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Posts posted by BD1
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@BD: Thanks!So the exThreads seems to be your saviour, or did I misunderstood?
It has certainly helped thanks mate, I am narrowing it down and I think it could well be a 'missions/server' issue as opposed to an ACE issue... but certainly for some reason Arrowhead is tasking my lappy far harder than vanilla A2.
Will have to do for now... until I get a new rig. Thanks again for the assistance.
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Very little has changed in ACE re initialization in a long time.Perhaps you're running into the loading time bug, unrelated to ACE?
http://dev-heaven.net/issues/13594
It's being mentioned in the Unsung thread everywhere too, ref;
http://forums.bistudio.com/showthread.php?t=113678
Try and see if the -exThreads=0 startup param makes any difference.
In ref to in-game performance, it's said that since latest patches performance is lower because visual quality is higher - in that case you might want to lower settings / disable ATOC etc.
Generally the first time initialization after game startup is slower, but another issue is that at JIP, script compiling during initialization is a lot slower than when not JIPPing (And depends on if you just started up the game, or already played a mission on island) - this is out of our control.
We take care for performance and amount of assets should have no or minimal bearing, while feature initialization code is rather small.
Your report lacks details like repro mission and steps, info like system spec, startup parameters, singleplayer/multiplayer (or both) and numbers (how long does it take, in what situation).
Please create a ticket with these details: http://ace.dev-heaven.net/wagn/Bug_Reporting
(Especially include your rpt)
With these details we can try to find the cause, possible workarounds etc.
Also perhaps it's useful to test with just @CBA, then with just @CBA + @ACE, then continue to add the other modfolders 1 by 1 and measure the difference, perhaps it sheds some light on the situation.
Sick, thanks mate, a number of useful suggestions there. Will endeavour to try all and report back.
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This was my RPT file from just starting up with the thread=0 fix:
=====================================================================
== D:\Bohemia Interactive\arma2OA.exe
== "D:\Bohemia Interactive\arma2OA.exe" -nosplash -cpuCount=2 -exThreads=0 -mod=@cba;@ace;@acex;@acex_usnavy;@acex_sm;@acex_ru;@KHPackAce
=====================================================================
Exe timestamp: 2011/03/31 22:28:01
Current time: 2011/04/06 16:33:04
Version 1.59.79384
Item str_disp_server_control listed twice
Conflicting addon WarFXPE in 'warfxpe\', previous definition in 'warfxpe\loading\'
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->ShellCore, by ca\weapons\config.bin/CfgAmmo/ShellBase/
Updating base class F35_base->Plane, by warfxveh\config.cpp/CfgVehicles/F35B/
Updating base class Plane->F35_base, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/F35B/
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02
[409,67.556,0,"XEH: PreInit Started. v3.0.6"]
[409,67.729,0,"MISSINIT","intro","utes",false,true,false]
[409,76.107,0,"XEH: PreInit Finished"]
[409,76.505,0,"XEH: VehicleCrewInit: 10"]
[411,77.995,0.1,"XEH: PostInit Started"]
[411,78.148,0.1,"CBA_VERSIONING",["#CBA_HASH#",["cba","ace","acex","acex_ru","acex_usnavy"],[[[0,7,4,151],-1],[[1,10,0,475],-1],[[1,10,0,323],-1],[[1,10,0,42],-1],[[1,10,0,44],-1]],[[0,0,0],0]]]
[411,78.727,0.1,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]
[409,75.425,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"]
All seems pretty good so far, will test tonight and check further in MP.
This is my machine spec! (Dont laugh!)
------------------
System Information
------------------
Time of this report: 4/6/2011, 00:47:41
Machine name:
Operating System: Windows Vistaâ„¢ Home Premium (6.0, Build 6001) Service Pack 1 (6001.vistasp1_gdr.100608-0458)
Language: English (Regional Setting: English)
System Manufacturer: TOSHIBA
System Model: Satellite X205
BIOS: Ver 1.00PARTTBL
Processor: Intel® Core2 Duo CPU T7100 @ 1.80GHz (2 CPUs), ~1.8GHz
Memory: 3070MB RAM
Page File: 1428MB used, 4912MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 10
DX Setup Parameters: Not found
DxDiag Version: 6.00.6001.18000 32bit Unicode
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You haven't accidentally overriden the application settings in nVidia control panel have you? I once switched on full screen AA by mistake and it took me ages to realise.Is this just affecting Arma? If not I would suspect something hard disk related. Is it full?
Not that I am aware. I have AA pretty much switched off.
It seems to be just ArmA2 OA Ace, I can run A2 without ACE and with ACE and it seems fine.
The biggest issue I have noticed is mission loading time. This has gone up MASSIVELY with Ace OA and significantly different since ACE for A2 first came out. ACE is a truly fantastic mod and credits to those who have made it what it is, but I am wondering if it is simply too big now with too many features being loaded up, that unless your running an all singing all dancing gaming desktop, you will have problems.
