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Seaweed

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Posts posted by Seaweed


  1. Xeno,

    I realize that you need a break from working on the Domi maps, but why such a drastic move? You have developed probably the most popular mission in the whole game, that's the only thing I have been playing since Arma 1, and you are just quitting totally out of the blue?

    Why don't you take some time off, decompress, and then work on the missions only once in a while when you feel like it instead of hitting burnout periodically.

    I will certainly appreciate it.


  2. Xeno,

    Great thanks for continuing to develop your Domi maps. I have been hosting them for my squad since Arma 1.

    Recently I started hosting the co30_Domination_2_19A2_West_AI_OA.Takistan and most things worked great (with the exception of some magazines not moving to backpack).

    Presently I tried hosting co@30_Domination_2_22A2_West_AI_ACE_OA.Takistan and co30_Domination_2_22A2_West_AI_OA.Takistan, and both versions of the map exhibit a steady fps loss in every enemy occupied urban area. The FPS start great and then slowly degrade over time just from running around town for some time. To quote some numbers, I started at 43fps and after 30min to an hour I was at 18fps from simply running around all over a nearly empty village.

    I confirmed that this is not caused by ACE, nor is it caused by the official BETA's. It is not caused by any mods I run either.

    I also confirmed that the co30_Domination_2_19A2_West_AI_OA.Takistan map does not suffer from this issue.

    co30_Domination_2_22A2_West_AI_ACE_OA.Takistan also suffers the same.

    Can you please look into this problem?

    Great thanks!


  3. Great thanks for the update, Xeno, you sure do great work.

    Can you tell me whether you managed to fix that script that cleans up dead bodies and blown up wreckage in this release?

    This is quite important to me because I run a dedicated server for just a few guys so we work on the same map for a few weeks, but with the corpses all over the place uncleaned the map becomes unplayable by the time get onto our fourth town.

    Thanks!


  4. I think the AI are actually a little too easy in the latest build. I used to fear being exposed at all, similar to an MP game but now I can shoot at a group of 5 AI 150 meters out and know I have a good chance of survival - a little too good.

    I agree with this post.

    In 1.02, I had to change position EVERY time after firing an AT weapon from about 600m, because a barrage of lead would drop on my last location every time, but now I can can do the same with impunity.

    I had to crank up the AI from 0.4 to 0.9 to get a similar effect, and it still seems not as good as before.

    What results, is that the AI can be killed off at leisure at a distance, but with the skill at 0.9 dealing with them up close truly is "murder".

    I would prefer to have the AI smarter at longer ranges with lower skill settings, just like it seemed in 1.02.

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