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Everything posted by chrisb
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Sad, didn't know him, but its sad to lose someone, many of us will know that on here, I would imagine. Condolences to his family and friends, sorry for your loss.
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PC Discussion Thread II - All PC related discussion goes here.
chrisb replied to Placebo's topic in OFFTOPIC
I sit in front of a 42" 1920x1080p and it looks fine. I have a screen off to the right 24" Benq, I can get configs and scripts up there when I'm testing stuff out. I thought myself about a triple screen setup a while back, but the monitor frames would drive me nuts I think (between screens). Ran A2CO on my 50" just to see how it looked, looked great, thats the same 1920x1080, that will come into my den here, from the bedroom, when I upgrade the bedroom tv, soon hopefully. I'm getting on now (older), so perhaps I don't see the need for more res, plus I couldn't go back to a small screen for the game, can't find any higher res screens in large form, say 50" or so, well at a sensible price. Probably doesn't help you, but a large screen really does make a difference for me, mainly because I can see the bloody thing ;), without the need to put my glasses on (should wear them for tv). Well there you go.. :) -
pmc_51km_desert dedicated server
chrisb replied to wuestenkamm's topic in ARMA 2 & OA - Servers & Administration
You need ags_inds and ags_port, if these are causing problems, put the pbo’s from these straight into the island addons folder i.e. @pmc_51km_desert/addons Also check you have both ags folders/addons. May help not sure I don’t deal with our server, alien to me.. ;) Also some other terrains you may want to consider using, good size to very large terrains various types, good performance: Rugen Rattler Al Kfrir Afganistan Shekhabad Region Fishmap (unfinished but works o.k. Sands Necro Sbrodjstan Qom Province Tora Bora Aliabad (smaller but still fine) Esbekistan Reshmaan Province Dbo Afghanistan Tropica Falklands Scale Test (works o.k. although unfinished i.e. just terrain) PMC Ulah Yuryakh Kunar Region Crowe Dersert Island (smaller but empty) Huertgenwald PMC Mogadishu Chimalpopoca Central Andes Afghan Valley, Ghor Province Marenice Afghanistan Oruzgan Province Aiaktalik Fayshkhabur Helmand Valley Tut Terrain SlX Watkins Nevada Desert IIha Marrom (WIP) Some of the above terrains are WIP or simply unfinished and released as is. But they work and are o.k. for MP from what I remember (not played on some for a while now). Just a small selection of the terrains that may suit, worth a look if you haven’t already done so. There are some really nice terrains (A2) released but held within groups (not public), some of these will be made publically available and come up this year, now some groups are moving over to A3. :) -
Licensing issues with porting GL4 to A3
chrisb replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would imagine most mod/addon makers rely on a EULA, plus whatever they put in the 'Readme' supplied with the content they have made available: http://i62.tinypic.com/2646n38.jpg The problem is the breaking of that EULA and ignoring of the words written there in the readme, thats the issue. May seem trivial, but really its a pretty bold statement for someone attached to a game developer to choose to ignore a EULA (even for free content), do you not think so ? Also, does it not make you think it may put others off releasing free content, when an EULA is ignored, specifically here by someone associated with Bohemia a game developer that uses EULA's itself ? Do EULA's have a time line i.e. do they run out, I thought they were for the lifetime of the content ? I don't use GL4 anymore, but I did use it in A3 for the first few months, but to release it (port it) is another thing altogether. Its certainly being discussed about elsewhere. I'm not being unfriendly about it, just following on from what was said last year regards content, especially by BI. We all want great content and GL4 is quality stuff, thats for sure, but its protected, well was, who knows..:rolleyes: Its done now anyway, sad but there you go..:( -
Group Link 5 Core (AI Enhancement)
chrisb replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was a big fan of GL3&4 and like many others I have used GL4 in A3, when in the Alpha and early Beta stages (for my own use). I don’t use it now in the game, but until relatively recently still regarded it and its former guises as the only mod’s to turn too, for great AI behaviour, head and shoulders above any other publically available AI mod on here, just my opinion. I used it in a mix of mod’s (pbo’s) for A2 and found it unbeatable for its game changing abilities, always has been, GL3 before it did the same (I didn’t use GL2 or the first one). Now what is concerning me is the EULA this (GL4) was released under, also a line on ‘pg 10’ of the readme of GL4, not worth repeating as it obviously means little to anyone, although it should mean a lot. I do note that Dwarden thinks this is fine to release, having opened, re-used and re-worked the content. Although I doubt much has been done to change it from the original, hard to better something so great, when using the same sort of format. It just strikes me as a shame for a