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Everything posted by Valken
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0xC0000005 - STATUS_ACCESS_VIOLATION
Valken replied to steam-76561198236900032's topic in ARMA 3 - TROUBLESHOOTING
Check your C drive and makes sure it has tons of free space, 1:1 with your RAM. That is a memory issue. The Windows OS is STUPID in that it needs as swap space despite the physical ram you have and sometimes mods will create memory leaks in ARMA 3 x64. I keep about 6 GB free for ARMA 3 even thought I have 32 GB of physical RAM. -
More power to the seller if news companies are so dumb they don't vet their sources.
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~ ArmA 3 Sound Modding 101 ~
Valken replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I didn't want to OT but have no where to say this as me and some mates finally bought DayZ after years of sitting on it recently and these were some of our thoughts. I hidden it except for those were interested in the audio quality and some other comments: -
I opened one of the mission files and you need to edit the "UnitClasses.sqf" file under the units folder. But do download the full mission pack from the first post, check github for the latest builds, and there IS a CWR beta mission inside. You can pull out the UnitClasses.sqf file and edit it to update it to the current CWR mod level. Then put the CWR UnitClasses.sqf into the mission you want to play on, such as stratis or any other terrain. I suggest you test with stratis as that is a small terrain to make sure all the gear and units come up.
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You need to edit one of the files so the gear and units show up in the missions. I forgot which one but there was a beta I think for CWR. I agree with you on this. I want to play CWR EXCAPE with all the low tech gear it had during the era. I love playing SOGPF ESCAPE without NVG or lock on AA for example. Just intense with a good COOP team over our favorite terrains!
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~ ArmA 3 Sound Modding 101 ~
Valken replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have to give massive credits to the DAYZ Team. The amount of polish they have put in is amazing including Audio, Terrain and modeling fidelity. The audio tuning is well done in DayZ back to back from ARMA 3. At the same levels with headphone on, DayZ terrain ambient noises are at a good level. ARMA 3 is too loud or vice versa, DayZ softer. The gun sounds in DayZ sound a LOT like Dynasound 2.0 or RHS. Way ahead of ARMA 3 stock gun fire sounds. I could go on how much I like DayZ gunfire except for the fact or lack of weapon content and AI to kill vs ARMA. I know different games, but still, audio production on DayZ was dialed up or retuned for better sounds. If we can back port those upgrades to the ARMA 3 engine, imagine how much better than ARMA 3, DLC and community mods such as RHS, CUP and CWR would look and play? I hope to see ARMA 4 with those upgrades and beyond from DayZ. I just cannot wait! -
@jarrad96 Wish you the best to a speedy recovery bro. Stay hard to kill!
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~ ArmA 3 Sound Modding 101 ~
Valken replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think the ARMA 3 Engine is getting old and needs updating, without breaking existing mods! But ARMA 3's game engine will not change anymore so you need to work within the limitations if any. I just played DayZ SA, and the sound map is better. It is a newer engine after all that is evolving. It gives me hope for ARMA 4! -
Changed my server PC, now ping's through the roof
Valken replied to thirith's topic in ARMA 3 - SERVERS & ADMINISTRATION
Did you set your PC to use the 5GHZ WIFI channel? Leave the 2.4 GHZ for older and slower devices, like guests who show up to your house. Also the adjust the antenna positions of your new PC. It makes a huge difference in terms of bandwidth and possible latency. Lastly check your onboard WIFI is going through a 1Gbps port or has PCIE lanes. It could be the onboard WIFI is connected to a slower bus hence higher response time. I get weary of onboard components unless they are not too bandwidth intensive as you need to understand what the interconnect between those chipsets to the CPU are. -
I was jumping in and out of DayZ and Ravage and had another "not original" idea. Is there a player HIVE or BANK system for ARMA 3 that we can use for Ravage? The idea is a group of servers can use the same HIVE to transfer the same "player" from one server to another and allow them to keep stats and gear, so long as they did not die, or have insured their gear or loot. This was part of Dean Halls' signature design in the original DayZ mod before it went "open source" by the community. Example: Cherno Server, Livonia Server Player A starts in Cherno, loots, gears up, runs missions, maybe build base and is nearly finished. Player B starts in Livonia, does the same. Both server running near identical mod sets - Vanilla, Friths, CUP or RHS for example. Player A receives distress call from Player B to assists. Player A gotos trader, pays a fee to facilitate a transfer to Server B (saves gear to HIVE). Saving gear locally on body or base is only available on that terrain or game world. Player A is logged off by server (virtual transfer en route) , logs into Server B at the trader. Withdraws gear, and proceeds to link up with Player B on Livonia. So long as the gear exists on both servers, then they can do a transfer or when they arrive at the destination server, and if some mods or gear are prohibited from customs entry, is left in the hive to used on servers that allow it. It can be expanded way further if BASE BUILDING was allowed on ARMA 3 like Epoch or DayZ: At the base, a player can requests asset transfer from the base. An AI cargo container is dropped off via heli from the "Logistics Company - Ravage Logistics, Inc." The player then loads whatever they want to transfer. The player requests a pickup (land or air) and pays a fee or it is held in escrow for pickup (fee is paid right before taking goods at other server). Optionally let player or AI raiders a chance to attack the cargo in transit from base to trader or port to increase immersion on MP PVP servers Player logs into other server, goes to trader, request asset pickup and has to pay a fee (can be calculated based on virtual weight or a fixed cargo costs). Then the player gears up and goes on his way or brings the gear to his new base or friend's base on another terrain. It would be pretty cool if the community shared a hive and each on runs a unique server then lets the player transfer their experience and loot over to a new server and vice versa. Definitely helps to keep the alive feeling in the world.
