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Tankbuster

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Posts posted by Tankbuster


  1. 2 hours ago, Janez said:

     

    You don't, when in 2D/idle mode it's at a set refresh rate automatically. Those artifacts/flickering are typical of GPU problems. I've had some, to a degree similar issues with bad drivers in Cyberpunk 2077 (flickering, in other games the GPU was mostly just cooking even when near idle) but that's a game. So maybe drivers but likely a hardware issue. Do you have any more info, is it like that all the time or only sometime? If so, when, what were you doing? Does it happen in 3D apps?

     

    It might be a monitor issue though or connectivity perhaps? Check your cables and connectors. Also, have you installed any new hardware recently?

     

    Otherwise, alternative to Vsync in 3D environments is maximum driver level frame rate limit that you can set in your respective GPU control panels, be it AMD or NVidia.

     

    P.S.: children on the cleaning duty while you nerd on the PC, what a boss you are. I love it! 😄

    GPU problems? The GPU is brand new, it's an RTX 3080. It does this all the time, depending on the res and refresh rate I set, read below.

    That video is when the monitor was at 2560 x 1440 @ 60Hz. I made a custom profile to run at that resolution at 50 Hz and the flicker stops. Also, I can run the monitor at 1920 x 1080 @ 60 without flicker.

    The flicker occurs in Arma regardless of what I set the desktop res to until I manually change the arma3.cfg to refresh = 50. Then the flicker goes away.

    The monitor (AOC Q3277PQU) spec says it supports native 2560 x 1440 @ 60 , but I can't make that work as described above.

    Also note I have two Dell P2418D monitors other side of the AOC and they are happily running at 2560 x 1440 @ 60 Hz with no problems


  2. 4 hours ago, Valken said:

     

    Based on the noise your GPU is maxed out! Set the GPU to VSYNC ON and see if it fixes it. It might be overheating...

     

    The flickering should not be a refresh issue, you can test with a lower res and VSYNC OFF to confirm.

     

     

    The noise is the children using the vacuum cleaner in the next room 🙂

    How do I turn VSYNC on for Windows? That video is of the desktop


  3. This has stopped working for me. 😞
    If I try to create symlinks from the root of the mission folder, they aren't created properly in the destination folder, so all the destination folders are missing description.ext and such like. I've found that these files need to be dropped as hardlinks.

    Dropping as symlink still works for all of the folders in the mission folder. It automatically updates all the child folders in files within too. This is the same as previous behaviour.


  4. It's true, nothing out there really looks like a substantial upgrade to my 9900K. At the time I bought it, I had the luxury of 'unexpected budget' and I have some more budget in January. I have to choose the right time to buy as well as the right components, it's fair to say.

    On a related subject, I recently bought a Legion 5 Pro (as an MP testing/away from home dev machine) which may or may not interest you 🙂 It has a 5800H, a GTX 3070, a fast Samsung 1TB SSD and 32 GB of 3200 C16 RAM. It's WAY faster to start the game and load missions (startup params are identical) than my 9900K/GTX1080 desktop, but once the mission loads, its framerate is lower, my desktop does 52 FPS and the Legion does 40 FPS.


  5. 8 hours ago, sarogahtyp said:

    I had the same problem with my T16000M and the workaround is to bind the slider axe not only to "pitch up (analog)" / "pitch down (analog)" but to "pitch up" / "pitch down" as well. Weird but works for me...

     

    I have german language settings in arma and  names may differ. therefore i did a screenshot and marked the settings where I bound the slider to.

     

    Cg2lSru.png

    Oh wow. This is a revelation! I'll be trying this later today


  6. Mission version 1.18.4699 is released, download links on first page

     

    There's now, at long last, a Cam Lao Nam version. Due to limitation in mission design (the mission must have a large transport aircraft, among other things), this version of the mission has players as CTRG BLUFOR fighting the CSAT OPFOR AI. Many of the secondary missions feature Prairie Fire assets such as the VNA and the VC.

     

    Other significant updates:

    The convoy kill mission should now start much quicker. The route choosing system has been greatly improved, also van_02 have been removed from the spawn arrays as their driving is terrible.

    Fixed various crashes and lockups including the problems in the runway wreck clear secondary mission

    Music plays during mission set up. Added because clients were sometimes crashing at this stage and the music stopping was a good diagnostic sign the player had crashed. Left the music in.

