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maruk

BI Developer
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Everything posted by maruk

  1. Dear Addon makers, we believe it's time to try to change the way how are the addons distributed if we want them to be more accessible to every user of Operation Flashpoint. In order to achieve this, we want to introduce an initiative "Addons at ease" in near future. We want to adress following issues: 1) Convenient, simple and standard install / uninstall of addons/missions for Operation Flashpoint. For this we developed a special utility to creat MSI Windows Installer file to install any Operation Flashpoint addon or mission. 2) Most addons currently come without any mission. We believe any addon for general public should come at least with one simple demo mission. 3) Many addons and mission require some other addons etc. so it's sometimes very hard to get it all working in the game. Ideally, we would like to see single files containing logical collection of addons and missions and have gamers to get just the single file to play with it in the game (without having to open the mission editor etc.) 4) We want the OFPEC TAG system become standard in the addon making community as it seems the only reasonable way how to keep addons compatible. 5) We consider version 1.90 / 1.91 as the only one supported platform for this initiative. At the end, we would like to advertize selected best quality addons compliant with our initiative at www.flashpoint1985.com which we hope will bring more fun to all of us and more recogntition to you, creators of great new content for the game. I know there's a lot of eventual controversy and issues in this effort. I recommend you to use this thread to general comments to the initiative and tu start new threads if you would like to discuss any specific point into deeper detail. Thanks
  2. While majority of users still prefer the old fashioned OFP style command line driven mod handling, there is also another way of doing it, using the in game expansions manager and documents settings. One real advantage of doing it that way is that it no longer matter from where you launch the game (be it steam, other version etc.). It makes clean installations also much simpler than messing within the game folder. Example how I use the system: * create DayZ folder in C:\Users\maruk\Documents\ArmA 2 * create sub folder Addons there and download / extract files from http://www.armafiles.info/dayz/ to it * run the game (I use the latest beta from http://www.arma2.com/beta-patch.php ) * in the game go to the Expansions, select DayZ and click on Enable button, restart the game * now the mod is installed and I can play easily with it anytime (using beta, or normal steam version, or sprocket version) For me personally it is simpler than toying with commandline options and interferring with game installation. I understand that everyone has different taste and that is why the original mod commandline is kept intact since 2002 :) I just thought some may simply not understand the more modern alternatives available now.
  3. maruk

    Behind the scenes...

    To find a special hidden area of Bohemia Interactive's home site, click on the briefcase of a man there (Where? I don't remember but I know it's there somewhere...) and login as the famous villainous general and use his nickname as password. NOTE: Please don't post the exact login information (other than I posted here) to the forums. This special site is for dedicated fans of Operation Flashpoint only and who doesn't know name and nickname of the general is not ready to see the site yet.
  4. A2OA features new post process effect SSAO . Depending on game settings and fillrate (shader performance) of your graphics card, this may lead to lower frame rate. However, we implemented simple but useful scheme to allow customization of pp effects (based on your personal preferences and also system performance): Disabled: color corrections only Very Low: Disabled + filmGrain + radial blur + dynamic blur Low: Very low + bloom + rotational blur + other scripted post process effects Normal: Low + DOF + lowest SSAO High: Normal + medium SSAO VeryHigh: Normal + highest SSAO Please note that this setting is not directly equivalent to that of Arma 2. Also, disabled - low primarily allows you to customize game appearance, Normal - Very High is heavily affecting performance but SSAO quality is the only difference.
  5. See https://community.bistudio.com/wiki/setPos So something like [url="https://community.bistudio.com/wiki/player"]player[/url][color=#000000][font=Lucida Console] setPos [ [/font][/color][url="https://community.bistudio.com/wiki/getPos"]getPos[/url][color=#000000][font=Lucida Console] this [/font][/color][url="https://community.bistudio.com/wiki/select"]select[/url][color=#000000][font=Lucida Console] 0, [/font][/color][url="https://community.bistudio.com/wiki/getPos"]getPos[/url][color=#000000][font=Lucida Console] this [/font][/color][url="https://community.bistudio.com/wiki/select"]select[/url][color=#000000][font=Lucida Console] 1, ([/font][/color][url="https://community.bistudio.com/wiki/getPos"]getPos[/url][color=#000000][font=Lucida Console] this [/font][/color][url="https://community.bistudio.com/wiki/select"]select[/url][color=#000000][font=Lucida Console] 2) -1] [/font][/color] should do it
  6. maruk

    Online multiplayer

    True, this can be very good solution for popular servers, see also https://community.bistudio.com/wiki/hosts.txt for more detailed information and example how to use it.
  7. maruk

