Fireball
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Everything posted by Fireball
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New BattlEye features for server admins
Fireball replied to $able's topic in ARMA 2 & OA - Servers & Administration
I rather think the BE script blocking should be configurable per mission, so that a script blocking definition file can be delivered along with the mission (maybe even tool-generated), which contains all important excludes which are used by the mission, so the expressions are not global. This would help a lot already, from what I've heard from other server admins, when the enhanced script logging/blocking feature was released. -
Yes, it might be that you're not loading USNavy. The ACE version requires that all ACE mods that come along are loaded.
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Interview with Ivan Buchta, your questions answered!
Fireball replied to radarhead's topic in ARMA 3 - GENERAL
Here are a selection of related tickets to above point - most being there for a long time already: https://dev-heaven.net/issues/25544 https://dev-heaven.net/issues/25543 https://dev-heaven.net/issues/25060 https://dev-heaven.net/issues/24113 Another thing that makes me wonder (pisses me off a bit) is that the weapon resting is low priority on the wish list, but in the sentence about weather in the question just before, he mentions that they want to keep it to the "technical military simulation" aspect - which definitely would need weapon resting. I mean, looking at comparatively trivial shooters like Battlefield 3, which show how it's done right, you should think BI should have gotten the hint by now. -
First of all, you are looking at the wrong errors, they are known and appear because some loops and FSMs run before the mission had completely initialized, but they're unrelated to what you see and cause no side effects. There was some first release of ACE Insurgency 1.50 where the ammobox did not work correctly, so if you did not download the mission from the official dev-heaven project site, please do so again (see first post). About the vehicles - which island are you playing (or trying to play, rather)?
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ARMA 2: OA beta build 95660 (1.62 MP build)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
And after all this is not madness, this is BETAAAAAAA! -
Why don't you just add the building names to the ILLEGALHOUSES define, as it was intended? Since you're experienced ACE'ers why don't you simply ignore the action menu item? I know it's a bug, but I currently don't have time to develop on Insurgency and haven't analyzed if I can remove it. And it's perfectly playable if you only use ACE healing. // set EP1HOUSES to 'true' in order to have the param ignored and AI will spawn in every building, which got positions means: #define EP1HOUSES true Again, if you want the AI not to spawn in some of the houses, add the class names to ILLEGALHOUSES, in the mission-based defines.sqf.
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ARMA 2: OA beta build 91138 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
For those with freezing issues this part of the CIT Wiki article is now interesting: https://dev-heaven.net/projects/cis/wiki/CIT#Dumps-on-a-Hung-Process Or simply run procdump without any params on the process manually, when it's stuck. Please create a new ticket and attach your dumps there. -
Can't they just make the videos available by adding some music tracks which YT offers by default? Stupid GEMA, anyway.
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ARMA 2: Operation Arrowhead - Linux Server beta 1.60.90909
Fireball replied to Dwarden's topic in ARMA 2 & OA - Servers & Administration
Installed and up and running! -
ARMA 2: OA beta build 89647 (1.60 MP compatible build, post 1.60 release)
Fireball replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
Is A:\... his install location or the server's? If the server is also running a steam copy, maybe try validating the file cache, delete the expansion\beta folder and re-install the beta. But at any rate, the server asking for a CD/DVD with a popup is very wrong...can we get a screenshot of that? Also may I ask you to file a CIT ticket with that? EDIT: Does it also happen to him on other servers (freezing) or only on yours? -
Following info would be useful: Since when/what version did that happen (unless it always happened to you simply state the version you used)? If it only happens on some specific server, which one is it (name)? Review this ticket: https://dev-heaven.net/issues/12204 Any specific network hardware involved? It seems it's related to certain modems/routers.
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ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Figured out my fps drop issue; I had -malloc=manalog (with manalog.dll in dll\ directory), i.e. the memory analyzer/logger malloc in my beta link. I shall make a separate link, which is marked explicitly for that one, now. https://dev-heaven.net/issues/28543#note-6 -
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Well, to be honest it's not about a single build; I compared it (for simplicity) with 1.60 final. I guess this wouldn't really matter if it could be reproed by more people than only me, but it looks like I'm alone on this so far. -
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Part of it is in the signature. AMD Radeon HD 6950, Catalyst 12.1 Tbh, what worth is that info if 1.60 runs double as fast? How could performance reduction in later builds, without PPAA, be driver specific, when the only thing I'm changing is the build? -
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I have general FPS issues. With current beta my FPS was effectively halved compared to 1.60 (HF1), e.g. on Chernarus. No matter if I turn FXAA/SMAA on or off. :( E.g if I start the scenario Village Sweep with 1.60 pure (or HF1 for that matter), I get 33 FPS, when I start the same mission with PPAA=0, no other settings changed, I get 17 FPS, same starting view. -
ARMA 2: OA beta build 89162 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I agree basically with the changes in mouse steering, it feels much more intuitive now. -
Yes it's in initserver-common.sqf, lines 41-46. Hope this helps.
