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insomnianshadow

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Everything posted by insomnianshadow

  1. insomnianshadow

    Pistol Mag Reloading

    I just noticed that in ArmA you cannot reload half emptied pistol magazines. Unlike with assault weapons it seems to be impossible to load a new mag if you haven't fully emptied the current one (it will play the reload animation but the rounds number stays the same. Anyone having any idea on how to change that ? I have noticed that it seems to be "type" dependant. Assault weapons are type "1" whereas pistols are type "2". Setting a pistol to type "1" makes it reloadable with a not fully emptied mag but screws all pistol based settings. I'm curios if there are any server/difficulty settings that let you set this up ? Thanks for hints in advance
  2. insomnianshadow

    Pistol Mag Reloading

    Thanks for the quick reply guys. This seems to be a very odd issue since it happens occasionally on vanilla AND addon loaded ArmA installs. Will take me a while to exactly figure out what is causing it since it also seems to be affected by whether you are connected to a dedicated server or not. ***UPDATE*** Adding a Server Game Logic to my mission resolved the issue
  3. insomnianshadow

    Transfering arma to new comp

    Well the key point here is to be able to port ArmA to another machine without having to reinstall from the dvd..... If you got (due to game-modding) 11 computers like me and regularly restore windows installations from custom backup images it really gets a pain in the ass having to reinstall all the games from the dvds .. whereas a quick registry import fixes that issue for most games quite quickly.... that's why I am looking for a way to be able to do that for ArmA too.
  4. insomnianshadow

    Transfering arma to new comp

    Hey folks .. I tried to port my arma 505 version from my first laptop to my second, but arma crashes everytime on startup when I try load it up with the following error signature: I have copied the entire arma folder and exported the "HKEY_LOCAL_MACHINE\SOFTWARE\Bohemia Interactive Studio\ArmA" registry entries (and adjusted the paths to the new game dir) and installed the latest directx9 version. any ideas what I could have missed ?
  5. Hey folks .. I am running here into a problem trying to resize the blood impact particles. Blood particles are handled in the "Ca.pbo" of Arma's "AddOns" folder. So I decompiled the "config.bin" and edited the "ImpactEffectsBlood1" class in "CfgCloudlets.hpp" and created a "blood.pbo" with all the other hpps and config.cpp included. I have put that "blood.pbo" in the folder "@blood\AddOns" Arma directory and started the game with the parameters "arma.exe -mod=@blood" Unfortunately the changes are not applied. I have then refined my changes by using/including only the "CfgCloudlets.hpp" and "config.cpp" also adding "requiredAddons[] = {"CAData","blood"}; to the "class CfgCloudlets" but still the changes won't work Applying those changes to the original "Ca.pbo" on the other hand works without problems.... Help is highly appreciated....
  6. insomnianshadow

    Setting Vehicle Names After Creation

    After I got "respawning vehicles being renamed to their initial editor name" working with my respawn script I then ran into troubles getting it to work while being a client connected to a dedicated server... But thanks to sickboy it finally does the trick   (your contributions to this forums are amazing, so keep it up) He proposed me to change this part of the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vcl setVehicleVarName _name; call compile format["%1 = _vcl", _name]; to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vcl setVehicleInit format["this setVehicleVarName '%1'; %1 = this", _name]; processInitCommands; Works like a charm now being distributed to all clients So hand this man a beer I take the bill Â
  7. insomnianshadow

    SCUD - Nuclear Explosion

    Also what we should focus now on, is to get the explosion effects synced over the net on all other clients.... Right now only the guy that lauches the missile sees it traveling and exploding (mushroom and flash).. all other clients just get updated some moments later in terms of damage information done to the map's units, trees and buildings by the bomb....
  8. insomnianshadow

    ArmA is just ... disappointing

    @BIS: Revert the HDR changes in 1.08 or at least for Christ's sake release a SDK so I can do it myself..... Everything in 1.08 now looks way undersaturated and undercontrasted..... Practically you turned ArmA visually into OFP  From a GFX point of view, with each new patch BIS keeps destroying more and more of ArmA's initial beauty  http://doom3.planet-multiplayer.de/5.56FMJ/images/visual_decay.gif
  9. insomnianshadow

