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alanford

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Everything posted by alanford

  1. alanford

    New terrain reveal - Tanoa

    I want to be hyped. i really really do. But the moment I have seen those ground textures I puked all over my keyboard, mouse and monitor. Cleaning all that up ruined the hype. Now I'm just disgusted. https://i.imgur.com/YZU2ixd.jpg (175 kB)
  2. alanford

    JSRS3: DragonFyre

    Hey LJ. Thanks for the updates, but honestly your work is so amazing already, that these updates really aren't needed in the first place. :D The real problem is that we can only watch these videos and then cry ourselves to sleep because we can't use them. Until multiplayer starts working this is nothing more than a teaser. And a brutal one at that. Soooo, do you think you maybe could drop us a hint when the new script will be ready for use? And as always, THANKS for all your hard work!!! :)
  3. alanford

    New terrain reveal - Tanoa

    "0:55 rip fps in multiplayer" HAHAHAHAHHAHA
  4. alanford

    Blastcore: Phoenix 2

    I am sorry for the ignorance, but I do not have the time right now to read through 40 pages of flaming and bickering. Could a kind soul explain to me what the issue seems to be the with phoenix 2, and what's hopecore? cheers!
  5. alanford

    Blastcore: Phoenix 2

    oooooooooooh so that is why the AI kept shooting at me through the smokescreens. See, I never knew why that was, and I thought either something was bugged, or the ai is ignoring smoke completely. So can we somehow disable the larger smokescreens ourselves? Because this is actually completely gamebreaking, now that I realise what the issue was.
  6. alanford

    co10 Escape

    found this bug as well. I assumed it was a random headshot. I also assumed it may be something with my modset. But this is defenitely occuring.
  7. Hey! Thanks for the attention. We are running a dedicated server. The dedi runs at a steady 45-50FPS. The network bandwidth is 800kilo bytes per second, and there's about 6 of us. The mission we are running is basically a heavily scripted AI spawner. It keeps spawning units in a radius around us and giving them patrol/move orders. Specifically, the mission is http://forums.bistudio.com/showthread.php?190421-co10-Escape&p=2910415 The mission spawns server side AI. The clients (players) only shoot. There's about 200 units spawned at any one time, but only about 20 inside 500m of the player. As far as I know there's no heavy client side scripts running mission wise. The scripts are tort's weather, a revive script (I think it's Farooq's Revive) and some other asssorted scripts, like drone hack and other small things. The clients are running are: @CBA_A3;@ace;@st_stamina_bar;@Blastcore-A3-Phoenix;@ASDG_JR;@hlcmods;@sthud;@PsyLandRover The server runs: @CBA_A3;@ace;@ASR_AI3;@ASDG_JR;@hlcmods;@bCombat;@PsyLandRover;@sthud I have tried investigating this finding the problem myself, but with my limited arma knowledge I couldn't find the solution. Things that might be important: we were running AGM when we player back on the 1.32-6 builds. AGM ran fine and we got playable FPS. I had about 40, and the person with the problematic PC had "playable" fps (I don't have hard data sadly). Also it may be of interest that we didn't have the agm medical system enabled, but now with ACE we had. I also removed quite a few of the AGM components, if you think it might help pinpoint the issue I'd be glad to list them all, but at this moment I will not because I would need to download agm and manually check. :) (we had a couple months long arma pause now, so we are back with 1.44 :) ) Another interesting thing was that before the mission starts all players are flagged as prisoners, and the enemy AI ignores us. At this time, everyone had nice stable FPS (but much lower than stock. A player reported going from 80 to 40 even at this point). When we picked up our equipment and started shooting at the enemy the FPS dropped severely. And the person with the slowest computer reported huge (6 second) delays when opening the inventory. And severe stuttering. (stable fps at about 15-20 and then a 3second long freeze when he tried aiming down the sights or doing other things) In the mission editor I played down the ACE medical system and selected it to be basic. I also placed down Advanced ballistics, hearing, interactions and weather. An observation I made was that despite of me enabling the interactions (team management) there was no option to select a fireteam by color, or infact choose to become a team leader. Also missing from the interactions menu was the entire interactions submenu, so when aiming at a dead AI or a live teammate and using the ACE menu I didn't get the options to check inventory, carry, drag and I didn't get the option to diagnose. These things did work when I was testing the mission solo. (using the dedi server) My thoughts: maybe there were some conflicts with the mission scripts, such as revive and tort's weather? Here's the rpt file from the session with lags. uploaded to dbox: https://www.dropbox.com/s/os3rpvztzxhcxlv/arma3_2015-05-23_21-06-55.rpt?dl=0 and on pastebin http://pastebin.com/bT6CvzR4 Please do respond. If we could find a solution that'd be really awesome because your mod is just the best thing ever. :)
  8. So, considering that we can not play with stock ACE due to the huge FPS drops, can you tell me what we can do to try to mitigate the performance hit ACE has? Disabling certain PBO's, and avoiding using certain mechanics? PLEASE I want to use ACE :)
  9. So we've tried ACE, and everyone saw SEVERE fps drops. Has anyone else noticed that? Like we went from 60 to 20, and other from 30 to 5. Unplayable :(
  10. Okay so I have made a short video of some AI doing their thing. I don't think bCombat is working for me, but can you look at the video and tell me whether or not this is expected behavior? The AI have not cleared a building when they knew an enemy as inside. And they had VAST numerical and tactical advantage.
  11. Can somebody offer me some insight into how the new zeroing works? All the bullets are landing waay of the zeroed mark. It even seems like the ACE zeroing is not zeroed to 0meters but is zeroed to wherever the scope was zeroed by default. So for example if the DEFAULT HUD ZEROING SAYS 300M and I use ACE zeroing to set for 200M the bullets hit on 500M instead of 200Meters. Is this correct? https://i.imgur.com/qFs780X.jpg In this random arma 3 image, in the upper right hand corner it says 100m. This is the zeroign I am talking about. So do I need to use ACE3 zeroing to ADD meters to that DEFAULT zeroing? So for example on this image, if I wanted to hit a target at 500m, would I need to set the ACE3 zeroing to 400m?
  12. alanford

