-=seany=-
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Everything posted by -=seany=-
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Arma CCP: Disable locking of all non guided weapons with AutoGuideAT disabled.
-=seany=- posted a topic in ARMA 2 & OA - BETA PATCH TESTING
Firstly I think the CCP is a great initiative. And thanks to KJU for taking it on. Also, bare in mind I don't care who the person organizing or submitting these bugs are, so don't take post like this personally please, I have already expressed before how much I appreciate what you do for the community KJU. With this CCP you have to be prepared to deal with questions/ oppositions to changes you would like to see or ideas you have. I do think these changes have to be thought out very carefully and time and thought must be given to players who raise concerns about changes. Also Changes should not be made that BIS themselves would not make. And I'm sure there are procedures in place to check that this can't happen anyway? --------------------------------------------------- Most of the fixes I see listed are great, but I do have some concerns/questions about changes like; "Disable locking of all non guided weapons with AutoGuideAT disabled." Maybe it's just me not understanding fully how the change will affect various weapons, but this looks to me like one of those kind of things BIS would not change...not with out some major overhaul of this entire system. The problems stem from making a change to fix an apparent problem with the game (eg Auto guide AT is too arcade like) but as a side affect, breaking features that are fine and have no problems. If my understanding is correct this change would mean that if you played on a server with Auto guide AT off, then your Tanks Fire control system would no longer work. In other words you would no longer be able to lock a target with the BIS lock box and have it auto compute the range and lead to hit a target. To me this is an example of breaking something that works as intended to try to fix some thing else. This would affect many vehicles like the Warrior's and the Bradley's cannon and the Stryker MGS main gun etc. What about commanding AI from in a tank with this Disabled? Would that mean I could no longer assign targets to the AI by "locking" them with my Command cursor? How would launchers like the NLAW be affected by this I wonder also? This is guided though, so it would still work I guess, but would you have visual on what you where locking? I'm not sure. I don't use it that much, I'm just wondering about other players here. ------------------------------------------------------- Even if you have an idea to make a change to the game that you feel very strongly about, you can't implement it if it breaks things other players might use or expect to behave a certain way. For me, if you wanted to properly implement this fix it would involve changing (among other things) the entire FireControlSystem to the way it is handled by ACE, where no magic lock boxes are required at all. I think changes like this are beyond the scope of the CCP. Anyway, as I said I think the idea of the ACCP is great, but I really don't want to feel like I have to keep hovering over the CCP change log to make sure that things arnt "slipped in", as it where, that will make big game play changes or affect existing, perfectly functioning game mechanics that people are used to and use regularly. Being in control of this project requires extreme care and consideration of all types of players. Changes should not be taking lightly -
Ghosting in 3D mode with NVIDIA 3D Vision 2 Kit & Asus VG278HE screen in A2 & A2:CO
-=seany=- replied to finguide's topic in ARMA 2 & OA - TROUBLESHOOTING
That sounds more like your using depth settings that are too extreme than ghosting. Or perhaps you need to set the convergence more towards your monitors "screen plane" than "into" the monitor. Eg so that things close to your screen ( like Iron sights etc) are at the center of convergence. If that makes sense...hard to explain these 3d terms.. :) If you don't get what I'm on about let me know and I'll try to find another way to explain and tell you how to adjust convergence. (maybe are not aware of this setting?) -
Or your new to arma, don't follow the forums and are not aware of how to get it or that it's even available. Do you know a post that BIS made anywhere? in game...on here, in email etc etc.. that said you can get this content? If they want to distribute it this way they need to at least have a message in game to alert people to its existence. As I said earlier, all you get is some generic error message when you try to join and ACR server. So how are new players to know? And maybe they are "lazy"...if so then I don't care, just force it on everyone so the rest of us can enjoy it.. because until the vast majority of "lazy" people get it, severs wont bother their ass to add the content. I never said anyone should be forced to play it (or like it, not sure where you got that from)....they should be forced to own it. And your answer to some one who wants to play missions online with other people that use the ACR content (like a Domination mission etc) is to "just go and make some"...right...and for the rest of us in the real world? You think BAF and PMC should have been distributed the same way? Don't you think it defeats the purpose of Lite DLC not splitting the community? -------------- Additionally, I just checked the file size of the ACR lite patch.....107mb wow....why did they not include it with the last patch? I thought it was to keep file size down...obviously not as 107mb is pathetically small these days. There is no reason for it not to be included just like BAF and PMC. It defeats the whole great concept of compatible DLC they came up with to leave it out of official distribution. The whole purpose of "lite DLC" was to not split the community....well guess what happens when you do it this ACR way?
