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Thread: New beta 71900 is up!(OA)

  1. #181
    First Lieutenant CameronMcDonald's Avatar
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    Damn straight. I'd like to see the aiming deadzone sensitivity restored to what it was in ArmA 2 pre-OA.

    Also note that it is now very difficult for us deadzone-using people to place units in certain areas because it's so damn hard to turn around with the mouse and the command cursor is no longer linked to where the weapon is pointing.

    Cole, is there a ticket open for this?
    There is now, thanks to MulleDK19. Please vote.

    http://dev-heaven.net/issues/11694

    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  2. #182
    Quote Originally Posted by CameronMcDonald View Post
    Damn straight. I'd like to see the aiming deadzone sensitivity restored to what it was in ArmA 2 pre-OA.

    Also note that it is now very difficult for us deadzone-using people to place units in certain areas because it's so damn hard to turn around with the mouse and the command cursor is no longer linked to where the weapon is pointing.

    Cole, is there a ticket open for this?
    Just change to free look (double Alt) for precise commands.

  3. #183
    Suma's commented on the CIT that it's been changed back for the next beta.

    I really hope they intend to make the 'erronious' model a menu option at some point (soon) in the future. It made issuing commands so much more immersive and intuitive in first person view for people who use headtracking.
    'Arma will gradually turn into a science of practical application and gain forms of inter-planetary communication. The first inter-planetary tournament between the teams of prague and mother bear's star cluster will end with a decisive victory of Praguers, hooray comrades!' - Adjutant.

  4. #184
    Get more stutter, fps drops and overall its unstable with OA than with latest A2 version (same settings).
    - Some roads seem to have no link or connection - AI stops and after 4-8 seconds they are steering and moving on.
    - missing/wrong picture for rifle grenade:
    Warning Message: Picture \ca\weapons\data\equip\m_40mmhpred_ca.paa not found
    -Loading screen (OA+A2) gives another warning:
    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

  5. #185
    First Lieutenant CameronMcDonald's Avatar
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    Quote Originally Posted by @ST View Post
    Just change to free look (double Alt) for precise commands.
    This tends to make it difficult to run, command and gun straight after - if the previous system wasn't broken, no reason to screw the pooch now.

    In any case, it seems it has been fixed in the upcoming beta:

    This was introduced unintentionally when implementing muzzle climb after recoil.

    Fixed in OA 719116 (the behaviour should be identical to what was before).

  6. #186
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    Cameron - where did you see that? I wonder if that's coming out today?

  7. #187
    Sergeant Major JuggernautOfWar's Avatar
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    [71891] Fixed: Night vision simulation was not simulating color sensitivity and blue shift in dark scenes.
    What does this mean exactly?
    Phenom II X4 955 45 nm OC 3.6 GHz
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  8. #188
    First Lieutenant CameronMcDonald's Avatar
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    Quote Originally Posted by jpinard View Post
    Cameron - where did you see that? I wonder if that's coming out today?
    Check Suma's entry in: http://dev-heaven.net/issues/11694

  9. #189
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    I just discovered Anistropic Filtering is NOT working in the game. At least with the latest beta NVidia drivers. Could some of you please check and see if it's functioning for you or not?

    How to check:

    Turn Anistropic filtering to Very High and take a screenshot like I did. Now turn it off and take another screenshot. You should see a huge difference in how the runway looks. Anistropic Filtering clears up renders at angle from 90* so it takes blurred textures and sharpens them up. The higher your AF setting, the further out the textures will be sharpened.

    Now when I went and turned my NVidia drivers to over-ride the application it is then functional (each picture is 1.8 Meg to retain detail).

    In-Game Anistropic Filtering Off (blurry runway):
    http://www.jeffpinard.com/afoffinarma2oa.jpg

    In-Game Anistropic Filtering on Very High (blurry runway):
    http://www.jeffpinard.com/AFoninarma2oa.jpg

    In-Game Anistropic Filtering off, OVERRIDE Anistropic Filtering in NVidia control panel turned on (sharp runway):
    http://www.jeffpinard.com/Afoverridearma2oa.jpg
    Last edited by jpinard; Jul 8 2010 at 10:51.

  10. #190
    Master Gunnery Sergeant MavericK96's Avatar
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    Quote Originally Posted by jpinard View Post
    I just discovered Anistropic Filtering is NOT working in the game. At least with the latest beta NVidia drivers. Could some of you please check and see if it's functioning for you or not?

    How to check:

    Turn Anistropic filtering to Very High and take a screenshot like I did. Now turn it off and take another screenshot. You should see a huge difference in how the runway looks. Anistropic Filtering clears up renders at angle from 90* so it takes blurred textures and sharpens them up. The higher your AF setting, the further out the textures will be sharpened.

    Now when I went and turned my NVidia drivers to over-ride the application it is then functional (each picture is 1.8 Meg to retain detail).

    In-Game Anistropic Filtering Off (blurry runway):
    http://www.jeffpinard.com/afoffinarma2oa.jpg

    In-Game Anistropic Filtering On (blurry runway):
    http://www.jeffpinard.com/AFoninarma2oa.jpg

    In-Game Anistropic Filtering off, OVERRIDE Anistropic Filtering in NVidia control panel turned on (sharp runway):
    http://www.jeffpinard.com/arma_2_files.html
    I noticed something similar, in that there is this line of "blurriness" in front of you as you run, and textures come within the circle they become sharper. Also it seems like that weird ground parallax issue is present again in OA, but I'm not entirely sure. The ground appears to warp a whole lot, though.
    Core i7 920 @ 3.995 GHz, HT off
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    ArmA2/OA Settings:
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    All other settings at Very High

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