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scheintot2

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Posts posted by scheintot2


  1. On 20.2.2014 at 7:36 PM, l etranger said:

    No can't do. It will be conflictual and a nest for bug, only BIS can't fix the situation by adding scripting command to change the maxrange engagement ratio used by AI. Unfortunately they prefer to focus on other things

     

    I don't think it will be a nest of bug but a lot of work. Would it be allowed to change all the values of all weapons regarding to CUP and RHS in a custom config.cpp?

    • Like 1

  2. 13 minutes ago, Dedmen said:

    Yes Arma is also very disk speed dependent. Slow disk causes lag spikes. But not 10 second freezes every 5-30 minutes like was described here.

    You can see disk-related lag spikes when you zoom in for example. Or look at something far away through binoculars.

    I was referring to a damaged HDD.


  3. 6 minutes ago, Dedmen said:

    That may be true for most games. But Arma is VERY memory speed dependent.

     

    I've got 1600mhz DDR-3 and I cannot realy believe that. 

    I'm also playing DCS World 2.5 and other simulations without problems regarding to my hardware.

     

     

    6 minutes ago, Dedmen said:

     

    But speculating doesn't really help here if you can just actually test and find out what exactly is causing it.

     

    I did not just "speculate". I suspected several things to be at fault and I wrote a suggestion regarding HDD/SSD. After all I am trying to help this guy with his problem. Thats whats all about it here. Strange tone you have.

     

     


  4. 24 minutes ago, Gunter Severloh said:

    Welcome to Bis forums!

    Your ram is weak, 16gb is good but you want DDR4, and at least 3000 speed.

    See this tech review of cpu, and ram with arma3

    https://techreport.com/review/31179/intel-core-i7-7700k-kaby-lake-cpu-reviewed/11

     

    I have an I5 4690K and 16GB DDR3 and no problems at all.

    So it has nothing to do with DDR3 or the "speed". Megahertz is not even importent at all. Read about it and you will see that the difference between different mhz is not even an fps (and in case we are speaking about 1 fps at all) worth.


     

    18 hours ago, Chryseus8 said:

    So I've been having this problem for about 8 months now, with no resolution, the game freezes randomly about every 5-30 minutes at which point everything stops with no sound, after around 10 seconds it resumes as normal, background programs appear to freeze as well.
    This occurs in single player and multiplayer without any mods, I've verified the install multiple times and have even done a complete reinstall, since this problem started I've also fully reinstalled Windows 10 three times and tried a whole range of nvidia drivers, I have no anti-virus installed (with exception of Windows defender), I'm not getting problems with any other game, the event log is clear.

    More advanced scenarios seem to produce the freeze more often, for example in an extremely basic scenario it might happen every 20 minutes whilst in a complex scenario this might reduce to 5 minutes.

    Here is a rpt file, I marked the location where it freezes on line 722, https://ghostbin.com/paste/koyyh

    CPU and GPU temperatures have been checked, manually increasing the fan speed makes no change.

    I've tried a wide variety of launch parameters to no effect.

    Drive has been defragmented and checked for errors, multiple different sizes of page file have been tried and memtest shows no errors.

    I really need this fixed as it's making the game unplayable for me, I don't appear to be the only one suffering from this either.

     

    System Specifications

    CPU: Intel I7 4790 3.6GHz

    Mobo: Gigabyte H97M-D3H

    GPU: EVGA nvidia geforce GTX 970 4GB

    RAM: 16GB Corsair DDR3 XMS3 1600MHz

    Game drive: WD Caviar Blue 1TB

    System drive: Samsung 840 120GB SSD

    PSU: Seasonic S12II-620 620W

     

    I've got a GTX970 aswell and it doesn't do freezing but funnily I've had the same kind of problem a few days ago.

    When I was hosting a server to play with a friend together it was freezing because of a script I've written for the mission and I've also experienced the same symptoms. Worth to mention: I've never tested if it realy was the script but every other mission goes well without errors or freezes. When I closed the game via task-manager I got the "unable to init dxgi" message. Probably you will get the same one. I believe it has something to do with Arma 3 specifically. I suspect one of the newer updates to be at fault because I've never seen this kind of behavior before. 

     

    I will test my mission in the next days and try to detect the problem but like you have said, it is not a custom mission/script/addon/mod problem when you play vanilla version and SP - so my solution might me useless to you.

     

    Suggestion: Have you ever tried to install Arma 3 on your SSD? Even for testing purposes only? I cannot realy believe it is the HDD when you say other games are doing just fine but I think it would be worth a try after all of your effort. Maybe Arma 3 is pushing your HDD harder than other games. Somehow.


  5. 32 minutes ago, BraveWooky said:

    Hello  :)

    This is a newly added configuration prototype, meant to simplify and improve the configuration of vehicle audio. At the moment we are still tweaking and improving it but when in proper shape, this system will be delivered to the community including the necessary documentation.

     

    Awsome, thats good to hear. Thank you for your answer!


  6. Push to talk means that you push a button to talk instead of voice activation

     

    Voice over network: https://en.wikipedia.org/wiki/Voice_over_the_Net

     

    Basically Push to talk is just a transmitting method between you and Arma. You hold the button and every audio which is received by your corresponding mic will get streamed into the network. Without Push to talk it is usually voice activation. As soon as your mic receives audio it will get streamed.

     


  7. 18 hours ago, teabagginpeople said:

    Yes I think jsrs sound mod is superior to vanilla.  But that is opinion.  Not fact. While I believe jsrs is good many might not. 

     

    Yes, that is correct. But it is also known that many players are actually using sound mods. Which one is and was not the question here.

     

     

    18 hours ago, teabagginpeople said:

     

    If there is a component of the audio broken fair enough. Help them help you fix it.  You say "what do you expect me to do".  

     

    How about not make proper testing an afterthought?  see if it is in fact broken before posting your findings.not do it the otherway around?.  Hell in that case " what do you expect the devs to do"???

     

    I already helped by reporting it. USUALLY <- it is their job to fix a bug if there is one. I don't know if it is broken but I have already tested it out last night (5 am) for two hours and haven't found the mistake on my side which COULD be there (a point, I've already mentioned). Also I wrote that I'll post the config and maybe someone will spot a mistake on my side. If not it is broken. I mentioned that out here so other sound modders or testers might have the same problem and can report this stuff not going crazy because they think they did something wrong in case it is broken. U see?

    So what the hell does "see if it is in fact broken before posting your findings" even mean? I did everything I could and I will test it AGAIN in a minute to double check (or 500000 check) if there was an mistake of mine before I'll post the config.

    PS: So please again. Don't get me wrong. I know I might sound a bit rude in comparison to the usual stuff being posted. But I don't mean to attack the audio devs at all. Personaly I like BIS very much. But I try to keep that out of my critism to give a realistic feedback out of MY personal experience over the last 16 years. Again, I know it sounds fucked up, but it is not meant like this. So I am sorry for everyone who felt personally engaged. 

     

    PPS: Okay, to be honest, I could not recreate what happened this morning. I actually did not do that much different now but the sound is played stereo now. The 3d processor is made for the tail and the tail goes quiet when the gun sound goes quiet but both are on different soundsets. Is this normal or a bug?

     

    PPPS: Anyone knows what this has to mean?

     

    "New macro-based sound configuration system"


  8. 2 hours ago, teabagginpeople said:

    If you are indeed following the series series since way back when. You think you'd be used to the disappointment.  Your anguish is glaringly ugly.

    Sorry - what is your point here? If I'm following the series way back when?! To repeat myself: I am following the series since Operation Flashpoint (2001) so I know the progress which has been made since then pretty good.

    And yes, it might be sound rough because I am not sticking my head into someones ass to not hurt someone while speaking out criticism but I also did not insult anyone. I just cleared out facts. And guys, lets remember please - I also did not, how you call it, rant about Arma not sounding like the Battlefield series (in quality). I "rant" about simple features like inserting loop points into wav files which can be read by the engine and 1p and 3p seperated sound files are STILL missing. Thats all. Features which has been used in the games industry over 10 years now. I can just repeat myself. PS: inserted loop points can be read by FREE programs today...

