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Everything posted by PolishGI

  1. If you have the vanilla version of A2 loaded, and the Unsung MOD is correctly set up... Then I would make sure that the @uns/@unsung expansion is active within OA... Should be good to go. On issues such as this, we focus on the individual's machine and setup. The common mistake is setting up the MOD correctly. Did you load the initial release? And then the patch? The patch simply overwrites the original files. But that is needed in order to make sure you have ALL of the necessary files. If you applied the patch and then the original files, you will have outdated files from the start that could throw errors. Hope this helps.
  2. Hey Drapka, Like Sav said, I do not encounter this either. It has just been brought up recently and since I cannot replicate it, someone was going to try and get me the troop type/name so I could look into it further... But that hasnt happened yet... So I am unable to move forward on this at this time... :(
  3. A Marine patrol is staking out a nearby village looking for bad people... Unsung Marines A US patrol has stopped by a local village based on a tip they received from the local population. Growing suspicious, they start interrogating the inhabitants... Various armored elements stop to see if the patrol needs any assistance or backup. US PATROL 1 US PATROL 2 US PATROL 3 A grunt daydreaming as he and his unit approaches the vill. Overhead, a Skyraider stands watch over the unit ready to pound any enemy forces encountered. US PATROL 4 A grunt stands watch as reinforcements arrive after a small gunbattle. There were 4 confirmed enemy KIAs and approximately 4-5 enemy WIAs during the engagement. US wounded have already been shipped out via a dustoff. The second pic is of a heavy lift chopper dropping in to supply to the platoon on the ground. US PATROL 5 US PATROL 6 The platoon has moved on from the vill looking for bloodtrails and any sign of enemy wounded being left behind. The Battalion CO wants a high body count on this mission. US PATROL 7 During the patrol, the weather starts to go south as it normally does during the 'wet season'. US PATROL 8 Visibility is now becoming an issue and the platoon needs to slow its pace down. No need getting separated from each other and putting the unit in a bad position to defend itself. US PATROL 9 After about an hour or so, the rain let up a bit allowing the platoon to carrying on with its patrol. By this time though, the enemy is long gone and the platoon commander radios battalion to set up an evac point and get the platoon out of the area. US PATROL 10
  4. Good deal... Thanks for the research! I will take a look at the results... With the US Infantry units, they are HIGHLY detailed and with that comes a higher face count. But with any luck, we can isolate the individual models and see whats going on. Thanks.
  5. Others are causing freezes? Are these extended freezes? Momentary freezes? Which units? That would help so we can look into the specific models.. Infantry? If so, which ones? Vehicles? Which ones? Let me know... from your specs, I would think that you have MORE than enough to run things smoothly... We have not heard of this issue before... not to say it doesnt exist... but I want to see if it is something in our models or something specific to your machine.
  6. hmmm Currently, the US units are MUCH more detailed than the VC/NVA counterparts. We are working on this for future releases. Video settings: Texture Detail - normal Video Memory - normal Anisotropic Filter - low Antialiasing - normal Terrain Detail - normal Objects Detail - normal Shadows Detail - normal (doesnt really pay to have high detailed shadows) HDR quality - normal Postprocess Effects - disabled Vsync - enabled Maybe this will help...
  7. That should be more than enough juice to run the MOD. My machine's specs are a little different than yours... (quad core i7-860 2.8GHZ processors, 8GB PC3 10600 DDR3 SDRAM, 1GB DDR5 ATI Radeon HD 5770, 1TB HDD and Win7... My FPS range is between 20-45... What are your video settings IN GAME?
  8. hmmmm In A2, you would alter the shortcut property... in OA, you would activate it once you are in game if memory serves... I think you need to shut the game down and then reload OA for it to recognize the MOD then. I believe you turn the MOD on under the expansion setting... Have you done this? Sorry for the high level questions, just want to start from the beginning.
  9. Good idea! We have a sound file coming... perhaps we could sneak it in there... If you like the MOD, wait until the next release!
  10. Ok, fair enough... I will take a look and see if I can find any conflicts as to what would cause this...
  11. Hi Khugan! Thanks... we were the basis of that fix... we were that "some world" hahaha Try it out! Load times are back down into the 30-40 second range again... Thanks for looking out for us!
  12. That is tough to say... I can't say I have really checked... I don't really play A2/OA Vanilla that much... purely focused on the Unsung files atm... I imagine if you deactivate the Unsung MOD, it will work fine for you. ---------- Post added at 01:13 PM ---------- Previous post was at 01:10 PM ---------- Wow... What do you have going on with your machine? The 275 GTX has a memory bandwidth of 127.0 gb/sec compared to my HD 5770 which is rated at 76 gb/sec and I'm getting an FPS of 20-51 on all of our islands? (Lowlands, SEA, Dong Ha, Ia Drang and Plei Trap) I'd check your rig first... ---------- Post added at 01:14 PM ---------- Previous post was at 01:13 PM ---------- I believe you are the only one to mention this... I know what you are talking about... I believe it has to do with one of the uniform files... I will see what I can do to improve it.
  13. :) http://www.armanam.com/forums.php?m=posts&q=118
  14. Very nice... A2 v1.08 used to take 1m 48sec to load... applying this to my target line: -cpuCount=4 -exThreads=0 Island now loads in 30.04 seconds. Thank you for the heads up. Time to update OA...
  15. To start off, thanks for the interest in helping us solve this issue. As stated above, any patches (OA) above 1.52/1.54 greatly increases the load time. I will need to try and add this to my start up and hopefully it works. All signs are positive at this time. As stated, SEA has around 4 million objects… We have two additional islands coming out (Ia Drang Valley and Plei Trap Valley) that each have approximately 4.5-4.75 million objects. It is not related to the bin process… these are rather large islands. In fact, I am reaching a point with Visitor 3 that it is dinging at me and saying it is out of memory. This occurs at around the 5.25-5.35 million object range… Visitor dies… Then to have BINPBO bin the island successfully… it usually “times out†before the bin process is over… Causing me to delete objects from the map (Vis3) and get the count down to about 4.5-4.75 million objects… then BINPBO is happy again and we have a successful bin process. There should be no concerns with our binning process, we have been up and down this road for many months now. I am a little concerned about the object count limitation in Visitor 3… Prior to this cure, any version over 1.54 in OA increased our in game editor times to several , several minutes… Load times went from 25-28 seconds, to over 5-10 minutes… some people were experiencing load times of 40-50 minutes… rather excessive… Prior to cute, A2 on my machine at v1.08.xxxx took 1m 48sec to load up as of today. (pre fix) I am hoping this fixes the issues so that we can release the next bunch of content for the community. Then I can maybe ask the BIS folks if there is a limitation in Visitor 3 for object counts and for BINPBO and the binning process. I’ve had to chop down my island to accommodate this restriction. As far as a DL link to SEA, let me catch up with CSJ (author) and see where the latest link is at… Many many thanks to you geloxo for posting this question so it can be addressed. This has been a headache for some time now. Cheers to ALL for chiming in here, PGI My specs: 2.8GHz Intel Core i7-860 Windows 7 Home Premium 64-bit GB PC3 10600 DDR3 SDRAM 1GB DDR5 ATI Radeon HD 5770
  16. Well... we are not sure what is causing it but follow our train of thought... In OA, versions 1.52 and 1.54, this map and 2 others load in about 20-30 seconds... If you patch OA to any version past 1.54, load times increase dramatically... our files are constant... only thing that changes are the BIS files via the patch. With ArmA2, v 1.08.blahblahblah, these maps take about 1m 50s to 2minutes to load... We are not sure what changed in the BIS files, but there is a huge difference in load times from OA 1.52/1.54 to the latest version. Hopefully, BIS corrects this... I havent patched OA past 1.52 yet... thinking about going to 1.54 here soon... but no further until confirmation that BIS corrected whatever they left out in subsequent versions...
  17. I will look into the M-113 ammo issue... That is new, I will see if I can recreate it. Yes, Lowlands was our initial attempt at an island. If it pretty good, but does have a few issues with it. We have about four islands in the works now that have gone in a different direction as far as construction. We believe this new way is a better approach for preventing AI to see each other a mile away. The problem we are having at the moment is with BIS and their "update patches". 3 of the 4 islands have 3.5-4.5 million objects on them. Large and/or dense jungles. What we are finding is that with OA v1.52-1.54, our islands load (in game or editor) in about 20-30 seconds. Updating OA or A2 to the latest patch, now causes A2 to load these islands in 2 minutes and OA (I heard) takes much longer... Very frustrating. Not sure what BIS did, but the loading times are significantly more with later patches. So when we release our next version of the MOD, people need to keep this in mind until BIS corrects this...
  18. PolishGI

