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oldy41

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Everything posted by oldy41

  1. @snkman: That sounds good. Do we need a new version for this setting to work? And could you please explain the new parameter a bit? (Like how it is converted to seconds till AI oblivion or the like?) Many thanks!
  2. @Snkman: Oh, that sounds so promising! 👍 I am eagerly looking forward to testing the new version! ☺️
  3. @Snkman, again many thanks for the mod and for taking your time to improve it and for your excellent support! I set up the test again like you suggested: - A group of 6 OpFor AI infantry with LOS to the player. - One APC behind a view block with no LOS to either the Opfor infantry nor the player. - Setting TCL_Tweak set [5, 4]; TCL_Tweak set [6, 50]; in both TCL_Tweak.sqf and the mission init, just to be sure. - (The observer group is more distant than 50m to both player and APC.) - Filepatching is enabled. So I should have disabled AI communication via both Knowledge and Distance parameters, and also excluded the reinforcement mechanism due to the 6:1 odds? Again it just takes a view seconds after the observers have spotted me before the APC rotates its turret pointing at the player behind the view block. It is probably difficult to find a good balance having to cope with ArmA's AI fundament and its side effects. And when playing versus infantry only that effect is not that immersion breaking. It even provides for very challenging CQB. But against vehicles it often just feels odd.
  4. I'm pretty sure that's what I did. I set up a simple test mission in Virtual Reality with an APC (with zero fuel), some big view blocks, the player behind the view blocks, and another Opfor AI (in its own group) who could see the player. This allows to check the differences between vanilla and TCL with different settings: With TCL active, after a few seconds the APC turret always rotates towards the player. Probably since the other AI shares its knowledge about the player with the APC gunner. Setting TCL_Tweak set [5,4]; did not seem to have any effect?
  5. @snkman: While you are at it, could you explain the other TCL_Tweak settings a bit more? In particular, I was fiddling with indexes 5 (i.e. T.C.L. A.I. Communication: ( Knowledge )) and 6 (i.e. T.C.L. A.I. Communication: ( Distance )) trying to reduce the godlike APC gunner awareness problems. I tried setting index 5 to 4 to disable information sharing, but this did not really seem to work?
  6. @snkman, as stated before I really love this mod! However, I am afraid there is a fundamental problem caused by the information sharing between AI units: With TCL active it is nearly impossible to sneak up on enemy APCs or static weapons manned by AI, since AI gunners exactly know your position as soon as another AI unit knows it. So when you crawl around a house corner or pop up of your cover hoping to score a lucky RPG hit you directly face the APCs barrel. (If only for the fraction of a second, since your virtual existence comes to a sudden end then ) I assume that is simply a side effect of the fundamental principle behind the mod, but maybe it can somehow be alleviated? Maybe reduce the frequency of broadcasting knowledge about enemy units between AI, or 'blur' the information somehow? Imho a solution to this problem would make the mod nearly perfect. 😉
  7. @LJ: Just needed to drop in to tell you, that the sounds for bullets whizzing by your ears are really the very first cream now, as we say in Franken 😊 Many thanks!
  8. @snkman: Thanks a lot for this mod! I have used Grouplink in A2 (or even in A1? Can't remember exactly tbh). This adds so much to the game, it is simply incredible. But does TCL affect AI precision settings, too? I have got the impression that they are much more deadly than I was used to.
  9. Hi tpw, is there a way to exclude single units from DUCK via the editor? E.g.set some variable in the unit's init code? I would simply like some guys set to crouch behind sandbag walls to keep their heads up even when fired upon. And again, thanks a lot for your great mod and the excellent support you are providing for your fans! A.
  10. oldy41

    Faces of War [WW2]

    It seems like AI cannot handle the German Panzerfaust models. They land way too short. Such little nuisances left aside this mod is really great now. The detail of 1st person weaponry models and uniforms is extraordinary!
  11. oldy41

    Faces of War [WW2]

    Is it just me, or has the manual bolting module been broken?
  12. Hi TPW, I suspect there is a small bug hidden in DUCK: In the editor one can define the initial stance for units. With DUCK active units set to 'prone' or 'kneel' change their stance back to 'standing' a few seconds after starting the mission. Best regards A.
  13. @Catsy: I love your work. In particular your textures for IFA3 look awful! But how do you position your extension to FoW, since it has dependencies to IFA3, too? I like both IFA3 and FoW, and each has its strengths, But considering the fuss recently going on wrt the latest release of IFA3 I am a bit concerned, whether they might have to withdraw some of their models. So a.t.m. I refrain from creating missions with IFA3 content, which might break with a new release. On the other hand I would definitely enjoy your extensions to the FoW content.
  14. I think there may be a small bug hidden in DUCK: When you switch to another unit, DUCK seems to remain active for that unit, So you (the player) get forced to prone or to your knees when suppressed. Being not a friend of player suppression effects I chose to classify this as a bug, not a feature ;-) Besides that, DUCK is a another little masterpiece regarding immersion! Thanks a lot!
  15. oldy41

    Faces of War [WW2]

    Who cares which was better? Both look beautiful! I hope, they will sound good as well. I will definitely try them all! :)
  16. It has not been published yet.
  17. Definitely! The mod is great. All the effort put into it is much appreciated, too. The legal reasons behind bringing the original content with reduced textures only is also understood. But: It was not clear to me, that the same policy is applied to all the new content, too. In particular for objects ported from I44. I'm totally willing to buy the full mod, if it will be published and maintained as a DLC for A3. (I would hesitate a bit, if it would be made stand-alone like the A2 version though, because this would decouple it from the A3 maintenance.) Best regards and keep going everybody!
  18. The texture resolution of the new M1 Garand 1st person model seems to be reduced? I have textures (and all) on ultra, but still do not get the same nice view as presented in the video?
  19. Absolutely! This was really needed! P.S. I was never shot at with something else than a pea pistol, so I really cannot tell whether a super sonic crack or a whizz sound is more realistic. All I can say is that in A3 supersonic cracks did not sound good. LJ's fly by sounds are great! So please keep them!
  20. oldy41

    Faces of War [WW2]

    I second that: The MG42 is absolutely stunning now! Many thanks for that! Unfortunately, knowing how good it could be spoils playing against any vanilla machine guns in the hands of AI. :( So is there any chance to evolve your solution for the MG42 into a standalone mod, which would do its magic on all types of machine guns? Or would you mind sharing the code?
  21. Thanks for this great mod! It really looks, feels and sounds marvellous. Might there be any chance to combine this with the fancy MG42 rate of fire patch for AI from the latest FOW release?
  22. Dear Lord, that's really a great release! The grenade explosions with shrapnel and debris clickering around - superb! Just one tiny detail is a little bit 'off': First person footsteps in buildings give the impression your soldier is wearing high heels. ;-)
  23. oldy41

    Faces of War [WW2]

    Sounds great (sic)! :) I always found the vanilla supersonic cracks a bit disappointing. I want to hear angry hornets buzzing by scaring me to death!
  24. Hmm, ok, that explains some of the crashes I encountered earlier. But the deterministic crashes directly at mission start occur without any haltracks in the mission. So there must be other problems lurking somewhere. I will post some crash reports to the feedback tracker.
  25. I keep getting crashes with code 0xC0000005 - STATUS_ACCESS_VIOLATION when starting some of my own (rather simple) missions with IFA3Lite. The crashes occur consistently when starting to play the affected missions from Eden. Usually it helps deleteing some units, but after re-adding them the mission is consistently crashing again directly at startup. Reproducable with both 32 and 64bit dev branch builds for about 2 weeks now. Does anyone else experience this?
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