     

    2 hours ago, teabagginpeople said:

     your uppity "rant" and I call it a rant because even if you had any valid points. this is a development branch thread. Not general discussion. You provided no proof of your issue. Then went on a oh by the way "rant".

     

    I cannot realy provide a proof except posting my config in here which I will do in a few hours when I'm back home. What do you expect me to do? 

    If the 3D Processor is not broken which I hope because I am working on a sound mod I would be pretty happy about it. Maybe someone can also test this in a new clear test environment. (Arma with a sound mod with just one new added sound).

    Like I've said, I will provide the config later.

     

    2 hours ago, teabagginpeople said:

    I even personally believe the sound is below expectations and I'll even use comparison from the game itself.  the sound mod jsrs.  All around brings the battlefield alive. . That guy is killing it. But alot of even his mod is only possible with changes the audio them have provided wrestling with the ageing engine arma 3 is on. 

     

    If I got you correct here then you think the sound in vanilla is bad and below expectations - made better by a community modder. And here we have exactly the two points I mentioned above. The modder is using the system which is provided by the audio team to make his sound mod work. People like it and the quality is probably better than the default sounds provide. Which leads us to the first point, the quality of the game. Which is not bad in every aspect, im not saying this. But in some areas its just behind... lacking on simple features.

     

    My goal is not to insult the audio team or blame them. But as I said, as the customer I CAN'T be supposed to "understand the companies internal problems" why the audio is behind the standards. But what I can is I can provide critism and feedback of what I am seeing. And I saw enough the last 16 years to provide feedback in terms of progress when it comes to audio. 

     

    PS: And yes, of course there have been some improvements. Sound Shaders, sets, cones, filters, range curves, stereo files, 128 voices - everything. And thats good. 


  9. 45 minutes ago, laxemann said:

     

     

    Please specify your problem a bit more. I've never had any issues with the panner type.

    Also, why should it work with non-spatial sounds? The spatial parameter defines if the sound will follow an object's location. Making it non-spatial will obviously do nothing but playing the sound directly 1:1.

     

    I'll do it in a few hours. I am currently at work. 

    BTW: in my tests I had the impression that spatial = 0 makes the sound like you hear it with media player, spatial = 1 makes it more positional.

     

     

    PS: I did not rant. This is criticism. In my opinion its facts. Personal feelings are not realy asked here. If the audio team was small and did they best, thats fine. But that does not make the problem go away. It stays at the priorities for the game itself. They should give the audio team more ressources then. As hard as it sounds - it doesn't even matter where the internal problems are. I, as a customer, should not care about that. I should care about the quality which is delivered by the final product. 

    Also I knew that because I am following this series since 2001 and the progress is slow for being the third (or fourth) game in 2017.

    So it is not a "lack of background knowledge".

     

     


  10. Apparently the 3D processor "panner" is not working correctly. When I tested it a few hours ago the sound was barely noticeable within 5m of the sound source. Farther it disappeared completley. The range and rangecurve of the soundshader which was used was of course farther than 5m.  

    Also it is not documented how 3D processors behave with spatial = 1/0. (not blaming mega for doing all the documentation, thanks for what you did). Spatial has to be set to 1 for some specific 3d processors to work at all.

    I think because if the sound is not spatial the engine can not translate the emitter. But what is about panner? Does it have to be on? I mean I tested it with both, nothing worked but if it would work, what then?

    Anyway, it feels like it is completley messed up. Just emitters are working with spatial set to 0.

