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sickboy

A.C.E. Advanced Combat Environment Mod 2

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I thought you were working on the 416 of the A1 SIX pack but those seems fresh new to me :eek: awesome work as always :yay: keep the porn coming :yay:

EDIT: you really have only 19 post??

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WoW

I'm in love :3. Awesome to know that this baby will be on ACE2.

Cant w8 to see when it get read, will kick ass!!Great job Panda ^^

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You can just download it and use it with ACE what's the matter? :confused:

Some servers will be ACE only and not allow any other addons.

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Also, the ingame interface looks soooooo freaky gamey and breaks the immersion created by the hyper-realistic environment. Please have a new and smaller interface for ACE2 like you guys did in ACE1. :)

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You do realize that you can turn the HUD off, right?

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Don't want it off... just want it not to affect gameplay and immersion.

I don't see how the current interface affects the gameplay.

You do know you can change the interface sizes via the options, right?

Can you be more specific, only because I can't remember how it was in ACE1 :p

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Well, in ACE1, it was transparent background with small white words. not green boxes and stuff. I even find the new gear interface hard to use... still prefer the good old ArmA1 gear screen where nothing is unnecessarily transparent against green background making everything hard to see :(

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The HUD? What HUD? when i play there is nothing. When i reload i see a small thing up right, but it fades away as fast as it came in. The difficulty/settings can turn off/on basically everything. Pick and choose.

When you get into a vehicle it shows the weapon type, compass and the vehicle damage icon. That one could maybe be dealt with somehow. And maybe the radar. But they are kind of needed.

But its not some gamey HUD there - at least not to me - its totally clean. I play on veteran.

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Not to mention UI scale! Put it on Small or Very Small and you'll barely notice it's there unless you look for it!

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The old ACE1 gear menu was dead on arrival as far as ArmA2 was concerned. By neccesity gear management is closely tied to the game engine and just too much had changed. It required close to a total rewrite for the new game and ACE2. Which is a major reason I've not talked much about it or even documented it on the BI wiki yet.

Right now the push is to make sure the ruck system works at all. That goal was pretty well reached aside from some polishing up here and there. The testers have not called for my head on a platter, so I take that as meaning they are largely happy.

As per the look, right now the new gear interface looks a lot like an extended version of the vanilla A2 version ( first make it work, then make it pretty ) with some things shifted about to make room for the new slots and actions. Don't count on transparent backgrounds for now - even the vanilla interface really has too much stuff in it to make it easy to see if the background lets too much scenery bleed through. Colors - that's another matter altogether.

I know you folks will be relieved to know rucks are on the way - even if OA may offer there own system eventually ( bet ours is better - :) ). For now though, try to keep the "ideas" and "suggestions" in your back pocket because I have a very full plate. There are some cool things coming for rucks beyond what was in ACE1 - let me finish those before asking for more.

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Dare i ask if you guys managed to make the tracers "glow"? As in 6th sense, and ACE1 tracers that did lit up the environment as they whizzed by. Im very curious as we havent seen that yet in ARMA2.

Surprise maybe? :)

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I'd like to know whats going on in the "Tank" area of the new ACE mod.I've always used it and was happy that the Russian Armour Pack always seemed to run well under it.Is this gonna be a problem in the upcomming release??:confused:I'd really like to keep it compatable.Can I get some feedback on this?

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And whether a proper FCS will be integrated. I really like the one released for arma, but I think there was some conflict with the ACE tank models and it wasnt used. Great mod though.

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Well, we don't know when OA is coming, and the rucksack-code already existed since ACE1, with abit of need of improvement, polishing and adaptation to the new game :)

Far from as much of a burden as writing an entirely new system ^^

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Isn't a ruck system coming with Operation Arrowhead?

What parts of Evil Echos post didnt you get? It states clearly that OA has backpacks, and that ACE2 probably are better (more advanced i guess). LINK

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What parts of Evil Echos post didnt you get? It states clearly that OA has backpacks, and that ACE2 probably are better (more advanced i guess). LINK

i read that OA "may" eventually include them

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i read that OA "may" eventually include them

They showed a video already with AI learned to pick up backpacks. ;)

Anyhoo, about the "lit-up tracers". Have you looked at that ACE team? Im just curious if it seem to be possible. :)

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What parts of Evil Echos post didnt you get? It states clearly that OA has backpacks, and that ACE2 probably are better (more advanced i guess). LINK

Hmm no one knows the system BIS will use, however in the video-interview with Jan Prazak about OA, there are 2 significant things I noticed which are in fact better than the ACE(2) System - of course only if i don't understood it wrong :D:

1. BIS seems to teach AI how to use the backpacks for resupply!

Dunno if that means just "own" resupply, if main inventory is empty, or if it will even going so far, that AI will support each other (group-members?) with ammo from their packs :eek:

2. You seem to be able to drop and pick up loaded backpacks, without all the content of it getting spawned all around the pack.

Modders would be able to do this already IF it would be possible to attach variables to weapons, see tickets: http://dev-heaven.net/issues/show/2014 and http://dev-heaven.net/issues/show/2980

Who knows maybe OA will finally give those possibilities :)

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My honorable ACE team, please kindly consider my suggestions:

1. Sounds for opening and closing doors.

2. Make it possible that players may drop weapons when shot and injured. Currently, my weapons are nicely slung when I am injured which is really fake. The SLX guys made one mod which makes it possible that the enemy AI will drop weapon when injured. That should be in ACE too. :)

3. Proper working kollimator sights if it is possible.

4. Different movement sounds for different loadouts. Its really breaking to hear the same heavily geared sound when I am using a civilian with a gun and no other gears.

5. Realistic weapon sounds... so far, the sound mods available are close but not on the mark for some weapons reloading (in fact, some are using G36 reloading sounds for AK reloading! That springy sound at the end of the cocking is clear as hell G36 for people like me who has actually fired one before), explosion and AT sounds. Most sound mods are missing the hissing sound when the AT rockets fly towards the target (I know because I have fired a LAW before).

6. Anyway to make it so the soldier don't automatically lower weapons sometimes when kneeling?

7. Recoils feel amazingly low in A2. It was too much in A1... is there a realistic recoil data that can be used?

8. Radio chatter in vehicles.

9. Different running speeds on different loadouts... or is it already in the game? Don't think so but I seem to run slightly slower carrying MG... any confirmation?

10. View restriction wearing gas mask. When I was training with gas mask in the forces, I could hardly see the world outside due to limited FOV and condensation.

11. Different animation speeds like you did in ACE1.

12. Animation transition problem. We should not have to stop after sprinting in order to get back to a jog.

13. One quick button to drop the weapon we have on hand.

14. Melee. Close combat weapon that is lethal within 1m.

15. Random vehicle explosion characteristics. Its funny to see a row of tanks burning up the exact same way and end up with the exact same burnt textures.

16. MORE, MUCH MORE blood! thats a reality of war!

17. Make it possible for body parts hit by large caliber guns to break off! :)

18. Advanced wounding system. Make what you already have in ACE1 better by introducing limitations after first aid being applied. Slower speed or no running if hit in leg etc.

19. Make the AI module seperate for those of us who actually like the stock AI...hehehe...

Edited by jasonnoguchi

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