

Chill xl
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Everything posted by Chill xl
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Ati 4870x2 not working poperly.
Chill xl replied to Breguinho's topic in ARMA 2 & OA - TROUBLESHOOTING
Nope, i dont mean AI in CCC, i mean Crossfire in CCC. I think it's the last/bottom option in the menu on the left. For reference, check the following screenshot: CCC Crossfire But euh, GPU-z reports its enabled, so that sounds good! -
Ati 4870x2 not working poperly.
Chill xl replied to Breguinho's topic in ARMA 2 & OA - TROUBLESHOOTING
Make sure you have disabled AA in advanced video settings, this option eats fps big time on ATi cards. My game, on a 4850x2, drops from 50-60 fps to about 25fps when i enable this setting... Furthermore check ATi CCC (Ati controlpanel) > ATi Crossfire and make sure "Enable crossfireX" is checked. -
ArmA2 / OA (low) performance issues
Chill xl replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
If "real" AA is your game, you have bought yourselves the wrong gfx card. Like i and others already have said that ATi cards have problems in this specific area. However there are several different ways to achieve AA, one of them is supersampling AA. Supersampling AA is basicly rendering the image at higher resolution and scaling it down to the resolution you run the game in. In ArmaII this is achieved by setting the 3D resolution to 125, 133, 150 or 200% of the interface resolution, this setting was called "Fillrate" some patches ago... -
ArmA2 / OA (low) performance issues
Chill xl replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Try running the game without AA, it makes the biggest difference on my rig. My 4850x2 isnt able to handle AA very well, so are some reports from others using ATi cards aswell. What i noticed is that the card runs the game rather well except for AA, it cuts fps insanely and even worse it adds a form of stuttering: AA on low gives me roughly 30fps in tough areas with lots of those red fps killer trees but it just is so unsmooth. I can run everything on very high no problemo just no AA, to get some form of AA i bumped up the 3D resolution (fillrate) to get something like supersampling AA. -
WIP: Stuff you are working on 2!
Chill xl replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Here are some more wip screens that i took while taking an off-road for a drive around my map: Screen 4 Screen 5 Screen 6 Screen 7 Screen 8 Screen 9 Screen 10 During my little tour i noticed that alot is often farther away then it appears to be... -
WIP: Stuff you are working on 2!
Chill xl replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Tnx for the replies! The heightmap is actually a piece taken from a digital elevation model of Kauai, one of the Hawaïan (bigger) islands. I really wanted a 1:1 heightmap to avoid "awkward" scaling of hills and mountains and found this heightmap piece to serve my ideas for the map best. Obviously only the heightmap is used, the whole climate will be quite different. -
WIP: Stuff you are working on 2!
Chill xl replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Here are some screens of the map i'm working on. The map is 10 x 10km and based on real height data, elevation ranges roughly from 30m to 1000m. The terrain is hilly and mountainious, the highest area is found on the big mountain plateau seen on the screens in the background. Alot of terrain is covered by light pine tree forests and alot of rocks. The hills, rocks ans trees around provide good cover and alot of freedom to move / flank. The terrain also gives rahter good overview due to the spaced trees and hill tops. Here are some early wip screens that show the big mountain plateau in the background: 1: Screen 2: Screen 3: Screen -
Data file too short after binarizing visitor world
Chill xl posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I run into the following error when i try to run the game with my latest build of the world i'm working on: "Data file too short '@Aiaktalik\addons\testmap.pbo'. Expected 189412574 B, got 188629387 B" For some reason i suspected it had something to do with the size of my sat. map, so for testing i applied the mask map (much smaller file size) as a sat map. The error was gone when running the game to test the world. Then i tried the sat map again, but now exported in several different ways to see if the sat map was corrupted, all resulted in the same error again (different file sizes though). Then i dropped to a lower resolution sat map (fromm 10240 to 8192) and tried again, the error was gone. This time the sat map was below 100mb instead of above. So i continued adding objects on the map in the assumption the problem was more or less avoided. After i added quite some objects again and wanted to test again, so i did a new build and ran into the same error agina with the sat map that previously worked... I'm running out of ideas how to solve the problem, anyone could help me out? -
Data file too short after binarizing visitor world
Chill xl replied to Chill xl's topic in ARMA 2 & OA : TERRAIN - (Visitor)
The mentioned problem seemed to be machine specific (not sure what is causing the file to be corrupted), the project compiles just fine on my other, i'm able to continue. Tnx for the support! -
Data file too short after binarizing visitor world
Chill xl replied to Chill xl's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Tnx for the response, altough i have tried many times to recompile, this was however without success. I have not yet been able to check for faulty hardware. I will try aswell on my other machine to see if it the problem is still apparent. Concluding from your responses i assume it's related to a bad file or bad hardware, rather to a setting or certain limitation like a max file size for the sat map or the total project. -
Creating a Custom Satellite Map, How is it done?
