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Bad Pilot

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Posts posted by Bad Pilot


  1. ArmA is the first game I've ever bought for which I am quite content to put up with bugs - on the understanding that they'll be fixed later.

    I read that it was a shortage of funds that led BIS to release ArmA Czech version. Given a choice between giving programmers money for food and Ferraris before they finish programming ArmA, or not giving them money having and them dying of starvation before they've finished.., I'm perfectly happy in this case to buy an unfinished game.

    Also, this buggy version of ArmA gives me a whole lot more pleasure and challenge than all the Battlefield games ever did together. (yeah, I missed out on OFP... just didn't like the name so never tried it!wink_o.gif.

    -Fenix out.


  2. Fitness is taking it too far, unless we all had digital passports and the game replicated us as we are IRL. I'm a tall guy; it's always been a bit weird running around as short as the rest of you :P in-game.

    Back to topic.., the lack of implications for carrying weight does impact on my own immersion and enjoyment of this game.


  3. The 505-branded UK retail version is v1.04.

    The correct patch for this is v1.05 Euro.

    I expect the International version works also, though it's a much bigger download and therefore a waste of time.

    If your patch doesn't work, download it again.

    Until triangles writes a 2+ paragraph description of the problem and how it happened, we should all now boycott this thread. If he's too stoned to convey the error, there's no way I want him playing on my team nener.gif.

    -Fenix out.


  4. In v1.04 I was able to hear more people than were able to hear me. I remember just one session where the whole squad could speak and be heard - and it was great.

    In v1.05, I haven't heard a soul, except for the increasing use of .ogg sound-clip files where some folks have put their own voices in to preset voice-commands.

    AFAIK, this is described elsewhere as a known issue. In the meantime, I'm running TeamSpeak and Ventrilo at the same time whilst playing so I can talk to my clan and my on-server team. I've also unbound the ArmA VOIP key.

    When I did use the VOIP, I was neevr quite sure whether I should hold the key down or just tap it once for on and once for off. According to the HUD it seemed to work like an on/off switch.

    -Fenix out


  5. I really sympathise with you poor guys suffering from this stupid DRM bullshit. It's unacceptable to have such constraints placed on you? I mean, Process Explorer ffs! What if you had to remove Microsoft Word in order to play the game? Just how fucked-up is it going to get?

    This software (Starforce, Securom) must be written by traffic-wardens. Nobody else could be such a tosser.

    pistols.gifbanghead.gif

    BI, 505: how could you be so dumb and/or cynical?


  6. One change made was to use more available video RAM for textures. The problem here exists with a PC that has 512MB system RAM trying to feed a ravenous 512MB video card. I'd wonder if that was a problem with the system.

    If it's an AGP computer, some guy said reducing the aperture helps. I'm currently testing that for myself and can't yet say (I've been busy). If anything in my first paragraph is true, lowering the texture quality will speed things up, as would having enough (more!wink_o.gif RAM.

    -Fenix out


  7. That makes it one controller.

    I have the same problem as the original poster. Two controllers aren't currently supported.

    I've got the following: -

    -Microsoft USB joystick

    -Saitek steering-wheel & foot-pedals.

    I want to use those pedals in choppers whilst using my joystick (not bothered about the steering-wheel itself).

    -Fenix out.


  8. Very welcome info on graphics there, especially the AGP aperture which explains some of the crashes I've had. I couldn't understand why the game was crashing 256MB short of the 2GB available memory limit.

    I had turned off the XP swapfile, maxed-out the aperture and told ArmA to use a maximum quantity of RAM but I didn't take into account the aperture when deciding on that maximum. When the game RAM demand collided with the BIOS aperture allocation, ArmA crashed every time.

    The one other fault I had, which persisted even after I upgraded my nVidia GF6600GT 256MB to an ATI X1950 Pro 512MB, I narrowed down to audio. I disabled onboard 6.1 and installed a branded Creative PCI card, and still got crashes, even with hardware acceleration and EAX disabled. Then, I noticed just one line in the troubleshooting biki which said update your OpenAL drivers (www.openal.org). WTF is OpenAL? Who cares - updating it has eradicated my crashes.

    Now the game's stable, I've reapplied my motherboard o/c settings. I'll put the sound back as it was and then I'm going to experiment with the AGP aperture to see what changes.

    I've mentioned it in another post somewhere that I'd love to know more details about how the interplay of graphics settings with graphics hardware works - so you can see definitively whether what you've set is optimal or not.

    -Fenix out.


  9. Perhaps it's hanging at startup because of this: -

    Quote[/b] ]voteMissionPlayers=1; // 3 Makes the server hang

    The biki's example reads: -

    Quote[/b] ]voteMissionPlayers=3; // start voting for missions when 3 players connect

    Doh!


  10. The biki doesn't go into enough detail.  Can someone post their server config, please?

    The bit I'm having trouble with is the script at the end of the example config pertaining to missions.  It presents the following code pertaining to the ArmA Demo but doesn't explain what it's for: -

    Quote[/b] ]class Missions

    {

    class MPCTF_01   // name for the mission, can be anything

    {

         template = M02CaptureTheFlag.SaraLite;

         cadetMode = 1;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)

    };

    class MPCOOP_01   // name for the mission, can be anything

    {

         template = M01Cooperative.SaraLite;

         cadetMode = 1;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)

    };

    class MPCTI_01   // name for the mission, can be anything

    {

         template = M03ConquerTheIsland.SaraLite;

         cadetMode = 1;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)

    };

    };

    My own server has the following code: -

    Quote[/b] ]class Missions {};

    This empty class is the one given in the biki main example.  I suspect it's emptiness is the reason my server doesn't load any missions at startup.

    In fact, when a client (successfully) connects to my newly started internet server, they are rpesented with the background graphics and "Waiting for host" in the centre of the screen.  This never moves on until the uber-admin logs-in, at which point it's possible to send the '#missions' command to get things moving.

    I have searched the entire Universe (including the internet) for help with this.  I have also tried editing my config script to make it like the biki demo example except using a default v1.04/v1.05 mission, expecting the server to initialise with it.

    Please help.

    -Fenix out


  11. I don't use the new gui drivers cos my card is an old 6600GT and the max version recommended by the manufacturer XFX is an older one.

    However, with that card, I got improved framerate by increasing the maximum render-ahead to 9. I did a bit of mental arithmatic to arrive at 9, working out how many fps I have and how much control/animation lag it would cause.

    -Fenix out

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