forum that is quick to jump on any other users, if they are found to have opened a mod i.e. de-pbo, alter then release it publically. The fact that this has been allowed, can only lead one on to assume the ‘Steam thing’, last year, was a flash in the pan, your mod makers rights are not observed here anyway, why worry about Steam. Possibly why some mod’s will likely never see the light of day for players i.e. stay limited to players/groups that have made them, which is a big disappointment, why release, when they are easily opened up copied and passed on without any user agreement being actively enforced, anything happens from there, its been seen with problems concerning dayz etc. Its good that you use GL4 zorobyte, but it’s a shame your allowed to release a slightly altered form of it, having not received any permission from the important person/people i.e. the original maker. Whether that be available or not, does not matter, GL3&4 were released initially under a EULA, I would have thought, plus it states in the ‘readme’ that permission has to be sought from the maker before any use of scripts etc. Also it states its for Armed Assault 2, may never have been meant to go any further than that. Dwarden agreeing, does not surprise me, as a mouthpiece for BI, he knows full well, they need mod’s like this to help support, what is, terrible stock AI. If it wasn’t for mod’s of this calibre (GL4), the series would be very different for many players, in-fact it would probably be un-playable. So seeing this released alleviates some tension for those players wanting great AI, therefore reduces BI commitment to stock AI progression. Now we all know they can’t fix stock AI any further than it is now, lets not pretend here. But to rely on, and bend the rules in favour of a mod that helps the game so much, also changes the game to such an extent that it increases its appeal, which the developers know, then try and portray the façade that EULA and makers content is safe here, is well.. a joke… Maybe Dwarden is snkman or one of the prior makers, perhaps he can formerly give that permission here, if not, then its not his to give.. I admire that you asked, but you haven’t had the proper answer yet. Don’t get me wrong, so many AI mods on here use ripped parts from GL4, its very easy to see. At least you did the right thing, you asked, just should have waited for the proper permission. I didn’t know snkman, but I do know he refused use of GL4 in the past, noted on this forum somewhere a long time back, things may have changed, but its for him to say. I see also Armaholic front paged it, short memories are in abundance, here and over there on AH….. Hope it doesn’t force talented mod makers underground, it has already started to do that for this series, this will only harden that view. Sorry, just the way I see it. I wish you would have waited for that permission, from the only one able to give it, that or at least had a forum debate regards EULA’s, makers content etc. It would have been very interesting to hear content makers views regards this matter. I don't make content, only missions, so I don't really have any say, but I repect those that make great original content, plus those that ask when they want to progress that content on and are given that permission from the right person. Its kinda sad, because I see other things not getting released fully, partly because of things like this. Dwarden took it on himself to allow it, he must be snkman, only answer I can think of.. All that 'we'll protect your content' must have been rubbish, otherwise.. -
New 15.36 x 15.36 island map WIP (since October '12)
chrisb replied to daringd's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Your doing an amazing job with this, can't wait to see the finished terrain. Good luck with the progress.:) -
Its been a few weeks since I last had a mess around with A3, went on it earlier and I have to congratulate you devs, the performance is really much better. Smooth, constant frame rate even with a fair bit going on, its only in SP editor with 70 or so ai, but all fighting together in a large mash up. It really has improved, I didn’t have much of a problem before, provided I kept my vd down to around 1000-1800, now can top it up to 3000vd and still get great performance, that’s on my old Athlon 640 quad, all based on my previous settings graphics wise. Great going BI, looks as though optimization may be a word we can finally talk about, seems better across four cores. Not necessarily faster fps wise, but steady, smooth, lag free, just seems faster in-game, even at the same rates as before, not sure what your playing with there, but provided its not going to make you blind;), keep doing it. :)
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AMD CPUs aren't doing well in ArmA 3
chrisb replied to Justin_Smith's topic in ARMA 3 - QUESTIONS & ANSWERS
I did this test in Alpha last year on my old A2pc: Athlon IIx 4 640 with a 2gb HD5850 gpu. Try the test with the same settings, for a direct comparison cpu wise. Card wise, yours should be a lot better really 'here', so go compare, as they say. Allow for recording drop on msi @75% quality, details in vid.. :) I don't play A3 much, just test here and there now (editor), but the performance has increased slightly if anything from the test above, not by much but a few fps. -
Better game.
