Jump to content

Dominges

Member
  • Content Count

    33
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by Dominges


  1. froggyluv, it has 896 mb VRAM. And it's more than enough with 1280x1024 resolution. He is also using low AA, so VRAM is not a problem here.

    [Topgun], vSync can kill some fps in SLI-configuration, so yea, better to disable it. You can also turn down HDR, i personally don't see a difference between different HDR levels, except major fps drops on high. You can also try to alter this:

    GPU_MaxFramesAhead="1";
    GPU_DetectedFramesAhead="1";


  2. Is your videocard GTX260/280/295?

    If yes - there's little you can do apart from getting a different videocard since NVidia drivers are crappy for this chip in particular and tend to crash sometimes.

    I'm sorry, what? This is complete BS. Latest drivers are pretty good, last time i saw driver crash with arma was in early 2010. Even in the most problematic configuration (Quad-SLI, got second 295 two months ago) i never saw any driver crashes.


  3. student, first video -- ask mission author, nothing related to ACE. Mission author just placed static weapon incorrectly.

    Second video -- random interpolation glitches. Nothing related to ACE also. Check your internets/report to CIT.

    Last video -- height-indicator probably telling height above sea level, not actual height above ground.


  4. Hello everyone!

    Are there any (ex)owners of GTX 295 Quad-SLI configurations? What is the best behaviour should i expect from Quad-SLI?

    With one GTX 295 i'm getting ~70 avg fps in OA benchmark, with two -- ~71 avg fps. Is that normal behaviour? Running AFR2@4GPU mode for arma binary. Is arma that bad at such SLI configurations? Or is it drivers fault? Or maybe arma so much CPU-dependent, that for Quad-SLI it will need some insanely fast CPU?

    My CPU is i7 2600k, tests were performed at stock frequency.


  5. This mission is just masterpiece. Atmosphere is amazing. Darkness, flashlights, creepy ambient music, zombies and FEAR.

    I give it 9.5/10

    Also, reporting some little defects/bugs:

    Reporter can instantly deploy/dissasemble campfire. I suggest make assembling/dissasembling campfire take some time (10 seconds, for example), and also make cooldowns after assembling/dissasembling it.

    For example, you assembled campfire, and you can dissaseble it only after 60 seconds. And same after dissasembling. And maybe add limited amount of uses to it. That would add more realism and fear.

    Also, there was a bug with "Take bandage". One player died with 3 bandages on him. I pressed "Take bandage", and recieved 3 bandages in one time. And "Take bandage" button did not dissapeared, i clicked it several times -- voila, ~90 bandages. RPT is perfectly clean, though.


  6. Old_Painless, there is example mission comes up with cindercity, with script that randomly spawns AI in buildings. That's efficiently enough, i guess.

    Also, i've done some more testing with vanilla AI. They do see player through killhouses, and they do walk through closed doors. That's kinda sad.


  7. With vanilla they don't shooting through walls (don't know if they actually "see" player through them). Vanilla AI so awesome, they just standing at their buildingpos's forever and don't shoot at all, except you walk right in front of them. Unable to test "AI walk right through doors" with vanilla, because AI don't move at all.

    Edit: Well, for rainbow-six-like mission that's awesome, i guess. Tacticool and stuff. I'm fine with it. But if Mondkalb will suddenly find a fix for non-vanilla AI. that will be awesome as well.


  8. Very awesome buildings and island, nice work!

    But there is one problem, which may be gamebreaking. AI can see through killhouses. They see you through walls, and instead of walking to the window or exiting the house, they just sitting inside and shooting the wall. Also, they can walk right through doors.


  9. The PersistentDB (Just the right thing that Welcome To Hell was talking about) will suit perfectly for this purpose.

    And also, dynamic spawn of AI for the win, with the caching scripts like CEP AI Caching

    The correct usage of PersistendDB in JIP scripts will probably solve long catching-up and desync problems as well.

    The key to 24/7 game is also control of everything. Like cleaning up dead bodies/dropped weapons and stuff that can "accumulate" until server gives up.


  10. mysterious Nvidia Arma3 profile

    There is also mysterious arma2free.exe profile.

    Maybe they added some kind of "terrain destruction" into the engine. Red Faction anyone? :)

    I saw some terrain destruction in one of VBS2 features videos, but can't find it. Anyway, features from VBS probably never will be in arma-series.


  11. If you shooting an Gun, and the sounds of the gun has an echo like mine with sometime more than 15 or 20 seconds length, it could be, that the sound of the DMR is still in the over-loop wile you switch the gun and shoot again... the engine will than play the same sounds again that is in the over-loop until the sound was played to the end..

    Well, anyway, this doesn't happen in 1.0 RC.

    some little rpt errors/warnings:

    Conflicting addon CA_Dubbing in 'ca\dubbing\', previous definition in 'jsrs_radio_chatter_c\'
    Cannot load sound 'jsrs_enviroment\sfx\houses9.wss'


  12. JonPL, idk. well, i choosed non-standart way.

    Removed all this files from I44 modfolder:

    DAC_Sounds.pbo

    DAC_Source.pbo

    dac_source.pbo.DAC_Source.bisign

    DAC_Source.pbo.I44v2.bisign

    extended_eventhandlers.pbo

    extended_eventhandlers.pbo.CBA_v0-1-2.bisign

    extended_eventhandlers.pbo.I44v2.bisign

    jtd_clearhorizons.pbo

    jtd_clearhorizons.pbo.I44v2.bisign

    jtd_clearhorizons.pbo.JTD.bisign

    MAP_EU.pbo

    MAP_EU.pbo.I44v2.bisign

    MAP_EU.pbo.MAP.bisign

    because i'm already using latest CBA (extended eventhandlers), don't like jdt clearhorizons (i think this is shitty mod), and already have @DAC (DAC includes map editor upgrade also).

    using beta 74123 (jayarma2lib not available for latest 74640, so i waiting)

    and all works. ACE2 + GL4 + Zeus AI + WarFX and some other mods.

×