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Everything posted by Valken
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EM_buildings - new buildings
Valken replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That would be awesome! It can really help map and city builders have more diverse neighborhoods. @ emoglobinsky it would be great if you can also FLIP the model 180 degrees from the front to create a variation - EG if entrance and stairs on left, the mirror it so it shows up on the right. Then when we place 2 buildings next to each other, the rotation can give a little variety without the whole block looking exactly the same. -
[WIP] Female base model project
Valken replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow... this is really cool and I have a few comments: Can you work with Zeealex on the heads? Her mod IdentiZee already has really good female heads. I figure it can save you work by collaborating. Also, are the proportions correct? Most of the time when I see both sexes of the same height standing next to each other, it feels the female's waistline is higher than a male's. Meaning her legs are proportionally longer than her torso. I believe the correct ration was 1 2.5 3.5: Overall great model as I had been using Schnapsdrosel's Female Soldier in Arma 2 and in Arma 3 with AiA before the updates. Great to finally see balanced genders and perhaps we can have "child" size models in the future. Would be a total psychological dilemna during a rescue or offensive operation with other than just "males" in the population or can be the most gruesome child demons for updated horror mods! -
EM_buildings - new buildings
Valken replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Beautiful. Are different textures or colors available? Would be nice to see different colors and rotate it to create neighborhoods. -
I did a search and was unable to find the correct topic so I thought I would post this in GENERAL. After getting back into ARMA from Real Life, I added a few new mods via Steam Workshop and it shows up in Arma 3 Launcher. Works great. And after manually adding the older mods to the Launcher, it would display that some mods are still required such as CBA even though its already listed but not under the workshop name even though the file directory is correct @CBA_A3. There are also other messages due to different directory names that are different on both Workshop and PwS / Internet servers and even the mods listed here on this forum from the original authors! Example Workshop - @CUP Units PwS - @cup_units Technically, I can just ignore the Launcher error message, check the mod and it will work. But I probably have slight OCD and it also annoys me to no end that the official Arma 3 Launcher cannot do a quick hash to notice the files are already there but under a slightly different folder name. Lastly there are some servers that don't use Steam Workshop and I have to rename mod folders to match if a mod was downloaded from the internet or PwS! Is there a way to automatically Sync all of the folder names AND the mod name description so it shows up under one name with no duplicates in both Arma 3 Launcher and PwS, get rid of those annoying dependency errors and simply works with internet servers? It would be great if there was some consensus on how to deploy mods in some uniform fashion and to save HD space - automatically create symbolic links from the master original mod folder to clan mod compilations and delete all those sync copies from both Workshop and PwS. SSD prices are still not where HDD prices yet. I actually like the Workshop for auto-updating as the bandwidth alone is way faster than PwS or Armaholic but I understand the complicated issue of mod ownership due to Steam's EULA.
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RAM Management - Serious Question
Valken replied to I give up's topic in ARMA 3 - DEVELOPMENT BRANCH
Very interesting thread... Here I was thinking I have to UPGRADE MY PC (get faster RAM, faster and bigger GPU) when I should pull out my CFX 6950s and drop in an older 1 GB GPU card! I might just enable the onboard video on this i7-4970k and see how that does instead. -
Interesting discussion. I would love 64bit memory addressing just to bypass ram issues and believe RV engine can actually improve if they consider something like OpenCL to process the AI thread. With OpenCL, it can open up GPU accelerated thread (note it is singular in RV engine's case), and the raw processing power of OpenCL can outpace most top speed Intel CPU cores for simple and very high magnitudes of calculations. I wonder if someone can actually make a simple demo importing a similar set of satellite data into CryEngine, Frostbite and AMRA 3 with similar texture, terrain and model usage, then drop the default game engine AI onto to see how it reacts and performs. Say 20, 50, 100, 200, 300 and 500 AI on AI battles. Would be a really good academic way to test and compare engines with ARMA type gameplay for research. A user map like Manhattan would be a good candidate.
