jw custom
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Posts posted by jw custom
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That is for Arma 3 and not related to BattlEye, not to mention I'm already using an SSD.This thread was about some guy having stutter in mp, not specifically about BE.
The people in ArmA 3 experienced stutter because the .rpt was being cluttered with error messages, ArmA 2 also makes a .rpt file...
Because your BE *fix* got rid of your stutter doesn't mean it will for everybody else. Also the OP mention it's not on all servers so it could be the .rpt, it doesn't hurt to check it out.
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Dear b.i.si have now quit your stupid game ! Wasted my money didnt i.... Get a more stable platform without all the freezing up and crashing sooo over it ~! U can place the $40 u know where
LOL...
This is not ArmA 3 Alpha this is an alpha version of ArmA 3... go figure ;)
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However, I'm not entirely sure there has been a change. At least on the ground, the LOD system seems the same to me (i.e. still completely atrocious). Haven't tried flying around yet though, and I also generally run with object details on standard for performance reasons.
I have no LOD problems on ground, only when flying and it's quite bad.
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Even if the LOD switching is currently worse, that would indicate that they are working on it, which is a good sign. Such a complex system won't just be magically fixed in a dev build - more likely it will take some experimentation and evolve over time.I would be more worried if they just left the LOD system as it is.
I'm fully aware this is a dev build and things goes up and down and i'm fine with that, i'm simply pointing out that whatever they changed since previous dev build it affected LOD switching.
It's not like i've made a ticket about as i don't find it necessary at this point.
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The LOD vegetation flickering issue has been here for ages. Not sure why the discussion started just now?To reproduce: run forward near runway on the grass - and watch it. The foliage will pop in out of nowhere (and I mean near you, not far in the distance). But IMHO the biggest issue is with bushes.
The kind of "LOD flicker" i have right now has not been here for ages on my system.
Like i said, in previous build i didn't have this issue.
Surely there has always been noticable LOD switching but not as severe as what i'm experiencing now!
And no, i'm not talking about bushes, grass popping up(which i've barely noticed in newer dev builds) i'm talking about LOD switching back and forth so the objects appear flickering.
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Do you run object detail on high or standard? I read that having it on high alleviates that problem and since turning it on high I haven't noticed it happening as much.I have "Objects Quality" set on Ultra.
The thing is i have not changed any settings and with previous build there wasn't any "LOD flicker".
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when a model goes back and forth between different LOD's a couple of times?This one.
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Yes my graphic card is running smoothly (GTX 580), I'm using an SSD samsung 250gb which is working fine.
I just took another look and it really looks like the "flickering" or perhaps as you say "unsmooth transition" is caused by LOD switching back and forth.
So i've only noticed the "flickering" with vegitation and rocks.
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I had problems with very specific trees and bushes as well. I think NodUnit noticed the problem as well. For me, it wasn't really just LOD instability or flickering but rather a inconsistency in the different LODs and their color. It seems to be better with ATOC enabled though. Maybe I can upload the pictures I've taken and create a more detailed reportI didn't have this "flickering" in previous build, though some builds back i had a little "flickering" but not as bad as now!
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Hmmm, I was actually gonna say I get less flickering and distant vegetation (Tree's especially) actually kind of looks a little bit smoother.Forgot to mention that i'm seeing this when flying, on ground it seems fine.
Also rocks are popping in and out and flickers.
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I'm getting quite a lot vegitation (LOD?) flickering in this build.
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I tried connecting to a few other servers(remotely) running Domination/Invade & Annex and there was no problem rejoining again.
When i launch a dedicated server on my own box i can only join once from same box no matter how far into the mission it is, that be 30 seconds or 30 minutes!
*EDIT*
Just noticed there was an update, everything works fine now my end :cool:
Thanks BI for your awesome fast response :cool:
@[KH]Jman
i joined and then rejoined your server and it worked fine :)
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I hope that they will add inertia - I hate to see how AI is now sprinting and stopping instantly. Also instant 90 degree turns doesn't look and feel right.Wait what, stuff like this never affected AI but only the player... am i wrong?
