-
Content Count
491 -
Joined
-
Last visited
-
Medals
Everything posted by sproyd
-
Sounding really great already LJ - obviously the sounds need some tweaking for it to reach the stratospheric heights of your quintessential A2 mod but definitely a great start. The distant firefights was one of the things that made JSRS so great and this seems to be working. Maybe its just me but at distance the 6.5mm weapons sounded like default sounds? ---------- Post added at 21:37 ---------- Previous post was at 21:30 ---------- Also I don't think indoor sounds are working or at least not in the buildings I tested...
-
Fire-Fight Improvement System
sproyd replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay I put modes in My Docs/Arma 3 and I am getting an error message with your userconfig file. I had to move the userconfig directory to Arma 3 root which is not ideal. -
What computing system do you have for the Arma 3 Beta?
sproyd replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
As always PCs and performance is damn hard to benchmark because there are so many variables - CPU, GPU, MotherBoard, RAM, HDD/SSD all play a role in boosting or limiting performance, and that's without factoring drivers, OS, optimizations and in-game settings. Its impossible to know for sure. -
What computing system do you have for the Arma 3 Beta?
sproyd replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
Yes but wake-up call folks - we are on the BIS forums, more specifically the Arma 3 forums so CPU bottle-necking is an unfortunate fact so Clock Speed is of utmost importance as is chip architecture so OC Haswell or at OC least Ivy Bridge is really what will be driving your minimum FPS... Not some SLI'd setup... -
What computing system do you have for the Arma 3 Beta?
sproyd replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
Yes there is a lot more testing I can do - basically I always have AA and ATOC on because those are things that I don't want to sacrifice and why I spent £££ on my rig. Anyway - if you want to give me a list of settings to try and give you the benchmark I am more than happy. In regards to the readings; CPU Usage: this was peak over the 60 seconds GPU Usage: I didn't want to give average because of course that accounts for alt-tab time, menus etc. However I can comfortably tell you I inspected the graphs and the averages are generally towards the upper end of the spectrum, and where you see a higher-on-the-scale range, you had a higher average. FPS went up towards the end of the minute test as I think CPU was more heavy at the start while all the AI get their waypoint instructions and have to pathfind etc. In regards to no point getting a stronger graphics card - I meant with my current CPU. A 4770k or a higher clocked i5 will of course put more onus on the GPU. The Haswell silicon lottery is well-known to have huge variations between chips. Mine is either a bad chip or its just that I have a fairly crappy mITX motherboard that isn't letting me drive it. I am going to try for 4.3GHz as every little 100MHz helps when it comes to CPU limitation. However if you were to get a 4770K @ say 4.6GHz I imagine a 770 or 780 would be a better balance if you were aiming for max settings with over 60FPS -
Description: Fully playable as either SP Mission (with 2 AI) or Co-Op up to 3 human players. Situation Report: 27th March 2023 A small NATO-led SBS fireteam has been tasked with assaulting the North Eastern lighthouse of Stratis, Greece in order to eliminate OPFOR forces posted there ahead of a suspected Iranian WMD delivery to the island that night. Mission Map: http://s24.postimg.org/feieetbhx/missionmap.jpg (253 kB) Installation: Extract the .pbo file to your Steam/SteamApps/common/ArmA 3/Missions folder for Single Player or MPMissions folder for multiplayer/coop. Special care has been taken so its equally playable in both modes. Features: Flexibility to complete the mission on your terms - plan your approach with the ingame map markers and briefing intel Boat & SCUBA insertion, operate as a highly skilled militarised dive squad Dusk TOD - deteriorating light conditions (NVGs, IR and Flashlight available for all units) Suppressed weapons and lightweight