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sqb-sma

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Posts posted by sqb-sma


  1. 2, but this update and 2/3 of demo were made entirely by me. My partner has made some really beautiful crossroad and part of the street in his part of the map, but is is too tiny to include it already.

    With 10 properly instructed people using certain techniques it is possible to make top quality terrain in a reasonable time, really.

    I am consistently stunned by your attention to detail, the rich and lifelike environments you create. Beyond graphics, the layout of things pushes a game from looking gamey to looking real.

    Words cannot express how excited I am for this, screw bananas I want this.

    Echoing others re steam workshop, it's not my desired place. At least put it up on PW6 and Armaholic?


  2. As it stands now - no. I'm still working on ACSE, but don't think we can pull off a joint release. What I could (hopefully) do is to include impacts, explosions and other projectile related stuff as "ACE SM 2.5" if there is need for it... :o

    Oh boy oh boy oh boy.

    So good to know your mod isn't dead, even those videos from late 2013 showed the best audio for gunshots I've ever heard in Arma. How are things going? Did you take a break from development?


  3. I just can't fly using AFM without auto trim. Heck even with auto-trim it feels odd and unrealistic. I fly in real life (R-44) and in high fidelity sims (DCS:BS/UH1-H) and no other sim has helicopters this difficult to fly.

    Mainly I feel like I can't use 100% of the cyclic range, only 20-30%, my controls feel very ineffective and the helicopter feels very, very unstable. The small, agile, birds are death traps, and the larger helicopter fly like they don't have an AFM, I have to double check that the AFM is running every time I hop in the Ka60.

    It feels like the BT rotor weights (or stabilizer bar, in olde style helicopters) aren't even being simulated, nor is the dihedral effect on collective (which stabilizes the helicopter). Settling under power, or VRS, also feels weird, as does Autorotation.

    I was really expecting more from this tbh. A proper sim level FM for Arma would be amazing.


  4. I thought it needed the sweetfx folder as well. The website mentions that reshade doesn't actually contain any shaders and that you need to add them, which I assumed was what the SFX folder was for.

    Depends on which version of reshade and/or sweetfx you're using.

    By the way these settings will work with any version of reshade, though originally made on an older version you can download the newer dxgi libraries etc. The reshade.fx file hasn't changed significantly in the implementation of the effects.

    If you enjoy it take some screenshots!


  5. It have to be something else at least in my case (i7-3770 (3.40 GHz);16GB RAM; GeForce GTX 650 Ti (1GB);Win7 64-bit).

    Used Notepad++ to disable DOF - not even single FPS gained. Then ran complete test - was disabling one feature at a time, different each try, each time started the game anew of course. No matter, which I disabled - always FPS was same, poor 20-30, where 60 should be/was without with vSync enabled. So then I disabled everything at a time. And... same. 20-30 FPS. The problem/bottleneck is hidden somewhere else.

    Wow! That is *very* odd, I don't get low FPS so I have no way to test this :(


  6. Same problem here!

    I receive this error in the dxgi.dll

    03/03/2015 18:42:28,037 | INFO  | Redirecting 'CreateDXGIFactory({7B7166EC-21C7-44AE-B21A-C9AE321AE369}, 1644108C)' ...
    03/03/2015 18:42:41,309 | INFO  | Redirecting 'D3D11CreateDeviceAndSwapChain(00AD4740, 0, 00000000, 0, 00000000, 0, 7, 1644109C, 00AAF8A0, 00AAF89C, 164410E0, 00AAF8A4)' ...
    03/03/2015 18:42:42,573 | INFO  | Redirecting 'CreateDXGIFactory1({770AAE78-F26F-4DBA-A829-253C83D1B387}, 00AAF848)' ...
    03/03/2015 18:42:42,575 | INFO  | Redirecting 'IDXGIFactory::CreateSwapChain(00AE60A0, 05B26C88, 1644109C, 00AAF8A0)' ...
    03/03/2015 18:42:42,576 | WARN  | > 'IDXGIFactory::CreateSwapChain' failed with 'DXGI_ERROR_INVALID_CALL'!
    03/03/2015 18:42:42,576 | WARN  | Reference count for 'IDXGIDevice' object 05B3E150 (1) is inconsistent.