Chill xl replied to OChristie's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Tnx m8, that could have saved a little research. I have found my way how to use geotiff's in L3DT, i was using GRASS to convert the geotiff to a png that could be imported. I have found so much heightmaps, DEM (digital elevation models) etc and as many different formats, my latest found was the BT (Binary Terrain) format which i'm using now as my def. terrain model for my map project. This project will cover a 1:1 5km piece of Kauia, one of the Hawaiian Islands, the "tropical" climate will be converted to a taiga / boreal forest "Alaska" like climate. -
Creating a Custom Satellite Map, How is it done?
Chill xl replied to OChristie's topic in ARMA 2 & OA : TERRAIN - (Visitor)
As i just gone trough the whole process of terrain making, though i'm still learning and have yet to finnish and release my first map, i found the following working method very comfortable. I use L3DT terrain generator to create my attributes and sat maps. Altough you can use it to create/generate a heightmap aswell, i just use it to edit an imported (existing 1:1 has my preferences) height map. The software creates attributes map based on the heightmap and a climate profile. The climate profile is a set of materials which are applied to the map based on certain parameters. You can specify when a certain material needs to be applied, rocks when the slope of the terrain exceeds a certain ammount for example. What i basicly do is: * Import the heightmap and edit if needed (Smooth, add features etc). * Modify the climate profile untill the right attributes are at the right place (Mountinas, grass, steep grass etc etc). * Generate the attributes map and edit if necesary (Adding road surfaces, sand, mud etc). * Generate the textures map, you can edit colors to fit. * Import in visitor and i use the atributes map as a background and template to place stuff. * Repeat the above process to match the objects and features placed and designed in visitor. For example, add mud attributes and textures where crop fields are build. One thing i found very helping was to use the attributes map as a "blue print" for the map. Using this map as a background placing objects accordingly, helped me to avoid just dropping objects randomly on a big map. Hoping to create a believable enviroment. -
Trackir slave support (for the onboard gun) by script/addon
Chill xl replied to p75's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You can map aiming to TrackIR, however this will be extremely hard to control, but it is possible. -
CBA: Community Base Addons public release!
Chill xl replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The stuttering effect happens to me in Editor (empty world), SP missions and MP missions. With and without other players around and in every situation. It keeps coming back in regular intervals so it seems. When i removed the mods, incl. CBA, the problem vanished. Did not test yet with latest CBA... -
Defrag. softw. Diskeeper 2009 Pro does the trick - removes the stuttering completely
Chill xl replied to p75's topic in ARMA 2 & OA - TROUBLESHOOTING
When i have removed CBA from the modlist, no stalling or stuttering for me, rock solid fps. Looks like a incompatibilty issue maybe? -
Defrag. softw. Diskeeper 2009 Pro does the trick - removes the stuttering completely
Chill xl replied to p75's topic in ARMA 2 & OA - TROUBLESHOOTING
I have tried editor, Sp mission, Mp mission, all the same effect. I deleted the config file with the same result. Furthermore the hdd has been defragmentated several times. Other guys from 6th sense also reported the same behavior. -
Defrag. softw. Diskeeper 2009 Pro does the trick - removes the stuttering completely
Chill xl replied to p75's topic in ARMA 2 & OA - TROUBLESHOOTING
Looks like i have it aswell, steady on 50 fps and every 4 secs or so it drops 10 fps / stutters / "stalls", then the fps is back to normal. All this seems to be on a regular interval. i7 920 4850x2 6GB -
I have received the same error, i removed "noblur" from the shortcut and the game runs fine. I cannot tell if this really was the cause of the error, maybe you can check if you use one of the noblur mods?