loadouts (Basic) Dynamic Tasks Highly skilled AI team mates Custom Script - Auto-detection of which friendly units are AI and allows for equipping of NVGs and IR Lasers after dark. Radio for boat extraction Media: Screenshot Known Issues: No silencers on the TAVORs... this is an A3 Beta bug. Boat Extraction is sometimes buggy - mainly due to your AI team mates communicating with the boat driver to come to shore instead of them swimming to the boat. Sometimes the boat gets beached, sometimes the AI won't swim to the boat However, mission completes if you get all surviving team members in the boat after completing the main objective. You may come under fire on insertion, this is uncommon but due to randomization of enemy positions. Unlikely to change. In future I may change Boat and Driver Must Survive task to just Boat Must Survive as divers in theory could swim to the boat to extract if the driver was killed. Intro & Outro to be added (low priority) Changelog: Version 1.6 now on Steam Workshop - Now works with latest Beta build Version 1.5 23/06/13 - Fixed: Beta Compatibility (the mission will no longer work in Alpha non-dev build) Version 1.4 18/06/13 - Fixed: Site Modules seem broken, missed this in 1.3 - switched them out with old fashioned units. - Fixed: Deleted a guy on a quadbike that had a tendency to murder his fellow OPFOR buddies in cold blood (DUI?) - Added: QRF HMG Ifrit - Should be somewhat more challenging now. Version 1.3 16/06/13 - Fixed: Ammo classnames changed to 5.56mm (BIS changed the ammo for the TAVOR) - Fixed: Boat must survive task auto-completing due to BIS changes - Added: Overview description, picture, loading screen description, picture, author name, Co-Op mission tag on Loading screen. - Added: New pictures in briefing notes - Added: TeamSwitch to a playable unit on side upon death. - General tweaks to adjust for Alpha updates - New Task: Optional destroy lighthouse task Version 1.21 not publicly released - Changed colour of Extraction Marker to improve legibility - Added TeamSwitch (press U to switch player to an AI member of your team). SP only. Version 1.2 14/04/13 - Fixed: NVG equip script will now intelligently execute only on non-human members of the Dive Squad, this should also fix a bug where players would lose their NVGs - Fixed: Briefing now displays at mission start. Edited briefing. - Fixed: Boat and Driver Must Survive Task - will now correctly trigger as Failed and Lose the Mission, and the task can be set as current to help locate the boat - also, the task now completes upon Mission Completion - Insertion time is now 5 minutes earlier (1830) so there is more daylight time - twilight was too advantageous for the enemy AI - diver3 now has his 3x HE Grenades in backpack (previously on person and hence couldn't be easily accessed by other team members) - diver2 now has his 3x Explosives in backpack (previously some on person) - diver1 now has 2x First Aid Kits in backpack (new) - Fixed: mid-air hovering container box at beach - Minor editing of Extraction Task name, description and location - also Mission should now complete even if the driver bugs and gets beached upon extraction Version 1.11 not publicly released - Tweaked NVG equip script - Tweaked insertion - Increased AI team mate skill to help counter increased difficulty - Tweaked (reduced) number of OPFOR in the lower beach/forest/cliffs area which was a bit too high Version 1.1 07/04/13 - Shortened insertion time to get into the action faster and change of insertion direction - Far less prescriptive mission - no longer based on waypoints, plan your own approach with improved map markers to show you the intel - Dynamic tasks - Scripted AI to equip NVGs and IR after 20 minutes of game time. - Equipment changes, Primary is now a suppressed TR-20 with a zoom/collimator optic, and the 2 non-lead divers have explosives or grenades - Many other minor changes including improvements to task completion detection, world items, addition of other nearby forces who may intervene if the battle gets messy, increased difficulty level and more. Version 1.0 16/03/2013 - Initial public release DOWNLOAD V1.5 via Armaholic
-
Updated for latest Beta build and added to Steam Workshop.
