|
Cuntpunch posted:You can basically max out the Arma3 engine on 4 year old hardware. Until they commit to aggressively finding ways to multithread it, it'll continue to be a terrible slow beast. I would move to the Czech Republic and work minimum wage for them if it meant I could sit down for a year and grind out Arma's multithreading problems. No joke. The experience would look great on a resume. I'm poo poo at programming but all the stuff I'd learn in the process would make it worth it. sigh, pipe dreams.
|
# ? Sep 4, 2015 06:50 |
|
|
# ? Apr 24, 2024 21:52 |
You might as well just sit down wherever you are and grind out an entire game engine from scratch over a couple of years. The way every aspect of the ArmA is tangled together means it would probably be faster
|
|
# ? Sep 4, 2015 07:46 |
|
Slashrat posted:The way every aspect of the ArmA is tangled together means it would probably be faster I know that this is the popular meme and whatnot, but the people who made Arma 3 already have way more experience with making that poo poo than I probably ever will... and as you know, it's way easier in general to take something someone else made and gently caress around with it than it is to make your own thing from scratch. So yeah I get where you're coming from but I think it's one of those things where it sounds good on the surface but when you think more about it... not so much.
|
# ? Sep 4, 2015 08:18 |
Love Stole the Day posted:I know that this is the popular meme and whatnot, but the people who made Arma 3 already have way more experience with making that poo poo than I probably ever will... and as you know, it's way easier in general to take something someone else made and gently caress around with it than it is to make your own thing from scratch. I don't doubt that BIS has gained a lot of experience since their OFP days, but they haven't leveraged that into a well-planned and designed engine because they are still doing patchwork upgrades on the engine they made when they first started out. I would love for them to start over and apply everything they've learned to either make a new engine using modern techniques, or branch out an existing engine like Unreal for example to do the stuff they need it to do for the ArmA series.
|
|
# ? Sep 4, 2015 08:36 |
|
Slashrat posted:You might as well just sit down wherever you are and grind out an entire game engine from scratch over a couple of years. The way every aspect of the ArmA is tangled together means it would probably be faster Love Stole the Day posted:I know that this is the popular meme and whatnot, but the people who made Arma 3 already have way more experience with making that poo poo than I probably ever will... and as you know, it's way easier in general to take something someone else made and gently caress around with it than it is to make your own thing from scratch. Slashrat posted:I don't doubt that BIS has gained a lot of experience since their OFP days, but they haven't leveraged that into a well-planned and designed engine because they are still doing patchwork upgrades on the engine they made when they first started out. Indeed, it reminds me of Arma 1 in the sense of the CEO's later admission that due to time wasted on a hilariously overambitious OFP sequel* and a broken relationship with the publisher, Bohemia had had to "take as much of the new engine improvements as possible from OFP: Elite for Xbox (most notably the streaming of data into memory and pixel shaders) and create a game partly based on revamped Cold War Crisis assets. The result is now known as Arma (initially titled OFP Rearmed). Unlike “Game 2”, this would have to be created relatively quickly, within a budget and most importantly on time." Slashrat posted:I would love for them to start over and apply everything they've learned to either make a new engine using modern techniques, or branch out an existing engine like Unreal for example to do the stuff they need it to do for the ArmA series. * "Game 2, the sequel, was intended to be "perfect", so the team aimed for the clouds and got lost there, obsessively 3D-scanning army equipment in the name of unprecedented realism, and building everything from tiny blocks for players to destroy - mechanics developers baulk at even now. So caught up in the fastidious details was the team - on modelling things like eyeballs - that it had neglected to notice obvious things such as characters' legs not fitting their torsos." - Eurogamer Chortles fucked around with this message at 23:16 on Sep 6, 2015 |
# ? Sep 6, 2015 23:14 |
|
I had an idea to make a single-player Arma 3 challenge mission that everyone could play (e.g. no mod dependencies), so I reinstalled Arma 3 and made it in the editor. Open the mission by going to Play > Scenarios > VR Challenge #1 from your main menu in the game. Post a screenshot of your score if you beat it. Here's the link: http://filedropper.com/vrchallenge01vr (I don't know what site to use and this one looked alright) It's just the .pbo file -- put it in your Arma 3/Missions/ folder (not MPMissions) so that it shows up in the Scenarios in-game menu.
