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suma

BI Developer
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Posts posted by suma


  1. Strange. With -malloc=0 I really get the flashing as well, but I do not get it with 82346 and no -malloc, which makes sense as with 82346 -malloc=3 IS the default (I have double checked it now, both in sources and in the debugger). Still, it is worth checking, it should not be flashing with any allocator, I will check it with -malloc=0 and hopefully fix it, but probably not today.

    There was a race condition between decoding thread and texture updating. Resolved in 82442


  2. Afaik limiting the cpuCount by software still could put the threads (and other programs) on virtual cores sharing the same physical core, so although seeing an improvement, it should be further improvable, by fully disabling HT in the bios.

    In a typical situation this should not happen often. OS is well aware of the nature of HT cores and prefers to schedule threads on a cores which do not have the other "HT half" busy. Still, in some situations this may not be possible, like when there are some background tasks running, and in such situations disabling HT completely may help.


  3. For the videoplayback[this belongs in the new beta thread, my mistake]

    Just to make sure, i uploaded a example mission with the E01 Benchmark as ogv file. after 10-20 secounds it absolutly kills my CPU/RAM whatever, i got to wait 1 minute to get back to TaskManager and shut down OA. i took a look at the biki and used playvideo as it is shown...

    Example mission with Benchmark 01:

    http://www.sendspace.com/file/fosl6j

    Reproduced (with default -malloc=3), I hope to have it resolved shortly.


  4. OK. When I tested this beta yesterday, I did NOT use -malloc=3 in the command line, as I thought that it would have been integrated since 82282. I added malloc=3 today, and, happily, PMC cutscenes 1, 3, and the second-to-last one (after PMC09 mission) all run PERFECTLY with no flashing at 60 fps. Yahoo!

    Strange. With -malloc=0 I really get the flashing as well, but I do not get it with 82346 and no -malloc, which makes sense as with 82346 -malloc=3 IS the default (I have double checked it now, both in sources and in the debugger). Still, it is worth checking, it should not be flashing with any allocator, I will check it with -malloc=0 and hopefully fix it, but probably not today.


  5. Nah, you´re not missing something;

    I´m just a bit more specific since Suma wrote somewhere they changed the memory allocator from JEMalloc to TCMalloc for better threaded optimization (was introduced short before 1.59 came out).

    No, you are not more specific. Computers do not understand what you mean, they just execute the instructions. The instruction you have provided is unknown to the computer and therefore ignored. The only accepted form is

    -malloc=NUMBER_FROM_0_TO_4.


  6. Some PMC animations (cutscenes #1 and #3, the ones with the strange coloration, smoothing, and fancy blending of frames) flicker worse than before, this time at a higher frequency. Most of the other cutscenes are fine, including #2. I haven't tested them all.

    Can someone else confirm? I have tried the first four now and did not see any flashing in any of them.


  7. I get crashes on mission loading (trying to play "For the life of a friend") with JSRS sound mod and the mission addons active.

    I tried -malloc=3 and -malloc=0 with the same result. Running the vanila 1.59 plays with no problems, but I guess we all knew that anyway.

    If you want me to check, I need exact download location for both mission and addons / mods used and step by step instructions how to run the mission. (Believe it or not, I have no idea what is "For the life of a friend").


  8. Build 82282 at http://www.arma2.com/beta-patch.php contains a feature which could help me to decide which of all the memory allocators works best.

    You can choose an allocator by provide a command line -malloc=N, where N is from 0 to 4.

    Please, choose the one which runs stable for you in the poll (no crashes, no Out of memory errors), and if there are multiple stable, choose the one which has the best performance for you.

    ---

    Edit: There is a new beta in the works now (82346). This beta will change the default from -malloc=0 to -malloc=3 and it will fix crashing with -malloc=4. Other than that, the allocators are untouched, but there are some more fixes included unrelated to them.

    Please, continue testing and post your feedback here.


  9. Can someone from BIS give a list of reasons, or even a single reason, why an owner of OFP should download this 'update' ?

    I can see no new features worthy of a 540meg download - indeed the 'update' seems to actually break a perfectly functioning game for some people on here (the disclaimer at the bottom of the Wiki even states that it may introduce new bugs).

    So.......why should I/we download this ??

    Unless you are interested in some of the fixes listed, the only other reason is you want to play multiplayer with someone using 1.99 - I think you cannot do this with the previous versions. Other than that, if the version you already have works fine for you, there is no need to download this version.


  10. thanks for pointing that out. i should have been more specific. i meant since last patch where i'm pretty sure i noticed a increase in draw distance where trees were being draw further out than i had noticed before. :n:

    Can you (or anyone else seeing the same) provide some evidence, e.g a screenshot from identical location in both version? I would definitely hate such important changes to be done on their own, without someone doing it intentionaly.


  11. This is with current beta. The animation does slightly change but it looks wrong to me, he's not hinched over when dead and his eyes creepily follow you if you move to the front of the chopper : P

    Please find link to repo test mission.

    I have tested it with a non-beta version and I can see the same result. When checking the animation config, it seems for UH1h is really this animation configured as a death one. Nothing to fix on a program side then, and I doubt it is important enough to require a data fix. Still, thanks for reporting, I understand it looked suspicious.


  12. We have maintained a public staff list a while ago (for the oldest version see http://fun.bistudio.com/webs/ofp1999/team.html, if you have an access), but nowadays, as we are a lot bigger company than back then the list would be too long and changing too much to be of any practical use, therefore we gave up a few years ago. The best you can probably get now are credits for each individual released game.


  13. I still want to know what the real reason was. I hope a BIS member could tell us .

    By the way an ArmA or OFP in Vietnam would have been awesome.

    There is not a single reason. As usual in business relations, once negatives seem to overcome positives on any of the two sides, the relationship is likely to break. Do not expect to be revealed a lot more until this all is very old history, no more touching anybody.


  14. 1. I couldn't kill a Humvee gunner. I shot him many times but he didn't die, he turned around and wanted to shoot me. So I took a M136 and destroyed the whole vehicle.

    This should be already fixed a while ago (in 81172). I definitely cannot reproduce it with a current build. I have tried firing at various crew positions, incluing HMMV and UAZ gunners and drivers, I have always hit and killed them.

    If you can reproduce it, please attach a repro mission.

    ---------- Post added at 09:42 ---------- Previous post was at 09:41 ----------

    In Sick1's new Devgru campaign I noticed that I shot a pilot in a helicopter in the second mission and he didn't change animation state. I think the chopper has a UH1Y.

    The mission completed so the pilot was dead, but more so the point it may be a beta bug. I'll have another look in the editor tonight to see if I can replicate it with the new beta. It may well be a coincidence.

    Which beta was this? This issue should be fixed in 81847.


  15. Normally those animations (from ArmA2 campaign) would show timed event where the EAST guy is shot to knee when he suddently tries to shoot the WEST unit (with a revolver), who is arresting him. Instead for me, the animation for WEST unit is skipping first big part of the animation about once in three tryes.

    Thanks for reporting. Fixed now in 81883

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