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baddo

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Posts posted by baddo


  1. Hi all

    Mmhh well...

    ...it's very hard to simulate real life accurately in a computer game. What I'm thinking is that there must be some way to simulate the inaccuracies of real life. In the game there are many things missing compared to real life like getting sand/snow into your eyes, getting sand/snow into your weapon's ironsights, rain coming at your face, your hands freezing in cold weather (It slows operating your weapon and reloading quite significantly, I know this from personal experience in temperatures of as low as -35 degrees Celcius. It can get extremely hard to reload a magazine with bullets if you must expose your hands to the cold air in that kind of temperatures. Aiming and pulling the trigger is also slowed down as your hands and fingers just don't work as fast as in warm weather.), actual fear of dying, getting tired like not getting enough sleep (you know it has an enormous effect on your abilities if you experienced good and exhaustive training lasting a couple of days at least while you were in army) or too much physical stress.

    In practice sessions in military yes from 150 meters one should quite accurately be able to hit a static target of about size 20 centimeters when in prone position (RK-62 with ironsights only) and taking the time to aim properly. It's just that it is a much more relaxed situation than I imagine it to be in an actual battle. During the battle simulations in army the physical and mental stress already rises enough to reduce accuracy quite a lot from what it is at the shooting range. How do you simulate that effect in a computer game, is I think why the BIS developers let the bullet go also left or right instead of just dropping as I believe that way we get closer to the accuracy you can achieve in a battle situation. I think if we truly want to simulate a real battle situation then it is too easy to hit a target in the game as it is now. I don't believe I could be able to reach the same level of accuracy in a real life battle as I can in the game.

    My 0.02 euros.

    Best Regards,

    Baddo.


  2. Do you know what an XML even is?

    It's not "mission" editing technically.

    The "HTML" is not what is called from the Profile menu.

    Still looking for a walkthrough.. in relation to my questions above.

    I think you made a very misleading topic title... you are not asking about XML, you are asking questions about the squad.xml file in ArmA. I looked at the topic title and asked myself, does someone really come here to ask for a "beginning to end explanation" for XML? There is quite a big difference between those two subjects...

    wink_o.gif


  3. Well of course you do not just get rid of the Biki Wishlist, many people made valid wishes there and would you throw all away? I am sure you find some other way to do it like import it into bug tracking system if you wish to do something about it. If the wishes are to be made in the BTS then all the wishes must be there, there is great danger that the wishes in the Biki would be forgotten otherwise.


  4. Well for some mission types a good point system could fit, maybe. Not that I care much though.

    In the coop sessions I enjoyed in OFP it was many times so that the team worked very well together and it could be so that I did not get any kills, but that did not bother me because the experience was so good anyways. It was great to see a team play well together and being a part of such team was a big enough reward for me. No points needed. To summarize, in coop missions I would not give anyone any points. The reward comes automatically if the team is a team and not a random bunch of hooligans monkeying around. Also I am sure if it is for example a clan that is playing, the people will remember and recognize the people who played well.

    In the public servers it is very much the biggest problem that there is usually no team leader, there is no coordination, people start to monkey around (me included) and thus the whole session ends up being a disaster.


  5. Not Working:

    AI react Suppressed fire

    AI react to gunfire

    AI Voices ( I really don't know how this should work becouse there is no path and/or Voices into the Group Link 2 Script, where to take the Voices from ) confused_o.gif

    So far not seen yet:

    AI Remount Vehicle's/Chopper's

    Ai House search

    My bet: the AI voices (sounds) are not working because the names for the voices in GL II by KeyCat are of course, directly from Operation Flashpoint. If the same voices are not present in ArmA with exactly the same classnames, then the voices are for sure not working.

    Look at ai_voice2.sqs:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_EastVoices = ["rus1","rus3","rus4","rus5","rus6","rus10","rus13","rus14","rus15","rus18","rus19","rus20","rus19","rus20","rus19"]

    _WestVoices = ["eng1","eng2","eng3","eng4","eng5","eng12","eng15","eng16","eng18","eng20","eng24","eng27","eng29","eng35","eng40"]

    _ResistanceVoices = ["rus1","rus3","rus4","rus5","rus6","rus10","rus13","rus14","rus15","rus18","rus19","rus20","rus19","rus20","rus19"]

    The items in the arrays are classnames for the sounds in OFP:R. Now, I didn't look if ArmA has any of these sounds present but my guess is they are not. So the script is possibly trying to play non-existant sounds.

    My other bet: you mention in your first post that there is one addon requirement missing. That is the reason why the "AI Remount Vehicle's/Chopper's" is not working, as that functionality in the OFP GL II by KeyCat relies on that addon:

    Kegetys' Editor Addon 1.11 "ParkingSpot = "KEGres_Misc033"

    Of course it breaks the thing if you don't replace that addon used as a "ParkingSpot" with something else.


  6. I wonder why BIS decided not to allow us to define an arbitrary number of new sides? Is there some serious technical restriction why that cannot be made? OK it could be harder on the computer to handle all the different sides but any other reasons? It should be up to the mission designers to decide how much CPU power the mission uses.

    For me it does not make sense that there is a fixed amount of sides in the game.

    Another item for Wishlist.

    Because the engine is built on a predefined amount of sides. In order to change the number of sides I imagine the engine would have to be heavily modified. A side in the game is a lot more than you think, there's a lot you'd have to do to add one. You'd need new scripting commands, new identities, etc... plus it'd be hell to keep track of that many sides and who's friendly to who. It's not something you're going to see in ArmA, I can practically guarantee you... maybe Game 2.

    Hmm I think you are just imagining things...

    ...I think we do not possess enough information to tell what kind of changes would be required into the game engine to allow more sides, or even an arbitrary number. That being the case, you can say nothing about if it is a big task or a small task. That's why I was asking if there is a serious technical restriction or other reasons in the way. The BIS developers can give an answer, if they have had a look at this subject of not limiting number of sides.

    Best Regards,

    Baddo.


  7. The original OFP GL II version could only be run once for it to operate properly. You could not use multiple instances of OFP GL II scripts running without getting errors, it was not designed for that. I took a quick look at the scripts and it looks like this converted version is the same in that regard.

    Also the way how you give arguments to the script does not look right at all (more arguments are needed).

    One solution for your problem I can think of: put your respawned soldier into an existing group which was originally given as an argument for GL II script as a target group or as an enemy group, depends on what side you are spawning.


  8. I wonder why BIS decided not to allow us to define an arbitrary number of new sides? Is there some serious technical restriction why that cannot be made? OK it could be harder on the computer to handle all the different sides but any other reasons? It should be up to the mission designers to decide how much CPU power the mission uses.

    For me it does not make sense that there is a fixed amount of sides in the game.

    Another item for Wishlist.


  9. The person who initially came up with the whole "subst" z-drive thingy should really explain why we should do it and what is gained by doing it. As I see it, it is not needed to do to get O2L or Buldozer to work.

    Unless someone can point out exactly how and when those programs fail if the subst-thing is not done.


  10. LynxEye @ Mar. 26 2007,18:04)]Boats are 'eating' fuel as if fuel costs 0 Euros per liter...

    Are the boats American? That would explain it, as they pay almost nothing for their fuel.

    Think about Ford Excursion  banghead.gif

    Looking at the config.cpp file of ArmA1.04.5121/AddOns/water.pbo the following maxSpeed values can be found:

    RHIB                maxSpeed = 60;

    RHIB2Turret   maxSpeed = 60; (inherits from RHIB)

    Zodiac               maxSpeed = 60;

    Zodiac2             maxSpeed = 60; (inherits from Zodiac)

    PBX                  maxSpeed = 65; (inherits from Zodiac but overrides maxSpeed)

    <s>I don't know if the values are the same in latest version and can't check now.</s> Checked and yes the values are the same in ArmA 1.05.5136.

    Cheers,

    Baddo.


  11. Why doesn't BIS just give us an FPS counter with the game? There must be some performance measuring functionality built into the 3D/game engine already? What can it hurt if performance meters are given with the game? Why disable them?


  12. Hi

    I have a feeling that Wine does not support DirectX enough to allow usage of ArmA. Also there might be a big problem with the copy protection, and I think I am not going to touch that.

    I've got OFP running quite well in Wine in Linux but OFP requires older DirectX than ArmA. The talks of games running faster in Linux than in Windows are nonsense at least when it comes to OFP running in Wine: it is definitely slower than in Windows (as I expected), don't even try to say the opposite without proof.

    Problems I encountered with OFP running in Wine: radio sounds were often duplicated. Texture on water didn't look quite right. Mouse movement was not as accurate as it should be and made aiming harder, maybe there is a way to adjust this but I didn't bother.

    Cedega & ArmA? I can't say about it at least yet, but the free version of Cedega in their CVS seems quite outdated, and I had problems with it in the times when I tried to use it for OFP (maybe the version I compiled had not the right settings).

