[Game] The Armed Assault thread

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
Do you guys recommend the 1.14 patch? I've heard some horror stories about it giving bad performance and some guns not having recoil anymore and the AI not working like it should in custom made missions. Since the mission maker is where I'll be spending my time this would be an issue for me. I don't know if it's true though.

If not 1.14, which patch should I install?
 

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
284
0
Although I have experienced a handful of crashes with 1.14 they are very rare(considering the time spent in the editor), this has not occurred while in the editor, I might add.
The worst is when you get a "video driver fail to respond error", I have had this twice, as always save your work at regular intervals.

1.14 is the official version of ArmA, no longer a patch so I would recommend using 1.14, just to make sure the mission will be compatible with the next patch, I found out the hard way.

"missing ;#,type anything expect nothing,;
 
Last edited:

Lt_Kettch

FNG / Fresh Meat
Do you guys recommend the 1.14 patch? I've heard some horror stories about it giving bad performance and some guns not having recoil anymore and the AI not working like it should in custom made missions. Since the mission maker is where I'll be spending my time this would be an issue for me. I don't know if it's true though.

If not 1.14, which patch should I install?

Didn't have any issues with 1.14
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
Alright I applied it and I haven't had any problems with it yet so far. The town seizing mission which was also in the demo ran at 35-60 frames per second, not counting the instances where I just looked out into the desert with 60-90 fps. I'm now playing the mission with the delivery truck where you start out in that huge forest area and I get 35-50 frames second with occasional rare drops down to 25. 35-80 frames per second in the helicopter training mission with an average of 39-40. Best of all: Although I had to lower everything to the lowest possible setting, I stuck to playable 1024*768*32 and I was able to turn up the texture detail to normal without any (as in: Not a single frame per second!) hit in performance.
And all that on my crappy system with an Athlon64 3000+, 2GB of 400MHz ram and a lousy GeForce 6600GT with 128MBVram. Nothing overclocked.
I'm very pleased with this so far. It runs about 10-15 frames faster than the demo too.
Now, this might sound ridiculous but Operation Flashpoint: Resistance doesn't perform that much better..



Can't say that much about the gameplay yet because I haven't played long enough to get annoyed by little details. ;)
A few things I noticed:

The control options are downright awesome: A distinction between pressing, holding and double pressing a button! Wow. :D
I mapped IS to mouse-click and zoom to mouse-hold. Works like a charm. It never misinterpreted my input up to now. I mapped everything else to mimick my OPF config, but I'll have to go over it again some day to get the most out of these awesome options. The single button IS/zoom is just so comfortable and I'm beginning to sprint by double-tapping forward instead of using the turbo-button too.

I love that you can adjust how much free-aim there is in the game and I threw the slider to the far right. I'm even beginning to like the free-aim IS the more I fool around with it.

In the training mission I find it impossible to qualify with the hand-grenades as they seem to go wherever they want. At first I tried to lob them over the sandbags but they went way too far after that so I tried to throw them at the sandbags hoping the radius would hit the targets behind them. It did, but more often than not (maybe an estimated 7/10) the grenades somehow went under the sandbags and continued to roll and roll and exploded somewhere, maybe 10 meters behind the targets. Throwing grenades was handled badly in OPF and it's not better in ArmA either. I'm glad I'm not a grenade person or else this would really piss me off. This either needs work or I'm too dumb to do it correctly. Any tips?

The grenade launcher is pretty worthless too. I tried to figure out at what notches it would hit what row of targets but it seems to be rather random. I shot at a pair of targets three times with what I thought was roughly the same position between the notches on the crosshairs and once it flew much too short, once it flew way too far and once it flew only a bit too far. I assumme the fault is on my part because I never got his down in OPF either so: How do I use this thing?
I can use the RPG so feel free to use this a reference if you are willing to post an idiot's guide to grenade launching for me. :D

The pistol seems a bit too inaccurate. You have to fire at some man-sized targets that are maybe 10 meters away from you. I've never fired any pistol but my airsoft one and I've seen too many westerns to be able to distinguish between reality and fiction, but this seems absurd to me. Why would anyone want to use a pistol if this was the case? A javelin would be my choice. Maybe they wanted to enforce that the pistol was used strictly as a close range weapon of last resort? *shrugs*

Everything else I saw in the shooting range training mission made sense to me. Except that it was way too easy to qualify for sniper because of the short ranges and that the sniper test was a joke. America's Army has a way better sniper test. Nothing wrong with the weapons in this case, but the training level is too small. Who cares about the tutorials anyway?:p

I like how you can now change the difficulty of the AI individually for your own troups and for the OPFOR and I think I saw something else that struck me as great on the difficulty settings screen but I can't remember what it was..