I also considered the hard-drive issue, and in fact just the other day I backed up my HD and deleted a huge tonne of data from the machine (about 140gigs worth) and it made no noticeable major improvement.
Truly not sure what is going on...and like I said, maybe my machine is simply not capable of handling ACE2OA in which, sadly it will mean a massive reduction in my playing ArmA2, which would be a huge shame.
I would really love the developers to consider putting all their efforts into making the game run considerably faster thus helping borderline machines, rather than more content.
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Are you running the v1.59 patch for OA?Yes sir I am ... and latest Nvidia drivers for my 8700m GT
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Has anyone else had a significant performance drop off while using ACE 1.9 OA? Since I have been using it recently, it seems to take forever for a mission to load and my FPS has dropped through the floor? to now unplayable levels.
Just wondering if it is just my machine or if others have faced performance loss? I am using a big-ass gaming Laptop and have done for the last couple of years with ARMA2 playing no problem, including ACE for ArmA2, where I had not a great 18-25fps but the game was quite playable.
Now....I can barely get 10fps and I dont know if it is Arrowhead or ACE OA which is killing my machine, or something else... as it is definitely since I started using ACE OA a few weeks ago.
Any suggestions other than 'buy a new PC' greatly appreciated.
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You rockstar SHK! Many thanks.
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Do you have a mission end trigger? If so I would start looking here. Sounds like the mission thinks its over? So maybe check the trigger to ensure it is seeing what is there or not meant to be there, for the mission to finish.
Just my 2pence worth.
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Hello all... I am working on a mission where I need one of the ambient animals to be able to activate a trigger. For example an Alsatian going into a given area.
I have tried editing the animal in the mission.sqf to make the class EAST with no joy, equally I have tried attaching an Opfor with probability of presence set to 0 and still no joy.
Is it even possible to make an animal set off a trigger, in which case how?
Many thanks
BD1
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I am sooooooooooooooooooo glad this mod is out! I created a Predator style mission a while back...but had no predator in it!! Now......muhahhahaha Great job!
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PAC hi,
In answer to your question about the AI, I think the biggest issue is detection zone. I have tweaked all the AI to highest skill and increased the rank of spotting officers etc, but in low light/night they really often dont react unless you fire at them. I have some spawned AI using a USPS script that seem to engage a little better, but I might also give Zeus's AI a try.
If there was anyway of increasing the AI detection range of Blufor it would certainly help for night based missions.
I might add this is only an infantry detection problem. If you jump in a vehicle they spot you straight away and all hell breaks loose! :D
Just completed my 2nd mission on the Kelly's Server, which is a Para 20 player CoOp called 'The Red Devils' and I have just released onto the server v3 of 'Devils Kitchen' the 40 player unbalanced TvT. Both seem to be working quite well.
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Pac wonder if you have some ideas on a problem I am facing. As you know I made a night mission 'Devils Kitchen' and one of the main problems is the German AI do not seem to react at all to Blufor land forces. They will attack an Allied Aircraft or Vehicle straight away, but not grunts on the ground....
I have actually run back and forth in frnt of a German MG42 nest shouting abuse at the AI gunner with little affect... I was at least expecting him to get a little upset after the 6the 6th pass of 'Your mothers a whore!!' but alas no shooting and no response...so I shot him! ;)
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Aloft does indeed have such a script, the one used there uses a trigger around an area to create a list of the AA units available, those it finds are then randomly selected every couple of seconds to fire off a burst. The less units the more each one will fire. You can easily modify it to work just for one gun and shoot constantly too. I think it feels more atmospheric if there are breaks in the firing though.Movement wise the guns will at first aim up at the sky (as on Aloft the AA's were in Tobruks so this avoids them shooting the bunker edges), then will change target with each firing burst. The script is based off a publicly available flak script so if you get stuck there should be links in the credits if not get in touch via PM and I should be able to point you in the right direciton.
Cheers fellas...
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We're all glad you're enjoying it so much, so thanks for playing! Your mission sounds like a blast I'll definitely duck my head in when its on the go! Its probably worth mentioning we are looking for missions to include in the next release so everyone has a nice selection to play through.If anyone interested send me a PM, I'll try and get back to you as soon as I can. We are looking for fulltime mission makers to join the team as well so you can use your submission as an application ;)
As long as the mission works and has a decent briefing etc the only changes we'd want to make for inclusion in our release is to the naming structure. I've tried to keep I44_ at the start of all our missions so servers can be easily filtered beyond that whatever you prefer as long as its clear.
The faction names for the briefings here's the few I've had to use so far, they'll be a couple more but this should be the main lot:
I44_G_WL - Luftwaffe
I44_G_WH - Heer
I44_G_SS - SS (for future ref ;)
I44_A_ARMY - US Army
I44_A_AAF - US Army Air Force
I44_B_ARMY - UK Army
Hope that helps!