    co10 Escape

    Hey neo and scruffy. Thanks again for your stellar support. I am spamming you a lot for this mission, and you keep patiently replying. Thanks! :D Okay, so here's a batch of questions more: If I wanted to add Land Rover Defenders into the game would this work: Adding defenders to random patrols: (assuming the defender has 2 seats in front + 4 in the back) Adding defenders to roadblocks: (could you offer more documentation on this, how do I set the amount of people manning the defender? will it be a driver+gunner by default?) Adding defenders to ammo depots:
  13. Okay so I need to change the loadout of some default unit classes, such as "O_medic_F". And I can not use the standard way of doing it via initexec and adding the "RemoveAllItems this ;" and then adding items. I have to edit the actual default config inside the pbo files, because I want to change the units in a mission that randomly spawns units. I am assuming there's a CfgVehicles config file somewhere? Where can I find it? I've looked through all the characters_f pbos...
  14. I have 2 weird new bugs, which were not present when I installed ace. Dragging stopped working. So i can not drag anyone. The animation starts, and my character gets into the dragging pose, but then can not move. I can rotate it, but not move backwards. Also, PIP scopes stopped working. They behave like regular 2D scopes now. Any ideas why that happened?
  15. alanford

    Changing loadout of default units

    Okay, thanks for your feedback. So I have googled and read about replacement configs a bit. this guide seems nice: https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial however some parts seems redundant to me: I know exactly which units I'll be changing, and their unit class. Do I still need to do this step? But there is also no detailed documentation on how to correctly write the config for replacing stuff. So for example, if I wanted to change the gun of every "O_Soldier_F" would this be correct? class CfgPatches { class replaceGuns { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"replaceGuns","HLC_Core"}; }; }; class CfgVehicles { class [b]A3_Characters_F_OPFOR[/b]; class O_Soldier_F: [b]A3_Characters_F_OPFOR[/b] { linkedItems[] = {HLC_AK74","HLC_Ak74_Ammo","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; };
  16. Hey mate. I thought so. :) I downloaded the prepacked zip you published and that fixed my problems. Works just fine now. :) This may be a hint to you as to what went wrong, if you are interested: the files i downloaded following your instructions didn't have the SweetFX folder. However the zip i downloaded from your prepacked v5 download you posted some pages back did have a sweetfx folder. I might have dont something wrong though. Well, it works now. :D cheers
  17. Is it normal that all my gamma is gone? so, to illustrate, with your recommended settings all ym menus have lost ALL contrast. they are pitch black with white letters. Also the game is SUPER DARK, and even the menus have changed color. Forhtermore even if I disable the app using scrolllock i still have a darker screen. So, is it correct that even though I'd use scrolllock my whole arma should still lookd differently? or is the near pitch black interface normal? as it is right now I have to put gamma all the way up to 2.3 to get the menus look like they do in vanilla.
  18. i5-3570k no oc 670gtx 8gb ddr3 edit- it may be worth noting that the fps actually doesn't drop, but i get stuttering. and i've no other mods running. And the AI, and mission is run by a dedi server.
  19. I am having some huge gamebreaking bugs. 1. enemy Ai takes 1000x too long to kill. Like, 50-100 MMG (7.62mm) round. 2. whenever I get hit the screen shakes severely 3. whenever I get hit my character ignores my commands, runs about 3 meters forward and jumps to the ground 4. whenever I get hit there's serious ragdoll bugs 5. dead enemies have serious problems with ragdoll physics 6. I get HUGE lags when accessing the ACE menu
  20. hello. About 6 months ago I tried installing bcombat on a dedicated server and the whole thing did not work. Have there been any changes? Can I somehow get bcombat to work on dedi now? Also, how? And if there is a way, there surely must be a way to verify that the mod is running correctly, yes? thanks!
  21. alanford

    co10 Escape

    Hello! Thanks for the hard work and the update you have released. We've played the new mission, and everything feels just that one nice bit smoother and tighter. We've had one of the best games yet. Lovely. Just a qquick question: with the reworked ai scripts and new ammo depot handling, is it now possible to switch entirely to a custom weapons pack (HLC)? Can i somehow make the AI use toadies guns and make the HLC guns spawn in ammo depots? But MORE importantly, we want to use ACE medical system. Now we can get the supplies from existing loot (medic supplies, and first aid kits) but we need to remove the existing revive/drag script. We want to use the ACE implementation, and use ACE to prevent death, so that we dont die, but go unconsious. Can this be done? cheers!
  22. So given the limited documentation, let me see if I udnerstood this correctly: In order to use ace3 I need to install a bunch of python and other coding tools to build my own version? There isn't just a normal mod download that everyone can use?
  23. Hey neo. Could you also include a changelog?
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