combinedarms.de

  • Bohemia Interactive Forums wrote:


    Hey guys,

    I would quickly like to ask 2 things for my Satellite Image. Possibly, rivaling the default ArmA 3 Texture map (You can see each individual field, and even tree if looking hard enough)

    - What is the best program to get it from (Minimal Obstructing Clouds, HD Quality. I'm using Google Earth at 4KM up, but there are a few clouds in the way of the island.)
    - What is the best size for this image? (2048x2048px, I'm using a 6826x6826px Sat img right now)

    Also, I have my height map data from here (If it counts to anything for the quality and size of my map)
    http://opentopo.sdsc.edu/gridsphere/....042013.4326.1

    Thanks guys!

    Michael :)

    Note: The Island I'm using is Diego Garcia




    Quelle: forums.bistudio.com/showthread…te-Image&goto=newpost
  • Bohemia Interactive Forums wrote:


    I haven't found an active discussion about the MP performance vs SP performance so here it is. The Low CPU utilization & Low FPS topic is too general for this issue. It has to be discussed separately.

    Definitely there is something wrong with the MP. I think the issue is serious and affect lot of players. Even those who have very good peace of rig. Try to stick to the topic and not OFF it with CPU/GPU utilization in SP mission. Keep your SP performance as a reference of your MAXIMUM.

    We just wan't the same or almost the same FPS as we have in SP.

    My rig: Lenovo y510p with i7 4700MQ, 16GB@1600 DDR3, NVIDIA GT 755M and Intel SSD 520 Series 240GB,
    Internet connection: 15Mbit down, 1Mbit up

    I have 40-60 FPS in SP games and 16-25 in MP games. Sometimes even low!!
    Why do i have such a huge difference? How about you? What is your rig+internet connection?

    Mostly i play KotH on high populated servers, but if there are ~10 players my FPS isn't better.
    Does the server FPS affect the client FPS? Why?




    Quelle: forums.bistudio.com/showthread…ormance)&goto=newpost
  • Bohemia Interactive Forums wrote:


    OK having a major issue with TB - it just keeps crashing - it seems to work until i connect to Bulldozer - then after say 2-3 min it just crashes to Desktop this is happening all the time.

    If i do not connect to Bulldozer it works fine - strange thing is Bulldozer does not crash it keeps working its TB that crashes.

    Any suggestions ?

    Code:

    =======================================================
    -------------------------------------------------------
    Exception code: C0000005 ACCESS_VIOLATION at 01090B12
    Version 0.00.124233
    Fault time: 2014/10/31 07:30:27
    Fault address: 01090B12 01:0042FB12 D:\STEAM\SteamApps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.exe
    Prev. code bytes: 74 1D 8B 4E 2C 50 8B 11 8D 47 1C 50 8B 47 10 53
    Fault code bytes: FF 30 8D 85 E8 FE FF FF FF 76 28 50 FF 52 30 8D

    Registers:
    EAX:00000000 EBX:00000000
    ECX:002A9FA0 EDX:0122779C
    ESI:002B9188 EDI:05D15240
    CS:EIP:0023:01090B12
    SS:ESP:002B:0055F3F8 EBP:0055F52C
    DS:002B ES:002B FS:0053 GS:002B
    Flags:00010206
    =======================================================

    Call stack:

    Stack 0055F3F8 0055FB8C
    Debugger info - Applying offset c63b70 to mapfile

    mapfile: D:\STEAM\SteamApps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.map (empty 1)

    Debugger info - Generating minidump please wait.


    note: Minidump has been generated into the file Logs\TerrainBuilder_2014-10-31_07-07-36.mdmp





    Quelle: forums.bistudio.com/showthread…!!!!!!!!&goto=newpost
  • Bohemia Interactive Forums wrote:


    OK my group is having issues with our sound not working on mulitplayer, only vanilla sounding guns are audible for us, we use to use all our weapon mods and everything worked just fine now as of Wednesday night is the first time we played in a week or so and none of our weapon mods work that includes, HLC,RH Pistols,FHQ, and the newest RHS, none of those weapon mod give us any sounds. in multiplayer, the person shooting can hear their own gun but not the other players this is happening to 5 different people and we cannot figure out why, we gone down to just using CBA,MCC and RHS no sounds. this is our current mod list that is here and on the server.

    Quote:

    @ASDG_JR
    @bCombat-0.16
    @Blastcore-A3
    @Blastcore-Tracers
    @Bornholm
    @BW_LoadCalc
    @CAF_AG1.5
    @CBA_A3
    @CDC
    @Cha_Mi8
    @CSE
    @DAR_HMMWV
    @fhq_accessories
    @fhq_m4_a3
    @HiddenIdentityPackV2
    @hlcmods
    @mao_anims_sway_fix
    @mcc_sandbox
    @Niko_USA
    @RHPISTOLS
    @RPA_Refined_Vehicles
    @SMA V1.7
    @STI
    @tao_foldmap_a3
    @task_force_radio
    Any help i could get on this would be greatly appreciated.




    Quelle: forums.bistudio.com/showthread…tiplayer&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi...Searched, but couldn't quite find anything that exactly fit my need.

    As everyone knows, when a helicopter is flying at normal speed, and it comes to a waypoint that sets the speed to "limited", the chopper flares way up in the air when it slams on the brakes.

    I want to avoid the flaring, by slowing it down gradually, with triggers BEFORE the waypoint, using a setvelocity loop of some sort.
    Problem is...I am a remedial scripter.

    I seem to remember a similar script in the old OFP days, but I can not find it.

