Jump to content
Website Updates and Upgrades are still underway! We don't expect any further downtime, but we thank you for your patience as we restore themes and other elements including the Chatbox.

=VG= SemlerPDX

VG Clan Member (Administrator)
  • Posts

    4,665
  • Joined

  • Last visited

Everything posted by =VG= SemlerPDX

  1. Nvram =VG= LAN_WROTE ... NV - all the fobs were still there just no map markers ^^ then we should add the FOB Location to the channel description in TS so everyone knows where it is? Just use After Action Reports....
  2. Calv =VG= LAN_WROTE ... Could be worth looking into whether it would be possible to limit the logistics system to only be usable by the Commander unit, have a feeling that could be complicated to do though. TFOR South Airbase has that kind of system. Was rather role based gameplay, and it's logistics and vehicle handling was nice - truth is, MSO has so many of the same systems, just less limits. Calv =VG= LAN_WROTE ... Something else you may want to look into is the ACRE re-transmit towers. 4th post in this thread: http://forums.unitedoperations.net/index.php/topic/11186-acre-retransmit-function/ explains how they work. Would be nice to be able to have radio contact with people back at base. Wouldn't need 100% coverage, but a couple dotted around so most towns are covered could work. Ideally we'd have to actually transport the towers from base and set them up, but that is likely a pain to setup, plus I think I read that the MSO guys are adding something like that in a future update. Pretty sure I've nailed down a way to make them work with MSO (without having to wait for their next update) - I've been writing such a system for weeks, and all concept tests work! Retrans both ways (Ch 1 to Ch 21 and vice versa). Will be doing the pdb tests after this weekend's event because of the sensitivity of the pdb (don't want it porked before the event). Still need to decide on a way to allow them to be destroyed and rebuilt, and I'd like to make a small GUI to show status of the networks. Right now, the channels used for each tower are pre-defined in the many script files, but to make it easy on mission makers, I'll make a general config so they can just open one file and set the channels of each Rebro Tower for use in game. Eventually, I'll make an in-game interface where the player can choose each channel, with "error" lights that will prevent improper setup (i.e. Tower 1 is Ch1 to Ch21, but player tries to make tower 2 Ch1 to Ch32 - this will throw up error light and not allow it to be set). Main thing, I don't want to put TOO much work into something that may likely be replaced with a better system by either the ACRE Team or the MSO Team - but to get a functional, constructable working version of my ACRE Retransmitt Constructor Network ASAP. May do some small tests on a dev server later today...
  3. Mirk-xD LAN_WROTE ... If there still is room I would also like to play :) Though I've never tried playing ace nor mso before, but it seems interesting @Mirk-xD: This weekend's event may not be the best time to "throw you into the fire" - consider installing all mods, look through the MSO Players Guide ( https://dev-heaven.net/documents/56 ) and jump onto the server during the week. Get familiar with ACE and ACRE (how to use ACRE Radios: http://www.veterans-gaming.com/vg-plugins/forum/forum_viewtopic.php?15078 ) and play with someone who can show you the ropes. If you've played Arma 2 already, you are familiar with the "farther than usual" engagements VS. other FPS games, and the longer travel times/larger maps. We will be splitting up new players so that they are in groups with experienced players (as opposed to 1 Vet and 3 New Players) - but I'd like to not have to explain every little detail during the operation, so let's get that out of the way in the days leading up to it. !cheers
  4. not going to delete this thread, but we could stop bumping it to the top already....
  5. hmmm.... I never noticed that in game until now, that vehicles project one light beam. Then again, I dislike playing at night. Maybe I'll start using the map auto-brightness mod myself - it would certainly make paying without nightvision much easier on the eyes when switching to map...
  6. I just connected to Vanilla Insurgency using only CBA, CBA_A2, CBA_OA, and JSRS (r10) - I got in just fine. We love JSRS, and it's been allowed on Vanilla Insurgency (along with WarFX BlastCore Visuals) for over a year. Be sure you are not running any BETA patches, have all 3 CBA's up to date, and update your JSRS like ridDle said, and you will not need to wait for the Server Downtime Fixes - you'll be good to go right now. !pals
  7. Random LAN_WROTE ... ... never noticed a substential enough drop in FPS whilst someone is in the air to consider removing air assets. Keep an eye on the debug monitor that pops up in our MSO tests and you'll notice where and when it happens. Note: The server does not have a monitor and high end gfx card - when we say FPS with regards to the Server, it's different than when we mean client side graphics frames drawn/rendered per second to your Monitor. On the Server, it's all about scheduled and non-scheduled bits of code and such that run the game, with so many lines or processes in one frame, with a maximum of 50 frames ever to be processed in one second. You can easily force yourself, with graphics settings, to see your FPS drop - mine could still be fine. If you are used to high frames per second on your PC, any server performance problem which affects client side FPS is going to be very noticeable. I imagine that playing with mid to low FPS on average, these things would be noticed less. When we have a Headless AI Client, it will greatly reduce the performance hit the server suffers in dense enemy zones. !hi
