spread the word, time to break playable 120 max.players barrier [url]https://twitter.com/FoltynD/status/639845373067067392[/url]
[QUOTE=Jesterr360;48615623]What mod is that in the pictures?[/QUOTE]
The M60 pictures are from a model Tinter is working on porting, the grenades are from a pack I'm working on, and those indy reskins with type 07 woodland are CSLeader's
I don't think Tinter is going to release his stuff outside of fparma for reasons, and I don't know about CSLeader
I will probably release my grenade pack sometime in the future though
[I]Reskinned the PASGT helmet. How is this now?:[/I]
[T]https://dl.dropboxusercontent.com/u/166582232/Voytek_Corp_test02.jpg[/T][T]https://dl.dropboxusercontent.com/u/166582232/Voytek_Corp_test03.jpg[/T]
[IMG]https://dl.dropboxusercontent.com/u/166582232/PGAC_CoG_VC.jpg[/IMG]
[I]From Left to Right: A rare encounter of a PGAC, Voytek, and CoG combatant in close-proximity, possibly due to a cease-fire in effect.[/I]
[QUOTE=Dwarden;48615926]spread the word, time to break playable 120 max.players barrier [url]https://twitter.com/FoltynD/status/639845373067067392[/url][/QUOTE]
How about you focus on breaking the 120-max.AI barrier first
[QUOTE=Aurelian;48617929]How about you focus on breaking the 120-max.AI barrier first[/QUOTE]
I'm concerned less with Arma's AI in terms of numbers; I'm more concerned in terms of their ability. I'd rather have the AI on par with players to prolong firefights with smaller numbers, than have larger numbers of AI. Given the current AI ability, the AI's on a 3 AI to 1 player ability. If BIS can continue to work on it so that 2 AI are on par with 1 player, I'd be happy.
[QUOTE=CMB Unit 01;48617968]I'm concerned less with Arma's AI in terms of numbers; I'm more concerned in terms of their ability. I'd rather have the AI on par with players to prolong firefights with smaller numbers, than have larger numbers of AI. Given the current AI ability, the AI's on a 3 AI to 1 player ability. If BIS can continue to work on it so that 2 AI are on par with 1 player, I'd be happy.[/QUOTE]
I was taking a swipe more at the framerate issues with Arma 3 and its relationship to the number of AI in a given mission more so than that, actually...
Also, with the quality of the AI: VCOM AI has a good reputation so I'd recommend looking into that.
We had 600 Ai in a mission once, 6 fps is the cinematic experience take it or leave it
[QUOTE=Aurelian;48618090]
Also, with the quality of the AI: VCOM AI has a good reputation so I'd recommend looking into that.[/QUOTE]
Tried out VCOMAI out a few weeks ago, and looks like the AI likes to use tactical framedrops to combat the player(s).
Dunno if I can turn down the Smoke Grenade fetish the AI has with VCOMAI
[t]http://i.imgur.com/KIc8gcs.jpg[/t]
[QUOTE=Aurelian;48618090]
Also, with the quality of the AI: VCOM AI has a good reputation so I'd recommend looking into that.[/QUOTE]
I made several test with earlier VCOM versions. The AI is really nice for non-Zeus missions, since the AI just does things people would not normally expect. Tho for Zeus missions the AI just starts doing their own things and Zeus cannot really control them anymore.
Also with VCOM active you can use less AI on the map since the overhead on the server is much larger.
[QUOTE=kaukassus;48619222]
Dunno if I can turn down the Smoke Grenade fetish the AI has with VCOMAI
[/QUOTE]
You can, there were some settings that made them less likely to through smokes, tho if one of their team mates is down or pinned they kind of always throw smokes. Seems the only real solution would be to limit the smokes to squad leader only.
Edit:
Here a screenshot from that earlier test. I only set one waypoint, all the others were done by VCOM.
[t]http://images.akamai.steamusercontent.com/ugc/3282310572823559923/63CEF1FD8B38B4214E34D6663DFEBFA1B13F3189/[/t]
Another test was Standard VS VCOM ai. (blue: VCOM red: Standard)
[t]http://images.akamai.steamusercontent.com/ugc/3282310572823311339/70C5C8ACBB25F77CC4237D419A0D5B06E7F3CAB8/[/t]
Standard won, most likely due to aimbot like abilities. Note: VCOM AI likes to split up fireteams.
... so it spammed waypoints all around ? sweet
[editline]5th September 2015[/editline]
nice.