-
Fire-Fight Improvement System
sproyd replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cool - is the latest version uploaded because I just DL'd it and its the exact same size in Bytes as the one I already had? Would be useful if you named the files v1.1, 1.2 etc. Look forward to doing more testing... -
Mid-range texture replacement for stratis
sproyd replied to VanZant's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep going to try this now but your choice of DL site - I mean wtf? I had to click through ads and then wait 90 seconds on a timer before I had to solve a captcha to then download. Dude, use dropbox. ---------- Post added at 22:47 ---------- Previous post was at 21:54 ---------- Just tried it and hmm it looks good (similar to bad benson's) but I got really bad tree LOD popping and flickering. -
Fire-Fight Improvement System
sproyd replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just played a user made SP mission with this mod and with TMR mod. It was pretty great and the firefights were very fun. More testing to come. I kept losing control of my squad though (they would disappear from the bottom bar) - is this part of your mod? Also we placed an explosive to destroy the objective and because my guys got panicky they wouldn't come with me when I sprinted away resulting in their death. Anyway, could use some tweaking I will do more testing but love the idea... -
Fire-Fight Improvement System
sproyd replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A great idea - I'll test it out shortly! -
What computing system do you have for the Arma 3 Beta?
sproyd replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
Okay friends and countrymen - time for sproyd's benchmark post!! Deemed necessary by the perpetual and inevitable internet arguments with unproven claims. Of course, I haven't been part of these arguments so have nothing to prove or gain other than world peace. To reiterate and for the benefit of future readers - my brand spanking new, mid-range Arma 3 build is as follows (important parts only); [u]My Build[/u] [b]CPU[/b]: Intel i5 4670K Haswell, overclocked to 4.2GHz stable. [i]I have received my new RAM now but don't have time to push the OC further[/i] [b]GPU[/b]: Asus GTX 760 Direct CU II OC (running at OEM speed) [b]RAM[/b]: 2x4GB Corsair Vengeance 1600MHz RAM [b]SSD[/b]: Samsung 840 series [b]MoBo[/b]: Gigabyte Z87N-WiFi [u]My non-scientific fixed test conditions[/u] Drivers: Latest [u]beta[/u] nVidia drivers - 326.41 Arma 3: Beta Dev build 0.77.109136 [i]I am using the dev build because it has generally shown optimisations that have been rolled out to stable so is the most current version of the game performance wise[/i] OS: Win 8 Pro 64bit Monitoring Software: MSI Afterburner for FPS & GPU usage, HWiNFO64 for CPU Usage Resolution: 1080p View Distance: Fixed at 3,000 exactly with default corresponding object distance (1,736) and Shadow Draw (100) Mission: Scenarios > Helicopter Showcase. I have picked this as there is a lot going on at the base with lots of polygons on screen and so I think is a good benchmark. The combined arms helicopter insertion runs rougher (for some reason?) but I'd rather have a higher FPS to benchmark variances. I do not move for exactly 60 seconds and watch the High and Low FPS. Test1 - Dream settings, GPU working hard General Quality Settings: Maxed (all Ultra except particles high and HDR standard) PP: No blur, default DOF & bloom, SSAO maxed, Caustics on, AA 8x, ATOC maxed, FXAA Ultra, AF Ultra FPS: 43-50, mostly around 46 GPU Usage: 92-99% CPU Usage: All 4 cores at c. 70% max Test2 - Just dropped AA, negligible FPS improvement, GPU usage drops General Quality Settings: Maxed (all Ultra except particles high and HDR standard) PP: No blur, default DOF & bloom, SSAO maxed, Caustics on, AA 4x, ATOC maxed, FXAA Ultra, AF Ultra FPS: 43-51, mostly around 46 GPU Usage: 85-99% CPU Usage: Cores maxed at 61 to 93% Test3 - drop quality settings by a notch, GPU usage decreases further, FPS goes up General Quality Settings: Very High where applicable PP: No blur, default DOF & bloom, SSAO maxed, Caustics on, AA 4x, ATOC maxed, FXAA Ultra, AF Ultra FPS: 46-55 GPU Usage: 74-98% CPU Usage: Cores maxed at 75 to 90% Test4 - drop quality settings another notch, GPU usage about the same, FPS goes up, especially when GPU usage is high General Quality Settings: High where applicable PP: No blur, default DOF & bloom, SSAO maxed, Caustics on, AA 4x, ATOC maxed, FXAA Ultra, AF Ultra FPS: 47-60 GPU Usage: 76-98% CPU Usage: Cores maxed at 67 to 89% Test5 - crap on all graphics settings to see what happens, FPS goes up but GPU usage is much less General Quality Settings: Standard where applicable PP: No blur, default DOF & bloom, SSAO standard, Caustics on, AA 4x, ATOC maxed, FXAA Ultra, AF Standard FPS: 53-68 GPU Usage: 53 to 82% CPU Usage: Cores maxed at 57 to 80% Test6 - try to find optimal balance between performance and pretty - ideally with GPU