Mowgli
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Everything posted by Mowgli
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Next - the hard one: We get an inconsistent crash to desktop upon dieing when using ecp 1071 that wasn't there in 1055. This one is more difficult to pin down the circumstances around the crash other than it sometimes happens when someone gets shot or dies. Wondering if this is a known issue being worked and/or if anyone else has experienced it and has a workaround. As a followon - how does one just disable the spectator script? Is it available also in the settings.sqs? Thanks for any help.
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ECP 1071 still consistently crashes to desktop when either of the following are enabled: - smoking/burning debris - water splash Been that way since 1055. Is there any fix to this on the way? I have a group of over 12 people who all consistently crash to desktop when these effects are on. They all have different video and cpu combos, all have various mods installed, we have a mix of pure/fresh OFP 192 installs, and patched up installs. We have a mix of drivers as well. WE also have a mix of folks who've used ecp since 1043 and folks for whom this is the first install of ecp. When we disable these effects in the settings.sqs all is fine. So to me this seems pretty consistent. Just wondering if this is even being looked at. We asked before after the 1055 and 1060 releases. Thanks Great mod - keep up the good work!
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In 1060 does having Smoking_Debris and Water_Splash enabled still crash folks? We are getting consistent crash to desktops on all our guys' machines when those are enabled. Been that way since 1055 thru 1057. Doesn't matter who hosts. We've got Pentium4's, Athlons, Radeon9700 Pros, NVidia cards (the gamut). Everyone is experiencing this. Its only Smoking Debris and Water Splash - turn those off and we're good. Just wondering if this has been fixed - or if its even being looked into, I've got like 30 folks who wait for me to tell them when to upgrade, and right now I'm keeping everyone back on 1043. Keep up the great work - great mod!
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Wow - if you implement that right there I may have to take more vacation time to play. Having AI vehicles engage you from beyond the fog rendering boundary is so irritating. Especially when your AI gunner can call out targets you can't possibly see... "enemy tank 1000meters" *wtf, can't see it, my viewdistance is set to 900 meters* BOOM CRASH "arrrgggg"
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Nevermind - I de-pbo'd the o.pbo and all is working fine now.
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I'm having a problem with this. Whenever I run the ECP with the DR sound pack I do not get any sounds for rifles or grenades (am using the correct config.bin). Actually other sounds are possibly missing, but those two are confirmed and the most obvious. Next - when I put in the ECP_DR_extra_sound.pbo's (and 2 and 3), OFP is screwed up graphically on start, if I alt-tab out then back in I am fine until I load a mission - then I get the old old old "memory map o.pbo" problem. Any thoughts? I originally ran the dynamic range mod with the hisky mod. Those work fine. ECP works fine. ECP plus DynamicRange.pbo = no rifle sounds, ECP plus the ECP_DR_extra_sound.pbos gives mem map error. Help?
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With OFP and the latest Radeon line of cards, there's a flashing shadows, flickering texture problem. Has anyone found a card or driver setting that remedies this? Does anyone know the best way to bring this issue to BIS's or Codemaster's attention? I feel its actually related to z buffer or depth rendering. Why? The reason I say that is that if you watch a water's edge closely or look closely at the bottom of some buildings or at a road texture you see that in actuality the ground polygon is "pulsating" slightly. That is, its moving very slightly up and down nearly vertically. But the overlay texture (the ground or shadow or road texture) is not translating with it. Hence, sometimes you see the road texture, and sometimes its occluded by the ground itself, and THATs the texture you see. Hence - "flickering textures". For wall textures, it seems to be in the plane of the wall. Any way to really tweak the depth settings in the Radeon? I've used a couple of the tweak programs out there for ATI cards. Thoughts? Thanks in advance for any input.
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Thanks guys! That was EXACTLY what I was looking for. And Walker, that chainofcommand site is awesome. Here I have been re-inventing the wheel for every mission I create for my friends and I.... MANY thanks. I will get alot of use out of CoC.
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does anyone know if there's a way to get the position of a user created comment placed on the map during a mission? I know how to create a target marker on the map and move it around with radio commands via a script. But I was looking for something more intuitive for the soldier. What I'm trying to do is allow squads to give waypoints to AI squads va the map. Creating and moving the above marker, and doing getpos and moveto are easy enough. And it works, but its clunky. I'd like to be able to get the position of a map comment someone creates during the mission, and use that for the AI waypoint. Any help appreciated. (If this has already been done, I 'd love to hear about it). Thanks in advance.