     

    Working with Arma 3 still feels close to working with Arma 1. Why things haven't changed that much? I mean we still cannot seperate 1p and 3p sounds by default. Yes - I've found a way of doing this like I mentioned above but it is still very tricky and I have to see if it is public suitable. The same goes for loop points the engine cannot read (or at least there is no documentation how it should be done if it is possible). Features like mentioned have been in games for a long time. First games appeared over 10 years using this features. Why Arma 3 cannot do things like this? It seems like the sound here is not taking serious. We just get a "being highly discussed" and "don't expect something like that". I mean we are speaking of features which are standards since a long long time for the most games. We are not speaking of something being completly new to the games industry.  But in Arma old methods barely getting up to date. We have already reached a time where kickstarter games have a better sound production- and system than arma (the system is the importent one).

    Here it just feels we have reached another century because they added stereo support. It could be so much better to be honest... but it is cheap. Can I remember you - it is 2017, not 2004. You don't even need to do that much. You just open the fucking possibilities and the sound designers/ modders (who are doing this for free, for nothing but for fun because it is a hobby) are doing the rest. 

    And now all the bugs coming up with sound controllers (which have been reported, even with the mark that sound modders could lose their motivation behind their work) and not correctly working 3D processors (at least for me, I've tested it but I could have been missing something)... seriously, sometimes I just wanna say get your shit together.

     

    Seriously the only reason we are here is because Arma gives the community a lot of freedom in terms of modding. IF there was an alternative (true competetion in terms of military sandbox, not a tactical shooter like squad) you guys would see a different light. Just imagine something would come up and do things better than you. And if there is coming something, remember these words!

    This is not a hatespeech to you, it is just how it is. I just criticise you and the priorities being set here. For the average user the technical stuff I mentioned doesn't mean much. But the quality which is delivered by it WILL be noticeable to everyone. And since I find quality in a product importent, the technical stuff IS importent.

     

     


  11. Whats about inserted loop points to wav files? Can we ever expect to work with these? Don't want to blame you guys but inserted loop points can be detected by free programs out there. Arma 3 should be able to read them too or at least give us an alternative. Of course just relevant to sound designers / sound modders but it will also improve the sound quality in arma itself which will lead to a cleaner product design.

     

    PS: I've already successfully implemented first and third person sounds for every weapon in the game except GAU-8 of the Wipeout.

     

     


  12. No. It means that a soundfile for a weapon has two specific inserted loop points (start and end) so the engine knows where to repeat when automatic fire is applied. Good for any automatic fire or especially gatling guns. 

    Also you would get rid of overlapping sounds. It sounds so unprofessional when you shoot in full auto and hear that the tail is overlapping. With loop points you would shoot 20 shots in full auto and then you just hear one single tail, which has loop points applied. Also you could add another echo to the tail which has no loop points applied for the echo effect itself (you shoot twice, you hear a boom far away twice). It would sound clean, professional and is easy applied and inserted. Why is this -  2017 (almost 18)  - still NOT possible? Questions like this have to be asked frequently.

    It would also be possible to just tell the engine the ms of start and end because then you don't need to insert loop points but what ever, both seems to be not possible which is kind of odd and realy outdated.


  13. 53 minutes ago, helicopterenthusiast said:

     

    My fault here. Sorry pierremgi but I copied the wrong script. It was not me not interested in your solution. It's just that I thought the code quoted was the same with the initial one but I was wrong. Nevertheless, I tried yours too but it didn't work for me. Maybe its the mods I use:

     

    CBA

    ASR AI3

    Advanced Rappelling

    Advanced Urban Rappelling

    Kunduz, Afghanistan

     

    But my mission is dependant on this content so I cannot try disabling them.

     

    And no need for tensions guys. Saying you are mad can even be friendly. It should indeed be avoided but other guys call their friends a@#h*&$#  :h:

    Not trying to take sides, just trying to focus the topic on the problem. Thanks

     

    Okay, I've tried his code now and it works for me too. I hosted a lan and tested it with two instances of arma 3. I also used an RHS vehicle and got a lot of mods active. I don't think it is a problem with mods but who knows.


  14. 55 minutes ago, Lorenz94 said:

     

     

    Before reading your PS, just changing timerTime to publicVariable brought me a step further, spawning the timer for everyone, BUT the hint goes on 3s at second: eg: 30:00 1s after becomes 27:57, then 27:24.. but the beep sound is correct (once per second).

