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Everything posted by wipman
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AFAIK the M1911 don't only have that single bug, it also haves: - The slide don't makes the whole trip backwards, blocks the chamber exit. - The shadow is fixed, not connected with the slide anim. This is the M1014 bolt bug: The M40A3 Muzzle Flash bug: The Smoke Direction Bug: So... you've to be attending for those because we have 'em on the ArmA2 and if they don't fix the models and export 'em directly to the ArmA3... then we gonna have to swallow again the exact same bugs that we we've on the ArmA2 rightnow. Other thing that you can notice on that video that i'd posted the link to, is the 'micro-flicker' with the lighting changes and the reversed lighting; when you look to the covered light source... your HDR makes it all brighter when it shouldn't, at if you put the sun at your back... everything looks darker; i hope that they change this last thing at least, is a game breaking issue on the ArmA2 that unables you to play at certain day times by hours and only affect the players as the AI isn't affected. I have few faith on the ArmA3 when i keep seeing the same bugs on the released videos and screenshots, but there's a long road ahead so some could be fixed.
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Non reflecting reflector sight sights in ARMA
wipman replied to Rocklobster's topic in ARMA 3 - GENERAL
Hi, the problem that we had with the Paralax back on the ArmA1 when doing addon weapons, was that you had to create 'an invisible box' in front the sight (M68 or Eot) where the reticle would move to a certain point depending on your head's FOV possition; we had problems as: - The Nvidia cards wasn't able of make this box 100% transparent. - With certain light/effects conditions you was able of see the entire box in front. - The reticle dissapeared from the FOV sometimes when IRL it wouldn't. With this method, the best one 'til the date back then, we had those problems when trying to add the paralax effect to the addon weapons and wasn't improssible to aboid some of this bugs so some of us did choose to use the normal non paralax effect M68 & Eot sights instead even when the not that good sights with paralax did improved the CQB as indoors it worked really well in corridors and in frontal engagements. I think that this thing with the Nvidias don't making the transparent textures 100% transparent in low light conditions or when you're under a light source as a street lamp, the lights of a car or a fire source... still there and there isn't any way of aboid it. On the ArmA2 i use to choose the M68 sighted weapons over the Eot ones because the Eot's reticle is too bad for me to aim accurately over the M68's dot, but... as the M68 sight haves a bug that unables you to see through under certain conditions and day times... i'm forced to pick the Eot sighted weapons renouncing to a better combat performance. For those who don't know it... this is the Aimpoint's Glass Bug: It happens after the dawn by some hours and before, during and after the dusk by some ours too. Let's C ya -
Hi, more of the same. As you can see there... there's the M1014 bolt bug, present already on the ArmA2 since day 1, so seems that there gonna be the same weapons bugs on the ArmA3 that we've on the ArmA2, things like... the M24 and M40A3 using an M16 muzzle flash and things like that; maybe we gonna have too the bug with the G36 transparent magazines that cast no shadow and neither the bullets on 'em; that by the way... the plastic magazines on the G36 series are the parade magazines, the non transparent ones or the metalic ones are the battle magazines, but who cares...!? we gonna feel familiar with the new game as we gonna swallow some of the same bugs; isn't it great the care for the familiar feeling!?. Let's C ya
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Hi, on the ArmA2 i've seen many times how the AI drove over other friendly AIs or my own AI team mates, sometimes even my own AIs drove over me and the AI seem to ignore many times the alive units presence aswell some objects. Drive for the AI must be very difficult as walking seems to be too; if you see the AI way of move... they don't seem to be able of locate distant points and find a direct human like way of get there, they walk some meters... then stop, move a few more meters and stop again, look arround for a while again... and move again. They need much better pathfinding humanlike instead their robotic and ignorat pathfinding; the straight line is the shorter way. Let's C ya
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No idea man, i think that they've smoked something very good, otherwise i don't get it...
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Hi, one thing that i'd ever missed since the OFP was a good MP servers browser, with more and better info about the server that im trying to join; by default... with the retail game, there is no way of know if a server is running a mod and which it's, we can't even see the entire name of many missions... we can't also see in a detailed and not chaotic way the names of the players inside a server. Since the ArmA... the only MP mission that i had fun with, was the EVO and because it had rewards and from time to time... i had the luck of play with people (all this always in public servers) that worked as a team and cooperated with each other instead choose "the rambo way"; the last coops that i'd enjoyed were the BAS coops for the OFP v1.96, since then i haven't seen a good coop on a public server. The MP part must be much better on the ArmA3 to don't loose players three days after the initial release, an example of what im saying... i'd played by three days to the OA and then uninstalled it and never installed it again and never will. Don't know yet what i gonna do when the ArmA3 be released. Let's C ya
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Hi, if there were any kind of Beta Demo or just a true Demo... BIS would had advertised it release properly to raise the hype, enforce the publicity and attract possible customers; i don't spect any kind of playable material before the game's release, that's how BIS has been doing the things this last 10 years. Let's C ya
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- Option to order the AI to turn lights On/Off. - Military style lights on the military vehicles.
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Hi, for enjoy the game without loose anything, i'll recommend you to buy (on disc): - ArmA2. - ArmA2 Operation Arrowhead. - ArmA2 Reinforcements. - ArmA2 Private Military Company. With all that you've more than enough to play in SP and get to be good enough to play in MP knowing the mechanics and you'll also have alot of MP servers where play with much more players than with just the ArmA2 Free or the ArmA2. Let's C ya
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Hi, congratulations to all the CSLA Mod members during the years, since the OFP it always was one of the best mods. Let's C ya
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Hi, isn't a book but a .pdf, about politics and economy; an interesting reading IMO... - Martin Borman (Nazi In Exile) by Paul Manning. Goes about the deals after the WWII. Let's C ya
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Hi, if the "information is power" then who controls the information would have the power and the lobbys are about that; look at us, at europe... we're all moving to the right and even on the left partys they're putting lobbysts on decisive places so they ensure to take what they want from the cake no matter what. We, the citizens, gonna have to do more to protect our countrys and degree of freedom if we don't want to live as slaves; and if this were a declared war... we'll be actualy loosing it. Let's C ya
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I just just agreeing with Cripsis on that the ArmA series is about the island scale, but the retail game isn't up (12 years before the OFP) to even make a simple dysembarq with all the things that comes with it IRL. The retail game is just a long island or islands and war machines that work as WWII ones if we take as example the tanks; and for performance issues it won't work well with micro-destruction in the same way (visual one) than the BF3 for example, but it still allows many improvements on this concept, like bullet penetraion etc.. if we don't ask for the visual part.
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Hi, i'd seen bigger coop missions on the OFP Resistance, with more units on the three sides, longer ones, with more detailed orders and objectives than i've ever seen on the ArmA or the ArmA2; the ArmA series is true that it's about the scale of the islands, but you can't really drive a simple dysembarq on a beach with scripted CAS & naval Arti, you can't even shoot from the cargo of the AAV7A1 to on foot targets. There isn't HQ & batallion structures, command lines, radars or anything... for don't have... we don't even an alive island, populated where the things work on their own instead have to place it all on the islands by ourselves and we're talking about few units if we want it to move; forget about a guerrillas clash and much less anything close to what a real military operation requires/haves. Still i don't think that a viable micro-destruction BF3 style would be possible with the ArmA3 as for what it seems the game models are made in the same way that always and also the terrain. Let's C ya
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I've voted too... Mass Effect 3.
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Hi, the thing is that my AI mate was back on the Airport inside an AA HMMWV and he was also giving me accurate reports of the NME movement arround me, as accurate as my own character's reports and i was inside a house with 2m thick brick walls... . The NME began to shoot at me at least 5mins after that i'd entered in the house and they wasn't there before, it was a group that came from the West, from arround the RADTO; i didn't moved to look by the windows or door once i was inside the house, i just remained quiet on the thicker part of the house and they just knew that i was there. I/my character shouldn't report about things that i just can't see or are not on my FOV, neither should the AI; if it were other player... we'll say that he've a radar and that's a hacker. Let's C ya
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ShackTac Fireteam HUD (STHUD)
wipman replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, i guess that what makes the HUD to don't appear but don't give any error message is that the ArmA2 leaks the newer config lines on it so it just skips those lines and simply don't recognize the addon or is unable to apply those newer config lines; thanks anyway, the HUD was great. Let's C ya -
- Empty shells spitted by IFVs, AAs and MBT commander MGs.
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Arma 2 Addon request thread
wipman replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The ArmA's Isla de Antigua. -
ShackTac Fireteam HUD (STHUD)
wipman replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, this last update seems to don't work with the ArmA2. Let's C ya -
Hi, on the ArmA2 the AI uses the ATs at like 30 or 40m and not far away (AFAIK) than 250m or so; the AI mates use to switch to the AT instead use their main weapon when they contact with NMEs at close range, that also adds the problem that they don't go prone so they are easyer to spot by the NME. Also switch a couple of times between the main weapon and the AT before shoot, booth friendly and NME AIs keep engaging infantry with the AT, there're various missions on the ArmA2 campaign where is better to order your AI mates to drop their ATs before reach certain points because they wont go prone, they will not Cease Fire if they've the AT on the hands, they advance slowly with the AT if they're on Danger instead Safe or Aware and when set at Stealth... they'll remain standing or on their knees as as in Danger so they compromise the whole squad (and mission) because their way when they've an AT. Let's C ya
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Hi, there's a minor thing with the AI that i think that can't be fixed; when you order an AI to take X weapon or thing from an ammo box or something else... they could be right on top of the ammo box or the thing itself, but they gonna take a 6m long walk to face directly the proxy of the ammo box, object or vehicle and then take what you'd ordered 'em to take. Most of the times... they also gonna go prone three or five times before face the proxy that's 2m away from the ViewLOD and then perform the action. This is one of the things that i doubt that will change as this has been on the game's core since the OFP, is very annoying, consumes time and in some cases can lead the AI to the death, you or the whole squad too. As i've said... this issue lays deep down on the game's core. Let's C ya
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- No dust clouds from ground vehicles on paved roads or on wet fields. - Vapor Trails and Heat Distortion from heat sources. - Smokeless ATG missiles, grenades and RPGs. - Gear Weight, the more you carry the more it affects you.
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AFAIK, yes.
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Hi, IMO the BF3 is not comparable to the ArmA series as the BF3 intention is to give fast gameplay with pimp graphics that don't intend to be realistic, just impress you with it's beauty. On the BF3 aswell on most other games, the things are as seen through a camera, IRL you don't see lens flare; i don't wear glasses so... maybe the fellas that use glasses see it, but i don't. The BF3 lighting engine is made to be beauty and pimp, don't seem to be made (on the BF3 at least) to simulate the human eye but the sight through a camera; i hope that this don't happens with the ArmA3 as it'll be very bad for the gameplay as most of the times is a handicap instead a plus on what try to be a 1St person war simulator, grunt based but still a game. Let's C ya