doveman
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Everything posted by doveman
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Are you ever going to fix the rubber trees, that you've carried over from ArmA2? It's hard to take it seriously when every tree trunk is swaying back and forth, as if it's not properly planted and about to fall over! I'm guessing the engine isn't capable of animating individual branches and you thought doing this would make the surroundings seem more alive and less static but it was a bad idea IMO and is very distracting.
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Will we ever see a stable multiplayer running at 50-60 fps?
doveman replied to Holden93's topic in ARMA 3 - GENERAL
I'm getting 20fps doing the Scouting missions in Adapt now. First MP mission the other night started at 15fps and decreased down to 9fps pretty quickly. It wasn't just me either, other players reported the same. -
Will we ever see a stable multiplayer running at 50-60 fps?
doveman replied to Holden93's topic in ARMA 3 - GENERAL
Nope, had the same experience after loading my saved campaign mission, running at 9fps or 12fps (depending on exactly where I saved). It goes back up to around 30fps eventually after I leave the compound (may not be leaving but just the time that's passed that fixes it) and that's where it is for most of the time though, whereas with MP I've been stuck at 15fps or 9fps for most of the mission. -
This isn't working for me and I'm just getting the normal menus when pressing the number keys or Capslock+ them. I'm also using http://forums.bistudio.com/showthread.php?167744-Keys-Enhanced-Interaction-System which is working and http://forums.bistudio.com/showthread.php?158044-Switching-weapons-on-the-move which isn't plus a few other mods unrelated to key bindings.
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Switching weapons on the move
doveman replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This isn't working for me and I just get the usual menus when pressing TAB+1 or TAB+2. I'm also using this mod http://forums.bistudio.com/showthread.php?167744-Keys-Enhanced-Interaction-System and in the Editor, I couldn't switch to handgun with either TAB+1 or Shift+1 or 2 and there's no action menu option for this as that mod removes it. Loading my saved Campaign mission, I can switch between main gun and handgun with Shift+2 but TAB+1 or Shift+1 just opens the menu as does TAB+2. If I Unbind "Weapons > Switch gun / launcher" and "Weapons > Switch gun / handgun" and bind Shift+1 and 2 to User 17 and 18 (leaving TAB+1 and 2 bound as well) then it still just opens the menu when pressing Shift+1 or 2. -
Keys - Enhanced Interaction System
doveman replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just started using this and I think it's awesome, both for tidying up the Control settings and the Action menu. The only issues I noticed were accessing dead soldiers gear and vehicle inventories. With the old system, I'd open the Action Menu and look around until the relevant option appeared to click on. With this mod, when I'm looking at a dead soldier, I get a prompt to pick up the weapon but nothing regarding the soldier's inventory and just have to keep pressing G whilst looking/moving about until it opens on the dead soldier's gear, rather than just showing my own gear. With vehicles, the only prompt that appeared was to rearm from vehicle and I had to do the same thing as with dead soldiers to access the vehicle inventory. I'm going to try without the sakukeyscursortext.pbo to see if that helps with these problems. Edit: Nope, that hasn't helped. It also seems to have moved the menu down to the bottom middle, over the compass. One other thing. Secondary Mouse Button doesn't work to close the menu and I always have to press Backspace instead. This might be an issue without your mod as well though. By the way, there's a typo in the instructions as *[infantry] Weapons -> switch handgun / launcher -----> "left shift + 1" *[infantry] Weapons -> switch gun / launcher ---------> "left shift + 2" should actually read *[infantry] Weapons -> switch gun / launcher -----> "left shift + 1" *[infantry] Weapons -> switch gun / handgun ---------> "left shift + 2" -
Will we ever see a stable multiplayer running at 50-60 fps?
doveman replied to Holden93's topic in ARMA 3 - GENERAL
Hmm, seems that was a bit overoptimistic. Playing the Breaking Even campaign mission, I'm getting about 33fps. Most settings don't make much difference, other than terrain on V.High loses about 5fps compared to Low or Normal (no difference between them). Strangely though, at some point I noticed it had dropped to 15fps. I adjusted some settings in Radeon Pro, removed the -malloc=tbbmalloc switch (was testing the experimental build) and restarted ArmA and loaded my savegame and it starts at 9fps. After 10-15s in the same place, it doesn't change but if I leave the base it eventually goes back up to around 25fps. So it seems I have problems in SP as well, although it generally stays just about high enough at 25-35fps to be playable whereas MP has been stuck at 15fps or lower on numerous missions I've played. I've just installed a fresh Win8.1, so I'll try A3 on that and see if it's any better. -
Will we ever see a stable multiplayer running at 50-60 fps?
