-=seany=-
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Everything posted by -=seany=-
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NVG Bug causing large squares of light on terrain
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - TROUBLESHOOTING
275.33 driver version and Vista64. It has been around since before the last patch 1.6x. I do remember seeing this on foot while in a town before (like 6 months ago or more), can't remember the missions (probably Dom or Ins). I tend to avoid night missions so it's hard to know how long it has been around. I guess I'll make a repro mission and get you guys to test it. ---------- Post added at 08:04 PM ---------- Previous post was at 06:55 PM ---------- Ok, here is a test mission I also noticed while testing that it is not NVG that causes this, it is there all the time. As this pic shows: Please could anyone test the mission and tell me what you see? Thanks! You start in an airborne AH6 in the air. Don't move anywhere. Just turn on NVG and watch the fire works. You have squad member if you want to use tactical view to observe. Test Mission: http://www.mediafire.com/?7uai727xddifjvr -
Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- posted a topic in ARMA 2 & OA - SUGGESTIONS
There is a new AntiAliasing method out by Nividia called FXAA. It is applied in the same way a Post-processed effect is applied to the scene, so it manages to over come many problems of traditional MSAA (such as conflicts with HDR or Transparency Issues). You can read a detailed article on it here: http://www.hardocp.com/article/2011/07/18/nvidias_new_fxaa_antialiasing_technology/1 Bugged OA foliage with In-game AA - Fixed I have had a ticket on Dev Heaven (http://dev-heaven.net/issues/15668) about problems with AA in OA relating to a bug where in-game AA causes white pixels to appear on Some of the foliage. Eg http://dev-heaven.net/attachments/9464/MotionExample2a.jpg This is now fixed using this new AA method. Transparency AA White outlines on objects - Fixed There is another issue many users had where you got a white outline around objects when the had smoke behind them. Eg: http://dev-heaven.net/attachments/13323/takistan-04.jpg This is now also fixed beacuse of the way this AA works. Extra performance - Bonus! I have always found AA in Arma to be quite costly on performance, with even Low or 2xAA causing nearly a 10fps drop. With this AA enabled I loose 3-4 FPS. How to use it: This was (and still is) a hidden driver feature that can only be accessed VIA Nvidia Inspector. And even then it, so far, only supports OpenGL. Nvidia do plan DX support eventually. So how do we use it? Well, Some clever bloke on the internetâ„¢ has found a way to apply it to a DirectX game by putting files into the game directory. You can then disable or enable it in game via the Insert key. Here are the files : http://hotfile.com/dl/125975700/ef4f3b1/injectFxaa_by_some_dude_9.7z.html Hotkeys are now PAUSE and PRINT SCREEN http://hotfile.com/dl/125764390/1cef915/injectFxaa_by_some_dude_5.7z.html http://hotfile.com/dl/125590302/e5f69ee/injectFxaa_by_some_dude_3.7z.htmlSo far the only artifact caused from using it is slightly distorted interface text. Which basically is a non issue. Please can we get official support for this in Arma II/ OA /Arma III? If this AA is implemented officially, the Developers can choose things like how strong the AA is and other such parameters. Given how much of a wonder AA this seems to be (with the way it avoid traditional AA problems), it seems like a no brainer for the developers to get this into Arma. -
As an actual sim player I am perfectly comfortable to use things like auto hover in Arma. As was said before it can be useful while checking the map or doing other combat related things. I think it most amusing when people slam others on this forum for not playing in the way that makes them feel as though they are playing realistic flight sim :D (when they are playing anything but). And also (metalcraze) a lot of helos ( especially combat helos) do have a "hover" switch that holds the aircraft in one spot without need for any input from the pilot. Its not that unrealistic at all. Sure...you don't have to be a particular speed when you engage it, or it doesn't auto turn off when you increase air speed..but really...who cares? It's not a helo sim. When I want full realism I play a flight sim.. I don't play arma and think I'm actually coming any where close to how a real helo is operated. We don't even have separate collective and throttle (the analogue throttle system is a mess anyway) for peats sake and people say auto hover is a cheat or some thing? Oh dear I for one am pretty happy with the current auto hover. It's better since the patch, they reduced the rocking a bit.
