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oktane

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Everything posted by oktane

  1. No problem. Wish the new beta was a bit more stable though. Plus the ground keeps disappearing in it... (others have been having this issue too) Kinda gotta use 1.05 final if you want to play stable for a while without glitches. Too bad because the new beta has good streaming engine fixes apparently. None of this has anything to do with the noBlur though, had problems with the new beta even with it disabled.
  2. Okay, here it is: http://dev-heaven.net/projects/noblur/wiki Direct DL: http://dev-heaven.net/attachments/download/5608/_okt_noblur_v1.1.7z
  3. Concerning mod folder names, that should be no problem. I designed the batch files with that in mind, the base mod folder name can be anything and they will still function correctly. I'm working on the update now, for that beta. It will just replace the other, so no upgrade worries. Be ready in a few hours.
  4. I like it, it's the reason I turn post processing on. Especially at night, the explosions look nice. No, because there are new config.bin changes I must merge tomorrow, and they recompiled the shaders. (yet didn't update anything in defPP) So I will have to make a new beta setting for 69645 and resign it.
  5. oktane

    Arma2TS

    This is v.005 http://506th-pir.org/scripts/oktane/arma2ts_v005.zip
  6. Trust me, I looked really hard for this shader by disabling every single shader in defPP (replacing the binary code in each with one that does nothing) and could not get rid of it. It appears that it is actually downsampling the image by one pixel or something. It isn't like you can go to the Biki and read about Arma shaders (like you can about making addons), there is no information and the system is complicated/hard to understand. So no, the tired 'haze' is not removed yet. But it also keeps me from overusing the sprint key because I want my vision to be clear. In that regard, it does what it was intended to do, give you indication that you are tired. And as I mentioned in the first post, use the low PP setting. Higher is not better in this case, even if you have some uber video card. I can't see any difference on high except the exact thing you refer to, the overall hazyness which makes it look like crap. If you know of some other difference between high/med and low, I'd like to hear it to know what I'm missing! I compared a lot of scenes, even at night w/ explosions.. (I love the fire glow) the higher ones just made it look like someone put a piece of wax paper on my monitor. (like a console game often looks :)) Cheers
  7. oktane

