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stilpu

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Everything posted by stilpu

  1. Haven't seen this mentioned yet, so here goes: last night on TacticalGamer's ACE server (running 1.15) we encountered the JIP "possessed" bug (I haven't seen this one since the demo). Basically, two players were sharing the same body, struggling for controls and speaking in chat with the same nickname.
  2. stilpu

    Multiplayer?

    @wamigno: You don't have that possibility in the missions scripting, the VM for server commands runs per server, not per mission, and is completely separated from the one in the missions. As for the voice comms separation, this is needed in larger scale missions in order not to clutter the comms (e.g. squad channel only for leaders, group for a squad/fireteam etc)
  3. stilpu

    Multiplayer?

    I have a completely different issue with the multiplayer in ArmA. In my point of view, one of the biggest drawbacks for an increased popularity of the game are the pick-up-game unfriendliness and the comms setup. It's been proven times and times again that, by enforcing certain limitations and game rules, proper teamplay can be achieved even with the crowds on public servers. Probably the best example right now is the Project Reality mod for BF2. As long as you use the technology to enforce rules and you have a proper comms setup, this can be done and is likely to bring quite a big amount of players. If you expect the players to willingly follow some rules or the chain of command though, things will eventually go bananas in one way or another. ArmA's issues right now regarding this are some scripting limitations (like the lack of a possibility to properly teambalance players and the lack of tools to enforce server rules - basically you can't correlate a name with a userid in order to kick/ban it by scripting) and, most important, the voice comms setup (everyone can talk in side channel, there's no possibility to deny/assign only certain players to certain channels). Everything else can be done using scripting to some extent.
  4. (not sure if this is the proper section, sorry if it isn't) Is there a setting which could output the server logfile (the one from -logfile, not the arma_server.rpt) in real time and not at the end of a mission? Otherwise, is there any other way to correlate a user id with a nickname? (e.g. using scripting)
  5. stilpu

    Shaky hands & blurred vision

    As a matter of fact, the oh-so-awesome SLX mod for ArmA has already added sight swaying when you're getting shot at. This is especially visible when you're using optics, of course.
  6. stilpu

    GC 2008 Press Coverage

    Not sure if this was posted here already: http://www.youtube.com/watch?v=eAK6q7YvtLw Couple of things I've noticed: + finally, we have distant shadows, you can see them for the houses, although not for trees + explosion effects are quite pretty, with some separated burning parts from the UAZ + nice graphics, static objects and weapons look really well, although the grass rendering distance seems quite short - Eotech is quite hard to see through; Aimpoint dot and Eotech reticule seem to be painted on the glass - animations still look pretty much the same, transitioning from stand to crouch while moving doesn't seem to be possible yet - a personal observation, the lack of viewkick a la Infiltration makes shooting the MG a bit too easy and recoil still goes straight up even when you're leaning
  7. Unfortunately, this solution is prone to exploiting. Basically, seeing (and shooting) through walls is possible if you're zooming in while moving towards the wall or looking at certain angles. This was also an issue in the first versions of ArmA (at least for the pistol) and was later fixed by BIS. The best implementation of weapon collision I've seen is in the still-unmatched Infiltration mod for UT, where the weapons have separate collision geometry based on weapon size and they're automatically "lowered" to allow unrestricted turning when unsighted (see http://dslyecxi.com/botg_infiltration_2.html , scroll down to Weapon Collision)
  8. As a matter of fact, I've been scanning ArmA 2 screenshots for distant shadows drawing since they started appearing. While it was conveniently masked in early screenshots, you can see that shadow rendering distance is still the same as in ArmA. Satellite texture makes up a bit for that in forest areas, since it's darker, but that's about it.
  9. stilpu

    SLX MOD public release

    Here you go:
  10. stilpu

    FSM-Users here?

    /me is signing on the list with the itching folks
  11. In demo, soldiers provide 360 security for columns and delta formation, 90-180 for the others.
  12. stilpu

    Arma bugs

    Following some of the other users' suggestions, I took the liberty to add a Bug List containing most of the reports in this thread to the Community Wiki: http://community.bistudio.com/wiki/Armed_Assault:_Bugs_List If you would like to contribute to this initiative, please take a moment to add your report. Also, in order to keep the list clean, please try to report actual bugs instead of wishful features. Let's try to help the devs create a (nearly) flawless experience. Thank you in advance for your help
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