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BeerHunter

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Posts posted by BeerHunter


  1. ETHNE

    why do people keep talking about Crysis in these posts

    I think the reason is that at the time , Crysis was one of the most visually demanding games and few could run it at highest levels.

    Sometimes it's dredged up because the game sold based on it's visual impact at the time , not on it's game play.


  2. Amd atholon 64x2 dual core processor 4800+ 2.5 ghz. 3.0gb ram 32 bit operating system Nvidia geforce 6150 se nforce 430

    I am not able to play even with the lowest settings. The game is cloudy and stutters real bad.

    Basically the same as mine ('cept mine is Amd Atholon 64x2 4200) but I pre bought a 4870 1G card (for a new system I wanna slap together this fall) and it runs just fine. Sluggish in some areas (15-20 FPS) and great in others (35+ FPS) so I would definitely concur with the others that your biggest problem is the video card.

    Considering the ATI 4870 1G was just a bit over $200 CDN , a new card for sure if your not in the position to do a total upgrade right now. Even there I'd hang off a bit until some of the game is better optimized. May not even need a new CPU , MB , memory etc. etc. then.


  3. Go here and grab mr-murray guide : http://www.mr-murray.de.vu (make sure you get the English one if that's your language).

    Better than chasing all over the net trying to find stuff. Quit comprehensive on building , scripting etc.

    Besides , you can print it out and use it as a reference rather than trying to have your browser open while working on something and ..you can curl up by a warm fire with a good book instead of being hunched over your keyboard.

    It's for ArmA1 but it's pretty well all relevant to ArmA2 , especially for just getting started.

    I hear he's expanding this for ArmA2 as well...


  4. When the game is finally fixed in 2 years, it will be dated. Not "godlike". IDIOT.

    Are you sure about that? Are you sure which one of you is actually the IDIOT??:p Take a look at some of the older games out there still thriving (ie: OFP , NWN1 , Far Cry 1 etc. etc.).

    Game play is phenomenal , players are still putting out mods for them and even the newer games even with their updated graphics , can't seem to hold a candle to them.

    Graphics are just simplistic eye candy .Take a look at the renderings in an actual RL simulator where the emphasis on realism rather than how many leaves you can count on a tree.

    ArmA2 will live long after many other "graphically enhanced" video game suck their $$'s out of you (how was Crysis for you?? How about Far Cry 2??) and fade into oblivion. ArmA2 has MUCH more potential.

    But then , what the hell does this have to do with ATI drivers... :confused::rolleyes:


  5. How did you learn to script?

    I've looked at quit a few scripts and there seems to be some sort of API calls in them..but where are these API's defined so you know what they do and what they need? Anywhere you can find this info?

    I find the syntax and layout of the scripting language totally confusing compared to organize languages like C++ and even VB.

    Think the gist is that instead of user defined FUNCTIONS you create user defined scripts that are executed from within the calling script but where on gods green earth are they stored?


  6. The current set up of creating sentences with 4 or so different voices is absolutely pathetic and totally destroys the immersion..I've even gone as far as installing the mod that mutes most of them.

    I'm wondering if the voices can be changed or if there's a mod out there that will replace the original files....


  7. It sounds like BIS hired about 4 or 5 guys to dictate into the sound file and the program chooses the words to create a sentence from these sound files so you get 3 or 4 different voices speaking one sentence...gawd awfull.

    We'd be better of using one of MS's voices.

    If you need a decent voice actor my brother in law is great at accents , voices etc and I'm sure he'd be thrilled to contribute.


  8. AhAAA!! Just found this again...

    So the program writes an error log. That's fine for finding errors created BY the script (ie debugging) but I'm thinking more in terms of an error check for a players input WHILE the script is running.

    ie: Script in a trigger wants a player to acquire a certain item to complete a task but the player doesn't and moves out of the trigger area.

    On exiting the trigger area , if certain conditions aren't met , an error would be generated that would trigger another script to remind the player that he can't continue unless he completes the original scripting requirement.

    Now maybe this can be done but most scriptwriters don't think of it..and that's what I wanted to know.

    Poor scripting (forgetting to check if all the conditions have been met) or inability of the language to check and return a code indicating all conditions had not been met.


  9. The other problem of this game is performance... nothing new to say about it... since arma Bis games had a bad performance always, for me arma 1 with pach 1.16 was a lot better... But it came 2 years after its release. When I got a better pc more powerfull.

    How can they fix performance when there isn't a consistent performance issue?

    Some are reporting poor performance with high end systems while others are saying it works just fine and they're happy with medium or low end systems?

    About the only thing that I can find , after reading the complaints about performance, is that the majority reporting poor performance are using Intel Dual/Quad CPU's so maybe it's more of an Intel problem than BIS's...but then again , maybe more systems are powered by Intel than AMD.. :confused:

    But my aged lil old AMD 2x CPU just chugs along...:o


  10. Here's my thoughts...

    The ArmA series is referred to as a simulator rather than a FPS so that I think throws off the looking for action packed CoD type player. (which is odd come to think of it because for every run n gun game out there there seems to be some sort of "realism" mod :confused: ) .