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graphics bugs with ATI 4800 series (4850/4870/4890)
Chill xl replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
I just added a 4850x2 card to my core i7 rig, i can throw pretty much anything at it and it keeps on going. I'm mostly hovering around 60fps due to the vsync and it dips to 50 when it gets really complex. That's with all settings on high, except for AA that is disabled. When i enable AA i get a huge frame drop, like 20 fps lower, and the game becomes pretty sluggish or unsmooth. Altough the fps is then still around 30 minimal in tough areas like groups of many bushes and undergrowth it feels like its "choking" and feels like it stalls for a brief moment. Any ideas how to enable AA and still have a smooth ride? -
Nvidia Cards- Disabling Physx really works!
Chill xl replied to Feros's topic in ARMA 2 & OA - TROUBLESHOOTING
E8400 + GTX280, disabling PhysX turned out in a 2 fps loss. -
Kimohboda, i hear ya! Altough i have gotten used to the way Freelook is implemented, i'm still in believe it's implemented "wrongly". In RL when walking around / moving ro even driving around, the point you are looking at as the direction you will most likely end up in. I think we all know the example that is given with the car and trying to avoid the tree, don't look at the point where you don't want to go (tree) but where you do want to go. Ingame however you look where you are going, the other way around. I've posted some time ago some stuff about "next gen floating zone / freeaim / freelook". My toughts in short are that the body should starting to turn when looking more then a certain angle of the main direction. The transition to turning should be smooth. Might be a bit confusing as it's hard to explain what's going on, see posts for more information. http://forums.bistudio.com/showpost.php?p=1270464&postcount=1 http://forums.bistudio.com/showpost.php?p=1270882&postcount=10
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using an xbox 360 controller in the PC version
Chill xl replied to old raven nl's topic in ARMA 2 & OA - GENERAL
I just have the controller in my left hand and the mouse in my right, nothing more. Have removed the battery from the controller and just play with the play and charge cord on the usb, saves some weight. The keyboard is only used for some exotic functions i hardy use and of course typing in chat. I think i can say my setup gives better acces to alot functions, especiialy since i hardly have to remove my thumb of the stick and thus can keep moving. It took me quite some to polish my setup to get the best out of the controller / mouse combo. If you want, i can setup a list of all the mapped functions when i get home. -
using an xbox 360 controller in the PC version
Chill xl replied to old raven nl's topic in ARMA 2 & OA - GENERAL
I use the controller for moving and on the same time the mouse for aiming, this basicly means just one half of the controller is being used when i'm playing infantry. I have to recommend it to anyone that seeeks ways to map their controller just the way they want. The Pincacle Game Profiler software allows the user to setup simple to very complex button mapping. For example have multiple functions mapped to the X axis, according to have the thumbstick is tilted a different game-function is called. I have used my left-bumper as a shift button / ctrl button at the same time, i use this button with all other buttons, including the mouse buttons. I have have double and some times trippled all available keys on both the controller and the mouse. This was nessecary since i dont have both hands on the controller. http://www.pinnaclegameprofiler.com/ -
using an xbox 360 controller in the PC version
Chill xl replied to old raven nl's topic in ARMA 2 & OA - GENERAL
See my previous post in this thread aout my usage of the 360 controller: http://forums.bistudio.com/showpost.php?p=1299087&postcount=29 In alot of games there's not a real proper way to map/bind controller buttons. The named software i've been using does it all. You can make very sophisticated mapings/bindings, define axises, combine several keys/functions, use shift functions etc. I think you can use it as a demo for 30 days. -
Core I7 cpu's are a bad combo with NVIDIA gpu's, there seems to be a bottleneck that holds back performance. I think, especialy with the latest patch BIS released a game which altough has some flaws here and there is pretty playable to me. My fps is generally between 40 and 60 depending where the player is located, forest / city seems to be around the 40-45 fps. Settings: VD: 2400, All others high, except pstfx is disabled, low terrain and normal obj detail. In SP and sometimes in MP aswell there are some situations where i see fps around 30, not sure at all but might be relared to AI, scripts or something like that. Anyway, my C2D E8400 @ 3.85ghz + Gtx 280 works pretty well.