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OMAC

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Everything posted by OMAC

  1. EXCELLENT!!!!!!!!!!!!!!!!!!!!! Thank you for checking it out, DnA. Let me know if you need more info, dumps, etc. BTW, A2/OA beta 82448 is really, really good.
  2. Yes, I've seen that a few times in last two betas, but only for a split second. I have not yet seen it this beta. The current beta is solid as a rock so far. Awesome speed, PMC video flickering fixed, generally kick ass. It feels really good. More comments to come. Great job, BIS! ------------------------------------- As others have said, mission load times are perhaps a bit slower, and FPS is maybe 1-2 fps slower than 79600 (48/49 on bench e08). But regardless, this beta rocks the house BIG TIME.
  3. Thank you, Coffeecat! -------------------- I played it from my Scenario list, but couldn't figure out how to play it in the editor. There was a little stuttering at the beginning (beta 82448, not this one), but after that it ran fine. After the e01 bench was over, I found myself near good ol' Novy Sobor. I've never seen Chernarus look so beautiful. Did you enhance the colors or something, or remove some realism filter that dulls the colors for normal A2? The whole place looked like eye candy, like Crysis!
  4. Beta 82390 has the same grim crash on exit. Not good.
  5. Coffeecat, How do I install that video test to try it out?
  6. This "constant stuttering" is entirely different from the video playback issue?
  7. BIS Developer DnA confirms that the preview exe should be renamed to TakeOnH.exe (or perhaps takeonhdemo.exe) to get SLI to work with NVIDIA drivers.
  8. I get the same behavior with flickering PMC cutscenes in this beta, using no allocator in the command line. I also get 46/49 fps in bench e08, the worst I've seen in quite a while, but results are variable, as is the PMC vid flickering. And what's all this about disabling HT? Does BIS recommend that everyone with an i7 do that to play A2 CO?
  9. Darn. I'll test again with no allocator. ------------------------------------------------------ Testing with no allocator: Several of the "complex" cutscenes ran perfectly (second-to-last one, #3). I aborted out of them while playing. Then I played cutscene #1, and it flickered. After that, all of the complex cutscenes flickered. Quit, started A2/CO again. Even cutscene #1 played fine. Aborted out of it, played cutscene #3. It flickered. It seems that aborting out of a cutscene causes instability. I didn't see this when malloc=3 was in the command line, but that requires more testing to confirm.
  10. OK. When I tested this beta yesterday, I did NOT use -malloc=3 in the command line, as I thought that it would have been integrated since 82282. I added malloc=3 today, and, happily, PMC cutscenes 1, 3, and the second-to-last one (after PMC09 mission) all run PERFECTLY with no flashing at 60 fps. Yahoo! There should have been instructions to add malloc to the command line for this beta, or, even better, have the shortcut to run the beta already have malloc added to the command line in it. I do find that, in BAF Lancers, a following AI-driven vehicle does get held up at T intersections, but less so than before this beta. Most of the time they do make it through, even if "Away" is displayed for a while. I think they are more likely to get held up when passing through "urban" areas, especially where T intersections are present, as others have noted. A perfect way to test this beta is to run Lancers and count how much time "Away" is displayed for the following vehicle when there is no fighting, serious obstructions, or anything else that could substantially hinder the vehicle. All too often, more so before this beta, if the two vehicles are stopped together and regrouped, and the lead vehicle takes off down the road at normal speed, the following vehicle doesn't keep up well and often gets lost, even if no obstructions or other vehicles are present on the road. This should NEVER happen IMHO.
  11. Some PMC animations (cutscenes #1 and #3, the ones with the strange coloration, smoothing, and fancy blending of frames) flicker worse than before, this time at a higher frequency. Most of the other cutscenes are fine, including #2. I haven't tested them all. I played most of BAF Lancers mission, and AI driving object avoidance and following seem a little better. You know that burnt-out truck in the road just east of Feruz Abad? My AI driver had trouble navigating past it when I ordered him to. One time he kept moving in a circle near it. No crashes, BAF feels real smooth and fast.
