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pokletu

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About pokletu

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  1. pokletu

    Get rid of the Yellow Tinge to the world.

    It's not Post Processing. Mine's off. It's what's added to each frame at the end of each render(I think), but before what's been separated into the togglable 'post processing'. By the way, sorry for the moodiness of my original post. I think they put it in there because sunlight is mostly yellow(as a painter, I'm particularly aware of that). It's a failed strategy, though, because objects don't reflect just yellow, they reflect what they don't absorb, yadda, yadda. All you "realism" nuts could do some research by getting off your realistic computer and go hiking. The real world's colors are far more vibrant than even what this absolutely-flawless-so-never-criticize-it simulator 'simulates'. The sky refracts BLUE to you; without any yellow toning it down. If anyone doesn't know what I'm talking about, the absence of it can be seen when you enter a scripted savegame, for instance. They drop the yellow just for a moment when they print, "Saving Game". They continue their (IMHO) bad strategy of lighting contrast ratios. It seems to me that they want to simulate the blazing sunlight-to-pitch, utter blackness in their lighting model, whereas it will be drawn on computer monitors sometimes with a contrast ratio as low as 800:1! It doesn't work. The monitor is not sunlight, and in real life, people can actually see where they're going when the sun's out, notwithstanding the sun blur, which is still overstated in this ga -uh, simulator. EDIT: Hence the washed-out look of the game, in addition to the added yellowness. I'm a fan of the series, and that's why I'm posting, btw. Hoping to convice the devs of it. It's the forum for a game still in development, after all. Haters gonna hate, I guess, nonetheless. I just wanna see this one of the aspects that get improvement...
  2. Yeah, that ugly pallor that for some strange reason appears INTENTIONALLY added on top of the renderer, in order to make everything bland. That. Get rid of it please. KThnxBai.
  3. Thanks, NoUse, I'm gonna go find that...:)
  4. I've got those optimum.
  5. That's a good suggestion, thanks, but I can't adjust the color settings PER GAME, like I can the 3d settings. I'm also running an nvidia board. It's just too much to change that much stuff just to play a video game. If I could set it up automatically, that's another story. Notwithstanding driver workarounds, is there any way to change the game this way?
  6. BIS's games have always had this washed-out look to them. I've noticed, lately, however, that when an AUTOSAVE happens, all the colors are vibrant, just for a sec. That suggests to me that the engine is capable of rendering deep colors, but maybe the hokey sunshine shaders ruin it, or something. Is there any way that that could be fixed?
  7. I can't either. Native English speaker. It didn't install for everybody.
  8. I don't have ANYTHING mentioned. The patch gave an error, and now it says, WRONGLY, that I'm running 1.56. No new map, vehicles, campaign, faction...
  9. Well, I have steam, and have downloaded the patch. I got one error message, "could not create..." and then the game launched. It's now 1.56, but the campaign, which I was looking forward to, isn't there, no matter how many times I verify the game files. How do I get the campaign?
  10. pokletu

    ARMA 2:OA beta patch 76067

    I've had a crash to desktop, and a complete computer lockup after installing this beta! Also, before it locked up, the grass in the foreground of the demo screen(the one with the 3 scud trucks) were blue.
  11. pokletu

    ArmA II focusing too much on realism?

    I agree with NkEnNy, also. The story made you care about the game, I think. Not mentioned was the fact that only later in OFP did you have to command the squad. I think there was alot of fun and immersion in just being a little PFC following orders and staying in formation. I remember being worried about how competent my sargeant was as we entered that first town, in the campaign. I think that BIS should really back up and look at the playability of the game. Keep the realism 10000%. That's why we're here. The fan base would be much larger, though, if it were more PLAYABLE. EVERYBODY wants realism. Bad Company 2's most popular servers run hardcore mode, because, pathetically, maybe, they find it more realistic. How about a NORMAL, first-person-shooter way of switching between weapons via the interface? All the animations can remain in place. I didn't say carry more weapons, either. I know how we all hate bunny-hopping jumpers, but even the 'vault-over-obstacle' implementation doesn't overcome how awkward and clumsy it is to run around in this series. It's gotta be easier to move around than it is. I do think they've brushed on the interface, a little, with how when you face, say, a helicoper door, you get that gun position symbol, etc. THAT is what they need, more than content. The interface. If you could play the in the game world, instead of spend your energy on the game's interface and awkwardness, this game would be a AAA-blockbuster, and actually fun.
  12. Is there a way of getting the centered hud without it being 12:3? I use 3 monitors that are each 16:10; making my aspect ratio 48:10. I find alot of problems keeping the aspect ratio at that only option. Thanks.
  13. pokletu

    Question for TrippleHead2Go users

    You can define custom resolutions, so that the view carries over to your periphery, but I don't think that you'll have a consistent image; like following a straight line down your barrel, for instance. I have both, also, but with 3 identical monitors. It's really awesome.
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