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Suma, is the OFP team even looking at the flashing texture/ flickering shadows problem? I got the runaround from Codemasters' Tech Support org, and was just wondering if anyone is doing anything about this? Its not like everyone and their grandmother doesn't know about it. Thanks
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Just FYI. Folks may already know this, but 1.90 does nothing to fix the flashing texture problem Radeon 9700 Pro (and other ati card users) are experiencing in OFP. /rant on When is BIS going to address this? Its the fastest card on the market and they've known about this for what, months now? Arrg. /rant off Also, for those of you wishing to try out "RadeonTweaker" in the hopes that some setting in there will correct the problem, don't bother. I meticulously experimented with each and every setting in the RadeonTweaker utility and nothing affects the flashing textures in OFP. I may have missed some combination of settings that may fix it, but I doubt it. (still hopeful) Come on BIS, wake up.
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Has anyone here installed the latest Catalyst drivers (3.0) and DirectX9 and had that fix the flickering problem in OFP? We have a guy over on the Rage3D forum who is claiming just that. I find it hard to beleive, but thought I'd ask around here. Thanks for replies in advance.
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Here is a link to the thread in question, although it provides no illumination whatsoever, as the folks with the problem "solved" seem to have clammed up. Link to the thread
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The flickering textures / flickering shadows problem is not fixed yet. ... four months and counting...
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Tried it already, it does not.
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The GPU in the 9700 is different. A new architecture. The legacy command calls are still in there, so its somewhat backwards compatible, but the GPU is a completely differnent implementation than the 8500. The "good" news is it seems ATI is aware of the problem. What they are doing about it still a mystery though. I was gone for a week so I'm playing catch-up here.
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Yes, Disabling Hardware T&L makes OFP run "fine". That is, there don't seem to be any rendering issues. However, kiss your frames-per-second goodbye. By turning off the HW T&L on the video card, you might as well take your Radeon 9700 out, put it back in the box it came in, and plug your monitor into the onboard video on your motherboard, because its doing absolutely nothing for you. Fastest GPU on the market and you just turned it off.
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This may not be news to folks that are watching this issue, but ATI just released a new CATALYST driver. We're now on Catalyst 2.5 (driver version 6218 for Windows XP users out there). They don't fix the problem.
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Not going to get into a pissing match about this. The Radeon is a great card. OFP combined with the Radeon 9700 have an issue. If anyone has found a solution, please post it.
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Once again, for those waaay back in the cheap seats: "Disabling HW T&L is not an option". But no, buying a $399 card and turning it off is reasonable... --------------------------------------------- *Drools over the way OFP ran on the nvidia*
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That thread, which BTW I posted in several times, does not show the solution to this problem. It actually has nothing to do with this problem. In fact, a solution to this problem does not, as yet, exist. But thanks for your help.
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just pointing out Hoz is referring to the mem-map error. patch 1.90 (plus the latest ati drivers?) does seem to fix that. but there is no fix for the flashing textures yet.
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On a Radeon 9700 Pro there are still flashing shadows and flickering textures on Catalyst 2.4. Also on the beta DirectX9 drivers as well. Also on OFP 1.90. Sorry. They have not fixed it.
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padman just replied to that other thread. They were referring to the mem map issue. Flashing textures I beleive will never be solved for the Radeon line. Six months, three driver revisions on ATI's side and four game patches on Flashpoint's side and still no fix means they probably aren't going to (or aren't able to) fix it. Ah well. Time to see if I can turn this card back in on a GF Ti4600.
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padman, I have my AGP aperture set to 128Meg also. The 0.pbo and o.pbo workaround worked for me on the mem-map problem, so I reverted to the current drivers. Since we do alot of air missions, we're always up at that angle that the shadows and road textures especially are flickering on and off. Dizzying. I may trade back in my 9700 for a Ti4600. Honestly, I didn't see THAT much of a fps increase over the GEforce3 Ti200 I had before. CFS3 loved it, but OFP is the game that matters for me.