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Rg

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Everything posted by Rg

  1. Rg

    Arma fence generator

    For anyone who may want to try this discontinued tool with V3, Leopotam was kind enough to find out that the tool requires 6 parameters (1 more then the 5 the current V3 exports). So simply export your objects from V3 "ca\structures\wall\wall_fen1_5";1533.33;1501.5;5;0; "ca\structures\wall\wall_fen1_5";1506.98;1630.37;5;0; "ca\structures\wall\wall_fen1_5";1509.85;1642.11;5;0; Then add an extra param at the end of each line (this first experiment worked fine for me) "ca\structures\wall\wall_fen1_5";1533.33;1501.5;5;0;[color="#FF0000"]0;[/color] "ca\structures\wall\wall_fen1_5";1506.98;1630.37;5;0;[color="#FF0000"]0;[/color] "ca\structures\wall\wall_fen1_5";1509.85;1642.11;5;0;[color="#FF0000"]0;[/color] Many thanks to Leopotam
  2. Rg

    Development Blog & Reveals

    @Smookie & Vespa, If A3 does indeed get a modernized interaction menu system (ex. hold a key [sPACE BAR]? & use mouse movement to select) this will free up the [MouseWheel] from action items. As Sniperwolf572 suggested, [MouseWheel] to control movement speed might work great. I tried making a prototype for A2 a while back, but couldn't get it fluid enough. Increase speed [MW UP] Decrease speed [MW DN] Sprint Jog TactPace Walk (+) Fluid movement that is intuitive. (Quick flick of your [MouseWheel]). (+) Frees up [sHIFT] and [2xW]. Also, since [sHIFT] would now be freed up, this could be the stance modifier (Closer and easier to reach then [CTRL]). [MouseWheel] speed worked great in SplinterCell/Hidden&Dangerous (where 3+ speed modes are used), but unsure how well it would work for an FPS where quick response is needed. Since most games don't offer 3+ different speed modes, there aren't a plethora of examples. For A3 however, [MouseWheel] speed might work out well, but would need serious testing.
  3. TrueMods consists of two groups.. TrueUser - Personal client-side addons that are safe for MP. TrueGameplay - Personal client-side addons that may be considered unsafe for MP. Idealy, this should be run by all players and server-side as well for fair MP since it alters gameplay (It can give the player both advantages and disadvantages depending on a persons opinion). TrueMods is.. Meant for A2:CO (A2+OA). If you don't own both, shame on you. ;) Compatible with ACE2 as I use that mod exclusively. Was designed using "Very Small" GUI size, so it is strongly recommended to use that setting, but might work fine with others. For the best CQB/MOUT experience, use.. TrueUser_Fov TrueGameplay_Animation_MovementSpeed TrueGameplay_Animation_TransitionSpeed ShackTac Movement addons TrueUser Quick List (With Pics) Full Descriptions TrueGameplay Quick List Full Descriptions Special thanks to.. BIS, Kju, & Dev-Heaven :)
  4. Rg

    Take On Difficulty Settings!

