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BL1P

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Posts posted by BL1P


  1. Oh, that's horrible. There will always be artifacting in game videos because of the high level of detail but that's just way too much.

    Sorry, I've no idea how to help. All I know is that YT has limits for bitrate, so a highly detailed video will be compressed to crap. But why did it work better before..? :confused:

    Yer thats where I am atm, why did it work fine before using exactly the same methods ?

    Really frustrating I presume youtube altered the compression system they use.

    Its so annoying I cant upload gameplay videos to youtube now though.

    Thanks for helping though Greenfist.


  2. Its a good suggestion I will record a tester with sharpen off. does anyone know what the sharpen level should be to be same as before the sharpen was introduced ?

    OK ran the test with sharpen at 100 and then again at 0.

    here is a linkywinky

    Recorded at 1280x720.

    Edited in AE and rendered out at lossless AVI settings.

    Then Encoded in Media encoder with :-

    1280x720 - 30fps - progressive - VBR - 1 pass - target 10Mbs - Max 12Mbs - AAC - 320kbs - 48kHz - stereo.

    I see no difference between Sharpen 100 and Sharpen 0 in respect to the final youtube compression quality.


  3. I am trying to gather information on why all my recent uploads to youtube of Arma3 gameplay are very blurry compared to previously.

    I think its Youtube's compression system that has altered but want to check its not something I am doing differently or Arma is doing.

    Previously I would Generally record in lossles .avi using either Fraps, or Dxtory as the screen capture device then Edit and Render out using After Effects then Adobe media encoder using h.264 to .mp4

    This previously produced very good quality Youtube videos. Now it produces total crap when uploaded.

    Because this all of a sudden produced crap blurry grass and details I tried numerous other capture devices and render/compression apps and settings.

    All to no avail. The videos would look great until placed on youtube then they look crap.

    Nothing I do, can produce a video that when placed on youtube isn't total crap when running around in grass for example.

    Does anyone have some black magic voodoo to get none blurry HD videos onto youtube recently ?


  4. Hmm I have never altered my windows sound settings as far as I can remember so these are my defaults.

    Maybe my speakers alterd it or something but with the amount of people who say its too quiet, I would say that most are on default windows settings.

    RXvCI8I.jpg

    I would suggest that if windows sounds are at default and Acre sounds too quiet.

    Then Acre is at fault and needs adjusting to match default windows settings ?


  5. I have been looking into something else and I thought that you might be interested in it for Uicorrections.

    The problem :-

    When all group Icons (the hexagons) are disabled on a server. Some vehicles still show the leader hexagon and distance to Leader under the hexagon when you are driver/pilot.

    This happens even when you disable everything in difficulty settings on Elite.

    So far my approach has been to remove all group hexagons, which I have done after looking how st_gi worked. but I can't figure out how to remove the distance numbers below the Leader.

    I was thinking you might have a more elegant approach than me or know how to remove the distance numbers as well.

    Heres the code snippet so far.

    class CfgInGameUI {
    class Cursor {
    	select = "#(argb,1,1,1)color(0,0,0,0)";
    	leader = "#(argb,1,1,1)color(0,0,0,0)";
    };
    };
    


  6. Here you go - stops user from getting position from that annoying button. I'm using it for a mod I'm doing but it's cool to share:

    class RscControlsGroup;
    class RscActiveText;
    class RscDisplayMainMap {
    access = 1;
    class controls {
    	class TopRight: RscControlsGroup {
    		class controls {
    			class ButtonPlayer : RscActiveText {
    				onbuttonclick = "((findDisplay 12) displayCtrl 1202) ctrlSetTooltip '..then you would know where you are.'";
    				style = 48;
    				color[] = {1, 1, 1, 0.7};
    				idc = 1202;
    				text = "\A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa";
    				x = "13.5 * (((safezoneW / safezoneH) min 1.2) / 40)";
    				y = "0.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    				w = "1.1 * (((safezoneW / safezoneH) min 1.2) / 40)";
    				h = "1.1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    				colorText[] = {1, 1, 1, 0.7};
    				colorActive[] = {1, 1, 1, 1};
    				tooltip = "If only you could move map to player position...";
    			};
    		};
    	};
    };
    };

    I don't think he was talking about the move map to player pos button.

    I think he was talking about the map crosshair grid numbers at center of crosshair on map ?

    Could be wrong though, Usually am :)

    PS. We use this from Larrow to do what your doing above but yours is funnier :)

    h = [] spawn 
    {
    	disableSerialization;
    	while {true} do {
    		waitUntil { visibleMap };
    		_display = uiNamespace getVariable "RSCDiary";
    		_ctrl = _display displayCtrl 1202;
    		_ctrl ctrlEnable false;
    		_ctrl ctrlsettextcolor [0,0,0,0];
    		_ctrl ctrlSetTooltip "";
    		_ctrl ctrlCommit 0;
    		waitUntil { !visibleMap };
    	};
    };  
    


  7. I've got good news for you.:ill:

    There's no need to stop drinking. :cheers::811:

    ...It's not there.

    Either create a mission and put down a "B_Helipilot_F" and then edit the mission.sqm and replace the "B_Helipilot_F" vehicle with "B_Pilot_F"

    or

    put this in the init of the "B_Helipilot_F" unit.

    "B_Pilot_F" createUnit [position this, group this];deleteVehicle this;

    Thanks goodness for that !

    I dont need to add one was just wondering where the F##@ it had gone :confused:


  8. -Floating objects, all sorts of objects float just above ground level, especially far away objects.

