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Polymath820

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Everything posted by Polymath820

  1. Polymath820

    Task Force Arrowhead Radio

    Appreciate the answer nkey. I'll be able to setup that radio-tower array now.
  2. Polymath820

    Task Force Arrowhead Radio

    Any chance you would have the radio power distance for each radio?
  3. Polymath820

    Task Force Arrowhead Radio

    How would you rebind it in run-time as I am having no luck and is the 0.2 a limit? Of how much can be applied?
  4. Polymath820

    Task Force Arrowhead Radio

    player setVariable ["tf_sendingDistanceMultiplicator",3.0]; player setVariable ["tf_receivingDistanceMultiplicator", 2.0]; Anyway this can be edited locally on the fly via script? I've tried several times using a trigger it will not change the value when I want. Say for example I was using this to create a pseudo radio-tower on said triggers and depending if players were present or not increase or decrease the sending / receiving distance?
  5. What will be happening to Altis Life in relationship to extDB?
  6. Where can I find an extensive guide to multiplayer scripting?
  7. I found a solution. The setTimeMultiplier works. put it on high speed till it reaches the desired value. Then slow it down again.
  8. Polymath820

    Would you buy a DLC with more UAV content?

    UAVs? Machineguns on UAVs not possible, atleast not small ones.
  9. I am writing a weather script that is more advanced than the Bohemia version, which generates lightning around clients singular at a time, with varying degrees of repeated events etc. Also are PublicVariable Event Handlers treated the same way as in "non-scheduled" just like other eventhandlers?
  10. This is a weather simulation Platform that is designed to make arma 3 weather simulation more realistic at this time, it's much barebones and will be improved upon, depending on how many people actually make use of it. There is a lot of redundant file. (Link removed pending update) Usage: in the init.sqf _syncWeatherHandle = [] spawn SWS_fnc_CoreGeneratorSync; and in description.ext class CfgFunctions { #include "SWS_Functions\cfgfunctions.hpp" }; To be done: Bug severities [Minor,Major,Critical,Severe] Bug status [Fixed,Unfixed,Partially Fixed]; Addition Priorities [Low,Medium,High,Immediate] Addition Status [Done, Not-Done, Partially Done] Bugs: [Minor] [Fixed] Out-of bounds on array selection allowed _PoolStore to become undefined. [Minor] [unfixed] Undefined PublicVariable due to being un-created. Changelog: SurealWeatherSystem: 0.02a(alpha) [High] [Done] Bypass normal lightning generation, and thunder [High] [Done] Lightning Now has varied Pitch a Volume [High] [Done] Double and Triple duplicate lightning events [High] [Not Done] Varied Volume and Pitch depending on distance created from player [High] [Not Done] Better Usage documentation [High] [Not Done] Reduce loading on object creation. [High] [Partially Done] Improve network handling and move publicVariable broadcasts to main generatorthread [Medium] [Not-Done] Cause electromagnetic and electrical damage to vehicles that get struck (engine and headlight failure) (car dead) [Medium] [Partially Done] Rain System improved much more advanced rain generation. [Medium] [Partially Done] Look into eliminating unecessary instructions or reducing number of instructions.
  11. I've been following you extensively Killzone_Kid, but the Multiplayer scripting you've posted is now out of date due to multitudes of new commands coming out. Theres quite a few things I need cleared up such as, how to optimise and reduce the amount of network calls etc. To clients. I look at PublicVariable but was unsatisfied with it. How the execVM works and a few other things I can't yet clear up, in addition to the several new entry init areas of scripts for multiplayer such as https://community.bistudio.com/wiki/Event_Scripts The many different ways multiplayer works is both overwhelming and confusing. I've also been doing experimentation with cfgfunctions.hpp and it's pre-init, post-init capabilities. An testing "VM Multi-threads", with synchronization between each thread. The question I've got to ask which one of all these is actually the right way to do it? The reason I ask all of this is due to me writing a weather script that has each component separated into it's own function-as-file, and I wondered if I would cause problems attempting to network propergate entire functions via publicVariable, or it's variants?
  12. Download this program and tell me while running arma 3. 1. The GPU usage and CPU usage 2. The mission you are playing.
  13. Polymath820

    Legal violations by A3L: Arma 3 life

    Firstly I am not a law student by any stretch of the imagination but, I do know that A3L is likely to have violated the copyright act in regards to fair-use. The reason for this is the copyright act of fair-use clearly states that if they are using copyrighted content for satire, parody or commentary then it is deemed fair-use. But given the situation in which copyrighted material is utilised in order to gain profit and or deprive, the copyright owner of income or profits then it is generally not defined as a fair-use. ""The Effect of the Use Upon the Potential Market""" So the usage of TM(Trademarked company names) including vehicles, vehicle emblems, vehicle interiors and other arts, including the potential use of stolen models from other games which violates as the digital mellenium act regarding digital protection and is considered and deemed, "reverse engineering" with intent of re-use in other games / programs is deemed violation of digital protection measures and therefore technically prosecutable. In respect of them lacking the specific permission from respective companies and lack of fair-use by definition as expressed by Standford university. Bibliographic References: Fair-use,Standford University,What is Fair use,http://fairuse.stanford.edu/overview/fair-use/what-is-fair-use/," 2005–2014,11/25/2014
  14. Polymath820

    Legal violations by A3L: Arma 3 life

    Didn't everyone not read what I said, they are using copyrighted trademarks that can get them in extreme trouble if you just send a polite letter to the companies who own the trademarks.
  15. Polymath820

    New Anti-aliasing CMAA

    Bohemia released on the last Dev-branch a new type of anti-aliasing similiar to SMAA but less cost and better image quality. If you would like to preview it please go here. https://software.intel.com/en-us/articles/conservative-morphological-anti-aliasing-cmaa
  16. Polymath820

    Legal violations by A3L: Arma 3 life

    Point them to the fact they've violated copyright when it comes to big company, names. DayZ avoided this by naming their vehicles wierd name Handover etc. They've blatently used company TM's / Copyrighted content including interior design which is a really big thing that if the companies knew, would be very angry indeed. These names are not limited to: Chrysler,Dodge, Ford, Landover,Mitsubishi,Hyster,DELOREAN,Fiat,Volvo you want them to piss their pants, the list goes on contact the companies who own the TM's Theft of universal pictures content Theft of both that and Steven Spielburgs movie. They'll get their asses either sued off or get a real cease and desist order. On average each copyright infringement "willfully" amounts to around $500,000 each. They require permission OF EACH company and then they also will pay royalties https://cyber.law.harvard.edu/metaschool/fisher/domain/tm.htm [ Institution: Cornell University Of Law Website Title: "15 U.S. Code § 1114 - Remedies; infringement; innocent infringement by printers and publishers" Publication Date: "2005—Par. (3). Pub. L. 109–9added par. (3). " Medium: Web Date Accessed: 11/24/2014 prev | next (1) Any person who shall, without the consent of the registrant— (a) use in commerce any reproduction, counterfeit, copy, or colorable imitation of a registered mark in connection with the sale, offering for sale, distribution, or advertising of any goods or services on or in connection with which such use is likely to cause confusion, or to cause mistake, or to deceive; or (b) reproduce, counterfeit, copy, or colorably imitate a registered mark and apply such reproduction, counterfeit, copy, or colorable imitation to labels, signs, prints, packages, wrappers, receptacles or advertisements intended to be used in commerce upon or in connection with the sale, offering for sale, distribution, or advertising of goods or services on or in connection with which such use is likely to cause confusion, or to cause mistake, or to deceive, ] ***ILLEGAL, ILLEGAL, ILLEGAL*** Now you can get the popcorn.
  17. Section 1: SetTerrainGrid Objective: Find out how much the TerrainGrid Affects FPS which are forced by the server. SetTerrainGrid 50; http://i.imgur.com/MyRgv2u.jpg SetTerrainGrid 40: http://imgur.com/AZeVo2q SetTerrainGrid 30: http://i.imgur.com/JGHtrYl.jpg SetTerrainGrid 20: http://imgur.com/a0GFZ0O SetTerrainGrid 10: http://i.imgur.com/5Jvsofg.jpg SetTerrainGrid 5: http://imgur.com/YhRUuPr SetTerrainGrid 4.5: http://imgur.com/9vgnh0C SetTerrainGrid 3.125: http://imgur.com/9OHHLKP SetTerrainGrid 1.0: http://imgur.com/qcmTyXM Please note that the Grids 1.0 and 4.5 are not real values but for comparison. As you can see ultra mode on terrain grid (3.125) results in a heavy performance hit. Draw Distance for this to be fair: 5000 Object Distance: 3000 On Ultra performance is largely hindered to nearly 20 FPS due a small terrainGrid value. Even values of 20 which is default for multiplayer proved too high. TerrainGrids of 40 - 30 showed best results. .
  18. Polymath820

    Low CPU utilization & Low FPS

    VBS 2.0 actually has such a parameter -limitfps -limitfps=Number Specifies the maximum FPS the engine will use. (Only network update will be performed in the remaining time.)
  19. What about an easy to use Post processing effect previewer and template creator? That way you can add whatever effects you like to the mission, in addition save them as templates for quick retrieval. As the PPeffectCreate commands etc. Are very Clunky and slow... being able to choose what I want in the way of color adjustments etc Would make things much more interesting. And the MCC 4 template for a heat-wave could easily be improved using a slight rippling effect. In addition a "universal particle effect creation interface would be very nice as well"
  20. Polymath820

    Fixed Wing Flight Model (dev branch)

    There is only so much realism that can be created, although I would like to get maybe. Landing gear, fault (damaged hydraulic system) Compressor stall (Altitude Oxygen deprivation) Engine loses all power. And can't re-ignite the engine. Many improvements could be made. And Bohemia could use the RTD Dynamics fixed Wing Model http://www.rtdynamics.com/v2/wp/2008/fixedwinglib/ So if Bohemia are going to addon a helicopter FDM why not the fixed wing too?
  21. I would like to bring to attention the idea that most arma 3 mods DO NOT follow specialised style-guidelines and regularly fail to conform to them. Making so many mods and missions look strangely out of place.
  22. What I have been looking around for is peoples opinion on creating an advanced heads-up display that is purposeful, what do I mean by purposeful? It would have. 1. FFID system (All friendly units only) 2. Digital Zoom Magnification (2x - 4x) 3. Thermal visor 4. Situational awareness grid, shown below the unit 180* half circle shape 5. GPS coordinate broadcast to all units 6. Tactical Points 7. Altitude,Compass baring. Other additional things could be added.
  23. Polymath820

    What Pieces to Change to Increase FPS?

    Don't use RAID0 http://www.thegeekstuff.com/2010/08/raid-levels-tutorial/ Use RAID10 or also known as RAID 1 + 0 RAMDisks don't really improve all that much.
  24. Polymath820

    What Pieces to Change to Increase FPS?

    Bingo already discovered this, my Quad-core gets better FPS on 2 exthreads. It's because as I said, the threads add additional over-head intel very well explain this on their developer network. https://software.intel.com/en-us/articles/designing-artificial-intelligence-for-games-part-4 Threading DOES NOT solve performance problems END OF STORY. It's not a golden bullet and never will be.
  25. Polymath820

    What Pieces to Change to Increase FPS?

    Okay first off, bohemia has explained, something very key to how arma 3 works. http://forums.bistudio.com/showthread.php?100519-exThreads/page4 exThreads, I am not going to delve too deep but, this simply creates additional threads for geometry loading, textures and file-ops, now the key point here is more threads DOES NOT equal better performance. If you have additional threads you play a trade-off. More threads for more computational over-head in the way of timing synchronisation etc. My advice, this actually works by the way, Play around with exThreads= 0 - 7 Key points for arma 3 / 2 performance: 1. fast CPU (lot of ops / cycle) usually 3.6/4 GHz or more 2. lot of L1/L2/L3 cache compared to cheap dualcores 3. Fast system in overall (fast FSB, fast memory transfers, low latency memory, fast GPU-CPU and CPU-GPU ops etc) Relating to 3. http://www.hardwaresecrets.com/article/understanding-ram-timings/26/3 It is an illusion to think overclocked RAM is better, because the CAS (CL latency) is the number of clock cycles it takes internally to complete a single memory transfer. Many high clocked ram has a higher latency. Latency is ABSOLUTELY paramount in games, as it is a "real time factor" http://www.tomshardware.com/reviews/ddr3-1333-speed-latency-shootout,1754-23.html http://www.anandtech.com/show/6372/memory-performance-16gb-ddr31333-to-ddr32400-on-ivy-bridge-igp-with-gskill/8 In general RAM means screw all "8 GB Dual-Channel DDR3 @ 665 MHz" This just tells me you have pretty standard memory. 1330Mhz (DDR3) or 665Mhz Double Data Rate 3 Memory the 665Mhz refers to the "base clock" DDR is "double pumped"
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