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Fireball

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Posts posted by Fireball


  1. This seems like such an obviously inefficient method that I'm surprised that BIS hasn't come up with a better one by now.

    It also doesn't seem like this would be the thing that is specific to multiplayer scenarios.

    It appears that you come across destroyed villages rather sooner in MP settings than in a SP mission. E.g. people using artillery to level enemy presence in Domination or BECTI. If you think about it, it makes absolutely sense.


  2. What Is the Issue?

    The issue is that with some (many) configurations, DirectX API will not report your VRAM accurately. If you have a 32-bit OS, this will cause a serious problem because of the memory addressing limit. The reason this occurs with Arma 3 is that they have 'Broken the 32-bit Barrier'.

    That devblog exists for/since Arma 2 originally. If that is true what you say, then it would have been an issue for a much longer time than Arma 3, namely with A2 Operation Arrowhead, DayZ.

    You say that in your 32bit OS in DXDiag, the VRAM (Video RAM) was reported inaccurately. This should of course not happen, but this sound more like a graphics driver issue (this is something which was not on your list). I fail to see how inaccurate VRAM readings are connected with the OS architecture, apart from the fact that the drivers have to be developed separately and thus could offer you different issues.


  3. Hmm, ich bin Schweizer und ich denke manchmal sogar auf Englisch, darum installiere und spiele ich A3 auch auf Englisch, speziell, da die Story halt von einem US/GB NATO Team auf Stratis/Altis handelt, ist das mit dem englischen Voiceover halt quasi zu erwarten. Bei uns im Kino laufen die Streifen oft übrigens auch im Originalton und Untertiteln. Aber dies hilft dir wohl nicht weiter. :-)

    Kannst du in den Steam-Eigenschaften des Spiels die Sprache nicht umstellen, oder ist es schon auf Deutsch eingestellt? Wenn ja, dann solltest du in deinem Spielverzeichnis ein arma3_manual.pdf (oder ähnlich) finden, welches übersetzt sein sollte.

    Ansonsten weiss ich auch nicht gleich weiter; es hat jedoch einige Deutsche Community-Mitglieder, welche hier sicher weiterhelfen können.


  4. Latest devbuild is just bork...oh wait "The banana is dancing in the hot summer sun", big time!! :yay:

    Here is my resume of what I could see by playing one SP mission from the Steam Workshop (Operation Stalker):

    I hadn't played since the last few updates, Monday the last time AFAIR.

    The major bugs or even showstoppers I just encountered:

    - all soldiers have their items/uniforms stripped

    - waves are no longer in sync in MP

    - MP player start positions are also shuffled compared to previous builds; i.e. slot 1 is leader (correct), slot 2 is unit 3 (!), slot 3 is unit 2, etc.

    Something I observed, but I'm not sure if it's related to the dev build:

    - Missions are always re-downloaded when you start them, also if they didn't change


  5. Since I just got a PM about the whereabouts of Insurgency in A3, I decide I'd make my answer public, before every single one of you comes to PM me :):

    Hey! When will we see a new Arma 3 version of your (lovely) Insurgency? :)

    I don't know. Maybe I'll pick it up sometime when I'm bored when the full game is out.

    I wrote in other threads that I was kinda unhappy about how everything broke from one update to the other, so I couldn't be bothered to invest more time after setVehicleInit was axed (and probably more to vanish, back in time when it happened). Now removal of those commands requires a major rewrite of many functions, so don't hold your breath for it, I have family now and when I get some time for me, I rather have the urge to do other things than mission coding and I don't know if/when I can/will do it.

    It would be best if someone else with enough time at hands (and the skill to pull it off) would take over the project (EDIT: feel free to PM me, if you think you're the man for that).


  6. On the point of the FT, I also find it rather puzzling to see how it's currently used. A glorified poll mechanic for feature requests. It only appears to be used for actual issue resolving sparingly.

    If it's not even (linked to) the one the devs use, then what's the point? It appears most items are happily ignored, others turn into great big flamewars or it's a derp reporting a lack of dayz in A3.

    Why was this method of separate release threads for dev builds not continued but instead lumped into a giant thread? We're coming up on 500 pages and it's probably annoying as it is to distill any worthwhile information from it now unless you've been keeping up with it every day.

    If anything both devs and volunteer reporters have not been conditioned to use the forums and FT properly.

