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technerd89

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Posts posted by technerd89

  1. Sorry for the necro-thread, but so far this is the only mention I have found of the touted "new" US server. Someone mentioned it in-game but I havent been able to find any connection information. Does it still exist?

  2. Ever since we updated to Arma 1.5, I've been having a rather peculiar issue of VAS not wanting to attach any items to my weapons. Im able to deposit them into my inventory and attach them manually, but not from the VAS selector. 

     

    Im running the pretty standard set of approved mods, just CBA, ST, and Blastcore.

     

    Anyone else having an issue like this within the last day or two?

  3. I can tell you that the base has been rebuilt or altered in some way probably a dozen times since the beta, and the sad part is that there really is no way to prevent any of this. People always find a way to exploit the system somehow. The only way to counter it is vigilant staff members who quickly remove the troublemakers.

  4. Also relevant and nice to see is the fixes for functions BIS_fnc_randomPos and BIS_fnc_spawnGroup, both of which feature heavily in I&A.

     

    True, although knowing absolutely nothing about Arma coding and map-making, that would have been completely oblivious to me :P

  5. Here are some particular relevant bullet points from the patch notes of today's 1GB patch that might have some influence on game play on I&A.

     

    • Server browser:
      • Removed: GameSpy logo
      • Removed: GameSpy / Steam switch
      • Server count is now in-engine instead of scripted
      • Added: Player's name
    • Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
    • Fixed: Aimpoint visibility at night for MRD attachment
    • Fixed: Zeroing on EBR's ironsights
    • Fixed: Geometries of UAV entities (Hope this actually makes a difference...)
    • Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.p3d(http://feedback.arma3.com/view.php?id=15704)
    • Added: Stall warnings in HUDs of fixed-wings now flash
    • Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
    • Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers (Yay! Please learn to use them!)
    • Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
    • Updated: Thermal signature of Mk200, Khaybar, Zubr and MX
    • Ejection seats in planes now propel the pilot high enough to parachute (from ground)
    • Rahim rifle is no longer able to attach Rail attachments
    • Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs 
    • AI is more likely to target enemy transports
    • Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor Lamp to improve over-penetration issues. (Shoot out those lights boys!)
    • Fixed: Desync in MP after the revision 124842 fix
    • Added: Fuel explosion power value for all vehicles
    • UAV - Camera stabilization
    • Inventory load now affects stamina regeneration
  6. Just a quick FYI, they supposedly fixed the "to many bullets = to much lag" problem associated with miniguns (Wipeout, GhostHawk, Pawnee...). I know this has been a particularly serious lag bomb on the servers, hopefully it works correctly.

     

    http://dev.arma3.com/spotrep-00025

     

    ENGINE
    • Fixed: Faulty handling sub-munitions in multiplayer would cause performance issues proportional to the number of players in the session (e.g. firing miniguns)
    • Fixed: MP crash opportunity
    • Fixed: One Tempest heavy truck variant was missing some interior textures
  7. Sudden?

     

    Also what's with your signature? Have you been confused for core staff or an admin before?

     

    Well I mainly ask because this is in contrast to a previous statement from Raz in a Zeus related thread that I had made on the day it was released.

     

     

    General

    1,015 posts

    7049.00 Ahoy Coins

    • razgriz33+
    • AW Core Staff

    Posted 10 April 2014 - 06:56 PM

    Zeus will be hosted when there are hosts suitable to do so.

    I&A will be used when there are no hosts

     

    I&A Zeus would be nearly pointless, it runs its self so Zeus could really only create side missions

     

     

    There is however a definite guideline i would like to run over with the zeus hosting admins before opening it up to public event hosts.

    Saturday we will learn some lessons

     

    As for my signature, I have had that on there for several months now. It is no secret that I have gotten pretty opinionated at times, and have a habit of talking about things of which I have no real clue. Its just some open disclosure to help keep me out of trouble.

  8. If I may ask, why the sudden reversal in choosing to implement this into I&A? A previous post of yours stated that you did not think I&A and Zeus would fit very well together fundamentally.

  9. Hi there, I put fast time in because of the opposite cry from the public, the majority wanted more night and so ensuring that it was mid summer i roughly guess there is 2/3 day and 1/3 night.

     

     

    The time goes by around 5 minutes for every 1 minute = 6 minutes go by per minute (perhaps my maths is going to fall down here but ill demonstrate, this will be very embarrassing if i get this wrong

     

    24 * 60 = 1440 (minutes per real day)

    1440 / 6 = 240 (minutes per game day)convert that back into hours240/60 = 4 real hours per game dayCorrect me if I'm wrong, furthermore:22nd of July (date used in game currently) approximately in Greece, Athenssunrise: 0621sunset: 204414 hours 23 minutes of daylight and 9 hours 37 minutes of night(14*60)+23 = 863 minutes of real daylight863 / 6 = 143.83333 minutes of game daylight2.39722 real hours of game daylightso finally! 