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ARMA 3 Crashing out due to running out of ram with 16 GB system
Valken replied to Valken's topic in ARMA 3 - TROUBLESHOOTING
@kaysio - that is interesting since I have a Killer NIC on my MB but am using the OEM Qualcomm network drivers. In testing, it should not use up all the ram in single player mode. @ bratwurste - Curious what your system consists of? What model of video card? -
ARMA 3 Crashing out due to running out of ram with 16 GB system
Valken posted a topic in ARMA 3 - TROUBLESHOOTING
Hey all, Back to ARMA 3 after a year of RL work (didn't realize so much time had passed) and had Steam reinstall / patch up the game. I've added a few mods and decided to run Yet Another Arma Benchmark from Steam Workshop to test my setup with: CBA A3 ACE 3.5 Blastcore Eagle Blastcore Tracers FoxFort Edit Blastcore Skies JSRS3 DragonFyre Eden 1.2 Vcom AI or Grouplink 5 Special FX AI During the test on a second run (after benchmark has finished, click rerun instead of quiting and running mission again), the game actually declares it has ran out of RAM and Windows would popup to close the ARMA 3 client!!! My system should handle this game with no issues so I suspect it is ram limit issue due to being a 32bit app. My system should NOT be holding the game back: Windows 7 64 bit, i7-4790K cpu, 16 GB RAM, AMD 6950 2GB unlocked (6970) Crossfire, SSD (Windows and arma 3 installed here). Pagefile on auto on the SSD. I had this issue before with other games such as Grand Theft Auto series until I had enable LAA mode to address the full 4 GB or switch to a 64-bit executable. With 2x GPU cards with 2GB ram buffer, the video memory address is also mapped into the 32-bit memory space per application so that 4 GB becomes 2GB + 2GB, thus possibly cutting into the applications ram requests. Any ideas to stabilize the game so I can run multiple benchmarks without crashing with the above mods? It can't be my video card yet... Planning to upgrade this at a later date but wanted to see if anyone can run the same setup as I can without crashing. Appreciate any help here. -
ARMA 3 Crashing out due to running out of ram with 16 GB system
Valken replied to Valken's topic in ARMA 3 - TROUBLESHOOTING
Thanks for all the replies and bratwurste's video is sobering. I will try to reconfigure my system again to free up more ram / swap space and see if it improves. I would love to add another 8 or 16 GB of ram but can't without a complete cpu and motherboard swap. There goes the budget for the new GPU! Seems hardware upgrades is the only constant to improve us Armaholic's experience! :D Edit... So I rebooted the system and killed all background tasks, loaded up Radeon Pro and tweaked some settings: Forced 2x AA and 16xAA (forces Crossfire usage) Dynamic Vsync with a target of 59 FPS 16xAF, HQ settings In ARMA 3 launcher, I enabled HT, and thread manager forcing separate threads to use my CPU more or less. Left core detection on AUTO. Ran YAAB from Steam Workshop using the same mods in the first post unless noted. All on Ultra settings at 1920x1080p: 2xAA Second Run on top with VCOM AI 2xAA First run next VCOM AI Driver Level AA Second with GL5 FX and VCOM AI Driver Level AA First Run with GL5 FX and VCOM AI: You can see the second run is better after everything caches. You also noticed I am using all 4 GB (total 2x 2GB framebuffer)!!! 16x CF AA Second Run on top, 16x CF AA First Run behind it, and the last 4 runs from above: While FPS looks a little better, there are more dips with 16xAA enabled but not as much as I thought it would be. It is playable so long as I am not in the middle of many AI. I think my FPS may be framebuffer restricted at this point and will enable a single GPU to see if FPS smoothness will improve. Thought I would share this academic data. -
Lost Dragons - Total Modification Alpha
Valken replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That looks pretty cool! Will you light up the eyes? I just watch The World's End those replicants looks creepy chasing after the protagonists with their lit eyes and mouth: https://www.youtube.com/watch?feature=player_detailpage&v=n__1Y-N5tQk#t=63- 420 replies
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Lost Dragons - Total Modification Alpha
Valken replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Been away for a year and still amazing. Its mods like this that keeps pulling me back to Arma. Looking forward to the next update.- 420 replies
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Lost Dragons - Total Modification Alpha
Valken replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A fan still here. Waiting on your latest update and great work!- 420 replies
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Lost Dragons - Total Modification Alpha
Valken replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Can't wait for next release!- 420 replies
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Awesome! Thank you!
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Arma game and large mods on SSD. The reason is that ARMA streams content such as the map, textures, objects (models) in to the game as you move around. Content on the SSD would load faster. I have both ARMA 2 and 3 on my SSD with OS but all the applications on a HDD. My SSD is small so I hope to get a bigger one later and move more streaming games onto it (GTA, Crysis, BF).
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[SP] Apocalypse - Invade. Control. Conquer
Valken replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Great to see you back. Before you head off to ARMA 3 territory, can you update this to allow the Alienz mod for Arma 2? -
Looks great!
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Lost Dragons - Total Modification Alpha
Valken replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That railcar is awesome. Would be cool to also to see the inverted version or a a railsystem that allows transition to both types of tracks.- 420 replies
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I have the same problem now as well. I tried to uninstall BE, reinstall it, but it still does not work in multiplay. Only thing I can think of is to completely un-install Arma 2 and try again. Not looking forward to this as I have all my mods setup the way I want to.
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Wow! Looking great there!
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Would love to see it. If you have updated the art direction, perhaps you can have variations instead of removing all your work. Commanders for instance can have a special variant, grunts have similar spec'd gear, and mix matched for guerrilla or special forces.
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[WIP] ChAkrA Firestorm: Custom Ak47 _- ChAkrAs Addons -_
Valken replied to chAkrA's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You need some gaudy gold colored. jewel encrusted versions and then more mil-spec camo or neutral versions as well. Looks great overall! -
Would be fun for the ETA to go up against the Zetaborn! I hope BB works on it after Jurassic Arma and his other mods.
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I really like the current designs but understand if you want to change art direction. Can't wait for the preview of the new designs! Holds Breath!
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Looks great actually! Definitely has a different feel to it.