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=VG= SemlerPDX

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Posts posted by =VG= SemlerPDX

  1. seems to me the ACE/ACRE Insurgency at Fallujah mission works just fine as is. Sure, it's annoying that when the mission starts, the MHQ is somewhere you may not want it, but like Outlanders said, it's not hard to move it real fast.

    Made so many raids into the city from that MHQ. I usually like it in the East, South of the MSR.
    Changing the skins to another faction is more of a cosmetic thing, I suppose if someone were bored with the skins, we could implement the hi-res Rangers.

    Flying in Fallujah is pretty risky, but other maps it's not as bad. ACE adds very nice counter measures for some helicopters. We've used an LAV in it's place with good success.

    I really love playing ACE/ACRE Insurgency in Fallujah. It could use a touch of our MSO Project - in a few areas. This could be rather difficult, if not impossible. But since we're talking about wild ideas, I thought I'd throw it in there.

    Nothing big, maybe just saveable player loadout or player state and location. Trust me, it's not easy to work with either MSO or Insurgency on paper, so don't get your hopes up.

    !hi
  2. Since the Arma 2 OA 1.62 Patch getting best graphics and video card settings just right for a good FPS is easier in my opinion. That AtoC setting - wow!

    Try walking up to some trees and bushes, and play with it a bit - at max, it bushes out everything and barely looks like a "video game". I get a slight drop in my FPS, but still - it looks amazing! Surely one of the things to turn on if you're gonna hold still and take a good photo quality screenshot!

    !2cool

  3. *view distance should be a user setting - whatever you want. I roll with 3000-5000 by default, but when I'm in a mission that is dropping my frame rates, I choose it by what I am doing:
    Infantry = as low as 1600-2000
    Flying Helicopter = as low as 2500-3500
    Flying Jets = as low as 4000-6000

    If you could find/build an Arma 2 PC (and an Arma 2 mission) that could run at 10,000 view distance at all times, with a playably high FPS, you will have found the Holy Grail of Armaholic gamers.

  4. It's like this: Poffadder, Savage, and I - even Solar now, seem to be heading up the Arma sector of VG, and I'm not joking that now is when we could really use someone with your experience and insight. Even if you're not gonna wear the tags, please feel free to drop in here and there. I'll drop a line when we have something worthy of testing, or an event I think we may enjoy together.
    We so respect and even envy other successful groups who have paved the way such as ShackTac, UO, and 7th Cavalry. You, more than I, have played with them - have experienced "Arma the way it was meant to be played". Your input has always stuck with me.

    I will always remember this, and that you taught it to me:
    "Keep the MG at the rear of the column, that way no matter what contact you engage, he is in a better position to move right or left to set up and engage with his MG."

    Will always consider you my buddy, even if you don't wear these tags. And I look forward to playing some Arma with you again, regardless of any of this. I don't need to "like" your decision to accept it. We'll be here, and I'll see you around, bro. We all will, I'm sure. And I don't think I'm alone when I say that the door is always open to good people like you.

    !pals

  5. Hey, thanks guys! Say, we sure want to use that Upcoming Events more. If you have an idea for an all day event, or even a specific "op" for an hour or two, talk with the guys, find a game and some players, and we'll post up an event - perhaps even attract more players to the event.

    Just send me a PM through the site and I'll write one up on the calandar.

    See you all around!
    !fans
  6. Arma 2 OA 1.62 Video Settings Explained


    Anti-Aliasing is basically a setting to remove jagged edges on objects. Like a wire or fence, or edge of something straight. Try turning off and on to MAX and see the difference.


    Postprocess Effects is another way to smooth out the edges. In Arma it used to be like an interview with Barbara Walters - as in, like vasaline petroleum jelly smeared all over the camera lense. Very blurry with a lot of light bloom - but doesn't she look real and almost alive?
    Now with 1.62 Patch, they have separated out the "blurry" effect to it's own setting: PPAA

    PPAA has several settings from FXAA to SMAA. These attempt to apply Post Processing AA techniques to a larger degree, and separate from the Post Processing setting. Not sure what FXAA stands for - FSAA is Full Screen Anti-Aliasing, and MSAA is Multi-Sample AA. Set as appropriate to your specific video card, if desired. I don't use it.


    AtoC is Alpha to Coverage - which applies AA techniques to foliage - grass, trees, bushes, etc. It governs when you can see through them, which layers, to help with the appearance of a multi-layered piece of vegetation.

    Therefore, the settings of Post Processing, AtoC, PPAA, and even Shadows and General AF/Anti-Aliasing come down to the users preference. Although they each will use more and more of the video card's memory respectively, and sometimes lower FPS in some cases, they are responsible for the refined look and feel of the game. I do not use any PP, but I have my General Anisotropic Filtering and Anti-Aliasing settings to MAX. I use the XFX Radeon HD 6770.


    Video Memory should always be set to DEFAULT. At it's "Very High" setting, it will use only 512MB of VRAM - usually much lower than an average gamer's graphics card memory.


    Anisotropic Filtering helps make textures look correct at odd angles, as they go away from the player. Along with the Mipmap detail level on most video cards, they make a solid surface with texture detail keep that detail even at distance from the player.


    Your Texture Detail, Terrain Detail, and Objects Detail dictate the various levels of visual look on their respective items. You can get a very blurry looking cockpit, gun, or ground if you lower these too far.

    *NOTE: The lower you set these three core settings, the more the game forces their "rendering" onto the CPU and off of the graphics card. For best performance with a good graphics card, keep all three set to their highest level!


    HDR Quality is for light bloom effects - down to user preference.


    VSync is not recommended for most users. We often do not ever have FPS higher than our monitor's refresh rate in Arma and therefore experience little to no tearing as a result. It will lock the framerate in an undesireable way.


    Finally, your Interface Resolution and 3D Resolution should always be the same - set to your monitor's native output.
    I have a 1600x900 monitor, therefore both these are set to that. Also, for ATI users, be sure you set your performance settings to "Application Controlled" wherever able. This is particulary important with Anti-Aliasing settings.
    Arma, like many other games, does not like it's AA being forced by the video card. Use in-game settings for that.


    !cheers
  7. Though we don't participate in PvP tournaments, we are starting to host a number of gaming events to bring people together.
    Coming soon is the Forgotten Hope 2 Event, as well as another of Charry's ACE-ACRE Arma Missions (no respawn - a full mil-sim experience).
    !fans

  8. I don't get it - there have been times lately that we've been engaged in long discussions about one thing or another. Seems to be then that you choose to jump into ts3.

    If you were in more often, I think you might get more of a chance to play some games, at least in the Arma servers.
    We're finally trying to break into the ACE/ACRE side of Arma, and you're not around so often. We have some great ideas, and have found some great mods.

    You have more ACE experience than many of us. Would be great to see you around in some more missions. I thought you were in this for the long haul, but I never see you on TS3 lately. Playin Mount and Warblade for months.....

    !huh

  9. With any game, you have different groups of players. The mod user group vs. the vanilla group is what we see here.

    No point comparing apples to oranges. Players who use ACE mods and play in those servers usually stick to it. Same with Vanilla players - if they don't have anyone to push them into playing mods, they may just continue to play Vanilla.

    There is a percentage of the current players in either catagory that we can expect to attract to our servers. They don't come from nowhere - as in, they are already playing these games somewhere. It takes more than another copy of a popular mission to fill a server full with people who play that game mode. With Vanilla, you can bet to a certain degree that "if you build it, they will come", but with Mods, it takes a bit more. They only fill up once they already have players, usually.

    Unless, or until, we happen upon a Mod set and Mission we can all play often, we can expect to always be struggling for player base on a modded server. Promotion may help, but you see the difference in running a Vanilla server vs. Mods.

    This is why we will always have, as long as we can, the Vanilla COOP Insurgency. It is a place where people can really play - 1 man, 1 squad, or however many wish to work with a plan. Small improvements should be implemented, again, carefully.

    COOP Ins is popular in part because it's often highly populated. If that changes, many of these points will become moot. Just gotta go with the flow of the players online at the time - which is why the server rotation and default config are already set to a formula we've found to be popular. While in game, an admin can get popular vote and change these parameters to suit the crowd.

