Jump to content

Arkensor

Member
  • Content Count

    189
  • Joined

  • Last visited

  • Medals

Everything posted by Arkensor

  1. isServer , isDedicated or hasInterface are all three used by me on daily bases. RemoteExec has nothing to do with that! You have got files like the init.sqf where you want the server to exit somewhere. You have got the init.sqf again, where you want to exit with a function for a headless client (!hasInterface). Andyou have got function that you execute on all clients, but a HC or the server should not perform all the code from it. Maybe you had no use for that function, but I can clearly tell you, that those a pretty important, and a removal of something is nonsense too. (Like removing the good old 2D editor #R.I.P) Regards Arkensor
  2. I do not know if this is is already fixed, or if I did something wrong but I have got this error: Line 35FF while {true} do { //Other things ... }; Any idea why he throws me that error when ever using a while true loop? Regards Arkensor
  3. And the kick message in the arma ingame chat, would be useful, to see why BE kicked the people
  4. Arkensor

    Content without Performance isn't playable.

    To express my point of view, I just will say that I start overclocking my pc this afternoon. On ~ 230 players active on our server, in kavalla where many things happen and alot of people are present I get around 60-70 FPS - On Altis Same amount of players, but far out in the slat lake or other less populated ares I get up to 90 fps - On Altis Now on Tanoa IN SINGLEPLAYER / EDITOR my fps do not rise above 53 fps, at no given time. If this framerate would be constant in MP that would be fine, but witgh 200+ players in MP the frames will drop from ~50 to ~35/30, which is close not not playable. There are too much objects on the map. Every 50 meters a garbage can, man road signs, and a railway which is not usable in any way which alone makes alot of obejcts ... BI need to either reduce the detail amount, that is still looks good, and is playable, or needs to give everyone a 1500$ 5,X ghz cpu with custom water cooling, to run Tanoa the same way they do run Altis right now. All FPS test were made with the same grafics, under the same hardware and software settings. My pc is build for arma, and the fact that is runs that amount of players in MP with ultra grafics etc, should proove this. Now how can that kind of pc not handle Tanoa? @BI did you internal QA people even test Tanoa on medium and week pcs? What framerate do you as developers consider playable and "good". Are there any plans to get more performace out of the map? Thank you for reading Regards Arkensor
  5. Arkensor

    Tanoa benchmark - is it there?

    I am currently working on a new Benchmark for the Arma 3 Maps, so that you can compare performace etc. And if you searched for an official one, I didn't find one either so I started to make my own ;) Regards Arkensor
  6. Arkensor

    Tanoa discussion (Dev-Branch)

    Remove the addons first? Then upate and paste theim into arma dir again ...
  7. Arkensor

    Tanoa discussion (Dev-Branch)

    Come one steam .... please how could you mess up this release ??? I WANT IT SOOO HARD :(
  8. Arkensor

    Tanoa discussion (Dev-Branch)

    Please make a screenshot!
  9. Arkensor

    Tanoa discussion (Dev-Branch)

    OMFG Tahnk you BI !!!
  10. Hello there, since update 1.60, buttons which are user defined and worked before, do not play a sound anymore once you click them. I looked it up in the game config for the ui and found a change for all arrays in it like this: Old format and the format my classes use: soundClick[] = {"\A3\ui_f\data\sound\RscButton\soundClick", 0.09, 1}; New format: soundClick = {"\A3\ui_f\data\sound\RscButton\soundClick", 0.090000, 1}; --- The indicator ( [] ) that the variable is an array is missing, and when I try to change my config he throws an error, that is is not allowed. So the question would be, if the array indicator is missing on purpose, or if it was an error while unbinarizing or what ever ... I also tried to use the bis classes, but they did not seem to be available by default, so I guess that the button info needs a change on my side on order to work properly again. Any tips about this would be very nice. Thank you for reading Regards Arkensor
  11. Arkensor

    [Solved] No button sounds

    I was able to resolve the problem, it was just an issue with the volume setting. Tahnk you though Regards Arkensor
  12. Arkensor

    Steam broadcasting feature

    No as there is a time delay of at least 10-15 seconds between the playing person and his watching people ;) Regards Arkensor
  13. Arkensor

    [Solved] No button sounds

    Ok thank you, I will try them out later on :)
  14. Arkensor

    [Solved] No button sounds

    As I stated it in the main post, I want the arma 3 default sounds, nothing special nothing cutom, just a button beeing a button with it's sound when you click it. Regards Arkensor
  15. Arkensor

    [Solved] No button sounds

    Has anyone an idea why? When I use the dialog in the editor, everything is is fine, but as soon as it goes into MP the button sounds are not available ...
  16. Release 1.5 will now be tested for a few days from beta testers and will be released next week. Regards Arkensor
  17. Arkensor

    Not allowed to access SPOTREP/SITREP/etc?

    All fine for me, must be only you. Did you try a different browser? Regards Arkensor
  18. Arkensor

    [1.60] Eden Interface too big

    Resizing and restarting does not fix anything for me. Please just scale the editor as it was before ...
  19. Missions under 20MB are also fine, they download within a very little time. Missions above that start slowing everything down and damage the server, thanks to memory leaks. Regards Arkensor
  20. Upcoming release 1.5 with additional folder seperation options. Thank you @Nark0t1k for this suggestion :) Regards Arkensor
  21. Hey there, you could pack a sqf inside your addon, which you define as function in the config.cpp and add the attribute postInit to it. So that the function automaticly gets called from the game after the client init. Read more about this here: https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Attributes Maybe that is what you were looking for :) Regards Arkensor
  22. Using the default build in RVMAT like the one for the VR people you have got the same issue. If you use any kind of any and material the shadows around antenna of a vehicle is gliched. As both the vehicle and the rvmat are build into the game, and there is no addon running - I would suggest that is an arma bug. It might be a model problem, but if it is so, then BI messed it up a bit. Regards Arkensor
  23. Arkensor

    Make units run faster

    setAnimSpeedCoef does not work for vehicles, you need to use https://community.bistudio.com/wiki/setVelocity, that will speed up vehicles Regards Arkensor
×