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Hatchet_AS

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Everything posted by Hatchet_AS

  1. Hatchet_AS

    Surround sound problems, DEVs take notice

    I'm still facing the massive amounts of poor/distorted sounds currently. I have multiple options available to me that I've tested, and have yet to find something functional. Whether it's the Razor Tiamet, Tritton PC510 HDa, Logitech G-35 or just plugging into the onboard Realtek with a set of 5.1 speakers ... everything has issues. Specifically annoying is the distorted gunshots and related static popping I'm getting with it. I'm assuming this is something on games side of the fence that needs fixing, as I've only been experiencing this for a week or slightly more (DEV Branch). Granted before this started, many of the sounds in the game still needed work in general. This is plainly different though, and not pleasing in any sense.
  2. Hatchet_AS

    40K sat_lco SOLVED

    Won't mention how much time I might have spent over the years looking at this issue :rolleyes: Very well done Sir, and the sharing of the knowledge is very much appreciated. :cool:
  3. Hatchet_AS

    M16A4 Example

    Most excellent, especially the whole "look what we found, paying it forward" bit. Sincerely appreciated, on many levels.
  4. For whatever it's worth, it's pretty much the same for me. I've run a lot of different SLi setups the last few years, currently have a pair of EVGA 4GB 680 HC's. All in all, from my experience and others I play with, it seem there's is a point at which things just don't really improve or things break. Why for ... I have no clue. I was previously running 3-285's, it was much easier to see the benefit of the SLi with those cards in a single monitor setup. However, in a multi-monitor setup, it was always much more limited than what I felt it should be. As you say, comparable to a single GPU. Again, why for ... no clue. With my current setup it's hard to say whats what. I haven't had much time to play around with the surround much (and have not tried my TH2G yet with these GPUs), but it appears to be the same scenario at least in surround. It's almost like the SLi is broken, but all things technical indicate it is actually functioning. So.. meh, if it is working, it's less than ideal. And certainly leaves you wondering whats really going on. I know that doesn't really help with things, but at least you know you're not alone. Be happy to here any suggestions others may have. One thing I used to do with the 285's was force alternate frame rendering, that was marginally better and might be worth a shot.
  5. Useful link to all things useful. Quick solution for unpacking things ... put DePbo and ExtractPbo in a folder somewheres, drag and drop your .pbo onto the ExtractPbo application. Granted I would highly recommend setting up a P: drive using ArmA2P from Mikero. (lots of threads on that) To the best of my knowledge, to accomplish what you are wanting to do is really not feasible unless you have the working files for a map. That being said, as Max mentioned, getting permission and additionally those files from the author would be your best bet. The likelihood of that actually happening ... probably not very high. But maybe. The only other options that come to mind would be to destroy buildings etc.. at mission start. But that really isn't a clever solution with the destruction models and whatnot, and would have little to no effect on surfaces. Not really the answer you're looking for I'm sure, but it's kinda one of those "is what is" type deals. Hope it helps some though.
  6. Hatchet_AS

    [AS] Editor Updates

    Found a few minutes to look around at the dev files for this project. I'm fairly confident the root issue with the light versions was sorted already. However the config structure is in need of a revamp. Should not be overly intensive, but will take a few days with my limited availability. I do not have a package I can easily pack up for usage right now. So hopefully the wait is not going to kill anyone. The remaining sets for A2/CO are in mixed states. Seems the primary hurdle is the renaming of some couple hundred objects still from A2. :rolleyes: Given the overall usefulness of the addons and the Lite versions in particular, I think it's probably worth the investment in doing to finalize all sets. There is no ETA at the moment except for the OA Lite/Full version, although my preference is before A3 hits. Given the amount of other stuff I'm working on though, this may not be realistic. That being said, any assistance is very welcome.
  7. Hatchet_AS

    [AS] Editor Updates

    I was under the impression the "Lite" version was available, it does not appear to be "readily" available. I'm not sure what the remaining conflicts/issues were with the Lite versions, but I'm sure the dev files are still laying around somewhere. I'll make a point to at least attempt to clean things up and provide a final release in the near future for the OA Full/Lite versions. Depending on the completeness of the A2/CO sets, they may see a final revision also. If anyone is aware of specific issues and/or additional missing objects please advise. We have a few other projects under development right now, so probably take a few weeks for me to sort this. I'll see I can locate a functional beta for the Lite side tomorrow, when I have access to everything. Unfortunately I don't have any mission related dev stuff on this laptop. Cheers, Hatch
  8. Awesome stuff Fox, looking forward to these units!
  9. To the best of my knowledge this is correct. I also have no clue if it does anything further, scoring not being a huge part of anything we do. In all honesty, it looks like you have sorted it about as well as can be. Which is appreciated. Maybe somebody has something relative they've built ... I can't think of anything outside of what you're already looking at. Which isn't particularly helpful I know. But at least you now know. ;) Your questions seem relative to me though. Regarding accessing internal functions to the UI stuff. I might also just be uneducated in that piece.
  10. Google is your friend. Could potentially be your enemy also. (I have no idea.) The process can differ depending on which type of database you are using.
  11. This is a project that I personally (and I'm sure, many others) would like to see advance. While I personally have a somewhat limited set of skills, I'm pretty sure we can get you into an environment conducive to getting things done. I would agree that while challenging in nature, it should be very plausible with some of the work being done somewhat behind the scenes. All the best if there are other more real world challenges, I can appreciate those. If not, please don't hesitate to send a PM along.
  12. Actually myself and quite a few people (if not all) on our servers have experienced the same thing regarding Duala specifically. Think it's been update a few times since then.. not sure if it persists. (guessing maybe, based on your initial post.. in which case load order would not matter) This is generally an issue of having replaced/overwritten a default BIS definition, instead of creating a custom definition or similar. If everything is correct is those regards, I believe Deadfast would be correct, in that load order would play a role. And in those instances things loaded after take control. Although I'm curious now, as I would think that if you are loading after ACE, it would perform for you as expected. (?) Perhaps this is a "special case" type deal (being UI related)?
  13. Just a quick thought, it can happen when dealing with missions that perhaps the mission saved with an "addon dependency". This dependency and all the others are listed at the top of the mission.sqm. And is often readily identifiable, and can be removed manually via a text editor. There is no magic beyond the standard practice of copying your @_thismod folder to your root install directory. Any practice outside of that is ill advised, or very special in nature. Having said that, it is also possible to have issues with configs, that is affected by load order. However without more specific information regarding your current dilemma, I'd say thats a bridge to far at the moment.
  14. Excellent. Thank you Sir, you have saved me time.
  15. I'm not 100% on what exactly you are wanting to do as I can think of a couple scenarios. None the less, if you are wanting to add additional buildings/objects to the map, via the Editor. As in see them as placeable objects in the editor, you will need what is commonly referred to as an "Editor Update" (EU). There are several that exist. However, that being said, on the topic of not having to require additional mods for players/clients ... this can vary between the EU packages. You can however correct this sometimes (depending on the naming conventions used within the EU package), if a standard BIS name was used, but perhaps the mission is still requiring the mod .. you can delete it manually from the mission.sqm using a text editor. This would hold true with some of the MAP_EU objects. However MAP_EU as mentioned by Bushlurker, is the most commonly used package around for ArmA2. See previous removal option. Which can also help sometimes if you edited a mission with some mod enabled and now you don't have it loaded ... and the game hates you for it. ;) If you are looking for OA stuff, THIS will help with that. Believe there also a full version for things that require it.
  16. Hatchet_AS

    Generic African Buildings

    Excellent work Sir, very much appreciated. :cheers:
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