Simas
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Everything posted by Simas
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You mean like this? A professional reviewer complaining there is too much walking in Arma :eek:
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What is the awesome work the graphic artists of Arma 3 did...?
Simas replied to KingoftheSandbox's topic in ARMA 3 - GENERAL
Here is one Steam Trading Card I have right now. They do look cool :) -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
Simas replied to Placebo's topic in ARMA 3 - GENERAL
The problem is your CPU. 2.6GHz just won't cut it. If you want stable 40+ fps in MP - get the latest i5/i7 Haswell and overclock it above 4Ghz mark. -
What is the awesome work the graphic artists of Arma 3 did...?
Simas replied to KingoftheSandbox's topic in ARMA 3 - GENERAL
My guess: Steam Trading Cards (they are actually quite cool, but hardly what the community wanted). -
Yep, can't really "connect" to the extension and block (with a sleep) a background SQF script. The SQF is single threaded. However, I did design the extension as if it can receive calls from multiple threads (there is mutex synchronization code). At least it's future proof.. The method I proposed earlier with recursive callExtension calls will work great with JS_fnc_exec, but still looking for an elegant solution/workaround for JS_fnc_spawn.
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For all we know this horrible UV mapping could be the result of low FPS in multiplayer. Forget the bipods and stuff, this needs to be fixed ASAP.
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Alt-Tab and back to game always fixes this issue.
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Always nice to see a fork :) As you can see, wrapping a C/C++ library is not that complicated with V8 (probably the hardest part is compiling and maintaining all the dependencies/libraries). I will investigate a possibility of expanding the "vanilla" JavaScript with some extra functionality in the future. Interesting! I was brainstorming the idea of calling back to SQF from JavaScript land myself lately. Although, the idea I was thinking about does not involve any kind of loops and constant polling (for performance reasons). Basically, the key is: 1. During a JS_fnc_exec call you would spawn (and detach) a separate thread for JavaScript code execution (note to myself: use a thread pool) 2. On the main callExtension thread you block and listed for the above JavaScript thread requests (or completion) 3. Then, during the JavaScript code execution you can now do this: var playerPosition = SQF.position(SQF.player); // or .. SQF.diag_log("my RPT log message"); SQF.hint("my hint"); Every time you call something on the SQF.* namespace in JavaScript - the JavaScript execution thread will suspend and notify the main callExtension thread it needs a callback to SQF. The main callExtension thread now returns back to SQF, but what it basically does is it returns SQF code that calls what the JavaScript requested and then immediately calls back to JavaScript with the results (with a callExtension recursive call). In theory this should work and could be quite a killer feature.. Will try to get a working implementation in the next release. And some other random notes: - This will only work in a blocking mode JavaScript call (and not with JS_fnc_spawn). - SQF objects (and groups) can be represented/serialized in JavaScript with netId/objectFromNetId and should work transparently. - The above method needs some serious code re-engineering and could impact (performance wise) other simple JavaScript code that doesn't require SQF callbacks. - The SQF.* calls would be dynamic and will not require any wrapping. Basically if Arma will add any new SQF commands in the future - they will work in this addon without any changes. I believe I need to enable the debug agent from my side and implement some V8 callbacks. Will see what I can do about this in the future.
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Hey Mikero, Could you make your tools available in non-installer (ZIP) versions? It seems the switch to installers was done only recently? I have been using and downloading ZIP versions for a while now.. Most of the modders know what to do with EXE and DLL files, no need for the installers :) Otherwise, your tools are excellent. Thanks for making and supporting them.
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Changes: Updated V8 to 3.21.11. Fixed: Serialize JavaScript NaN value as SQF nil. Fixed: Serialize JavaScript Infinity value as SQF scalar infinity. Added a total of 32 unit tests (use execVM "\JS\Tests\_Run.sqf" to run). Other internal tweaks and optimizations.
