dnk
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Everything posted by dnk
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Huge oversight to not have it. Quite doable. Both returning the effect for the player AND adding it to the AI.
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And I'm sure A4 (perhaps an A3 expansion) will support these architectures far better when it ends. It may support them better by release - that's quite a ways away still. Technically, I can't play A3. I still do, though, with better overall graphics and similar framerates to A2. Hardware requirements are pretty flexible things, and many people make do with less than them, suffering low framerates until they can upgrade, which many will by launch (and likely some will get 6 and 8 core CPUs, which is why it might be that BIS starts focusing on them more while polishing things up for the release).
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This would be enough for me as well. I would like more, but the devs seem to have their hands full already.Can't this be done through an addon, though? How hard is altering the current bullet hole decals (and increasing the limit to something much higher - I mean, I think Goldeneye had a higher limit of bullet hole decals before they'd start disappearing)?
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[TABLE=class: outer_border, width: 200, align: left] [TR] [TD]Movement[/TD] [TD]Arrow keys[/TD] [/TR] [TR] [TD]Sprint[/TD] [TD]R Shift[/TD] [/TR] [TR] [TD]Jump[/TD] [TD]Num7[/TD] [/TR] [TR] [TD]Use[/TD] [TD]End[/TD] [/TR] [TR] [TD]Look[/TD] [TD]Num 0[/TD] [/TR] [TR] [TD]Freelook[/TD] [TD]Num .[/TD] [/TR] [TR] [TD]Stance up[/TD] [TD]Ins[/TD] [/TR] [TR] [TD]Prone[/TD] [TD]PgDwn[/TD] [/TR] [TR] [TD]Reload[/TD] [TD]\[/TD] [/TR] [TR] [TD]Crouch[/TD] [TD]R Ctrl[/TD] [/TR] [TR] [TD]Stance Adjust[/TD] [TD]Enter+[/TD] [/TR] [TR] [TD]Optics[/TD] [TD]Home[/TD] [/TR] [TR] [TD]Run/Walk[/TD] [TD]Del[/TD] [/TR] [TR] [TD]Tac Pace[/TD] [TD]Num 1[/TD] [/TR] [TR] [TD]Talk VON[/TD] [TD]Num 2[/TD] [/TR] [TR] [TD]Sidearm[/TD] [TD]Num 4[/TD] [/TR] [TR] [TD]3rd Person[/TD] [TD]Num Enter[/TD] [/TR] [TR] [TD]NVG[/TD] [TD]Num +[/TD] [/TR] [TR] [TD]Binos[/TD] [TD]Num -[/TD] [/TR] [TR] [TD]GPS[/TD] [TD]Num /[/TD] [/TR] [TR] [TD]Compass[/TD] [TD]Num *[/TD] [/TR] [TR] [TD]Watch[/TD] [TD]Num 9[/TD] [/TR] [TR] [TD]Optics Mode[/TD] [TD]Num 8[/TD] [/TR] [TR] [TD]Weapon Raise[/TD] [TD]PgUp[/TD] [/TR] [TR] [TD]Lean[/TD] [TD], .[/TD] [/TR] [TR] [TD]Fire Mode[/TD] [TD]'[/TD] [/TR] [/TABLE] The only issue I have with this is the difficulty of using lean. It requires removing my hand from the movement keys to use, but with the new stance adjust lean, it's less of an issue than before. Additional keys, for map and such are on the right side of the letters area. I use them much less often, so having them in easy reach isn't as important, especially if it means I'm not going to need the movement keys (not in direct combat). This system is easy to use because finding the buttons with your fingers is easy without looking (save leaning), and you don't risk accidentally smashing anything when excited.
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The ultimate thread about Arma 3 anti-cheat discussion
dnk replied to nuxil's topic in ARMA 3 - BETA DISCUSSION
It's implied in "Alpha"? -
Yup, "other reasons" is the only reason to buy >4c CPUs at this point. Gaming isn't, and it's fairly ignorant to buy them for that, especially if you're going out of the big budget mainstream games with these chips, where engine support and coding are going to be far less. It is unfortunate for people who buy them for "other reasons" and also want to use them for gaming, I agree. http://store.steampowered.com/hwsurvey/cpus/(2.46% of all users right now, 8-core being about 0.5%, compared to 2- and 4-cores, which are about 45% each) Something that's: 1. higher technical complexity 2. more expensive 3. rarely seen in use That's "exotic" for me.
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Am I the only one that uses an arrow keys-based keyboard setup? I find it a lot easier to not mash the controls when I need to do rapid movements, and when I'm under pressure from a sudden fright (happens more in MP than SP). I've died a few times because I accidentally hit "jump" instead of "strafe right" in a moment of panic, so I've found spacing things out helps a lot. Less important controls can go in the regular part of the keyboard (gear, light, map, etc).
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For EVERYONE whining about the new movements... has anyone actually done a 1:1 comparison with A2? Here's with ACE2, the supposedly hyper-realistic mod. Can we all shut up now? The only real difference in these two games is turning inertia, which I support changing back (or at least somewhere in the middle so it exists and limits super-twitch play). Additionally, the "tactical pace" (which DID exist in A2, pull up sights while in "normal run") is: A3 tactical pace = 45s A2 tactical pace = 31.5s Difference = 70% as fast in A3! THIS VIDEO HAD A MISTAKE - BOTH THE "RUN" AND "SPRINT" SECTIONS WERE THE SAME SPRINTING CLIPS - MY BAD. IT IS NOW FIXED. (the crouch run was cut midway due to excessive length - you get the idea, but the time was taken from the full video I have) Crouch: 4% faster in A3 Run: 5% slower in A3 Tactical Pace: 30% slower in A3 Sprint: 5% faster in A3
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Alternative Midrange Detail Texture experiments
dnk replied to gammadust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Problem with the patterning is that it's overriding the impression of a landscape. I'm not seeing rolling hills, etc, as much as "high contrast pattern repeated 1000 times over different colors" now. Needs balancing still. -
ArmA 3 Alpha Performance Tweaks and Settings Guide
dnk replied to incontrovertible's topic in ARMA 3 - GENERAL
Going to have to nitpick some of that: HDR quality - Low has better performance and, imo, looks better. Shadow Q - lower values have worse performance. The highest has best performance. Maxframes - 4 is best. 1 is basically the lowest the GPU can do, and it has the opposite effect of what you described: it only prerenders 1 frame and makes FPS more volatile. I saw no difference in performance between 1 and 4, just smoothness. Additionally, GPU settings: Threaded optimization: no clear impact on performance, but it does decrease the CPU's thread usage and smooths it out Texture filtering: Full quality. This actually increases performance when loading new textures. At least on an older card. -
The game is multithreaded. Quit spreading lies because you're angry over your exotic hardware not functioning properly.
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Alternative Midrange Detail Texture experiments
dnk replied to gammadust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It looks good in one sense, but there's clear patterning occurring over the landscape at distance, which is lacking in the BIS default since it's so subtle (allowing the satmap, etc, textures and terrain features to be more prominent). Really need that logicmap of Nord's for this to work successfully. -
And yet it hadn't been made. Seems like something is amiss in your story...Anyway, everyone knows that EA is not to be trusted, despite your claims to the opposite (which are odd given how despised EA is by the general gaming community - WHATS YOUR ENDGAME?!!! :p). And this is why I support BIS in these threads, because for all the money and super-utilization EA can put into its games (and I've seen complaints to the contrary in other forums, as with nearly every game ever made, the "under-utilization" issue crops up there too), they treat their customers poorly, care only about profits, and make lowest-common-denominator games while squeezing out every last ounce of quality from every franchise they suck up through their money hole. When people want to then come in and hold up an EA game as the shining example of what BIS should achieve, it's hard to take them seriously sometimes. Small studios that create niche, unique products and care a lot about their communities (and hire from "within" even) are never going to be able to keep up with EA, Unreal Engine, Crytek, and the rest in engine performance, no, but you're getting something special with their products that you can't get from another mindless twitch MP game. Also, I'm still not seeing where BF3 does half the things A3 does in terms of map sizes, draw distances, and AI. /rant
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Take away all the AI's weapons... Much smaller impact. I can do 100 AI without guns and get ~25-31FPS (pathing and basic routines). Add the guns in, and it's 10-15. Normal is about 34. The combat routines are definitely tying up the CPU somehow (and it doesn't seem related to whether units are in squads or all individuals). This is also related to utilization numbers, as usual. I'm not sure it's bullets/explosions so much, because even when these aren't occurring (fighting lulls), the difference in FPS is minimal. How BIS can fix this issue is beyond me. As is why AI threads should hold up the GPU commands when the CPU is only going at 50% (even though it's capable of more, as when the AI first encounter each other there's usually a few-seconds spike up to 100%). Something that doesn't occur at initial "combat activation/engagement" but does subsequently is definitely a culprit, and fixing that could have drastic improvements, if possible. That's where my CPU limitation is coming from primarily. Also, a note to try disabling GPU optimizations for texture quality (setting nVidia's to "Full Quality" or whatever). That made a significant improvement in my tests. Prerendered frames only changed how smooth the FPS changes were, as one would expect.
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In the video, the Cry response is overblown and the A3 response looks almost just like in the real life clip.
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More like you bought a super-engine (CPU) that needed to use 3 flywheels (8 cores: it's imaginary, k) to get its power to the wheels, then tried putting it in a car/drivetrain that only had 1 flywheel (4 cores). And, yeah, the car also has other issues, like a faulty differential and a clunky gearbox that cause problems for many other people, but then here you are adding to the problem with your exotic engine choice that the car manufacturer never considered something important to design for. After testing more with AI, I've found the clearest correlation is between:GPU memory controller load + FPS It's nearly 1:1 how these move together, along with the actual GPU utilization, of course. A LOT more: Anyone that buys something without research is (apologies to your friend) an idiot, basically. Your friend apparently bought a game for a Mac without even seeing if they had a Mac version available. And it's EA's fault! :D You have a very, very warped and lacking idea of "personal buying responsibility" and due diligence. Should I inject another automotive analogy here, too? "caveat emptor", always. And the rest of your post is the typical "lazy/stupid devs" trash that for some reason hasn't gotten you infracted yet. Usually it's around 2GB system + 800MB VRAM. Tried the startup parameters for -maxmem and -maxvmem (something like that) yet?
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Damn, nice work.
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I get this with full buildings also: they will get stuck inbetween LODs and start flickering every 100ms between two. THAT needs to be fixed first. I saw a lot of it in the video above. It's not just abrubt switches and uncoordinated textures, but also this twitching between LODs. There seem to be a ton of "flickering texture" issues on the tracker for many different textures, so it's hard to just upvote one into prominence. So.... http://feedback.arma3.com/view.php?id=6285
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Helicopters and guns are both really f'ing loud in reality. See how well you can communicate standing 30ft from a military helicopter without shouting. Same for standing in a firing range with 30 people unloading. Hell, just make it 4 or 5 people with assault rifles. I really appreciate that BIS is trying to get the levels realistic this time, instead of making footsteps on short grass half as loud as an M4 on full auto.
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The ultimate thread about Arma 3 anti-cheat discussion
dnk replied to nuxil's topic in ARMA 3 - BETA DISCUSSION
I have played on at least 2 separate DayZ communities' servers, which would regularly see 50+ people playing, one of which has a good number of the highest-player servers on DayZ Commander (BMRF - 3-4 at a time at peak with 30-50 players each, the other is now mostly defunct but was fairly secure in its heyday). These are communities with hundreds, perhaps 4-digits, of players. Yes, they suffered from cheating/hacks sometimes, but what community that large doesn't in any game?On the whole, though, they were well administered, with whitelists and active admins who knew their stuff, and consequently I could count on one finger the number of times I had obvious, clear cheating happening in over a hundred hours of gameplay. There may be "health cheats" and some others happening rarely, but looking through cheat reports lately, more come down to "bugs" than to cheats/exploits, maybe 1 real cheating incident per 24 hours of hundreds of players' playing (players seem to overreport if anything). That's extremely low by any gaming standard. It can be done even for the MP community, not just the tactical realism types with a 30-player base. Understandably, many servers don't have this level of security, and it does take a good bit of knowledge/effort to keep them secure, so it would be best if there were easier options available, especially regarding the low-hanging-fruit sorts of blatant supercheats (mass object spawning, movepos stuff, etc). -
And I'm saying it actually is partially your fault for buying fringe equipment and then expecting every developer to code appropriately for it. It's like buying a supercar and expecting the local mechanic to be able to repair it and source parts for it. Then saying "it's not MY fault you can't fix my car. Stupid/lazy mechanic." "End game"? :D To destroy the universe, of course. Never said it was. Just because someone says "A is a problem" doesn't preclude "B is a problem". You will come up against this sort of logic many times in your life, so it's best to learn now that someone taking issue with one detail does not mean they disagree with everything you say. It will save you and others much trouble. I have little patience for people who read into my arguments everything and anything they want to because they're on full tilt over an issue and can't handle any sort of criticism. Sorry if I talk down a bit, but I'm going to be blunt when you waste my time and put words in my mouth.My point was that AMD users are likely to have more issues than Intel users, here and in general, due to their purchasing less common products (and those products generally being poorer quality for gaming). The rest of your post I don't disagree with. I'm not disagreeing with the fact that some people have issues with under-utilization. Forgive me for not repeating this in every post of mine. You know, you can help prevent this on your side by buying more mainstream products on your next build. With infinite hardware combinations to deal with, developers and such can't always get it right for everyone. Ensuring you have a fairly common setup also helps ensure that you get covered by performance tweaks, "optimizations", and bug patches. Believe I've posted a few long ones about my own experiences, including graphs and such.Here I get a 10-20% drop with heavy AI (but only when fighting) too. It correlates with lower FPS. This happened in A2, though, and it's definitely improved in A3, so I'm not complaining as much because, you know, I expected it. Expecting total engine overhauls with smaller studios is setting yourself up for disappointment, and it creates unrealistic demands on the developers. I think they've already done a lot with the new engine, buggy as it is in alpha, but yes I do hope they can improve performance further. Many of the issues people are calling them out on here, though, are "generalizing personal anecdotes", like that it isn't coded for multicore systems, when clearly it can run just perfectly fine on a quadcore, etc.Because I disagree with these statements doesn't mean I don't believe the individuals are having problems, or that these problems may be endemic (but they may not as well, see below). But I will input my own experiences as well to give another side to the discussion and critique poor logic as I see fit, including defending people who are being told to leave because they dare to have different experiences. They can, but we shouldn't use 3% fringe hardware as a base for the engine's limitations. If all the people discussing 6 and 8 cores in this thread actually have them, then well it just goes to show how an extreme minority can overrepresent itself on forums where the "silent majority" steer clear of the discussion, partially because they don't have the issues and partially because people tell them to "leave and stop bothering us and disagreeing with us", as has happened to me now twice at least.If you have a 6/8 core system, my above comments towards Planetside apply to you as well.
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I was talking specifically about people complaining about 6- 8- cores being underutilized, NOT that the issue didn't also exist for others with 2- and 4- cores. Why don't you try to follow my logic before ranting next time, if you can... Well, don't buy AMD if you want to do gaming. That's been true for some years now. Besides the fact they've been uncompetitive for a couple years at least now, they only have 25% of the market, so smaller developers aren't going to spend as much resources on optimizing for them as they are for the bulk of their customers, who are using Intels. My quadcore is seeing perfectly even usage now. Have you tried the -cpucount= parameter in your startup? Basically, you've bought a processor that almost no one else owns, and you expect development studios to optimize for your 3% clique. Good luck with that reasoning in life in general, but it's only going to end up giving you more frustration than it's worth. Consider this a life lesson. Don't buy cutting edge next time. Actually, knowing what works is as important as knowing what doesn't work. What are you trying to say? Easy game, this. May I direct you to "substantive internet posting for dummies"? Check Amazon for it. It will be helpful in your future as well.
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I've modded in vast overhauls of health in other games. The way I usually do it is to severely limit the actual bullet damage, then set bleeding as the primary killer. A way to do it in Arma would be: Low initial damage, each cartridge has an intrinsic damage and bloodloss coefficient. Each limb has "normal" and "critical" damage possibilities, measured by likelihood of being shot in soft tissue or being shot in an artery. Additional possibilities for limb disablement from severe bone/nerve damage. Torso/chest/neck/head have special system of "normal" and "critical" damages. "Critical" now has an additional randomization between "severe bleeding" (shot to liver, spleen, lungs, major arteries), "extreme bleeding" (shot to heart/aorta), and "paralysis" (shot to spine/brain = instant death in-game). Being shot forces an odds roll which then determines the nature of the wound (so, shooting someone point-blank in the heart doesn't at all mean they're getting "extreme bleeding", the random roll may turn up as a "flesh wound"). Obtaining the percentages is simply a matter of mapping the human body (from 1 or 2 axes) and seeing what %age of each of BIS' distinct regions is appropriate for each type of wound. The hard part of this system is figuring out how long to make it between when someone starts, say, bleeding from the brachial artery, and when they are effectively "out of combat" as an incapacitated wounded (and then how long before fully dead after that). This would require a balancing between real-world stats (which perhaps you guys have - I see one for the femoral artery) and gameplay (perhaps, perhaps not). If you do have any numbers to go on for the various types of wounds, I would appreciate it, as I would like to mod this into A3 as well. This creates a multi-tiered health system of: Fully healthy Light bleeding (flesh wounds) Heavy bleeding (arterial, blood organs) Loss of limb function (bone or nerve injury) Incapacitation (rolling on the ground, unconscious but revivable (but still may die regardless), in shock) Death/out of combat (bleed out, CNS paralysis/damage) Additionally, first aid can be applied (as in ACE2) which will limit bloodloss (partially or fully, but not regenerative). This, in addition to reviving incapacitated soldiers (again, as in ACE2) becomes the role of medics. Currently, they're fairly pointless to have given the extreme lethality of the game.
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Also, toggle zoom in and zoom out effectively change the FOV in-game.
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Almost sig-worthy.Also note that while my CPU only saw about 50% use, it was evenly spread among the cores. For a quadcore system like mine, then, it's not a multicore/monocore issue at all. It may become more of a multicore issue as you move past 4 (looking at previous charts, that seems to be the case), but as I argued earlier there's no reason for anyone to expect BIS to optimize for 3% of the market (6- and 8- cores are such), so let's stop discussing this extreme fringe (that you are a part of).