feersum.endjinn
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Everything posted by feersum.endjinn
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So, I've played 1.04 with German CD-key (because cdcheck works with German copy and owner of English version needs his DVD for playing too) and I've come across few bugs. As all versions are basically identical, and only cdkey determines the language, should I report these bugs even if isn't really supported combination? I'm talking about really annoying about bugs like http://img44.imagevenue.com/img.php....0lo.jpg which is caused by faulty language.pbo, someone just copypasted old code in buildings\stringtable.csv, path should be ui_action_open_ca.paa
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Tools like ImageCfg.exe from Microsoft can mark .exe header permanently so that executable runs always on certain processor. But I've gt AMD X2 4400+, running game and dedicated server at the same time doesn't give any kind of performance hit even without forcing them to run on certain CPU.
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Well, generally speaking OS probably knows better where thread is best run on, as it can see big picture what's going on with processes. Of course, if application thinks it knows better, it can suggest OS where processes should be run using Win32 calls like SetThreadIdealProcessor and SetThreadAffinityMask but they aren't really useful in most real life applications, process affinity is most often used to force old buggy multithreaded applications to run on single core (like every game based on Unreal engine :P )
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No, not with current CPUs we have where each core is identical. Though operating systems generally try to run thread on same CPU it was run on last time slice, as it is very likely that L1 cache is populated with that data belonging to thread.
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In all Windows versions with support for multiple CPUs threads from same process can and often will be sent to different CPUs, so every multithreaded program by default benefits from multiple CPUs. As for how much they benefit, it depends on what program is doing. Some problems are easier parallelize than others.
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It is responsibility of operating system and generally speaking if you launch another thread, they will go on to whatever core is free at the moment. What CPU thread runs might change at every time slice, which happens ~1000 times per second (of course there are some optimizations like processor affinity to prevent cache trashing)
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NIM Dynamic Weather
feersum.endjinn replied to smiley nick's topic in ARMA - ADDONS & MODS: COMPLETE
Nice work, but there seems to be slight issue with alpha channel texture filtering in autumn leaves... You can see the white border on leaves, which can be prevented by setting alpha channel to 1 bit and turning off texture alpha interpolation; how it is done, depends on what texture conversion program you use - TexView doesn't support it. Kegetys PAA plugin for Photoshop or PAATool can do it though. http://img163.imagevenue.com/img.php....5lo.jpg Issue with alpha interpolation is explained here... http://community.bistudio.com/wiki/paa#Alpha_channel_interpolation -
They are also companies that have financial resources way beyond what average game developer has. I was beta tester for latest World of Warcraft expansion and hadn't Blizzard told Vivendi "screw Christmas, we can't make it" it would've been in horrible shape at originally planned December release date. And there are still plenty of game stopping bugs left that were reported way way back in beta... Not too many developers can tell their publishers to postpone things after most important sales period of year.
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From fiction, I just finished George R.R. Martin's "A Song of Ice and Fire" series which is HIGHLY recommended and just started on Steven Erikson's "Gardens of the Moon" - both are fantasy, but from different ends of genre. From non-fiction, I've read lots of stuff but there's very few worth mentioning, too many hastily written books to cash on War on Terror and Iraq. Last book I read that I can honestly recommend was Steve Coll's "Ghost Wars" which is about US involvement in Afghanistan from 70's to 2001. I've been trying to get my hands on Mark Bowden's "Guests of Ayatollah" but local bookstore doesn't seem to have it and I haven't bothered ordering it from Amazon yet.