working hard General Quality Settings: Everything Maxed PP: No blur, default DOF & bloom, SSAO high, Caustics on, AA 8x, ATOC maxed, FXAA Ultra, AF Ultra FPS:43-51 GPU Usage: 73 to 98% average high 80s low 90s CPU Usage: Cores maxed at 78 to 90% Half-baked Conclusions Its hard to draw much of a conclusion and the CPU usage, although fairly even across the cores doesn't seem to make much sense. I think they key is having high GPU usage as the game seems to be generally CPU bound as most people are aware. My FPS always started raising as the GPU usage went up which I guess happens when the CPU stops working so hard - although I never really saw 100% usage on any cores which is strange. I guess my rig is fairly well balanced between CPU and GPU - you would need a real beasty CPU to be GPU limited on a decent card (even say a 770) as you can see I was pretty much maxing out graphics settings. I'll post back if I do more experimentation. What we really need is a list of what settings are CPU bound and which are GPU bound so we can optimize better. I noticed AA didn't have a huge effect on performance but SSAO did... -
Sorry all, have had no time to work on this guide between new job, moving house, building a new Arma 3 PC, visitors to London and general life obligations! Hopefully will get some time in the not too distant future... Ungroup and unsync the destination module (so it has no lines leading from it) then make sure it is synced with the create task module ONLY (and no other modules including the set task state module).
-
[SP] Don't Kill Josef! A high quality sniper mission.
sproyd posted a topic in ARMA 3 - USER MISSIONS
Today I present to you Don't Kill Josef! This is Josef. Don't kill him. Description: This is an exciting, interesting, fun yet fairly simple mission that I had a great time putting together. You will find it of fairly high quality in that it utilises a lot of the features that BIS devs use, so that it appears the most like a proper BIS mission. Situation: A four man patrol has been stalking Agia Marina and harrassing the locals. The locals are all holed up in their houses while the patrol circles the town. It just so turns out that one of our informants, Josef, is a member of the patrol - his last report says now is a good time to strike as the enemy may be preparing the civilians for execution as the enemy military move in to set up a base. Knock out the patrol (spare Josef) and then destroy the lighthouse at the end of the pier which the enemy have been using to communicate with HQ. Features: Play as a lone wolf high calibre sniper Recon with your rangefinder to find the patrol in a dense village (press NUM +/- to zoom the rangefinder and don't forget to zero your rifle) ID your targets - Don't Kill Josef (our informant) Once you knock out the patrol, Josef will break cover and join you for the rest of the mission. Kill Josef and you might be in trouble, or even worse if he finds you before you kill the rest of the patrol Josef might have to kill you. Proper BIS Style Briefing, Tasks, Endings Multiple Endings, if you can't finish all the objectives just proceed to the Extract and it will account for this. Upcoming Features: Tweaking difficulty - you give feedback Josef isn't named Josef in-game. I can name him using cfgIdentities but that will change his face and I like his current face as pictured above. Any suggestions on how to do this please let me know! Update v1.6 108/10/2013 Fixed: BIS are still changing classnames it seems even post-release, which has caused error messages for players and the enemy to walk around in their underwear! Updated the mission to include a large number of the new guerilla uniforms on the enemies to give variety (and keep them warm!). Fixed: BIS still bloody tweaking static object IDs which screwed up the lighthouse task. Now fixed. Update v1.5 15/08/2013 Fixed: Now BETA compatible, again (following changes to classnames and IDs by BIS) Update v1.4 23/06/2013 Fixed: Now BETA compatible. Update v1.3 15/06/2013 Fixed reinforcements script - you will no longer have to be positively ID'd for OPFOR to call in reinforcements - so be careful with that first bullet you let fly! Additional, challenging optional task for completionists AI patrol waypoints should now be more difficult to predict and more difficult to place yourself in a good sniping position Extract via boat if you so desire Overall more challenging and complex... I don't believe I will be doing any more updates as this is more or less in final state. Play away! Update v1.2a 14/06/2013 alpha update as still tweaking and testing reinforcements script Added boat at extraction point Added mission overview text and picture Update v1.1a 13/06/2013 alpha branded update as I haven't had time to extensively test. Increased difficulty Reinforcements script (if detected) Counter-snipers Ambient nervous civilians and pick-up trucks in town Now on Steam -
[SP] Don't Kill Josef! A high quality sniper mission.