    Non-blinding sun mod

    Speaking of the silly motion blur, I just released the addon version of the noBlur that allows you to still use the nicer post processing effects without the drunk-o-vision blur.
  8. OUTDATED - NOT SUPPORTED Go here for the signed addon version: http://forums.bistudio.com/showthread.php?t=97853 Caption: Rotating the player very quickly, before and after. This bin folder, when placed in your arma2 directory, will override one shader file in the game and remove one type of blur which has performance issues: rotBlur: The fullscreen 'Vaseline' blur that makes the game like you've had to much to drink, most noticeable when the fps is low or you are turning around fast. (and in version 1, optional in v3) radialBlur: this is the blur when running, a circular blur on the sides of the screen. Not that big of a deal. Until BIS adds in a menu option that disables this non-fps-scaled 'rotBlur' shader, this will have to do. Installation: In this example, my ArmA2 directory is D:\Arma2\ 1 Extract the bin directory from this archive into the arma2 folder. 2 There should now be a 'bin' folder in D:\Arma2\ 3 Inside of that you will find 2 subfolders. Find the directory that is applicable to your version 4 Copy the correct shader file up one directory to the D:\Arma2\bin directory. This is not a normal 'mod'. Do not load it as a modfolder with the -mod= line. It gets loaded by the game automatically because the directory is called 'bin'. If you want to disable the modified shaders, rename the bin directory to something else like bin_modified. This was tested and developed on the US steam version. Verify your version number in the lower right when ArmA2 is running.. this test version supports: 1.04.59026 retail patch (all) 1.04 beta builds (all afaik): 60141, 60295, 60308, 60309, 60393, 60588, 60718, 60803, 60902, 61012, 61032, 61062 etc 1.05 retail patch This is a test version - It is not tested with signature checks. IT IS NOT AN ADDON - IT OVERRIDES (but does not overwrite) A CORE GAME FILE WHEN THE GAME LOADS It cannot be signed unless repackaged into a new bin.pbo file including the core game config.bin. Bin.pbo files are unique to different versions of the game so they cannot be released as a 'one-for-all' solution. Do not release your own signed version of the bin.pbo, it will cause a mess and config errors will occur with people who have different versions than you. If you like this addon, please register and vote on this issue. This is important! Here is a BUG you should also vote up. Thanks! NoBlur Modification Beta v3 (Thanks to Big and kheiro at Armaholic) Download v3 (has both options, up to the user, uses alternate method of disabling running blur) Download v2 (disabled only the full blur) Download v1 (disabled the full blur and the blur while running) Changelog: -v2: Put running blur back in (radialBlur), since it isn't bad and my only real intention was to disable the fullscreen blur. (rotBlur) Unfortunately, the rotBlur shader also does the full screen out-of-breath blur. I would leave this in but it's not that simple, someone would have to rewrite the shader by hand in assembly. Since I know just the basics about assembly as a necessity of hacking/modding stuff, I don't think I'm capable of doing this... The rotBlur shader is very complicated and filled with floating point math. -v3: Identical to v2, except contains extra folder of shaders that disabled the running blur as in version 1. I changed the way that running blur (radialBlur) was disabled, hopefully it won't cause crashes anymore, if it indeed was. -v4: Just updated the readme and directories for 1.05 patch. Useful FAQ: Q: Does this modify my game files? Can I still patch the game? A: No it does not modify anything except the run time configuration of ArmA2, only when it is present. To uninstall it, delete the bin directory. Yes you can still patch the game fine while it is installed. However, if you patch the game, and the patch contains updated shaders, you will not have the updated shaders loaded/enabled unless you delete my 'bin' directory. The effect of running my shader patch with an unsupported newer version, well this depends on how BIS updated the shaders.. the game could crash, or be very bright or very dark, etc. Best to delete the bin directory if you have doubts or problems. See this post on how to check if I need to make a new version. Q: This is unfair in competitive games. A: Not true. This doesn't hurt you in a match up against a person that uses it.. it does not provide an advantage. Multiplayer servers cannot force post processing modes, they only force grass and view distance. If a player couldn't stand the blur before, he likely had Post Processing OFF, which gives more of an advantage than with this modification. This modification is similar to if BIS added a 'very low' option for Post Processing or a full screen Blur Enabled/Disabled option. Q: What could BIS do to fix this so this isn't needed? A: The full screen 'rotBlur' shader should scale down blur amount based on FPS. If the FPS is low, the blur amount should be toned down since the blur and FPS are coupled. Right now: More FPS = Less Blur. Low FPS = Too Much Blur. In my opinion, this is a performance BUG, not a feature request. Q: Something happened and now the mod doesn't work anymore.. there is a zero byte shader file in my bin directory now A: This happens sometimes.. I still do not know why. When it occurs, simply delete the extra zero byte file that is causing the error and recopy the modded shader file if you think it has become corrupt. Semi-Sarcastic FAQ: Q: What is the point of this? You can already turn off Post Processing in the menu. A: Some of us like the really great shaders that BIS has made (explosion bloom/NVG Noise, glare, lens simulation) but can't turn them on because the shader 'rotBlur' makes it a blurry mess when the FPS is low. This makes people feel sick, get headaches etc. Q: My game looks fine with post processing on, the blur is realistic, this is useless. A: If you don't like it, you don't have to use it. ----- Tech Stuff I need a person that can write a binary packer/unpacker for the shdc files, so that users can patch their bin's easily without having to redistribute BIS proprietary data. (I don't know if they frown on that) We could also supply sig files for all regions of the game, however it would be an effort collecting all of the required bin.pbo's from the different regions. We need a solution so we can get this signed and good to go for multiplayer servers. Please contribute to the technical thread if you can help out with any of this. Thanks. The technical thread is here: http://forums.bistudio.com/showthread.php?p=1491210 This modification substantially reduces the number of instructions in the rotBlur pixel shader, essentially making it do nothing, just short of removing it. (which we can't do since that would require editing the EXE) It may increase performance installed compared to identical video settings with it not installed. This is due to the rotBlur shader being huge and having tons of instructions, vs my patched version having only one instruction. I do not know if shaders are processed directly on the GPU core or if they have a floating point 'shader' processor to themselves. If the latter is true, the number of instructions is probably irrelevant. Nov 18 Edit: Performance details.. "Shaders have a direct impact on the time it takes to render a frame. While different GPUs have different #s of shader pipelines they must all write out to the final framebuffer. That frame buffer can not be displayed until it is full and finished. Shader speed is a function of shader code instruction count and the number of pixels on screen it affects in any given frame. For instance, on some other game the eyeball shader was the most expensive. It had something like 93-95 instructions. But, the number of pixels on screen it affected at any given time was very very low so the impact was not that great. For something like a motion blur shader, which affects the entire frame buffer, lower instruction counts will positively affect frame rate, for sure." ----- This modification is free to the Arma2 community and may not be sold. It is offered without warranty and you choose to use it at your own risk. It can be modified and redistributed without contacting the author, with credit. This file contains intellectual property (shaders) owned by Bohemia Interactive, but is not useful without owning the ArmA2 game. Do not distribute ArmA2 core bin.pbo files with this shader or derivatives of this work in them as they are not compatible with all versions/regions of the game. ----- dedicated to kegetys (we await arma2lib!) and mikero :D
  9. Okay, I guess we resume the conversation here to avoid confusion about the totally different implementation: New Signed Addon Thread: http://forums.bistudio.com/showthread.php?t=97853
  10. Yep, agreed. That's why I made it! I use the low setting, since I did not notice any extra enhancements on high except for full screen 'mayonnaise on the lense' or hazyness. All the cool bloom and night effects are present in low, which is what I wanted. I didn't make a 'no-running blur' version because then I would have to manage 8 separate hacks. (noblur, noblur+noglow, noblur+noglow+norun, noblur+norun) That would be quite a headache to update. Besides that, the circular edge blurred by running (sprinting) is not that annoying.
  11. oktane