    Lack of marketing (not necessarily PR). ArmA2 was the first game I ever bought where I actually had to HUNT for a distributor instead of being blasted with constant adds. Mind you , BIS probably saved $millions by not publicizing it in some of the game magazines. They seemed to rely on UTube which was is a great marketing tool.

    BIS has a reputation (IMO) of supporting their products so I bought the game , faults and all , feeling confident they would eventually work it all out.


  11. I would drive ahead then direct them to drive to that point

    I've noticed that too-if you give the AI directions they usually follow them without hesitation (which is more than what can be said for some of the human players online :p).

    You do have to tend to "baby-sit" the AI quit a bit but once they get to the designated area they react quit well to their surroundings.

    Think what a lot of players are forgetting is that THEY are (in most cases) the COMMANDER and are expected to give orders/direction to their subordinates (as in real life) rather than charging ahead expecting the AI to keep up with them. Even online unless you communicate your intentions to the rest of the squad they are going to get lost and confused as well.


  12. Sorry - should have explained it better .. just that when you get so used to such relatively simple tasks as inserting a playing piece into the editor you tend to forget how totally confusing it is to the first timer (and yep - I had to play around quit a bit before I got even that simple task out of the way at first :D)


  13. The editor is obnoxiously simple to use. Fire it up and press some buttons and you can easily create a simple mission.

    There's even an option to let ArmA create a random mission for you where you simply specify the objective.

    Certainly worth a try and really , the editor and third party created missions are the prime reason I have ArmA.


  14. Yea I started the SP campaign and gave up after about an hour.

    Sat in an APC that spent all it's time trying to push a burning wreck out of the way instead of going around it while the rest of the force moved in and completed the objective. I felt..redundant...:(

    But then again , the MOST fun is firing up the editor and creating quick 1/2hr - 1 hr missions (which can be done in just a few minutes). Bonus here is that you can use some of the great add on's the community has created. :)


  15. Despite all the cynicism and sarcasm think you missed the point.

    I'm fully aware that you can modify the values passed to the API via scripts but that doesn't help when it comes to getting the AI to stop trying to push that burning wreck off the road when all you want to do is get past it does it?

    I wasn't suggesting in any way they post the code so it can be downloaded by anyone. I was suggesting enlist the aid of couple of EXPERIENCED programmers as more or less unpaid employees to help with the AI coding , at least until things settle down and some of the major performance bugs are worked out.

    Maybe it's not even physically possible if the AI routines are hard coded into the engine itself.

    Maybe no one would "volunteer" to help.

    Anyway , t'was just a thought...:o


  16. Anyone that bought a 8800 ultra in its time three and a half years later still has a card that can run every gamein high except for crysys and Arma 2.

    Yep... but you can buy them now for about 1/4 (or less) of what they originally cost and for about $200 you can get a card that outperforms them now.

    Guess it will depend on what the new generation stuff hit's the market at.


  17. A script is not a program. Its meant to be simple. Error checking is done in the engine itself, putting the error into the .rpt file. If they fire and fail, it will log it and the game will continue functioning like normal (although the mission obviously may not).

    so what you are basically saying then that's it's a major fault of the scripting language then (even NWN API's have error codes returned you can check).


  18. I sure the guys at BIS are up to their arm pits right now developing their new game (some space gamey thingy :p) while trying to maintain and debug their existing products.

    The AI are an integral part of this game (SP and Co-Op) and deserve as much attention as the optimization and performance issues but these too are critical. It becomes a process of prioritization then and you aren't going to prioritize in the same order as the rest of us want you to.

    There are , I'm sure , some members that frequent these forums that are proficient enough with the scripting/programming language being used that you could benefit from their expertise and reduce your work load. I'm also positive they would happily donate their services for just a wee bit of recognition.

    Now I'm not saying hand out the code (or enlist the help) to everyone that e-mails but get a resume , references etc. and pick one or two of the best (btw - I'm not one of them :p ) and get them to help.(hey and don't forget the ND agreement either ;) )

    We all benefit that way. BIS guys get a reduced work load and can concentrate on the critical performance areas of the game. Players get AI improvements faster.

    It's win-win.


  19. I've been noticing a few little "quirks" (bugs some call them) in the canned missions that came with the game.

    I'm not literate in the scripting language used for ArmA but am reasonably proficient with C++. One thing I was taught is that you NEVER create a returning function call (non VOID type) without an error code and you NEVER ignore that error code.

    It seems to me that a lot of the scripts don't:

    Check to see if they should even fire or not.(ie are the parameters it needs even valid? )

    If they fire and an error occurs , usually nothing is done to prevent that error from performing some undesirable action or even possibly crashing the game.

    I'm wondering if this problem is simply sloppy coding on the part of the "scriptor" or a major fault with the BIS scripting language.

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