sproyd replied to sproyd's topic in ARMA 3 - USER MISSIONS
More mission breaking changes introduced by BIS. Now updated to v1.5 and available on Steam. -
I think BIS have changed the default binding...
-
Virtual tour of Agios Efstratios aka "Stratis"
sproyd replied to rehtus777's topic in ARMA 3 - BETA DISCUSSION
That's excellent -
Virtual tour of Agios Efstratios aka "Stratis"
sproyd replied to rehtus777's topic in ARMA 3 - BETA DISCUSSION
That website is rubbish - how could the photographer miss the clearly visible GIANT airfield.... -
There should be multiple jets in the release version
sproyd replied to Marioshata's topic in ARMA 3 - GENERAL
LOL OP can go back to the BF3 fixed wing campaign mission that we all know was so amazing and awesome ;) -
Share your first Arma3 Beta Impressions (all first impression type posts here pls)
sproyd replied to fabrizio_t's topic in ARMA 3 - BETA DISCUSSION
I'm absolutely stoked and amazed with Arma 3 and I'm a day one downloader (although failed to buy Supporter ed. due to BIS store overload so went Steam) and frequent daily dev log updater. Quite amazed with the dev team and their daily published updates, truly remarkable in this day and age. I can't wait for Altis and Fixed Wing aircraft so really looking forward to September. I think performance has been greatly improved so no complaints there. I think the major thing that really pisses me off is the mid-range textures. The fact that this was fixed by a modder so quickly but BIS still have yet to fix this is a real drag and is disappointing given the fantastic support so far. I really hope this is fixed for launch. Even a workaround is fine, but currently its a real immersion breaker, especially when heli-ing around Stratis. -
What computing system do you have for the Arma 3 Beta?
sproyd replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
After planning this for a few months I've finally got my Arma 3 Rig together. Its a mid to high end rig but with a focus on value for money and at the moment is running Arma 3 maxed pretty damn well (a few things turned off like blur and about 3K view dist). I am very happy. Case: BitFenix Prodigy MoBo: Gigabyte Z87N-WiFi CPU: Intel i5 4670K Haswell, overclocked to 4.2GHz (will try and go further but I am waiting for better RAM to arrive as the stuff I got is getting RMA'd due to not being up to scratch) Corsair H60 Water Cooler GPU: Asus GTX 760 Direct CU II OC SSD: Samsung 840 series 2x4GB RAM, Corsair modular PSU, Razer mouse, TrackIR 5 etc -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
sproyd replied to Placebo's topic in ARMA 3 - GENERAL
I read it both ways... only the OP knows for sure... OP? -
hahaha yeah good point!!!
-
LOL as a (small-time) mission maker I can't help but laugh at the struggles of making missions for a game in development that has a history of constantly breaking the missions we worked so hard on!! It's like we are suckers for punishment!!
-
Hi Guys I'm making a mission with a hostage rescue component to it. Basically there are 4 locations where the 3 hostages could be. I want to randomize where they are each time... BUT I want them all to be in the same location with guards. The only way I know to randomize locations is to group units with markers. Can someone tell me how to do this? Also I want to be able to set waypoints up for the units (so that they are placed in specific "positions" and seated in a building). The same question again: how would I give them waypoints dependent on their starting position? Thanks!!!