Nephris1
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Everything posted by Nephris1
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Really need a simple step by step guide
Nephris1 replied to goochy123's topic in ARMA 2 & OA - TROUBLESHOOTING
Be sure the CPU is not the bottleneck, means no need to overclock. Update the GPU and check again. Although the I7 cores are well overclockable you should know what you do. But seriously in this case no need for a CPU clocking. I guess u are driving DDR3 ? Keep your fingers off the ATI HD6xxx series , as the 5xxx GPU series still are on higher perfomrmance.If u can afford it take one of the big 58xxHD series, but do yourself a favor and check reviews and benchmarks. Keep fingers off crossfire and Vram > 1000mb (just my personal opinion). I am not in Nvidea cards atm on the market, so this is also up2u, but i guess it should at least be on of the big 4xx series.But here again (imho), keep fingers off SLI. -
People can't hear me on headset
Nephris1 replied to AlienXXI's topic in ARMA 2 & OA - TROUBLESHOOTING
Are you talking about Teamspeak3/2, Ventrilo, Mumble or just VoN implemented in ArmA2? I guess u applied the correct keys?! What do u mean by ? Can u record your own voice via windows tools to check your microphone is working properly?Just to be sure, although "people said they can hear you".Just to eliminate all possible issues. -
Yes plz, mark it red. I still cant see the issue. If u are talking about the texture or Lod washing, well this is not the grafic card. Founded on this discussion, a wisely made decision....:p
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Well m8, i am running a 4890. As alredy posted i am pleasured. Checking your screenshots ya posted, i must say what do u expect more? The Lod popping here and there is acceptable on my rig, and i got used to it. Neverthelss i run AF and AA and shadows on normal, with 3d res. on 100% (1920x1200); HDR: normal;PostProcess: off;Vsnyc: OFF. Leaving all seetings controlled by application. So e.g. your first posted SS is absolute acceptable, dont u think? http://img442.imageshack.us/i/a2oalowlods155betakopie.jpg/
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Expansion (New Forces-IDF) and Map.
Nephris1 replied to -1PARA-JaRHeaD=CO='s topic in ARMA 2 & OA - SUGGESTIONS
Nice idea but no thanx. We had already much more interesting scenarios. Isnt there already a mod covering IDF and all that stuff? At the end i dont need DLC, as we got great mods out there, which work suffers imho a bit under multiple selling official DLC. Maybe a corean scenario with an own terrain, in the dimension of Takistan, could be interesting. "Bad East vs Good West" topic.... But i guess we already got enough of threads like this,sry. -
ATI 4890 HD, very pleased with my ArmA2 results! Dunno where these old rumors are actually from. I am very happy that i did change to ATI from Nvidea again. Probably just subjective meanings and opinions, I cant see any problems resulted just due the card manufactor like ATI or Nvidea. As always the reason is maybe almost 30 cm infront of the monitor. Means remaining HW,driver, system state, other services running etc pp are imho responsible for grafic problems not the card itself (as far as it is powered enough for ArmA2 requirements in this case).
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Can someone plz tell me if the mounted machine guns etc are working finally? If yes how, coz i am still not able to get it deployed.
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Library: Class names and pictures of natural objects
Nephris1 replied to ZeroG's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Very useful thx! -
I barely understand, why those missions need to be that complex in scripting and stuff, same to the storyline. Since ArmA1 the people are praying for a campaign like we had in CwC or RH or maybe Resi.All 3 campaign were just cooked with water and salt, but they were a hell of a bunch of missions. I played it 2 weeks ago, again, just to check if it was just my subject memory or if the cwc campaign was really that great. It was really that great! So why not just move back to the roots, and get back to the point OFP/ArmA/ArmA2 was made for. An infantry military simulation. So i stick to Shadow_NX ... a long easy made,but action powdered russain campaign ... maybe like RH. The last DLC PMC prevents me to buy any more DLC, without waiting for the first reviews.Am really disappointed. A few features were nice like the UAV ,but to be honest, i dont need those stuff in a game like ArmA2. Another point for not anymore buying the DLC is the fact , i cant learn anymore from it, as all is crypted.Means no learning anymore from sqf files...ashame.
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Hi folks, i importet yesterday my sat_lco.png wich is actually a real satelite map. Everythingh worked fine, but in Bulldozer the water around the island was almost black due the satelite picture. I so decided to substitute the complete water by an normal bride blue colour. I saved the sat_lco as always, but Visitor crashed after i imported the sat_lco and its mask_lco. As i said, the sat_lco with the original water from "google maps" didnt crash. So, what could have gone wrong here?