    After a search through the web I have found people with a similar problem but no solution. I am using Win 7, i7 860OC and a 7870 OC.

    The tweaked bokeh DOF is too beautiful to pass!

    Because reshade is in beta, some people will get crashes. Possible solutions:

    1) Uninstalling GeForce Experience in on Nvidia (sometimes this causes Dxgi issues, obviously not a permanent solution)

    2) Using updated reshade dxgi, available at http://reshade.me/#download - RENAME THE Reshade32/reshade64.dll to dxgi.dll (depending on if you run the game in 64 or 32 bit) - OR use reshade 0.14 - google for a DL link

    3) Using the combined sweetfx version of reshade (same url as above)

    4) Ensure updated drivers

    5) Post on the Reshade forums and cross your fingers for Crosire finding and fixing your problem. Make sure to include all your stats! This isn't my baby so alas I can't help too much :(

    Hey, thanks for the response, but you didn't answer my first question: does in-game bloom work together with ReShade's bloom, or do we need to turn it off? I've found that in some situations the sky looks almost white, might have to do with the combined force of the 2 bloom effects :cool:

    Use ingame bloom to your liking, there won't be any glitches but it may get too "bloomy". In-game DOF should be off though, otherwise you get weirdness.

    ---------- Post added at 03:21 PM ---------- Previous post was at 03:14 PM ----------

    Oh regarding performance, DOF is the main offender.

    Here are Constantine's settings with no DOF

    https://mega.co.nz/#F!PdZHEKoK!1E4JO6-BDuY5GrI5CI9EYw

    OR you can edit any settings you currently have to not use DOF (or any other effect for that matter), by opening reshade.fx with notepad++ and editing any DOF lines (circled in red) to have a 0 afterwards instead of a 1.

    http://i.imgur.com/rWIEB6v.jpg (483 kB)

    ---------- Post added at 04:42 PM ---------- Previous post was at 03:21 PM ----------

    One final hurrah that may work for you, if any other program is hogging DXGI

    You can inject reshade into the game using Boris' ENB INJECTOR. Once again, drop all files into your game's base folder - DELETE ANY DXGI/D3D9 files BEFORE MOVING IT. I've done all the exe detection automatically, it may not be detected if run from A3 launcher, playwithsix etc, but it will be detected when run from Arma3sync for sure. I'm not that sure how this injector works, TBH this is even more likely to be detected as a hack so definitely don't use this online.

    This is, heck, even less likely to work. The plus side is it should run with VorpX (for Oculus Rift!!!) and Fraps. It works for me, and I don't have any other PCs

    Link here: https://mega.co.nz/#F!PVAyAAQK!pNWcbSfc-lCpD9KkRb_VnA


  7. Do you recommend turning off in-game bloom, or do the two bloom effects work together?

    And by the way, even with the more subtle version, I still had to turn brightness down to 0.7 to achieve balanced results. Still ultra bright during certain hours (especially in the morning). Other than that, the slight DOF is amazing, although it can hinder gameplay a bit in some situations.

    Fair enough! That's the great thing about the game having the brightness slider. The more subtle version is mainly about the colours, less about the brightness. Using spherical tonemapping like in Constantine's settings means an ultra saturated game which is desaturated with brightness during daytime. This means a very saturated night/dawn/dusk. The balanced version avoids this and attempts to reach a similar effect without spherical tonemapping.


  8. At init of the first use there was warning message displayed, so yeah, you may be even banned ("use on own risk" kind of warning).

    Uhhh. Not sure I've noticed that. VAC will probably catch this (it catches stereoscopic wrappers/injectors so it's not such a stretch it'll catch this), but BE probably won't, it doesn't catch sweetfx or VORPX using the AA depth buffer so I don't think it'll notice this.

    That said it is still very much use at your own risk.

    (The error message on INIT with Constantine's settings is due to the mixture of integers and FP numbers in some of his settings, which may slow down the wrapper overall. Though I have not myself noticed any FPS impact over 0.5fps)


  9. This amazing tool was made from shaders by Crosire, the tool was made by MartyMcModding, the presets are by PC_Constantine, but with a wee little bit of work by me to make the DOF useable in general gameplay.

    DL links in the image descriptions http://imgur.com/a/526pv#0

    OR DL from these links:

    Constantine's version https://mega.co.nz/#F!eMBExKTD!RnZfJ2MCTcSzIlnAxguDFQ

    A more subtle version https://mega.co.nz/#F!XBYVBTbJ!pP4llYgatCX0oahwt9Z4-A

    Be warned, you may have to adjust the in game brightness, I use 0.7 for Constantine's and 1.3 for the subtle version.

    Enjoy!


  10. Definitely the lighting. Few other games have proper lighting for things like lightning.

    http://i.imgur.com/5aRR1Y5.png, http://i.imgur.com/gdeooUR.png, http://i.imgur.com/jNPHZZ3.png

    The lighting makes some seens amazingly beautiful http://i.imgur.com/U7zCIz3.png . I can't believe we have this huge map, amazing TOD/weather all for just this one game. It's amazing.

    Add to that the amazing volumetric fog http://i.imgur.com/oczjT7m.png, which looks great on smoke grenades too http://i.imgur.com/5AxGYj9.png, http://i.imgur.com/O6rSVm3.png

    But in the end it's not the graphics that make Arma my no.1 game. It's the realism, the multi-platform combat. Moments like these http://i.imgur.com/3Br4wcC.png


  11. So, something else, just in case someone is interested, I need some people to MP-test the next update. As the changelog grow real fast I need to be sure that all the mentioned fixes, tweaks, changes and additions work out the way they should. I'm not part of the test, I never am really. I'll sent out the data and some people who provide server and such can test it. Its nothing major, same mod as before, but sounds a little different now. Maybe a public test even, but the "update" or RC5 would be another 4.3 GB so I dont think it would be wise to upload that as a test version and when no errors show up, testers will have to redownload the whole stuff again^^

    So yeah, just post here.

    Seeing as your mod is free, and I couldn't play without it. I'd be ready and willing to help out with any MP tests. I owe ya that much!

    Seriously though, this mod is incredible. Shoot me a PM when you've got a test session coming up and I'll make time.


  12. Hey OS. One thing I was surprised by, and moreso now that your mod's doing the same, is how fast dust clears after the explosion! In all the videos linked you can see that dust really hangs around for a while, in Arma2 some dust hung around for realistic lengths (helicopter dust off) and some didn't. Now in A3 it all just vanishes.

    It's very evident in the artillery video, which is unfortunate.

    May I ask what the reason is behind this? It's a bit of a shame.

    Oh also! Back in Arma1 we had lighting on dust particles, in Arma2 it was gone. I'm very surprised to see it not make a comeback in A3. Is there any way to get that back?


  13. Rather than inertia, the prone stance is the one instance where I personally think a limited turn speed (even with the resulting "negative mouse acceleration") would be appropriate, because being able to do a split second 180° turn while prone is plain ridiculous. Just my opinion.

    100% agree. Prone should be all about sacrificing movement for stability/firing platform.


  14. I feel like I could objectively measure my stamina (a la stamina bar).

    It would be a bar in two chunks. The first chunk would be for aerobic excercise, walking, slow jog etc. It fills up fairly slowly and comes down fairly slowly. It's that "day's hard hike" feeling. If you really push you go anaerobic, your muscles scream murder and your heartrate and breathing skyrocket, this is the second segment. It fills up fairly fast, you really can't push any harder. That's the one that *really* fucks your aim. It comes down fairly fast though, the burn goes away in less than a minute and breathing and heartrate ease down after that. I can quite clearly tell when my muscles are sore but still have explosive energy left in them to throw myself up the rockface to the next hand hold, even though I could barely walk with the pack on any more.


  15. so I have to set it up for every mission, no way to have it just working like other mods, this is the reason I like play with six its so much easier - over the years I have gotten less and less interested in the complicated things with computers like I was in the past, I spent countless hours modding skyrim and playing it but for some reason things like that bor me now, maybe I am just older now

    but I will give this a chance I really like what I see in the videos just wonder if it can be made easier to implement for single player missions other than editing the level

    or am I getting this wrong, am I missing something simple?

    thanks for the help

    Yeah, you have to add the modules individually, like in ACE. It's been done that way on purpose.

    That said it would be interesting to release a pack version, so that you can play things like the campaign with it on (a la AGM).

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