feersum.endjinn
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Everything posted by feersum.endjinn
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How do I change the sounds?
feersum.endjinn replied to Novusordo's topic in ARMA - ADDONS & MODS: DISCUSSION
Yes, if you run standard OFP missions with FDFmod enabled new sounds are there. There's no reason why it wouldn't be same way in ArmA as well. -
Those numbers seem bit random at medium range and don't really line up with hardware people have got... Better benchmark probably would be to have various complex scenes with units in them and have camera runs through city/desert/forest terrain at walking/land vehicle/aircraft speed and then have Fraps take minimum/maximum/average frame rates throughout whole thing.
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Imagevenue sometimes gives out broken links and it just redirects to random image instead With amount of not-safe-for-work stuff people upload there results can be interesting indeed. Should be fixed now tho.
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3110.36 ArmaMark http://img11.imagevenue.com/img.ph....5lo.jpg AMD Athlon X2 4400+ Nvidia 7900GS 256MB (clocked 550/700MHz) 1 GB DDR memory It seems to be very heavily dependent on amount of system memory and video memory and results can vary around 20% between run times because every test is in different part of island. Using "camPreload" command before each timed test would be better measure of real ingame performance since no vehicle is fast enough to zoom around island in just few seconds. It would also reduced need to have one dry run before actual measurement run to get everything cached.
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If and when modding tools are released, would it be too much to ask to make one basic man model in available Maya/Max format with skeleton information attached, so we could craft animations in 3DSMax and then use maxscript to export them into RTMs?
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At least Nvidia display drivers have dual core optimizations that throw rendering code running inside driver to other CPU if they recognize it's idling away, so it's not always like your other core isn't doing anything.
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Moves descriptions
feersum.endjinn replied to Vänskä's topic in ARMA - MISSION EDITING & SCRIPTING
Something to consider: you can add "AnimDone" event handler to unit and start playing next animation in event handler for smoothest possible results instead of relying on playMove/delay/playMove/etc type of code. -
There is no point making JAM for ArmA because of proper cfgAmmo/cfgMagazines/cfgWeapon system in place now.
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How do I change the sounds?
feersum.endjinn replied to Novusordo's topic in ARMA - ADDONS & MODS: DISCUSSION
How about you take a different approach and look at config.bin for ammo/weapon you want to modify sound for since full sound file path is listed there. -
It's there because then you can run game without being administrator, which is common sense nowadays with all browser exploits out there.
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Total conversion mods, access & prefix
feersum.endjinn replied to feersum.endjinn's topic in ARMA - ADDONS & MODS: DISCUSSION
You can inherit, but not override - two completely different things. When I am talking about mod I mean things that modify existing classes in game, if it only inherits and adds new classes it is not a mod, it's an addon. Anyway, overriding class works to a some extent but not always and when and where it works seems to be bit inconsistent. -
C:\Documents and Settings\youraccount\Local Settings\Application Data\ArmA or whatever your localized user data directory is.
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So what's different about this one when there's Eliteness and cpbo out already? Nothing really, except this tool is especially designed for unpacking few files out of big PBO (it can rip out full archives too). Extracting config.bin out of PBO of 500+ MB should take less than a second. - Prefix header is saved into file "$PBOPREFIX$" file where it is read again by tools like Eliteness and cpbo when repacking PBO. - Compressed files are not supported as ArmA cannot read them. - Should work with OFP:Elite (Xbox) files as they use identical PBO format. Download link
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Tracer & bullef deflection modding fun
feersum.endjinn replied to feersum.endjinn's topic in ARMA - GENERAL
Yes, and helicopters as well (all vehicles with some armor basically). -
It seems to be shareware program... Sorry but I don't think I'm willing to pay $40 for privilege of coding an addon for it .
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Game actually runs at a max refresh rate of 60Hz
feersum.endjinn replied to JackHorner's topic in ARMA - TROUBLESHOOTING
Force ArmA to use triple buffering in your driver settings. -
Do you have AGP video card? Some motherboards are completely incompatible with "AGP fast writes" and some ATI cards, I had all kinds of video corruption problems with my old 9600XT if I enabled that option.
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Sounds like driver bug or overheating graphics card. I had similar issues in Gothic 3 as Asus likes to overclock their 7900GS's way over Nvidia reference design and I had to drop GPU clocks down a notch and it went away. It would only happen in some games that rely very heavily on pixel shaders.
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FYI, the Photoshop plugin uses same Nvidia DXT conversion library as PAATool, so consider PAAtool deprecated now
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Shell_73 won't work because there is no such class in ArmA! Try instead: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "Sh_105_HE" createVehicle (getPos trig1); As for creating smoke, you might find following one useful: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"#smokesource" createVehiceLocal (getPos yourobject);
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1.1.0.5094 Czech PK iron sight is way off, bullets hit below sight even at really close ranges. This video demonstrates the bug, shooting targets at range of 300 -> 64 meters (assuming one map grid still = 128 meters), even at 64 meter target aiming at head will hit at feet of target instead and when shooting target that is lying down, you need to aim gun so much up that target isn't even visible in sight anymore. My guess would be that gun begin and end memory points are misaligned in P3D. http://media.putfile.com/Armed-Assault---PK-sight-zeroing-bug (12MB, 640x512 XviD AVI so it might take a while to load)
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Don't use camCreate, there is new command createVehicleLocal which should be used instead.
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Even in original OFP textures were only loaded when required by mission, and ArmA takes that even further by loading them on the fly when object and particular LOD are on visual distance. Unfortunately BIS didn't forget any MLODs in data files for us to rip apart this time like with Chinook in original OFP
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More.... more!!!! I want to see more of the new commands in use. Well, this is getting offtopic but we don't really have scripting forum yet either... I would need to brush up on my vector math before I can do anything serious with them, but if you ever wanted to have that car wreck lying sideways, it's now possible... Helicopter modders probably find it most useful. http://youtube.com/watch?v=pAOeD8SiZoo
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If you have motion sickness, just wait until mission and mod makers find about setVectorUp scripting command... http://www.youtube.com/watch?v=aUxI40u6Wyw