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cross

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Everything posted by cross

  1. cross

    The Unsung Release 1 (Alpha)

    I'm attaching the client side error rpt as well.. There are many config error you may want to update..like some kduc and ntavak configs conflicting with InCoutry, cannot find sound error etc... Should be helpful to fix the configs. Also noticed my Arma gives out-of memory error and gets locked over a sound error.. http://cross.kellys-heroes.eu/arma-rpt-unsung.zip hope it helps .. cya
  2. cross

    The Unsung Release 1 (Alpha)

    @Aussie Dave Yes it works in the second time but my ArmA locks up (this is what it does rather then crashing) immidiately after the MP mission start...this is due to an issue in KDuc and NTavak maps. I made simple MP maps in InCountry and they seem to work OK.. @CJ I'll have a look at the configs.
  3. Just buy & download the game from official distributors...50 USD for a game that you'll play and be supported for min 2-3 years is not much
  4. Retreat to building is great idea ... well done.. I sure will try as soon as I get my copy :bounce3:
  5. cross

    The Unsung Release 1 (Alpha)

    I'm only running beta mod for 1.16 beta along with Unsung. My config is 8800 GTS 512 with 180.47. The exact problem is; The InCountry Map works ... sounds, map, SP missions, in the editor etc...I have no problem with it whatsoever. For the other 2 Maps; In the editor when I place a soldier & preview and there is not action menu items. No sound like wind/footstep etc... As soon as I shoot or some seconds later, Arma crashes. SP & MP missions crashes Arma as soon as mission starts. In MP, I2m getting "no entry to cfgSkeleton in config.bin" and lots of related error in rpt file. Hope it helps.. cheers
  6. cross

    The Unsung Release 1 (Alpha)

    some nasty errors in server rpt file ... attaching for your attention. Hope it helps.. http://cross.kellys-heroes.eu/arma_server_unsung.rar I can play the InCountry missions in SP tho...lovely :D
  7. you can specify the intensity on each soldier type as well. But in general...not per building. You can set the soldier type according to height tho .. like put snipers/MG on top of the buildings. You also don't need to create many groups and it is randomized so that it is different everytime you play.. Take a look into it.
  8. cross

    The Unsung Release 1 (Alpha)

    Only the incountry map works in editor for me...in the other two, Ntavak and Kduc, no sound and my arma crashes in 5 seconds. Also I cannot use the action menus in those islands...like can't see "Gear" or "get in heli" etc..
  9. cross

    The Unsung Release 1 (Alpha)

    Also my ArmA crashes when I place a soldier with CAR into KDuc and try to shoot .. i guess sound problem..
  10. cross

    The Unsung Release 1 (Alpha)

    Is there any problem with running it on Arma 1.16 Beta and QG .... I had an error about access to skeleton cfg in bin. Also there are some files that are not signed in the release, like madmatts effects, rain & sky addon. especially matt's effects and rain can lower FPS on clients and rain is problematic with servers... FYI.. cheers
  11. cross

    The Unsung Release 1 (Alpha)

    you can lower terrain details and viewdistance ... you hardly see any soil anyways... I love it with 600-700 viewdistance with some fog effect.. really nice jungle you did there GJ :)
  12. There is a script by Raven for Arma1 .. TakeBuilding Script.. It places soldiers into building using the parameters you give like radius, building % and fill % etc... Very nice script for quick CQC. http://www.armaholic.com/page.php?id=3095 I think would be good if you can convert to Arma2 & combine both....don't forget to give credits or get permission before modifying ;) GJ
  13. cross

    Early and bugged or delayed and finished ?

    ye have not all the cups in the cabinet !
  14. cross

    Game very buggy..

    There is a patch released 1.01.. www.arma2.com
  15. I was talking figuratively...for the sake of the example... [nerdness] http://en.wikipedia.org/wiki/Simultaneous_multithreading What I mean is game engine is designed to have 2 simultaneous threads... it is like it can calculate a=e+u (on Core1) and d=c+f (on Core2) at the same time. if it has another calculation g=h+k (on Core2) then it has to wait until d is calculated because all the vowels use Core1 or use Core3 but cannot do it simultaneously while d is being calculated because game engine does not send that request until it gets the calculated value for d. And there lies the limit for full utilization of quad-core CPUs for the game engine. You need to create another independent thread in the engine that will be run parallel to the existing 2...and you'll be utilizing your 3 cores[/nerdness] Disclaimer...With the above statement, I hope to achieve the level of nerdness Raggedyman inserted to me with his aerospace related over-wing vortice explanation :D
  16. It is the game engine that is limited to 2 threads... 1 core micro-AI and 1 core rest. Micro-AI is assigned to 1 CPU core (Core-1) and the other to the remaining ones (ie cores 2-3-4 in the case of quad and core 2 in teh case of dual) I think it is more efficient to design it like this than leaving all queing to the OS..so that OS doen't have to mix requests from each process.
  17. cross

    Domination Missions

    Is this the port of old Air Cav we know or a totally new one from scratch and just name similarity?
  18. Not possible... you probably meant 50% on a quad which is expected. (well maybe you are right due to HT capabilities of i7s but this is misleading I guess) Read the posts earlier in the thread..I tried to explain why you cannot have all of the 4 cores running @ 100% simultaneously unless the game engine if quad-thread (currently ArmA is dual thread). Yet whether running ArmA2 with no affinity on a quad is more efficient than running it with 2 core affinity is something to be investigated. In both cases ArmA2 seem not to use more than 2 core worth of CPU power.
  19. Can having FSAA have some repercussions on the multithread engine...ie could the multithread engine be the reason they left FSAA out ? Perhaps FSAA uses some info from the Micro-AI-thread which this info dependency in return slows down the engine more?
  20. cross

    Chernarus: South Zagoria 13718x13716

    all links point to the same file 95Mb version.
  21. would you mind using the http://forums.bistudio.com/showthread.php?t=72181&highlight=arma2+spec or http://forums.bistudio.com/showthread.php?t=47904 for system/spec/pc advises / discussions / benchmarking etc...
  22. I think, and writes so, they refer to simulating the particles rather than actually drawing them. Maybe it was designed like this by then in Valve engine...its 2006 article. What I get from the sentence is particle effects in Source engine is simulated by the CPU and this simulation is then rendered by GPU.
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