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No one online will host a server using the addon, because BIS wont release the "Lite" content in an official patch. If a server does use the DLC content people try to join, get kicked, then go find some where else to play. Apparently not clever enough to go download the lite content. BIS probably think there should be no problem for people to figure out how to get the lite content. And there right, but apparently server hosters feel that not enough players can figure out how to get it. Although, BIS are not helping the cause by not officially announcing the lite content, there should be a sticky on one of the main forum pages explaining how and where you get it. Also if you try to join a server that has ACR and the client does not, it should pop up a useful message about where you can get ACR lite not some "you cannot play or edit this mission beacuse of missing content ACRvehicels.pbo" etc message. So yeah......not only have I bought the most bugged DLC and content Bis has ever release...I can't even use it online...nice one.... Do us a favor BIS...just include it in a patch already.....boohoo the patch will be 3gb....who cares....not me. Torrents and a bit of patience is all you need.
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ARMA 2: OA beta build 98866 (1.62 MP compatible build, post 1.62 release)
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Nice, no wonder they where so hard to see :) -
ARMA 2: OA beta build 98866 (1.62 MP compatible build, post 1.62 release)
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I skipped the last few betas and have just come up to date. I noticed a new addition I didnt see mentioned. TOW missiles are visible now as they travel down range. This makes them a lot more useful thanks! I wonder what fix changed this? They could be even brighter though. I think real TOWs have a tracer (that or it's just the rocket motor) on the back of the missile to help the gunner guide it to target. -
Taviana Island for ArmA 2!
-=seany=- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Amazing map, Thank you! -
Anyone one who thinks that DayZ has ruined Arma is delusional to be honest. The mod has done nothing but good for Arma and BIS. And has in fact brought new players. Maybe there is some thing wrong with your server browser, but whatever about PVP (this always has had limited player base, and imo doesn't really work that well in Public servers. Maybe if the right mission came along it would be good, but with what we have now it is not) Coop is very healthy for Arma at the moment. The Domination coop server I play on most evenings is constantly full (45 slots). For me, the fact you call DayZ "a cancer to the game" looses you a lot of credibility/potential for rational discussion. I actually find it ironic and kind of sad, the amount of supposed PVP fans who absolutely shun DayZ, even though it has been the most popular PVP game mode OFP/Arma has ever had. Sure the obvious answer is "it has Zombie and we want Mil Sim" , but for me everything that is magic about Arma/OFP's style and atmosphere and its game world is captured perfectly in DayZ, despite the Zombies. It reminds me of those excellent original BIS missions from OFP resistance, where it was you alone with your AK, fighting for survival, trying not to get turned around in some Forrest, with buckets loads of atmosphere.
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Chernarus map - Dayz standalone version to arma 2!
