Jump to content

scruffy

Member
  • Content Count

    507
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

19 Good

About scruffy

  • Rank
    Gunnery Sergeant

Profile Information

  • Gender
    Not Telling

Contact Methods

  • Biography
    Name hat kein BAS!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'll try sometime in the future, but I'll wait a bit for new BIOS versions and what I read. Some seem to have problems running even 3600Mhz, though that seems to be with other mainboard manufacturers. I've got a Gigabyte Aorus Elite. Until then I'm happy with what I ran before and that it's stable. Thanks for the tests everyone, I'm tempted to get new RAM, as I probably won't get a new GPU anytime soon :D
  2. I upgraded my CPU from a 3700x to a 5800x and did some benchmarks. YAAB 1.00 | Arma 2.00 1080p standard (CMA AVX2 malloc) 5800X (Eco mode 65W) | 2x16 GB DR 3600 MHz 16-18-18-36 1T | GTX 1080ti (11 GB) | SSD FPS: 61,9 min | 89,1 avg | 139 max 1080p Ultra (CMA AVX2 malloc) FPS: 44,5 min | 67,4 avg | 94,8 max Compared to the "old" 3700x I now get on Ultra nearly what I had on Standard preset before. Here is the post what the old one managed with different RAM settings, and here is a comparison graph:
  3. Did some testing with RAM speed myself, following Grooves procedure: YAAB 1.00 | Arma 2.00 1080p standard (CMA AVX2 malloc) 3700X @stock | GTX 1080ti (11 GB) | SSD 2x16 GB DR 2133 MHz 15-15-15-36 2T (aka "what is a BIOS?" auto setting) FPS: 33,7 min | 49,7 avg | 72,8 max 2x16 GB DR 3200 MHz 16-18-18-36 1T (aka cheap RAM kit) FPS: 39,3 min | 61,2 avg | 85,7 max 2x16 GB DR 3600 MHz 18-19-19-39 1T (XMP for my kit) FPS: 39,2 min | 63,4 avg | 91,8 max 2x16 GB DR 3600 MHz 16-18-18-36 1T (DRAM Calculator Fast timings) FPS: 43,1 min | 67,5 avg | 96,3 max YAAB 1.00 | Arma 2.00 1080p Ultra (CMA AVX2 malloc) 3800X @stock | GTX 1080ti (11 GB) | SSD 2x16 GB DR 2133 MHz 15-15-15-36 2T (aka "what is a BIOS?" auto setting) FPS: 25,8 min | 35,5 avg | 58,4 max 2x16 GB DR 3200 MHz 16-18-18-36 1T (aka cheap RAM kit) FPS: 30,7 min | 46,8 avg | 68,3 max 2x16 GB DR 3600 MHz 18-19-19-39 1T (XMP for my kit) FPS: 33,5 min | 45,5 avg | 71,2 max 2x16 GB DR 3600 MHz 16-18-18-36 1T (DRAM Calculator Fast timings) FPS: 34,5 min | 51,5 avg | 75,3 max And to see a bit more GPU limit with only 5 runs averaged: YAAB 1.00 | Arma 2.00 200% res-scale@1080p = UHD Ultra (CMA AVX2 malloc) 3800X @stock | GTX 1080ti (11 GB) | SSD 2x16 GB DR 2133 MHz 15-15-15-36 2T (aka "what is a BIOS?" auto setting) FPS: 25 min | 36,2 avg | 55,3 max 2x16 GB DR 3200 MHz 16-18-18-36 1T (aka cheap RAM kit) FPS: 29,6 min | 41,9 avg | 64,2 max 2x16 GB DR 3600 MHz 18-19-19-39 1T (XMP for my kit) FPS: 29,4 min | 42,6 avg | 67,6 max 2x16 GB DR 3600 MHz 16-18-18-36 1T (DRAM Calculator Fast timings) FPS: 30 min | 44,9 avg | 76,4 max
  4. scruffy

    co10 Escape

    I updated that post a bit, since some things changed in the last three years ;)
  5. scruffy

    co10 Escape

    There's still some problems with most of the new templates that will need to be fixed for a proper release. You might spawn outside the shed on that version of the prison, two of the roadblocks are kind of broken, towers on new com centers could be destroyed resulting in the box being unreachable, etc.
  6. scruffy