    ArmA 2 I/O analysis results

    I understand why it was rated high, I saw it too. I was just questioning the value of prioritizing it. If you have the space, do it. I'd put the whole game on fast storage. (which is what you can do with a raid0 array or SSD, or TONS of ram) I cannot decide what you do with your own money. If it were me, I'd do a lot of research and get the best SSD I could for my budget, not RAM. Be careful which one you buy, I read ones with the JMicron JMF602A/B controller in the drive may have studdering issues. Some have wear leveling issues or something too. I don't know much, I don't have one myself. OFP/Arma/ArmA2 ALWAYS studders at first, while it's reading in the intial data. If you have first started the game this is apparent, as well as if you teleport to another location instantly (like in domination). The streaming system basically has to start over and start caching from scratch. In OFP, I just used to turn around in a circle a few times and it went away in a few seconds. I would not base any buying decision on this specific startup-issue, only other issues like studdering in towns and poor loading of textures.
  12. oktane

    ArmA 2 I/O analysis results

    Dubbing? I'd list that low on the priority list. But we don't know if it causes blocking situations in the A2 code. (IE, we have to wait for dubbing to do other things, making FPS go down. I doubt it is coded like that) If you have a choice, why mess with the ram, just go with the SSD. Myself, I cannot afford that.. I just raided 4 identical old drives I had with Intel raid0, 16kb stripe and allocation size, fast enough for my tastes. Living on the edge though, 4 times the chance of total data loss. I back everything up though. I got tired of the ram, seemed to make arma crash to desktop frequently with weird lines in the RPT file. Now with this raid, I can put everything the os considers temp data, pagefile, browser cache, etc as well as games on it, so everything has improved, without needing to have the OS on it. I assume you could do the same with your SSD. If you do use an SSD, I read that there is a special way you need to format it, to align the formatted filesystem to its physical block size, for optimal speed.
  13. Work okay? Anyone an A2 beta user?
  14. oktane

