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jcae2798

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Everything posted by jcae2798

  1. Dev is awesome, 64b support: https://github.com/Mpstark/articulate/issues/87 Download: https://github.com/Mpstark/articulate/releases/tag/v0.2.12
  2. So with x64 support coming, any chance this will be updated to support that? As of right now, it seems to not work. I can only assume its related to the x64 exe. Hoping there will be a fix because this really is an awesome app. Thanks
  3. https://feedback.bistudio.com/T123023
  4. Can anyone confirm? using the following command for first time and seems broken? surfaceType when I test in altis or tanoa, when I'm on asphalt roads, it reports dirt roads for example. Anyone else seeing this? I'll open a ticket if so. Want to make sure I am using it right repo; go into editor and place unit -use alt+right click to move to road location -run command in debug console: _surfacetype = surfacetype position player; hint format ["%1",_surfacetype ]; thanks
  5. jcae2798

    RHS Escalation (AFRF and USAF)

    Hey guys, thanks for the update. Freaking awesome. quick bug report: The new larger MRAP [M1237 M2] has issues crossing bridges (ALTIS) when driving by AI. Happened twice where mid bridge the AI stops midway and starts to pop a u-turn. I was playing as the gunner when this happened. To replicate: -Put AI in driver seat -Add Waypoint to cross a bridge in ALTIS map. My example happened @ coords: 166156
  6. jcae2798

    64-bit Executables Feedback

    Here's my 2 cents on the last couple posts. I came from a PC that was somewhat decent. Arma usually ran ~35 to ~45 PFS max. I always thought it was playable for Arma, being that your not running door to door moving side to side when shooting like battlefield or something. However i recently was able to upgrade to a monster PC. Since then, my averages have bounced up to ~45+ FPS. And with 64b, in some cases averaging ~50+. Although playable, with lower specs, once you experience higher FPS, the smoothness of mouse movement is incredibly different. Your aiming becomes so much more precise. Your movements and moving head side to side becomes so much more satisfying. So someone who has a good PC where normally average 50+ FPS in all games, i can totally understand why their upset. Keep in mind also, everyone has different play styles. Just because someone may sit back more and aim and fire, others like to run door to door which having a higher FPS makes the difference. All i'm saying, is keep different play styles in mind, and unless you had the change to experience higher FPS, don't rule out their experiences.
  7. jcae2798

    64-bit Executables Feedback

    Thanks for the reply guys. So one thing that really confuses me is really the following: -Wouldn't it make sense to manually set page file to as large as you can/want it to go? Why have windows limit it? Even if Windows changes the size on the fly (does it?) Not trying to go off topic here, but with the 64b release, and new the "large pag support" param, just trying to see what ARMA wants that works best since we all want to squeeze every little bit of performance we can get.
  8. jcae2798

    64-bit Executables Feedback

    Why do you say that? Because of technical experience? Or based on what others have said? Not sure if you saw my reply to his message shortly after that, but people dont seem to really explain or share experiences with different settings/setup. I'm not questioning the need to have it enabled, i'm just asking whats the difference if one goes in and plays with different setups verses leaving it to Windows to decide....
  9. jcae2798

    64-bit Executables Feedback

    And to add, trust me it hurts to say that. I'm a big armaholic fan here. With over 5850 hours recorded.
  10. jcae2798

    64-bit Executables Feedback

    I have to agree completely with Ray. I’ve been lucky enough as well to get a pretty damn awesome PC lately, and the game at its best has been running around ~50 FPS in SP missions. The engine is at fault here. As much as I don’t want to believe it, or see ARMA3 move on because of all the content + awesome MODS, it might be the best option for future performance gains. I would still love them to stabilize what we have now (make it playable), but after that, maybe it is best to move on. :(
  11. jcae2798

