Jump to content
Sign in to follow this  
kromka

Interface DLC

Recommended Posts

Yea ok, but it probably cant be done because the action is, local but it has to be a global action and it has to be synced and that cant be done because the mousewheel movement is interconnected with headless client and really driving server fps and without people mousewheeling the doors open the server fps would drop and desync or something.

wait what? Now i'm confused. Are you saying there's a legit issue with clients and the Interaction, that causes FPS and server issues?

Share this post


Link to post
Share on other sites

Im sincerely inclined to believe so, but nobody can say for sure because the guy who wrote the original code for the interaction menu now lives as a hermit in a himalayan monastery and he took his laptop with him. :)

Share this post


Link to post
Share on other sites

http://www.youtube.com/watch?t=303&v=GP62mK7i5a4&oref=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Ft%3D303%26v%3DGP62mK7i5a4&has_verified=1

One of the biggest chains which unnecessarily connect A3 with OFP has been broken.

And this is what i call usefull content! Hells, bravo!

 

The creation of the 3den editor shows what potential this engine still has.

Share this post


Link to post
Share on other sites

 

 

We're at a stage of development where we want to take some risks, experiment, and innovate! With that in mind, the exact scope of our work will, for now, stay dark and will remain so until we're a bit more confident about what we can truly deliver. However, we do think it's worthwhile mentioning that work on a more significant package of new sandbox content and features is under way; clearly, this parallel development frames the rest of our plans.

 

 

Furthermore, unlike Arma 2: Operation Arrowheadthe expansion is not intended to be standalone. Rather, learning lessons from past experiences, the expansion is a true extension of the Arma 3 base. We want to build one big platform of content and features, simplifying development for ourselves and making life easier for our players!

roadmap_2015_thumb.jpg

 

And given those few points regarding the Expansion, I think that the 3DEN was developed to to just that, show off the potential, while the true might of Arma 3 has even yet to be seen. According to the Road map, i kinda have a feeling we are all kinda, underestimating BI, and they might actually just lay down a massive package of not just content, but features too. At least according to how they worded the road-map, that is true. The Diagram shows that first, they worked mainly on the platform, core engine stuff, helping to make the Platform more stable, and once stable... Should allow them to throw in more major additions. So, in terms of something like the Interface DLC... It might be that they've been so busy developing content that they don't even have enough manpower to work on other things, including structures for the new map itself. However of course, that's just my hunch.

Share this post


Link to post
Share on other sites

kinda have a feeling we are all kinda, underestimating BI,

 

 

Yep I think so too.

Share this post


Link to post
Share on other sites

Yep I think so too.

Part of it is due to how badly the initial release of the game went. Things like Dev's getting arrested, and complete change of plans, scrapping of story line and content, mostly due to that. I wonder how well this will actually go, considering everything is on tracks as planned, this time around.

Share this post


Link to post
Share on other sites

Man I'd love a new sleek sexed up ui with tiny cute little fonts and oh so satisfying clicky noises. :wub:

 

Just so I could cheat on my already sex crazed 3d editor.

 

:ph34r:

  • Like 1

Share this post


Link to post
Share on other sites

Man I'd love a new sleek sexed up ui with tiny cute little fonts and oh so satisfying clicky noises. :wub:

 

it's not about looks or sounds at all. i'd even accept the scroll menu, if actions wouldn't pop in and out of it like they do. literally everyone on these forums has several bad experiences with ladders. also wrong doors opening when doors are close to eachother.

 

while i think the linear up and down list thing (scroll menu) is a flawed design because you need to go through stuff you don' t want to get where you want, i think the problems go deeper. it's the mere detection of the action already that goes wrong. that is an issue of its own when combined with the fact that certain get in actions on vehicles are locational.

which brings up another problem....indication. this is tied to the detection too. so you end up searching something you know must be there somewhere. the indication only helps you know when you found the illusive sweet spot and thus pops in and out too but it doesn't tell you where to look for it.

 

if you ask me it's all about functionality and zero about fonts or sounds. it's not a dated design with proper functionality. it's kaputt :wacko:

 

side note. at some point (in alpha i think) the modellers added mem points to the littlebird for each seat. my guess is that either there was an effort started and reversed or we're in for a treat, at least when it comes to vehicle actions.