    Cheers,

    Baddo.


  13. After reading about game development I have come to a conclusion that this issue of duplicated files is because ArmA is based on the OFP:Elite game which is an XBox game. On XBox the game is intended to be run from the CD. The seek times have been reduced by duplicating content on the optical disc. That has stayed in the way how data is arranged over evolution into ArmA. This is my guess.


  14. It's quite amusing how some companies seem to think they have a right to control what programs a user is running... this could even be worth of a law suit at least in a country like USA. It would be interesting to hear if it has been tried out in court if such companies should be allowed, without approval from the owner of the computer, to control what other processes run in a user's computer, and if yes then what are the justifications. In my opinion such behaviour should go through a court ruling, I find such behaviour highly intrusive and most of all, inconvenient for the many users. And the best part is, locks keep only honest people out.


  15. wex-q I suspect you tried to format your hard disk drive while it was in use by the operating system which you tried to use to format your hard disk drive so... it won't work that way.

    If it wasn't that then what can I say other than get an installation CD obtained legally and just do an installation and let the installer format your hard disk drive. If the installation takes a long time don't be surprised, it's nothing new when installing Windows. Give it a couple of hours until you say it got stuck. If you still got problems and the installation doesn't finish, make sure your installation CD is okay. Also be sure your CD drive works, that can be a problem too if it can't read your CD's.

    If you got problems with using Windows to manage your hard disk drives then yes one option is you could use for example a Linux Live CD to re-arrange the hard disk drive. I've got a dual boot computer (both WinXP and a Linux distro installed on separate hdd's) and Linux is very handy in case of Windows puts itself into an unusable state or something else undesirable, as Linux does not care about the file access rights etc. set by Windows. I recommend trying Linux out if you are not afraid to read a good amount of documentation and tutorials. You can play OFP in Linux

    inlove.gif

    As a sidenote if you really want to get rid of all the data traces in your hard disk drive, just formatting it won't be enough (to my knowledge standard format means empty file table and check for bad sectors, which does nothing for the data in the hard disk drive (you lose the references to the files but the data locations are not touched). But I think that is not a concern for you and it's not what you asked about. Just to make sure you understand formatting doesn't make all your data go away forever so that no one could retrieve it.


  16. Yep I kept an eye on what happened in Denmark. They didn't have a right to that house so there goes my sympathy for them.

    It's quite sad how people end up taking part in such "demonstrations" only to cause havoc. It's happened here in Finland too and everytime I think that the people doing it should get much more harder penalties for their actions. Why? There is evidence that many of these "demonstrations" are in fact a form of organized riots, which are masked as demonstrations but many people taking part in such demonstrations are there only to break windows and hurt other people etc. People are even asked in ad papers to take part in the riot by causing as much trouble as they can, with no mention of the original subject. Such people should just get thrown to jail for some time and should be put to pay for ALL damage and other costs caused by them, INCLUDING the cost of keeping them in prison and the cost of using police officers to stop the riots.

    Now the price is too low so they can just keep doing it.

    banghead.gif


  17. To my knowledge ArmA can be run on multi-core processors but it does not take advantage of multithreading, which means that the game will use one core only. Other processes can use other cores so there should be a performance improvement.

    I would not expect multithreading appear into ArmA, if it is done by BIS then good but really don't put your hopes on that.

    There is a word from the lead programmer of Arma that they could do something for it but they don't promise anything.

    Edit: In thread 64bit and multithreading

    lead programmer says:

    Multithreading: Yes, ArmA is missing specific optimization for Dual Core systems. The same can be told about many (perhaps most) games released (including Microsoft flagship product Flight Simulator X). While this is unfortunate, there are reasons for this - implementing multithreaded architecture is very complicated and time consuming process. Still, even without any specific optimization on our side, thanks to the optimization done by both nVidia and ATI in the drivers, you can see a measurable performance gain in ArmA (my measurements have shown 5-20 % improvement depending on the scene).

    We hope we will be able to provide some more support in future patches, but I cannot make any promises on when (or even if) that will be.

    Regarding 64b, this technology does not bring any magical speedup, what it brings is an increased address space, which would bring almost nothing to ArmA. Thanks to the streaming technology the ArmA is handling huge datasets (over 4.4 GB of data) with little physical and virtual address space needed. Until more than 2 GB is needed to be present in the memory at the same time for one scene (which will quite likely be necessary for future products) , such technology is not needed and no specific support is therefore planned for ArmA.

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