    Flying on expert mode where it's at once you get used to the basics. Constant input is then required from all controls. Then when you max the wind in the editor things start to get squirrely, but in a fun way of course :D I think it would be a good idea to allow clients to turn off aids in the MP environment, so that using certain aids isn't forced on people who fly with minimal or none. *EDIT* I went ahead and created a CIT, since I think this will become an important issue when more people start playing MP. http://dev-heaven.net/issues/25413
  5. Thats quite awesome. I just need to get our player to stick the landing then I have myself a neat little feature. Turns out to be a bug relating to the new grenade animations introduced in ACE, which btw are awesome! If you don't feel like waiting for TrueGameplay_Wizardry, you can either disable Truegameplay_Animation_TransitionSpeed OR download the hotfix below. @Truegameplay_Animation_TransitionSpeed & ACE users See top of first post for the ACE Grenade Fix BETA_v1. BETA_v1. Let me know if this works for you.
  6. I'm a ground hugger, but it's damn fun with the improved flight model and especially the lean axis (roll). My immersions! :icon_w00t: Joystick (Thrustmaster's older "Top Gun Fox 2 Pro" model) TrackIR4 (3 DOF enabled = Yaw,Pitch,Roll) Default, no trim Very low VD to give as much FPS as possible with fraps running HD available (but first test, which went awry) WQC3ld7-do0
  7. This thread didn't actually spiral down into a burning wreck, at least so far. :pray: :p The poll numbers are actually better then I was anticipating. My guess was around [10:90/20:80](Yay:Nay). While a zombie/infected endeavor would be totally off the wall for the BIS-Armaverse, it would however bring possible tech improvements (like TakeOnHeli will bring, albeit very different), extra moeenaay's from current & potential new players (however small and unwanted ;)), or just a different and fun (maybe needed) break from all things military since '01. It would be a first, to my knowledge, to do a sim-like take on an apocalyptic infection scenario. Going the normal zombie shooter route wouldn't bring much new to the table and would be much less competitive to the plethora of all-things-zombie in games as of late. Hell, I'm not even a zombie fan, with the one exception being 28 days even though its not a true zombie flick. However, I would still drop $10 just to have something professional done in that area for modders to toy with and to get a glimpse of what BIS may be capable of in close quarter interaction. @pogoman979 I'm a fan of Celery's script-only work, but the AI in your video (although hard to see for sure) seem to react even faster making escape even harder ;)
  8. This poll is just to test the waters among the current community to see how much interest there would be for such an endeavour after A3 release. With improved Physics & Animations, the prospects of something like this on RV3 get interesting. I personally would want the more believable infected/rage 28 days later DLC, but thats me. ;)
  9. @Militantsausage Tisman explained it. It's really simple to do, just takes some time copying, altering, and testing. I have no interest in using RH other then whats already in ACE, but if you want to release it go for it or you can send it to me and I'll just add it to the next version along with the final "TrueUser_Fov-AceCqbFix"s. @AnimalMother92 All the ones you mentioned should be fixed along with a few others. Turns out I missed a config, heh. @TrueUser_Fov-AceCqbFix users See top of first post for the ACE CQB sights fix BETA_v2. This is BETA, so let me know if I missed any weapons.
  10. Love the.. TacticalJog Faster hop over fence and even climbing over a wall Faster grenade throwing The added function of 4 speed modes. (Been wanting this for a very long time, albeit with a more fluid control like SC's & H&D's mouse wheel control) :) My testing feedback.. 1) Less short high stepping in (TacticalJog+SlowWalk+CrouchWalk) by shrinking down the stance a little more and making longer leg strides. 2) a) Reduce or Remove Zaxis gun movement b) Try to make Xaxis & Zaxis gun movement more consistent across shooting movements (TacticalJog+SlowWalk+CrouchWalk). 3) Different & faster "FastCrawl". 4) Add a "FastCrouchWalk/TacticalCrouchJog". 5) Tuck in right arm elbow. Keep up your awesome work.
  11. Rg

    ARMA 2: OA beta build 78927

    4. reduce exhaustion (duty) and up recovery + up weapon sway in stand and crouch The way I understand this is to add a little more shake/sway to your arms/weapon when standing/crouched, so you don't have a perfectly stable shot (holding the "breath" button would actually have more use now). Then reduce fatigue (duty) in those stances, so you don't have your arms/weapon jumping all over your screen in extreme amounts when fatigued. It would be a much better system.
  12. @PeterBitt @twisted @Mr.Ben I'm not sure what your complaining about in Xeno's video. 1) Is it the frozen pose in the grenade throwing animation? If so, that is a bug that I don't see on my computer (My guy continues to walk during Xeno's characters frozen pose until the throwing) or 2) Is it the prone movement speed? If so, you are seeing default prone speeds that have been in A2 since the '09 release. Then are we in agreement that the default prone speeds could be improved? ;) I highly suggest people play test with the latest beta's, since there have been changes with each new release.
  13. :omg: I didn't know full anim creation was possible since ofp. 1) Since your making jog/run a weapon up/ready animation, you should probably lower the "aimPrecision" value (if I remember correctly), if not already done, since the current one makes your gun/arms go all over the place when fatigued. Since walk is 0.15, maybe tactical jog/run should be the same or double rather then 1.5. 2) For "Forward roll", if not already done, lower "turnSpeed" to "1" or something low, so you can't do a sharp turn while rolling. 3) As PvPscene already mentioned, a 1st person video would be nice. I want to see what the head/gun movement is like while walking (in&out of ironsights) and tactical running. Keep up the good work. Seeing that this is possible makes me want to learn Maya heh.
  14. Rg

    ARMA 2: OA beta build 78927

    This is shaping up to be a happy medium. Other then figuring out what to do with the reloading and launcher readying complaints, I would suggest as others already have, to at least revert back to the "1.58 RC" run speeds if not slower. In this beta all running speeds are back to default and slowing down the run speeds seemed to be the one area that most testers liked. Sprint could also be slightly slower as it feels like your pushing into Olympic sprinter territory, but there hasn't been much feedback on that. All the "sky is falling!" responses from before makes me wonder if most of the same people would be complaining if these changes were in the game from the start and were changed to ArmA2 1.0 speeds with the fast running & slow transitions. Yes, it's a bad idea to throw something as drastic as this into the game after release without feedback first, but now they are taking the right steps by gathering feedback and adjusting where necessary, so now you have a chance to play test (yes, actually play with it for a least a few sessions, not a few minutes or not base your opinion on a few videos) and give feedback!
  15. @WillaCHilla I didn't even know we had a new benchmark for OA. :p I just ran it a few times, but it really isn't a good test, since there aren't that many plants and the camera doesn't get too close. I purposely picked high density places in the screenshots I posted. Less LOD definitely looks better, but I personally can't justify the fps hit. Benchmark 08 ------------- [0,0] = 73 [2,0] = 78 [1,3] = 60 @RoME I don't have arma on steam, but that looks about right.
  16. @Uziyahu--IDF The color change was not done for camouflage. It was to make the island look closer to Sap's Eve, since that map has the best color tone of all the arma maps....imo. The better camouflage due to the darker sat and usually darker units when rendered at a far is just an added benefit to the gameplay experience. @Max Power It looks like the real color of the island is somewhere in between two, so maybe someone wants to take a stab at that. Maybe in 10 years we can have all that rendered grass at very far ranges. :p @CameronMcDonald & whoever else Addon form (83mb) http://www.filefront.com/17651469/skarikiska_darkgreen.rar
  17. Thanks. Let me know if you stumble upon any others.
  18. Thanks for this release and the source. The terrain is pretty cool and bigger then I expected. ----------- Since I'm not a fan of the color tone of this real island, I tweaked the the Sat to make it a bit closer to the color tone of Sap's Eve (Darker greens and darker brown areas). The darker color tone (and some yellowish visual "noise" added) works a lot better for the camouflage of units and the blending of plants with the more barren environment. Here's an example pic.. Can you find waldo? I'll post the new addon or source sat if anyone wants it. ----------- Hopefully someone puts the final touches on this map, since it looks mostly done other then a few details like needing some more bushes around the map and under the forests/tree patches, a little bit bigger villages, and a few bug fixes here and there. ----------- Again, good job and thanks to you mankyle & 9thAircav for all the work you guys put into this.
  19. Many thanks Kju. It's always nice to get a performance boost. :D Tests.. Tweaked "plants_e.pbo" Map = Takistan (2 different positions for pics) fps (before -> after) Pic#1 [1,0] = 55 -> 56 (+2%) Pic#1 [1,3] = 55 -> 28 (-50%) (WillaCHilla, your crazy ;) ) Pic#1 [2,0] = 55 -> 61 (+10%) Pic#1 [2,2] = 55 -> 57 (+4%) Pic#1 [3,2] = 55 -> 55 (Warning, do not remove [3] first lods or you will get some disappearing trees (example in pics)) Pic#2 [1,0] = 48 -> 52 (+8%) Pic#2 [1,3] = 48 -> 40 (-17%) Pic#2 [2,0] = 48 -> 59 (+19%) Pic#2 [2,2] = 48 -> 59 (+19%) Pic#2 [3,2] = 48 -> 57 (Warning, do not remove [3] first lods or you will get some disappearing trees (example in pics)) I still think [2,0] is the best, which was the original "Vegetation_Low_Visuals_R_PROPER". Pics (6mb rar).. http://dev-heaven.net/attachments/download/9639/PROPER_LOD_PICS.rar - Labeled in parenthesis (First_LODs,Last_LODs) ex. "PROPER_LOD_1(10)" ... Highest Lod removed, NO low LOD removed.
  20. @TrueUser_Fov & ACE users See top of first post for the ACE CQB sights fix. This is BETA, so let me know if I missed any weapons.
  21. @Spamurai I wonder why I don't see that clipping. What resolution do you use? I'm on 1920x1080. @RoME You will probably get used to that change. The tunnel vision (stretching on the sides) is due to how the game is rendered. If you were to use a 3 monitor setup, both right and left screens would be extra stretched. You can try to adjust your arma.cfg, but not sure if that will help you. If you can't get used to it, you can always set your video driver to run your screen as 4:3 and then you game as well. I know I've done this before using the nvidia control panel (Adjust desktop size and position-->Use NVIDIA scaling with fixed-aspect ratio). That would run your 16:9 widescreen as a standard 4:3. @Lao Fei Mao I wish I could, but the MLOD's would need to be released to accomplish that. @Spamurai I didn't know we had cell phones now. Can you tell me how to view it?
  22. @Spamurai - Hm, do you use 4:3? I use 16:9, so maybe thats why. Does this happen on all long rifle names or just some? - I'll have a look at the target waypoints. @SpetS15 - What GUI size do you use in your video settings? I can't think of what the issue is because I use ACE2 as well. Can you run ONLY (@Trueuser & @Truegameplay) and also let me know what addons your running within those folders (all? or which specific ones). @AnimalMother92 -Your right. It's ACE weapons that have included CQB FOV settings in the configs. I'll have to make another addon to overwrite these entries for ACE users or maybe ACE devs can get rid of those entries if they inherit correctly from BIS weapons. - About the xhairs, Spamurai is correct. I probably should have included a SS showing how to aim. I thought you were talking about a small misalignment, not completely off. :p Here's a pic for you (updated first post aswell with this).. http://img210.imageshack.us/f/xhairaim.jpg/ This was done so the horizontal alignment isn't given to you. You need to visualize the intersection of both chevrons. It's actually much easier then you would think.
  23. @Snafu Not necessary. There is both ACE and Zeus that modifies similar areas. @RoME I have no problem with AI distances and I use ACE where it's increased. Even though targets are now smaller, it's still surprisingly easy to spot and hit even if only a few pixels at very far ranges. There's no quick and easy way to decrease engagement distances. You could make your own engagement mod, but that requires decreasing ranges for each weapon type. However, you can decrease spotting distance and aiming accuracy easily, but they will still engage far once spotted. This is a positive imo, because it acts as inaccurate suppression fire. Just create a folder named anything (ex. "my_aiskill") then create a text file in that folder, but name it "config.cpp" (not with ".txt"). Then add this code using notepad.. class CfgPatches { class my_aiskill { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; //This should decrease the AI spotting and accuracy by 50%.. class CfgAISkill { aimingAccuracy[] = {0, 0, 1, 0.5}; //Default={0, 0, 1, 1}; spotDistance[] = {0, 0.1, 1, 0.2}; //Default={0, 0.2, 1, 0.4}; // aimingShake[] = {0, 0, 1, 1}; // aimingSpeed[] = {0, 0.5, 1, 1}; // endurance[] = {0, 0, 1, 1}; // spotTime[] = {0, 0, 1, 0.7}; // courage[] = {0, 0, 1, 1}; // reloadSpeed[] = {0, 0, 1, 1}; // commanding[] = {0, 0, 1, 1}; // general[] = {0, 0, 1, 1}; }; Lastly, just convert the folder to a pbo (kegetys cpbo or BIS's binpbo) and run it as a mod. Other then doing that, you can just decrease the aiskill in missions you make (decreasing aiskill in a mission decreases all those values above) or further decrease the EnemyPrecision values that you have already tried. @Spamurai Looks like your not using "Very Small" in your game video settings? Other settings are not tested or supported. If there is a problem even with "Very Small" and I can squeeze out a little more room without conflicting with something else, I'll update it. @SpetS15 Does the default A2 GPS work for you? If so.. - What GUI size do you use in your video settings? - What size monitor, aspect ratio, & resolution? @Wolfstriked Well, in a week you can have more then one game installed and can try these addons ;) @AnimalMother92 - Is the FOV correct in the end after it goes in&out? How many ACE weapons does this happen with? Can you give me some ACE class names to test? - Hm, the xhair lines up correctly for me. Are you using "Very Small" GUI ingame? If so, take a screenshot of the problem.
  24. @xy20032004 I'll might have a look at that, but wouldn't be a high priority for me (lot's more work with little gain). @Lib3r8eR Look for "run" in the class names and read up on cfgmoves in the biki, it's pretty straight forward. Also, read the readme for license info. @Spamurai Your correct, the more weapon bobble is a direct result from increasing animation speeds. There is no current way to fix that. You would have to edit the animations which we are not currently able to do. Oh, how I wish there was :( ---- Mirrors updated
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