Then, run OA via the new shortcut that the beta patch created in your ArmA2 directory -
graphics bugs with ATI 4800 series (4850/4870/4890)
domokun replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Did you apply the latest beta -
GTnik: Not very good grammar... Seriously, check-out this guide to tweaking OA: http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466
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ArmA2 / OA (low) performance issues
domokun replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
navy198523: it sounds like you've already applied a few optimisations. Check these tried and tested tweaks: http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466 -
Arma 2 Freeze every 5 seconds
domokun replied to sebastianpwns's topic in ARMA 2 & OA - TROUBLESHOOTING
before you tell us what we can and can't tell you, how about you try the following tried and tested tweaks: http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466 -
Nail on head. When using NVGs your eyes adjust to the brightness of the NVGs. When you remove NVGs, your eyes which had adjsuted to the brightness of the NVGs are "blinded" by the lack of light. In reality your eyes take several moments to adjust to higher/lower levels of light. A2 goes someway to simulating this. While far from perfect, it's way more than any other game. I totally agree though with your statement about moonless nights being VERY dark. Fact is that most people live in light-polluted areas and therefore have no idea about real darkness.
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Gave this version a quick test last night and it the results are devastating; AI reactions are even more realistic and deadly! The only problem is that the AI is now much more dangerous. Any tips on how to reduce their lethality? e.g. lower their accuracy
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COWarMod Release
domokun replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
D'you mind sharing your reasons for leaving some of the pbos out from COWarMod? I think that Gunter has done a great job as most of his work is based on feedback from others. Gunter: thanks for that feedback. So it looks like I'll leaving SLX_ShotEffects & SLX_Mod_Veh_Core but removing SLX_Anim_Idle and SLX_Anim_Injured. Thanks for the warning about Sar_Krik but I'd already heeded your earlier warnings. -
COWarMod Release
domokun replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No I'm afraid that it doesn't. SLX_ShotEffects and SLX_Mod_Veh_Core are both present in CWM v1.1. These 2 pbos are in the addons folder Yet they are both listed on your slxbuglist.htm page, i.e. they suffer from known problems. So I reiterate my question, are these 2 pbos really bugged? If so, why are they in CWM 1.1? If they are not bugged or fixed, why are they listed on slxbuglist.htm? Conversely why are slx_anim_idle and slx_anim_injured in the folder "SLX Files not in COWarMod"? -
COWarMod Release
domokun replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Gunter: thanks for the pointers and as usual I have a couple of questions: Why are SLX_ShotEffects and SLX_Mod_Veh_Core included when they're listed as known sources of bugs on your website (good page btw). Conversely, why are slx_anim_idle and slx_anim_injured not included? As both sound interesting. Do they conflict? Are they bugged? Were they obsoleted by a recent patch? -
There is no 1.61 patch. The closest thing are the 1.60 beta patches. Like I said earlier, don't use AA but PPAA. Like I said earlier PPAA is available via the 1.60 beta patches. IIRC the latest beta patches no longer offer FXAA but only PPAA. Check-out this list of tried and tested tweaks for more details: http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466
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COWarMod Release
domokun replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Also can anyone confirm if there is a conflict between gdtmod_anti_tank_grenade_launcher_ironsights and SLX_RPG7? Because they both seem to strive for the same goal (replace default ironsights for RPG7 with realistic ones). -
Since Arma1 (2006?) all betas work have worked in the same fashion, the zip archive contains an installer. Executing the installer causes it to install an executable (arma2oa.exe) to a dedicated directory (...\Arma2\Expansions\beta IIRC) and create a shortcut in A2's root folder. The beta shortcut has a different target line ("..\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion;@CBA...), so when you run the beta shortcut you run the beta executable. This leaves your original A2 executable (1.60) untouched as well as all your A2 shortcuts. Once you get the hand, you can delete and update your beta in less than a minute. The only aspect which isn't very intuitive is the removal of old betas; you're better off simply deleting the "beta" folder rather than using the beta's uninstaller
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COWarMod Release
domokun replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Actually that's not entirely true. Oktane's NoBlur mod removes radial blur. OA's Low and Very Low settings for Post-Processing include many visual effects, including radial blur. Personally I recommend using the Low setting for PP combined with okt_noblur. That way you can enjoy many of the lighting effects without the nausea-inducing and performance-sapping radial blur. However there is another, more important problem with this mod, it requires updating with every new beta. So I would really advise against including in COWarMod, as good as it is. BTW can anyone confirm that the COWarMod works well in MP? The reason that I ask is that a long time ago (18 months?) I introduced my clan to SLX and we encountered so many issues that in the end we abandoned it. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
domokun replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think that you've hit the nail on the head. ACRE displays warning messages in TS3 and OA when it cannot connect. But it does not display any messages when it does connect. So users are left wondering if it is working, or not. Is this something that could be introduced in a new version? A sort of debug console? As for "security settings"? Could you elaborate? Are you talking about firewall? Antivirus? Router? I'm eager for details because reinstalling Windows because a mod doesn't works seems a little extreme.. -
Improved tone mapping for 1.61 proposal
domokun replied to maruk's topic in ARMA 2 & OA - BETA PATCH TESTING
My thoughts precisely. I'd really appreciate some documentation on this. Usually BIS is quite good about noting such evos in their wiki. But this time ... ? -
[CAMPAIGN] 'F.A.L.L.O.U.T' - post apocalypse - (no addons needed!)
