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WillaCHilla

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Posts posted by WillaCHilla


  1. http://www.arma2.com/beta-patch.php

    [74856] Fixed: Tanks were jumping a lot when driving over stones far from a camera (http://dev-heaven.net/issues/1707).

    [74849] Optimized: Improved performance when wheeled or tracked vehicles are moving (related to ground trace maintenance).

    [74832] Fixed: Possible player desync after DeleteVehicle command when player is a gunner.

    [74765] Fixed: Audibility of the VoN direct channel and conversations are now based on the player camera position, instead of the unit position.

    [74690] Improved: Tree LOD blending is now smoother in many situations.

    alternative download-link: here


  2. ...Unfortunately it's still quite evident if you lay prone (or are close to other objects)...At least it's "half fixed" and Z-fighting is gone in standing/crouch position (unless you stand close to anything)!...

    After testing the the z-fighting yesterday, I can completely confirm what KC described above. It's also detectable with a normal acog-sight.

    Furthermore during testing, I found another interesting one. If you enter a vehicle as passenger (manned with ai) which has a gunner position and order the ai of the vehicle to change their behaviour (unit>7>behaviour), you are not able to turn around your view/head by mouse (or TrackIR) anymore. Only after re-entering the vehicle you can turn your view as normal.

    As I described, the only specific thing for this I found so far is the presence of a gunner position in the particular vehicle. If you enter a manned vehicle without a gunner position (BAF_ATV_W e.g.) behaviour-change has no effect on turning your view.

    For editor-repro, thats what I did:

    • placed one unit (BAF-rifleman) as player

    • placed different vehicles for testing (HMMWV_M2, HMMWV_DES_EP1, BAF_Jackal2_GMG_W, BAF_ATV_W, BAF_Jackal2_GMG_D, BAF_FV510_W) next to him

    • grouped all vehicles to the player-unit, so he is the leader of them

    • previewed the mission

    • tested the different vehicles as described

    Anyone can confirm this or is there a CIT-ticket already for this one?


  3. First of all if you have problems with anything related to your hardware please post your system-specs.

    Second, after asking google about your error-message I found this after a few seconds:

    "Display adapter does not support format D24S8 for X8R8G8B8"

    Go to your display properties, open the troubleshooting tab, and set the Hardware acceleration to "Full".

    Full information here.


  4. Thanks a bunch for this!-Works perfectly.

    Though i had to replace the redmarked ones with

    {_this call AZC_StopAnim}

    to get the "fnc_StopAnim.sqf" work like you did in the previous fnc_Animator.sqf:

    sleep 1;
    {
       private["_unit", "_anim","_ehEvent"];
       _unit = _x select 0;
       _anim = _x select 1;
    
       // add event handlers for animated units
       _ehEvent = _unit addEventHandler ["firedNear", [color="Red"]{_this call AZC_fnc_StopAnim}[/color]];
       _unit setVariable["firedNear", _ehEvent];
       _ehEvent = _unit addEventHandler ["hit", [color="Red"]{_this call AZC_fnc_StopAnim}[/color]];
       _unit setVariable["hit", _ehEvent];
       _ehEvent = _unit addEventHandler ["killed", [color="Red"]{_this call AZC_fnc_StopAnim}[/color]];
       _unit setVariable["killed", _ehEvent];
       while { (alive _unit) && (animationState _unit != "AmovPercMstpSlowWrflDnon") } do
       {
           _unit playMove _anim;
           waitUntil{animationState _unit != _anim};
       };
    } forEach _this;


  5. I nearly pissed myself just thinking about the facial expressions on the faces of the pilots coming in and suddenly hear an actual fart every time he pulls the trigger, and picturing them crashing in disbelief and trying to figure out where that fart came from. LOL

    After the first releases of J.S.R.S. I decided to test different sounds for the A-10 and replaced it with the GAU8 'F'-sounds from armaholic.

    After a short test and some confusion about these "strange" sounds I thought its the first time I am not able to get an addon run correctly. Now after this explanation some things getting clear :) .


  6. Thanks for the fast answer!

    -Well, we were going to use it on a CO coop-server, but I detected the same "problems" Kroky listed above.

    Now after you gave us this detailed tutorial how to fix it, I think a updated version for OA/CO would be very useful.

    Personally I think its really a great addition for the atmosphere in a battle for example (also in OA). So if its not too much work for you and you have time for this, I would be very thankful for updated public-keys.


  7. Here is what I came up with...

    Really a great solution for this circumstance.

    One thing I like to know: Is there any way to get the animations looped (while using these scripts) till they detect enemy-fire and get back to normal-mode?

    Found this, but how do you implement "animLoop.sqf", if you´re using "fnc_StopAnim.sqf" the same time?

    Any help would be welcome, cause last night was too long while trying to get this work :cool: .


  8. Really great news!

    I will try to activate some mates for this event, too.