    ArmA 1.08 makes me want to throw up

    BIS finally did it .. they completely fubared the visuals of the game... The new light contrast/brightness/gamma and HDR settings screw up the "color brilliance" of the game (which initially was the reason I bought the game and started modding for it.....) 1.05 was just fine from the visuals point of view .. why .. oh why did you have to change it ? The new nightvision is just a laugh .. why did you remove the noise from the nv google display destroying the whole night atmosphere ? And all this without releasing a SDK so none of us actually will be able to undo these cruel changes.... Thank you BIS for turning one of the greatest games into a joke..... I am actually now forced to rollback to 1.05 and basically desync from the rest of the community While not being the best example.... I have put these 3 shots together documenting the unstopple decay of visual quality with each new version released ... keep in mind that all 3 shots have been taken with absolutely the same gfx settings.... notice how first the shadow range is dramatically changed .. lod models replaced with "ugly versions"... and last but not least the dramatic change of brightness in the new 1.08 version..... Most of the time when you walk around now the brightness of the landscape caused by the sun is heavily reduced..... at the same time the new HDR effects are overbrightening in a extreme way rendering basically all vehicles (especially helicopters almost useless) http://doom3.planet-multiplayer.de/5.56FMJ/images/visual_decay.gif The limit for hotlinked pics is 100kb - 683.29 KB is totally unacceptable - Fubar
  10. insomnianshadow

    ArmA 1.08 makes me want to throw up

    @ spectre I think you cannot compare the "investment" of about 20% of the general performace into better gfx with the serious bugs of the early ArmA versions.. I remember 1.02 running just fine for about 5 minutes till obviously caused by a memory leak it started to run abnormally slow.. alt-tabbing to windows magically fixed the slowdown for another 5 minutes (clearing the vram of the gfx card)..... IMHO it simply is a bad thing to lure customers with a demo making them buy the final product and then slowly but surely cutting down one feature after the other with each new patch.. while the reason you actually bought the game was just exactly because of those features ...
  11. insomnianshadow

    ArmA 1.08 makes me want to throw up

    I don't need to get A life.. I have many lives .. I'm a gamer btw ... in the changelog it says under "Main New Features".... -Increased contrast of light for all weather conditions I actually think quite the oposite is the case .. they have reduced brightness of the Sunlight and increased the overbright values for the HDR effect...... Well anyways .. I think I have made my point of view clear .. Over and Out
  12. insomnianshadow

    ArmA 1.08 makes me want to throw up

    oh boy .. first of all the brightness slider in version 1.08 is limited to the value "1.6" which isn't enough to recreate the version 1.05 visual appearance... and even if you override that value manually over the cfg file you get absolute wrong results since you completely overbright the HDR bright values.... not to mention that things like the sky and other non light recieving elements are being rendereing just wrong with those high settings........ I kinda get the feeling that the majority of users here are using TFT screens actually not noticing those fine changes .......
  13. insomnianshadow

    ArmA 1.08 makes me want to throw up

    @KJAM... I am the last person that would do so ... If it were up to me games would always run a bit slower but looking better (since every 6 months a new hardware generation is evolving, speed was never a valid reason to justify dramatic cutdowns in new patches.... @troop the 'digital color vibrance' method would not be an ideal solution since that way you would get an even higher overbrighted HDR correction..... You know .. probably I wouldn't be so pissed if I wouldn't have developed my own game (based on another company) there being provided with a proper SDK and tool basically giving me the freedom to mod and change a game to my desires...... I actually wouldn't make such a rattle if I wouldn't care about this game seeing all it's potential and all the hard work put inside it......... But being forced to swallow all those changes (without any way to change them back or let the devs know about my grief) makes a gfx-whore like me see red....
  14. insomnianshadow