-=seany=- replied to grillob3's topic in ARMA 2 & OA - SUGGESTIONS
I think this would be cool too. The interiors look really nice. It would be a nice "thank you" to long time OFP/Arma players. But...one thing that has always been apparent with the buildings on Chernarus..: they murder you FPS beacuse they take up too much CPU time. You can run various monitor tools (GPUz etc) on your own in the editor and see that when you are in the woods your GPU is doing 90 - 100% usage and your getting great fps. But go near any more than a group of 5 buildings (non enterable I might add) and suddenly your GPU is on holiday while your CPU is being violated and your previously great FPS has now dropped to average levels (on your own in the editor remember). So..how are these new buildings going to affect performance? I always had the suspicion they would have liked to add more enterable buildings on Chern for Amra2, but had to hold back due to the big impact hit they seem to have on CPU. Maybe they can only add this new, more complex Chernarus because of how much other Arma stuff they are going to cut out to optimize and streamline the DayZ standalone. Maybe they are using a new method to create the interiors? Takistan has loads of complex buildings with interiors but doesn't seem to be as hard on CPU as Chern buildings (they still are pretty hard on CPU though). I'd love to know -
Firstly, welcome to Arma and the forum. I would like to say you can just download it and you'll be fine. But... it's an interesting question as they replaced some Arma2 OA base units in the ACR DLC. Logically you would imagine that the lite patch just adds the lite textures for the ACR units you don't own but leaves the default Operation Arrowhead units as they are. But I can't say for 100% sure, curious to know though. Additionally, BIS really need to sort a way to get the lite content to everyone by including it with a patch so that everyone has it. This is the only way will see more severs running the ACR content online. They took a round about way to try to not do thing we all dread about DLC, which is diving a community, but in spite of this extra lite patch availability we do have a division now.
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Problem with new mouse steering conflicting with using keyboard to steer
-=seany=- posted a topic in ARMA 2 & OA - BETA PATCH TESTING
If you get in a vehicle, mouse steering is on (FreeLook off) and if you move the mouse, it turns the wheels. Now if you decide to turn Free Look on and drive with the keys, the mouse steering continues to override any keyboard input for up to about 10 seconds. I was trying to just live with it but it is becoming one of those things that happens every time I play and makes it feel like the game is fighting you. Example of a situation: I am in an m1a2 on a hill in gunners position. I suddenly notice a Hind on a strafing path toward me, I jump into drivers seat and start to move off. I inevitably move the mouse to try to look around, I realise Free Look is off (by this point I have already given a steering command with the mouse by accident). I turn Free Look on and try to drive with the keys. However, the last input I gave with the mouse is over riding the key steering commands. I die beacuse I can't control the vehicle, it wont let me steer with the keys for up to 10 seconds. Expected behaviour if I turn on Free Look it should also cancel mouse steering immediately and allow the keyboard to have full control. Other possible ways of circumventing this problem: 1. Give a game option that lets you choose to have either Free Look on or off by default when you get in a vehicle. (Regardless of this bug, this might be a good option to have anyway, I never steer with the mouse) 2. If you get in a vehicle and set free look off, it should remain off, even if you switch positions, maybe even if you leave the vehicle and get back in. (compromise if it can't be fixed) Bug report: https://dev-heaven.net/issues/49655 -
WarFX : Blastcore
-=seany=- replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, I posted the above a while back, just wanted to bump it again now your back working on it. Could this be from playing in Combined Arms and not just Arma2 as some one mentioned recently? Do you think it could be fixed? Its the only big problem with Blastcore for me. Thanks for a great mod! -
ARMA 2: OA beta build 98046 (1.62 MP compatible build, post 1.62 release)
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
heh heh thanks Dwarden :) [98020] Fixed: Fast missiles not visible (https://dev-heaven.net/issues/52489) Does this mean TOWs will be easier to guide? ( EG tracer on the back more visible?) -
I believe the correct name for that view is "Tactical View"
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Damn shame, who the heck has just Arrowhead? Ill probably never get to use any of these vehicles online now. It makes no sense anyway, what actually stops them putting it in the patch? If the patch detects just Arrowhead then don't install it.... The one thing I thought that might save this DLC was using the nice vehicles online. I know a server where they run DLC (BAF PMC) units on their domination server and I asked if they where going to add ACR units and they said no beacuse there was no light version. I told them you could easily download the light version and everyone would be on the same page after a short time. But they said no, basically because people will have to download something extra, they wont add ACR content to their mission. So you see BIS....it HAS to be forced on to people so we can use it....the free, easy download option is not enough. Don't ask me why..but it isn't. Add the ACR Light content to the next official patch please! Do at least one thing right with this DLC...
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Why do most people prefer coop, not cti?
