sandzibar
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Posts posted by sandzibar
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wow. dev response

thanks for the reply Suma. ill have a play with the maxmem setting, as im pretty sure ive got the textures set at low or normal.
looking forward to the upcomming patch like everyone else here. keep up the great work.
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well.. it might be in arma2
vbs2 loadout screen. (yes i know, not strictly arma2 at all.. but both dev teams must talk to each other)
similar to your pack from here no?
Making this huge assumption because the VBS2 webpage also has stuff on My hand signals and destructible buildings, that we should also be getting in arma2. Coincidence? maybe.
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After playing for a while, Arma tends to choke up and die. Framerate hits 0 and textures/LODs drop.
Ive checked the rpt file and it fills up with around 3meg (in one gaming session after around 1hour of various MP maps) with the following messages:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
VID: No space left for 1024x1024 (1398096 B)
Error: Failed to create surface texture
Error during v-buffer creation: error 8876017c (D3DERR_OUTOFVIDEOMEMORY)
x 100000
My gfx card is an AGP 7600GT with 256m of vid RAM. Latest Nvidia drivers.
I had been using 1.09b with the -vm108 parameter as it was helping stop LOD issues before. But now im not sure if its helping or not... Should I be using maxmem instead? is this lack of vid mem even related to these 2 commandline options?
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yes this is annoying. especially when the damage texture doesnt appear or lags behind. can be hard to work out whats been taken out and what hasnt on a busy battlefield.
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Anyone else has the prob that when i select the PKW Mercs in the editor it gives em a error about a M21 and when i try to start the editor it always gives me a ctd.Weapons and Mercs are in my Misc Addons folder.

I get exactly the same... and then previewing missions will crash arma. running 1.09beta and Queens Gambit.
some of the errors in the rpt file are as follows:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Warning Message: Error: creating weapon PKW_M21A with scope=private
Warning Message: No entry '.displayName'.
Warning Message: '/' is not a value
Warning Message: No entry '.nameSound'.
Warning Message: '/' is not a value
Warning Message: No entry '.type'.
Warning Message: '/' is not a value
Warning Message: No entry '.picture'.
Warning Message: '/' is not a value
Warning Message: No entry '.Library'.
Warning Message: No entry '.libTextDesc'.
Warning Message: '/' is not a value
Warning Message: No entry '.model'.
Warning Message: '/' is not a value
Warning Message: No entry '.fireLightDuration'.
Warning Message: '/' is not a value
Warning Message: No entry '.fireLightIntensity'.
Warning Message: '/' is not a value
Warning Message: No entry '.muzzles'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgWeapons.PKW_glock17SD'.
Warning Message: No entry '.scope'.
Warning Message: '/' is not a value
Warning Message: Error: creating weapon PKW_glock17SD with scope=private
Warning Message: Cannot open object pkw_mercenary\najemnik4.p3d
Warning Message: Cannot load material file pkw_mercenary\data\us_hhl.rvmat.
Cannot load material file pkw_mercenary\data\us_hhl.rvmat
Warning Message: Cannot load material file pkw_mercenary\data\us_hhl_wound1.rvmat.
Cannot load material file pkw_mercenary\data\us_hhl_wound1.rvmat
Warning Message: Cannot load material file pkw_mercenary\data\us_hhl_wound2.rvmat.
Cannot load material file pkw_mercenary\data\us_hhl_wound2.rvmat
Warning Message: Cannot load material file pkw_mercenary\data\rek_soldier_body.rvmat.
Cannot load material file pkw_mercenary\data\rek_soldier_body.rvmat
Warning Message: Cannot load material file pkw_mercenary\data\rek_soldier_body_wound1.rvmat.
Cannot load material file pkw_mercenary\data\rek_soldier_body_wound1.rvmat
Warning Message: Cannot load material file pkw_mercenary\data\rek_soldier_body_wound2.rvmat.
Cannot load material file pkw_mercenary\data\rek_soldier_body_wound2.rvmat
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These weapons are GREAT !
But i have strange feeling about hk416's and scar's skins , is not ugly , but looks strange , i dunno why , maybe i saw Jason in last Friday

yep I've got the same filling
also there is something wrong with scar and holo sight
dot is a litle bit to low
Yip just noticed that after swearing that the enemies had bullet proof faces..
turns out the eotech sd SCAR L hits at the top of the sight circle and not the center dot. rounds were going just over thier heads.
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AI dynamic situation specific chat: check
AI suppressive fire: check
Vehicle radio chatter: check
Ambient wildlife: check
Secondaries on tanks with buring crew: check
6th tracersn ow working: check
yep. id say it was all good now

many thanks to sickboy and matt for making my morning

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tested it already matt?