|
# ? Sep 9, 2015 05:52 |
SITREP posted:Programming Lead Vojtěch Hladík has added two script commands which may be used by (multiplayer) scenario designers to optimize performance. Commands disableRemoteSensors and getRemoteSensorsDisabled let you disable raycasts for remote entities in a group that doesn't have any local entities. These raycasts are used to determine what other entities an entity can see, and they take a lot of CPU time. This is of course a bit of a trick, because rather than a true optimization, it disables part of the simulation. However, there are certainly types of scenarios where these raycasts are not needed. An example is a fully Player-versus-Player scenario, where the visibility between every combination of player entity is not needed. So why not disable this by default? There are cases where you do require these raycasts, for example in stealth scenarios. Without them, commands like knowsAbout, nearTargets and targetKnowledge will only function for local units! The commands themselves are local, can be used on servers and clients, and the state is reset when the scenario ends. So, carefully consider whether your scenario can benefit from this method. We've measured some significant performance boosts for high player count PvP scenarios in testing already. I shouldn't even be surprised that Arma by default does CPU-intensive visibility checks between entities for which such checks are irrelevant. If I'm understanding this correctly, visibility is also checked for AI on both the server as well as every client.
|
|
# ? Sep 9, 2015 07:50 |
|
It's happening: And on Tuesday at 2 pm US Eastern Time they stream it: Chortles fucked around with this message at 00:40 on Sep 19, 2015 |
# ? Sep 17, 2015 09:23 |
|
This makes me really happy. Really loving happy.
|
# ? Sep 17, 2015 19:23 |
|
While the stream announcement remained non-specific and they're not yet admitting a release date, they did again confirm that it will be free ("part of a future platform update") and that pre-existing 2D editor scenarios will be backwards compatible:Arma 3 stream announcement posted:With its long-standing focus on user-created content and modding, the classic 2D scenario editor has always been a major staple of the Arma series. Taking a massive leap forward, the powerful new Eden 3D Editor for Arma 3 will give players far more control over their creations than ever before. Users will now be able to directly create or edit entities, such as characters, vehicles, buildings and other objects, within the 3D game environment. They can also set mission objectives, define waypoints, control time of day and weather, and make use of all other functionality previously available in the classic 2D editor. Chortles fucked around with this message at 10:40 on Sep 18, 2015 |
# ? Sep 18, 2015 02:09 |
|
Being able to build bases and set up scenes without constantly previewing things or using mcc/zeus fuckery will be nice. Destructible trees would also be nice. No poo poo being able to clear lzs and set up firebases would be great for vietnam missions.
|
# ? Sep 18, 2015 05:42 |
|
AirborneNinja posted:Destructible trees would also be nice. No poo poo being able to clear lzs and set up firebases would be great for vietnam missions.
|
# ? Sep 18, 2015 10:41 |
|
Twenty-four hours or from the stream and we have screenshots:
|
# ? Sep 21, 2015 18:58 |
|
Holy poo poo, map markers to quick jump to cities. I'll be damned.
|
# ? Sep 22, 2015 01:42 |
|
Absorbs Smaller Goons posted:Holy poo poo, map markers to quick jump to cities. I'll be damned. Well yeah, if cities are suddenly usable then people are gonna use them, eh?
|
# ? Sep 22, 2015 01:50 |
|
Is the single player/mods for single player any decent? I remember some pretty bullshit AI in Arma 2.
|
# ? Sep 22, 2015 04:15 |
|
Robo Reagan posted:Is the single player/mods for single player any decent? I remember some pretty bullshit AI in Arma 2. Yes. Though there will always be some level of bullshit AI in Arma games.
|
# ? Sep 22, 2015 09:34 |
|
Alright, cool. I want to at least get my feet wet doing SP stuff since I don't want to be a complete detriment to whatever MP server I join.
|
# ? Sep 22, 2015 10:48 |
|
Robo Reagan posted:Alright, cool. I want to at least get my feet wet doing SP stuff since I don't want to be a complete detriment to whatever MP server I join. You are greatly underestimating the people that play this game... especially the public side Your greatest foe will not be the AI, but the admins of the public servers you will play on.
|
# ? Sep 22, 2015 10:55 |
|
Play KOTH, enjoy the coin toss that is the next twenty seconds of your life when you get in a helicopter, occasionally shoot mans.
|
# ? Sep 22, 2015 11:00 |
|
Shoutouts to Chortles for getting name dropped constantly by the devs via the official forums. Also, 3D editor is out (beta)
|
# ? Sep 22, 2015 20:02 |
|
Eden Editor is now on Dev Branch. If you missed the stream there was a lot of information given out that I'm sure someone will compile somewhere. No ETA on the full release, but it will come in a later platform update. Great news for all mission makers and modders, it seems they've achieved another great feat that is beyond what people expected.
|
# ? Sep 22, 2015 20:02 |
|
On the stream, a dev right-clicked a placed Device, went to its Attributes, scrolled down to the Trigger Specific - Eden Device section... and there was a big "RELEASE BETA" button that he clicked. EDEN IS ON DEV BRANCH NOW From the stream chat: quote:Bi_pettka: @en3xy It's a bit deeper, but engince computes force necessary to put something off the geometry and if it is too high, the object simply explodes Also, their stream rig is a i7-5930K @ 3.5 GHz with a GTX 980 Ti, 32 GB RAM and Windows 10.
|
# ? Sep 22, 2015 20:03 |
Just bought it and definitely enjoying it. Anyone have a favorite waste land server?
