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Everything posted by Iroquois Pliskin
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what do you call this shimmering effect?
Iroquois Pliskin replied to Leon86's topic in ARMA 3 - TROUBLESHOOTING
You may be right - http://wiki.step-project.com/Guide:Z-Fighting -
Does anyone else notice how completely different the mouse controls are?
Iroquois Pliskin replied to guiltyspark's topic in ARMA 3 - BETA DISCUSSION
I can confirm that the zone outside weapon floating point turns the character at the rate one would expect. Why was it set to a 1000 in the first place? :eek: -
On the contrary, OP - the ladder GL sights have always been useless in ArmA. The aimpoint works as it should: 1) Adjust pageup/down for range, 2) RMB or whatever key is assigned to your optics = fire. Range adjustment changes your view to account for it, so just place the red dot on the target & you'll hit with 95% accuracy on targets at 100, 200, 300m increments.
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Love it, is that the latest dev build? The current diamond sights are unusable.
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MP COOP GITS EVOLUTION - main thread
Iroquois Pliskin replied to eggbeast's topic in ARMA 3 - USER MISSIONS
Ah so that's the purpose of those hovering Kasatkas. Enemy paras would be great. :D -
if i buy arma 3 will it upgrade my lite to full
Iroquois Pliskin replied to zackgreco's topic in ARMA 3 - TROUBLESHOOTING
I think you may have to re-download the full Alpha again. -
Separate options for DOF, Blur and Glare, Ambient Occlusion ?
Iroquois Pliskin replied to grandstack's topic in ARMA 3 - BETA DISCUSSION
Same as with ArmA II, which took some time to getting used to on Cherno = on, I always have it either on Low & Very Low - gives a nice balance to the scene. FPS decrease starts at Normal setting per my observation, since I think that one applies ambient occlusion. http://en.wikipedia.org/wiki/Ambient_occlusion http://www.geforce.com/optimize/guides/ambient-occlusion -
Taking the scroll menu to the chopping block
Iroquois Pliskin replied to CiberX15's topic in ARMA 3 - GENERAL
Now this is bullshit. Almost 8 years. EIGHT YEARS and I can't get used to it, prompting either fuck-ups or taking me a lot more time to do the simplest of things (OPEN THE God DAMN DOOR!), than otherwise would have with an efficient system. -
Where is the performance thread?
Iroquois Pliskin replied to jaysmizzle's topic in ARMA 3 - BETA DISCUSSION
Sticky in troubleshooting. http://forums.bistudio.com/showthread.php?147533-Low-CPU-utilization-amp-Low-FPS -
I remember we had identical threads on this very same problem of underutilisation at ArmA II launch, but PhysX could be the straw on the proverbial camel's back this time. Hope not. P.S. Mind you, 32-player Warfare (By TeeTime) w/out AI run perfectly - I'm playing one right now, but add AI and it's all downhill from here.
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MP COOP GITS EVOLUTION - main thread
Iroquois Pliskin replied to eggbeast's topic in ARMA 3 - USER MISSIONS
Have to say that the intro is brilliant; I like the new base, rank structure appears to be working. The only issues that I can spot are: Grey map area doesn't update to current AO after airbase is taken & there's no Repair Truck at base - engineers can't construct FARPs. <-- Looks like Ifrit is the rep, couldn't find it tho. What's the concurrent number of AI at any given time in version 1.1 (1.2)? Server performance went up by a lot, but I'm counting about 40-50 AI in the AO with Ka-60s included. -
To Clarify:BIS, is the 'new' ARMA3 engine as is?
Iroquois Pliskin replied to Touch Off's topic in ARMA 3 - BETA DISCUSSION
Way to go offtopic, demagogue. You're saying F-You to every MP mission that has more than 50 AI. We'll see how people will like that. -
Anyone know at which point infantry ragdolls become active? I'm guessing point of death/bullet penetration?
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99% GPU usage during show cases but maximum of 20-25% in Multi-player
Iroquois Pliskin replied to EyeOfMedusa's topic in ARMA 3 - TROUBLESHOOTING
Strictly MP. -
Wouldn't call it a lie... but if they admit they can't, then everyone will have to downsize at retail release: No more evo/domi/warfare.
