Fireball
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Everything posted by Fireball
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Thanks; some News addendum: It was a hard release, since I decided to make all maps previously known to me working with Insurgency "somewhat", to work good and there were some quite tricky fixes to be done, including the MHQ re-deployment to work fine on Lingor, which it does now, to my delight. The only exception is Mana, which works just "fine", because the island was extended below the water up to 200m at some points and thus the BI function "isFlatEmpty" does not work as expected and plants the HQ on the shore, partially into the water sometimes. Thus if you're spawned in a miserable place you need to restart the mission for now, unless you manage to move the HQ. I'll start on putting in more of your wished features now, I promise. But as it seems I need to convert my Git branching strategy into a submodule strategy first, which will eat up some more time before I can continue to do anything, which is part of my learning process with Git too (powerful tool!).
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Insurgency v0.75 released All maps released: - Takistan (+BAF) - Zargabad (+BAF) - Lingor - Mana Island Mission available at http://dev-heaven.net/projects/insurgency/files For improvements and fixes, please see the roadmap at: http://dev-heaven.net/projects/insurgency/roadmap Please feel free to post your suggestions here or, better even, file a ticket on DevHeaven in the project issue tracker. If anyone is a good banner designer: The project needs a catchy banner for the project home and for anyone to put into their signature who love Insurgency!
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Forum Template Design/Update/Removal
Fireball replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
Well if the only difference of new vs new_2 is the blue vs grey quote button, I prefer the grey one just for the sake of uniformity, the old blue one breaks the style. That hurts my eyes. But otoh the "Post Reply" button doesn't look good either, so make it "Reply" only. If you want to bring in some color, don't simply use old buttons with a new theme, but re-color the new buttons. EDIT: Plus the font is better in new_2. -
For convoy issues we need more feedback, thus please attach your test missions here, so BI has some good demo missions. Requirements: * OA/CO only (no addons) * Simple demo mission - no actual mission * 78183 or newer beta used * Make it simple to observe the problems (like putting the player as cargo in one of the vehicles) Sites to upload to: http://ifile.it http://www.file-upload.net or attach here: http://dev-heaven.net/issues/17594
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FPS drop in 78188 compared to 1.57
Fireball replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
Well what happened is, that with higher quality settings you get better looks right now, when I turned down my settings to "Normal" I got my FPS back and had a similar quality as with 1.57. But I'm out of advice for those who got everything already on low/very low and off - except to buy new hardware. :butbut: -
FPS drop in 78188 compared to 1.57
Fireball replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
How's it when you disable AToC? EDIT: AninmalMother92: I can see what you mean, the diffs in your demo mission for me are in extremis from 25 fps (1.57) down to 18 fps (1.58 BETA) on the red/orange trees. I can clearly see that it's not switching to high LoD in 1.57 final, thus also offering a relativly ugly view considering that I have my video options all yanked to the max, opposed to 1.58 BETA, it's switching to high LoD while scoping onto the trees/bushes. When I adjust Object and Terrain details to Normal (not to mention AA), it was all back up to the performance in 1.57, so I find the change kind of fair (so I do have the options for the better view now). -
FPS drop in 78188 compared to 1.57
Fireball replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
I'm pretty sure it's this, which would explain why the screenshots/view differ for me so significantly. What it does not explain is the better performance in 1.58 BETA for me... EDIT: It's probably the improved VRAM detection on Win7... ;-) -
FPS drop in 78188 compared to 1.57
Fireball replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
Here come the screenshots; somehow higher quality equals higher FPS to me comparing 1.57 with 1.58 BETA: 1.57: http://www.zerouptime.ch/files/arma2oa_2011-02-13_17-31-56-08.jpg 1.58 BETA: http://www.zerouptime.ch/files/arma2oa_2011-02-13_17-34-17-28.jpg :confused: -
FPS drop in 78188 compared to 1.57
Fireball replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
Well I used the repro mission, I added Sumas init lines (camera angle) and started the mission with both 1.57 and 1.58 beta (latest) again and the results are cunning: A2 CO 1.57 final: ~33 FPS A2 CO 1.58 BETA: ~43 FPS I switched couple of times forth and back (stopped and started the game each time) because I almost couldn't trust my eyes, but it's reproducible. I also think 1.58 BETA offers the better quality LoDs and/or textures at the same angle for the better FPS. I will make high res video snippets for both cases and upload them to YT, reference them here. EDIT: I'll simply upload screenshots for the quality diffs, the videos can't show anything, since Fraps hogs down the system completely. -
FPS drop in 78188 compared to 1.57
Fireball replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
EDIT: Alright, lemme see if I can find the repro misison. -
FPS drop in 78188 compared to 1.57
Fireball replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
I've ran A2 Scenery "Benchmark 01" in 1.57 final and in 1.58 78188 BETA and I had in both cases exactly 30 FPS. No subjective/visible differences in smoothness either. I have AA set to High, PP to off (AToC is off too), VSync on and everything else to "Very High", VD is ~4600. -
A2OA Linux Server Beta 1.57.77737
Fireball replied to maruk's topic in ARMA 2 & OA - Servers & Administration
Open a ticket in the CIT and attach the zipped core files, assign to Dwarden. -
ARMA 2: OA beta build 78183
Fireball replied to PogMoThoin's topic in ARMA 2 & OA - BETA PATCH TESTING
