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Posts posted by seba1976
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Downloading mods is becoming a problem for some people. Armaholics gets me 50 KB/sec, Steam Workshop installs mods to my already full SSD, and very few modders are providing Google Drive or Mega links. I'm doomed :unsure:
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Hi, does the AI have a way to be aware of the shape of their vehicles ?
Good question indeed. For example, are helicopters aware of how to orient the aircraft to better fit a landing area?
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...
http://blog.topazlabs.com/wp-content/uploads/2011/03/HDR_Example_Clean.jpg
Looks familiar? ;)
BIS is using some HDR-like technique, that's why there are no more dark areas in the scene. In photography that's something good, when you want to show everything that is in front of the camera (good example -> http://www.luminescentphoto.com/blog/wp-content/uploads/2015/12/Odell_20130109_3496-HDR-Edit.jpg), but is the opposite of a realistic look. In short, the "visual upgrade" is making sure every part of the scene is visible, regardless of natural lighning conditions, so we are able to see now, parts of the scene that are, in real life, too dark to be seen. Also, every part of every texture, is much more exposed now, so they better be good, which is not the case in most cases, specially with older stuff, or non proffesional work. And the bigger the monitor, the bigger the problem.
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Try with the new CUP Terrains. I hope that fixes most of the problems with 3rd party maps.
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I had disabled the mod for testing, but then i forgot, then I fired up a mission that usually takes an hour and a half to complete, and instantly realized the mod was not loaded. Closed the game with resolution. That was just not the way it's meant to be played :)
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I heard about this game... 'Real Life'. The graphics are amazing but the game play sucks! Amazing photo!
:lol: hahaha, thanks buddy, that saved my day
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Congrats on the new release! I've been glued to the monitor reading the changelog for the past hour or so :lol: I think it's fair to say you're on par with new Arma iteration releases in that aspect. I have the warmest feelings of gratitude and respect for you guys :)
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Just as a heads up, you can change the date to 1987 and you won't die. I have no idea why this works.
And I have no idea how you found that out :lol:
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that actually holds true to everything this lad post, here or elsewhere, so you are fighting the wind mills..my 2 cents on the matter: don't bother.
Contrary to popular belief, "fighting the wind mills" does not refers to "fighting a loosing battle", but "to fight imaginary evils or opponents". just my 2 cents, carry on now :) .
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Congrats on the new release, good to see you keep on truckin' :) .
I'd like to see some winter gear if you ever feel like it. There's certainly a lack of some winter camo vests in the armaverse right now.
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Thanks! Great find about the column being the offending object. Your solution combining the two commands is also great and I'm gonna use it. Do note though, that using the second parameter of isFlatEmpty, far from making the command useless, solved the problem (at least in that case).
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This position returns false (empty array actually) if the second parameter is set to -1 (check-only mode):
systemChat str ([4274.66,12113,0.00139618] isFlatEmpty [1, -1, 0.5, 1, 0, false, objNull])
But it returns the position (meaning it meets the criteria), if the second parameter is set to 1 (find-position mode):
systemChat str ([4274.66,12113,0.00139618] isFlatEmpty [1, 1, 0.5, 1, 0, false, objNull])
I'm pretty sure you won't need anything more that this ;) .
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You state in the new page, that the second parameter must be always set to -1, or the command becomes useless. It was known before that, that isFlatEmpty could search a little area to return a valid position, as it is seen in the doc before your changes (thank a lot BTW I was looking for that previos version):
position isFlatEmpty [float minDistance,float precizePos,float maxGradient,float gradientRadius,float onWater,bool onShore,object skipobj]
_isFlat = (position _preview) isflatempty [ (sizeof typeof _preview) / 2, //--- Minimal distance from another object 0, //--- If 0, just check position. If >0, select new one 0.7, //--- Max gradient (sizeof typeof _preview), //--- Gradient area 0, //--- 0 for restricted water, 2 for required water, false, //--- True if some water can be in 25m radius _preview //--- Ignored object ];
I'll provide a testing position as soon as I can (I know where to look, main road north-east of Neri, i just need the time).
