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dayglow

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Posts posted by dayglow


  1. high I play on a HDTV with a native resolution of 1280x768, which is an aspect ratio of 15:9. For the aspect ratio menu I can choose between 16:9 or 16:10. Is there any place in a cfg file that I can customize the aspect ratio to fit the native resolution of my screen?


  2. I have ubermouse installed over mouseware to have program specific mouse buttons to work around older games not recognizing mouse #4 and such. Always has worked in the past, not sure why it would cause issues now. Will work with that and see if it is the cause.

    edit... uninstall and reinstall beta patch and it works fine now :shrug


  3. just tried the latest build 60141 and found that mouse button 3 ( press down on mouse wheel ) and 4 ( back button on the side ) do not work in for me.

    My Specs:

    Windows 7 64bit

    Logitech MX3000 wireless keyboard and mouse

    Setpoint 4.82.11

    strange searching that no one else has this problem. Still trying to figure it out at my end, but run regular ArmA2 (steam version) and the buttons work fine. Use the beta .exe and the buttons don't register.


  4. DayGlow: I think the slow AI is just part of regular A2, not much I can effectively do about it. Just try and slow down and let them cover you and keep a look out. AIs will usually crouch when in combat mode, but it sounds like you want them to have the moving speed of aware mode with the crouching of combat mode. I'll see if it's possible to make them crouch more often if someone in the group is in combat mode while they are in aware mode.

    I've ran a little test between vanilla AI vs SLX and with SLX the AI defiantly moves a lot slower in SLX vs vanilla while in Aware. In vanilla when I give a move command to a group in aware they will run to the point. With SLX they will only walk. This is magnified when I give the stay crouched command, as in vanilla AI they will crouch run, which is almost as fast as run, then crouch at their destination, while in SLX since they are walking they crouch walk, which is much slower. I will have to spend some time to see which AI module is the one that causes this behaviour.

    The issue I have is that there are times when you are on the periphery of combat and time is of the essence to move to a contact point. I often move with my squad split in 2 in Aware mode bounding to a point close to where the combat is, then go into Danger. With vanilla I can run on my bounds and the AI will keep up, as well as the other AI team running to their points. Unfortunately with SLX there is no 'hurry up and go' division between Aware and Danger. The AI seems to be slow and methodical in both states.

    Other than this small issue I am having a grand ol' time with your wonderful mod.


  5. Just wondering if there could be some way to have more group cohesiveness for the men under your command for a squad. I often find them moving 20m+ infront of me when I'm moving as well as when I make a quick sprint across some open ground, I find the men following me don't move with any speed. Often I am moving towards the contact in a mission where other troops are fighting. I'm sprinting from cover to cover, but the men under my command often don't keep up, even if I keep them in aware vs danger.

    Also could you add some sort of waiting state for the men in aware. If I tell them to stay crouched so they don't stand when waiting for a move ( ie have a red team in bounding overwatch with me and some men) they will then only move in a walking crouch, making the bounding very slow. I'd love to see the default standing state while in aware is a crouch even if I don't tell them to stay crouched. This way they will walk/run upright when told to move to a point, then crouch when they reach it.


  6. Using VAC as well and enjoying it. Bern using voice control since OFP with Gamecommander. Really like with VAC is that you can setup multiple commands for a single action, so you can say setup 'all', 'everyone', 'team', 'squad', etc to all issue the all |~| command. Really works in the heat of battle so you don't have remember the exact phrase.


  7. Just read up on the system. It is designed to counter ir guided semi active line of sight missiles such as TOW. Basically a TOW is guided by an ir flare on the rear of the

    missile, the sight compares the position of the missile to the center of the sight and flies

    to where ever the sight is pointed. The T90 system uses ir 'dazzlers' to blind the sight so it can't see the flare. This would be useless on a FLIR style seeker that is much more complex.


  8. I thought ArmA had this - where when shooting a shot that hits will issue a hit indication sound. This feedback helps with hit recognition.

    Does ArmA 2 have this feature? during my games I did not notice this and I sort of miss it.

    speed and intensity of sound is modeled. You have to close to hear the impact of your rounds.