    ArmA 2 I/O analysis results

    Hello Dubbing is all the voice in the game. This is caused by people (including AI) that are talking, as well as the conversation engine. So basically, they are sound files of voices, parts of sentences, etc. As you can imagine, there is a lot of that if you are around infantry, and don't use a no-voice mod or ACE.
  15. Hey guys Anyone want to test this out? It's been a long time coming, completely redone in how it works and instructions. It's a mod folder now, and its signed. It's updated for 1.05 and the new 1.05.xxxxx betas. http://drop.io/ArmA2NoBlur_v1/asset/okt-noblur-v1-0-7z Please don't mirror it yet, until we know it works for a few folks or if there are issues.
  16. position[]={5149.5762,347.76474,8936.5313}; xzy is mission format is [5149.5762,8936.5313,347.76474]; xyz is scripting format
  17. The short answer is, use stock 1.05, not the 63826 beta. Sorry. For stock 1.05, you use the 'beta' shader in the zip file. This seems confusing but it's because it was released before 1.05, when 1.05 was in beta. When 1.05 final came out, it had the same shaders as the old beta. So that's the mod you use. The shaders are different in the new (1.06?) beta, and something has changed slightly so that the homemade shader extraction tool doesn't work at the moment. Besides that, there's only one beta out, it isn't like they are pumping them out like they used to.. In other news, in a few days I will release a signed noBlur version here for testing. (for 1.05) It can also be noBloom, like keg's old release. Being signed, means you can use it in MP wherever it is allowed.
  18. TRY DEMO MISSION HERE if you haven't experienced it. BUG REPORT: http://dev-heaven.net/issues/show/6279 REGISTER AND VOTE PLEASE Sample Mission: Download PBO Mission Steam Users: If you don't get this error, please try the demo mission in the first post. If you still don't the error, can you tell us your region? (country) It may be that there are different steam versions? Comon BIS, this is something that was left out of 1.03 and still wasn't put back in 1.04. Can you hot fix it for us steam users? I believe we are the only ones that get it. We need an updated Arty module with the fixed config or the missing icon assets. Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconCreated'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconCanceled'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconDone'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconFailed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.colorCreated'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.colorCanceled'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.colorDone'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.colorFailed'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array
  19. Register an account for the CIT and vote on this issue here: http://dev-heaven.net/issues/9436
  20. oktane

    Arma2TS

    Vote for it: http://dev-heaven.net/issues/9436
  21. oktane

    Arma2TS

    Great idea! And nice diagram. :) Looking at the code, doesn't look like it's required to be an addon at all. So mission makers or server admins, you could just integrate this in your normal public missions if you wanted. Users would still have to get the TS3 addon however, but there would be no arma addon requirement. (similar to mando missile script edition) Thank you for keeping it open source. Regarding DLL injection, a possible entry point is the BE dll itself! (if you can hide it from BE?) BE has added RCON for server admins, so I think it will become more widespread soon. If only BIS would allow us a few variables to be accessed externally, via named pipes or whatnot. (not any variables, and no external code execution.. vars would need to be polled. Or else it would be easily exploited)
  22. Yes it does, just use the file from the 'beta' folder. 1.05 uses the same shaders as the old 1.04 betas.
  23. If you have the steam version, download it. The version that comes down via steam is 1.04. (if you already did, right click on it in the steam games list, properties, and on the Local Files tab, click "Verify Integrity of game cache.." Then run the 1.05 patch, which you can get from arma2.com, and you'll be up to date. http://www.arma2.com/support/updates/folder.html?lang=en FYI: Patches do not require incremental updates. You can go from 1.00 to 1.05.
  24. Me too. There is a free version called WinMerge if you don't want to buy Beyond Compare. But I love BC. With the G15 keyboard, i have some custom F keys that run the frequently used commands such as merge line left-> right, merge section left-> right, merge whole file left-right, prev/next difference, prev/next different file, etc. Makes merging changes take about 10 mins max. It was cool when Xeno was checking things into SVN but since he hasn't been lately, I have just been using the latest release file and diffing that. ---------- Post added at 03:57 PM ---------- Previous post was at 03:55 PM ---------- Yes. Please use the wiki to answer syntax questions, most everything is very well documented at this point. http://community.bistudio.com/wiki/hint _starL = "<img image='\ca\ui\data\debr_star.paa' align='left'/>"; _starL = _starL + _starL + _starL; _starR = "<img image='\ca\ui\data\debr_star.paa' align='right'/>"; _starR = _starR + _starR + _starR; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>TITLE</t><br/><br/>"; _text = "Bla bla bla bla bla..."; hint parseText (_starL + _starR + _title + _text);
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