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Is there a way to load Creator DLC Maps without loading the DLC itself?
Valken replied to mr_centipede's topic in ARMA 3 - QUESTIONS & ANSWERS
I think is a GREAT idea. Just the terrain and shared building, vegetation, and terrain assets without the units, guns, gear or vehicles. -
Set the mission time! Roger Tango!
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Totally agree on Ale, Beer and Pizza valuation of games! :D Map is totally worth it in terms of hours spent. I play mostly ESCAPE and RAVAGE and SP, COOP or MP game modes on these MAPS, let alone gear and content is amazing. I shift to SOGPF Escape for a while. While waiting for Cam Lao Nam Ravage, I bought DayZ SA and played it as well to hold me over for Ravage MP on Cam Lao Nam. It will be amazing once it gets up and running. Ideally there would be a Ravage Escape on all new cDLC as gateways to ESCAPE and full time open world survival Ravage persistence servers. Imagine trying to build a base on Cam Lao Nam and HOLDING it against PVP in Ravage! Wow... Molly collection begins in 3, 2, 1...
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It is about 20 USD right now with the Steam Sale? I use the Pizza Economics or some use Beer Economics to buy games. If the game or DLC is as fun or enjoyable as consuming about 2 or 3 Pizza slices or a full pie with meal (drink and side crisps or fries), then I go for it or I just get more pizzas! Same for beers! Whiskey is way more than a DLC but it goes a lot further so there is that...
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As originally posted here:
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Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
Valken replied to Placebo's topic in ARMA 3 - GENERAL
But the game is like fine wine or a good whiskey or scotch! It gets better over time, especially the community. It will get BETTER but if not, then the CPU architecture is trash or needs to be reviewed under a different set of requirements. Enfusion hopefully will have better performance but for ARMA die hards, we need IPC! -
I think you, Donnie, CWR3 team and only a handful of people update their missions due to availability of time. One of my favorite mission makers, Phantom, has incredible missions, but as soon as a mod updates, it breaks it and it eventually gets taken off SteamWorkShop, leading us to scramble to backup whatever "old" mods we have + the mission to be able to replay it. So I rather have old missions + old mods be "available" than pulled off SWS as we now have lost ARMAHOLIC. Great classics do not need to hide or die, it needs to be ARCHIVED! 😄
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ANY game mode can be added, SP, COOP, MP, etc... You can think of the map as alternate location for a set of missions, like what I had discussed in the Remnant thread. ARMA allows the editor to HIDE or ADD buildings to create new locations for example over existing maps. Every DLC so far has "compatibility data" on Steam Workshop so the models and building assets can be used in OTHER MAPs. Only the actual usage of DLC/cDLC weapons, gear and map would be restricted to "owning" it. In the map and scenarios case, you and others must have the DLC to load it up tho, such as Tanoa, eferlingen, Livonia, Cam Lao Nam and now Gabreta but you can use those buildings or see other players USE the DLC weapons and gear so long as they paid for it. You will see it in game, but you would have that screen spam to buy it if you tried to use it. The gear, weapons and units are OPTIONAL to use so you can actually play 2035 era missions or Cold War missions on ALL maps, so long as you have setup the mission to do so. Chernarus is a good example from ARMA 2 up to DayZ (which is in the near future). Heck we even play Malden 2035 in ARMA 3 now, and it was originally from Operation Flashpoint.