doveman replied to Holden93's topic in ARMA 3 - GENERAL
I'll have to check as I haven't noted down an exact number but I think it's around 45-60 fps. I don't think the settings, other than view distance, make much more than 2-5 fps difference, although PIP did cripple my fps with the beta so I've disabled that but I believe that might have been fixed. -
Will we ever see a stable multiplayer running at 50-60 fps?
doveman replied to Holden93's topic in ARMA 3 - GENERAL
I'm regularly getting unplayable 15fps or even down to 9fps in some multiplayer (co-op) missions, not just briefly but for the majority of the mission. I'd be impressed with a solid 30fps in MP, let alone 60fps! -
New take on Arma's keyboard control......
doveman replied to Wolfstriked's topic in ARMA 3 - GENERAL
I wish I had more buttons on my mouse sometimes, as although it has three extra, 2 on the side and one next the the MMB, I need the latter to trigger Voice Assisted Commands for voice control and the other two for TS3 and Acre or Task Force Arrowhead Radio. I really need to use those buttons for comms, as it's too fiddly trying to hold a keyboard key to talk whilst pressing other keys to move around, etc, whilst it's very easy to hold a mouse button and still be able to use the mouse normally to look around/turn. To be honest, I'm not sure I'd really like a mouse with more buttons though, as they could only really go next to the two side buttons and I think it would get a bit crowded and make it hard to avoid pressing the wrong one, although I guess there's space to have another two nearer the bottom, which would leave a decent gap between them and the existing two. Anyway, I don't really find it a problem holding Alt for Freelook or pressing M to view the map, although I should probably look at mapping it to one of my Macro keys on the left which will be quicker and easier to press than M. I've tried using IR headtracking but find it's more trouble than it's worth for infantry and is only really useful when flying. If I did have two extra mouse buttons, I think I'd probably use them for Use Action and Backspace (to close the Menu when I accidentally open it). If I was using head-tracking, I'd probably use them to Centre/Pause that. I was going to use my joystick for flying, so I'd use the hat up/down for those but I've found that ArmA helos don't work very well with joysticks, at least not mine and I have to use the mouse to be able to make the fine adjustments that are necessary when flying/landing helos, so it would be useful to have the extra keys for Centre/Pause on the mouse. -
Not sure why it would be losing your config but I map the keys to my controller with Xpadder (I guess you could use AutoHotKey instead), so that there's no controller mappings in A3 for it to lose, so you could try that instead. I prefer it as it makes it easer to use one button as a modifier to double up the buttons anyway.
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ShackTac Fireteam HUD (STHUD)
doveman replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah sorry, thanks. My request regarding a userconfig to default sthud to hidden for those users who want this applies to both A2 and A3 though, so I won't repeat it in the A3 thread as Dslyecxi has seen it here already. -
Seems you missed this from the guide linked to by the OP http://radio.task-force.ru/en/ "You can reconfigure the keys in the configuration file, which can be found in the game folder ...\Arma 3\userconfig\task_force_radio\radio_keys.hpp. The file is edited in Notepad."
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Me too!
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ShackTac Fireteam HUD (STHUD)
doveman replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's what someone told me and it makes sense. I see that the latest version does now have the usermenu for the A3 version, so I presume players will be able to hide it via the Alt+Shift+H menu but I imagine those users who would prefer never to see it will find it a bit annoying having to do this at the start of every mission, so I wonder if you might consider utilising a userconfig in which they could set it to default to hidden so that they don't have to do this? P.S. I'm still getting the old version with PWS, even if I delete the @sthud_a3 folder and let it reinstall. Maybe the new version just needs to populate on their servers but you might want to check it in a bit to to make sure it's OK. -
ShackTac Fireteam HUD (STHUD)
doveman replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've noticed lately that the colours aren't working when the leader assigns teams. Someone told me that this will only work if the leader is also using STHUD. Is this correct? If so, it's a shame as some of the people I play with prefer not to use it but maybe this is just an engine limitation that you can't do anything about. Maybe there could be an option to hide it for those players, so that it's still running and thus the colours work but they don't see the HUD? -
How to change Arma 3 branches between STABLE & DEVELOPMENT versions @STEAM client
doveman replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Using TonyGrunt's method there's no "loading old backups and reinstalling them in Steam", just renaming a couple of folders and relaunching Steam. Generally Stable doesn't even have any updates to install after doing so, Dev obviously does as it's updated quite often but doesn't need to download and install anything more than it would have if I'd stayed on Dev. I agree it would be easier if there were two separate entries in Steam but it's not that big a deal. I can even switch between launching either Stable or Dev without renaming the folders by pointing PWS to the relevant folder, as Steam doesn't see which one I'm launching, only which one is currently in the SteamApps folder, although this means if I'm on Stable and launch Dev then Dev won't be updated. -
Sure, now I know where they are it's easier (still a pain though, as if they were all in subfolders under one folder, it's a lot easier to search them all at once, without having to use libraries) but for other users who haven't seen this thread they're not going to know. I just don't understand why BIS have chosen to do it this way as it doesn't seem to have any benefits, only disadvantages.