Share this post


Link to post
Share on other sites

it's not about looks or sounds at all.

[...]

if you ask me it's all about functionality and zero about fonts or sounds. it's not a dated design with proper functionality. it's kaputt :wacko:

[...]

imho its not a zero sum game, functionality is the purpose of the design, visualization and sound are the design language that you use along the way when fulfilling the purpose.

first you design a system and when realizing it, you add adequate sounds and visuals on the way. When done right, the system functions as supposed AND its purpose is communicated through visuals and sounds that give you information you need, respond to actions and FEEL responsive to make functionality and user experience resonate reasonably.

Generally considering user experience, EXPERIENCE like a eg. button with a nice sound may be seen as too acardish and mainstream for a serious militay simulation by some but that objection can be quashed since one of the primary functions of a game is "fun" and "fun" as well as "playing" and "simulation" is never disconnected from perception and experience, hence if you want interact with a door in front of you but another door opens behind you instead (or a door on another floor or not a door at all but you find yourself hangig from a ladder on the other side of the wall), its neither fun nor function, but why am i taking it this far it has all been said a million times before :)

Share this post


Link to post
Share on other sites

imho its not a zero sum game, functionality is the purpose of the design, visualization and sound are the design language that you use along the way when fulfilling the purpose.

first you design a system and when realizing it, you add adequate sounds and visuals on the way. When done right, the system functions as supposed AND its purpose is communicated through visuals and sounds that give you information you need, respond to actions and FEEL responsive to make functionality and user experience resonate reasonably.

Generally considering user experience, EXPERIENCE like a eg. button with a nice sound may be seen as too acardish and mainstream for a serious militay simulation by some but that objection can be quashed since one of the primary functions of a game is "fun" and "fun" as well as "playing" and "simulation" is never disconnected from perception and experience, hence if you want interact with a door in front of you but another door opens behind you instead (or a door on another floor or not a door at all but you find yourself hangig from a ladder on the other side of the wall), its neither fun nor function, but why am i taking it this far it has all been said a million times before :)

While i agree with you, being Arma, you don't really need a sound for every time you interact with something on the UI. The sounds should come from the environment itself, opening a car door for example, has it's own sound. The great thing about the TKOH interaction, was that when interacting with things, those things made sounds and not the UI itself. You flick a switch, the switch will make a little switch flick sound.

Share this post


Link to post
Share on other sites

Uhh.. gays, you talk about sounds to not existing user friendly UI.

Agree, Eden is a big step forward, but i have to sadly say: statistic is against BI.

darksidesixofficial, you've quoted for us (#30) typical corpo-blublering about nothing. There is some roadmap, there are some goals, there are some hopes and nowadays situation looks like it looks like.

We have extraordinary game with so ... (place here some very abusive word) disadvantages it is hard to believe.

Who in your opinion forced BI to released Beta (or even Alpha)? I see on roadmap plan big column "stablility/optimization". Lol, if you releasing a crap, you have to lot to do.

Recently i've started make a scripts. Oh my god... what a mess! It is unbelivable there are no demonstrations about artificial obstacles during such work (hovewer this is not applicable to this topic).

How many time passed since releasing A3? Since premiere i remember only ONE worth to mentioned feature: weapon stabilisation. Now here is Eden. Thats all. I have all DLC but honestly i don't see a point.

And so one...

Maybe problem is that i care about quality of A3 (even if i can do nothing) more than BI?

Life is grey :)

Share this post


Link to post
Share on other sites

Uhh.. gays, you talk about sounds to not existing user friendly UI.

 

 

We discuss pros and cons of possible UIs.

 

statistic is against BI.

 

 

What statistic?

 

 

you've quoted for us (#30) typical corpo-blublering about nothing. There is some roadmap, there are some goals, there are some hopes and nowadays situation looks like it looks like.

 

They've done everything they promised so far and stabilisation/optimisation is still on-going.

 

Who in your opinion forced BI to released Beta (or even Alpha)?

 

The need of money and the possible loss of jobs for their employees?