There are still some issues that need adressing:
1. I turned down the "flip size queue" to 0 to get rid of the obsessive mouse-lag that plagued the game before. It's noticably better but still not gone completely. The framerate isn't the problem. I've been playing the demo of ET:Quake Wars offline lately and it's locked to 30 frames on medium to high details for me (rock-steady 30 frames though) but the controls are basically butter-smooth there. V-Sync has always been disabled in all of my games unless I needed it for trouble-shooting so that's not the problem either. Is there anything else I can do?

2. Once this is fixed: Is there a way to lock my framerate without using V-Sync? Like in UT3 or ET:Quake Wars via console commands? I'd like to cut down on the fluctuation a bit and maybe lock it at 35 but I don't want the mouse-lag that I would get if I used V-Sync with a refreshrate of 70 (which would do the same). No biggie, but it would be nice if this was possible.

3. I would like to enable the hardware acceleration in the audio-options but when I click on that button labled "disabled" it stays "disabled" and I can't enable it. Why not?

4. Can I disable the HDR completely? If I look towards the sun I don't get blinded or anything, which would be understandable, but the screen gets darker.. Huh? Do I wear auto-adjusting contact lenses? Can I get rid of this? Does this affect anything else that I might not want to lose?
EDIT: Scratch that. It was only so dark because it was evening. In mid-day missions this effect is a lot less pronounced.

5. In vehicles you can steer using the mouse like in OPF but it disables the then useless crosshairs, which is pretty nice. However in ArmA the view auto-centers once you stop pulling your mouse in a direction so in order to make a long turn you have to constantly pull your mouse in a direction and as soon as you let go the car stops turning again until you pull again. That's a stupid move, in my opinion, and I would like to disable this autocentering. Is there a way to do this?

Hmm, that's it so far.:)
 
Last edited:

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
284
0
Get your head stuck in the editor Murphy, it's the best way to learn the game and probably the best way to test performance/control optimization.

Build a little mission (just flying to regular way-points, getting out and back in will do the job) and compare results.

What you got, ArmA+QG ?

There is a very popular island, Dry Sahrani which gives better frame rates because of the lesser vegetation.

Oh, I've never really played the game, its too annoying but I jumped into the editor a few months ago and got stuck.

Best bot-pathing program I've ever mucked about with.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
Yeah, the editor is awesome. Thanks to the AI you can make cool dynamic missions in a matter of hours, or if you just want to have a quick fight, in a few minutes.

EDIT: I just read this:
Due to the bouncing of the timed grenade it is very hard to accurately throw them at short distances though, as they may jump or roll another 50 meters or so after the ground contact.
Source: http://community.bistudio.com/wiki/Effective_use_of_grenades

How ridiculous is that? Have you ever thrown something at "short distances" (ie you lobbed something more than you actually threw it) and it accidentally bounced off another "50 meters or so"? Are these guys gorillas who don't know their strength or something?
I couldn't even throw a grenade 50 meters if I wanted to - let alone let it bounce off that far..
 
Last edited:

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
284
0
Whats even worse is that I have trouble throwing a Russian grenade as far as I might throw a US grenade (weight?), add to that the (what seems to be) short fuse of the Russian grenade, I've had to developed a chuck & run method, throw North = run South, lol...

Not very efficient but a lot safer than the standard approach.
 

Nimsky

FNG / Fresh Meat
Nov 22, 2005
4,190
945
0
Elitist Prick Nude Beach
The Russian grenades explode on impact, the American nades are fused.