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@killzone_kid May I ask why you have change the documentation for isFlatEmpty on the Wiki? The variant where the second element was used to allow the command to move a little the original point and return a suitable place is working nice, as far as I can test it; and the check-only variant is definitively not. I've spent hours testing and getting negative on tests for specific points that, to my knowledge, completely meet the criteria, until I tried setting the second element to at least 1, and it magically returned true for all the expected positives, and false for all the expected negatives. Care to retest you tests or share some info?
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Great to hear. I'd like to know if the problem I reported with the buildings not being detected as such by many commands has got some attention.
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Greed. It's an almost inevitable side-effect of paids mods. Perhaps some might understand why others on this forums and elsewhere are so hostile to paid mods.
Fear. It would be the end of the community as we know it.
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Laxemann, have you tweaked any rhs sounds yet? And if no then are you going to?
Do you really have to know?
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For Ai teammates , well 99% of the time our players dont have Ai teammates and if they do, i suppose it would then use vanilla ai routines on their part correct? (which i dont really have a problem with)
If any player has ai units under his command have them running this mod. The most glaring problem you will face will be terminator ai that will eliminate opfor units too easily. Also they will not use proper fire modes and engage from unrealistic ranges. It happened to me by accident and it broke projected difficulty during some sessions, until I stumbled upon this as being the cause of the problem.
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So someone does something with your map, you have a problem with that, and as a consequence, we don't have your map anymore. You don't really loose anything, but we loose the map. Something's wrong somewhere. Imagine every mod maker doing the same thing. I am really very sorry that you feel that way about how to deal with this problem. Let's hope some day every single individual will respect your wishes, so that one day, maybe, we will be able to enjoy what you do again. Until then, thank you for all your work :) .
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I think it's safe to say just compare. The reason behind that comparison is better discussed in general thread I'd think..
Thank you, I've enjoyed the videos.
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Great, thanks!
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private _car = _this select 0; clearWeaponCargoGlobal _car; clearMagazineCargoGlobal _car; clearItemCargoGlobal _car; clearBackpackCargoGlobal _car; _car addWeaponCargoGlobal ["rhs_weap_M136",4]; _car addWeaponCargoGlobal ["toolkit",1]; _car addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",50]; _car addMagazineCargoGlobal ["hlc_30rnd_556x45_EPR_G36",8]; _car addMagazineCargoGlobal ["rhs_200rnd_556x45_T_SAW",8]; _car addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell",20]; _car addMagazineCargoGlobal ["rhs_m136_hedp_mag",4]; _car addMagazineCargoGlobal ["HandGrenade",10]; _car addMagazineCargoGlobal ["SmokeShell",10]; _car addItemCargoGlobal ["ACE_fieldDressing",50]; _car addItemCargoGlobal ["ACE_morphine",20]; _car addItemCargoGlobal ["ACE_epinephrine",10]; _car addItemCargoGlobal ["ACE_bloodIV_250",5]; _car addItemCargoGlobal ["ACE_EntrenchingTool",2]; _car addItemCargoGlobal ["ACE_TacticalLadder_Pack",1]; _car addItemCargoGlobal ["ACE_ACE_wirecutter",1]; _car addItemCargoGlobal ["toolkit",1];
Call from init of unit with:
[this] spawn "scriptname.sqf"
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Thanks, it worked! I'll use for a week to decide. I mean, some scenes are clearly improved and do look more real, while in others it's the opposite case. But I'll let my eyes some time to get used to it. Thanks!
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Does anyone have a download link for an edition of Reshade2 that is compatible?
I decided to check out V6 yesterday after this topic was bumped but can't get it to work, at least with the download available (crashes A3, on Win10x64). V5/Reshade1 still working though.
Same here.
lite_Bornholm - AiA TP/CUP compatible Bornholm
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
I would love to see that too.