    To me, it was clear that if it was open to general public as an official way to report issues and feature requests along the vote mechanism, that it would require a HORDE of moderators to keep it clean. Now, we're only like 5 moderators here, plus a few devs and QA employees who like to look at stuff there. But the avalanche of chaotic tickets with unclear reports, most not even bothering to search for already existing tickets (pardon the generalization), keeps rolling in - you'd expect a wonder if it could all be tidied up constantly. But this has actually become clear within the first 2 weeks of the FT opening to public. I'm not saying "it's OK like that" - I'm just saying, it would require more volunteer moderators, because noone is going to pay someone who's exclusively sifting through such an easily abusable tool like the FT (same as with the BI forums), mostly in vain. Looking at all that, you'll also know why the FT isn't linked to their internal bugtracker.

    For those who know me, I'm available in Skype in the official channels (and obviously also in PM here) and if anyone has a good ticket let me know and I'll take a look and might promote it to those who are concerned, if it passes my review (bug tickets only, of course) - I'm the cherrypicker :dance1:

    Also if you would like to become a FT moderator and be of help, instead of complaining here, you can contact one of the moderator team (e.g. me; the others gonna hate me for that) or Dwarden with your application. Please include your nick on FT tracker and we will verify your eglibility and come back to you, maybe ;) - trolls will be ignored. :icon_twisted:


  7. IED Operators / Suicide bombers aren't working for me. I run ACE Insurgency Takistan 1.50 on a private server, and everything else seems fine. I didn't even know these features were there until I extracted the .pbo file. Civilians all behave civilly, none are ever a threat. No IEDs appear on the road or anywhere else in the game except on dead insurgent bodies. Nobody tries to detonate themselves around us. I also read something about a fear test in there, could someone explain that to me? TIA

    Let's say: "it used to work at some point in time". The suicide bombing was borrowed from an existing independent project which worked with ALICE and I never managed to find a reasonable balance between "everyone runs around with IEDs" and "you almost never encounter someone with an IED", so the tendency is probably rather towards the latter. But I remember from the past that some ran into suicide bombers during gameplay, but it was maybe in the non-ACE version.


  8. Actually an ACOG will generally always be on target, if your eye gets misaligned the whole thing goes black. (hurray?)

    Absolutely right, I wasn't quite accurate there. The gun has some dispersion factor, but the optics don't become unaligned with the target point in the game, as far I can tell. OTOH dispersion isn't compensated by colimator sights either.

    If colimator sights are moddable in A3 now, as an ultimate test, you could overlay them with the ACOG marker and it should never deviate from the reticule line.


  9. I doubt that, considering the fact that it's actually easier to hit with a holosite compared to a 3D scope at 400+m

    Have you ever seen a real ACOG? I did; they are not colimating (like a red dot or holo), so you're responsible for holding the scope (along with the rifle) straight in front of your eye, like in the game.

    I don't really get, why you think you can shoot better at larger distances with a holo/reddot. While it's true that colimator sights compensate for your weapon sway, they are calibrated fixed at 200m, which means you have to use imaginary lines to offset your reticule above the target, beyond that distance. Plus you have no magnification.


  10. Fireball Insurgency no longer works in Arma 3, due to the loss of setVehicleInit.

    ---------- Post added at 11:24 ---------- Previous post was at 11:11 ----------

    Care to share your setVehicleInit workaround?

    1.) Yes, I know it all broke with this command removed and I didn't feel working on the project at that point in time because it wasn't clear to me if other commands would removed, or if it would be put back in etc. - at any rate I didn't have an idea how to work around it yet and neither the time to work it out.

    2.) Please share it with everyone or PM me and I might implement it, if you don't mind.


  11. I agree with kju somewhat, and I'm afraid I won't be able to continue working on Insurgency in the current state of the game. If more of these kind of surprises are to come, I might just put a lot of effort in vain. But I don't have big emotions about this, this is a mere statement. Maybe a sort of compatibility mode will also spare me a lot of effort beforehand, hence I'll just sit and wait for the moment.


  12. New release for Arma 3: 0.90

    Finally we got all major bugs ironed out for A3 and I decided to release a version 0.90 for A3 Stratis without some of the past features, due to some game engine issues for A3 Alpha yet.

    Known issues

    - Error pop-up: No entry 'bin\config.bin/CfgWeapons. - during respawn (only once per player and game)

    - Error pop-up: Cannot load texture a3\air_f\data\mi48_rocket_co.paa. - when you blow a cache (only once per player and game)

    Both errors/warnings probably due to some A3 Alpha data faults.