And yes, you can disable the HDR, I believe it's "post processing" in the menus. Looks much sharper if you turn that off.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
You can only turn that down to Low but you can't disable it completely. By turning it to Low you disable Bloom and Depth of Field effects which are the really annoying postprocess features unless you are out taking screenshots in which case the depth of field effect mgiht look cool, but the HDR effect of your eyes adjusting to diffferent levels of brightness stays active no matter what.

I read you can't disable it at all because the game's lighting depends too much on it. I have no idea how that works but it's in that wiki I linked to above so I'll believe it.

Speaking of lighting:
Headlights in cars are way too weak. They look absolutely fine if you are wearing nightvision goggles except for the ugly light-cones but if you take the goggles off they maybe have a radius of 2-5 meters. Since it shines so far with the goggles on I assume the lights are big enough but they are simply too dark. They should be brightened up severely.
What's awesome about the headlights though is how they light up the flourescent sticks at the side of the road (don't know the English word for them - don't even know the official German word for them to be honest. :p) farther away than the pissy light radius.

I placed a campfire in a night mission and was very pleased by how it looks. Here's a screenshot. I turned up the Terrain Detail from Very Low to Low because it enables grass and flowers in a small radius around you and that's totally worth the cost in performance. Maybe 3-5 frames. In this shot here I got steady 35 frames per second:
arma2008080222090046xr7.jpg

There's a gripe: The light is only visible if you are close to the fire. If you move a few meters away from it and then you look back to it it's completely dark! Maybe that's saving performance so I won't complain. I imagine it helps a lot with a bunch of streetlights somewhere but I still find it odd that they take really advanced stuff into account like fighting with the sun in your face or with the sun in your back, but they ignore really basic stuff like lying in the dark and lying next to a campfire.

To illustrate the grass better here is another screenshot in daylight, taken just 20 meters away from the first one:
arma2008080222164992nu2.jpg

As you can see at the right of this pic, the grass is only visible in a small radius around me but it enhances the visual quality immensly. The flowers even get pressed down if you are lying close to them so they can't take up your screen when you are too close to them. I got steady 36 frames per second in that shot.
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
cloudye2.jpg

It's rather dark because a cloud was covering the sun. It looked pretty atmospheric so I screenshotted (should be a word, imo) it.

I just attempted the auxilliary mission were you have to set up a trap for a convoy in a village. The first time I played it, everything went fine but I put my satchels too close together so I restarted the mission.
The second time I played it I had my trap set up and layed down on top of a building and waited for them to come. No one came, then I heard noise and all of a sudden the objective "destroy the convoy" was marked as completed although I did nothing yet. I went to the boat and the mission ended but I got 0 points of course so I wanted to re-do it.
The third time I played it, again, no one showed up, then it was "Mission Failed" because one or more trucks had gotten away. No truck went through the village!
Has this happened to anyone else?
 
Last edited:

SheepDip

FNG / Fresh Meat
Nov 21, 2005
3,626
495
0
38
The Elitist Prick Club
It's rather dark because a cloud was covering the sun. It looked pretty atmospheric so I screenshotted (should be a word, imo) it.

I just attempted the auxilliary mission were you have to set up a trap for a convoy in a village. The first time I played it, everything went fine but I put my satchels too close together so I restarted the mission.
The second time I played it I had my trap set up and layed down on top of a building and waited for them to come. No one came, then I heard noise and all of a sudden the objective "destroy the convoy" was marked as completed although I did nothing yet. I went to the boat and the mission ended but I got 0 points of course so I wanted to re-do it.
The third time I played it, again, no one showed up, then it was "Mission Failed" because one or more trucks had gotten away. No truck went through the village!
Has this happened to anyone else?

Exactly the same thing happened to me. Only when the convoy didnt come I started running down the road to find it. It was just sat there a few clicks down the road. I ran back to the town to kill civilians (cos I was bored) and then it said objective completed. Some timeout feature or some such after a bug in AI.
 

Britney Federline

FNG / Fresh Meat
Nov 22, 2005
1,174
123
0
It is a cool mission, when it works. And if you didn't have to sit around waiting for 45 minutes--where was this mission designer when they came up with The Camp, with those idiot strolling engineers who all get massacred instead of building a freaking mg?
 

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
284
0
Screenyshot taken from one of my missions...
tgldnbntty.thumb500.jpg

New drivers for X-Fi have been released and they are working very well with ArmA.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
Arg. Barely any mission works like it's supposed to, as it seems.
Oh well, the campaign isn't that hot anyway, even if I closed my eyes and imagined the missions would work properly.

In OPF the vast majority of missions made sense to me as a military layman. The forces were mostly about even and if they were not there was either a good reason for that (e.g. unforseen enemy presence) or your troops had a significant advantage due to the situation. There were no deliberate suicide missions although some would turn insanely hard during the course of the mission - but there was always a logical reason for that. At the start of the missions I always had the feeling of taking part in a thought through operation with a reasonable chance of success.
Except for the missions in Resistance, but even there I saw the need to get them done and the desperation of the small resistance group explained why the missions started out a bit more dangerous than those in CWC. While they were hard as faque they still seemed logical to me.

Just reading the briefings in ArmA's campaign missions gives me a headache:

Climb a water-tower as a sniper and take out a convoy on your own! Why? Why the obvious water-tower with my silluette against the bright sky and almost no room to manouver? Why me alone?

Destroy tanks somewhere, steal documents somewhere else and get ammo at guarded ammo nests belonging to the enemy!
If I read "steal secret documents" I immediately cringe. The thought of someone neatly packing the secret documents together and placing them on his desk with all his other documents hidden somewhere is strange to begin with. Heck, in a regular office you probably wouldn't even find a document if it wasn't secret.. The thought of our intel knowing about the secret documents somehow but needing a regular soldier to steal them is even stranger. The thought that this James Bond worthy endeavor isn't his only mission but that he has to take out tanks on the way with ammo he has to steal from enemy mini-bases while intel faquing KNOWS enemy reinforcements are inbound is completely over the edge. Also: why am I alone again?

Stop a guarded convoy of trucks with explosives a pastor has hidden for me! Can't the army afford its own explosives? Why can the pastor? Where is he? If he fled, why are other civilians still around? What kind of a sucky shepard is this? If I am some kind of a secret agent, why am I wearing a regular uniform? If I am a regular soldier, where is my team? And why can enemy soldiers see me hiding in a bush 200 meters away but they are oblivious to the huge-*** satchel charges scattered all over the place?

The briefing of "Dolores" was awesome. I read it, looked at the map and thought, hey, this is awesome. This could work. If it weren't for the part that says I have to attack the tanks while they are on the peninsula with me and only THEN retreat it would have made perfect sense.
Then the mission starts, I get thrown out of the car and can barely slip under the bridge and plant my satchels when tanks are already rolling over me. Wohow, wait a second: That's pretty tightly timed. I didn't even have time to get to that suggested hide-out! What if the enemy wouldn't have been that dumb and had sent one dude in a car about 500 measly meters in advance to check out the situation?
Then the tanks come rolling and rolling and rolling. It takes no end. I didn't count the them but there were way too many. That force of ours which is supposed to stop them from leaving in the north-east is going to have to be very (I mean VERY :p) strong....

I rest my case.

Also were are characters to care about? Do they show up later on? Or is that butterfaced achorwoman the only returning character among a sea of nameless soldiers?

Maybe the campaign picks up later on. Maybe I'll play on a bit, but for now I have enough of this nonsense and I'm off enjoying the single missions and messing with the editor.
 

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
284
0
Thats why I build my own missions.

They may well be crap but at least if something doesn't work I know why !

If you have QG Murphy you can download my missions and take em to bits to have a look.
I played A Spy's Call last night to test the new X-Fi drivers and it worked like a dream.
The above screen-shot was taken when the player has to get on the local bus to get out of the town and make his way to the local air-strip.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
I just tried to make my own "Dolores" mission because the basic concept is really cool but when I started up the first test-run I blew up the bridge and the T72s on it just fell down and continued on. They simply drove out of the water and continued towards the city center as if nothing had happened at all. One of them was still on the opposite half of the bridge, which was still intact so it decided to drive down into the river to follow the others. It just jumped down into the water.:eek:
What's the point of destroying bridges if tanks don't even need them?
 
Last edited: