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slowrider8

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Everything posted by slowrider8

  1. slowrider8

    Dynamic Vehicle Loadouts feedback

    Don't know if this has been brought up before, but I would like to see the UI for the pylon systems brought out of the attributes menu and into the virtual garage, and for the pylons options to be available in 3D similar to how it's done for weapons on units in the virtual arsenal. Would make it generally a lot easier to use than the cramped menu in attributes. Obviously dynamic loadouts are still WIP so this might already be planned for the future.
  2. slowrider8

    Advanced Train Simulator (ATS)

    Can I add this as a client side mod to a repo without any issues? Or must it be server side only or cause issues? Also, could I request some sort of mode or scripting command which would switch this mod to only use editor placed trains and cars? I would love to use this in certain missions but I don't want people using trains they shouldn't be using or using them in missions where I would rather not have trains going around. Also, this is most likely outside of what you can easily do with mods, but I would love to one day be able to walk on the trains without being pushed backwards. Standing on them works great though, good work with whatever you did there.
  3. slowrider8

    64-bit Executables Feedback

    Playing around in the editor today without mods, Windows warned me that I was running out of memory. The game was only using around 3gb and I have 6gb of page file and 16gb of physical memory. I also have a 970 with 4gb (or I guess 3.5gb) of VRAM. A few minutes later after trying to play a mission as a character the game instantly closed without warning, though the process remained in task manager reportedly still using memory but not CPU. Also, I am using tbb4malloc_bi_x64 An important note from the RPT file: 22:08:31 Starting mission: 22:08:31 Mission file: tempMissionSP 22:08:31 Mission world: Tanoa 22:08:31 Mission directory: D:\Jonny\Documents\Arma 3 - Other Profiles\Slowrider8\missions\tempMissionSP.Tanoa\ 22:08:31 EPE manager release (0|6|0) 22:08:32 Attempt to override final function - bis_functions_list 22:08:32 Attempt to override final function - bis_functions_listpreinit 22:08:32 Attempt to override final function - bis_functions_listpostinit 22:08:32 Attempt to override final function - bis_functions_listrecompile 22:08:32 Attempt to override final function - bis_fnc_missiontaskslocal 22:08:32 Attempt to override final function - bis_fnc_missionconversationslocal 22:08:32 Attempt to override final function - bis_fnc_missionflow 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 CreateTexture failed : w = 2048, h = 2048, format = BC3_UNORM, err = E_OUTOFMEMORY. 22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 Virtual memory total 134217727 MiB (140737488224256 B) 22:08:34 Virtual memory free 134211023 MiB (140730457735168 B) 22:08:34 Physical memory free 5533 MiB (5802708992 B) 22:08:34 Page file free 8 MiB (9383936 B) 22:08:34 Process working set 3277 MiB (3437137920 B) 22:08:34 Process page file used 6190 MiB (6490939392 B) 22:08:34 Longest free VM region: 4175233024 B 22:08:34 VM busy 2735587328 B (reserved 312799232 B, committed 2422788096 B, mapped 88035328 B), free 1559248896 B 22:08:34 Small mapped regions: 20, size 81920 B 22:08:34 VID: dedicated: 4256104448, shared 8555900928, system: 0, max: 3941531648, used: 3064029184 ErrorMessage: DX11 error : CreateTexture failed : E_OUTOFMEMORY 22:08:34 EPE manager release (0|5|0) Can provide whole RPT if required.
  4. "ADS" suggests to me something about Aiming Down Sights, but I'm not sure how this would relate to HQ textures. Guess we should just wait for an official statement on this.
  5. slowrider8

    RDS A2 Civilian Pack

    Is there any chance of us seeing any more A2 OA units and vehicles out of this pack (Pickup, Atv, SUV, civ clothes)? I know that other mod packs have such vehicles and uniforms, but I don't like to rely on so many individual mods and am also very impressed by the quality of this pack.
  6. slowrider8

    RDS A2 Civilian Pack

    Is there a scripting command I can use in order to turn on blinkers or hazards before the mission start? Would be nice to add some ambiance.
  7. slowrider8

    Spatial Awareness Improvements

    The squad radar draws on-top of any on-screen items such as the compass, making them hard to read in the default position. The when assigning a squadmate a coloured team the respective colours shown in the list next to the radar are way too harsh and make it hard to read the text.
  8. slowrider8

    Task Force Arrowhead Radio

    Is TFAR even still being maintained? Seems like there hasn't been any sort of update going on over a year now. This menu bug is now badly messing with some players, who aren't able to click on any elements of the menu. This has been happening since the menu came onto the devbranch/sneak peek, I don't know how this bug hasn't been noticed since then. The author/ is not a value bug is also extremely annoying, but I think this is happening to a few other mods aswell.
  9. slowrider8

    Co-op Campaign: APEX PROTOCOL

    That's exactly why it's meant to be played in a single playsession. The missions are no longer than 30 minutes - 1 hour each so there's really no point of having to save to come back. If you "Decide to quit for the day" there's really no point of starting part way in to the mission because they take such a short time anyway. No point spending precious man-hours fixing the save system just for that.
  10. slowrider8

