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Ekre

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About Ekre

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  1. ive got the same issue, but just if i fly a helo. if i fly a helo i start getting artifacts and then a CTD. if im using an armored etc unit everything is fine. but if im hop in a helo, its going to draw artifacts and then crash in the next minute.
  2. Ekre

    Ram limit hard-coded?

    thanks, but i know this. i already said that (but you are right, not in that post, sorry!) but few guys reported in my clan that they dont have fade active after they modified the exe in that way. dunno why, a lot of games comes without this option enabled. but guess what, an MS FSX developer on his blog suggested to modify our MS FSX exe file to fix (because no more fixes from MS....) those memory related crashes (MS FSX SP1 comes without this too, if you just leave it as it came, then on very high settings it will crash within a few minutes, with out of memory error). guess what, its working, and its working for lot of games as well. you are right, maybe there is a reason why BI doesnt used this option at the compile, but that would be nice to know, why? and yes, an official fix would be so cool for those annoying crashes (mostly thats why i put it on the shelf (and the lack of a linux server binary. geez, time to wake up BI!))
  3. Ekre

    Ram limit hard-coded?

    not true, it can be bypassed. and the limitation is not about your physical ram, its about the virtual address space. and tbh it can be bypassed easily at the complie, or at your home (you have to modify the exe file, but i wont write it how you can do it at home, because i already have a warning about the exe modifications) read this and this (and google for "32-bit 2gb virtual address space"), and for a home made exe fix, google for cff "explorer 2gb address space" (it will fix out of memory, virtual memory block and cannot commit crashes). already posted a bugreport about that (about a month ago....) but no ones care, i just got a warning. actually its a non official fix for lot of games which has out of memory etc ctd's (flight simulator x (an MS FSX dev suggested to modify our exe file), gothic 3, etc). ---------- Post added at 08:03 AM ---------- Previous post was at 07:54 AM ---------- its not about the applications physical ram usage, its about virtual address space. all of your 32 bit applications use the same 2gb space (or 3gb, depend on your windows version and your own settings), if its "full" (reaches 2gb), then applications without the right complier options will crash.
  4. just put this into the civ module's init line: this setVariable ["civilianCount","100"];
  5. i have 1gb on my vidcard, 4gb for my system, 10gb swap (on a seperate hdd) and using readyboost (tired it without it as well). im tried every settings, with low settings, and im still have this issue. so i dont know what cause it (maybe its because arma2 doesnt use the >2gb address space option, dunno)
  6. just hide behind a bush, rock or a tree, they are rendered at large distances
  7. Ekre

    Post you most annoying bug !

    what i really hate: crashes. not one of them (cannot commit, out of memory, yaddayadda), all of them. sometimes i can play 4-5 hours without a crash, but sometimes i can play 15 minutes (its mostly crash when im flying fast with a helo. textures going to shutter and then baaammm)
  8. a known issue (just like cannot commit, etc), hopefully it will be fixed in the next patch.
  9. i have the same issue, mostly when flying with helos/planes. if im flying with a helo at around 200, im usually crash to desktop or have a black screen with nv display error, or the textures just starts shuttering and then its just crash. every other games running fine without a crash.
  10. -maxmem wont help in this situation (im using -maxmem=2047 as well, i have 4 gigs of ram, 8 gigs of page file, on a seperate hdd)
  11. Ekre

    ArmA II Random Lockup

    you are right, but they are right too. im sure about that BI will polish the game. but atm its almost unplayable for a lot of ppl (tbh the campaign is just a total crap. i cant play it anymore, because if i want to save (just after load up a save game or later, doesnt matter) i just got a CTD, without an error msg or with cannot commit, out of memory, virtual memory block address, etc). its more then annoying in a retail game, but its ok in a beta. they should release a bug bashing patch asap (im sure they are on it, but now, im going to put the dvd into the box and just put the box to the shelf).
  12. use these scripts to respawning your MHQ(s) with the marker(s) vehi_respawn.sqs - Myke's respawn script, i just added processInitCommands and the initveh lines. if you change the script's name, dont forget to do that in the last line as well (and the same for SpawnScript.sqs)!!! ; Vehicle Respawn Script by {nBs**-Myke-{CO** ; Usage: [this, 60, [0, 0], 180] exec "vehi_respawn.sqs" ; this: refers to the vehicle. Enter vehicle name when not using in Vehicles Init line ; 60: Time until respawn in seconds. ; [0, 0] Enter XY coordinates for manual respawn place setting or just enter 0 (no square brackets) for automatic detection ; 180: Enter Vehicle heading manually. For automatic detection enter 361 ; aslong Units are inside, vehicle will not respawn and can be repaired ?! (local server): exit _vehicle = _this select 0 _delay = _this select 1 _pos = _this select 2 _dir = _this select 3 _initVeh = _this exec "SpawnScript.sqs" _vehicle setVehicleInit _initVeh processInitCommands ; defining possible vehicle positions _driver = _vehicle emptypositions "driver" _gunner = _vehicle emptypositions "gunner" _commander = _vehicle emptypositions "Commander" _crew = _vehicle emptypositions "Cargo" ? (_pos == 0): _startpos = getpos _vehicle ? (_dir == 361): _startdir = getdir _vehicle #waiting ; waiting for Vehicle is disabled @ !(canmove _vehicle) &! (canfire _vehicle) ; checking if vehicle still is manned @ (isnull driver _vehicle) && (isnull gunner _vehicle) && (isnull commander _vehicle) ~_delay ? (canmove _vehicle) && (canfire _vehicle): goto "waiting" _new = typeof _vehicle deletevehicle _vehicle _newveh = _new createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay, _pos, _dir] exec "vehi_respawn.sqs" exit and now the "SpawnScript.sqs" script (forgot the authors name (maybe it was Squuezee, sorry, i forgot your name), found that on a forum) change "m_WestSpawn1" to your HQ's marker name ;SpawnScript.sqs _veh = _this select 0 #Loop ~1 ?(!alive _veh):exit "m_WestSpawn1" setMarkerPos getpos _veh goto "Loop" put this into your MHQ's init line: [this, 10, 0, 255] exec "vehi_respawn.sqs"; (10 sec respawn delay, 255 azimut) if you have multiple MHQ's, then you will need 1-1 script for each MHQ. for example, you have 2 MHQ, then you need "vehi_respawn.sqs", "SpawnScript.sqs" for MHQ1, and "vehi_respawn1.sqs", "SpawnScript1.sqs" for MHQ2, with the proper changes in the scripts (marker name in SpawnScript file and the script names in vehi_respawn)
  13. looks promising, thanks for sharing it!
  14. fixed, now its working as intended :)
  15. uhm, then you should take your dog to the vet, a broken dvd may hurt his/her stomach
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