     

     

    [4600] Removed: Deprecated file and references to it (do_laserdesigasset)
    [4601] Added: GV values for CLN; civdestinations, infrastructureobjects and interestingobjects
    [4602] Updated: CLN updates for VIP escort secondary mission
    [4603] Updated: CLN updates for destroy asset from distance secondary mission
    [4604] Updated: CLN updates for destroy bridge secondary mission when using road bridge mode
    [4605] Updated: Some roadbridges on CLN have separate bridge support models, so check them for possible destruction
    [4606] Removed: Debug from destroy bridge secondary mission
    [4607] Changed: Bighouses GV has buildings with only 9 positions. Blacklisting for barricade defend secondary mission adds CLN classnames
    [4609] Changed: SM manager doesn't choose man roadblock secondary mission on CLN
    [4610] Updated: Blacklists for CLN in destroy cache secondary mission
    [4611] Updated: CLN handled differently from other lush islands by GV.sqf
    [4611] Added: CLN classnames to spawn crew and vehicle function, barricade defend SM and counterattack SM
    [4612] Updated: CLN classnames for bigartyvehicles GV
    [4613] Updated: CLN classnames for kill 1 man SM
    [4614] Updated: bighouses GV doesn't include piers (they have building positions)
    [4615] Updated: CLN classnames for kill 1 man SM
    [4616] Updated: More destinations for VIP on CLN
    [4617] Updated: Blacklists for kill1 man SM on CLN
    [4620] Internal build
    [4623] Updated CLN classnames for kill 1 man on CLN
    [4624] Updated: Better group creation for kill 1 man. Can be indi or opfor
    [4625] Changed: More separation of CLN from other lush terrains. Also removed van_02 from AI driven mission as they are terrible
    [4626] Updated: PF classnames to opforhelis GV
    [4627] Internal build
    [4628] Added: trucktypes to new CLN case in gv.sqf
    [4630] Improved: Slowed client init because it gets ahead of server on CLN
    [4631] Internal build
    [4632] Added. On CLN, music plays during client init (useful to see if client crashes during init)
    [4634] Updated: Enemies spawn closer in barricade defend SM to improve AI routing and speed the mission up a little
    [4635] Added: Experimental code to find road routes in server init
    [4637] Improved: pointisinbox function less crashy and can use alt syntax of boundingboxreal
    [4638] Removed: remarked out code tat looks for road routes during init
    [4640] Removed: PT marker changing to pink when last few AI enter stalk mode
    [4641] Fixed: waypointstatements calling server scripts on clients
    [4642] Improved: Forward vehicle has more ammo
    [4643] Fixed: tky_findsafepos should not return position that might be inside large rocks
    [4644] Improved: Any units that might be inside rocks when stalk starts are deleted
    [4646] Improved: Overly aggressive vehicle cleanup after first PT
    [4647] Changed: Choosenextprimary always chooses a civ town as the 2nd PT so SM manager can choose runway wreck clear SM
    [4649] Fixed: SM manager sending istowncoastal function a position instead of a logic
    [4650] Improved: When a server become non empty, all vehicles are refueled in case they've been idling for days in an empty server
    [4651] Added: Music plays on client during setup
    [4652] Fixed: Keying errors on CLN data file
    [4656] Removed: Remarked out route finding code that runs during mission init. It's far too slow
    [4660] Added: datagen folder and dev tool makeroutes script that grabs routes outside of runtime
    [4662] Added: staticdata.sqf file that will contain, among other things, ai road routes
    [4668] Improved: Backstory for blueconvoy SM. Spawn some dead drivers and some craters
    [4670] Changed: convoykill and destroybridge on run when targetlandmassid is 1 on all terrains
    [4672] Added: RHS classnames for bluconvoy SM
    [4674] Changed: If an engineer is playing some vecs are damaged in bluconvoy SM
    [4676] Improved: logics now have a vehiclevarname the same as their logic name
    [4677] Changed: convoy kill mission takes string from logic vehiclevarname and gets the logic actual name from it
    [4681] Improved: Beachhead pefers to spawn on flatter ground
    [4682] Improved: Makeroutes disables lots of stuff in mission so it can run faster
    [4683] Improved: showlogics outputs more data
    [4685] Improved: Solved double exec bug in calculatepath by waiting for a route that is at least 100 long before returning
    [4686] Improved: Better blacklisting in findroute and removed all sleeps. runs much faster
    [4693] Fixed: Building misplaced in Son Tay hidden because it blocks a road (reported to dev)
    [4694] Improved: Spawn loop fir PT is now max 5 times (a 450 town previously was 6 and was lagging clients)
    [4695] Changed: Lo Vien is now an orientation logic, not a town as it's empty
    [4696] Improved: Dev tool show logics better output
    [4698] Improved: San Bay airbase made smaller and some helicopters removed from composition so they fit within the new radius
    [4699] Build and Publish

    • Like 1

  7. All my shownhud returns are true - my theory is that it's more related to server difficulty.

     

    Yes, positioncameratoworld and lineintersects are going to do the heavy lifting, I'm sure. I'd want it to work on both map and world GUI, so a TP on the map will also render on the world GUI, and vice versa. Not sure if that's practical yet.. still working through it in my mind.


  8. I'm fed up with troubleshooting this. It's invaluable when it works and frustrating when, for no apparent reason, it doesn't. I suspect some problems are caused by 3rd party launchers and who knows what else.

     

    So I want to craft a scripted alternative. I've done some brainstorming but written no code yet and wanted to get more input before pressing on.