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ARMA 2: OA 1.60, ARMA 2 1.11, ARMA 2: Free 1.11, ARMA 2: BAF 1.03, ARMA 2: PMC 1.02
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Thank you for the patch, Particularly http://dev-heaven.net/issues/17538#change-121872 and the addition of FXAA. :cheers: -
Thanks for this excellent mod and its updates! :cheers:
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Excellent work, keep it up!
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Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - SUGGESTIONS
Tried SMAA with Ultra and it was a bit better, but I still saw a fair amount of aliasing on mid distance objects. I think the blur of FXAA helps to mask these things, so I will stick with that for now. -
Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - SUGGESTIONS
Ahh, I hadn't seen those options in the .ini before. I'll give it another try, thanks :cheers: -
Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - SUGGESTIONS
nice work that guy over at guru 3d did with that tool alright. I had a go of SMAA 1.2 from the previous page, but I found it a bit hit and miss. When it detects an edge that need smoothing it works well, but I found it missed lots of edges or was too slow to react. I could see lots of aliasing on things like telegraph poles and the tops of buildings etc. I think ill stick with FXAA for now. -
Train Wagon and Supertank Addon
-=seany=- replied to daman3's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice work, thanks! -
Yep, that is correct.
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Suggestion in a question with units?
-=seany=- replied to acoustic's topic in ARMA 2 & OA - SUGGESTIONS
Ya I have noticed this too, Acoustic. They did a good job with the BAF soldier models/textures, I'm sure Arma3 will be same or better :) . You know what really gets my feckin' goat? Pseudo, wanna-be moderators on forums. Technically Pufu, it is you who are breaking the rules by posting off topic rubbish in the op's thread. If you have no opinion (other than wanting to be a moderator) then don't post, let the mods do their own job..... Your not helping, you just sound like a whiny, power hungry git. -
A workable compromise for the locking issue - input needed
-=seany=- replied to .kju's topic in ARMA 2 & OA - SUGGESTIONS
I would imagine this is very hard for BIS to change. They made slight changes to the locking system from OFP to Arma1 and I wasn't that impressed to be honest. One thing about TAB lock is that it is not always simulating the weapons system. If your in an AH64 (or other 2 seat vehicle) with an AI gunner, then the current system works as well as could be expected. TAB lock in this instance is you (the pilot etc) giving instructions to the gunner, not actually the weapons. In this case it makes sense. You can see why when you think about how you would have to get the AI to engage a target with out TAB functionality - Key : "F2", "2", scroll through list with "0", find target, hope it's the right one and press it's "#" key, now command fire. Not exactly fun when your try to fly and watch for enemy etc in the heat of battle. If they can fix it by coming up with some thing intuitive that still allows you to use AI as gunners in the same way then fine. We have always had a game that simulates everything (vehicle, on foot, in air, on sea etc) in a kind of "light" fashion. And I don't mind this, the game is not a fully blown simulator of everything (probably for a good reason). I love sims and play DCS A10, KA50, rise of Flight etc. But, I just understand that there is only so much realism (eg weapons systems) a game of Arma's scope can achieve. -
Why can't the Ah-64 engage air targets with its ATGMs like the kamov?
-=seany=- replied to Rusvolk's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
hmm quite a lot of misinformation in here. The Vikhr is supposed to be able to engage air targets, using it's proximity fuse (the same way a Sidewinder etc does). the Hellfire can't do this. Perhaps the missiles are too effective, but that doesn't mean its ability is wrong. And anyway, I thought this was the kind of game where that kind of balancing is not needed. Eg making all similar classes of vehicle the same, but with different models and skins- no thanks. Just make missions that make sense. Maybe people trying to top gun in their AH64 should consider making missions where the Apache does not have to attack air targets..much the same as in real life. -
Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - SUGGESTIONS
Great to see there is an SMAA Injector now! Been waiting to try this for since I heard about it. I hope it is as effective as FXAA with things like white alpha outlines around models and the buggy white speckles on the OA foliage. I'm sure BIS will add it in when they get a chance. -
Arma 2:OA 1.60 Release Candidate
-=seany=- replied to maruk's topic in ARMA 2 & OA - BETA PATCH TESTING
Is there still a RC to be released that would include Operation ArrowHead Data changes? eg : http://dev-heaven.net/projects/cis/issues?query_id=225 -
ARMA 2: OA beta build 86873
-=seany=- replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