Many thanks mate thats grand.
---------- Post added at 03:18 PM ---------- Previous post was at 03:16 PM ----------
This may have already been created... but does anyone have a script that can be linked to a trigger that forces an AA unit to start to fire for say a 30 second continuous burst? That would be REALLY useful to me right now! ;)
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PAC.....bloody great mod mate! I am just in the midst of finishing a mission for this great mod. It's an unbalanced TvT that can be played as a CoOp when server numbers are low. 10 British Commando's versus 30 German players with German AI.
It's called 'Devils Kitchen' and it will be played soon on the Kelly's Hero's Server.... Anyone who has played any of my previous missions at KH or at TG will know how I like to set 'ambience' in my missions ;) and I just spent 2 days solid sound sampling true P51, B24 and other WW2 sounds. This will be a dusk into night mission... so far all seems to go well and I hope to begin testing this week at KH.
Quick question.... on briefings. what do we need to place instead of USMC in briefing format so that it will display for either German or British forces?
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Very nice script mate! Just including it in one of my missions now and will probably feature a lot from now on.
BUT.... ;)
I am just testing it to spawn INS aircraft and it is throwing a globalChat message up about BIN/Config Groups? MI8SQUADRON? Is that an error message? Or can we turn off messages? Or is there in fact an issue with INS aircraft? and the definition used in Odin's Grouping as that it seems is where the error comes from?
Cheers
BD1
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Guys a quick question...
Anyone having difficulty with AI Helicopters 'creeping' throuh the sky? I have used a waypoint and 'FULL' as the speed and they fly slower than I can walk... ?
Any ideas?
Cheers
BD1
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Bingo.... and there is the stupid mistake I was making... Thank you sir... I was lacking a game logic.
I know it may seem obvious to some... but to the rest of us... this scripting lark is complete voodoo! :D
All sorted now... many thanks for your help.
BD1
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Thanks galzohar...its a respawn mission, so I will add this to the briefing script...
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Thanks Echo......but still a little confused, so bear with me.
Here is what I did:
I created a trigger...
Set it to Opfor present - once -
Placed the code mentioned previously into the on activation field of the trigger...
Once I did this... I walked my Opfor into the target trigger area...NADA...nothing happens.
The trigger activates as a hint I included comes up... but no bomb...
So therefore I know I am missing something, but none of the descriptions shed any light as to what I am missing.
So is it possible to get a REALLY simply step by step as to what you need to include and in where...to help those of us who have ZERO programming ability or understanding...
Many Thanks
BD1
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Sorry fellas.... but want to open this again..
I want to do a similar thing and that is just really simple stupid trigger detection... I.e. Opfor get into an area a timer starts on the trigger and when time runs out...BOOM!
So I placed a trigger, Opfor present... and the following code in the init activation of the trigger:
ACE_NukeMarker = false; ACE_NukeFallout = false; sleep 1800; ["ACE_B61_50", (getPosATL Nuke_logic)] call ACE_fnc_NuclearGroundBurst;
Now it is probably painfully obvious why this is not working...but the ACE wiki does not explain at all well how a 'layman' is supposed to use the above code...??
Do you need to place a logic, do you need to place a module... Can someone just describ a simple idiots guide as to how to place a nuke bomb please? For example...I have absolutely NO clue what an API is? Can I ask that anyone who writes info on the wiki gives it the 'KISS' treatment... it will help a lot of us less intelligent mission makers.. :D Cheers..
BD1
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Following on from this.....a further question...
I have a script running (Arty) from the mission start. I also have an observation position which I would like to set a trigger around, so that when it is clear the artillery script stops.
Does anyone have a simple way or code that I would need to add to the trigger init, so that when Opfor are not present, the script stops.
Many thanks.
BD1
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Hello all...
Multiplayer JIP issue here...
Spent a long time searching various threads and I still cannot find an answer anywhere.
I have the following as the very first line of my init.sqf
execVM "briefing.sqf";
Now.... When the mission starts on a dedi server... the briefing shows no problem and everyone has the tasks, etc etc.
Yet if anyone JiP's they dont get the briefing??????? HOW do we force JiP's to get the briefing?
The wierd thing is, the gear saving script works for JiP's, despite it coming directly after the briefing exec, in the init document?
Can someone provide the code required in the init to ensure that JiP's can get the briefing please.... many thanks.
BD1
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Very nice project Arb.... My Mission fingers are eager and waiting to get creating for this... Give me a shout if you would like a test mission created.
Regards
BD1
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Cheers Fer...
Will give that a go..
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Yeah the first thing I did after the data dump was a defrag. While I will admit to being a techie 'clot', I did know that much to do! ;)