maddogx
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Everything posted by maddogx
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You're not wrong, but this attitude isn't really helping anyone. If they ask for data and repros, the best thing is to give them data and repros. Snarky comments won't get the game fixed.
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The mission is nothing special; it literally took <5 minutes to make and test. Still nice to know someone is looking at it. :D Of course 150 AI is quite a lot, but the framerate hit is already noticable (though not as bad) with just 50.
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Looks like we can properly change uniform flags with setObjectTexture again. :)
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Config Help Needed!
maddogx replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thread moved. Please make sure to post in the appropriate forum section. -
Put simply, "dumbing down" means to intentionally reduce the complexity of a gameplay mechanic (or to remove it entirely). Considering that the advanced wounding/medical and battlefield clearance modules were removed in ARMA3 without any kind of replacement, I'd say that fits the description of dumbing down. And since getting shot/wounded/killed is a pretty central theme to a military game, it's fair to say the game has been dumbed down. (Especially since there aren't many elements where complexity has been increased.)
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No idea; I haven't joined any large public MP games since alpha (only small private coops). I do know a group of Wasteland players who are constantly complaining about performance, but that's about it from me as far as MP performance goes. My personal interest right now is getting the AI performance issues sorted.
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BUG: CreateFileMapping C:\Windows\SysWOW64\d3d9.dll 1000 x per second
maddogx replied to fred41's topic in ARMA 3 - TROUBLESHOOTING
Ok, that clears things up. :) Might as well close this thread, since it's not an issue with the game itself. -
There is a thread for players looking for squads. Otherwise this subforum is for squads and fan pages only.
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Looking for a good group of players.
maddogx replied to rxprescription's topic in ARMA 3 - SQUADS AND FANPAGES
There is a thread for players looking for squads. Otherwise this subforum is for squads and fan pages only. -
BUG: CreateFileMapping C:\Windows\SysWOW64\d3d9.dll 1000 x per second
maddogx replied to fred41's topic in ARMA 3 - TROUBLESHOOTING
EDIT: Perhaps. Never mind my previous theory... I doubt the engine is doing this directly. -
I just did a test with AI groups fighting in Kavala while I was alone on the other side of the map, just north of Selakano. Monitoring the game's CPU and GPU usage. First off, without any AI on the map, I got solid 50-60 fps while just running around doing nothing in particular. GPU usage shown at 100%, CPU hovering around 50-55%. (Makes sense, since there wasn't much for it to simulate.) Now for the AI: With 50 AI fighting miles away in Kavala - btw. that's 10 groups of 5 AI soldiers (5x BLUFOR vs 5x OPFOR), each with a seek & destroy waypoint - I saw my GPU usage drop to ~80% and the framerate dropped accordingly to around 40-50. CPU usage stayed the same, hovering around 50%, never going higher than 58%. With double the AI (50v50) I saw my GPU load drop to ~60%, again with a proportional fps drop and again the CPU usage stayed the same as before. At 75v75 AI, things became interesting. CPU load stayed consistently between 42% and 50%, GPU hovered between 40% and 50%. The framerate was an almost rock solid 25, even when looking up at the sky. Then I added a trigger that allowed the instant removal of all AI on the map. Result: instant framerate recovery. You can download the test mission here. Download no longer available.
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When will there be a new update?
maddogx replied to Chrisjex's topic in ARMA 3 - QUESTIONS & ANSWERS
I think you missed the high octane sarcasm in Kirill's post. -
By "non dev", you mean on the stable branch? There hasn't been a stable branch patch yet, so it is still the same as it was last week. This discussion is about dev branch changes.
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Well, that's new information for the rest of us, and I wasn't "claiming" anything, merely interpreting what you said. ("multiple new programmers on team") :)
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Just like everyone else here, I am only expressing my opinions and observations. ;) Of course, looking in from the outside we can only speculate, but the fact that Suma is working on DayZ instead of ARMA3 does seem pretty significant to me. After all, he is literally the guy who wrote the engine. With all due respect to everyone involved, adding new programmers to a dev team won't instantly replace 12 years of expertise, and I think the number of actual core engine changes in DayZ vs. ARMA3 speaks for itself in this matter.
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Arma III Supporter Edition Content, but where?
maddogx replied to fget487's topic in ARMA 3 - QUESTIONS & ANSWERS
Seems like this was solved. :) -
Jay Crowe has been lamenting the scarcity of programmers on the ARMA3 team for a while now. As for them working on "other projects", you don't have to look very far - at least the two most senior BI programmers I know of (Suma and Bebul) are working on DayZ. Particularly Suma's absense from the A3 team probably hurts a lot, considering that he's basically the guy who wrote the engine.
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The weapon changing issue was just an example to highlight how certain ancient parts of the engine are clearly holding the game back. Obviously there are bigger and more important issues, but the whole "performance vs. concurrency" problem isn't quite as easy to define.
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I agree, at least partially. When even the most trivial things (like changing weapons on the move) are deemed "almost impossible to implement", it paints a pretty clear picture. Certain core parts of the RV engine are really holding them back and should have been replaced years ago - something they're only now finally doing for DayZ SA, but unfortunately much too late for this game. To be blunt, this branch of the RV engine seems to be a dead end, which is too bad considering all the work they've put into making it look and feel nicer.
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Thread moved to the ARMA3 MP section, where it belongs. ;)
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Deleted some off-topic nonsense. Keep it on-topic, people.
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According to the most recent SITREP, they intend to keep the dev branch updates going daily, for the foreseeable future.
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Not automatically, no. Someone still has to edit the old models, which could take quite a while.
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Yes and no. Kju has ported the old content to ARMA3, but without the sample models it isn't possible to make everything work properly with the new engine features. For example, none of the models introduced before OA have thermal imaging maps.
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Does ARMA3 crash immediately upon startup? Read this.
maddogx replied to RotterdamTerror's topic in ARMA 3 - TROUBLESHOOTING
Title edited. All caps and multiple exclamation points really aren't necessary.