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That's definitely a server admin issue (or of the one who chose and setup the mission), because there are params that can be set, so that the mission is BLUFOR (COOP) only, if that is requested. If they don't do that, they should put up and shut up about OPFOR. OTOH, they could have simply asked you nicely to join them, if they forgot to configure COOP mode, before kicking you.
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Might be possible at some point in time. ---------- Post added at 07:47 AM ---------- Previous post was at 07:44 AM ---------- I can't think of anything effectively removing newly placed items. You must have done something wrong, sorry.
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AI reaction to suppressive fire improvement idea
Fireball posted a topic in ARMA 2 & OA - SUGGESTIONS
The CIT ticket brought up an idea though, how AI general reaction to suppressive fire maybe could be improved "the cheap way", without more processing power than Danger mode currently uses. As you write, in Danger mode, AI currently _does_ make use of cover somewhat, e.g. trees, houses and walls. So, while the source of fire is known they could just find the next cover of any sort (let's say, within 50-100m) and hide of the opposite side of the known enemy contact/fire, thus the visibility needn't be checked expensively for terrain cover. So if a squad is surprised by enemy fire on semi-/open field, this could also be used to improve #6471 even more; have them sprint to the next cover of ANY sort, hide and have them *pinned* if suppressive fire continues into their direction. This might improve AI behaviour significantly and gives the impression of fear. ---------- Post added at 07:54 AM ---------- Previous post was at 07:47 AM ---------- Comment by twisted: -
ARMA 2: OA beta build 88207 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Old issue, it's connected to some long'ish idle animation, which is not interrupted by death, similar to those with Rifle/RPG/Binoc switching. https://dev-heaven.net/issues/1684 ---------- Post added at 12:32 AM ---------- Previous post was at 12:29 AM ---------- https://dev-heaven.net/issues/27906 <- should be resolved by next build -
ARMA 2: OA beta build 88147 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
CIT it please! -
ARMA 2: OA beta build 88147 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
It's funny I missed that one, but I was looking for the error on my side, hence I got on the forum first. Good to know, thanks. -
ARMA 2: OA beta build 88147 (1.60 MP compatible build, post 1.60 release)
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I got the same: == E:\Games\ArmA 2\Expansion\beta\arma2oa.exe == "E:\Games\ArmA 2\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion -nosplash -skipIntro -world=empty -showScriptErrors -noFilePatching ===================================================================== Exe timestamp: 2012/01/16 19:06:39 Current time: 2012/01/17 07:10:52 Version 1.60.88147 ErrorMessage: Error creating Direct3D 9 Graphical engine I'm baffled. Maybe I shouldn't have deleted the old beta folder previously? Maybe a few too many files were removed from the current beta? E:\Games\ArmA 2\Expansion\beta>dir /b /s E:\Games\ArmA 2\Expansion\beta\arma2oa.exe E:\Games\ArmA 2\Expansion\beta\arma2oaserver.exe E:\Games\ArmA 2\Expansion\beta\changelog.txt E:\Games\ArmA 2\Expansion\beta\dll E:\Games\ArmA 2\Expansion\beta\expansion E:\Games\ArmA 2\Expansion\beta\readme.txt E:\Games\ArmA 2\Expansion\beta\dll\jemalloc_bi.dll E:\Games\ArmA 2\Expansion\beta\dll\nedmalloc_bi.dll E:\Games\ArmA 2\Expansion\beta\dll\tbb3malloc_bi.dll E:\Games\ArmA 2\Expansion\beta\dll\tbb4malloc_bi.dll E:\Games\ArmA 2\Expansion\beta\dll\tcmalloc_bi.dll E:\Games\ArmA 2\Expansion\beta\expansion\dta E:\Games\ArmA 2\Expansion\beta\expansion\dta\bin.pbo E:\Games\ArmA 2\Expansion\beta\expansion\dta\bin.pbo.bi.bisign E:\Games\ArmA 2\Expansion\beta\expansion\dta\bin.pbo.bi2.bisign E:\Games\ArmA 2\Expansion\beta\expansion\dta\languagecore.pbo E:\Games\ArmA 2\Expansion\beta\expansion\dta\languagecore.pbo.bi.bisign E:\Games\ArmA 2\Expansion\beta\expansion\dta\languagecore.pbo.bi2.bisign ---------- Post added at 07:51 AM ---------- Previous post was at 07:46 AM ---------- The same happens, btw., if I use the original, automatically generated beta patch link in the game folder. -
Currently it's designed that way that you respawn with all the gear you had, at the time of death.