    co10 Escape

    No problem here, starting just vanilla A3 and loading this unpacked version of build 137: https://www.dropbox.com/sh/ifs72kdf7yt7ose/AABvgxdf-IdGlh2JUuG_4dsRa?dl=0 I'm using mikeros ExtractPBO to unpack .pbos Also I sometimes noticed when loading a mission in Eden it will without error just load into VR world, I then have to open the mission again so it loads the proper island. That's not what you are seeing? We played the last few days (also CUP) and can attest to the AI being all around deadlier. No idea why we didn't notice before, maybe we were lucky with our island choices? We definitely didn't notice the longer spotting distances on Porto :D
  7. scruffy

    co10 Escape

    I don't know if it will interfere, but the units are already cached, so even if not it won't really help. You can adjust the parameter for spawn distance already, so maybe put that on low for better performance, especially when on an island with many zones. Combined with a long view distance you might be able to spot them spawning in though, for example when observing a camp from a hill while the rest of the team moves in. Replacing the units through mission.sqm editing is easy, or changing the probability, but adding something is hard. You'd have to change that Item270 to something else, I think they have to be numbered consecutively, I think the id needs to be unique too, and theres a number somewhere up top saying how many items there are. And you'd have to get your position from another mission. So it's not worth it adding it by hand to the mission.sqm, just unpack the .pbo and open up the mission in the editor, place everything there. We probably won't change the mission.sqm on an already working island, so you can just replace it again when we do a new code update. Are you playing the RHS version by chance? There is currently a bug with most of their units after one of the new Arma updates, so they mostly die from a single hit. See here: So in addition to the AI now spotting you earlier they don't need to hit your head, they probably don't shoot better, but all those previously wounding shots are lethal now. Regarding the AI skill settings, I remember them being broken and/or inconsistent in MP some time ago. They were disabled in the mission back then. No idea if BIS properly fixed that, and if the mission setting is active again. That parameter might not change any of their skills, I'll have to ask Neo about that.
  8. scruffy

    co10 Escape

    Wrong markername is now fixed on dev build 136 Thanks for reporting! Only civilian units used are cars, if you see a civilian on foot he crashed. On a few islands (Tanoa, Malden 2035 and I think something by Icebreakr) you may find empty boats next to piers and in harbours. Loadout depends on the preconfigured loadout of the units, we spawn them as if you just place whats available in the editor (apart from scopes/NVG/map/compass). So the answer is yes, the mods you use have a big influence. Edit: I'm stupid, uploaded an unfinished villagemarkers file for Lythium... Should be fixed now on build 137, but as we don't have Lythium on the server I only tested my local version. Can you please try again and tell me if it's still broken? No private release, all our dev versions (including the ones I completely break when I try to write a script) can be found here: ftp://escape@anzp.de Version was changed on dev build after the last full release, name ingame should be "1.9.0 dev" since somewhere around build 125 Thanks, that was written before RHS added a "normal" crate, changed in dev build 136 As lethargic said, all unit types are pulled from UnitClasses.sqf, so you don't need to change anything else for a mod version. About the rest: 1) No spawn rate, only civilian cars exist. You can find empty boats on Tanoa and maybe 2 or 3 other islands, but those are handplaced for these islands (with %-to-exist) 2) Prison guards are spawned in ..\functions\Server\fn_InitServer.sqf, if the spawned unit has flashlight/NVGs they might keep them, but might be removed randomly. Look at line 583ff (Every other unit spawned also has their base loadout, but NVG/Map/Compass/GPS/attachments will be removed most of the time. They then might get an attachment added again randomly from the array "a3e_arr_Scopes" in unitclasses. Don't know where the function for that is right now) 3) Placement of statics and vehicles are set in the template, you can find all of them under ..\functions\templates, the type used is an array from UnitClasses. Infantry on camps is spawned by ..\functions\DRN\fn_InitGuardedLocations.sqf, array is "a3e_arr_Escape_InfantryTypes" from UnitClasses In devbuild there's also ..\functions\DRN\fn_GarrisonUnits.sqf with a separate number for a few specific buildings used in the templates. 4) Helicopters are spawned in on preplaced markers (I think three, for example "drn_searchChopperStartPosMarker"), location depends on the island of course, somewhere on an airfield. But apart from the first search chopper (which is still hovering instead of waiting on the ground, that's on the to-do list) they are only spawned in when needed and don't exist prior to the mission deciding "I'll drop a bunch of paratroopers now". You could place some by hand as with boats, but that would be specific for that mission again.
  9. Nearly finished the campaign, just need to clean up now and probably find some memories. I really like it, very well made and it's something different from normal Arma missions. The memory effect and switching between the two is impressive. Something that was a bit unclear for me: So that is why I had to aim so high... The VR strike mission was also a bit of trial and error, but without restarting. Both the wildcat and Abigail drone did nothing for me and the CAS plane with laserguided bomb also never dropped the bomb. I had the laser active on the already disabled truck, everyone else was dead. Had to call in mortar fire until one landed close enough. On the VR mines mission when the civilians were spawned after clearing the very last objective, 4 of them were thrown in from the side and a few meters in the air. They obviously died on landing, but that didn't seem to count as a casualty, because I was complimented for finding all UXOs.
  10. scruffy