    Online multiplayer

    This message is caused by the fact Gamespy matchmaking is no longer availlable for this game but it does not prevent you from going to Remote and typing there IP and port of server you would like to join. That said, mp was played only by very limited audience in TKOH and there were not that many servers. I can see only one server registered here http://master.bistudio.com/ and I have succesfuly tried to connect to this one server.
  8. maruk

    Online multiplayer

    You should be able to play multiplayer in Take On Helicopters even after Gamespy has ended operations. If you want to host your server (listen server or dedicated server), you need to ensure the ports required for multiplayer are open in your firewall/router settings. In order to join a server, you need to know its IP address and port used. We are also providing this website for people to be able to register and find servers http://master.bistudio.com/
  9. Important notice: effective May 31, 2014, Gamespy will cease providing all hosted services for all games. This is going to affect multiplayer in our games that use Gamespy for matchmaking, cd keys authentification and NAT traversal from Arma: Resistance to Arma 3. We are planning to introduce an alternative solution using Steam to Arma 2: Operation Arrowhead and Arma 3 users. Other games (Take On Helicopters, Arma 2, Arma 2: Free, Arma, Arma: Cold War Assault) will have more limited multiplayer experience with loss of server browser, cd key authentification and NAT traversal systems. That said, direct IP connection to servers should work even after Gamespy services are no longer available. We apologize for any inconvenience.
  10. maruk

    Arma 3 Kart DLC

    Not trusting these clowns :party:anymore!!! I got fooled by fArma five years ago but you ain't got me no more. I still want fArma and not this racing non-sense. Plus they really should get over fighting with Codies over nothing all the time for years: they get OPF brand so what? Get over it, babiez. Are you trying to beat them up in the racing games genre? Neve gonna happen. But this is too much for me to handle and I do not think I am gonna play Arma 3 anymore. :moto::moto::681:Let me know when you finally get your act together and fix all the bugs and add all the missing features we all have been requesting for bloody 15 years!!!!!!!!!!!!! And now you want me to pay you for this kids kartz DLC? So you know what??? I even do not care if I am banned from these forums 'cause I can only show you this....
  11. maruk

    Xbox code in BI tools?

    It is plain simple: nearly full Arma 2 was running on Xbox 360 but we never managed to really finish it (performance was never good enough) or release it for various reasons. In fact, we really wanted to make the game for X360, similary to OFP Elite for Xbox 1 (the first one).
  12. CCP is community project so either the community does there are no CCP fixes. I do not recall the exact process but I believe kju was so kind he volunteered to review and submit ccp addons to us for release in the past.
  13. Incorrect. What I said is that concurency is not a goal at all, only real performance (higher fps, more objects on screen, more units performing complex AI computations etc.) is what matters, so end users trying to measure their CPU or GPU concurency are simply focusing their attention in wrong direction. Those interested learning more about complexity of multicore optimizations and architecture are always welcome to read this article.
  14. Well, I guess I just should repeat the same blog for people to bother to read before they get involved in the threading discussion: http://www.bistudio.com/english/company/developers-blog/91-real-virtuality-going-multicore In short: Path finding is multithreaded since Arma 2 (in that blog you can hover your mouse over the image to get user friendly description about what each thread is doing in that situation profiled there).
  15. Yes, there are quad core CPUs in all my computers.
  16. Problem here is that you are simply using wrong logic here. I am not sure how you exactly measure GPU usage and what does it technically mean but as I said before: the bottleneck most likely is the main thread on the CPU in any such scenario. You may try to lower settings heavy on the CPU main thread (view distance could be one of the most important here) and you can safely up some of the graphics settings that have not that big impact on your CPU usage (e.g. texture resolution, supersampling, post process quality etc.). In any case, I am running the game on three different nvidia GPU computers and I am getting performance that is quite good for me (generally better than Arma 2) so I am probably not suffering the way some other users may be, hard to tell.
  17. Just to avoid more confusion and theories: I am not stressed at all nore I am trying to dismiss anyones concerns or issues related to game performance. I mostly want to give some more insight to the users in hope to allow them focus on what really matters. Does fps matter? Yes it does. Does multicore CPU usage matter? Well, not much to be honest, unless you for some reason like to play the performance monitor game of course. Performance is the goal, not concurrency. It is not that there is no possibility by better multithreading getting more performance, it is just that you can not measure it the way you are trying to do at all. I apologize diverting the topic in any case, I simply wanted to give this message out for some time already and spontaneously reacted in random topic chosen and also for once wanted to feel just normal part of the forums as in the good old days. I will try to find out if there is any specific driver optimization incoming in future on Nvidia, as the original poster asked and what is the real point on this thread anyway.
  18. Of course if the main thread is stuck for whatever reason, you are going to see drop in utilization of all other cores (and GPU). In any case, why you try to read between the lines and come to conclusion that we are not interested and will not be trying hard to improve the game performance is beyond me. But in reality, multicore is not solution to all problems and it is easily possible, that right now there could be some other problem in mp that leads people into building their own theories. So as always, problem has to be identified, reproduced and as such particular bug can be addressed. All I wanted to say is that users measuring their CPU and GPU usage are focusing attention in false direction. Focusing on game fps itself is much more valid approach for example but more critical are occasional significant drops in performance than average fps. That was my main point, not trying to defend our "lazy and incompetent" engineers (as I see them called on the forums often: and I strongly disagree with this view btw) or hide behind nice words. But on a side note: I have been tempted few times to ask engineers to spawn all cores with dummy loops to please this type of audience. The problem is that it benefits no one. So on more constructive note: there easily could be some problem (or many different problems) in multiplayer causing serious performance degration and that certainly is high prioirty to track down and fix asap for us. It is just there is no magical multicore optimization that could out of sudden improve everything available as some may seem to hope for when they see some of their cores are nearly idle most of the time. Most important is this: there is no single "general performance problem of CPU or GPU utlization", there are only specific problems (and these may easily be completely different in mp, sp, different depending on users hw etc.) that need to be fixed.
  19. maruk