    Is there a certain time for this or does it run the whole time?

    Perhaps he wants to know if there is a certain time of day at the named weekend when the event starts/server(s) open their doors?!

    If not-this would be my next question.

    Another thing I would like to know if the server(s) for the event are supported by admins the whole time or only in the evening e.g.?


  9. Does that do any good?

    It temporally closes all unnecessary services in the backround. After disabling the gaming-mode all services will be restarted with one click. If you did not disable all these services manually it can give you round about ~200mb free ram.

    In the past I often used it in combination with a ramdisk. If you only have 4GBs of ram these ~200mb of free ram are very important sometimes ;).


  10. Thx for the answers so far.

    Check out the thread "BAF graphic problems" we are having the same issues. So far we have not heard from anyone with BI as to if they are working on this.http://forums.bistudio.com/showthread.php?t=106543

    For me, it is not the BAF-addon which causing the bugged LOD.

    I am very sure its about the "-world=..."-parameter which is causing it. If I am starting OA without the "-world= ... -parameter everything runs fine without any problems. Also with the BAF-content, I did not have any problems yet. The problem occurs on all types of weapons, etc.- not only the BAF-ones.

    However, if you had used any of the beta patches before 1.54 you may have noticed this happening earlier due to the substantial changes BIS made. Did you try the beta patches? If so, did you have the same issues?

    Well, I used this parameter the last time before 1.54. There were some problems with LOD-switching in general at this time (tested all betas). So I was not sure, if its the parameter only. After the release of 1.54 and its betas, its the first time I used it.

    In General, I get very good performance with the latest patch and its betas, so now I was a bit surer that its not the patch itself.

    Btw, did anybody test the parameter and its LOD-switching? It would be the first step to make clear, that its not only bugged in my case.


  11. After giving a tutorial to a friend about using a launcher for arma:CO yesterday, I tested

    -world=Takistan

    a bit in my free time.

    After starting the game and pre-loading the map, the menu-scene (in this case with the two snipers on the hill) was loading with lowest LOD. After some seconds, all LOD-switching seems to be okay and the menu-scene was present as usual.

    Next I played a mission (player+Squad + ammobox + some vehicles) which was created in the editor for testing.

    Now the strange thing is that in most cases only your own weapons (rifles, launchers) in 3rd-person-view have the lowest LODs after mission-start. In 1st-person-view everything is fine. Also sometimes the vehicles+ weapons of AIs were present only in lowest LODs (1st-and 3rd-person-view).

    Why I am starting this thread is to check, if this effect is only present on my computer or a general thing. In this case I would create a ticket @ CIT to give a more detailed report (with pics, mission example, etc. if necessary).

    Generally, the usage of this parameter is not the most important one and there a lot more things which have to be fixed, but I used this parameter all time @ arma² and in some moments it was a very handy one there.

    To prevent further questions, I tested this thing without any addons. The usage of the newest beta-patch did not give any difference. Settings, etc in my signature.


  12. Is there another server than US east coast running it?

    If not, would a european based one be of any interested to some people?

    Normally, #1Frontschweine is a server which got it running. Since a few weeks I wasn't able to connect to it though.

    Besides of that, the TGW-server is the main-address to play the latest version of it. Me and my mates (from Germany) have no problems with the ping of it (a fluid gameplay without lags is possible generally).

    I think we played a mission on your server in the past and got very good performance there. So-why not having an additional server based in Europe?! :)

    What you should think about is the usage of server-keys. At the TGW-forums are listed all addons they allow to use on their server. In my opinion a very good mix of PvP-usable mods.


  13. Just installed patch 1.54 + BAF sucessfully. Besides of the Msvcp71.dll-error by sprocket.exe there were no problems to install both.

    My way to install the patch (after reading this thread):

    - went back to default CPU-clock

    - copied the extracted patch to the Arma2-directory

    - installed it

    (btw, i ddl the patch from armed-assault.de although there should be no difference between the different hosters, I think.)

    Perhaps its helpful for someone.

    Really a big WELL DONE for the new mp-browser GUI. Great one, BIS!!:icon14:


  14. I think releasing a patch which includes the light version of BAF is a good solution for everyone. How would you prevent not to separate the MP-community in another way?!

    Besides, one question for the correct install-order, when I come home from work later:

    1. Patch 1.54

    2. BAF-DLC

    or vice versa ?

    BTW, I could swear we will see some new threads in the troubleshooting-section in near future ("...All graphics are good-only the BAFs are so low-textured...").;)


  15. No problems or entries in the .rpt detected while testing the new beta yesterday.

    Performance wise no difference to the last one (which is quite good for me).

    Well, performance in areas with a bigger number of buildings is a bit lower than elsewhere, but I think MadDogX explained it well.

    I think its more important to have almost every building enter-able with some modelled interiors than a perfect performance in these areas.

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