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I'm currently running the dev build. I went to play Adapt the other day but it seems because I'd played Survive with the stable build, it didn't recognise I'd played it at all. So I used the cheatcode to unlock the campaign and had a go at the first episode of Adapt and failed miserably but there was at least one autosave and one manual save made. I went to have another go today and it's all locked again but even after unlocking with the cheatcode,, it doesn't show any sign of my savegame from the other day and I've got to start all over again. I discovered that at some point someone decided to move the A3 folders from My Documents\ArmA3 and My Documents\ArmA3 - Other Profiles to My Documents\ BIS Core Engine and My Documents\BIS Core Engine Other Profiles and if I make a savegame now, it creates it in My Documents\BIS Core Engine Other Profiles\doveman\Saved\A3\Missions_F_EPB\Campaign\missions\B_in.Altis. There's nothing in there from the other day and the only other folder next to it is My Documents\BIS Core Engine Other Profiles\doveman\Saved\A3\Missions_F_EPA\Campaign which only contains campaign.sqc and no savegames. So where on earth did it create the savegames the other day (all the files in My Documents\Arma 3 - Other Profiles\doveman\Saved\a3\Missions_F_EPA\Campaign are dated 18/12/2013, so it wasn't there) and if the folders keep moving, why doesn't it automatically transfer/import the damn things? EDIT: I managed to complete the first mission of Adapt but when it goes back to the Campaign screen, everything is locked again and I have to type in the cheatcode again which is annoying and I wish it would just unlock the next mission normally after completing the previous one so I didn't have to do this every time. I created several savegames and they're all in that folder but all the missions show the same Revert or Replay buttons, so if I wanted to load a particular savegame for a mission and replay it from that point, I don't know if I could.
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Why? I'm not suggesting there shouldn't be subfolders within the main folder, just that we shouldn't have to go hunting all over the place to find stuff.
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Only 140MB at the moment but I said "keep stuff from filling up our C: partition" not just ArmA3 and if every programmer decided it was OK to store their files in the same places, it would soon become a problem so it's not good practice. I created a Library as you suggested earlier with 6 locations but now it's decided to lose them all and only show 1. Maybe there's something borked with my Windows but forcing us to use additional features to manage the missions runs the risk of some users having problems and I'd have to spend time researching and trying to fix Libraries just for ArmA3 as I don't use them for anything else, which wouldn't be necessary if BIS would just keep all the files in one folder. Sure I can move them myself and use Junctions but users shouldn't need to mess around like this to solve problems that don't need to exist in the first place.
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Yeah sure, we shouldn't have to though and it doesn't help us keep stuff filling up our C: partitions if they're on SSD for example. I've already moved My Documents to my HDD for this reason, so it's a bit annoying to find out that ArmA3 is storing MPMissions on my SSD. Surely it would have been better to have all the folders in My Documents\Arma 3 rather than in three places? Does it even check the install folder MPMissions to see if we already have a mission before downloading it or do we just get unnecessary duplicates downloaded and stored? Then again, I'm not sure what would happen if a server has modified a mission, so that it has the same name as one we already have but slightly different content. Maybe it could do a quick hash to compare them and if it differs, download the mission to a different folder.
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Thanks Harzach. BIS, do you really need to have missions in three different locations (install folder, My Documents and Appdata\Local)? It's a real pain! Regarding savegames, why do you have to create an empty folder for each mpmission I play on a server in Arma 3 - Other profiles/doveman/Saved/mpmissions? It just creates a unnecessary mess.
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Warfare CTI - [PERF] - Seattle, WA - www.ofps.net
doveman replied to spanishsurfer's topic in ARMA 3 - MULTIPLAYER
I've been unable to join with the suggested mods. It shows as Red in the server browser. I tried disabling the mods one by one in PWS but even with only ASR_AI3, Blastcore_A3 and CBA_A3 I can't join. With only CBA_A3 I could join. -
Also, where does it save a mission when downloading it from a server? I've been testing missions on my clan's server, so it's downloaded a lot but all I can find is a load of empty folders, one for each mission, in Arma 3 - Other profiles/doveman/Saved/mpmissions and they haven't downloaded to the Arma 3 install/mpmissions folder.