    Arma 3 Retail

    There is no distributor of boxed Arma 3 in Canada (well, in fact North America) at all. Unless there is someone importing European version of the game I do not think you can buy it (and very unlikely this may change anytime soon).
  20. Unless you want your AI to get some more room to breath in more complex scenarios, I think there is no big benefit from quad cover over dual core CPU in Arma 3 at this stage but I did not play on dual core system for long time so I can be wrong and I do not know exact specifics about how physx scales in multicore etc. Also, I think small benefit is still benefit so certainly better to have quad core if you can choose. And anyway, based on my random browsing of the performance related threads on the forums I nearly seem to be playing different game on different hardware anyway /frequently on my quad core laptop where I can play on battery mode using the integrated intel HD4000 GPU and I am fine, the game runs better for me than Arma 2/. And there is another aspect that can be important in Arma: memory bandwith, CPU cache etc. And I guess these are other problems very hard to measure. Arma 3 code is very large so I would not understimate impact of the memory on the performace but I am only quessing here (but my laptop with Core i7-3610QM is so much faster than any previous laptops I used in the past and the memory bandwith got improved dramatically with this generation of mobile CPUs)
  21. You misread what I am saying. If I can try to answer the question: Quad core is better than dual core for Arma 3 generally speaking. But that does not mean the benefit is 2x higher fps over dual core. One of the benefits you may not be able to measure at all (certainly not by using system CPU monitor) is that AI gets more CPU power for its calculations depending on the complexity of the scenario. Maybe if you try to read the blog, you can understand nature of the problem a little bit more. It is not trivial problem, does not have any trivial solution but most importantly: a lot of users seem to miss what the real goals are and that their way of assessing it has no real value.
  22. I understand everyone would like the game to run smoother, better, best. In reality, there is no spell that could be used, and many days or weeks of hard engineering work lead into neglible performance increase. As I read all over again and again posts that seems to say people believe measuring how much of their multicore CPU or GPU is utilized (often by some very generic means) I can only recommend to try to read and understand problems associated with concurency in game engine architecture there is still some good read avaialble here: http://www.bistudio.com/english/company/developers-blog/91-real-virtuality-going-multicore So yes, it is correct that main bottleneck is singlethreaded performance of the main thread for Arma series, yet it does not have any simple solution (and I do not think Arma is the only game that fails to really benefit from anything beyond dual core very well). Depedning on scenario complexity, the game can scale well on two cores, to some level to four cores but benefit is less visible. With GPU: I do not know, why you simply do not set the GPU settings higher to get best from your PC? If you have powerful GPU, there are many options you can maximize without getting any real penalty on the CPU side. Generally speaking, rendering distance and even object detail has some serious impact on the CPU as well (also affects simulation), yet most of the other graphical settings are solely or primarily on the GPU side. I am not trying to start any flame war and not denying there is not room for optimizations or that it is not important priority, I am mostly tired to read all over again something that just is more myth than reality and that simply uses completely false metrics. All I can do is quote Suma:
  23. maruk

    Update 1.2273 available

    “Patience, grasshopper," said Maia. "Good things come to those who wait." "I always thought that was 'Good things come to those who do the wave,'" said Simon. "No wonder I've been so confused all my life.â€
  24. You may also simply go to http://mars.takeonthegame.com/ to see the actual time on Mars at the bottom of the page :cool:
  25. Yes it does. I am no Steam expert so can not tell why it should be in such strange place but the place is something like: Steam\userdata\12223341\244030\local\maruk\savedata\spaceprog\photos
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