  8. um... I don't want to be a fly in the ointment, but I think we may need to consider pap a wip - as in, the MGO (modified to remove TWS) would be better than the PAP (modified to remove TWS). This point was brought up by Poffadder, and I'd like to get in on some tests, I know I haven't been present for these recent changes. Let's keep our minds open, at any rate. Keep our eyes on the end result and not get attached to the way things work in these testing phases. I will help with any heavy lifting, by which I mean scripting. MGO may be the way to go...
  9. Random LAN_WROTE ... Have you ever thought about adding a way for players to easily parachute into the ao?? not at all, and with good reason. (MSO ain't Domi... !lol )
  10. Ditch @LEA if you have replaced it - it's not the thing we're lookin for in MSO. @LEA is great for lots of things, and we should still use it for those things, just not a persistent RPG-ish Arma game. Would like to include the Team Roster script, at least test it. Shouldn't be hard - just name the player units if not done already. My 2 cents
  11. referring to both - and not to correct or seem smarter than anyone, but it very well could be overheating because he is having performance issues relating to gameplay that formerly had higher frames per second than now. It very well could be a result of dynamic fequency scaling in order to prevent overheating. No worries, dman - with so many people here who've either ran PC Fixit businesses themselves, or simply years of experience, you can bet the direct cause and solution will be found. !cheers
  12. I'd like to know more about how the DB works (specifically, what it remembers, what not remembered). I suppose I'll crack open those scripts and do some reading, but mainly, I want to enable all objects built/constructed to be remembered on restart. (Including the "init fields" of those objects, if they have them) **EDIT: If that MGO thing is a script and not a mod, it would not be hard for me to remove the TWS options and keep the rest of it intact the way it is now. :)
  13. ...pretty sure there is some throttling involved before any shutdown would kick in. Not sure if I am reading first post correctly - do you mean that when you Exit a Game to Desktop and when you go back to the game it's FPS is crap? Or just this: Start PC, Start Game, Exit Game Fully, Start another game = Game FPS is Crap -Will be good to know OS and it's type (e.g. Win7 32-bit) Try Monitoring Performance during this process: Open Task Manager, click Processes - note the number at the bottom left, total # of processes. Now Click Performance, note the RAM Usage and CPU Usage, and leave it open (minimize it if you want). Now start up a video game, play it for a minute or two and note the FPS. Exit the game fully - now go back to Task Manager and check that your CPU and RAM usage has gone back to baseline - note any parts of the graph where it may have "maxed" out. HDD Info: What is your HDD configuration? If more than one, state size, speed, approx. age of each. What is max capacity/current free space? Are there any new noises coming from your PC case on a Cold Startup? If you have Windows 7, a defrag may not be necessary - Win7 is the best OS I've used to date, and I've read that it needs defrag far less than any older WinOS. *On heat - open the case, clear all the dust if you haven't already from fans, filters, etc. Careful with Compressed Air directly on fan blades - hold them still with your hand, they can spin too fast and break from air speed. **EVEN BEFORE NEW INFO: I am just about to "reset" my PC, as in, backup all data and reinstall Win7. I expect everything to run as well as it did when I first built this thing. If we do not discover a specific software/hardware issue, consider this kind of "factory" reset. It helps to have a second hard drive for backup, though. !coffee EDIT: "throttling" is correct word, not "stepping" -sem
  14. Blast(s) from the Past: video by Bernard the Beast ______ In the Land of Opportunity, "The American Dream" is up to the individual to define for themselves. My YouTube Channel | My Camping Photos The Art of War by Sun Tzu
  15. X52 Pro is the way to go! You need a HOTAS (Hands On Throttle And Stick) and you can then use pre-made joystick profiles here in the download section designed just for BMS and X52. !cheers
  16. Once you get your AF game, install it, then download Falcon BMS and install it: http://www.veterans-gaming.com/download.php?view.134 It will ask you where you installed Falcon 4. I suggest you train using BMS nowadays, as its tutorials are far better than the older game. You may not get out of training without reading a little bit, and you will find all the documentation you will need in the C:\Programs\Falcon BMS 4.32\Docs ((or your exact install path...)) It's important to start with basics - takeoff, landing, etc. The interactive BMS Tutorials will walk you through most everything. Have fun and see you around! !cheers __________ In the Land of Opportunity, "The American Dream" is up to the individual to define for themselves. My YouTube Channel | My Camping Photos The Art of War by Sun Tzu