    ArmA 1.08 makes me want to throw up

    moved to initial post
  15. insomnianshadow

    ArmA 1.08 makes me want to throw up

    I don't see anything wrong with my post nor with the way of its composition .... If you enjoy being treated like a brainless consumer than it is your problem .. anything I wrote is based on facts that passed days of extended testing and comparing.... I prepare myself very well before posting and any word of the inital post has been chosen with care.....
  16. While recently working on a custom mod, I encountered an issue with the mp5 sound/projectile system... When playing in multiplayer, MP5s (both the standard and suppressed version) cease to draw projectiles and playback firingsounds at distances higher than 50 meters. If a client is more than 50 meters away, he is unable to hear or see (modded visible tracers) fire from other clients firing the MP5 submachineguns. I have tested it with any other weapon like Pistols , MachineGuns and SniperRifles, supressed and unsuppressed .. this issue only appears with the mp5 SMGs.... After having checked the config files in weapons.pbo I think this issue is caused by the config setup inside the p3d file (or perhaps another place that I wasn't able to figure out yet.... The question now to the community would be .. if this indeed is caused by the settings within the p3d file a) how high are chances to be able to change those settings ? and b) how would ppl here suggest to proceed since using ultraedit's hex editor didn't really get me anywhere.... Thanks for answers in advance.....
  17. First of all who hell of the moderators here did delete this thread !?!?!?!?! Seems like this either was a mistake or someone here doesn't want the world to know how to properly setup a dedicated server for ArmA ...... Eitherway I expect an explantion about why this thread was deleted..... Unfortuantely I am unable to restore all the thread posts but I will repost my configs I use running my server since I get regularly mails from people that want to know my server setups.... Hardware: CPU - Intel Conroe Core 2 Duo 6300 @ 2.8GHz RAM - 1Gb @ 800Mhz ISP - QSC 1Mbit\2Mbit Upload Speed  Software: OS - Windows XP Pro SP2 GAME - ARMA 1.05 Script - Custom Arma Server Keep Alive script The custom timed keep alive server script for ArmA for Windows XP Professional: Make sure you save this script quote as a "js" file and place it in a new created folder in the "ArmA" directory.. Also in case you want to run the server daily at a specific time for a certain amount of time use a bat file to run it in a automated way which can be then controlled by the windows xp scheduler... Bat file to run the script: The Configs for 1 Mbit server upload bandwidth: Arma.cfg server.cfg The Configs for 2 Mbit server upload bandwidth: Arma.cfg server.cfg Allright current and future ArmA hosters.. all there is to say is happy hosting
  18. insomnianshadow

    Dedicated Server Tipps, Tricks and Tweaks

    By starting the task manager and rightclicking on the arma.exe process and selecting "Set Affinity".... then there you can choose which cores should run the process....
  19. insomnianshadow

    Dedicated Server Tipps, Tricks and Tweaks

    Now that's weird .. I am not able to reach that thread .... neither by the search for author option nor by manually browsing the "ArmA- Multiplayer" thread .. how come ? The only way for me to access the thread is by clicking on your link.... Â ***update*** Okay the time search range is set to 1 month by default.... Now that explains alot Probably should be changed.... I am obviously too much used to the Doom 3 forum search functions over at doom3world.org.... anyways sorry for the wrong Accusation Â
  20. insomnianshadow

    Evolution V1.0 Large scale respawn coop

    @KilJoy [sFG] Comments: Brilliant decision on including Kegetys specate script  This really makes Evolution so much more attractive..... Feedback/Bug Report/Suggestions: -The Specate Script needs some work ..... Sometimes it prints out a script error (though continueing to work) and sometimes clicking on "target" or "camera" will not make the choose menu open (so you are forced to change the camera and target with the key binds) -For some strange reason when spectating, the whole experience doesn't run as smooth as in earlier versions of Kegetys specate script... It kinda runs with 5-10 FPS (as if the maxmessagesent has been reduced)..... -When running in 1 hour day mode the rain clouds still pass by way too fast.... probably there is a way to unsync their cycle from the sunpath..... -I would suggest to punish any friendly kill with 1 minute of jail time since this would make ppl more aware of their coplayers and add more reality to the game (since FF is also always investigated in reallife too by a military court)
  21. insomnianshadow

    Evolution V1.0 Large scale respawn coop

    I am getting plenty of reports with 1.4e where ppl get stuck in a penalty loop and stay at jail all the time having to disconnect.... this seems to occor when ppl die without having scred a point before ...... I can also confirm the issue with the daytime cycles ... where from time to time you get changes from night to day and vice versa for a couple of seconds...... For now I will disable the penalty system ... until the issue has been fixed .....
  22. insomnianshadow

    Evolution V1.0 Large scale respawn coop

    1.4d runs like a charm .. I just hope you won't start to compile your scripts one day .. since it's nice to be able to give evolution a unique touch as a hoster by being able to modify the script files .... After the first 5 minutes of playing 1.4d it got clear to me that the penality system was way off balance.... It's good when you can quick and longtest new builds with access to a nice configured server with plenty of dedicated players.... After experiencing one perfect moment after the other for hours I am absolutely happy now the way it is and will give your new penality approach a go tommorow.... Dude, you got me absolutely addicted to this game and mission... Â Â Oh and by the way .. that mission completion bug didn't appear again ...... strange .....
  23. insomnianshadow

    Evolution V1.0 Large scale respawn coop

    Seems to me that the 1.4d version again has the mission completion bug .. where it will reward you and say the mission is complete right after having accepted it.... At least that's what happened to me....
  24. insomnianshadow