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I think that Sports Hatchback is a bad joke from BIS side in response to some of the "we need more torque" posts popping out in the forums lately. I refuse to believe this sport hatchback config will get in the release version :)
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That static trawler is looking great, yet seems slightly unfinished (like the windows for example). Please please, make it possible to walk on that thing. So many cool mission could be made with this. And maybe in the future add another larger container ship. Some other minor notes while testing: - zamak fuel/repair truck PiP mirros are not working - offroad (armed) map icon is visually larger than the other offroad types, not sure if intended - truck boxer map icon smaller than the other trucks - no reload sound for armed offroad .50 cal (and any chance to get complete reload animations for that?) - the first time I tried to get in the buzzard - arma crashed
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AMD FX-8350 VS Intel 4670 for ArmA 3
Simas replied to clawhammer's topic in ARMA 3 - TROUBLESHOOTING
Just make sure to buy a 4670K model (with "K") for unlocked multipliers (for overclocking). -
What computing system do you have for the Arma 3 Beta?
Simas replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
You should/must/have to overclock that CPU. It's a "K" model. -
realistic soft earth environmental damage and mud - see video
Simas replied to ColeMinor's topic in ARMA 3 - GENERAL
Tried the tech demo - quite impressive. Although there are so many gotchas for Arma. Like for example, how would you go about synchronizing mud changes in multiplayer? Not saying it can't be done - but lots of issue in the way. -
Nice update. I have been testing Offroad and Zamak on dev/Altis (there is a really nice road track starting at the most southern lighthouse). The dirt road pebble sounds are great - but I think a bit too loud? They are dominating. Driving Zamak at full (shift) speed you can barely hear the engine - it's all pebbles on the dirt road. Not sure if that would be the case in RL? :) Haven't done lots of dirt road driving myself. But the way I imagine the Kamaz (Zamak) should be louder overall (it actually feels quieter than the offroad now). Keep up the great work.
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PhysX enabled tractor.. with PiP mirrors. A dream come true!
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Doubt it's a recent change, that one was for ages. You just need offroad and a concrete road to see the effect. Also as a bonus: try turning your engine off while driving in the offroad (preferable on the runway) and not touching any controls. See what happens :)
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I believe under 64bit Windows if you have installed Steam (and thus Arma) under the Program Files (x86) - which is used for 32bit apps - the Windows will apply the 2GB virtual address space limit automatically, even on 64bit OS. This is mostly done for backwards compatibility. Someone please correct me if I am wrong.
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Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
Simas replied to Placebo's topic in ARMA 3 - GENERAL
Is the 4770k worth it over 4670k for Arma 3? How far can you overclock 4670k with a good aftermarket air cooler? -
The main airport terminal building is a good example of a fully-enterable building. Lots of mission possibilities there. Can we have the same attention to detail for other larger buildings? Some of the larger buildings are partially enterable, while some are non-enterable at all (like that power plant and factory building).
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Just thought about a cool idea.. for Arma 4 editor, please add "content layers": before starting a mission - let us choose map "layers". So for example if I don't want wrecked cars on my mission - I can uncheck wrecked cars layer. If I don't want pre-build military outposts - I can uncheck that too. Basically, this layer concept could be expanded to further customize the map.
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Any way to fix the transitions from concrete floor to the drit? As seen in screenshots: http://i.imgur.com/sfGoAR9.jpg (354 kB) http://i.imgur.com/HQ7zKCD.jpg (258 kB) Looks a bit off.. in real life you would see some foliage around that kind of places with some dirt as cover.
- 243 replies
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Terrain Improvement (dev branch)
Simas replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
I feel the opposite. The Altis mid-range looks and fits better than the Stratis one, but doesn't help with concealment tho. -
Altis is THE SANDBOX. Run out of fuel exploring with MH-9.. need I say more. Although one big disappointment is the fact some of the larger buildings are non-enterable. Some examples are that huge power plant or the church in Pyrgos. For me, those are actually the buildings you want to enter the most :) Edit: No FPS issues, and I run on a mediocre GTX 460. Edit 2: Urban combat on a new level: http://i.imgur.com/jlxZWmZ.jpg (216 kB)