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dar

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Everything posted by dar

  1. @Unsung Team: Thanks for the response. I'm looking forward to 2.6 and the new models and maps. Can't wait for it! On the performance issues: I'm using a GTX660 Ti OC with 2GB memory, i7 3770, 16GB Ram and a special SSD only for the Arma Games. Furthermore I'm using every perfomance-gaining trick that is availabe (command line and .cfg files). I should be able to run the game smooth (which it does, in most of the cases if you don't take Zargabad downtown into account). Still the Unsung maps from 2.5 all have their fps drops to ~15 in the jungles or vegetaded fields, even with View Distance down to 1500, which is half my normal. I'm running Unsung with Ace, Blastcore, JSRS and a few other mods but that shouldn't be a problem. Anyway I'm gonna run some tests on Cao Bang. EDIT: Testing done. ~17fps when walking around at "Lang-tra", View Distance 2500, All settings maxed out as usual, no AI but me and my squad around. No objects placed, no modules, nothing.
  2. Hey great work on that mod. Glad to see it is still being developed further. Just digged up 2.5 again and created an MSO on Lowlands which is unfortunatly the only playable map atm due to horrible performance drops on the other maps. I didn't browse through the last 33 pages so I'm sorry if this has already been discussed but what is the status on those fps drops in heavily vegetated areas? Are the low res weapon textures and models being attended?
  3. Editors Question @theDevs: Where exactly is "mso_fnc_hasRadio" defined. I just can't dig it up. But I need to modify it to not depend on ACRE. EDIT: Nevermind: Found it - searched fnc/functions folders all day and now its located in an init.sqf ... my bad
  4. Here is my current feedback for "Win": I did quit the Episode in the first mission during the "Flanking" around Neochori. It is unplayable. I'm getting around 30fps on idle walking but as soon as any unit starts firing and AIs are engaging each other, the performance drops below 20 at once. And that is unplayable. My rig is todays upper mid-end, My cores are all unparked and assigned to the game, my graphic settings are moderate/high (that doesn't really matter - Settings low and ultra have a 1-2fps difference) with fps-killer ambient occlusion on the lowest setting, vsync off, view distance 2.5k and all those startup paramteres like "-maxmem etc" are enabled. Question to those who finished it already: Are the upcoming missions less CPU-heavy? Anybody else facing this? Will it get better during the episode? Should I just endure the low fps on this mission to continue the campaign? Otherwise I will wait for optimizations. That will hopefully arrive sooner or later. After all, my PC isn't that bad - I don't want to know what people with less powerful rigs think about this.
  5. Awesomeness detected. Will there be an addon version for this?
  6. dar

    A storm is coming (Arma 3 Zeus DLC)

    For me it sounds like a user-friendly rip-off of MCC Sandbox. I doubt it's bigger than new gamemodes or a Coop Campaign (remember Twitter?). But lets see how it turns out. Will there be the option to let a semi-AI control/be Zeus? Or is this planned in the future? I think this would be totally awesome. The highest dynamic ever seen. Because as for now, I for example see no big fun in being Zeus. It would only pay out for big comunitys with a lot of players - the way MCC is used to create dynamic missions.
  7. So why are people talking about using it?
  8. Where can I download KAI? can't find it anywhere. I'm using a mix of GL4 and dapman_auto (AI will tend to their wounded)
  9. Awesome! Dowloading ASAP. Only bad thing is its dependency on A3MP. Damn CA bug disables saving/loading so this limits the possibilites for SP/COOP creators. Still will be a lot of fun doing some jungle combat.
  10. This is freakin awesome. I'm looking forward to try this with Arma Samples Mod, once it is released. And your vehicles, of course! (Maybe with engine sounds in the future :) ?) Finally we've got some proper units for the A2 Maps. Btw You should team up with Ohally and his Agressors Mod, I think this would be a coorporation everyone would profit from.
  11. Hey, first of all thanks for this awesome toolbox. But unfortnatly some of the Squad Menu tabs are not working for me. That would be the Stealth/Combat/Aware/Safe/Careless panels and the PopSmoke panel. Clicking these will have no effect. It doesn't matter wether I have units selected or not. Are these still WIP? I wondered because at least that behaviour things wouldn't be too hard to implement. Furthermore - The "Take Cover" button sets my guys to stealth mode. Wouldn't the Arma-engines "Find Cover" (1-8 with keys) be more suited for this action?
  12. dar

    Arma3 - AGGRESSORS

    Yes :yay: Finally some foes to fight on Chernarus and Takistan.
  13. Seconded, as posted before. Please enlighten us.
  14. Just finished it. To sum it up: Fantastic. I can't wait for the next episode to be released. The story is really awesome and believable. That mysterios Miller-plot... - I'm really looking forward to what's about to come. 2 things that bothered me: 1. The scouting took hours. While it is a nice feature, I think it should concentrate on areas close to the camp. Especially during the last stage (Topolia or something), you will have to drive and walk (in case you're atv scratched a fence or something and was instantly disabled) for hours to get to those locations. In most cases I did never reach the target area, because I got shot by some tank standing 1km away from me, or a static GMG somewhere at a towns entrance. really annoying. 2. The mission where you've got to sneak through enemy territory to rv with Miller at the boats. It's insane, the AI will spot you every time, poceeding without contact seems to be impossible, I had to stick by the coast to the right and bypass the whole area to accomplish the mission. Apart from that, the missions were great (diversity, yay!), music was good, voice acting was great, waiting for AI squad to regroup in combat situations was not so great (since 2009, Bohemia!, do something about it already!).
  15. Awesome. Love that animations. Quick question: What Injury/Revive Mod are you using there?
  16. Quick update on my tests with your mod in Arma 2 OA: Debug will not work. Combat behavior is far better than any AI mod I've seen so far. BUT the AI is severly bugged DURING (sometimes) and especially AFTER a firefight. Looks like they're jerking and twitching around, often stuck in a position for half a minute before moving again. Twitching noted during walking, and standing. So: No advise to try this atm. Will test with upcoming versions.
  17. Ok, I'll see into that. Thanks for the support. I'm no professional, but if you want to load it after the character config, you could either replace it with the A2_Character_whatever or set up an initalization delay in your config.cpp?
  18. @fabrizio_T: No, you got me wrong. I don't like PwS for A2CO, I still use the old one (2.9.7pre), and downloaded the mod via your dropbox. Its just, when I load it into a preset as local mod (not Six-updated, downloaded or dependend), Six is recognizing it as one of the Six database mods for A3, so it will show "incompatible" for A2 and will therefore not load it on launch, even if it is in the preset What I suggested was that you simply remove the requirement tag in @bcombat/addons/bcombat.pbo/config.cpp and ask the Six team to remove the incompatibilty. I wanted to try it for A2 and had to rewrite the folder name and, because you use a lot of non-pbo-packed script files, rewrite the execution paths for these in your scripts. I wasn't able to locate the execution command for the debug.sqf, though, and therefore on every mission start I get an ugly error window. So I thought why not ask you to release a simple A2 version. It would only be one line thats to be changed.
  19. This mod is awesome. Finally some AI combat improvements. You should remove the requirement tag "A3_Characters_..." and contact the SIX team to remove the A2 incompatibility. Because it seems to be pretty compatible.
  20. dar

    F-35B Lightning II

    Awesome! Now with the SU-35 and F-18 by Saul and John Spartan we can finally bring some action to the skys :yay:
  21. dar

    Guerra do Ultramar

    This is freakin awesome. I know, there is technically no connection but this should be part of CWR2. It kind of has the same feeling. There need to be SP missions for this.
  22. Hey guys, Don't know if this is the right spot to look for this BUT I need Voice actors for my scenario "[uN] International Interest" which is a story driven mission about a UN captain and it is currently rated five Stars and the top 1 of the week. If you haven't played it yet, give it a try. I'm already done with 50% of the voice overs, but one of my originally planned actors just proved to be not fitting the character, unfortunatly. The UN forces Commander, Colonel Vega, needs to get a voice (Does the briefing and lots of radio talking). I also need one voice for the two african civilian village leaders (about 3 sentences). Both English, of course. If anybody is interested, leave a comment, pm me or whatever. Quality should be average or better, format and all that stuff is equal to me I can convert everything to arma-readable. I'm planning to release some more chapters, so I might/will need your voice again some time. Just to mention it.
  23. Hey guys, Don't know if this is the right spot to look for this BUT I need Voice actors for my scenario "[uN] International Interest" which is a story driven mission about a UN captain and it is currently rated five Stars and the top 1 of the week. If you haven't played it yet, give it a try. I'm already done with 50% of the voice overs, but one of my originally planned actors just proved to be not fitting the character, unfortunatly. The UN forces Commander, Colonel Vega, needs to get a voice (Does the briefing and lots of radio talking). I also need one voice for the two african civilian village leaders (about 3 sentences). Both English, of course. If anybody is interested, leave a comment, pm me or whatever. Quality should be average or better, format and all that stuff is equal to me I can convert everything to arma-readable. I'm planning to release some more chapters, so I might/will need your voice again some time. Just to mention it.
  24. Thanks, this works for OPFOR vs BLUFOR. Unfortunatly not for OPFOR vs CIV OPFOR (now independent) will spot the civs as enemy, raise thier guns but they won't fire. Just target them and stare at them. EDIT: solved the problem by repeating the same for Civilian groups and "converting" them to blufor groups. Running tests know.
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