    4 - 2.397222 = 1.60278 of night

     

    [approximately]

    2.4 real hours of game daylight

    1.6 real hours of game night.

     

    tadaaa! :)

    I think that that's quite a nice contrast between the two. if you however asked me to slow down sunsets/sunrises It's possible but it would throw off the feel of it. having a sunrise lasting as long as half a day would be weird. Making more time changes per minute is a bad idea so i think this is what we should be comfortable with

     

    This is news to me, because truth be told I thought we were on 8 hour = 1 day, per something Elcour told me. Ill be sure to stop incorrectly explaining that in side chat.

  10. First and foremost: This does not represent an official announcement from AhoyWorld.

     

    Yep, its here. The official Zeus DLC has gone life and so far everyone is creaming their pants over it.

     

    The obvious, and undoubtedly endless question that will certainly be asked over and over (and over...) is "When are you guys gonna add this to I&A?"

     

    I cant speak to that answer because I am not a staff member. However, there are a lot of things that will need to be considered before it happens. How can this be implemented without ruining the core aspects that make I&A enjoyable? How can we prevent abuse of these "godly" powers? Will Zeus only be available to I&A server administrators?

     

    Another major thing to consider is....How do we actually USE Zeus? The official Showcase mission by Bohemia was very simplistic, mostly going over the basic interface functions. Not very detailed... and it wont be enjoyable on I&A until a greater understanding of how its features can be put to good effect.

     

    I was able to locate the closest thing to a guide that has been written so far, a wiki entry about the "Curator" engine, BI's back-end name for Zeus. It can be found here: https://community.bistudio.com/wiki/Curator

     

    Please use this thread to forward any more RELEVANT information that can be found regarding Zeus, as to give the Core Staff and Developer team more resources to aid in implementing this. Also, thoughts and opinions of how to put Zeus to good use are welcome.

  11. There are a medical hemtt-truck at the parking lot behind base. You can restore full health with that one.

     

    Thats when stupid people dont drive it off, crash it, leave it in the field, etc.

  12. Ill try to keep this relatively simple. 

     

    It is a pretty frequent occurrence of a player returning back to the base slightly injured but not to the point where the game allows the use of a FAC. With medics inevitably out in the field doing what they do, this presents an issue of players entering the next battle at less-than-perfect condition.

     

    Would it be possible to set up one of the side-rooms of the base terminal as an infirmary that has either an usable object, or a zone to stand in, that instantly heals a player to full health?

  13. While your idea to spawn some random patrols outside of the designated AO area is a sound one, the over-all idea will be limited by a few known issues.

     

    First, AI units do not innately understand what a building is and how to occupy it, use corners for cover, check doors, etc. Even if they were to spawn inside one, chances are they would disregard its tactical value and enter search-and-destroy mode, spreading out into the local area. Either that, or they would have a pathing error and simply stand still with their barrel pointed into a corner, making it very easy to sweep the building and eliminate them.

     

    Second, I&A on the whole uses a spawning system for both enemy units and placed stuctures/objectives (side missions) that cannot and likely never will understand the difference between a building and any other location of terrain. To the best of my understanding, it functions like so:

     

    1)Within designated area (AO circle), pick random location -> 2)Check attributes of location (is it underwater? is it flat enough for a building? is it nothing but trees and rocks?) -> 3) If area is suitable, spawn specified objects and NPCs, if area unsuitable, return to step 1 with new random location, rinse repeat.

     

    With this in mind, while it would be possible to spawn random squads around the map, it would be next to impossible to have them spawn inside random buildings between you and the AO, that would be like trying to take a blind-folded swan dive into your shot glass.

     

    The best that could be done, in theory, would be to designate specific coordinates to tag along side each individual AO that spawn AI units in specific buildings near each AO. Problem with that is that each AO would have its own list of buildings to pick, they would all have to be EXACT locations, and they would be the same each time you ran that AO, becoming extremely predictable.

  14. http://www.tigerdirect.com/applications/SearchTools/item-details.asp?EdpNo=7717570&CatId=7387

     

    I must agree with Danny on this one, shoot for a 600 series card. The GTX650 is the budget-level 600 series card, not quite as beefy as the 680 but it will be a definite improvement over your 580 choice. 

     

    At a personal level I have always been willing to recommend purchasing from TigerDirect. Their shipping prices are a little high, but they have always managed to get it out of the warehouse and onto the truck within 24 hours.

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