You can run both ATOC (with in game AA enabled) and FXAA, just I didn't think it was worth it. I also said I had not tried it myself. But as you see what Suma posted, it looks as though it may be worth running both for some people. Which is good. What you can't do is have ATOC on with In game MSAA off and FXAA on- all that will do is if give FXAA. Basically ATOC has to be applied to AA, but due to the way FXAA is applied, it wont work with ATOC. -
ARMA 2: OA beta build 86873
-=seany=- replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
Yes FXAA is meant as an Alternate type of AA. If the existing AA gives you too much performance impact etc you disable in game AA and use this FXAA. There is probably no point in using it if your happy with your performance and are using very high in game MSAA settings. Also, If you like to use ATOC there is no point in using FXAA. This is beacuse to have ATOC you also need to have In Game AA enabled. Which you wont if your using FXAA. -
ARMA 2: OA beta build 86873
-=seany=- replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
I would like to know what all the presets do too, hope fully they will be included in the readme or on the wiki when the patch is out. As to using both MSAA and FXAA, I don't think there would be any advantage. As far as I can see you would probably just sacrifice performance (albeit minimal) with no visual difference. You are essentially just putting AA on top of AA. I have not tried myself though. The single best thing about this AA method is that it looks almost as good as 4xMSAA with much less of a performance hit than even 2x MSAA. It's also an AA method that does not cause little white dots on OA(Takistani) foliage like in game MSAA does. It seems this new type of AA (applied in a Post effect) is getting quite popular and FXAA is just the start. I hear there is also another version called SMAA that is more accurate, but similar. Hope BIS continues to keep there ear to the ground and add more of this sort of stuff to Arma3 too. Thanks for including this FXAA method, it makes a big, big difference for me. -
Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - SUGGESTIONS
ATOC should be disabled by default, I agree. But FXAA was already going to be disabled by default so it's no big deal really. Also FXAA does not have nearly the same sort of visual side affects and perf issues that ATOC has. I'm fine with anything being controlled by command line only (at least for a while). The main thing is not to have these things enabled by default. Again, we already know FXAA will be disabled by default, so no big deal. -
Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - SUGGESTIONS
Ha ha :D . GUI is just cosmetic anyway. At least we will have it in some form :) I do wonder what all those options will do. -
Add FXAA support to OA and Arma3- Many AA bugs fixed
-=seany=- replied to -=seany=-'s topic in ARMA 2 & OA - SUGGESTIONS
Freaking sweet Thanks BIS! ty for the info Horus ;) -
Throttle drops to 0% when using Chat interface / Escape menu / Map screen Started flying Helicopters again and came across this problem once more. Was this ever reported on DEV heaven any one know? I notice rereading the thread that some people with a stick don't have the problem? I have the Saitek X52 myself. What sticks do the other users have who don't get the problem? Can they also open the map and use ESC without loosing throttle? For me the problems are: Map (M) Chat Dialogue (/) Escape Menu (ESC) I don't quite understand the "Q" fix, where you press Q before you go into the map? What is the default command that Q does, how does this work? I wish I had of remembered this earlier so I could try to get it into the new patch :/ Thanks for any feedback :cheers: (Please don't reignite stupid discussions about how you think others should play the game (VOIP :rolleyes: etc..)...it helps no one. This is a bug and that is all I'm wishing to discuss. Thank you) ---------- Post added at 06:33 PM ---------- Previous post was at 05:40 PM ---------- Ok, just had a play about with this. I see "Q" is default digital throttle control. I had no stick axis assigned here. I added my throttle to both these Digital inputs and Chat Dialogue + ESC + Map is working now without cutting throttle. But..whilst testing, after making these assignments, I feel that I have lost some Throttle control. If you have an axis assigned to both digital and analogue input does one over ride the other or do they compliment each other? Now I have made these changes I'm am paranoid I am getting digital throttle control only. Is this correct? Am I imagining it? Here is a DH ticket for it if anyone is interested: http://dev-heaven.net/issues/20345
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Textures on both Mi-24 variants suddenly "vanish"! Please help me...
-=seany=- replied to Rusvolk's topic in ARMA 2 & OA - TROUBLESHOOTING
It's a bug: http://dev-heaven.net/issues/8198 -
Question about tank and turret
-=seany=- replied to robmypro's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I guess it is a bug that needs reporting then. When it used to work the AI would point the turret in the direction that the tank was moving after about 30 meters.