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I don't use any scripts for the starting bunker, it's just a house placed above the ocean, far to the Southwest, so I did some experimenting and switched out my GTX970 with an old GTX285 and got the same issue everyone else has been getting, so it looks like it's performance related...
What Arma 3 does is automatically adjust the LOD's depending on your FPS and hardware, so the starting building I placed above the sea is using a low detail LOD mesh where only the outer walls are textured and visible.
I tried it again on Altis and the building rendered in full, so it appears that the combination of the Tanoa scenery, units placed and the lower end graphics card was forcing the LOD's to come down, which causes the inside walls and floors to become invisible.
Solution = Warning about the specs required to run this scenario has been added to the description. ;)
Lovely to see the conversation script (by IndeedPete) having a good usage =)
I hope your next project still use it and other neat community made features (like Enhanced Movement/survival/puzzles/deco etc)
Keep it up, Baraban!
This scenario has been tested to death by 5 different people (myself included), all with various spec machines and we've never run across this issue, the only problem we had was the guy with the low spec machine was getting choppy FPS, but everyone gets that on Tanoa.
If you don't believe me then just watch the video in the link below... It might be time for an upgrade?
https://www.youtube.com/watch?v=3VdMufV9HCQ&feature=youtu.be
I have the same problem. The mission loads but the walls and the landscape are not rendered. Only the bed, the shelf, the crate and some small stuff. I only see floating stuff above a huge sea.
Saying that, apparently it runs fine on one of my beta testers computers and he's using an old 3.8GHz Core i7, 6GB, with a GTX560ti that he got back in 2009, so as long as your rig is at least that spec then you should be okay.
When i'm starting the mission the invisible walls are not renedered at all unless i keep my numpad+ and go to full zoom, so its only shows the other static objects you have placed above the sea but not the walls.
The zombies does not produce any sound and kinda make them pop up out of nowhere.
Thats the only issue i have found so far, as for the perfomance i can tell that is playable but with a few frames drop from usual but i gues thats from the number of triggers and scripts running.
Try copying the scenario and changing it's name from Sentinel_Outbreak_Part_II.Tanoa.pbo to Sentinel_Outbreak_Part_II.Altis.pbo
This will load the same mission but on Altis instead, the starting location should be okay, just don't try to leave as you'll end up in the sea or something, lol
If you still get the same slowdown after a few minutes, then it's definitely a script that's causing it.
Straight after the credits go away, a very rapid decent to like 5 and everything goes all square and the floor dissapear
Does the FPS stay like that while you're in the bunker, or does it go away after a few minutes? If you've got an older machine it might just be taking a while to process everything at the beginning of the scenario.
Hopfully I'm not the only one who's getting this and gets fixed as soon as possible :^(
I took a quick look at that mod a while back but eventually decided to keep this scenario simple and mod free, just like the Altis one.
It also means there's fewer headaches caused by updating the mission on my end whenever a mod author decides to make any serious changes in their mod (especially if they rename things, or change the base code).
Some of my beta testers did experiment with the zombies and demons mod in the Chernarus Outbreak mission, but apparently they had a tendency to glitch out, especially with the other AI and cause problems with some of the other scripts we used in the mission.
I might look at it again at some point in the future though.
Best,
Can't wait to play
Wish this one had zombies and demons as infected as the one you using on your missions are too humanoid for my taste but i can leave with that.
Thanks Baraban.