    Basically...I want to gradually slow the chopper down with setvelocity loop, between the first two waypoints...The second waypoint will be set to "limited" speed, but I want the chopper to already be going slow enough that it will not flare when it gets to this waypoint.
    It will then continue at "limited" speed, to a third waypoint, where it will fastrope some troops and then fly off.
    It needs to return to normal AI controlled speed, after it drops the troops.

    (I am good with the fastrope part...I just need help with the slowing script)

    Thanks in advance.




    Quelle: forums.bistudio.com/showthread…ase-help&goto=newpost
  • Bohemia Interactive Forums wrote:


    I know that title is rather cryptic, but bear with me. If this works like I think it will, it will be awesome. First go into the editor, pick any map, put a player down, and save it with any name.

    Now download this script (Dropbox) and place it in your mission folder. Rename it all you want and then execVM it from your player's init line. (or even just rename it to init and let the game run it for you)

    Enjoy! For fun screenshot the hint and post it! (you can blot out your name of course, oops spoilers!)




    Quelle: forums.bistudio.com/showthread…-are-fun&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hey there,

    not sure if this should be in some addon related subforum or here. I'm having this problem in a mission so I thought this place is as good as any.

    Anyway, I've been working with (unbinarised) RVMATs, SMDIs, NOHQs and stuff before - but only on a campaign or addon level. I'm basically clearing the CSAT dots off a uniform to make a custom texture look better using setObjectMaterial. However, the RVMAT throws errors when I write in relative paths to find both NOHQ and SMDI files. Works fine when storing that stuff in the Campaigns dir or an addon folder but this time it will be a simple SP/MP mission.

    Any of you brilliant minds knows a fix or workaround for this issue?

    For reference, the unbinarised RVMAT, important stuff marked in red:
    Code:

    class StageTI
    {
    texture="a3\characters_f\opfor\data\clothing_ti_ca.paa";
    };
    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,0};
    emmisive[]={0,0,0,1};
    specular[]={1,1,1,1};
    specularPower=100;
    PixelShaderID="Super";
    VertexShaderID="Super";
    class Stage1
    {
    texture="images\OpforClothing_GreyNOHQ.paa";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage2
    {
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage3
    {
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage4
    {
    texture="#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage5
    {
    texture="images\OpforClothing_GreySMDI.paa";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage6
    {
    texture="#(ai,64,64,1)fresnel(1,0.7)";
    uvSource="none";
    };
    class Stage7
    {
    texture="a3\data_f\env_co.paa";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };

    Please also note that adding an additional \ in front of the path doesn't help either.

    Thanks for any help!




    Quelle: forums.bistudio.com/showthread…ive-Dirs&goto=newpost
  • Bohemia Interactive Forums wrote:


    So, i saw a video an it brought up a very important question. With all the content in game, there still feels to be something missing. Now, before you jump to conclusions, i'd like to say that this is not a speculation thread, but more of an educated research thread to bring up some interesting assets that could be put to use, based on what type of asset it is, what it does, what place it has in the Armaverse, and how effective it would be. I will first start off with the APC for NATO. The AMV-7 Marshall i think it's called. It's got a main cannon and coaxial machinegun. Now, usually APC's and different varients for different purposes. So, whats missing? A main HQ (or MHQ), and this real life version that uses Hellfires, and the existing in game weaker rockets called, the DAGR.



    As for the AAF, they have the Strider (German Fennek MRAP), so what's with the strider? How about this.



    I forgot what it's called, but it's a Fennek equipped with Stingers (ok, that doesn't sound to educated ill be honest, can't recall the name right now) but anyhow, i think you get the point. So basically, if there are vehicles, lets see what you guys can come up with for different version of said vehicle, and what place they have. Seeing as the Fennek is an amphibious vehicle, i'd imagine AAF special forces pulling off AA units out t sea to surprise the enemy where they least expect it. From the sea.

    ---------- Post added at 23:10 ---------- Previous post was at 23:07 ----------

    EDIT: Moderator, may i ask for this thread be moved to General Discussion, minor misplacement on my part.




    Quelle: forums.bistudio.com/showthread…yability&goto=newpost
  • Bohemia Interactive Forums wrote:


    So, i saw a video an it brought up a very important question. With all the content in game, there still feels to be something missing. Now, before you jump to conclusions, i'd like to say that this is not a speculation thread, but more of an educated research thread to bring up some interesting assets that could be put to use, based on what type of asset it is, what it does, what place it has in the Armaverse, and how effective it would be. I will first start off with the APC for NATO. The AMV-7 Marshall i think it's called. It's got a main cannon and coaxial machinegun. Now, usually APC's and different varients for different purposes. So, whats missing? A main HQ (or MHQ), and this real life version that uses Hellfires, and the existing in game weaker rockets called, the DAGR.



    As for the AAF, they have the Strider (German Fennek MRAP), so what's with the strider? How about this.



    I forgot what it's called, but it's a Fennek equipped with Stingers (ok, that doesn't sound to educated ill be honest, can't recall the name right now) but anyhow, i think you get the point. So basically, if there are vehicles, lets see what you guys can come up with for different version of said vehicle, and what place they have. Seeing as the Fennek is an amphibious vehicle, i'd imagine AAF special forces pulling off AA units out t sea to surprise the enemy where they least expect it. From the sea.

    ---------- Post added at 23:10 ---------- Previous post was at 23:07 ----------

    EDIT: Moderator, may i ask for this thread be moved to General Discussion, minor misplacement on my part.




    Quelle: forums.bistudio.com/showthread…yability&goto=newpost
  • Users Online 1

    1 Guest - Record: 3,901 Users ()

    Legend:

    •  COA
    •  Administratoren
    •  Registrierte Benutzer
  • Statistic

    4034 News in 2 Categories (29.23 News Per Day)