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I think slightly longer loading times are OK if you can provide a notice about it, especially in MP. Players wonder if the server or their systems have crashed when it just sits there with no update. You can have plain text, a dynamic bar or a simple number counter for player view and statistical purposes. Keep up the fantastic optimization work!
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No, this sets a FIXED object deletion so the view / object distances are also FIXED! I noticed if I just load ENHANCED VIDEO SETTINGS and MAX out the models, objects and texture quality, it PREVENTS LOD'ing. That gain me very stable FPS as there is next to no swapping once loaded into memory at the expense of memory. I will try it again without the other mods as it is possible one of them is doing something in the background.
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Some of us like me like to play OTHER game modes on good quality maps like ESCAPE or Roleplay Ravage Survival Horror on it. It is like asking why people like to play DayZ on Chernarus or other maps, even if they will not use CUP or RHS weapons on it? The map is important as it can be customized to be fit a scenario. For me, I am on the fence to buy this cDLC because the MAP looks amazing. The gear is OK and the gun sounds are totally MEH but there is a JSRS patch on SteamWorkshop right now that fixed 98% of that! So if they fix the models and up the texture quality, that is just more reason for me to buy it though the MAP and setting is probably number one for me, just like how Tanoa, SOGPF and Contact was. Even GM's map can be enhanced via Eden to fill the blank areas for creating design objective areas for other mission scenarios.
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I think it would better if you had 2 versions and just depreciate the old one, but leave it on STEAM WORKSHOP for compatibility sake. I hate it when a mod is updated, but an old mission is not and then it breaks it. Not all authors have the time to go and redo it as much as we would want them to. They have to split their time updating old missions or creating new ones.
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I will try this shortly and see what get with my MAXED out quality settings. I've been compromising draw distance down to 1000 on MP servers to keep FPS high but at maxed settings. Probably Livonia, Tanoa and Cam Lao Nam as those maps have a ton of vegetation. Maybe Even Chernarus 2020 or Winter Chernarus as those lag on my system for no reason. Thanks for this. Edit - Results from EDEN by clicking on the listed town or city - default view, no camera changes System Haswell 4790K @ 4.5 GHz (it is hot here), DDR3-2400CL10 RAM, 1060 GTX, SSD GM, SOGPF, Tanoa, CONTACT and some sound, graphics mods Enhanced Video Settings loaded to max out graphics quality. 1080p Windowed Fullscreen, ULTRA PRESET with the following changes: VSYNC - OFF TEXTURE - MORE ULTRA OBJECTS - ULTRA +3 TERRAIN - ULTRA, anything above this crashes some maps SHADOW - SUPER PARTICLES - ULTRA+ PIP - SUPER OVERALL DISTANCE - 3800 or 1000 OBJECT DISTANCE - 3800 or 1000 SHADOW - 200 AA - 2x CMAA MLAA - ULTRA ALL OBJECTS + VEGETATION MAP RESULTS WITHOUT AND WITH TWEAK ON 3800 VS 1000M VIEW DISTANCE: GM cDLC - WINTER WFERLINGEN TWEAK OFF 45 v 55 TWEAK ON 35 V 46 GM cDLC - WFERLINGEN - GRASLEBEN <-- very dense and has lower FPS than Winter version TWEAK OFF 43 v 52 TWEAK ON 27 V 44 TANOA DLC - Georgetown TWEAK OFF 51 v 67 TWEAK ON 46 V 59 CONTACT DLC - Nadbor TWEAK OFF 39 v 45 TWEAK ON 37 V 45 SOGPF cDLC - Saigon TWEAK OFF 22 V 25 TWEAK ON 22 V 25 These are average FPS. It bounces up and down +3 FPS for me in EDEN. I think the average is lower due to the script running or looping... I am unsure if I should leave it alone for a longer time to keep it going and stabilize. I did not load CUP Chernarus so will test it again later.
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Can you guys do the following so we can track the performance increase accurately: What is your CPU/RAM/GPU configuration? What screen resolution? Can these scripts be converted into a "mod" so we just load it and test it? Can someone post a screenshot comparison? Same seen before and after just to see the effect?
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Are there any in game voices for the AI in this mod? I watched a video but it was like everyone was mute.