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momo; Its a great terrain a real credit to you. Thank you very much for all your hard work and sharing it with everyone. I would think its one of the most detailed terrains around. I really enjoy playing missions and generally looking around on there. Thanks, rest up momo, you did a grand job.:)
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SMD_Sara_A2 Full Sahrani Map Port - Initial Release
chrisb replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looking good, nice work. -
can i offer cash or other incentives for help?
chrisb replied to UK_SPAWN's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Paying for a professional to help you complete a mod/addon, or give tuition, should not be a problem, provided no one makes money from the mod/addon being made once complete. Thats what I would think anyway. -
A-3B Skywarrior [A2OA + opt. ACE]
chrisb replied to NightIntruder's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks really great, good luck with your progress. -
What AI mod are you using?
chrisb replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
My guess, 'Formation'.. _____________________ Regards gl4 reinforcements, the mix is, as said, for your own made missions, using gl4 as a basis, following that, reinforcements will only be called from existing units i.e. those placed when the mission was built. What it does to other user made missions or BI ones, is another thing altogether.. -
What AI mod are you using?
chrisb replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
ASR_AI doesn’t work with that mix (properly anyway). GL4 was the building king, no other mod would ‘independently’ bring ai into buildings the way GL4 did, well available mods anyway. KAI and its extensions will do much better than GL4 for building use, well on everything really, but it’s a completely different level of mod making, for a specific type of game-play, and unfortunately its limited release at the moment. Not sure why you say GL4 defaults more units in, they will call re-enforcements but this can be configed to a specific amount, also sync for them to call only certain groups etc (read gl4 readme very carefully, well worth it & experiment), plus of course you can remove groups from the GL4 mechanic via custom module. But it could be because your playing missions made, that don’t use the GL4 format, it can break existing or other user made missions. The only thing you really need to do when using that mix, is make your own missions and allow for zeus to take the ai in a certain area, so change the part in the config shown in the video. Personal preference means you can alter lots of other things, but they are more cosmetic rather than behavioural, do as said and the behaviour is as shown (or should be depending on cpu power). Don’t use the two find cover pbo’s together, only use zeus find cover. I have a video, I think, unless it went when I cleaned my channel up, showing the results of asr-ai used with the mix, asr breaks going for cover completely, when cover is a fair way off. If you want really good going for cover with the mix, use it ‘as is’, these are the results. It is experimenting that gets the best results, which I tell everyone who asks about the mix, the results I got, you may not get, and vice versa. So experiment lots, its as enjoyable as playing a mission, I always tended to make mini scenarios to check mixes, take minutes to make them and they can give hours of enjoyment. There is a video on my channel somewhere, showing the taking of a compound using the mix (only short), I put it up here on the forum somewhere, I said it took only 5mins to make, someone asked me if I would put a vid showing the makeup (sure they didn't believe only 5mins), so I did and it took a little over 3mins to makeup. The scenario is so simple yet it can literally be put anywhere and play differently, but still retaining the same behaviour, on any map/island. Simply copy and paste the scenario onto another island or a different location, alter the waypoints to suit and away you go. Its a simple scenario to show off the mix a little, takes minutes to make these things. I have a huge number of mission videos (group ones, hrs long), but they just take too