    Evolution V1.0 Large scale respawn coop

    @KilJoy [sFG] Since I really fell in love with ArmA and especially with Evolution I recently bought a whole new dedicated server just to be able to host your mission at acceptable performance..... Since I really want to contribute in making the Evolution experience as bug free and smooth as possible I thought posting my experiences as a Clan Leader, Server hoster and Game Modder could be constructive..... So after about 2 weeks of heavy internet hosting, testing and monitoring here is my feedback..... A 14 player dedicated server (regularly full in no time) ArmA version 1.05 Evolution version 1.4a -Squad getting fubared when squad leader dies Actually this is the most anoying issue, where the squad leader dies and someone else of the team becomes squad leader.... It's really a pain in the ass and tedious as hell if you have to make every squad member rejoin your new squad at the transfer house just because the leader got KIA.. It seems to me that this happens about 7 out 10 times when I am squad leader and absolutely screws our missions and rewarding.... -Client and Server regularly crashing Since you already seem to have been paying attention to that hopefully soon I will be able to tell if all the crashing is gone with version 1.4b -Buggy mission assignment Now that you seem to have fixed the mission premature ending.. a new bug appeared where you successfully assign a mission as a squad leader .. but neither the destroy tag appears nor the enemy convoy marker is displayed on the map.. I tried assigning the boat mission when this bug occured  and obviously the enemy boats were not placed on the map  -Head movement bug Once in a while me and other players experience the bug where no matter what we press or do we are stuck with looking around (stuck with moving our heads not beeing able to properly aim or identify) this bug always appears after having driven in a vehicle .. and once happened getting into a vehicle near by gives good chances of being able to get back to normal (pressing the * key DOES NOT HELP) -Chopper being displayed as a wreckage without rotor sound Plenty of times it happens that a flying chopper appeaers as a wreckge to other clients lacking of sound too. A way to fix this bug for the clients is if a client just shoots the chopper once .... the model gets updated .. the rotors start to rotate and the rotor sound is kicking back in -Extreme Client Loading\Joining Times This is a little bit odd since I couldn't find a pattern behind this ... but it just happens sometimes that some clients take literally ages to connect to my server whereas others connect in no time .. the funny thing is that this also happens now and then to my gaming client which is latest hardware and connected through a 100 mbit connection to the server (LAN) -Rearming Ammo Bug  We witnessed strange behaviour when trying to rearm choppers at the base with the ammo truck ... for a couple of seconds it seems to rearm the chopper's ammo but then drops to the original depleted value.... very stange -Mission Rewarding Bug  Now and then it happens that when we successfully complete a mission (mostly when it is our first mission as a squad), only the squad leader gets the reward points whereas the squad members don't get rewarded at all -Interaction bug  Now and then it happens that squad members suddenly cease to be able to interact with vehicles or ammo crates, also squad member names or general player names cease to be displayed when aiming at them... Only fix so far is Respawning In case you want to try out new betas of Evolution before officially releasing them and you need a  clear documentation and testing platform, feel free to contact me and I would be glad and honored to help out.... The software I am using is: Windows XP Pro SP2 ArmA 1.05 Evolution 1.4a The hardware I am using is: Dedicated server: 3 Ghz Core 2 Duo Conroe, 2mbit internet connection, 1 GB Ram My Clients Hardware Athlon X2 Dual core CPU, 2 GB RAM, Geforce 6800 GT  The server settings I use are: arma.cfg server.cfg
  25. Hey folks, I recently started to play around with ArmA and got totally caught up in this game..... Now after experiencing a couple of amazing online multiplayer games I thought it was about time to setup a dedicated server..... I am quite experienced with all the technical work that goes into setting up and running dedicated Servers since I am an active Modder for years for several game engines, but to my surprise I found out that there aren't really clear and detailed threads on the web about setting up and tweaking ArmA dedicated servers. And since I ran into a couple of strange issues I would like to start this thread here to help myself and all the other admins out there understanding ArmA hosting better... So here is what I experienced: My primary goal was to get a dedicated server running stable and reliable at home..... My internet bandwidth is a 1,5 Mbit down and 1 Mbit upload connection at a very reliable ISP alowing me usually to have really amazing ping values  (regularly below 10 ms) in germany and also very good values worldwide (logically increasing the further away you connect) I have 5 Computer Systems (due to Mod Development) ranging from a dedicated server only system up to my Gaming Rig which has the latest Hardware installed.... The dedicated server hardware is a 2 Ghz CPU with 1 GB of Ram running XP PRO SP2..... The server.cfg file I use is: The arma_server.exe is launched with the following options: "-config=server.cfg -netlog -port=2302" The mission I am using for testing is "Evolution 1.1" Once the Server is started I launch my Client (located in the same LAN) and connect to it (either browsing it over the "INTERNET" or "LAN" browser ingame option) when typing #monitor I recieve a FPS value of about "20" from the server and the memory Usage starts at about 360 MB and increasing , the bandwidth in and out values are at about 30 Kbps after a couple of seconds (or minutes) the first users start to join and all seems fine till we get about 8 users... Suddenly it takes people abnormally long to load and recieve the mission and though ping values, server bandwidth values and FPS values stay normal the upload to a newly joining client gets slowdowned to hell..... Even when I disconnect from the server myself and try to reconnect my mission recieve will take minutes till I can rejoin the mission (keep in mind that I am connected to the server through a 100 MBit uplink... though once rejoined I can play absolutely normal with a good ping value on the server just like everyone else who is connected and playing on the server..... The bad thing about this is that most users don't have the patience to wait a couple of minutes to join a mission and so they disconnect before being able to join and the player number of the server never exceeds 10 (although I set it up to be able to go up to 16... I don't think it is a bandwidth issue since I know that ArmA uses per 32 Kbps per client since the output bandwidth of the server with 10 ppl connected (according to #monitor) never exceeds 512 Kbps (and I have 1024 Kbps available)..  I also ran the server on a system 3 times as fast with the same result...... Also a wrong software or hardware setup of the network or server can be excluded since I perfectly run BF2, Doom3, OFP, Ravenshield, SW Battlefront, SplinterCell 3, Quake 3 and alot more other servers with plenty of users without any problems.... I really hope the experienced admins among you might bring light into this case since I really love this game and would like to contribute my part to this community [/b] -Chris
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