  9. But if the gameplay suffers because of texture popping, intermittent lag because of LOD loading, etc... I mean come on... you can't fool anyone that the Dev's system (mentioned in one of the posts) that was a Q6600 (non-overclocked) with 2GB of RAM with a 8800GT ran this thing maxed?

    Did the developers say: "Oh well, the game is just laggy and has poor texture/LOD loading issues because we coded the game with the future specifications in mind"?

    I mean seriously... the same problem in Arma 1 present in Arma 2??? What kind of slap in the face is that? Running a single AI on a map and experiencing slowdown?

    I don't see godrays, high dynamic shadows, great physics consuming gpu power here...?! What is making it run like crap? Can't be the view distance as after 500m's all the sprites pretty much disappear... so wtf is the issue?

    This game has maybe 400 solid players... MAYBE... you don't think there's issue with that?

    As far as the Longbow 1 & 2, EF2000, etc comment... those were the days when games worked. I never had a problem running any of the games using the specs advertised on the box... this is one of the few (aside from Crysis) that doesn't and requires an SSD/RamDrive, only 2GB of RAM, and Windows XP 32-bit to play. Instead, people that run specs well beyond that have all kinds of issues... that's really great scaling... :(

    really? You were ever on their forums when they came out? Pretty much the same here. Many people enjoying the game and people with uber rigs complaining that it doesn't run well. Many posts saying the specs on the box are lies, that they can't start the game, it crashes constantly, etc. Really nothing has changed on online sim forums in the last 15 years :cool:

    Strange I don't need a RAM drive or a SSD to play ArmA2. Do have have stuttering from texture load? Every once in awhile, but it's not like I'm having micro pauses constantly. I all honesty I have for the most part a very good gaming experience. Couldn't tell you what my fps are, because I don't play a fps counter. My preseption is that it is pretty smooth unless there is a lot of action and explosions on screen at the same time. And these slow downs pass just as quickly as they set on.

    The game runs fine. I've had to dial back some of my settings from very high to high and normal, but the image quality hasn't been hurt too bad by it. I simply don't expect it to run at full settings out of the box on my rig. Hopefully in a year or two after some upgrades to new technology it will run at very high across the board at high resolution ( and triple screens if I can every get that past the wife :D )

    As of now, I've had to make some consessions to play it. I don't feel cheated because of it because it still looks amazing and plays well on nomral and high.


  10. I find it intertesting that our friend here, banned twice under the names

    Langnasen and Hetzer, claimed when he first posted that he is a mature adult, yet keeps trolling these forums.

    My experience is that there will always be whining about performance in any simulation released on the computer. My history is in flight sims and I can remember way back in the day the whining about Falcon 3.0 and how much of a dog it was, needing a 486DX to run the full flight model since it needed a math co-processor. Any sim released in it's day had to wait a few generations of hardware to catch up so you can run it at high resolutions at full detail. Longbow, Longbow 2, EF2000, Falcon 4, Janes F-15, F/A-18E, IL-2, Lock On, etc. They all were system hogs and didn't run at full tilt until years after release.

    But guess what? They were enjoyable at lower settings. BI combat simulators are no different to me. The engine has always been a system hog and hasn't ran at full tilt until well after release and a few generations of hardware have come and gone.

    Hell even the vaulted Crysis when it came out was ripped on because people jumped in wanting to play at high rez with everything set to very high. It was hammered on it's forums because people had to dial down the detail on their hot-rod rigs. Now a few hardware generations have passed and you are finally getting 30+ fps in very high at high resolutions in the game.

    With A2 the underlying simulation of cambat is still very complex and runs very well if you are willing to step back a few notches on the details. That's why we play this game right? The gameplay?


  11. I agree to an extent, but I feel the general complaint that the AI is horrible has no basis. Simple fact is that all AI is less desirable than a human player. I love tatical shooters and with every on released the same complaints about AI is made. No AI is ever going to work how people feel it should. I think BI has made a great effort in an AI that isn't predictible and atleast attempts real tatics. To say A2's AI is worse than OFP like the OP is just simply wrong. I much rather have an ambitious AI that a heavily scripted one that simply mimics me and requires my input for every little action. I still shake my head at it, but it's far ahead of anything else I've seen.


  12. Keep low follows your stance, but only between standing and going prone. If you want them to crouch, tell as such. Compare even this to the original OFP AI's behaviour it's miles ahead.

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