  17. Arma Tactics in Development for NVIDIA Project SHIELD Prague, Czech Republic January 30, 2013 - Bohemia Interactive, the award-winning independent Czech development studio, proudly announces the development of a turn-based close-combat strategy game entitled Arma Tactics; planned for a Q2 2013 release for NVIDIA Tegra devices. Arma Tactics is a turn-based close-combat strategy game, where the player takes control of a four- member Special Forces team. There are no given strategies, rails to move on, or paths to follow; it?s up to the player to decide how he will play through both the story-driven missions and generated missions with randomized objectives. Whether using stealth or a more direct approach, players will need to use their strategic thinking and use both basic and advanced weaponry while facing many different opponents - ranging from unorganized local militia to smart and skilled mercenaries. Arma Tactics is coming to mobile, taking the best from games like Jagged Alliance? and X-COM?. The finest assets used in the critically acclaimed Arma? series on PC now come to life on Tegra devices in one of the best looking mobile games to date. Arma Tactics takes full advantage of Project SHIELD?s console-grade controller, and when connected to a television, the game utilizes Project SHIELD?s unique multi-screen gaming, allowing the audience to experience entertaining vantage points that differ from the player?s. Optimizations for NVIDIA Tegra 4, the world?s fastest mobile processor, include enhanced physics simulation, bloom post-processing effects and increased objects and geometry. With highly replayable missions, achievements, weapons to unlock and whole campaigns to be regularly added, Arma Tactics offers many hours of intense ever-changing action. Arma Tactics Key Features: ? Exclusive launch title for the upcoming NVIDIA Tegra 4, Project SHIELD ? Developed in close cooperation with NVIDIA ? Explore highly detailed environments that come to life with sophisticated particle systems and post- process effects ? See your men come to life with animations captured by a powerful motion-capture solution ? Lead them through a single player campaign or improve your skills in generated missions ? Gather experience points to level up your characters, upgrade weapons and unlock special equipment ? Choose your difficulty ? we make sure the game is fun to play for both casual players and hardcore gamers ? Play as you like ? by touching your screen or by using gamepad controls ? Potential future platform iOS, Android, PC, MAC, Linux expecting released date Q3 2013 For screenshots, videos and more information, be sure to check out the official website: http://www.arma2.com/tactics/ ________ In the Land of Opportunity, "The American Dream" is up to the individual to define for themselves. My YouTube Channel | My Camping Photos The Art of War by Sun Tzu
  18. Spending that much time in the chute is not safe, it's suicide. Listen to what Calv said, it is good advice. People are trying to help, not contest. Here is the PJ Test with an MC-5. The goal is to land within a certain distance from the target (white X, red smoke) while spending as little time as possible in the chute. HALO - High Altitude Low Opening Walk up to the helicopter and on the mouse wheel Action Menu, select PJ Test - you will jump at 10,000 feet, and if you cannot see the ground, change view distance settings with the mouse wheel Action Menu "Settings". As I stated above, there is no one number for a correct Pull Time - you'll have to train. Around 200 meters from the ground will work if you get the feel for it. 600 meters above sea level on reshman is rediculously high, as I wrote above and the time spent in the chute is far from acceptable. Proof is in the pudding - see the pics, try the HALO Training Mission here and prove me wrong.... demoae.parajumptest.utes.rar
  19. VETERANS-GAMING THANKS YOU FOR YOUR CONTINUED SUPPORT! PLEASE HELP US KEEP GAS IN THE HUMVEE'S FOR ANOTHER MONTH! !cheers
  20. Calv LAN_WROTE ... The problem seems to be that the Altimeter apparently switches between ASL and ATL depending on what map it is used on (Takistan/Zargabad = ATL, Chernarus = ASL), which would be ok but it doesn't actually state which is being used. OMG! Really? Isn't that just lovely..... Well, gonna do what I said, and transform the VG Warmup Area (Zargabad) into a multi-training module area with automated and manual training courses for a variety of procedures, actions, and maneuvers. Will adapt something at some point for "earned certificates" so that people can "prove" themselves in a variety of roles (inspiration taken from our friends at L.A.M.B.S.). Perhaps this will develop more when we get more database systems and website connection to our missions, including something more advanced using the Squad XML system. Who knows? First things first - I'm sure some people would love to throw themselves out of an aircraft over and over to try the above concepts out, and this ParaTraining script I wrote way back will do just fine once I polish it up for ACE. (attachment file coming soon.) !coffee
  21. P.S. used parachutes on the ground will not cause lag, or use up tons of server resources - but given that the proper procedure in ACE is to "interact" with your chute and re-pack it once you have landed, players might as well do it. This action creates a black parachute bag that is not flush with the ground, and you'd either have to hide them (in PvP) to make your insertion invisible, or deal with the open parachutes on the ground (which in all reality are flush with the ground, not as visible as a black backpack). Still, I always instruct players to take the time, when appropriate so as not to hold up the group, to re-pack one's parachute after landing. That being said, never feel that you must do so in order to assist the server in running fast - an object in the world is just that....an object is an object is an object - if you went by that notion, any FOB we build "causes lag" - it's untrue. Eventually, a world could only hold so many objects, but that number is so high we don't have to worry about it. Technically, the "_dead_chute" is added to the FIFO cleanup in ACE, and it's limit is 99 - this means (first in first out) the 100th chute on the ground would make the 1st chute disappear. No need to quote any crap about the dead chute not being added to the FIFO properly, and that mission makers should make their own little cleanup script...a cleanup script may use more "resources" than actually letting chutes litter the field. Just FYI for those "not in the know". !hi
×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy