mamasan8
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Posts posted by mamasan8
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Rename the folders to something shorter, like @ACERUS;@ACEUSAF;
And if you are using Linux server or client, everything is case-sensitive meaning 'ACE' is not the same as 'ace'
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Thanks for the mod, nograss is a must for me, because of the AI's unimpeded vision.
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I have this annoying issue where 50% of the time, when I stop crawling, my character stands up. Of course I die almost every time because of it. Coz AI seem to have a special propensity to spot prone figures, it seems.
So what gives?
I'm crawling in the middle of the forest, no objects near me.
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Guys, I am too stupid for triggers. I am trying to set up a zone which builds up only if player enters the trigger area. Whatever I do, it will not work.
Without the player condition:
None, Anybody, Present, Repeatable - Condition: time>1
Works
With player condition:
None, Anybody, Present, Repeatable - Condition: ((time>1)&&(player in thisList))
Code starts, but no spawning
Activation code: fun = ["z1",[1,0,0],[20,1,200,50],[],[],[],[0,0,0,0]] spawn DAC_Zone
After entering the trigger zone, a hint appears! "Dac 3.1b initializing"... but DAC does not spawn any units. It does not display a hint afterwards, which it does normally do after having done the job.
I would start by have the DAC-zone disabled at game start. Then have a trigger zone which players activate and in that trigger you call "DAC_Enable" (can't remember the call exactly) on that DAC-zone.
I had my zones setup like that. 1/3 of the DAC-zones would be enabled at start and the other 2 would get enabled later by 2 different timers. So it seemed like AI got reinforcements. Worked well.
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Have you checked here?
https://support.microsoft.com/en-us/kb/2665946
TDRDELAY.
Your issue might not be what I had on Nvidia. I tried just about everything. In the end there was 2 solutions for me. Underclock GPU clock or raise voltage to max (which wasn't much).
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Apex will have an ice-hockey rink. Canada vs Russia playing. With Bazookas. Last man standing wins.
BIS confirmed it to me in a private webcam strip chat.
To anyone who questions this, check the date!
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Says "You need permission"
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Others? Apart from AoS, do you know many other franchises out there that multi-thread well?
Everyone agrees that the RV engine is old and inefficient. Even BI publicly says so. So what's new?
They're working on a new engine, Enfusion, which should alleviate some of these bottlenecks but its proving more difficult than anticipated.
Maybe BI could visit the AoS devs and gain some insight into multi-threading Enfusion.
In the meantime, if you have a magic wand, by all means, please wave it!
Multi-thread well?
Lots of games. Crysis, Far Cry, Assassins Creed to name a few.
The other games I can think of that has singlethread problems like Arma are the Fallout series, including Skyrim.
If you watch the Vulkan presentation last week (was it last week?) Dan Baker, who works on the AoS engine explains that their engine is built around multi-threading from the start and that DX11 just wouldn't work like they expected for their game. Everything is a job instead of a thread. And as benchmarks show, the game scales extremely well with number of cores, up to 8 cores I think. It is a very interesting presentation.
Heres a link to it: http://youtu.be/xXyZ4YaktyU?t=54m1s
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I have DAC, Alive and Werthles now.
HCs function as they should. I get load balancing on 2 HCs (thanks to Werthles). Server has no local AI usually (except mission start obviously). But performance seems to be worse with 2 HCs than with just one. Overhead maybe?
I'm using arma3server monitor to check on server + HCs. Occasionally one or the other HC stops reporting to servermonitor. HC doesn't crash or anything. Logging stats pick up again after 10+ seconds. It's like HC gets swamped. Which is weird cause both HCs have the same amount of AIs but only 1 stops reporting.
All running on one machine, 16 gigs of RAM. Running client + 2 HC + server I end up with 12+ gigs of RAM used. If anyone is curious to try.
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Been playing around with Linux and hope this helps someone.
About that /home/<user>/.local/share/Arma 3 - Other Profiles\
Annoying to CD into it. I had to type: cd Arma\ 3\ -*
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I have the same problem. Ever since mission was converted to EDEN, artillery stopped working.
I tried deleting artillery and placing new ones, syncing to Arty support module and Alive, still the same problem.
Arties have always been wonky for me. When I press for example 0-8-1 (Let's say Mortar), then pick explosive shells, half the time I don't get the option to choose how many shells to fire. That window just doesn't pop up. So I have to redo it all again and hope I can the next time.
I'm not going to disable my addons. Too many to mention. Besides, it worked fine before latest patch.
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Update: I tried my mission with just Server+Client. Worked as expected. So theres something happening when I add HC.
It seems like the server and/or HC start buffering packets and then release them all in a short amount of time. That's what it seems like for me looking at it from the outside.
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Fix doesn't work for me, it seems.
What happens is: I launch server+HC+client. I use DAC and Alive. DAC to spawn most mobs. I have a pretty number of editor placed units as well.
Anyway, I type in #monitor 2. Within 5 minutes both outbound and inbound data goes crazy, 3-4000kbps (from roughly 400kbps on both) , server is running at 0 fps and monitor updates every 1-2 real minutes. Basicly, server slows down to a crawl, doesn't crash but even client freezes occasionally, nothing happening on screen, can't move. Game just freezes, no crashes on anything, client, server, HC. Choppers come to a stand still in the air, nothing moves. 1 AI soldier in my group was firing but I'm not sure it wasn't looped.
This can happen before DAC has finished initializing and spawning initial mobs. I only tested twice. First time DAC didn't have a chance initing, second time it finished and shortly after Slowdown.
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Aren't ragdolls done with PhysX just like the vehicle physics (which are really awful)?
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I don't know how long that tutorial is, what it covers, nothing. That is not mentioned anywhere either. I go for bare minimum knowledge to get where I want, not interested in an hour of stuff I don't care about or whatever.
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It would be nice if it was explained somewhere how to SYNC in the new editor, now that theres no shortcut anymore.
I had to watch some old youtube beta video of Eden to realize you sync via right-clicks.
I also would like to know what the different options do. Sometimes theres 3 options.
Changes to how we interact with the game should be clearly written out in some specific place, like a forum thread STICKY.
"New patch out, heres whats changed for you"
Maybe even write an article that explains the stuff.
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I had trouble with HC and Eden update so I switched from Werthles' Headless Module to Alive. DAC now loads in 60-120 secs. 10 times faster. So I think it was WHM that was the problem. Even tho I had it start at 1200 secs with assigning AI to HC.
Thanks for the suggestions Silola, I'll bear those in mind next time I make a mission.
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By objects you mean houses and similar? That would make sense.
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It didn't work, I am a new user so I tried the intern-module, but now I am trying to learn the extern.... is there a clear guide on how to initialize DAC using the extern option?
cheers for your help
Inside init.sqf I have this
if !(hasInterface or isServer) then {
execVM "DAC_Config_Units.sqf";
}
else
{
DAC_Basic_Value = 0;execVM "DAC\DAC_Config_Creator.sqf";
};
I think it checks if you have HC (hasInterface) or if you are running it on a server (isServer).
It's been a long time, can't remember exactly.
Of course you need those 2 .sqf-files. One in your missionfolder in My Docs/usrname and all that jazz. The other one still in your mission folder but in a folder called DAC.
Create the folder if you don't have it. The 2 files are included in DAC. Check Dacv3.1b.zip, Script_version, Source. Copy whole DAC folder to your mission folder.
What you can do with Intern is to also use custom config files. Check the DAC PDF manual, Configuration Files.
@Silola
I tried turning on markers to see what happens at mission start but all I could see was black dots popping up on map. I assume thats waypoints or soldiers.
New update made initialization even worse, takes twice as long. 1000 seconds. 400 WPs, 2-300 units.
Got any advise besides using less? Kavala feels empty with less units.
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Font needs to be bigger. I could read the old font just fine.
Twice the size to be readable.
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Mouse sensitivity is tied to FPS. Fewer screen updates, worse accuracy. Add the stutter and ....my mouse is going to end up in someones dark spot very soon.
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Hi Author! Soon Bohemia Interactive release Eden 3d editor and cut 2d editor, but in 3d editor we can`t add waypoints to game logic. I want to warn you, because I wrote report to this issue and this what he answer "(0104997)Moricky (Bohemia Interactive - developer)
2016-02-03 10:44
" If this happen your work will be vainSorry for my EnglishThat would suck, I only use DAC for my missions.
Speaking of DAC. Is there a reason DAC Initialization at start of mission is extremely slow for me? Both addon and script version takes 10-15 minutes to initialize waypoints and squads. I have maybe 400 WPs and 2-400 AI. Not all activate at once of course, maybe 100-200 at a time.
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390 vs 390x
I went from GTX760 to an AMD 290x, no fps difference at all. In every other game it was pretty much doubled (serious CPU bootleneck in Arma3).
So don't buy GPU for Arma 3, buy one for other games.
I'm totally with calin_banc.
Everything is still 32-bit, nothing is multithreaded.
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That's irrelevant to the topic really, and it would also murder you're FPS, as one Dev put it awhile ago.
Back on topic though, we've finally got some decent footage of above water Waveworks in action, featuring an Amphivious Tank.
WAveworks Performance looks great, and the visual fidelity is just brilliant. Looks pretty good, water moves in real time. What do you guys think?
Looks like the tank is in oil.
Waveworks look pretty poor in Just Cause 3 too.
Lack of good usermade SP content
in ARMA 3 - GENERAL
Posted
My 2 cents
1. I don't play without addons, ever. Haven't done since OFP days.
So a mission has to allow my addons and it can't contain addons I don't like. So just there a lot of missions go out the window.
I'm not going to download 2 gigs of addons to try some mission I might not even like. Maybe a 5 minute intro video about the mission would be a solution so I can see what the mission is like.
Bottomline: Addons are devisive. Divides users/missionmakers/community
2. I make my own missions for me and they are always MP/Coop. Because of respawn.
I can't take on hundreds of units on my own and expect to live. At best, maybe 30 with a sniperrifle.
The world feels dead if there is only a small squad on the map to find and kill. It is made for huge scale war. 100s, not 10.
This also means I always have friendly AI soldiers, tanks, air. But AI...don't rely on them to solve any of your problems.
3. Artillery/air support
It is so bugged. I can play the same mission 30 times and half the time artillery gets bugged first time I call it, bombs never come and that option is now greyed out til I restart.
So I have 4 arties. Half of them get bugged at 1st time usage.
Air support, when they do finally come in a plane, almost never drops the bomb at first flythrough so they get shot down. If they don't they will circle around the area and drop bombs on the same spot til the plane runs out of bombs. Not an expected behavior either.
4. Scripts
What scipts does your mission use? Would I enjoy it?
I use a carpetbombing script I found somewhere. I like it. It is only used once in my mission. It is supposed to be timed with planes flying over a town but of course it rarely triggers at the right time. The planes don't generally follow the flightpath I have put down for them, they don't fly in at the right angle etc. If they fly in over the town at all.
Neat idea but AI is too random for any planned sequence.
Do you have VAS? It is a requirement for me.
Heavy script usage is a no no for me, because it will slow down the game and the game is already running poorly out of the gate.
5. At the start, I didn't find any nice SP-missions so that is my expectation now. First impressions last. So I don't look at SP-missions at all.
Back in OFP/Arma-days, I played a lot of SP. And a lot of Coop. Not so much in Arma3.