    Co-op Campaign: APEX PROTOCOL

    I'm yet to have completed the campaign but I'm at the second to last mission and think I can have a good opinion of the campaign so far. I won't cover any story specific content, just the how it was delivered and the gameplay. Content First off, I'm perfectly fine playing without AI in my group. In my opinion, Arma is at it's worst when you have a group of unresponsive and annoying AI to control, so I'm happy they're just gone completely. I don't think there is a need to cater to singleplayer needs as the campaign is easy enough that you can play it without any additional help, but I'll go over this further later on. Moving on to a bit of the story presentation, I like the cutscenes when they work. It's nice to see something that looks like it's taken quite a bit of effort than previous measures (such as just watching a unit stand in front of you and talk) but it would have been nice to see these mixed in the to actual gameplay a bit. The few times you see characters interacting is either when they're moving or completely stopped, and it's only done over dialog. Personally the most interesting moments were when the cutscenes were tied quickly in and out of the gameplay. On to missions/gameplay, and this is where I thought the campaign fell short. Every mission I have played so far has been the same thing, excluding the second mission which was the only time it deviated from the formula. All it's been so far is "Go to location, eliminate enemies, defend location / move to next location, eliminate enemies" so on and so on. There is so little variation that it was beginning to feel extremely samey. (From what I've played) you never visit any major towns or villages, and your stuck just walking through the forest from one farmhouse to the next. There haven't been any interesting variations on the combat either; we've just been given the same weapons and the same equipment each mission. Occasionally given explosives when they're needed, no vehicles, no unique objectives. This is coming from the Arma 3 East Wind campaign which I would have thoroughly enjoyed was it not for the AI controlling sections in the middle and last chapters. Stuff like having to hide from enemies while you have very limited equipment in order to find a map and getting the chance to control drones or other vehicles in order to support your team. I feel like there is very little content actually there, as the missions feel extremely short and unrewarding. Something similar to the first chapter of the East Wind campaign would have been nice, i.e. being given the choice of several side missions (or going on patrol) and then having to move to a major story mission after playing them. Expanding on the mission length, I played the missions up the Extraction with 2 other players, as we could not find a 3rd. We absolutely steamrolled through each mission, only being slowed down by ourselves purposely moving slower and taking a unneededly long time to search for stragglers. We never found any real difficulty with any of the missions. Even with the reasonably large amounts of AI at each objectives and the few patrols between, we never had any issue fighting them due to them being mainly comprised of under-trained and under-armed infantry. When infantry did manage to kill us, it meant literally nothing because we could always just respawn. I'm fine with respawns as they are definitely needed to keep all players interested but I would have expected once our entire team was down or dead for the mission to fail and for us to have to move to a previous checkpoint. But no, we just had infinite lives. And without this risk of failure floating above our heads, we naturally decided to play more recklessly, and generally spent way less time on each mission than was reasonable. We are going to have to massively up the difficulty from before whenever we next play but I'm worried this will just result in the old "bullshit AI" situation with instant headshots on sight (guess we will keep the precision low). Bugs There were plenty of them. I get it's a dev build; it's going to be buggy, but this is what we came across: Multiple random crashes for one player Cutscenes often not playing or playing out of sync for each player. Cutscene audio was extremely loud AI units would play their speech lines several times at random after they had already said them previously. Multitude of bugs surrounding respawn. On initial spawn, players getting stuck on black screens for long times or until respawning again, players missing from the respawn list. On most of the missions we played, an AI version of one of our players would spawn along with our group with the default unit gear, and would respawn no matter how many times we killed him. Several extremely annoying occurrences of being suddenly teleported back to the original spawn and having our simulation disabled, requiring us to respawn and hope it wouldn't happen again. This seemed to happen occasionally at random, and sometime just as units said or did something. A few script errors with revive causing us to lose progress on the revive. On some missions different players were not showing correctly to others. Seemed to be tied in the respawn problem, and also meant they didn't show any indicators when they were down. Conclusion Overall, I'm quite disappointed with the campaign so far. I'm happy that I haven't had to wrangle any AI squad members so far, but honestly I was expecting a lot more after the East Wind campaign. So far Tanoa and the rest of the Apex content is my favourite part of the expansion and unless much is going to change in the last two missions the campaign is a downer on the expansion for me overall.
  11. slowrider8

    5.1GB update

    After the recent helicopters update, steam states that I require an extra download. I received the 1.1GB helicopters update, which finished when I was not at my computer. When I came back there was now a new update of 5.1GB. If this were a bigger download I could understand if somehow files were corrupted but this file size is not near the original download. Is anyone else experiencing this or can anyone give some help? I have tried restarting steam multiple times to no avail. EDIT: As an added note, I am able to launch the game through PlayWithSix, which takes me to the correct version of ArmA 3, so I can guess that corrupted files is not an issue.
  12. slowrider8

    Task Force Arrowhead Radio

    Works, thanks! You mod guys know everything :P
  13. slowrider8

    Task Force Arrowhead Radio

    Hello. I'm not sure if this is the place for troubleshooting, but I am having problems that I have not experienced with TFR before. When I try to play, I get the error setnamedpipehandlestate false in the bottom right corner. I was originally using TS 3.0.12 and TFR 0.9.2 with the old plugins that were supplied. After I started having the errors, I switched to 3.0.15 and also 3.0.14 and the newer plugins but got the same problem. It is also worth noting I have tried launching through playwithsix and Six updater. I am launching as admin on playwithsix, arma 3 and teamspeak. Help would be much appreciated as without this mod I cannot play with my group in Arma 3.
  14. Done, I hope you get enough volunteers for the data to be useful!
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