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ruPal

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Everything posted by ruPal

  1. ruPal

    64-bit Executables Feedback

    Manually you can move pagefile to the start of HDD (first sectors) and prevent its fragmentation on HDD. That will make it faster. On SSD it doesn't matter, so no reason to set it manually, IMO.
  2. ruPal

    64-bit Executables Feedback

    There is no need in mission. Repro: spawn in Virtual Arsenal on VR map as Squad leader, don't move mouse and throw all smoke grenades. Wait some time and try to zoom in, wait, then zoom out, repeat. Bug is not 100% clear here, so restart and repeat several time to see particles bug. One time it is fine, next time is bugged. Here is the latest on 32bit (no mods): https://mega.nz/#!jEdylCSS!GVOPKIsj8gkx44uZUIf9PLjmFuiGA0E64sk6jdMRvIs Older (no mods) - see how blue smoke behave after particles start to drop (fast disappear 0:04-0:07), then on 0:35 white smoke disappear and appear after zoom in: Here are the others (modded with blastcore), black tentacles disappear and appear after zoom in: It is in since visual update 1.60, I think.
  3. ruPal

    64-bit Executables Feedback

    and apply 1 FPS bug, lol Hope they finally fix particles problems. Stop them from disappear. It it in like since visual update.
  4. ruPal

    64-bit Executables Feedback

    May I ask for a comparison video 32bit vs 64bit? I mean stuttering and texture loading improvements.
  5. Original addon: http://forums.bistudio.com/showthread.php?177497-A3-Medium-Tactical-Vehicle-Replacement-%28MTVR%29-Mod-Release I found some good models in old addons and made some changes and fixes. This addon contain all MTVR from original addon and: - tanned variants of all MTVRs from original addon - tweaked configs (less armor, angles of weapon rotation to pevent textures overlap) - retexture of cabin interior and vehicle body All changes was made with config editing and HEX-editor (resolve some issues with pathes). Author of original addon: RichardsD Author of changes: ruPal (me) License: APL You may download it here: https://mega.co.nz/#!OIs2hQSB!95W62DN5UorG2gJLBDnWyN_68YT2G3IpQ6zMOuMp2YU It doesn't have keys cause I don't know how to sign pbo's. The link is on PBO only. Just put it into any other addon folder and run Arma 3 with it. NOTE: Addon pbo has the same name as pbo from original addon. You cannot use this mod and original mod at once!
  6. This mod increases dispersion of weapons in RHS mod: 2x sniper rifles 2x smgs 3x machineguns 5x rifles Link: https://mega.nz/#!rBliwLDK!dZn1yVu5YSrM53dSvjcjnegdiU5UuBGLpZHSmIZbO0E Have a nice day!
  7. ruPal

    How much can this 64bit executable help?

    Hope that DEVS took that into account
  8. ruPal

    How much can this 64bit executable help?

    IL-2 BOS (CPU heavy) went from 32 to 64 bit and gain 10-15% FPS increase.
  9. ruPal

    How much can this 64bit executable help?

    Not more than 10-15% FPS increase.
  10. ruPal

    Visual Upgrade – Feedback

    It may look better in static scene but in dynamic scene it looks worse. "Screenshot simulator" game.
  11. As you work on memory allocator are there any plans to implement Fred41 tweaks?
  12. ruPal

    1.64 Feedback

    That problem was caused by anti-aliasing. IMO, that is caused by textures or rvmats, probably. Because this is caused by several types of trees/grass only. That is why I think that maybe fixed with better solution.
  13. In 2013 year it was possible to delete system pbo's to remove rocks/trees/buildings from map and verifySignatures can do nothing to prevent that. Just curious in 2016 was that fixed and verifySignatures checks missing PBOs in /arma3/addons folder?
  14. ruPal