 

Recently i've started make a scripts. Oh my god... what a mess!

 

Don't know what you mean, SQF is an easy language and you recieved more help in the forums than I did back in the days when I started scripting.

 

Now here is Eden. Thats all.

 

You clearly do not undestand how much work and effort BI put in this, how much money this has cost them (The editor is for FREE). EA Games or similar would collect 50 bucks for that for sure

 

Maybe problem is that i care about quality of A3 (even if i can do nothing) more than BI?

 

You say you care but yet you have not provided any proper feedback/suggestion in your post.

 

 

 

you don't really need a sound for every time you interact with something on the UI. The sounds should come from the environment itself,

 

 

Yep I agree, feedback through environmental sounds is the way to go.

 

Best regards

Share this post


Link to post
Share on other sites

Uhh.. gays, you talk about sounds to not existing user friendly UI.

Agree, Eden is a big step forward, but i have to sadly say: statistic is against BI.

darksidesixofficial, you've quoted for us (#30) typical corpo-blublering about nothing. There is some roadmap, there are some goals, there are some hopes and nowadays situation looks like it looks like.

We have extraordinary game with so ... (place here some very abusive word) disadvantages it is hard to believe.

Who in your opinion forced BI to released Beta (or even Alpha)? I see on roadmap plan big column "stablility/optimization". Lol, if you releasing a crap, you have to lot to do.

Recently i've started make a scripts. Oh my god... what a mess! It is unbelivable there are no demonstrations about artificial obstacles during such work (hovewer this is not applicable to this topic).

How many time passed since releasing A3? Since premiere i remember only ONE worth to mentioned feature: weapon stabilisation. Now here is Eden. Thats all. I have all DLC but honestly i don't see a point.

And so one...

Maybe problem is that i care about quality of A3 (even if i can do nothing) more than BI?

Life is grey :)

Erm... What? If i understand correctly, you believe BI is slacking and the only think they have to show for work is Eden Editor? Well just to clear things up a bit, BI has their entire force focused on the Expansion, which is meant to be the final release of full scale content, features and improvements to the base game, which i may also add performs decently well. We still don't have DX12, but that's soon to come, along with further Engine improvements. Optimization is a constant, and infinite thing with BI, so you can't really judge them for that. They have limited man power, and the Engine they use is old, but hell, they're still doing what they can to the best of their ability. There are some skeptics even i share with people, but if Tanoa performs as good as it looks, than i'm all for what ever hard work they have to show us. The UI is something were talking about here, because it hasn't really been talked about too much in detail. IT does need an overhaul, the tech is there for it to see an overhaul, but as i've already said, BI is busy. Patients is the best course of action for now, along with a Feedback Tracker, which i'm sure already exists.

Share this post


Link to post
Share on other sites

R3vo:
Statistic of waiting (in years).
SQF is indeed easy language. I rather say about eg. i have to use more than about 8 commands to create fully equipment soldier. Another thing is without your and community help i wouldn't be able to make basic things even with keeping nose in documentation.
I suppose whole this topic is my proposition of change. Maybe ironic, but i asked for thisit is.
Do you really believe releasing of alpha is caused by fear against potential loss of job?
darksidesixofficial:
I don't know what to think about BI. Mainly because of i don't work there. I can only judged base on effects. And in my (non-objectively) opinion making of additional content when there are many reservations about main isn't good idea.
Of course i can assume that Expansion will fix many of current problems, but when i look back into history i am only very, very careful optimist.
And probably it will be decisive point in my history with arma because currently main thing which keeps me still with Arma is my MP group that give me big fun.
Regards

Share this post


Link to post
Share on other sites

SQF is indeed easy language. I rather say about eg. i have to use more than about 8 commands to create fully equipment soldier.

So what's the problem? I don't think that something like this:

_soldier = [WEST, "B_Rifleman_F", [384.12, 157.87, 0.07], 120, 0.8, "InCargo", 1, 1, 1, "MXC", 8, "NONE", 0, "M1911", 5, [], [], [], group sl] call ust_fnc_myCreateUnitFunc

would be better. But if you prefer it that way, you can write your own function like the one above, it's quite simple.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×