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I'm not British but that racism row in Big Brother got plenty of attention even outside UK... Though considering other women present in that show, it's not too hard to come off as beautiful and sophisticated
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PBO's & Config files
feersum.endjinn replied to otester's topic in ARMA - MISSION EDITING & SCRIPTING
You don't have to, CPP's work just fine. -
Looks like just 1x1 GIF used for tracking purposes. Probably they just blacklisted whole domain for whatever the reason. Firefox + NoScript = no worries though
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PBO's & Config files
feersum.endjinn replied to otester's topic in ARMA - MISSION EDITING & SCRIPTING
Use Kegetys' ArmA tools. http://www.kegetys.net/arma/ -
Yep, it is a known bug and hopefully fixed in next patch. from http://community.bistudio.com/wiki...._Issues
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At least in 1.02 player controlled seagulls are made out of steel I'd love opportunity to kill them not once, but twice
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Unfortunately moderators removed link to somethingawful.com's Second Life Safari but if you can live experiences like that in real life, you have some seriously f'd up friends
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The virtual currencies in SL and such aren't very liquid though, the in game inflation is considerable and there are very limited (if any) options of turning your virtual $100 000 back into real world currency.
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Poll to determine nr. of simultaneous 3D/2D sounds
feersum.endjinn replied to Dwarden's topic in ARMA - GENERAL
16 sounds like good default option, as my onboard Realtek ALC850 claimed to support 46 simultaneous hardware sounds but in practice going anything above 24 produced crackling. This was one reason why I bought X-Fi, for me sounds contribute so much than more graphics. It is kind of annoying to hear tank sounds disappear every time you shoot your weapon or you run so fast that character starts to breath heavily - 16 sounds is way too low for any larger battle. Therefore I vote for some kind of option to enable more 3D sounds for those that have hardware to support it. -
(Made a new thread for this since other thread isn't really proper place for this discussion ) The ODOL P3D's have version number embedded in first few bytes of file, it is worth checking if they have same version as ArmA models. Though in my opinion proper way would be to get MLODs from BIS (if possible, does BIS have rights to give them away or do Codemasters own rights to that material) and give them quick check they have every LOD required by ArmA. That would leave option of upgrading them to ArmA quality texturewise in later stages of project if desired so. It might be even necessary for some things like getting new animations and custom faces to work if they use old czecj selection names.
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A word of warning about TortoiseSVN, while it is extremely nice program the shell extensions it has slow Windows down _considerably_ as for every folder icon displayed, it does file lookup under that folder to see if it is SVN folder or not.
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Due to Activision and developers of "Call of Duty: Finest Hour" going to court, publishing deal for game is now public as it is included as exhibit in the case. Gamasutra has put it on their webpage and includes commentary from other games industry people. It is actually quite interesting read, since these kind of contracts very rarely end up in public. http://gamasutra.com/features/20070112/spark_04.shtml
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CWR Mission Conversion Status
feersum.endjinn replied to Pennywise's topic in ARMA - COLD WAR REARMED
Camera scripts have gotten most changes and we probably have to put preloading to every camera run but for actual mission logic, there shouldn't be too many changes. -
CWR Mission Conversion Status
feersum.endjinn replied to Pennywise's topic in ARMA - COLD WAR REARMED
As ArmA still supports .SQS scripts just fine, I don't see any real need to rewrite everything unless script has to be replaced for some reason. Also I think it's better to grab off mission files from XboX version as they are newest versions out there (as some OFP patches touched SP/MP missions as well). -
ARMA demo and memory utilization
feersum.endjinn replied to sailindawg's topic in ARMA - TROUBLESHOOTING
Any unused memory left over from applications is used as file system cache by Windows. Since operating system tend to be quite effective in choosing proper data to cache, why should ArmA try to reimplement disk caching? Demo memory usage isn't too high anyway because island is less than half of proper Sahrani and demo is missing quite a few units and vehicles, full version uses a bit more memory. Performance is still mostly GPU limited, with Nvidia 7900GS fps was just the same with 1GB or 2GB memory. Alt-tabbing back and forth to Windows was a lot faster with 2GB though, makes script editing and testing a lot more snappier -
We'll probably need some kind of Subversion guide for people who haven't used it before. I can try if I can get some kind of "newbie guide to SVN" together as I'm in process of setting up SVN for FDFmod as well. Funny fact: command line version is a lot more easier for people new to version management than TortoiseSVN despite latter one being GUI software