long to upload, moreso now because I have moved house and the connection speed here is lower than I had, well half really. I haven’t checked on the mix for some time now as I don’t use it anymore, use only KAI and only test for that now, so not sure if anything has changed, can’t see it though, as the vanilla game has not come further along, ai wise. A side note though (as said above in this post): the mix is for your own made missions using a GL4 format, it may break other user made missions that are not made using the format. Also it may break BI campaign missions, not all the time, but it can and in some cases does. So be aware, make your own missions (its the best way to play this series anyway), when made well, the mix will take over and give you a surprise every time. Add in uncertainty, air/armour support, populate an area around the mission focus with AI, but only the amount you yourself think would be right for that particular location, then spread outwards from that point, as far as you want. Think how you would protect certain assets like oil drilling, mining areas, ports etc. What patrols, foot, motorised, armour and air patrols. What static placements, onsite presence.. Think how you would react to attack if you were the enemy, first unit/group engaged, what would you call in first for backup and so on. Put that into your mission/scenario setup, use syncs for re-enforcements, place them as you would want in protecting an area. The mix will take over, more than likely play it differently, but using your outline, therefore it adds uncertainty to a mission, you may have built it, but how it plays out will almost certainly surprise you, what they (AI) send in or use, how and where they will approach from. They communicate with one another so groups will split or work with other groups to attack your position etc, same for armour and air. Its just trying to make AI independent, use their own initiative, that’s what its all about really. Altering the skill levels are easily done, but it will always be hard to complete successfully, because of the enemy intelligence, not because they are neccesarily great soldiers, i.e. first shot killers. Its mainly about how they use tactics, work together, communicate etc, they will act really well in every situation given. I would still be playing using the same mix now, if it wasn't for KAI, I'm a realism nutcase:p, but I still like it to be a game, enjoyable and entertaining. Using the 'smart ai' mix, means immersive game-play is almost guaranteed.;) Not my doing, but the makers of those great AI mods. ______________ In finishing; my outlook on AI changed with KAI, if its released fully (I hope it is), then many will see what can really be done with AI in this series. Smart mix is good imo, but pales into insignificance, when put alongside this mind blowing stuff, even naval now, just great, fingers crossed for a full release... Still have to make your own missions though, well militarise a whole map/island/terrain, then just war game at its best..:) -
Trouble with gcam installation...
chrisb replied to miraoister's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The config file (hpp) should be put into your 'userconfigs' in your A2 folder. -
Hello..:)
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Bohemia Interactive's ambitions are always set too high.
chrisb replied to sayjimwoo's topic in ARMA 3 - GENERAL
Maybe its using a lot of PP that is causing headaches, I don't use PP as I don't like blur effect in games. Perhaps its worth looking at PP settings. A3 has much more in the way of tweaking these settings than A2 had (I use none in that catagory), so perhaps there may be an issue there. However some interesting articles on Wiki regards Motion Blur, FPS, PP etc. Blur being a cause of headaches, possibly moreso than rates as some games are locked to 30fps (console). I am no expert at all in this, but its interesting reading the articles on it, well worth tweaking around a little.;) But there again we're all going off topic, I don't think BI's ambitions were to give anyone a headache playing the game, well not a real headache, certainly they give many a virtual headache, via simple frustration.:p -
Bohemia Interactive's ambitions are always set too high.