I for myself am glad over the Alt-F4 change, even though I mostly thought of it, lately it happened again (like only once or twice per year), when I was doing freelook using Alt and wanted to hit F4 to reveal position of unit 4 or to issue a command to it. I also find Alt very convenient for freelook. I admit for mission/script builders it might not be as convenient all the time, but hitting Esc before Alt-F4 will become a mere habit. One thing that will never happen because of this is a need for hard reset, because Alt-Tab, Ctrl-Shift-Esc and Ctrl-Alt-Del will work anyway. -
That's why I revised the code and cleaned it up, so stuff like AI won't break at random anymore. As for the aforementioned clean-ups there are basic bugfixes as seen on the Roadmap (plus some more, which I fixed before 0.74), but focus was definitely on code clean-up before breaking more than fixing with additional features. ---------- Post added at 08:25 PM ---------- Previous post was at 08:17 PM ---------- I'm pondering to broaden the spectrum and maybe, instead of two of each jeeps, just to offer 4 different vehicles including one Bradley. But I might add PG7VR's then, as you mentioned. That's the point where you hide in houses or stuff and call in Close Air Support (CAS), an A-10, which will take care of those armored vehicles. I have even increased flying time (45s) from the first fired round/missile/bomb. Isn't this an overkill for the few missile usages Insurgency offers? What are main advantages of mando missile? Mind you, the mission is now ~200kb in size; mando missiles will probably increase size massively and I'm wondering if it's worth it.
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We have a ticket for 3) http://dev-heaven.net/issues/16421 - Gear selection not working reliably
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Yes, it goes there. Or in the <profile>\AppData\Local\ArmA 2 OA\MPMissionsCache, where it will be downloaded when you connect to my server.
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Arty is too much for Insurgency. I will NOT re-introduce artillery, because you cannot fight an insurgency with artillery.
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Did you post the crash dumps to the CIT yet?
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Insurgency v0.74 released Mission available at http://dev-heaven.net/projects/insurgency/files For improvements and fixes, please see the roadmap at: http://dev-heaven.net/projects/insurgency/roadmap Please feel free to post your suggestions here or, better even, file a ticket on DevHeaven in the project issue tracker. As you can see, it took me quite a while to get ahead, but with the major problems (in terms of code) fixed, I can move on to improve the overall mission and take upon feature requests. Next major step will aim at portability towards other maps. I will try to single out code, which applies to specific maps, so that the mission is easily ported. If anyone is a good banner designer: The project needs a catchy banner for the project home and for anyone to put into their signature who love Insurgency! Insurgency Project Home
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"Hard formation" removal - will somebody notice?
Fireball replied to suma's topic in ARMA 2 & OA - BETA PATCH TESTING
Well all the BETA stuff that get's past the BETA phase will go to the next full patch. Better to remove it altogether and throw the error. -
ARMA 2: OA beta build 77159
Fireball replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
New ticket. It's not related to crouching, as it seems. EDIT: Looks more like it's related to forceSpeed. -
ARMA 2: OA beta build 77159
Fireball replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
Well, this is about AI and funny behavior when using handgun: http://dev-heaven.net/issues/3168 Originally it was about "getting stuck", but right now (if server is also running beta), it looks like this: http://www.youtube.com/watch?v=N3l5EhkcClU Important to repro the issue is a) to have it stay crouched and b) to send it full speed to some place or to run away, so AI has to follow with full speed c) also try out stealth/danger modes There is a similar issue without any weapon: http://dev-heaven.net/issues/16229 -
I just analyzed now placement works in the mission and roughly put, it checks for buildings which can be entered e.g. those with X or more spawn positions are applicable. Then it uses some randomization to decide when an AI gets spawned (based on players within a radius) and it makes sure the building currently can't be seen by the player, so the player doesn't see AIs popping up. Then it also gives the AIs some order to move, so they "look alive". It also makes sure by radius checks, that they don't stack within the same house/spot. Then, when the player goes out of range, then the AI despawns.
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Yes, I'm aware, that there are many versions about and many of them just lying around on some server or even kept private. All of them don't really help and don't contribute to improvement over-all, because they're mostly tweaking around stuff in the ugly code it already is - expanding that code doesn't make it readable or makes it even less possible to support it further. I just got to read the many replies now, as I just became father during the last two days. I assumed there is still time for me to do what I intended, but only time will show if I was true about it. :bounce3: I already cleared up quite some code, i.e. move global variables to one place, try to replace some of it with local variables and/or passing arguments to functions, but I'm not done there and will try to replace things from the "main loops", which will require a lot of coding which may change absolute NOTHING to game play. Of course I already started to look at major issues, which are comparably easy to fix, like e.g. the freezing controls at the end.
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As it seems z-fighting, which appears as flickering textures in the distance, seems to be still present while prone or while close to objects. Examples visible in the CIT ticket: http://dev-heaven.net/issues/14276 This is very well visible when flying in a chopper e.g. as gunner looking out the side. Please state your experiences.