    Now I'm stuck with this!

     

    Hm, could it be a delay because of publicVariable? I've had a similiar problem with setPos. Later I found out that setPos is just laggy over the network. 

     


  15. 13 minutes ago, pierremgi said:

    It was the case prior you "affirm"? or just "suggest"? I'm mad.

    At least, even in international language, a question ends by a "?". For someone still learning, may I suggest you use this kind of sentences? always preferable at any wrong affirmation. How many time did you use it? Never.

    I'm not emotional for my script. Just having some temptation right now, concerning your posts. But, no reason to feed the troll.

     

    No, I tried to UNDERSTAND your script. Again. I am learning SQF or try to understand how a script is built. Then I asked you (see https://forums.bistudio.com/forums/topic/208924-editor-vs-mp-server/?do=findComment&comment=3221788) and that's all. Lets please stop it now. Im done here. Sorry if you are mad because of nothing. Bye and good luck to solve the problem.


  16. 5 minutes ago, pierremgi said:

     

    No, I'm not mad and you're playing with words. You spend time to post wrong things, not testing, and I spill my time trying to answer you in polite manner.

     

     

     

     

    My script is working on Vanilla.

    The script you mentioned is not mine (a guy added some useless comment which could lead to errors). Refer to the script I wrote.

    On the other hand, my script work for Vanilla but can depend on the type of vehicle.

    If you want to be sure to block every seat you want, have a tour with:

    inGameUISetEventHandler ["Action", " hint str (_this select 3) "]; first.

     

    Note the hints. Be careful it's case sensitive. And don't forget the shift betewwen seats inside the helo.

     

    I can't help you furthermore if you don't trust me and do something else without any explanation. Sorry for the Scheintot2 mess. Sometimes, it happens.

     

     

    Dude, I just did not understand your script. I've never written "your script CAN'T be correct because of this and that". I'm still trying to learn SQF and that is why I tried to understand it. Also I've never changed your script and he quoted your part. Not my part. 

    You may try to take some distance from your code and not feel emotional attached to it. lol

    Oh and second, if you see it as a waste of time to answer me, why did you do it in the first place? I don't even want to know the answer. Im done here.


  17. 6 minutes ago, pierremgi said:

     

    What don't you understand when i write I tested it? True, here means override the arma's engine. See difference between example 2 and example 3.

    I suggest you test it before emitting any other doubt.

    Seems you are mad. I did not have a doubt. I just wrote "at least thats what I see". No matter what your test results are. I did not know that it is possible to override the default engine action because I read the wiki to fast. Now I understand why it should work. But helicopterenthusiast said it didn't. 


  18. 17 minutes ago, pierremgi said:

     

    It seems to me you are confusing the parameters 2 and 3. param 3 returns the " engine based action name " (like "moveInDriver").

    I have a simple rule: I test all I write. If not, i mention "not tested". It's not 100% guaranteed and sometimes I miss something. The reason why the forum is so useful, for everyone, even for guys who try to help.

    But here, just test it... when you have time.

     

    Yep, I confused 2 and 3. But still, if it returns true your script is basically just exiting with a hint. At least thats what I see.


  19. To avoid the small problem with JIP:

    In the init.sqf or where you have set the countdown variable write:

    if (isNil timer) then {timer = 20;};

    Cannot be local I think. 

     

    To make you understand: the variable timer could be at 5. The JIP player reads that. But then after the publicVariable is initialized the init.sqf (or script.sqf) is executing and sets the timer variable back to the default value.

    So before you initialize the variable countdown you have to ask if it is isNil like in the code snippet above.

     

    Also a local variable is not allowed to be a public variable. It has to be global. 

     

     

    PS: Well, I see you are calling it out with a trigger. Just call it up once..

    if (isServer) then { // call your function}  You also have to split some parts of the code cauz Server has no keyword 'player'.

    Then share the value of countdown to the network via public variable (don't forget, countdown has to be a global variable). 

    Third step is that you add the isNil stuff like explained above. 

     

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