    64-bit Executables Feedback

    Thanks for sharing, but to be clear for all those looking at this: 1. For those who have multiple drives, is it OK to allow system managed size on multiple drives? Maybe even some drives enabled while others not? For example drives C, D,E, were C is disabled,, but D+E have it set to managed by system? 2. My system is recommending 9080mb, and allowing 19456mb across all drives that its enabled for. Is this a good size, setup? Or would a custom setting be ideal? 3. I assume when you say "pagefile SWAP" there isn't any additional settings to enable the "Swap" feature? By having it turned on for at least one drive, this is what you are referring to?
  12. jcae2798

    64-bit Executables Feedback

    Hmm my issues was with memory cannot be read. But CTD nonetheless. Hoping this can be sorted out. Tried leaving page file set to controlled by windows on C drive. And recently changed it two different drives and over 10Gb each. Same results. AlsoFYI I had 64gb of ram so def not a ram issue. Did a memtest and those came back clean. Could not replicate exact time or issue that causes it other then it randomly crashing during gameplay. This is while playing SP
  13. jcae2798

    Prevent death

    So i am thinking that the above eventhandler doesn't work when damage is >= 1? is this correct? It won't fire since the unit is classified as "DEAD"? Any tricks for the above scenario? Tried reading a couple of post, and this one here: But a bit confused as to what I can do.
  14. Thanks bud. Will give it a go and see if i can get it working. Thanks
  15. Hey DEVs, i used the below code successfully before, but now getting errors. DId some change i need to update? ORIGINAL CODE: _randomcamp1 = ["smallHQOutpost1","smallConvoyCamp1","smallMilitaryCamp1","smallMortarCamp1","mediumAACamp1","mediumMilitaryCamp1","mediumMGCamp1","mediumMGCamp2","mediumMGCamp3","smallFuelStation1","smallATNest1","smallMGNest1"] call BIS_fnc_selectRandom; _composition = [_randomcamp1] call ALIVE_fnc_findComposition; [_composition, getmarkerPos _markerName, random 360] call ALIVE_fnc_spawnComposition; Error from LOG: 10:13:45 Spawning Composition: [[],[8845.77,7068.48,0],245.985] 10:13:45 Error in expression <(_comp select 1) pushBack [_config,_azi,_faction]; [ALiVE_PCOMPOSITIONS, "compos> 10:13:45 Error position: <_faction]; [ALiVE_PCOMPOSITIONS, "compos> 10:13:45 Error Undefined variable in expression: _faction 10:13:45 File x\alive\addons\x_lib\functions\composition\fnc_spawnComposition.sqf, line 146 Thanks
  16. jcae2798

    64-bit Executables Feedback

    My SLI is working, are you saying this causes crashes though? My SLI is not running at full strength though...average about 30 to 40% usage
  17. jcae2798

    64-bit Executables Feedback

    It seems like the last couple of releases has also impacted FpS in 64b exe. Since then I have been having a lot of CTD and frames hovering around 34 where before it was an easy 45+. Not sure what's going on but the changelogs don't make sense why all a sudden the performance booster I first saw with 64b is slowing going away. i have submitted my CTD bug in feedback tracker. Hoping someone will take a look.
  18. jcae2798

    Prevent death

    I wanted to add some more info on what it is i am tryi9ng to accomplish. When unit S01 dies, i want to trigger an END MISSION call rather then going to the death screen in SP. I do not want to allow for resuming save or ending the mission after being killed (prevent death screen). Reason is I have a score board come up at the end of the mission with the stats from it. The goal of this scenario is to count how many completed missions+kills which is saved to profile so that the scenario can be played again to try and beat the score. Hope this makes sense. The above works (when the EH actually kicks in), but the end result is what i just explained. So if there are other ways to handle, i am down to look into it. Thanks again.
  19. jcae2798

    Combat Patrol

    Why can't i find any servers hosting this?! Yes, i am on dev build :) EDIT: Well think i figured it out :( " You'll find the scenario once you switch to the Development Branch. It's also hosted on some of our official servers (which you can filter in the Launcher Server Browser) until the end of this year. "
  20. Hi all - So to pay back the community in some way, I've built SP missions in the past. Lately I've played with some awesome people in Comrades in Arms. If you haven't checked them out do so! They offer great COOP play which is what inspired me to make COOP missions for the rest. Anyways these missions will include: -Repeatability -Logistic support (Thanks L3F team) -Fastrope support -Great and popular AddOns (Both Maps and Units) -Short but sweet gameplay (no more than an hour so mission) -F3 Framework design (Thanks F3 team!) -Caching system for improved FPS Anyways I hope you all enjoy these and feel free to provide any feedback for future missions. Thanks Mission List: [Coop 20] Restore Peace [Dropbox] [Armaholic] [Coop 4-8] Security [Steam] [Dropbox] [Armaholic] [Coop 11] Operation Flashbang [Dropbox] [Armaholic]
  21. jcae2798

    64-bit Executables Feedback

    Nah i get it, i was just being sarcastic because this update changes everything!
  22. encountering some weirdness lately looking to see if anyone here has seen this as well. I am on DEV branch so could be something else but thought i'd get the word out incase... Currently at random it seems that mid-mission my unit (player unit) freezes out of no where. It seems simulation gets disabled for no reason. I've tried running a code in console to enable simulation but no go. Tried a few other things as well.... Bascially my whole character is frozen, yet the only thing i can do is click to shoot, or right click to use iron sights but cannot zoom or anything. It seems all controls are locked. Switching to another unit works find, but that same unit now in control of AI stays also frozen. Stumped. Only noticed this with latest release but of course also switched to DEV branch not too far off so hard to say. The mission is heavily scripted so not sure if something there is the culprit as well. I swear, there's always something that goes broken with Arma :) EDIT: Think it may have been related to the New Dynamic Simulation feature. After manually disabling, i have yet to reproduce again....although according to their notes it should not impact unless manually triggered on units. Hmmm...
  23. jcae2798

    64-bit Executables Feedback

    Please release 64bit to Stable ASAP. I can't wait!! Like tomorrow? haha, one can dream. This is the best Arma update to date!
  24. jcae2798

    Dynamic Simulation Feedback

    I can't be 100% sure, but i think there is an issue with this and a mission i been creating/testing. Is there a way to see if a unit is affected by this? Or disable it while in game via script console? Whats happening is i was playing as a unit now twice in the mission and the unit just freezes. I tried all the below commands with no success. It seems to be simulation related as the unit is at a complete freeze with no blinking or anything. player enableAI "all"; player enableSimulation true; player enableSimulationglobal true; player hideobjectglobal false; enableDynamicSimulation false; dynamicSimulationEnabled player; player triggerDynamicSimulation false; EDIT: I guess reading a bit more this would not be enabled by default?? So this is maybe not related? Weird...
  25. jcae2798

    64-bit Executables Feedback

    You know, I'm kinda upset about people complaining about performance relating to OVD and MODS (at this point). It's like people expect OVD is required to be maxed out to play Arma. In all seriousness, you shouldn't need more then 1000 - 1200 to be happy....unless you mainly fly helis/planes which is a different story, and for those reasons i can better understand. Reason i say 1200 OVD should be enough is because if you shooting someone over 1000 meters away, it's pretty unrealistic but whatever. Anyways, i came here because i want to share my appreciation to the team on this big milestone. I went from averaging 35 FPS to now 45+ consistently on very aggressive missions (Single player)! Leaving the settings as is from prior update and play. I do have a pretty good rig, so probably explains why, but now i can see a huge performance gain using x64 and the game is playable 100% and feels like a different one. I think the most important part of the update which was mentioned buy the DEV was that i no longer get FPS drops and slowdowns which is what was killing me before. Wonderful guys, keep it up. FYI had about 5750 hours in Arma, think I will double that now with this new update :)
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