    Twilight 2000

    Now Twilight 2000 was a cool RPG... sighs... Oh the days... had the DOS game too.
  19. If I may... perhaps we can start collecting community missions for Unsung? I have NO problem loading them up on armanam.com for all to try/play... The more, the merrier... Think about it guys... If you want to publish your own missions or request feedback from the community, let us know and I will get them up for download.
  20. If I can add to the discussion... on my own personal machine, my VD is set to 1600... I find that (for me), not much more is needed...
  21. Hi Ben Endless, I was running ArmA2... then OA... now I am on CO... all worked fine... I wonder what is going on with your setup... Lot's of the crew are running OA or CO and doing fine. A lot of people I've spoken with are running AO/CO and it actually runs better than A2 for them...
  22. Hard to tell... we have a few islands in the mix... some new troops... a few new helicopters... Primarily focused on getting Khe Sanh (island) built and all of its support USMC cast. (infantry, AFVs, and aircraft)
  23. The chickens are up there with clowns... freaky things they are...
  24. Good question... Our focus for the MOD is primarily on an infantry combat simulator. With that said, we do have helicopters that we focus on and allow players to fly. Fixed wing aircraft will be included in future versions of the MOD. Their primary focus will be to carry ordnance to the target and attack it. If the pilot experience is there... so be it, but it will probably not receive the same level of detail/attention that the remainder of the MOD is getting... At least not at this time... There is just too much that we need to get to in order to capture all ground movement during the Vietnam Conflict. If someone has something in their motor pool, hopefully they will speak up on our side... but I would say the comment above will be fairly accurate. Hope that helps!
  25. ALL vegetation has View LODs set up and are functional. The main discussion revolves around balance the 'clutter' with actual vegetation placement. Clutter, as to not lower performance, does not use the View LOD which is why anyone and everyone can see through it. Actual placed vegetation has view LODs that will block human and AI line of sight. Careful on the size of map you use... ArmA2/Visitor are limited... Both of my 25km maps (Ia Drang Valley and Plei Trap Valley) use A LOT of actual placed veg... so again, finding that right balance of vegetation placement and have the clutter fill in the gaps so to speak. IDV is currently at 3.75 million objects and runs great. I took Plei Trap for a trip to see what, if any limitations there are... I hit the 5.75 million objects before I started encountering 'out of memory' errors from Vis3. CSJ has a 10km map I believe he is around 3-4 million objects and is already getting out of memory errors... so he is having to work around this limitation to bring his map to life. Hope this answers your question and helps... Let me know if you have any more. PGI ---------- Post added at 12:40 PM ---------- Previous post was at 12:40 PM ---------- Great pics!