domokun replied to yogdogz's topic in ARMA 2 & OA - USER MISSIONS
Any chance that this campaign could be played cooperatively? C004? -
Good point. Because given the incredible solidarity between soldiers and the enormous sacrifices they make, it seems rather unjust and jolly unrealistic to just leave them there, bleeding to death. Then again, that was Dunkirk right? :( Dragging/Carrying an injured comrade to safety, securing the area, calling support and keeping him alive until casevac arrives would add a whole new aspect to a mission... ?
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I'm not sure what the problem is with an installer vs exe but your concerns about version incompatibilities between BE, server/client & steam are unfounded. All beta patches are 1.60 compatible. So if your server is running 1.60, there are no issues with running a beta. As for problems in getting the beta to run on Steam, I'm afraid I can't help you because I didn't get OA through Steam but several others in my clan have been running betas on their Steam versions for years now. If you are serious about OA, do yourself a favour and get the beta. I understand that it's frustrating, I myself wonder why BI hasn't rolled all these betas into an official 1.61 patch. But that's the way its been for several years now and I can't see it changing any time soon...
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Thanks because we really liked the mission idea and the first 500M ;) I don't know whether it is a mod that we're running or whether it's one of the recent betas, but for us, all the AI were whispering once I'd set their Combat Stance to Stealth (IIRC it's 7 then 1) I think that's a shame. If he gets shot accidentally then that's the player's fault. In fact the risk of shooting would only increase the tension and excitement. Maybe the briefing could include a photo of him and/or a description (middle-aged, often wears overalls as he enjoys brewing schnapps). What would be even better would be the ability for him to call reinforcements and/or flee, e.g. if the situation looks bad (X of his men killed in Y mins) he calls for help but if the help does not arrive soon (within Z mins), he mounts in a car with a couple of his best bodyguards and heads for the safety of a major city, port or airport That's good to know. Perhaps hint at this in the briefing, i.e. If you fail to locate the suspect, do not stay long as the locals are fiercely loyal and so you risk being quickly overrun and/or collateral damage. Instead head for your EP and get your men out safely. Also there's another aspect, there aren't enough civilians. I don't know if it's difficult within the editor or a limiation of the RV engine, but I find that it's an aspect that's considerably underestimated. After all, in every conflict there are civilians. Lots of civilians. The injury or death of civilians can be the difference between failure, bitter-sweet success and complete success. Awesome. I can't wait. Vielen danke!
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FV107 Scimitar - interest?
domokun replied to BennyBoy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Let's face it, light tanks are far more adapted to Arma's infantry-heavy focus (rather than MBTs) Moreover they see far more action that their heavier cousins... So as the sceptics say "Bring it On!" -
ai compilation AI Compilation List of Addons/Mods/Scripts & Misc
domokun replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Antrhopoid: glad to see that you're getting stuck in. OA is like an uncut gem, she's got a lot of potential but she requires a fair amount of work. The advantage is that you can fashion her to your liking, i.e. fast'n'furious, hyper realistic, etc. Obiviously the more you customise her, the less likely the missions are run as originally intended by their authors. In terms of modding, the choice is vast so rather than loose yourself, I'd recommend a gradual approach: a) drop in a couple of high-viz/low-impact mods, i.e. audio or video mods, e.g. JRSRS and/or WarFX b) test with a few AI mods, e.g. ASR AI or even Zeus and/or GL4 c) test with a major mod, e.g. COWarMod but customise it to your tastes d) test with a TC mod, e.g. ACE2 e) test with MP mod, e.g. ACRE, PR2 Don't rush in. Take your time. If you feel like you're spending more time configuring & testing, play a few missions. During the missions you'll enjoy yourself but you'll also notice the little details that jar and hinder that suspension of disbelief. Then you can come back to the table with those peeves and "correct" them using mods.