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Everything posted by oktane
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ArmA II does have issues. It crashes to the desktop, it has various LOD and performance issues. But it doesn't cause your computer to hard lock where the CPU has totally halted, nor will it BSOD. Those would be hardware or driver problems. A game (or any other userland software) is not at a low enough level that it can access hardware directly. It only talks to the videocard/soundcard/etc thru their respective drivers. Drivers, since they need to access the hardware directly, run at the kernel level. (or Ring0) When a driver shits the bed, BSOD. Hard locks on the other hand, in my experience have been hardware related, and they may be triggered by load. I gave hardware stress testing apps in your thread that can help diagnose your problem. Yes Arma will go tits up and crash to the desktop. It might look all corrupted in game because of its vram issues. But it cannot cause hardware errors! That is a misunderstanding and a big source of FUD.
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Missing xAudio2 file(s) & sound issues
oktane replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
If you are referring to the previous post about the Communications device distortion, its nothing to do with ATI's drivers. It occurs even without an ATI card. I gave a more detailed synopsis in my original post if you'd like to try pushing it to BIS again. Again, the distortion only occurs in ArmA2, as proved by my compilation of the sound test application* that uses the same audio engine entirely as ArmA2. *(which I wish you would link on the first post to help folks and the work around on windows 7) As I tried to explain, I think there are two or more separate issues that can cause the crackling. Cheers -
BIS: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconCreated'.
oktane replied to oktane's topic in ARMA 2 & OA - TROUBLESHOOTING
Well it does have to do with different releases. (regions?) Some people get it and some people don't. I'll install my dvd version tonight and do some diff's. If they don't fix it soon I am thinking of just including the artillery scripts with missions, with fixed configs. :j: And a better arty map! using the mortars on that huge zoomed out thing is atrocious. -
While that's feasible for a small project, things such as game engines are normally interated just like this. They would be larger iterations if BIS were a bigger studio. But there are disadvantages to being bigger too. (especially from our side) I don't think they have the resources to start from scratch, nor is that a good idea financially imo. Some portions need to be improved for sure, but to junk the whole thing is not logical. LOD/Texture loading can be helped with faster access storage where the stock addons are located. You can try SSD's or even ram drives if you have the memory to spare. Personally I use a raid0 array. You can also use a utility named contig from sysinternals that will put your arma2 directory in a continuous block on the hard drive to minimize access times. I doubt they are trying to cover anything up. They wanted the game to have post proccessing effects like modern games do these days. It's a shame they over did it a little but give them time, hopefully they will fix it. They are receptive to their games community, even if people bitch and moan otherwise. Go try to get a developer response for a simple question on an EA game. :D Please make an account for the bug tracker and vote on the issue. Just discussion here won't help as much as voting on the bugs/features list they actually look at. http://dev-heaven.net/issues/show/3718
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Thanks for testing, haven't had time myself. Now this should only be needed if the time acceleration (read skipTime) is activated aye? Regardless, it's ok to have running all the time for accuracy's sake. :D Now to add in some more startup parameters.. http://www.ofpec.com/tutorials/index.php?action=view&id=212 With this we can reduce the number of mission types (merge stock/AI/Revive) hopefully. Anyone made any custom side missions yet? I am thinking of adding some made with the BIS 3d editor, but in any case it would require manual 'gluing' into the existing framework. Are any of the side missions bugged in 1.04? I had removed the flag ones because people kept telling me they were getting stuck but I think that Xeno fixed them in 1.09. I'd like to re-enable the flag ones and the capture officer one that I had disabled.
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BIS: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconCreated'.
oktane replied to oktane's topic in ARMA 2 & OA - TROUBLESHOOTING
Thats strange. Did you use the test mission? I dont know what you mean about mobile artillery. If you mean the MLRS, you must load it with the proper ammo type. This is off topic, but here are the ammo types that work with artillery (I'll put them on the wiki soon, edit done.. here ): -
Well I haven't fixed it yet, those code peices are from Xeno.. comparing the time handling from each version of Domi for arma2. The one time i did fiddle with it, the FPS would drop when anyone joined for a few seconds.. I don't recommend doing that. Maybe the fix is to just remove the code now that the normal sync time when player joins bug is fixed in 1.04? There should not be a need for it unless the map is running in fasttime mode. I'll look at a few other 'very dynamic' missions and see how they did it if I can this weekend. I think there is a misconception that something was commented out of the code due to the setdate bug. Its true that he made changes, notably he removed the public variable event handler, which was kind of overkill to begin with. (syncing all players time when only one player needs his time synced seems overkill i mean) When a player joins a server, regardless of the map, the time should be syncronized to the server's current time. Thats how it SHOULD work, but I have not verified it in 1.04. The only time that 'time handling' code should be needed (if there is no more bug) is if the map has a fasttime option and its enabled. :p
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Those bombs cant lock on to anything except laser targets mate. The lock key is default to 'TAB'. It is called Next Target in the controls. You should try playing around in the editor, place yourself in a harrier or ah1z and make an enemy group of tanks. That is the best way to learn the controls and the game. (or play the campaign!) You will see that you can lock fine with hellfire missiles, but can't lock with bombs.
