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NeoHazard

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Posts posted by NeoHazard


  1. AI switching positions within a vehicle.

    AS IT IS, when I want an AI to move from a seat position in the a bradley over to the gunner position instead of just going to that position from within like the player can do, here's what happens....

    - Command AI -> Move to Bradley gunner position

    - AI disembarks

    - AI does a pirouette

    - AI falls to prone and scans horizon

    - AI stands and gets coffee and some blunt wrap

    - AI smokes blunt

    - AI gets in a crouch, scans Horizon

    - AI gets shot in the head by enemy. OR ME BECAUSE I GOT SICK OF THAT SH**!


  2. Anyway, the civilian expansion module does seem to have quite a negative impact on performance. Perhaps too many polygons. The original civ module when used in chernarus while navigating chernagorsk didn't have such a lofty impact. It's ok, I'll go for less turbans in my private mission making.


  3. HOLY CRAP IN A HAT UPDATE: I'm surprised at myself for not trying this before... but I just made a mission with the mission editor... basically just put a player unit down in the center of zargabad town just to start seeing if any externals such as AI, or Modules were causing the game to slow..... WOW, with just me in the center of town it was smooth as butter. I couldnt believe I was actually walking around with that amount of smoothness. Easily a 20FPS bump.

    I know someone mentioned that the ambient civilian expansion module caused a slowdown.... I cant believe it would be that much. all they do is walk around and flee... and theres not that many of them so I cant imagine they would cause that much trouble.


  4. I did a search for this kind of scenario on the forum but couldn't find any matching results. The closest is zargabad=lagabad, but this is a little more specific.

    I generally want to try to play Arma2/OA at its full graphical potential. Most of the time I can in Chernarus, Takistan, Utes, Desert, and outskirts of Zargabad. This issue comes from when I play in the streets of Zargabad and get the slower frame rates and stuttering when turning around (loading textures I presume).

    I opened up my task manager and gpu monitoring software to see that my hardware is not being fully utilized:

    (sorry for the uncompressed/unresized image, I wanted you to be able to see the meters accurately)

    [MG]http://img69.imageshack.us/img69/1439/a2oaperf.jpg[/img]>100kb

    This is immediately after some gun fighting near the mosque toward the center of the city facing the depth of most of the buildings where I experience the most lag in FPS. All graphics set to 'Very High', AA set to 8, 1920x1080interface/3Drender, 10000 visibility.

    I'm wondering if anyone knows why this is? Is it a RAM/HD access bottleneck of some kind? Or is it purely the way Arma functions?


  5. @ NeoHazard

    A lot of the time things that are seemingly unrelated in code, or related in ways not known to a certain programmer, will affect eachother. This means that one can't just say that one should go through checklist X when having tinkered with Y.

    They'd practically have to go through half the game when making any changes to the engine or inheriting configs to cover the checklist, so it isn't really feasible.

    Sure, some areas are more or less likely to be affected, but it is still a way too great scope to be feasible for BETA patches.

    Also, of course they are trying to make it run for everybody. Shouldn't the game run at all first, before tinkering with the polish?

    I wonder if the game will ever be truly polished. Base Arma 2 still isn't polished. Arma 3 will probably be around in 2 or 3 years maybe whilst hardware will just be coming out that can run the current application.

    It's all good, I seem to be able to play the warfareBE mission on zargabad pretty well so far. Although those mission restrict visibility to 4000 tops which is significantly less than I was playing at.


  6. yea, sorry. this game isn't going to work for you. I remember way back when I first learned of the disappointment of laptop internal graphics. From that moment on a spark was lit inside me that I had to build my own computer. It took me about 4 years of waiting before I could allow myself to afford it due to school.


  7. Yes to add to my previous post. I don't mod this game, always been vanilla. The only change recently is this patch and I've been experiencing more crashes now unfortunately. Before with one of the old beta patches I only experienced one CTD with the bear rising mission, otherwise I was crash free. :( performance seems to be dropping more too. It's just never consistent, even if I turn the view distance down to 6000. I'm beginning to think about shelving this product until it becomes an actual quality releasable sim.