     

    For the player sending the TP, they should be using a rangefinder in optics mode and the laser be turned on. Pressing a key then activates the TP system.

    It resolves where the player is looking and if they aren't looking into the sky, it works out where on the terrain they are looking (by getting their laserTarget object).

     

    It then renders an icon both on their game UI and their map at that position. Players that are in their squad have an icon drawn on their map if they have one and on their UI if they have tactical glasses.

     

    I'm expecting to use screentoWorld and its family of commands. It must be MP compatible, TP makes the most sense there.

     

    Any thoughts?


  9. 2 minutes ago, sarogahtyp said:

    As this is the first post coming up with google on "arma 3 repair houses" and I had to fiddle out how it works, I now digging this up and referring to the solution which is now added as comment in biki:

     

    https://community.bistudio.com/wiki/setDamage

     

     

    It depends on the simulation and ruin type of the building. In the config "DestructionEffects" >> "Ruin1" >> "type" shows how the building's destruction will be handled. If this isn't empty string, then you can do as that comment describes. What actually happens is the building is moved 100m under the terrain and replaced by a ruin model. When you want to effect a repair, delete the ruin and setdamage 0 to the sunken building and it automatically leaps to the surface.

    Many buildings do nothing when you damage them, so mission makers need to be careful which they choose

    • Like 2

  10. Another release fixing a potential stall of the runway wreck clear secondary mission that breaks the mission

     

    Praire Fire version is still a work in progress. The configuration of Cam Lao Nam's airports was a particular problem and required a major rewrite of both the runway wreck clear and runway crater clear secondary mission. The convoy kill mission also needed lots of work as the road network on CLN has problems for AI drivers, particularly on bridges, and CLN has a lot of bridges. It is coming soon, but life, work and parenting take up a LOT of time, though my tests of the mission on CLN are really looking amazing, it's a wonderful terrain and I have high hopes for the mission on it.

     

    Updated download links in the first page and full changelog in the spoiler below.

     

    Spoiler

    [4556] Made sure wrecks for runway wreck clear secondary mission spawn on the runways on Cam Lao Nam
    [4561] Improved: Spawn position of Prowler at mission start. On Cam Lao Nam, it often spawns some way from the beachhead
    [4561] Updated: Runway crater clear secondary mission works on Cam Lao Nam
    [4569] Updated: More wrecks on runways on runway wreck clear secondary mission
    [4571] Added: New isonrunway function that works on all terrains including Cam Lao Nam (CLN runways aren't roads)
    [4572] Updated: Replaced all isOnRoad from runway wreck clear secondary missions
    [4573] Updated: Prairie Fire attaches a particle to all players and that was confusing the system within runway wreck clear that makes the bobcat pick up wrecks
    [4576] Updated: interestingobjects array, used by some secondary missions, updated for Cam Lao Nam
    [4577] Updated: infrastructureobjects array, used by some secondary missions, updated for Cam Lao Nam
    [4578] Updated: Battle damage assessment flight mission made easier
    [4580] Fixed: Missing data on island description fire for Cam Lao Nam
    [4581] Updated: istowncoastal function now works on Cam Lao Nam (previously, it looked for seabed plants within a radius of given town, but CLN doesn't have these, so reworked) Also added some manual exceptions for accuracy
    [4582] Added: Civilian classnames for civ men and cars
    [4583] Added: Dedicated settings file for DEP on Cam Lao Nam
    [4584] Updated: Improved finding of military buildings on Cam Lao Nam in DEP
    [4586] Improved: Group radar disabled in testmode because using spectator breaks Group radar
    [4587] Updated: Changed group limit warning threshold to 288
    [4588] Removed: Van_02 from vehicle spawn array used by convoy kill secondary mission because their driving is terrible
    [4591] Improved: code that catches up vehicles that drop behind convoy in convoy kill 2 secndary mission
    [4593] Fixed: showlogics debug code removing markers it should have left alone
    [4594] Fixed: Wrong colour data in missionstatus scripts causing rpt spawm
    [4595] Added: findroute2, a better version of findroute
    [4598] Improved: Routes chosen by convoykill2 now won't have fords or bridges on their route
    [4599] Build and publish

     

     

    • Like 2

  11. 2 hours ago, Fluit said:

    Ok cheers mate. Hopefully they will fix this, but in the mean time I guess the global variable is the way to go.

    Thanks!

    Note this was something from 3 and a bit years ago and although the user who reported it is still active, I don't know if he still plays the mission and uses a Linux server. It ma have been fixed meantime too. Don't know. 🙂

    PS and OT, while you're here.. are you likely to be doing dep_worldname data for Cam Lao Nam?


  12. Hi mate. I'm following your ticket on github and was about to chip in.

    A Linux server had a similar problem and it was related to scripts not handling the script handle reliably.

    As I said above,the only way I could unbreak this was for the called script to set a global variable flag on completion and have the calling script wait for that.

    • Like 1
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