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"nausea syndromes of crew of amphibious vehicles" ha nice

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Updated new boonie hat textures

Updated textures for our new chest rigs

As far as I know, there is no classname change. They only updated the textures, i.e. added the corresponding Cammo pattern to them. Or didn't you notice that CSAT and NATO boonie hats lacked their respective cammo?

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Uhm..guys..just because instruments cannot be read by NVG's at night because it takes up the whole screen (more or less) but that does not mean you should take the NVG's from the pilots.

Right now the only aircraft that can be flown readily on a dark night is the blackfoot and only because it has PIP and even then the pilot needs to fly with 0 pressed (or mouse always zoomed), or switch seats with the cpg to see things due to thermals not being more varied like this

as it is when you first look at it
)

All altitude gauges are based on barometric with no radar altitude so pilots cannot estimate tree height based on ground level.

Edited by NodUnit

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Added sounds of bodies falling (based on surfaces)

I can't hear any sounds when impact happens.

AH-99 2400m zeroing is bugged.

Also

I'm not a fan with the system. It makes you float in a funny way in some places when you do that what I did on the radiotower and clips you through some thin walls or objects.

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Updated new boonie hat textures

Updated textures for our new chest rigs

Classnames for them would be great!

would love to see a updated version of Dyslexis gear selection mission also:rolleyes:

Do what a lot of others do. Go grab cpbo from dev heaven, open up aema3 pros, and go look at the config files. But, pretty sure it's just textures and configs. Haven't had a chance to test it though.

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Every bloody unit on the map still talks like Marc, player included (regardless of settings).

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I kind of find the SABOT hit effect to be a little cheesy. I think maybe yellowing the sparks a little bit and making them more teardrop shaped or have some sort of glowing trail kind of how tracers are done rather than perfect circles would make it seem a little better.

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Transition from kneeling/standing to urban prone is great. Good job BI!

But.. that new ACP sound is not great. I thought it was muffled.

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http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking&p=2469526&viewfull=1#post2469526

this is exacly what i meant in a post before. you can use this to "cheat" whats in the ocean. for pvp

ore coop , even just to explore the sea its a 1000% gamebreaker.

its really hast to be fixed for the final version.

BIS know about it, it's a problem in a lot other games also.

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yyyeeeeppp!!

and all opfor speak good ol english!!

im getting bored of hearing marc.... i think as soon as this is fixed marcs speaker will be changed in a lot of options menus

Every bloody unit on the map still talks like Marc, player included (regardless of settings).

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http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking&p=2469526&viewfull=1#post2469526

http://i63.photobucket.com/albums/h154/FlashpointFan/bug.jpg

this is exacly what i meant in a post before. you can use this to "cheat" whats in the ocean. for pvp

ore coop , even just to explore the sea its a 1000% gamebreaker.

its really hast to be fixed for the final version.

I don't think I've ever played a game with water you could get into while in first person that didn't have that issue. I wouldn't be expecting it to be fixed any time soon

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I don't think I've ever played a game with water you could get into while in first person that didn't have that issue. I wouldn't be expecting it to be fixed any time soon

Mhhhm, agree right here. Still, would be awesome if they made a smooth transition or something to counter this, like, your vision slowly clears...

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In a game with free look I don't think you can...even if you get the height perfect you still have to worry about players looking into the water from surface height.

Edited by NodUnit

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There is no need for smooth transitions or other trickery - the problem can be fixed properly, as shown in one of the recent VBS2 diving showcase videos on YouTube. It just takes one of the devs to sit down and fix the shader. (Hopefully one of them will get around to it eventually.)

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Flashlights are working only from 19:00 PM to 05:00 AM.

No Joke.

Hmm, a little disappointing to be honest. The same effect for Helo spot lights applies even in low light (from changing to a winter date), the light is lit up on the helo but it doesn't produce a beam until after 5pm (not 100% on the time). I understand this is to lessen the load but I feel it would be better to have it based on light levels and not time of day.

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Can someone do a simple test and try and use the "team switch" option to switch to a playable AI teammate after you die in single player? my game ALWAYS crashes when I do that, and this has been happening only after yesterday's dev update. Here's the rpt in case the devs are lurking.

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Are there any informations yet about if and if yes, when altis is coming to the dev branch?

we're kind of stuck at the moment until we'll get our hands on altis, so that would be nice to know :D

just quoting myself in hope to get an answer.. is there any information about this?

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just quoting myself in hope to get an answer.. is there any information about this?

This has been stated multiple times ;_;

It's around Gamescom, roughly 1 week away. Good things come to those who wait.

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Mhhhm, agree right here. Still, would be awesome if they made a smooth transition or something to counter this, like, your vision slowly clears...

There's so much other features waiting to be implemented / fixed that "smooth transition" between sea level should automatically be at the end of priorities list. It's just a visual cake, Arma has always been about its functionality and possibilities at its core.

Ok, will throwing delay to smoke grenades be added (just like with 4s on grenades)? "Quality QA"...

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This has been stated multiple times ;_;

It's around Gamescom, roughly 1 week away. Good things come to those who wait.

yeah, sorry that i don't really see a point in plowing through 500 sites and over 5k posts in order find my answer. thank anyways for clearifying.

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There's so much other features waiting to be implemented / fixed that "smooth transition" between sea level should automatically be at the end of priorities list. It's just a visual cake, Arma has always been about its functionality and possibilities at its core.

Ok, will throwing delay to smoke grenades be added (just like with 4s on grenades)? "Quality QA"...

I never said I wanted it instantly. Hell, I don't even mind the water's current state. Just a nice idea for the people who do mind.

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There is no need for smooth transitions or other trickery - the problem can be fixed properly, as shown in one of the recent VBS2 diving showcase videos on YouTube. It just takes one of the devs to sit down and fix the shader. (Hopefully one of them will get around to it eventually.)

here is the video. so yes its possible:

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here is the video. so yes its possible:

Well that *is* a smooth transition ;) Instead of aforementioned picture which clearly shows "above water view" and "below water".

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Well that *is* a smooth transition ;) Instead of aforementioned picture which clearly shows "above water view" and "below water".

Oh, I thought by "smooth transition" you meant something like a "fade in/out effect". Never mind. :)

Anyway, we're taking this thread kind of off-topic again, so let's just establish the following:

A: Altis is expected to be released on the dev branch around Gamescom. (~1 week)

B: The water surface visual bug is fixable and known to the devs, so they will hopefully get around to it eventually.

And leave it at that.

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