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you're a bloody legend sickboy.

*fires up the pbo compiler*
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Think you can get around the soundpack (weapon sounds anyway) issue by removeing the ecs_armoury pbo and running your chosen soundmod alongside. Everything esle AI sounds, ambient environment will work fine still.
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Quote[/b] ]Converting this to be compatible with XEH is about 1 minute work.would you be willing to tell us how? i have no experience in Arma scripting/programing. and im really missing the 6th tracers sickboy

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QG will work fine with it.
Its because ECS is not compatible with ANYTHING that uses the extended_eventhandlers pbo.
so.. MatH_rain, Arma_effects, Q11jams, 6th blood/tracers/misc/tools, NIMs_weather, sdp_vehicles etc will cause ECS to stop working - the 'ECS initialised' will fail to appear in the top left corner.
Shame as this is an awesome awesome mod, and the only thing really missing is a decent tracer effect. Be nice if the ECS team could rewrite it for EEH - but judging from the amount of work theyve put in and not sure if its realistic.
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nm. im an idiot.
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In the Mapfact Forum, someone posted a download link to the Arma 2 video from PC Games:http://w15.easy-share.com/1699713470.html
Its german, but there are some great impressions.
thanks muchly.
new scenery looks even better when moving.
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Werent there supposed to be some new videos or something out yesterday?
or did I just dream it

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Got to agree with Dslyecxi on this. Had enough of the middle east scenarios for now. really looking forward to some nice european temperate scenery. From what ive seen so far it looks a lot like whats outside my window. Scarily so.
Id imagine that desert maps are also easier to create, so no doubt they'll be plenty created/modded for Arma2
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wow. great stuff mr g-c
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the what? the vehicle is an AAVP7A1ARF! Not the vehicle.. thats not new!
I don't mean the vehicle, i mean in the fire.. the ground to be more specific.. as if the ground is deformed or something.
EDIT: Another thing: why can't we see the effect of the wind chopper on the grass? The grass is hard as stick and theres not wind blow feeling ..
Sorry wasnt sure what you were talking about.
Ground deformation is not likey to be included, given the reasons BIS gave for limiting building destruction to simple wall changes, as it effects all objects in the local area - unless you like floating roads/houses etc.
Just looks like the existing arma crater texture and fire, just over the lip of a small ridge to me.
Dynamic changes to vegetation/smoke position from heli downdraft would be awesome. I guess they could kind of do it by flattening grass (like when a unit it lying down) in a proximity to an aircraft with its engine on.
But i think having it wave around, or smoke being displaced realistically would be fairly cpu intensive?
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the what? the vehicle is an AAVP7A1
after looking at the screenies some more..
This one made me sad. ground texture = fail. grass drawdistance = fail. im hoping its some test using arma1.. and not when you are running arma2 on anything less than a 8 core nvidia prototype milspec super computer. time to start saving my pennies i guess.
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looking good. very excited. that terrain fidelity is superb.
best grass ever.
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Is this XEH issue being addressed? would really love to be able to use the awesome HWM UH1 and six_tracers at the same time
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hmm with 1.2 XEH anyone gets tracers on Cobra gun ?or there was none at all ?
having same problem..
missing tracers on:
UH60 minguns
AH6 miniguns
Mi17 MG
KA50 cannon
AH1 cannon
no idea why. used to work. and im not sure what ive changed recently.
edit: tried downloading latest version (0.4), used ext event handlers that came with that zip. still no tracer
edit2: disabled armaeffects and its EEH. no joy.
narrowed it down to something in hwm_air.pbo that im also using.
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Didnt see this mentioned in the requests/hopes list. Presumably this may get a bit of a tweak to. make. it. less.
robot.
ic. and disjointed.
But apart from that, Id really love for the opfor to go back to speaking in russian (just as the Red Hammer pack brought us in OFP I believe). So much more atmospheric.
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and an AAV7
fixed range nightvision
in ARMA - ADDONS & MODS: DISCUSSION
Posted
nice idea. liked the way light sources now no longer turn the NVG to pitch black..
do have issues with it being extremely overbright as others have mentioned.
ive also noticed that it turns itself off and on at random when i was playing coop mission earlier. ended up with around 6 instances of the "adjust NVG" command in the action menu as well.