    Just be sure to run the next map before abandoning an altered parameter COOP Ins server to the public.
    !coffee
  10. Yea, but you're honorable. And I trust you.

    If you mean solely for situations where you're in-game, and everyone there is like, hey - "let's do opfor on this one", then do it. That is not such a big deal at all.

    That's why you have the admin login pw, or at least several people do. It will automatically revert to default upon loading the next map. Same thing, you can login and set the parameter.

    Note that if enough of the players wish to stop doing that, then take that into account on the next mission to load, and let it be COOP again. Feel free to give the players online what they want, either way that is. Whatever. Anything goes when you are actually on the server, with the players, and talking with them.

    We do that on i44 - it has been set to run Domi, but we get a good group online, and everyone is down for a custom mission or whatever.

    Also, I thought that CAS was relegated to a select few, with you being one of them. If this changed, we can fix it for sure.

    Voting is disabled for map rotation reasons only.

    And I do play Insurgency, for the record. We just don't have logging in GameTracker yet, till we claim the server.
    I haven't seen you online at same time yet, but I only play at certain random times cuz I don't have air conditioning and it gets very hot mid day.

    Also, I've been loving the Mustang in i44 with my TrackIR. So fun! !cp
  11. With regard to Savage's reply:

    Again, most Insurgency players don't know rules - specialized rules would be hard to enforce.

    Also, the server clears out, people complain to high hell, when OPFOR is enabled. This is particularly true when the OPFOR is manned by players who know how/what to do to maximize pwnage. They deal it so swiftly through teleport respawn that BLUFOR can never "keep a good man down" - meaning that BLUFOR never gets a chance to send the Human OPFOR back to "spawn" to regroup. They are instantly harrassed by them within seconds, and again, the returning OPFOR player has intimate area knowledge, including BLUFOR positions, to exploit upon respawn.

    OPFOR should be it's own thing, on it's own server...

    (again, not trying to shut down a discussion - these are simply my opinions, and I feel strongly about them)
  12. I don't want to shut you down, because we all value input. It is just that my/our goals for that server differ.

    Not sure about adding OPFOR playable - for one simple reason you put up already:
    "For a successful Bluefor vs Opfor sessions both sides need to have some decent players that know what they are doing"

    And they do not know or follow any special rules we lay down on the website because:

    "the majority of players playing on the regular server are serverhoppers... ...most of them has no clue they are even on a clan server even less know of the webpage or ts."

    People aren't interested in anything but pwning BLUFOR and they do so with a frustrating precision because when they die as OPFOR, they teleport into a soldier in the same AO, with new area knowledge of where BLUFOR are, and exploit that knowledge to ambush or otherwise counter attack in a way that is more disruptive to teamplay than it is tactical. It's straight cheating, in many ways.


    If you want to make the caches take longer, we need to remove SpaceBar Scanning. Removing BLUFOR Mk19 and other grenade launchers is a good idea, losing scoped weapons is not.
    Also, would like to remove server messages as well. No need for JIP GUID's to be broadcast all over the screen...

    We play COOP here, and it's an open public server. If we were to run a PvP server, we'd have to do it with a crowd that actually uses teamwork, and would do so on a mission that wasn't so unbalanced. Taking Insurgency and trying to balance it so that PvP is possible would change the game entirely.

    As I see it, Vanilla COOP Insurgency is already very popular, and I'm loath to change anything major without good reason. As you said yourself, "there has been about 3-4 times this last weeks that there has been a wait time on Bluefor side since the server has been full"

    Seriously, look at these numbers:


    If you make an Insurgency Revision that makes OPFOR less OP, and balances things on BLUFOR (no Mk19, etc), I would try it out on it's own server before changing VG COOP Insurgency.

    That is gonna stay very much like it is, with any revisions well thought out and carefully implemented - ready to roll back at the first sign of popularity loss.

    VG COOP Insurgency will always be COOP Only - never PvP.
    We can, however, run a PvP version or game on a different server at some point to try it out. I'm busy with other missions, but you can submit one to us, and we'll try it out if you wanna do the coding/scripting.

    !cheers

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