[QUOTE=Dwarden;48615926]spread the word, time to break playable 120 max.players barrier [url]https://twitter.com/FoltynD/status/639845373067067392[/url][/QUOTE]
lol
you guys cant even make the game run efficiently on 75 player servers
I too look forward to 120 players at 10 fps and 30 second desync
[QUOTE=dilzinyomouth;48620050]lol
you guys cant even make the game run efficiently on 75 player servers
I too look forward to 120 players at 10 fps and 30 second desync[/QUOTE]
and yet I'm running
EU server with 100 players at ~50, 110 at 40+ and 120 at 30+
US server with 110 players at ~50, more wasn't yet online to see how it handle
* note, my servers run full scale diag, debug and logging enabled, so normal 'performance' server will be even better
also please don't mismatch server side FPS with client side FPS (server max is 50 fps)
plus the change in 132101 performance client in that KOTH mission I run on those 2 servers
is aimed exactly on improving client-side FPS when more than 64 players in close-area
so you need update those files from files [URL]https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm[/URL]
new TBB allocator 4.4 is available there too (faster compiled with SSE2, just for sure also one without)
[URL]https://forums.bistudio.com/topic/160288-arma-3-stable-server-150-performance-binary-feedback/page-43?p=2909610#entry2909610[/URL]
obviously its our fault the game runs like shit
[QUOTE=Holt!;48620563]obviously its our fault the game runs like shit[/QUOTE]
did I said something like that?
it fully depends what you run, (mission, scripting, amount of objects, how handling those objects)
hardware of server matters too (some weak xeons or VM setups are terrible vs >32 players or lot AI)
and yes, I'm fully aware KOTH is barebone PvP , but basic running well is must
to be fair [I]a lot[/I] of user-made missions that run bad do so because of the author
[QUOTE=EvacX;48620657]to be fair [I]a lot[/I] of user-made missions that run bad do so because of the author[/QUOTE]
Exactly. Group I'm in get 30+ members per mission, vs. 90-120 AI per mission. Any more get spawned in. Server sits around 38-45fps. This is with a lot of mods running as well.
[editline]...[/editline]
And I get around 40fps on my own machine, on a GTX 260 with a Q6600.
[vid]https://dl.dropboxusercontent.com/u/20521740/ShareX/2015/09/2015-09-05_12-49-37.mp4[/vid]
[editline]5th September 2015[/editline]
Hoping for a game next Saturday.
About "slow fps" mission, there is something i don't get.
How can the clientside script can reduce fps (to 30fps) if the cpu usage is only at 40% ? (Editing the visual settings almost don't fix fps drop).
But in the editor (i mean, a world with only few units/vehicles or campaign mission) i can run the game in High (MSAA X2) in 5760x1080.
I just don't get it.
[QUOTE=ExtReMLapin;48622887]About "slow fps" mission, there is something i don't get.
How can the clientside script can reduce fps (to 30fps) if the cpu usage is only at 40% ? (Editing the visual settings almost don't fix fps drop).
But in the editor (i mean, a world with only few units/vehicles or campaign mission) i can run the game in High (MSAA X2) in 5760x1080.
I just don't get it.[/QUOTE]
Because it uses mostly 1 core, maybe 2.
[QUOTE=kaukassus;48619222]Tried out VCOMAI out a few weeks ago, and looks like the AI likes to use tactical framedrops to combat the player(s).
Dunno if I can turn down the Smoke Grenade fetish the AI has with VCOMAI
[t]http://i.imgur.com/KIc8gcs.jpg[/t][/QUOTE]
I'm 98% sure physx should prevent the smoke from going through the houses.
[editline]6th September 2015[/editline]
[QUOTE=Tinter;48622895]Because it uses mostly 1 core, maybe 2.[/QUOTE]
All the cores are at 40%
[QUOTE=ExtReMLapin;48622931]I'm 98% sure physx should prevent the smoke from going through the houses.[/QUOTE]
What's with this anyway
I remember PhysX being marketed super hard in the trailers and being super hyped
and yet vehicle physics are still bork as fuck, and outside of a few cargo containers and ammo boxes with very basic collision physics we don't really see PhysX being utilized for anything
[editline]5th September 2015[/editline]
I mean fucking radios and small items still clip into/through tables
you would need soft particles with simulation on object collision / interaction ...
ARMA did a good job of smoke being affected by Helicopter blades and such, that's neat.
What would be the most realistic ArmA 3 installation? I currently have ACRE2 and ACE3, and it's lots of fun until now. Would that VCOM AI also help to provide a serious and realistic AI behaviour? What other mods could I be missing?
[QUOTE=Whitefox08;48621207][vid]https://dl.dropboxusercontent.com/u/20521740/ShareX/2015/09/2015-09-05_12-49-37.mp4[/vid]
[editline]5th September 2015[/editline]
Hoping for a game next Saturday.[/QUOTE]
[B][I]CRAWLINGINMYSKIN.MP4[/I][/B]
[QUOTE=Thomo_UK;48623305]ARMA did a good job of smoke being affected by Helicopter blades and such, that's neat.[/QUOTE]
but not having them collide with walls?
what strange priorities.
no op today?
There should be Tinter's OP that failed to launch 2 weeks ago.
[QUOTE=Dark RaveN;48624903]There should be Tinter's OP that failed to launch 2 weeks ago.[/QUOTE]
Apparently it's completely, irrecoverably fucked
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