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Malcain

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Everything posted by Malcain

  1. Simply unpacking it and packing it back, without any changes to the files, will throw an error. using pbo manager. Using other tool aka eliteness, creating pbo: "cba_main: 'Permission denied' " Is that some kind of obfuscation?
  2. yeah that annoying stuff there. Removing that pbo helps but cba_main would throw an error every time you start a game as it "cannot find CBA_help". Removing dependancy from cba_main config breaks the mod making it unable to find script_mod.hpp which is still there untouched. O.o
  3. Malcain

    Weapon Resting & Deployment Feedback

    Not only the visual flaw but unrealistic angle of view like in a posted screenshot: | It also changes the gameplay being less restrictive to a position of the bipod deployment, which i do not like. But looks like currently I'm the minority here so let's see how it goes. (And I do not think you can go underground with the current version using bipod, at least not on malden/Tanoa and some other custom maps, it was an old bug right after release)
  4. Malcain

    Weapon Resting & Deployment Feedback

    Regarding second video: is that really still in game? I think it was fixed long time ago? I don't play on Altis anymore, but I haven't expirienced this issue on other maps, last time I saw that was 2016 which is the date of the video. So, it's not related, First video is a bit too much too, I didn't have that much of an issue on Malden, however I usually used bipods after picking a good position for it, so it's hard to tell. And yeah, in IRL I doubt it is that easy - you come to a rock and deploy bipod in a second at any place. This is not right.
  5. Ok, before I start with harsh critisizm, which I may have already rushed a bit in other post, can someone tell me is there a way to disable text which points to "CBA blah blah" at the bottom center and bottom right of the ingame menu screens? Without modifying the mod. As it is said I shall not have reason to do that.
  6. What do you mean? Isn't it open-source? "Only if it is directly including CBA code in the addon's binarized PBO or redistributing a modified version of CBA itself would it be considered derivative and therefore be legally required to be released under the terms of the GPL. (And there's no reason to ever do either of these." Maybe I misinterpret something here.
  7. Also something needs to be done about dependancy to ugly CBA A3 addon which throws ads, is it that necessary? If so, I guess I will have to research and rip some of the code out of it to avoid using it at all.
  8. Malcain

    Weapon Resting & Deployment Feedback

    Please spare me from repeating the whole page of the thread and re-read what minuses are described above, even by dev itself, there is even a screenshot which looks rather ridiculous. You continue to speak about pros ignoring the cons. I don't need an easy gameplay, there are cons with bipod in irl too, even tho different from the game, they do exist, so can you stop trying to justify what you like ignoring all other points? Thanks in advance. P.S. Those who suggest something, shall understand that this change is proposed as-is which means there is a high probability it will stay like that forever or for a very long time. I understand why most would vote for it - it removes challenges in bipod use, however it may end up ugly in the long run where everyone brainlessly press bipod button as they see a target, given the vertical limits and stuff. I don't know why shall this be up to community because up to my expirience, most players prefer easier gameplay at first. I dont justify clunky things, there is a space for improvement, I just don't consider this change as an improvement. It's a replacement of one cons to other cons which I consider a bad practice in general.
  9. Malcain

    Weapon Resting & Deployment Feedback

    No. I think I have made my point pretty clear, but I'll try to rephrase: Adding new issues to the game in order to fix other issues is not a solution and shall not be deployed until there is a solution. It is like switching from apples to oranges. Some people like apples, some people prefer oranges. So what's the point? Either add oranges without taking apples out, or wait until you can do it, so there are no split of opinions.
  10. Great mod! Anyone tried it in multiplayer environment? I'd like to understand how much it affects perfomance. It's game-changing but amount of calculations may be too high for MP, hope any1 has results. After doing some SP tests, thing that concerns me is the short tree reverb echo sound which is usually played in open spaces surrounded by trees at a distance, it is unrealisticly loud and pretty much overrides all other echo sounds. Loudness is close to suppressed "pop" sound. Can it be be decreased a bit? or tuned such that distance matters? (Forest fights don't use it and sound great). Another thing which I expirienced is that the same tree reverb sound is being played in most cases when there are shots at a distance from you (and it's great). Meanwhile mountain/hill echo is much more rare and less consistent. It ends up that in some places the only difference which mod brings: is that you hear "tree echo pop" sound quile a lot, while echo from the hills around you is a rare pleasure. (not the case when you shoot, only when AI/others shoot each other).
  11. Malcain

    Weapon Resting & Deployment Feedback

    Nor does the old one, at least I haven't expirienced that behaviour. I mentioned "going through" the ground issue as not related to bipods. What I meant is I'd rather stick to see less weird things like that, than being able to deploy bipod "whenever" I want. In the end, I see more cons over pros, as pros are not that important and game-changing to justify weird behaviour and animation.
  12. Malcain

    Weapon Resting & Deployment Feedback

    It's not just graphics, it's about being able to deploy bipod in the air. Going by realsim over gameplay, I'd not keep the new version. There are already enough animation problems mentioned above, like going through the ground when prone, let's not add even more.
  13. Hello Arma community. I am trying to get bright nights on my server via SetAperture or SetApertureNew commands. But the only way I managed to get it working is by creating "while do" loop at the beggining of init.sqf with setaperture inside it, which obviously stopped all other operations. I tried different approaches, either by creating new sqf files with setaperture loops or by calling it client-side in init.sqf, but nothing worked for me so far. Also, I know there is a setting in cfgworlds for aperture. But that's not what I need. I'd like to change apperture depending on the server starting ingame time, so that it checks if there is a night or not. This can only be done via scripting. My end goal is to bring nights into the competitive multiplayer Arma games, and setting custom Aperture looks like a pretty nice solution(if it works) to gamma-abuzing and other nasty stuff.
  14. The fact that the stars&moon size increases along with setAperture value, with no way to disable that dependancy, is very annoying. Sometimes BIS provides cool things but often they also overlook details. Workaround that by restricting overcast value to always be more than 50, which can still provide semi-clear sky but without stars looking like lamps on steroids.
  15. I tried a lot of different variations including the above, and mine via addPublicVariableEventHandler, but the tricky part is you need setaperture to be in an endless while do loop to be 100% sure JIP player gets the new value. I don't know why other options don't give me consistent results. The only solution that seems to work fine atm is: if (hasInterface) then { [] spawn { while {true} do { waitUntil { sleep 20; if (sunOrMoon < 0.3) then { setApertureNew [1.2, 1.3, 1.4, 0]; } else { setAperture -1; }; false; }; } }; }; I made sleep 20 to save perfomance, correct me if I am wrong on this.
  16. Malcain

    Realistic backpacks

    That is called "clothing capacity" and has nothing to do with backpacks. You would never be able to hide realistic backpack under the ghillie and stay in the same shape. EDIT: oh, sorry, was sleepy and misinterpreted your message.
  17. Malcain

    Realistic backpacks

    Yes, I've already thought about that, migh be a great solution. Will try to force players to drop backpacks if such ghillie is taken and visa versa.
  18. Malcain

    Realistic backpacks

    Shame, will have to limit to vanilla ghillies ripping off imbalanced ones.
  19. Malcain

    Realistic backpacks

    Speaking about "realistic backpacks".... Is there any solution to make them appear on ghillie suits? Because that is where realsim suffers.
  20. Thanks for the sunormoon part! That difinetely helps:) Was just back to say I managed to get it working(smth was wrong server-side when I created the thread), but that sunormoon part difinetely helps with nasty colours during the day/night change phases.
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