-=seany=- replied to elvinjones's topic in ARMA 2 & OA - GENERAL
I prefer coop, less stressful, easier to pick up and join in. Unless you bother with proper team work, PVP is just frustrating. The most PVP I have played in Arma has been DayZ, which I enjoyed a lot and found it quite a refreshing take on Arma pvp. I also think the AI in Arma (for all it's flaws) is the best AI I have played against. They do put up a real challenge. It's not like BF2 humans vs bots etc, that really is a turkey shoot. -
I had two odd freezes yesterday online, both times when I opened the map, the game looked like it was still working (I could move the pointer around the map) but I couldn't scroll or close the map or do anything else, had to kill the task.
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As I said:
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Yeah SLI works well in arma2 GTX295 here. The only real problem is that the Arma is a game that can switch from begin GPU limited to CPU limited in the blink of an eye. And when your CPU limited it don't mater how many GPUs you have strapped on :) . As Grillob3 said -winxp is also worth a shot. Also leave the nvidia control panel set at "nvidia recommended" don't try to force AFR2 etc. But I do also think it's a bit of a "fob off" to say that it's all down to hardware makers. I know a few devs that have decided to add mulitgpu to their games and it was more than just waiting for the hardware guys to add support. There are things that can be changed in the code to make the game more optimal to work with MultiGPU. Also the developers can contact nvidia etc to work on multigpu support. A good example of this is Rise of Flight. This game technically already supported SLI (there was an nvidia profile and SLi was providing a boost). Then, to my surprise, the developers said they where adding Multigpu support and in the next update there was a new check box in the options called "MultiGPU" and I got even more of a performance boost thanks to this work by the RoF devs.
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Mission Failure shouldn't delete savegames - making reverting impossible
-=seany=- replied to bors765's topic in ARMA 2 & OA - SUGGESTIONS
I had the same probs on the same mission. Hopefully they will fix it with the multitude of other DLC problems with an ACR patch soon. -
I have never been able to prove it or make a good repro mission, but for me the whole spotting and reveal target system is very buggy in Arma2/OA. Lots of times I can't call a target unless I am the squad leader, some times as squad leader it doesn't work either. Other times I get bugs that prevent me from calling out a killed target, it's like the time out for confirming a downed enemy is way too short, other times it isn't. Another one is the inability to call/reveal a killed vehicle, this never works for me in Arma2. What's most annoying is all of these things functioned flawlessly in Operation Flashpoint. Some thing buggy has crept into this system between Arma1 and now and no one has ever sat down and taken a proper look at it because it "kind of works".
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I would like more gore....and the game is already 18+...
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NVG Bug causing large squares of light on terrain
-=seany=- posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Basically projected lights (like the helo headlight, Illumination flares and counter measure flares etc) cause a large, square light shape to be projected on the terrain rather than their normal smooth cone. Not every light is affected during play, it seems to be when there are a lot of lights sources illuminating at once. Like over a new AO in domination for example. I'm not 100% about this though. I tried changing shadow settings but that made no difference. Anyone familiar with it or know how to fix it? I searched here and dev heaven but could find no mention of the problem. -
NVG Bug causing large squares of light on terrain
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - TROUBLESHOOTING
Nope, looks like I never got around to reporting it. I think because I had intended to get more info. I don't think the problem persists for the whole of the dark period. I have a feeling it is only happening for a couple of hours near dawn or dusk. It could even be affected by season, I'm not 100%. I think I wanted to make a repro mission where it would go through the whole night quickly and have a constant burning light source to test it. I don't know how to do this/ never tried to figure it out*. But if this could be done, it would give them(bis) the best info to work on. If you want to go ahead and report it that's cool. Other wise I'll try to have another look in a few days. *Thinking about it now, I guess you could just add a few fire places in burning state and use the in-game speed up time command. -
NVIDIA video card(s) owners read here!
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
Don't worry about Physx, that is a real snake oil fix. Just leave it as it is, default setting. Same with things like multi gpu performance and pre render frames to 0. Just leave your nvidia profile for Arma at default. The game used to run ok before the failure? I would imagine that you would of had to run at pretty low settings with that 430 gfx card, not too powerful :/