chrisb replied to sayjimwoo's topic in ARMA 3 - GENERAL
Two different things altogether, 60fps is not even a realistic aiming point in this game, never has been, above 30-35fps and its fine for most tactical players, not run and gun. But the way the game has changed is a completely different subject, A3 has changed alot from the series in general, but that again, is down to the player and the way they play. The game has lodged itself inbetween two places, in my view it sits uncomfortably in an odd place, neither a true series follow on, or a step directly towards the BF type game (pull in the masses). Sort of try and keep all happy type of approach, which has run, as we can see from this forum, into some difficulty. So two seperate things altogether, I would say. -
Will we ever get any optimiziing in future patches?
chrisb replied to arotished's topic in ARMA 3 - GENERAL
Yes they've been working on optimization everyday for the past 12-13yrs..:rolleyes: To be fair to BI they did get A2 to a reasonable level of optimization from around 1.59, after that it got better regularly. I don't really have much trouble running the games inc A3, but if a constant or average 60fps is some sort of benchmark (which is isn't in this series), then I probably miss out like most players. However I would argue optimization is as much down to your personal pc, as it is down to BI and the game. Because lets be honest, it runs great for many players (me included), provided as said, you don't treat 60fps as a bench for this series, plus think about AI numbers. Above 30-35fps constant, and it runs very well with sensible AI, under that and problems start to appear. Alot is down to the player, fast frantic game-play is not what arma was about, may have changed some with A3, but really its still a game of tactics and planning, rather than run and gun.;) MP however, in public servers needs looking at desperately. But again, is half of that problem also down to servers, private servers can run really well, of course less players.. A big problem is players need for VD, which is fine on ground set to around 2000, well for me it is. Some players want massive VD, but that will mean something suffers elsewhere, because its just not possible for most, if you want it on the highest settings for graphics. Also AI, want hundreds, then on the whole your going to get stupid AI you can simply pick off easily. There is soo much to consider AI wise with setup of your game for you to be able to even think about hundreds on a terrain, BI's simulation manager (SM) will go someway to help, in your own sp missions. A good cache type arrangement for group play, there are a few around, but again, what do they spawn, is it the modded version of your AI, or stock, many revert to stock which is not acceptable for most group players. But there are mods that have inbuilt systems to handle larger AI numbers, whereas the spawned AI are what you set out to have (modded). For sp play simply settle for alot less AI, use SM and be realistic with VD and settings if you need to be. Do all that and you'll get an experience like no other in gaming, provided you mod your AI, the experience will be lessor or greater depending on the AI mod/s you run, but it will be far better in anycase, than stock vanilla AI. Optimization, a word that carries so much; general settings, graphic settings, AI amount, pc, BI etc. Very hard to bring all together, takes some time to setup right, but it is possible, just have to be realistic in your view and have a really lean/clean pc. -
What AI mod are you using?
chrisb replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If it were mine I would release it, but it isn't, so there's not much I can do about it is there.:p @sttosin, no not using it for A3 yet. -
What AI mod are you using?
chrisb replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Our group plays using KAI now. Prior to that we played using a mix (smart ai, in sig), which is a mix of some of the mods mentioned in your poll. It would have been better to put an option 'Other' as a choice in the poll too.;) -
There was two if I recall, had yourselves in a bad spot in the first, good vids. Maybe I watch more than I remember, at my age that would be easy to do.;)
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I would say try Sauerland if you haven't already. Its made for Dayz (which I don't play), but it lends itself really well to A2. There are some serious size cities x3 (proper size cities, unlike Cherno's town size), plus the terrain is 25x25km based on a German region and has just about everything needed for good combat urban or open. Also it performs really well. Don't want to derail the thread but thought I would say. Minihattan is a godsend for urban, although still very much wip, as is Sauerland. These are much needed terrains for that urban type conflict where you want to roam a little and not leave the city limits too early, as is the problem with Cherno ones (too small).
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I only really watch videos regarding the game on YT and private group channels, but even then not that many. Don't watch hardly any at all on here, although I have seen a couple over the years.