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Okay after further testing it seems like this problem only occur when having server/client on same box... am i wrong?
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Maybe because weekend?and so what? they are developers, they should NEVER be able to enjoy time with their families or friends... they are the customers slaves just because we paid this encredible high amount of DOLLARS :D
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I got same problem:
1: i start dedicated server
2: i join server, play and then leave server
3: i join server again but after selecting character and pressing OK game freezes and i have to kill it in the taskmanager.
Jman;2397771']Has anyone put a ticket in the the A3 feedback tracker about this? If no one has I doubt it'll get addressed very soon.You can't select DEV build when creating a ticket!!!!
Nvm' date=' just noticed it further down, doh :p
Made a ticket, let me know if i left something out.
[url']http://feedback.arma3.com/view.php?id=8484[/url]
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Your code is a bit off, try this:
FOB1Tank1 = createVehicle ["M1A2_TUSK_MG", _pos, [], 0, "NONE"];
FOB1Tank1c1 = FOB1Tanks createUnit ["USMC_Soldier_Crew", _pos, [], 0, "FORM"];
FOB1Tank1c1 moveInDriver FOB1Tank1;
FOB1Tank1c2 = FOB1Tanks createUnit ["USMC_Soldier_Crew", _pos, [], 0, "FORM"];
FOB1Tank1c2 moveInGunner FOB1Tank1;
FOB1Tank1c3 = FOB1Tanks createUnit ["USMC_Soldier_Crew", _pos, [], 0, "FORM"];
FOB1Tank1c3 moveInCommander FOB1Tank1;
FOB1Tank1c4 = FOB1Tanks createUnit ["USMC_Soldier_Crew", _pos, [], 0, "FORM"];
FOB1Tank1c4 moveInTurret [FOB1Tank1,[0, 1]];
_pos should of course be a valid position and FOB1Tanks and valid group you created.
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Ironicly authenticity and realism can provide an excellent balance its own...wind to bullets making sniping more difficult, weight to heavier weapons making them slower to move with, easier to exhaust and more sluggish to aim.Likewise for body armor.
Want some vehicle balance? Give tanks the ability to stand up to weaker AT weapons based on where they are hit, but put the crew in a solid black shell with periscopes wherein their vision is limited like the real things.
Want to balance attack helicopters?
Make them require a line of sight on a target to use missiles or other laser guided weaponry unless there is a fire control radar present.
Want to balance them against AA? Give them jammers that can go for a max of X seconds before burning out, not allowing anymore useage.
If mobile AAA has the ability to sit without their radar on and thus less detectable, then they get an opportunity to sneak surprise, while the helicopter gets a chance to jam (but don't make them 100% effective) and requires a direct LOS on target to which the AA might see and react.
It's not damage values or things as such that should be considered as the balance, but how a skilled user would use them, just like the real world.
Indeed, just as posted right before:
In my mind no weapon, item or vehicle in the game should be balanced, you can't balance a Light 50' against an MK19 or an AK, you should instead make them handle are realistically as possible. That makes balance almost exclusively the task of an AI programmer and maybe the animator when it comes to weapon reloads, sway, inertia etc... -
I have nothing against the effects themself but they kick in way too fast just jogging.
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A second headshot is lethal now instead of 3rd. That's 33% improvementOhh so there was a "headshot" problem, didn't notice that.
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Bet you haven't played it recently then??I don't follow :confused:
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lol you mad?
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“For a small fee, a player can increase their ‘Winfluence’ in ten percent increments. What this feature does is randomly grant a user a win on their record in the event that their team loses. This will allow casual players to maintain a good win to loss ratio without the need to actually become skilled at the game. Simply put, winning will be more accessible in Battlefield 4 than its predecessors.â€Lmfao, if that turns out to be true(which sounds insane) i guess BF5 will be playing itself and your stats is adjusted based on your microtransactions.
Anybody else crashing more often with the new patch?
in ARMA 3 - TROUBLESHOOTING
Posted
Yes ;)
Why you still here :confused: