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wipman

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Everything posted by wipman

  1. wipman

    Terrain Underground complexes?

    Hi, the AI inside buildings has always been dumb until date; they don't even detect walls and much less objects such as tables, chairs etc.. . Sometimes the AIs just passed through walls like ghosts, without collisions; the AIs also seemed to ignore any building like structure... they'd seemed to see through walls and hear too, this from inside the buildings...!, sometimes the AI is capable of see/detect you from the other side of the building, but i think that this is because those building models, that probably didn't had something neccessary on their model's LODs. The underground structures could be viable for human players only if they're placed on places and in a way where they don't give a too strong advantage for the users of this structures, but then we step again with the AI... they still gonna be capable of see and hear?, not just through this structures... but through the ground/land that they should have above?, because then they'll be other of things to aboid in a/the game unless in certain PvP game modes as in example some F CTF or some pointless C&H. In any case... i don't think that improve the BIS AI be an easy task no matter what. The underground structures will be pimp. Let's C ya
  2. wipman

    Too much muzzle flash and reload animations?

    Hi, i was reffering to the muzzle breaker as piece, not to that particular muzzle breaker that is illustrated on the picture; i'd shoot a CETME L a couple of times by night and some more times under low light (dusk & dawn) conditions, also inside poorly or just non iluminated buildings. the CETME L muzzle breaker is the same one that the M-16 A2 or the CETME C (the G3 father), with this kind of muzzle breaker... the "flames" of the shot don't interfere with the shooters sight at low fire rates; the MG3 carryers sure that have other perception... but they don't even have a "true muzzle breaker". The modern cartridges aside of release less smoke they also emit less flash; this doesn't happen with 80s rounds or even rounds from the 90s that are not that "smokeless". In game therms, the main problems that i'd seen with the muzzle flames of the game are two; A) the game's HDR. B) the muzzle flash texture is too solid, also... the fact that is made out of half transparent plains placed in a way that create a volumetric ilusion instead be a volumetric artifact that be really volumetric, may be a big part of the problem; im not sure that the game's engine allow to change the current muzzle flashes to true volumetric ones, made out of particles. The main problem that i'd always found with the weapons anims... was how the units hold each weapon, they don't hold the weapon as looking through the aiming elements (rear sight & aim point), letting aside the optics like Aimpoints, ACOGs or any other; all the anims are weapon ready anims instead aiming anims, unsighted shoulder fire anims. Change this would require a huge amount of work and weapon (and weapon bearer) specific anims. With the anims... that's just the tip of the F iceberg... and i doubt that this field change very much from the point that we know already, the muzzle flashes thing could have an easyer solution but i still don't belive that it gets fixed. Let's C ya
  3. - A campaign with each side. - Tropical island with a campaign. - Sand desert with a campaign. - A big (modern) city with a campaign. - Winter terrain with a campaign. - Central europe's terrain with a campaign.
  4. Hi, i really miss the point of this discussion... on the ArmA2 i had a ViewDistance of 3000m, and the vehicles, objects and trees used to dissapear (and their effects) at something like 2600m; my computer had problems to set the VD this far, it was 100% unplayable with a VD of 10.000m. The ArmA3 sure that gonna be more complex in objects and world, so... no matter how much they optimize it that it won't move right with a high detail if you've the VD at more than 3000 or 5000 in the best case. Effects as tracers, even from tanks or planes, dissapeared of the screen between 600 to 1000m depending on the kind; why simulate the Earth's curvature when you can't even have a tracers effect beyond the 600m? or set a VD that matches the human eye one!?, as some said we don't even have wind, neither temperature, pressure, humidity or height. I wouldn't worry about the Earth's curvature. Let's C ya
  5. wipman

    What is the future of this franchise?

    Hi, the leak of (IMO) decent coops and MP life in general, was one of the main reasons that made me uninstall the ArmA2, i don't see a change coming in on the MP approach for the ArmA3, so i think that is a game that i don't gonna play; mainly again... for the MP approach, is so different from how it was on the OFP days that i really see "that spirit" very devirtuated. Let's C ya
  6. wipman

    Automatic Mod Downloading

    Hi, when i was reffering to "incompatible content" i was thinking mainly in addons uncompatible with other addons or full mods; when i had the ArmA and the ArmA2 too installed, i'd downloaded various addons and mods that didn't even allowed me to enter in the game if i had the 'other thing' installed. If something is entittled as "very cool...!" by many... it'll get an official aprove for sure, besides... how will it download the mod/addon and install it on time to enter in an X public server?, i still fail to see it. Let's C ya
  7. wipman

    Automatic Mod Downloading

    Hi, im againist the Automatic Modifications Download, mainly because: - Where the mod will save the compressed files and where and how will save the decompressed/installed files?. - Where or how will it save/store the documentation needed for use the Mod content in the game as mission (SP & MP) maker in example?. - How will the system prevent to download/install incompatible content?. I fail to see a simple answer to this questions, at least withing inside the game's files management system and the game's core itself as we know it from the ArmA 1. The missions editor is not user friendly, the official tools are not user friendly (mainly because the leak of official documentation, in booth cases IMO); later on... i guess that such AMD system will require a management, or some kind of supervision. Who will review the mods that the game is allowed to install?, under what criterium?, how, who and when will check out and aprove the mods? and again... under what criterium...?. This are my main concerns about this issue. Let's C ya
  8. - Schools. - High Schools. - Colleges. - Universities. - Hospitals.
  9. Bingo!! man, that was the thing; i'd miss that to be released for everyone to use on their addon choppers, it would look much much better than the game's anims, it could be possible to replace the door gunners anims with this ones, but im not sure on this... it could require to tweak every chopper model and not just replace the anim used when you step in as door gunner. Anyways... that's a proof that better anims are possible and better. Let's C ya
  10. Hi, the balance on the ArmA's MP world depends on the mission maker; the MP as i understand it... means coop, the balance is done by confronting the players side (better in equipment & tactics) to a supperior number of forces (more troops but with worst equipment) and you get to the balance by that path. On the ArmA3 for what we've 'til now... seems that the OPFOR side have as much high-tech equipment as the BLUFOR so seems that, again... the balance in MP depends on the mission maker. We always had the possibility of confront the same number of troops with the same or equivalent gear and support, it didn't used to be this way because the PvP can be tedious and used to be tedious... because you had players guarding an emplacement or perimeter, or... patrols; that could find the other patrol or not, after 3h of playing. The RL can be not as fun as a game where you know where to go to shoot someone for a reason. I'd always found the ArmA/OFP balanced, was the missions what was unbalanced, but the game had the resources to be it; IMO. Let's C ya
  11. Hi, the Cat Eyes are indeed highly reflective, but they don't glow by themselves; and can be seen (depending on the enviromental light) up to 40 or 50m ahead with the naked eye, much more with Light Amplification Systems. This proyect look great, good luck with it. Let's C ya
  12. Hi, the thing of the bonus DLC wouldn't be bad... if it were for free, if you had to pay for a certain DLC that you think that don't worth it, you'll have again the biggest mistake that BIS did, split out the community between those with the DLCs and those with the basic game; that's what killed the game and i would suggest 'em to don't do it again. Let's C ya
  13. wipman

    Why do most people prefer coop, not cti?

    HI, i preffer the coop over the CTI because the coops are worked missions made with an objective where the people use to work together instead go alone, behave like suckers, stealing vehicles and blowing up things and then leave; the CTI missions are random without specific objectives but repetitive goals. I miss coops without Joint In Progress with a good intro to put you in situation, then you talk with the team to agree on whats the strong point of each one, pick up the equipment... and go for it; then a good outro to show your victory (or defeat), this doesnt happen on the CTIs... i've alot of good memories of the BAS coops back in the OFP times when i'd step with some random players that i didn't knew 'til then and we went together after an objective, working together and not behaving like dumb suckers. Those times are over. Let's C ya
  14. Hi, a dude released some UH60s where the door gunners followed the M134s, rotating only the upper torso and arms when moving 'em to the sides and moved only the arms when they were aiming up or down, it seemed odd on this last case as they didn't tilt the body or flexionate the knees; let's hope that BIS has taken care of this issue this time, it'll add much more inmersion to the game. Let's C ya
  15. wipman

    US Marines

    Hi, one thing that i'd always missed on the BIS units aswell on the addon ones... are working 'cat eyes' on their helmets, up to 75 or 100m, also working IFF/Relective patches/tabs on the shoulders or backpacks too; i think that this Marines will be better with 'em, on a future update. Let's C ya
  16. wipman

    Official Merchandise for posters?

    Hi, they could make posters from users screenshots in high-res, kinda like a competition or something... i had ArmA screenshots that could've been good adverts of the game, with the right slogan etc, but... i didn't keept the high-res originals, just the scaled down ones to publish 'em on the game's screenshots thread; would be (IMO) a good way of bring back "our love" to BIS in exchange for the fun that we have/had with their games. Let's C ya
  17. wipman

    Is Arma 3 going to feel desolate?

    Hi, since the OFP that i don't see any or very few civilian life arround even in places where they shouldn't be affected by the evils of the war, giving me the impression that i was on an empty terrain, surrounded by my own ones and that all what i had to do... was kill anything on our way from Point A to Point B and then to Point C, where the mission will come to it's end; in other words... removing inmersion from the SP/MP gameplay. Few were the missions where i was really inmersed and took it as a training exercise, kept focused to don't loose any detail arround me or what everyone was doing and where they were; since the ArmA that i'd felt to be just on a more complex shoot 'em up and that removed the enthusiasm and the joy of the missions and campaign. I find hard to belive that that would change with the ArmA3, but i think that BIS gonna improve the game from the ArmA2 point. Let's C ya
  18. Hi, i think that first of all... we should agree on what we understand as "optimization", and then begin to argue; optimization could mean run 500.000 more polygons at the same speed and drawing distance that you've your ArmA2:CO configured at, that's in fact an optimization, but... we'll take it in that way...?!. I think that the ArmA3 gonna be more optimized than the ArmA2 or the OA, but see and feel the optimization... gonna depend on our machines more than on the engine, that sure that gonna need a good CPU to run clean without jumps it's a matter of money. If you've your View Distance set at 3000, you don't gonna see anything beyond that; if something happens beyond that distance... it'll happen on the memory, but you wont see it or the effect of those events until that you're at 3.000m from those units or events. Remember, the tracers effect... is just viewable until 600m from the shooter, unlike IRL were it can be seen by killometers... someones will call that fact "an optimization..." i call it robbery. Let's C ya
  19. wipman

    How dense are the towns?

    Hi, the ArmA3 i belive that's thinked for good and modern PCs so we can spect to have citys and villages larger than the ones on the ArmA2 and also more detailed and with more different and enterable buildings; but as i've said... this is because the ArmA3 is made thinking on a good PC, not on old ones and much less in ancient ones. I would spect the ArmA3 citys to be bigger in comparison than the ArmA2 ones. Let's C ya
  20. wipman

    How ArmA III should really look like

    Hi, HAR-HAR-HAR.. the video is very funny, ilustrates perfectly the worst points of the AI aswell the anims, but i miss one thing... the idiot don't goes from standing up to crouch and then to prone as much as the ArmAs AI; but that "haves it's logic..." is very tired for a human to do as much exercise without be on a pilates class or something... i'd seen something similar on the Marine Infantry... but it was when someone did something stupid or wrong and then was "granted" with the MG and a couple of CETMEs and had to run arround the formation and do five push ups after each turn until the 1St Corporal though that the sucker learned the lesson. Is a great video that ilustrates perfectly some of the problems on the ArmA & ArmA2, but some of 'em gonna be on the ArmA3 inevitably... but sure that BIS gonna improve the ArmA3 very much on the AI as on the anims, for sure. Let's C ya
  21. Hi, on the ArmA2 i'd seen many times GS-30 & DShK gunners unaffected by the AAVP-7A1 Mk. 19 rapid and accurate fire and they didn't die until the static weapon catched damage enough so they'd "bailed out" from it and then they'd die under the fire that was directed AT, the static weapon; they never were affected, wounded or dead by the direct fire of 40mm grenades or bombs explosions on a deadly radious. The direct MBT AP shells kill the gunner but after make him/her get out from the static weapon and then, he/she performs the dead anim and then die; i'd always wanted an improvement on this, maybe the ArmA3 has already improved this thing. Let's C ya
  22. Hi, for what i've seen on the ArmA3 videos... i would say that the dust effects haven't changed that much, unlike the tracers; that they've been very improved IMO but not enough. The dust is always the same, a ball or barrier like cloud and always of the same colour; no matters the surface where the explosion occurs... for 'em is the same a 40mm nade going off on a wet land field... than on a dry field, than in the desert... than in a paved street... than in the ground or on a vertical wall. It should change the direction that the dust/smoke effect is created in relation to the inclination of the surface and the surface composition itself, you almost don't see any dust at all when there's a small or medium explossion on a wet field or surface, but you see alot of low dust when there's any explossion on a dry field. I'd missed this alot on the OFP, the ArmA and the ArmA2, but i think that's late because this would require an entire re-writing or change on the particles calculator of the graphic engine or the whole game's engine and that don't gonna happen. Let's C ya
  23. wipman

    More realistic/depressing feeling

    Hi, IMO a way of increase the realistic feeling would be to just add more alive things (read: NPCs) arround the player, when you're in a base it should look an alive place; with guards, vehicles coming in and out, soldiers and personel walking arround and doing things like chat, check their equipment, seated in vehicles and checking 'em... eating... drinking... kicking stones or throwing trash at the containers. See life arround from the begining to the end of the missions. Civilian life on the paved roads, streets, shops and houses; people working on the fields or with animals, fishers near the coast... ilegal hunters on the hills or woods. Working radio during the whole mission to call for support, CAS... Arti... Engineers... MED-EVAC... or just extraction or reinforcements; have backup ammo enough on the vehicles during missions or patrols, on the field you're never alone, if you are alone... you're dead, is that simple. The suppression happens naturaly on you without the need of extra graphical effects if you're inmersed on the game and you care for what you're doing and what you have to do, knowing that a single bullet on you could kill you or screw up the mission and making you to have to be extracted from the battlefield should cause the suppression effect along with the volume of fire on your direction. The morale is very important on every comflict and the supperiors care (should care) about the morale of their troops, face fearless a combat situation, a patrol or whatever can be the difference between the life or death of a soldier or squad so the depression must be fought as much as the enemy itself because it kills; but there're alot of uggly and unfair things to see on a combat zone that should be reflected to add inmersion feeling to game, not depression feeling. Let's C ya
  24. Hi, i think that add "automatized actions" would improve alot the game play making less keys be needed to perform an action; for example... when you get close (like 0'5m) to a vehicle's side... then actions related to that particular vehicle side appear on the actions menu, for you to scroll up or down with the mouse, that would improve the thing IMO. Let's C ya
  25. wipman

    Higher altitudes?

    Hi, on the ArmA2 i'd took the AV-8BII up to 9.999m and then it began to loose speed and any handling to reach zero speed arround that altitude and then fall in stall; the ArmA2 didn't take that flying height as advantage againist AA as they (all) seen you but only those with AA missiles was able to open fire at you, but, the rest of the AIs keept you tracked no matter what and began to fire once you'd get close enough to the ground. Many aircraft could take a big advantage of bigger flying heights, but at least on the ArmA2... it wasn't that needed for the kind of operations that the planes were capable of or for how booth the AIs and players used to use 'em in SP aswell in MP. But have realistic flying heights for the aircrafts in general would be better than not, IMO. Let's C ya
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