    Blastcore Tracers A3

    I don't know was it mentioned but you may change the colour of texture in rvmats. That will bring color back to tracers at day time. Something like that for red tracers: ambient[]={500,12,12,1}; diffuse[]={500,12,12,1}; emmisive[]={500,12,12,1}; PixelShaderID="Normal"; VertexShaderID="Basic"; class Stage0 { texture="#(rgb,8,8,3)color(0.8,0.05,0.05,1)"; uvSource="tex"; Filter="Point"; }; I don't have much time to found good values, but maybe someone else have. Also it is possible to add light source to tracers so they will light environment, made some experiments with Blastcore: But that needs changes to particle effects and define new effect for each tracer entry. Looks not so epic with lower values of brightness:
  15. Or they can play another game.
  16. I was working on Blastcore fixes more than a year. And want to release this work. But I don't know is it legal? I cannot find any information about Opticalsnare Blastcore license and coudn't contact him to ask for permission. Any help with this needed. Yes, this version is a standalone version. I have modified original config files.
  17. ruPal

    Blastcore remake?

    Both versions were uploaded on Steam Workshop. Thank you for help. Special thanks to .kju! Moderator, please, close this thread.
  18. ruPal

    Blastcore remake?

    My fault, kju. I have just rechecked and found mod inheritance issue (Blastcore_VEP_old instead of Blastcore_VEP). And now it looks pretty the same as standalone. Also found one paa file different in Blastcore and Blastcore 2. But i still don't know will it be easier to support it (add more changes into it).
  19. ruPal

    Blastcore remake?

    Probably, "as is" version on Steam Workshop with credits to Opticalsnare, as other illegal copies of a Blastcore. I don't have time to make a patch to original Blastcore 2 ( Kju helped me with a patch for original Blastcore 2 but that implementation has issues too and will take more time to support and edit.
  20. ruPal

    Blastcore remake?

    Yes, I saw that releases and that is why I created a thread. Someone from there mentioned that Blastcore is opensource. Sure, Blastcore needs fixing. There were several updates that changed effects and they broke Blastcore effects. For example, check slammer shooting (one of them - UP version if I remember, don't have muzzle effects), rifles missing some smoke effects, broken smoke grenades, some effects shows square particles (some of them fast enough and hard to see), some vehicles missing smoke and fire effects, some explosions missing effects too. Probably there are some that I don't see (that takes a lot of time to run Blastcore, then Vanilla, then Blastcore 2 to compare each effect for vehicles, rifles, men, etc). Furthermore, I think that we can optimize some effects not take so much FPS and replace some effects to vanilla version for better looking (fire flame, for example). Oh, and we need compatibility configs for RHS (and CUP, probably) because they use custom effects that break Blastcore effects too. Best variant is to rewrite Blastcore on the base of the latest original effects config. But that will take incredible amount of time. UPD: Some changes in the mod:
  21. I see a lot of people here talking about others money or income. Well, if there are so many people that think 35$ are free, just donate them me. I will be soooooooooo happy. If no, your words do not worth a penny.
  22. Just want to thank you for a hard work on the mod and ask if there is a standalone mod version of bomb defuse feature (Keep Talking and Nobody Explodes)?
  23. ruPal

    Visual Upgrade – Feedback

    Addition to issue below (modded version here): https://youtu.be/zreopuiAGrM Dark smoke particles disappear and partially return after zoom in.
  24. ruPal

    Visual Upgrade – Feedback

    Yes, but with mods the same situation. Because of bigger particle sizes it is easier to see with mods (blastcore or smth).
  25. ruPal

    Visual Upgrade – Feedback

    First one: https://forums.bistudio.com/topic/189808-visual-upgrade-%E2%80%93-feedback/page-61#entry3091922 One more APEX visual update issue: 0:03 - smoke dissapears just after spawn (same smoke grenade on 0:30 smoke is fine) 0:35 - smoke disappears (after zoom in/out it shows up) 0:57 - one smoke particle in the right upper corner dissapears with zoom in/out. The same situation with any effect (with billboard particles). Sometimes it is OK, sometimes they just dissapears after spawn or in zoom in/zoom out.
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