    I'm noticing too many details missing which I would have thought after some 10 years of this company working on iterations of this material on the same engine that they would have streamlined their design process. I would have created a checklist for each item in game to go through and verify that it was completed and working prior to launch... example....

    "tank" apply- M1A1

    [ ]turning properties

    [ ]suspension properties

    [ ]speed properties

    [ ]damage modeling

    [ ]visual modeling

    [ ]visual animation modeling

    [ ]position switching

    [ ]driver position mount/dismount area

    [ ]driver position in/out

    [ ]driver position viewpoints

    [ ]commander position mount/dismoint area

    [ ]commander position in/out

    [ ]commander position viewpoints

    [ ]commander aim attributes

    [ ]commander weapon loads

    [ ]commander weapon recoil

    [ ]commander weapon shell expulsion

    [ ]gunner position mount/dismount area

    [ ]gunner position in/out

    [ ]gunner position viewpoints

    [ ]gunner aim attributes

    [ ]gunner weapon loads

    [ ]gunner weapon recoil

    [ ]gunner weapon shell expulsion

    ...... this was after a few minutes of thought. After so many years you would have your checklists so detailed and refined that you could ensure every detail was marked off on every new piece of content. I know you have a team of different people working on seperate content at the same time and some people probably aren't as detailed as others so they need a checklist to follow.

    It seems like the developers are too worried about making the game run for everybody, instead of being able to focus on making the game what is was meant to be. Something is wrong here.

    You can do this for all elements of the game.


  8. WHOA WHOA WHOA WHOA WHOA! I was skeptical at first.... and at first I thought I was right because I didn't see a change. I then tried one thing after installing this patch, I deleted my config file to get a fresh makeup. NOW, I definitely notice an improvement in framerate in zargabad with civ module, animal module, specops, numerous AI and max graphics, the sim is playable within the city streets. I can only imagine it will get better from here :D I'm sure there are many more optimizations possible, but at the moment this new memory handler is a plus for me!

    EDIT: AW NUTSACK! My mission just froze. I was able to ALT-TAB out to find a "Program has stopped working" message tho. So at least it wasn't a full on meltdown. I haven't had a freeze since trying the mission "Bear Rising" in OA. I must also mention that I alt-tabbed out to turn on FRAPS to get a look at my FPS. So, it could have been a mem corruption when I parcelled a slice of RAM for the use of FRAPS.


  9. I've only skimmed a little bit of this thread and I agree with so much of it. I didn't read enough to see if the suggestion for tanks and other armor weapons recoil was mentioned. I brought it up in my thread about the Stryker. I would love to see the cannons of these vehicles rock the suspension!


  10. <object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=1qUSOeF3tas&hl=en_US&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=1qUSOeF3tas&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>



    Just gotta say yes, this is pretty unrealistic. This is totally stock vanilla A2OA

  11. I kind of feel like making a thread to point out vehicle technical problems.

    I have been using the M6 Linebacker and ther turnout position for the gunner isnt complete. There are sights on the top of the cannon that would indicate that external firing would be possible, I can't use the optics button to engage the sights. I can't operate the turret at all from the turnout position.


  12. Hello all. I'm just reporting a small problem I'm having here. I noticed this while fooling around with my ambient occlusion settings in Nvidia Control Panel.

    First, I currently have Nvidias AO turned off.

    Second, I have my post processing effects set to Very High.

    Here is the issue, I never noticed the games native ambient occlusion until just recently when I reselected Very High in the post processing effects setting in the graphics menu of the game and it all showed up.

    The problem is that every time I restart the game, the POST FX setting seems to revert to a lesser level, yet the options menu still shows it at 'very high.' So when I click the option for Very High again, all the ambient occlusion shading reappears.

    It's just kind of a small bug for me. I don't want to have to reset the settings over and over. I thought for a minute it would be because I had my config file set to read-only so I unchecked that and let it set and save settings, after a few test restarts, all the same results. Still have to reset the settings. I'm not into testing all the other settings to see if theyre reverting too, but I can see that happening just as well.

    UPDATE: I tried forcing the postfx in the config file, no joy. Still looking for a fix.

    Anyone else having this problem? Any developers have any ideas?

    __________________

    /////|NeoHazard|/////

    AMD Phenom II 955BE @3.8GHz

    4GB OCZ Platinum 1600 7-6-6-20

    EVGA Geforce 480GTX Superclocked

    ASRock 790GX

    WD Black 640GB 7200RPM

    Samsung 23" 1920x1080


  13. SSAO is in Arrowhead by default, getting activated by Post Process Effects - Normal -> Very high.

    So if you dont want it, set PPE to LOW, everythiing above and on normal will activate it.

    Performance drops in areas with a lot of objects (trees, grass, buildings, chairs etc), on desert maps it is perfect though.

    I've never really noticed much of a native ssao in the sim. Most of what I see is dynamic shadowing, but not much along the lines of soft shadowing from occluding surfaces.

    EDIT: I just fiddled with the POSTFX settings and switched them a little and I noticed the changes in the ambient occlusion. It's very subtle. Thats good tho. I'll leave Nvidia MegaAO off since it messes with the thermals.


  14. well, and it seems MGS is also missing FCS features.

    It is really hard to hit anything above 800m

    Also agreed. At least some ability to calibrate the sights would be nice. I'm finding it very difficult to be accurate with what the simulation gives us here. Right now I just kind of have to calibrate myself and learn the projectile arc:distance relation.


  15. Yes, I'm agreeing with everyone here. The commander position needs to be installed, the guns corrected, the shell dispenser placed.

    I was wondering about this though, so I loaded up the USMC M1A1(just to be safe) just now and took it for a spin through the ditches of Zargabad..... and as I impacted the valleys of the ditches, clearly suspension was being displayed in a very nice way with the wheels popping and the treads conforming to the terrain. The ability is clearly there, and when I went to the gunner position and fired the cannon.... like a rock.

    I think they'll fix this somehow. It might not take those complex preprogrammed animations after all.


  16. @NeoHazard

    Which post fx settings have you set in the arma oa options?

    I set very low and after enable AO in the Nvidia CP (GTX 470) i lost 40% FPS.

    I have post FX set to 'Very High.' I haven't tested it on the other settings to confirm any performance anomolies. So it goes, this sim is finicky about its consistency across hardware combinations.


  17. Also, there is a Coaxial M240 next to the turret, not an M2. The M2 should be for the commander or something when turned out.

    http://gallery.kitmaker.net/data/22000/08140028a.JPG

    (It's that boxy thing above and to the right of the canon.)

    Yea, I noticed this in the video as well.

    Actually, shockingly I'm just now noticing that after getting in the Abrams, no recoil on that either. I would expect some. It would be a nice touch to have this. I'm also guessing this would have something to do with the lack of physics modeling in the simulation?

    Without some rudimentary physics to be able to calculate the pressure according to the direction of the gun firing, it would be hard to model the jolt in vehicle suspension.


  18. I was fooling around with the Stryker MGS just now. This thing is a beast, but right now I think it needs a little tooling.

    As it is, the vehicle model in the simulation has absolutely no recoil from the cannon through its suspension. When I loaded up my mission and walked up to it, I remembered seeing videos of this thing firing, and it bounces like a lowrider.

    Example: http://www.youtube.com/watch?v=41CpIA1Jytk

    Also, notice in the video how the turret poops out the casings.... very awesome and absurd.

    Another point of order is commanding the driver from the turret position. It can be a bit cumbersome to get him to move forward and turn out of an idle. This can make manuevering through urban areas pretty nasty as the AI doesnt understand subtle movement.

    I'd love a revamping of this machine in a patch lol.

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