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99% GPU usage during show cases but maximum of 20-25% in Multi-player
Iroquois Pliskin replied to EyeOfMedusa's topic in ARMA 3 - TROUBLESHOOTING
It's not about grass. If server CPU can't cope with AI & physics simulation, it will lower clients' FPS! God knows why that is the case - always been so. ---------- Post added at 00:26 ---------- Previous post was at 00:24 ---------- We survived ArmA II with this... but here we have an additional layer of simulation - physics. No idea how the servers will run Altis with all these vehicle assets & AI, both of which have a PhysX component that needs to be calculated now, compared to ArmA II. They probably won't. -
To Clarify:BIS, is the 'new' ARMA3 engine as is?
Iroquois Pliskin replied to Touch Off's topic in ARMA 3 - BETA DISCUSSION
You can argue all you want with strawman logic - this game will be unplayable on release on Altis with anything more than 50 AI (via a dedicated server!), if this problem persists. If 2-8 player Co-op & 32-48 Berzerk/Blitz is the future of ArmA III, then I'll shut up, but I'll still shed a tear for Warfare CTI, Domi & Evolution. ;') -
Probably this. Set Textures to Medium with the rest on High/V. High.
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99% GPU usage during show cases but maximum of 20-25% in Multi-player
Iroquois Pliskin replied to EyeOfMedusa's topic in ARMA 3 - TROUBLESHOOTING
Either that or poor multicore performance in A3A with AI/physx, but probably both, since I've seen dedicated 2600K/3770Ks at 4.5 GHz dragged to their knees with Evolution/other missions. If server FPS drops to, say, 15-20 - your (client) FPS will drop as well. -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Hey, this thread. :D Voted for dedicated weapon keys. -
Taking the scroll menu to the chopping block
Iroquois Pliskin replied to CiberX15's topic in ARMA 3 - GENERAL
Toggle wouldn't be the most preferable option in combat, but I bet this radial action menu could have a setting to switch between the above-mentioned activation methods. :) ---------- Post added at 12:45 ---------- Previous post was at 12:38 ---------- I've similar stories to tell. At least we're not stuck in a long & awkward frag nade throw animation anymore, right? :D -
Taking the scroll menu to the chopping block
Iroquois Pliskin replied to CiberX15's topic in ARMA 3 - GENERAL
Good implementation -- is it a single key press activation like in Crysis 1 (Depress MMB, cursor over action, release MMB), or does MMB toggle the menu on & off? The former allows for non-stop movement, http://www.youtube.com/watch?v=ZOkBtVELu7c Maximum armor/strength/stealth - that's being activated via a radial menu. -
Have to QFT here. With physics simulation being added this was quite a predictable result, unless everyone expected us to play nothing but Blitkrieg PVP with no AI. :p
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Taking the scroll menu to the chopping block
Iroquois Pliskin replied to CiberX15's topic in ARMA 3 - GENERAL
Scroll list & F-cycle are, frankly, crap. Good thing that there's 1 less item for me to worry about on the F-key - dedicated grenades FTW. Here's the megathread, http://forums.bistudio.com/showthrea...rface+controls One proposal was as such, Dedicated number keys for all weaponry & equipment -- as it stands, number key row isn't used (yet again) in A3A atm. Scroll list needs to be unloaded of these actions, the rest can become context-sensitive with a single action button = Point at door, press X = door opens with no danger of accidentally placing the satchel, or switching to your AT, or doing whatever there is in the scroll menu at that time. F key can then become the fire selector for primary weapon - Safety/Single/Burst/Auto - that's it. P.S.: But then they'd have to rework the AI command mechanics - Oh God the cries. :O P.S. 2: Basic infantryman comes before the glorious AI commander = Everyone has to use the above actions/items/weaponry, not everyone takes up AI command in the game. -
MP COOP GITS EVOLUTION - main thread
Iroquois Pliskin replied to eggbeast's topic in ARMA 3 - USER MISSIONS
BTW, I think the grey circle area doesn't change to the next target after capping the first town - the airbase.