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About dmarkwick

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  1. dmarkwick

    NO, BIS, NO.

    I'll be happy to get a new map, and some new assets, and with it the inevitable tweaks, fixes and features of the Arma engine. This stuff doesn't pay for itself, and ArmA 3 is getting on a bit now so engine development won't spring up out of the ground. Most everyone who will buy Arma 3 has already bought it. Will I play the campaign? I've never played one yet, so I base the decision to buy on the other stuff. I'm looking forward to it. If all the buildings are enterable I'll be happy 🙂
  2. I recently bought a Pimax 4K VR headset, ostensibly to play Elite: Dangerous, but but actually I am playing nothing but Project Cars 2 :)
  3. dmarkwick

    You've played to much Arma when:

    Each time you see certain buildings or areas, you remember times of extreme drama you experienced there. Certain bush LODs at a distance look a bit like a soldier with a gun. But you're suspicious anyway, just in case. You put a few extra rounds into any dead body you see, because you're not sure whether or not one of your addons simulates recovery.
  4. dmarkwick

    FPS Problem

    I've noticed for a while now that looping scripts will degrade in perfomance over time. I have custom smoke effects that initially look pretty nice, but degrade after a while. This is in a DAC mission which also has scripts running, for the first 20-30 minutes it seems fine, but after that it degrades, so DAC controlled units stop responding and smoke loops get stuck. Often during the making of missions I'll use the floating camera function, and I notice that when all the other functionality degrades, trying to call this function results in a delay before it happens, so I will call the camera function and nothing seems to happen, and maybe 2 minutes later it suddenly executes. I think there is some script scheduling issue over time.
  5. dmarkwick

    What was your Gateway Arma?

    I currently live in the Czech Republic. Years ago when I played ArmA 2 I wondered if the "real" Chernarus was really as crumbly as the game made out. Turns out, it is every bit as crumbly 😄
  6. dmarkwick

    FPS Problem

    24-30 fps is not too bad for Arma 🙂 As ever, settings can help. Not so much visual quality, as generally Arma is CPU dependent in this regard, but object distance etc could help. Mods & mission design too affect fps hugely. What you can look at to get a feel: Single unit somewhere on altis, nothing else going on, what is your fps? Vanilla mission from the stock game, same thing. Make your own missions, varying from very simple to quite crowded. Fiddle with the settings in each of the above, do you notice what settings are most effective?
  7. dmarkwick

    ArmA 3 AI Pathing Rant

    If I'm correct in my current understanding, the Enfusion engine is not improving AI meaningfully, it's really more about animations etc. It's good enough for zombies, basically.
  8. dmarkwick

    What was your Gateway Arma?

    I first encountered the Arma series with the original OFP when it was first released, as I was looking for something to play that was like Battlefield 1942, but more so. I initially took the game back to the store after a game-breaking perceived bug, which later turned out to be caused by my keyboard after the same bug appeared in another game. I re-purchased and didn't look back. It not only replaced BF1942 DCS but opened up whole new areas of gameplay. I'm apparently one of the few people who actually liked Arma (1) on release, mostly because it made use of my TrackIR but also because Silola upgraded his excellent DAC scripts to Arma. At the very end of that game's life just before Arma 2 came out I started to experiment with scripting, and continued that into Arma 2 culminating in the release of a few well-received addons. I do less scripting now in Arma 3, just a couple for my own entertainment, but I still enjoy DAC in a solo environment.
  9. dmarkwick

    Free Games

    Sins Of A Solar Empire: Rebellion free until 18th. I don't know much about this game, but some people really like it. https://www.humblebundle.com/store/sins-of-a-solar-empire-rebellion
  10. Well, I've seen stupidity in AI behavior, and I've seen stupidity in human-player behavior, I'd be hard pushed to favour one over the other :) AI, while not perfect, is acceptable IMO. There's the possibility to tweak it, mod it, and use numbers to give appropriate levels of challenge in non-PVP gameplay. I don't do too much online play, I just like to pootle about in my own scenarios. Changing stuff around and adding randomisation gives me surprises and keeps me entertained :) I'd say having AI in ArmA is pretty much a must, will it be perfect? No, but are human players perfect? No, so choose your stupidity and play within it :) I get huge enjoyment out of the AI.
  11. dmarkwick

    AI Spot distance

    setSkill might be the way to go. As in: _thisUnit setSkill ["spotDistance", 0.25];
  12. dmarkwick

    AI Spot distance

    That solution won't stop the units from moving slower, it'll just stop you hearing the report :) I'd suggest lowering the spot distance of the units, or adding some fog.
  13. dmarkwick

    Lack of good usermade SP content

    I only play SP, and really only my own SP missions. I seem to have a different outlook than those expressed here. For me, a mission I make has to be replayable by me, the mission creator. I do this by introducing a very basic player goal against a randomised background noise. I use tools like DAC to create randomness within limits, so for example I'll have a central area controlled by DAC with all kinds of randomised patrols and enemy. I then either use DAC to move another opposing force through that area, or maybe manually do that part. For my own team I'll often have a base team of some size (8, say) consisting of the most important group types (AT, AA, Machine gun etc), have two of each. Then each unit will have a 50% chance of spawning at mission start. In this way I have a different makeup of team members to think about. Sometimes no AT will spawn at all, other times I'm short of AA or machine guns, or medics or whatever. It makes me approach the same mission in different ways. If the enemy and friendly forces are all similarly randomised (which you can do with DAC) then I also don't know the positions, number, and makeup of the AI entities. I then give myself some simple goal within this chaotic environment, and every time it's a different experience. Add to this randomised weather, fog & time of day etc,, plus the idea of selecting everything & just moving it all around the map I can play the same mission 50 times before moving on.
  14. I'm happy to see regular large updates to this :) over time it may come up to what I was expecting to see, this update seems to address a huge problem for many people. Myself I'm not big on MP survival games etc, but I'll certainly look forward to more work being done on working ecosystems :)
  15. I don't use a HC at all, just nuts-simple SP missions I like to pootle about in. I'm pretty sure that about a year ago I could call the camera function easily, first time and straight away each time, but recently I can't after a certain amount of complexity has built up. This is also noticeable in smoke scripts that I have where they still emit (#particlesource), but don't update their parameters (which are altered via script over time). I run these scripts concurrently in a DAC environment, each script monitoring and affecting a smoke source. If DAC/my scripts/all the other 3rd party scripts are being subject to some new(ish) script scheduling process then I guess this could all add up. Until now I assumed it was my computer getting old and ArmA becoming more complex. But yes I suspect some scheduling issue now.