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Mr Fenix

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Posts posted by Mr Fenix

  1. XP 32-bit has a RAM limit of 4GB. The RAM available to you is either all your RAM or 4GB minus your VRAM, whichever is smaller.

    The largest amount of RAM allocatable to a single 32-bit application is 2GB.

    Use the -maxmem=x parameter to allocate Arma as much RAM as you can afford up to 2047MB which is the largest setting it can handle.

    Your XP 32-bit Pagefile is limited to 8GB. Arma isn't really using this so don't worry about it. Windows should run faster without a Pagefile if you have enough RAM for your needs. When I used XP 32-bit with 2GB RAM, I turned off my Pagefile and ran with -maxmem=1536, leaving 0.5GB for 128MB AGP buffering and the lean XP system.

    Arma and Arma2 do create their own memory caches on disc. It could be that you don't have space on the right hard-disc for this dynamic data.

    Look at your capacities and your settings again. I'd change your drivers too!

  2. does the arma.rpt file get created at this stage of game startup? might be worth a look though I have a feeling it doesn't kick in until mission load.

    how about using command-line parameters in the game shortcut, e.g. "-no splash -world=empty" in order to skip a possibly-glitched data file.

    I'd be suspicious of DirectX. Do other games work? I'm right in thinking you don't get any flicking over to Direct3D display before game crashes? Video drivers - roll 'em back / update them.

  3. Sad story!

    If you're running XP, then 2.8GB is almost as good as 4GB, because XP caps your available system RAM at 4GB minus your video RAM. So that's not so bad, eh!

    Next, your CPU is fine.

    Next, use "-maxmem=2047" on your Arma shortcut command line.

    For the video card (lol, wtf is a 6150SE?), even an ATI 3850 or nVidia 7800 will transform your experience.

  4. for [{_loop=0}, {_loop<1}, {_loop=_loop}] do
    GroupTank1 = CreateGroup West;
    Tank1 = createVehicle ["M1A2_TUSK_MG", [(getMarkerPos "armor1") select 0,(getMarkerPos "armor1") select 1,0], [], 1, "FORM"];
    tankc1 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"];
    tankc1 moveInDriver Tank1;
    tankc2 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,2], [], 0, "CAN_COLLIDE"];
    tankc2 moveInGunner Tank1;
    tankc3 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,3], [], 0, "CAN_COLLIDE"];
    tankc3 moveInCommander Tank1;
    tankc4 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,4], [], 0, "CAN_COLLIDE"];
    tankc4 moveInTurret [Tank1, [0,1]];
    Tank2 = createVehicle ["M1A2_TUSK_MG", [(getMarkerPos "armor1") select 0,(getMarkerPos "armor1") select 1,0], [], 10, "FORM"];
    tank2c1 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"];
    tank2c1 moveInDriver Tank2;
    tank2c2 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,2], [], 0, "CAN_COLLIDE"];
    tank2c2 moveInGunner Tank2;
    tank2c3 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,3], [], 0, "CAN_COLLIDE"];
    tank2c3 moveInCommander Tank2;
    tank2c4 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,4], [], 0, "CAN_COLLIDE"];
    tank2c4 moveInTurret [Tank2, [0,1]];
    Tank3 = createVehicle ["M1A2_TUSK_MG", [(getMarkerPos "armor1") select 0,(getMarkerPos "armor1") select 1,0], [], 20, "FORM"];
    tank3c1 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"];
    tank3c1 moveInDriver Tank3;
    tank3c2 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,2], [], 0, "CAN_COLLIDE"];
    tank3c2 moveInGunner Tank3;
    tank3c3 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,3], [], 0, "CAN_COLLIDE"];
    tank3c3 moveInCommander Tank3;
    tank3c4 = GroupTank1 createUnit ["USMC_Soldier_Crew", [0,0,4], [], 0, "CAN_COLLIDE"];
    tank3c4 moveInTurret [Tank3, [0,1]];
    sleep 600;
    {deleteVehicle _x} forEach (units GroupTank1);
    deleteVehicle Tank1;
    deleteVehicle Tank2;
    deleteVehicle Tank3;
    sleep 30;