    This is caused by the terrain settings. If the server/mission is set to allow only the highest settings then this problem no longer happens. (a client can do this as well if the server/mission allows the lower levels or all levels).

    We find restricting the server/mission to the highest setting ensures all round sameness settings for all, with no complaints about floating objects.

    Its because the terrain setting not only affects the grass levels but also alters the topography of the terrain, causing objects that should be on the ground to float, especially when viewed over distance.

    Init.sqf example :-

    //--- set object , view , terrain
    setViewDistance 1000;
    setObjectViewDistance 1500;
    setTerrainGrid 3.125;
    


  9. Hello Beazley.

    I achieved a similar result using an init.sqf inside a mod.

    init.sqf

    if (isServer || isDedicated || !hasInterFace) exitWith {};
    if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;};
    	if (!isDedicated) then
    		{
    			waitUntil {!isNull player && isPlayer player};
    			sidePlayer = side player;
    		};
    
    waitUntil {!(isNull (findDisplay 46))};
    
    player setspeaker "NoVoice";
    showSubs = showSubtitles false;  
    ShowRad = showRadio false;
    EnabRad = enableRadio false;
    player disableConversation true;
    
    player addEventHandler 
    [
    "respawn",
    	{
    	player setspeaker "NoVoice"; 
    	showSubs = showSubtitles false; 
    	ShowRad = showRadio false;
    	EnabRad = enableRadio false;
    	player disableConversation true
    	}
    ];
    
    systemchat "NOPV Initialized";
    

    The only drawback we have noticed with this system is the player group leader will call out regroup anytime a Join in progress happens.


  10. I would assume so - I have no idea what would happen if just the server were to run it. I guess it depends on where along the line the AI 'send' the radio messages. It would be an interesting thing to test, so here I go...

    I've just realised that even if one was to include this in their modpack, clients could just delete the .pbo and keep the bisign, and as it won't add itself to the requiredAddons[] array in the mission ArmA would not complain at all. Most people probably won't realise this, but at any rate I'll update this later with a module you can place down in-mission to force the requirement.

    ---------- Post added at 14:28 ---------- Previous post was at 14:24 ----------

    Okay, so I've just finished testing having it server-side only. AI that belong to the server will not broadcast radio commands, but any clients that are not running it still will. Whether they're picked up by other clients that are running it, I'm not sure; I tested it on my lonesome.

    I usually add the pbo manually to the requiredAddons array of the missions so that people cant bypass something we want ran on the server/mission.


  11. I can answer most of these for you :)

    Yes, ownership of all entities in multiplayer get transferred to the server immediately upon a disconnect. This goes for players aswell (HC is simply a hidden 'player').

    Thank you.

    Would that include all patrol scripts and skill scripts that would be running on the AI via the headless as this was not the case before.

    When headless lost connection previously the AI would become dumb when transferred to the server and would cease patrolling etc etc.

    Also I don't mean to sound rude but where did you get your info, as its seems quite informed for a first poster :)


  12. Great news on the don't need to buy it thing. (for some grrr)

    Questions :-

    When using HC or HCs on a single server box (one PC) is it still best to set priority for each instance of Server and HC to not use the same cores ?

    Or does the New HC system allocate, so that not all CPU usage is on one core ?

    Is the BIS recommended usage a separate PC, one for Server and one for HC ?

    If the HC crashes will the AI using the scripts on the biki stop working or will the server take over control of the AI automaticly ?

    Thanks in advance :)

    BL1P

    PS. Feel free to click my donate button BIS and get me beer to the amount it cost me to buy the HC version originally :)


  13. For me the most annoying things about ArmA3 Vanilla :-

    In no specific order.

    No classed restricted weapons And not enough class restricted roles. (everyone can be a super pilot, AT, Sniper medic,Explosives, Crewman)

    GPS can be toggled on by infantry soldiers when not wearing any special equipment. (magical on screen gps display while in just trousers and a tshirt)

    Icons. Dont need them.

    Client side snakes can open doors. (meaning a door will open on the server for each clients snake passing a door)

    Ammo count and mag count shows in top right even on highest difficulty. (no matter what gear you are wearing)

    Peripheral dots still appear even on highest difficulty.

    Shift click wp is available in some vehicles even when its disabled and on highest difficulty.

    With Hexagons off in difficulty, Squad leaders still show up as a hexagon in certain vehicles even on highest difficulty. (littlebird for example)

    Big black crosshair that follows certain vehicles on the map even on highest difficulty. (littlebird for example)

    AI clip and shoot through walls. (grr)

    Everyone can mark everyone elses map. (if it was a bft and class restricted fine but its a paper map)

    Compass doesn't scale with the map scale so you cant calculate distance using the edge of the compass. (in fact just the compass in general)

    Automatic move map to player position even on the highest difficulty. (WTF)

    Mouse movement speed is totally unrealistic (twitch gamer style).

    Medic teleports when healing. (usually into enemy fire)

    Broken Steam browser which replaced gamespy. (Grrrr)

    No blacklist in server browser. (filled with missions for youtube/streamer popularity seekers)

    You cant restrict gamma and brightness server side. (pvp night missions are pointless)

    Autospot off difficulty setting doesn't work in multiplayer. (Meaning players call out AI sentences)

    They kept 3rd person view. (When COD and BF players wont play ArmA because 3rd person is too unrealistic you know its wrong)

    The amount of forum polls.

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