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BIS: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconCreated'.
oktane replied to oktane's topic in ARMA 2 & OA - TROUBLESHOOTING
Bump. If you don't get this error on steam, please try the demo mission in the first post. If you still dont get it, can you tell us your region? (country) -
Mando Missile ArmA for ArmA 2
oktane replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking awsome mando. Hey I tested out the new features of A2 regarding vehicle variables that are public... they work well. SetVariable now takes an extra parameter that determines if its public or local. So I have made a dam script that has a control object.. clients can send and receive data from that objects variables to see which gates of the dam should be open, etc. It should work great for storing missile types and counts so that AI launchers on human gunnable vehicles will seamless. Let me know if you'd like any work done on that, I'd love to help. -
Hi Tankbuster Server setups should have nothing to do with the TOD syncing. If he was joining 1.04 servers, that were running different versions of Domination (which is what I took his explaination as) then it would be likely one of them was the older version that still synced all clients when one JIP client joined via the publiceventhandler. Here is a comparison, I'm pretty sure this is right, I when thru each version and foundinfiles "date_str": Now I had an old version where I fixed the typo (sorry Xeno if its not a typo) and the time sync worked. (this was pre Arma 1.03) BUT it made everyones game pause, it was horrible. I had used parts of 1.0's timesync code with the pubvar event. Now as a comparison, here is how Warfare in A1 did it.
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Then you have the answer, in your MPMissionsCache directory! Unpbo and look at the mission.. If you find it, post it here!
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BIS: No entry 'bin\config.bin/RscTitles/RscArtyMap/Task.iconCreated'.
oktane replied to oktane's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks for checking. This is related to the error that used to appear in the lobby of MP games too, there were missing assets for Steam users... they FIXED that in 1.04, but forgot about this.. You'd think they'd do a diff of a steam version vs a dvd version to see what they are missing, that would totally solve the issue. -
As a follow up to this, there is an even easier way. Goto Controls - > Controller And you will get this: I think that is what sets that trackir=1 value. anyone know what the schemes are for, or how to customize them? I never even noticed that menu before! :D
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If your trackIR was working before and now is not in 1.04, do one of these two things: Make a new profile from scratch. Reset all your keys and such. :( OR Find your old arma2profile file and find trackIR=0; line in it, change the zero to a one. The file is located in My Documents\ArmA 2\ or My Documents\ArmA 2 Other Profiles\
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What do you mean by Activated alex? its there if you press alt-e. Are you talking about when you try to stack objects on top of other objects it sometimes totally ignores what you are trying to do and messes up your layout? (for example, try to stack some ammo boxes in the 3DE without losing your sanity because they keep 'self adjusting or rotating'.. now its perfect! then hit save bam, shits all mixed up again!) It sounds like you are doing manually what you could do in the 3dE but there appears to be some problem that happens in both situations. Maybe you could do AttachTo to connect the objects?
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If you've disabled any mods and such, Make sure you dont have: Custom Sound and Face files!
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Theres a suggestions forum for this stuff guys. This is the troubleshoot'n forum. The interface rocks, but only if you played OFP and Arma and know all the short cuts :D I agree with the thanks to BIS with all my heart.
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Mention the build number if you post an issue here
oktane posted a topic in ARMA 2 & OA - BETA PATCH TESTING
This is very important. Don't just say 'it happened on the beta version', that means nothing. Thank you -
Mention the build number if you post an issue here
oktane replied to oktane's topic in ARMA 2 & OA - BETA PATCH TESTING
That's true mate, but unfortunately I don't think people read it. I thought this would help because it is more in your face, with its own subject line but I give up. :) -
Mention the build number if you post an issue here
oktane replied to oktane's topic in ARMA 2 & OA - BETA PATCH TESTING
Can this be stickied or something? People keep reporting things and fail to mention WHICH build they are on, so it is less than useful for keeping track of issues. -
Sound Test Application - using XAudio2 API
oktane posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Due to some problems with sound that some are having (including myself), I compiled an app from the latest Microsoft DirectX SDK which uses the XAudio2 API. I didn't write it, a dude at Microsoft did. This is the same API that the game uses, so it is ideal for: -Testing to see if your drivers work ok with XAudio2 -Making sure that your DirectX is functioning (app will error out if not) -Testing surround sound for proper functioning -Positioning surround sound speakers to avoid dead spots I have not tested it on anything but Vista and Windows 7 so if someone has XP, let me know if it works ok! The point of this post is to hopefully get an A2 files site to mirror this, as its handy for troubleshooting and tweaking Arma2 for best audio experience. The source code is included. It is basically the stock XAudio2 sample from the DirectX SDK with the reverb effects commented out since they caused it to crash. So the reverb dropdown doesn't do anything. I tried to set up a sound test in the editor with 4 vehicles NWSE directions with engines running to help tweak my speaker positions in my room, it was pretty difficult using just the game itself because all the engines sound similar, this app makes it a lot easier to find dead spots. I ended up moving my side speakers up quite a bit and now the game sounds phenomenal during a battle with no 'silent spots' when I turn around. Hope this helps some folks. DOWNLOAD 7zip DOWNLOAD rar How to install: There is no installation. You decompress the file and run the shortcut. This is independent of the game, it is only to test out audio. The reason it is relevant is it uses the same audio API as the game. (Arma 2) -
Nice to see you implemented a lot of the things I had put in our version like halo eject and tasks, only much better coded. now i can delete my crap! Thank you for all your hard work and months of man hours on this project. You are a master of the Arma2 scripting engine sir! ---------- Post added at 02:27 AM ---------- Previous post was at 02:23 AM ---------- I suggest you try to fix it yourself, or wait for someone here to figure it out. Give Xeno a break, he's updated this mission for at least 3 years! I don't think voting for the bug is going to do much if he's stopped working on it. ;) Someone here will figure it out soon enough.
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Sound Test Application - using XAudio2 API
oktane replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Oh thank you, I missed it completely. :D -
Why are there literally 0 PVP servers?
oktane replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
I have a pvp server running on a spare box with 100% aas maps and proper difficulty settings, its ALWAYS empty. :) I suggest joining Mosh's.