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Southern-16AA-

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About Southern-16AA-

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  1. Southern-16AA-

    How to optimize for my rig?

    That's weird. I run it on Vista (64bit), with a worse pc than the op and I get no stuttering and my frame rate is just fine. Not a single optimization performed. Ok, I don't have the settings maxed, but I am running at 1920x1200.
  2. Southern-16AA-

    ArmA2 + Belkin

    I (finally) got this to work yesterday. I turned off DMZ and my windows firewall, forwarded ports (virtual servers) and unblocked extern ICMP. I believe only the first two steps are required, but I was changing things in order of increasing vulnerability and didn't go back afterwards turning things off as I was too busy playing the game :D I'll go back tonight or tomorrow and try and get a slightly more secure solution, although I believe it's going to come down to DMZ + no firewall in the end, which is fairly unsecure. I turn the settings on and off as required to play the game as I don't fancy leaving my pc open to the world all day.
  3. Southern-16AA-

    ArmA2 + Belkin

    That's the same problem I'm getting.
  4. Southern-16AA-

    Arma2TS

    Rommel: Cheers. It seems that my squad mates problems were resolved by reloading their ts plugins, as suggested above. Now everything is smooth as butter :)
  5. Southern-16AA-

    ArmA2 + Belkin

    Cheers for the help, will check both this evening.
  6. Southern-16AA-

    ArmA2 + Belkin

    I'm having some trouble connecting to some of my squads servers. Several other members are also having the same problem, while others are not. The common denominator between the 'have nots' seems to be Belkin routers. Has anyone had problems with ArmA2 and Belkin routers?
  7. Southern-16AA-

    Arma2TS

    Perhaps that's the problem my squad mates are experiencing.
  8. Southern-16AA-

    Arma2TS

    I have a few questions for the authors, if they don't mind. I'm afraid I've only skimmed the 20+ pages of this thread, so I might have missed the answers. The basis of my questions is that my squad mates have been reporting big increases in their CPU consumption will running this add-on and consequently a big decrease in game performance. I had a quick look at the add-on code to see if I could spot anything obvious. It left me with some questions. Please also bear in mind that although I'm a professional software engineer, I don't know the scripting language for ArmA and I don't develop C/C++ code using the windows APIs. You talk of using the clipboard for communicating, is this a blocking action? ie. Can the game continue while the clipboard communication is ongoing, or does the game have to wait while this completes. If it does, I'm guessing that could be a cause of the slow down and we'll just have to live with it, I don't think code injection would be smart if it causes BattleEye kicks. How often does the add-on poll the game for the current positions of nearby players? Can the user low the polling frequency if this is causing excessive slow down? I believe the add-on does the maths for determining nearby players internally and sends to TS which players can hear a transmission at any given time. How efficient is the add-on scripting language? Would it be less resource intensive to dump the raw positioning data for all nearby players into a data package on the clip board and have C/C++ do the book-keeping/maths?
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