|
|
# ? Oct 3, 2015 05:19 |
|
imurdaddy415 posted:Just bought it and definitely enjoying it. Anyone have a favorite waste land server? On American evenings, you can sometimes find a couple goons in the CTS Mumble iirc playing either koth, exile, or wasteland together. That's about it in terms of goons playing pubs in arma 3. There was another thread a while ago but they closed it down for whatever reason.
|
# ? Oct 3, 2015 06:11 |
|
Arma is one of those games where goon interest waxes and wanes pretty regularly. It's easy to get burnt out on it after months of playing. It's unfortunately just part of the nature of it.
|
# ? Oct 3, 2015 16:17 |
Love Stole the Day posted:On American evenings, you can sometimes find a couple goons in the CTS Mumble iirc playing either koth, exile, or wasteland together. That's about it in terms of goons playing pubs in arma 3. There was another thread a while ago but they closed it down for whatever reason. Gotcha. So far I have 3 friends that play it too so if we could gather more people we could do some serious damage
|
|
# ? Oct 3, 2015 16:20 |
|
Why does this game keep locking up for like 30 seconds every minute or couple of minutes when playing online? I'm guessing it's windows 10, because I don't remember it doing this before, or what else could it be? I have an old Radeon that works fine. (Bioshock infinite would also do this, I'd have to tab out and back in for it to start working again.)
|
# ? Oct 3, 2015 17:55 |
|
Could be the missions youve been playing. Anything that spawns npcs can make your machine chug for a few seconds. Poorly optimized or script heavy missions, like domination missions, will do it as well.
|
# ? Oct 3, 2015 19:21 |
|
imurdaddy415 posted:Just bought it and definitely enjoying it. Anyone have a favorite waste land server? There's a goon Exile server. Exile is like Wasteland but better.
|
# ? Oct 3, 2015 19:27 |
|
AirborneNinja posted:Could be the missions youve been playing. Anything that spawns npcs can make your machine chug for a few seconds. Poorly optimized or script heavy missions, like domination missions, will do it as well. It was KoTH and BR I was trying to play. Figured it out after finding some page telling me to delete some MP folder in the appdata/roaming/arma 3 directory. Doesn't lock up now like it was.
|
# ? Oct 3, 2015 20:00 |
|
Mederlock posted:Arma is one of those games where goon interest waxes and wanes pretty regularly. It's easy to get burnt out on it after months of playing. It's unfortunately just part of the nature of it. Our group has been going on since A2 (at least) non-stop, so a few years, but we only have organized plays twice a week so that helps to not burn out in a month. Also we are huge spergs.
|
# ? Oct 4, 2015 07:55 |
|
Absorbs Smaller Goons posted:Also we are huge spergs.
|
# ? Oct 4, 2015 08:16 |
|
Absorbs Smaller Goons posted:Also we are We've had group members come and go and go on hiatus quite a lot, so interest does indeed wax and wane. I'm expecting a small jump in players once the 3D editor comes out.
|
# ? Oct 4, 2015 18:28 |
|
If you limit your virtual MAN shooting to only twice a week it does prevent the MAN from getting stale, but we also try to have some mission variety. Probably the biggest thing that prevents the game from getting old is just playing it with people you enjoy it with. So
|
# ? Oct 4, 2015 18:34 |
|
I'd like to get goons together to play mission based stuff, but without all the mods.
|
# ? Oct 4, 2015 18:48 |
|
Mods make the game replayability go up by 100%. Vanilla stuff is fun once in a while, but the selection is highly limited and it's fun to play with new virtual toys. Also having a cult of personality makes the game 100% better, so having both that and a 15gb modset makes it 10000% better. Enemy cult leader spotted, 300m, front!
|
# ? Oct 4, 2015 19:34 |
|
Any way to make it so I can rebind wired 360 controllers in the game without using something like X Padder? Kind of defeats the point if what I'm going to use for acceleration and stuff isn't pressure sensitive.
|
# ? Oct 5, 2015 03:07 |
|
Robo Reagan posted:Any way to make it so I can rebind wired 360 controllers in the game without using something like X Padder? Kind of defeats the point if what I'm going to use for acceleration and stuff isn't pressure sensitive. Go into the options and rebind the controls. There isn't anything special you need to do, provided you can see the controller listed under the CONTROLLER section you can set a custom scheme. You can also press CUSTOMIZE to adjust dead zones and such. e: Like Gib says, I'm guessing you've neglected to press 'ENABLE' at the bottom for the precise cause. Strumpie fucked around with this message at 16:57 on Oct 5, 2015 |
# ? Oct 5, 2015 16:42 |
|
|
# ? Apr 24, 2024 21:52 |
|
Yeah alot of the time Arma will have detected the controller correctly, but you have to manually enable it in order to bind it.
|
# ? Oct 5, 2015 16:49 |