Jump to content

mamasan8

Member
  • Content Count

    513
  • Joined

  • Last visited

  • Medals

Posts posted by mamasan8


  1. 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.

     


  2. 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.

    • Like 2

  3. 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

    • Like 1

  4. 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.


  5. 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.


  6. 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.


  7. 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.


  8. 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.


  9.  

    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

     
    Waypoints on logic entities are discontinued in the Eden Editor.
    " If this happen your work will be vain
    Sorry for my English

     

     

    That 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.


  10.  

    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.


  11. 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.

×