    Laws of War DLC Assets

    Can you maybe spawn those remnants as another type of submunition?
  11. To maybe save you some searching: A velociraptor addon had that effect for me
  12. scruffy

    co10 Escape

    All extraction positions are chosen from a handplaced pool, which was hardcoded to exactly 8 before. At each location there are two markers on which an invisible heliH is spawned for the two extraction choppers. I think the problem with no reaction to smoke grenades was that because of a small error the visible marker when playing was spawned on the second preplaced marker, while the trigger is checking for smokegrenades near the first one. Especially on newer missions I placed those two markers further apart than before (if the landing zone was big enough) to try and minimize the times the AI pilots would crash into each other. Because of that the issue was kind of random and we couldn't reproduce it in testing (only playing "live") as the code worked, you just stood at the wrong position. The marker on a completely wrong position (probably 0,0,0) as in your screenshot is something else that we haven't seen yet. I guess it could be a problem with my code for checking how many markers are available when I made more than 8 possible. The new debug messages in .rpt from the new dev version will probably help with that, so please send the servers .rpt if possible if it happens again. And thank you again for reporting and helping us here :)
  13. scruffy

    co10 Escape

    jgaz-uk: I added some additional debug stuff for the extraction to the .rpt, please try build 127 from the development version at ftp://anzp.de/development/ Edit: I think I found the error, the bacon will guide the way ;) If it works we'll do a hotfix release It also includes missions for FFAA's Lythium terrain which I finished today.
  14. scruffy

    co10 Escape

    1) If it happens again, could you or someone else as logged in admin check the debug console (in Esc menu, put it in one of the 4 "watch" fields) for the variable a3e_var_Escape_ExtractionMarkerNo ? But I double checked Everon (mod doesn't matter) and the markers are in the right spots and all worked when triggering the extraction there. 2) That's right, units will randomly get some NVGs by the mission. For all WW2 packs you should disable it in parameters (NVG-Goggles and TWS Scopes) for immersion domokun: As Shadow quoted, it's not guaranteed to work on anything but a dedicated server. It seemed to work without errors when Neo and me last tested it hosting ourself quite a while ago, but there are a bunch of reports from others who had problems. You could try, maybe you are lucky. jgaz-uk: Can you send us your servers and a clients .rpt from that session? We had that happen on a mission too, we suspected some mods grenades to not work anymore, but all tests so far couldn't reproduce it. An admin can spawn the helicopters with [3] spawn A3E_fnc_RunExtraction; where 3 is an example for the the variable a3e_var_Escape_ExtractionMarkerNo
  15. scruffy

    COOP 08 Desert Ambush

    Hey Talyn First, let me thank you for remaking this classic :) Sadly the mission crashes our server, just when having the file in the mpmissions folder. So I investigated and it's not your fault, but BIS MP compatibility... The default #include params are (currently ?) broken and seems like they have been for a while. If you put them there by hand it works: I haven't played the mission properly yet, but already have a small suggestion: Maybe place one or two empty backpacks in the crates, as apart from MG, RPG and medic no unit has a backpack and you can't pick up the explosives without one. Edit: Tried it today, hasn't lost a bit of difficulty. The two RPG units are missing their uniform on our server, though. Maybe something on our end. But we blew up the convoy in our briefs :D Regards Scruffy
×