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terrain borders/surrounding terrain
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I want to keepyou up2date on my testing with the surrounding terrain. Today i changed my heightmap, so i all my 4 borders of the tterrain are surrounded by water, means i converted my terrain into an island. But that doestn fixed the problem, as the artefacts are still visible at the borders on the same positions as b4. I think the terrain or island have to be so far below zero, until the "strange textures" are flooded. That means a terrain of 5120x5120 will be cropped for around 1/10 or maybe more. For all my later projects that means. I ve to decide, do i want to create a very small island, where i could use 5120x5120 or i ve to use 10240x10240, to be able to crop enough terrain from the "island". -
Visitor crash - Sat_Lco import
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thx, i think i did simlar to that. I just used the import/export script...although implementing the artificialand nature objectlist was a bitty hard. Well seems to be the only way, each attempt importing the heightmap led to V3 crash. -
Visitor crash - Sat_Lco import
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I reactivate this older threadm although my probbelongs to a reimported Heightmap. When i try to reimport my not changed heightmap, (for testing) Visitor hangs off, ... or am i just not wating long enough? I actually wanted to change the borders of my heightmap to water line, as we know the problemwith the surrounding terrain. So i imported the heightmap into L3dt,saved in PS again ,tried to import it into Visitor via "import terrain from picture"...but it hangs off. So for testing i tried to reimport the original, not changed, heightmap, with what i created the map, but V3 hanged off again. So my question, needs V3 a much longer time to import a heightmap, if objects are already placed or where could be the error? (system: i7;920@3.01ghz,8gig ram) -
Arma2 dedicated server howto
Nephris1 replied to warlock2511's topic in ARMA 2 & OA - Servers & Administration
I am running a little dedicated server (DualCore E8600) planned for just 5-8 players @ a ADSL of 50mbit(dl)/8-10mbit (up). I was playing around with the values, at the end i was stuck at MinBandwidth=15000000; MaxBandwidth=100000000; MaxMsgSend=1024; MaxSizeGuaranteed=1024; MaxSizeNonguaranteed=64; MinErrorToSend=0.0024999999; MaxCustomFileSize=0; Windowed=0; The server runs fine on 46fps ;used ram 170-300 (well growing);out ~600kb;in ~10kb. But on each setting i treid, the AI units are kind of asynchron. I am sure everyone knows what i mean. The units look like moving 5 steps forward and 3 back. For testing i used the original mission "Lasershow", without mods. I thought minimum error send would be responsable for the desync aswell. But atm i am clueless, as i dont know what to change anymore but by chance. I should probably mention that we tested it within a personal Lan with 3 people tonight.To eliminate any prob with connections, it ested it on my own either, but got the same result. Is there any thumb rule to get this desynch eliminated? What are your hints for getting closer to eliminate or at least decrease the desynch. -
Simple ArmA 2 Terrain Tutorial
Nephris1 replied to luki's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Just quick hook here for me .... When i want to use OA plants,objects and stuff, whatmustbe the structure? I would create all folders like in Gnome_AS screenshot but in what folder do they belong? Vanilla ArmA2 stuff needs to go into P:/ca/ etc.... ArmA2 OA needs to go into P:/ .... ? Sry for that dumb question. -
terrain borders/surrounding terrain
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Well, as u both said, i think i ll hve to take or leave it.... It is a kind of annoying cause also playing "hiding objects" on that textures isn´t the most perfect solution,i guess ill do it like inv44 did, they just created a square surrounded by water. Actually ashame, coz that fact prevents us a bit of creating real "perfect" terrains. Lucky me,i noticed it already on just a test map. God thx i didnt start a real project on a terrain...:rolleyes: Thx for ya input. -
To be honest i havent tested it until now. But as u mention the ladders...yes, i got that probem too.... Visitor user = pain stacker ....:D
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terrain borders/surrounding terrain
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I checked it today again on a 10240x10240 terrain, and i got same artefacts...:( -
Sorry for hijacking your thread, but my interests belong to bridges, as i guess it will be the next part on my test terrain to learn. So what is the reason , AI cant use bridges or is doing very hard to use it? I think i can remember it on Podagorsk .... maybe Namalsk? Nevertheless i read about it several times, so is there anything we have to take care, that AI can use bridges?
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New Terrain Models in PMC/patch 1.56
Nephris1 replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
What are your expieriences in FPS and AI moveing when using different cell sizes like <10m? What i read is below 2.5 m causes FPS drops to unplayability, not mentioning the AI moving. I guess the terrain size itself is also a point to watch at? Means 10240x10240 terrain @ 5m will have similar fps to 5120x5120 terrain @ 2.5m .... or isnt it that easy? Can u also use (e.g.) 2.8m;2.9m;3.1m etc ,just to get close to the playability border? Is there a dependancy to the cell size or proper cell sizes, or is the mapper free to test it? -
Lol...have u been on our railways? Sounds like "Deutsche Bahn". I
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terrain borders/surrounding terrain
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I tried to elminate the error anyhow, so i made of my terrain an "island", means the borders got lowered to -10m. I then reimported the sat and mask again. But that didnt change anything. Is it possible that a certain part of any map is always that "strange"? We just cant see it on islands, as the border texture is below the sea. Has anyone created a terrain in the Community or one of you without those artefacts? -
terrain borders/surrounding terrain
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Means u know the same prob .....:rolleyes: A bug? ... a mislead feature? -
Hi folks, i am wondering tharer is no road dedicated thread for "noobs" .... , as playing roads is a real p.i.a. I tried that tool "ArmaRoadGenerator" but was too dumb to get it working - dunno why. So what is the correct way to place roads properly. I placed for testing a smal piece of road, and got the error that the texture couldnt be loaded, although the textures are inside the roads folder in my working dir. God i loved WRP Tool in OFP!
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The heightmap has a default size of 512x512 , a tenth of the map size. When i understand u correct, u dont suffer under this problem. I will have to check my rpt.