    Missing features/changes from previous versions:

    - No custom injury/battlefield clearance system

    - A-10 has been replaced with AH-9

    - No explosive belts for OPFOR units

    - No civilians

    - No roof guns

    - Menu to regulate terrain grid detail missing; will be re-added in next version

    - Fireball & Kol9yN

    --------

    Project Details

    Mission available at

    http://dev-heaven.net/projects/insurgency/files

    (scroll to the bottom)

    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.


  13. I believe because Fireball (or anyone) is no longer updating and working on the original Insurgency project. Now it's just users asking for help editing it, which makes sense.

    Well, it's right, I didn't actively work on it anymore for OA, but *drumroll* we're working on a A3 Alpha port on Stratis! :cool:

    That said, the mission itself is currently also in an Alpha state and certain features, which relied on modules like ALICE/SILVIE simply won't exist yet and other stuff which relied on the MP Framework need to be rewritten, so it might take a moment to iron out the bugs and get it into a releasable state.

    But since the Insurgency Git repository is anonymously available, those who like to keep track or sprint ahead, feel free. But if you DO sprint ahead, I might want to use your code... :D


  14. 1st person only

    Enemy positions on map removed

    Ability to use the map markers kept

    Kill message kept on.

    I think we tried Veteran which kept 3rd person, showed enemy positions on map when close enough.

    Alternative was hardcore? 1st person only, no map markers, no kill messages. So we are ideally looking for an in-between mode :)

    Actually what you described sounded more like Recruit mode, because in Veteran enemies or friendly units shouldn't be marked on the map anymore.

    So what you really want is Veteran mode instead of Recruit (or lower). But as someone said before, you could take Recruit mode and just turn off those settings you don't like.


  15. But now this error comes up.

    Error in expression <_objlist > 0 && (_objlist select 0) in [humv11,humv12,humv13,humv14,humv15,humv1>
     Error position: <humv11,humv12,humv13,humv14,humv15,humv1>
     Error Undefined variable in expression: humv11
    

    This error actually shows up, when (if) the FSM for the repair point runs before the BLUFOR vehicles have been spawned. As long you don't see this during the mission (only on load), then it's alright. Nothing to see here, move along.


  16. Khaki I just learned something else. The spaces you were refering to were due to formatting indents recognized by wordpad. For some reason the formatting puts half the word on another line with no spaces. I see what you mean that spaces appear to be there but in wordpad they are not. So what I've done is switch to notepad and i think it does a much better job as far as viewing. As far as hitman 110,120,130,etc. I do not recall seeing them being labelled as such when i viewed the mission in editor. I just tried to mirror what was originally there for my setup. Should I change the lead elements to that naming convention?

    This is how the scripting appears in notepad:

    You should use Notepad++ 5.6.8 (not newer) with ArmA Script Plugin for SQF scripting.


  17. Looks like the official Insurgency development is dead at DevHeaven since there have been no changes for 10 or so months now. Is this the case? All devs moved to other projects or done with it? I see there are plans for a version 1.51 and later version but again zero development on anything for 10 months. Just curious what is going on officially as I see a lot of different Insurgency missions out there that don't seem to be official.

    It's correct, I've grown a family and ran out of time for Insurgency and have currently focus on other games, if you can say "focus" at all. I've more become an occasional gamer for my enjoyment in my rare spare time for gaming and unfortunately have only little resources to contribute as a community member, generally spoken, and if, it will be for the CIT (probably A3 a little more again).

    Some PM'd me already, but mostly they wanted my permission to peruse Insurgency in their own edit or asked for hints on coding or a specific coding issue and some of them I asked to join the project, but to no avail.

    So, let's take this as an official call for members to join the project - not as one-time or occasional contributors, but such only who want to take responsibility and thus assume co-authorship of Insurgency. You should be familiar with Git and of course be a crack on SQF or at least have understanding of complex code, such as Insurgency is - it's more scripted than anything else; even the mission.sqf is mostly edited in a script editor. I still could review commits and organize releases, but I cannot teach anybody SQL nor will I be developing myself anymore. Although, if I see that someone is committed to the project, I can certainly help out when it's needed.

    So, if you got what it takes, be my guest. If someone feels fit to take over the project entirely and I see the prerequisites given, I may as well be inclined to hand it over completely to those.


  18. 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.

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