  12. It is maddening when you are leading/commanding a column (as in BAF), and you see the dreaded "Away" notification on the icon of the vehicle following you (or soldiers for that matter). You look back and the following vehicle is meandering around avoiding an invisible obstacle in the road. ARRRGH. Gameplay is severely compromised. AI driving and object avoidance are obviously very difficult things to program! For AI drivers, is there a way to have them "ignore" all obstacles below a certain size, so that they can keep up with you and the commanding vehicle better? You would want AI-driven vehicles to sustain damage by running into objects, but there must be a way to improve following, and it appears that BIS is now working on it. :bounce3: Thank heavens. Go BIS!!!!!!!!!!!!!!!!!!
  13. Got it. Thanks. I agree. -------------------------------------------------- malloc 0 - 48/49 bench e08, no crash 1 - 48/50 bench e08, no crash 2 - 47/48 bench e08, no crash 3 - 39/40 bench 1, 48/50 bench e08, no crash, smooth 4 - 48/crash "reinforcements"
  14. How is this possible? The preview didn't even exist when 275.33 came out. :confused: Even if those previews exist, they don't match the name of the takeonpreview.exe! How could SLI work properly in that case? Yes, now I see them. I unchecked the "show only programs on my computer" and they appeared. However, I still don't know how those would work for takeonpreview.exe, unless you rename it. In any case, the NVCP doesn't think they are on my computer, which they are not.
  15. Thank heavens, Zipper5. I apologize for harping on this crash - I was worried that I had messed up my settings and/or profile. You wrote in your other post, "I guess Take On has had the same changes recently which causes these errors." That makes sense to me. I don't understand what you mean by "I don't believe it has anything to do with the Take On Community Preview." I think that the recent OA betas and the ToH preview (beta) have the problems which cause the access violation. Let me know if you disagree. Alex72, So the non-functional uninstallers are a new "feature"? Removing (or renaming) the beta folders is easy, but uninstallers are included with the betas - it's a little odd that they don't work now, no?
  16. I have not been getting any CTDs, as I have ATOC set to 0, but I haven't played the beta for very long periods. Has ANYONE experienced an ACCESS VIOLATION crash upon exiting A2 CO? That's the only time I get crashes with the latest beta, and with ToH preview. Also, the uninstaller doesn't work for this beta, as was the case for the last two betas.
  17. The only reason I'm worried about the crash is that I'm wondering if I have somehow messed up my video settings or profile. Has ANYONE seen a crash of ToH upon exiting the game? I hope I'm not the only one.
  18. All I can say is use brake, slow your drop with analog throttle, and use bank left ("A") when landing to have left skid hit ground first, or you'll roll over. This advice comes from experts in this thread.
  19. Will do. DirtyDeeds - you are correct. Renaming the exe to arma2oa makes both gpus run (more or less) evenly. http://tinyurl.com/3skvqxl
  20. Yes, PMC animations still flicker in this beta. malloc=3 seems best so far - 40/39 fps benchmark 01, 48/50 fps benchmark e08, no crash on exit. More testing to come... malloc=1 is a very close second, though.
  21. I ran benchmark e08 and got an ACCESS_VIOLATION crash when using malloc=4. The crash occurred on exit. I get the same bad crashes on exit of the ToH preview: http://forums.bistudio.com/showthread.php?t=121432
  22. The above suggests that SLI is indeed not working properly, although the game seems to play fine (except for crashes on exit - another problem). ---------- Post added at 07:39 AM ---------- Previous post was at 06:30 AM ---------- When flying with auto trim off, there is a frequent need to correct a rightward roll by pressing the A key (bank left). Is this normal in heli flight?
  23. Thank you, Zipper5. I never got such crashes in A2/CO until I installed the ToH preview, even with 82128. Using A2 profile, after messing around with ToH visibility settings, then both A2 and ToH started to crash on exit. After making new profile, only ToH crashes. However, now I'm using 79600, which is quite stable, as you know. Do you get the ACCESS_VIOL crashes on exit from ToH and/or A2/CO? Does loading saved ToH games work for you?
  24. Thank you, Suma. The malloc refers to RAM, not VRAM, right? Should I maintain my "default" video memory setting? Has the PMC video flickering been fixed?
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