zinc
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Everything posted by zinc
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Hi, just a quickie question. Does BIS intent to use SecuROM on Arma 2 ? I just wondered, because I refuse to purchase games which incorporate invasive DRM technology on my computer, even if they are filled with awesomeness. - thx.
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Condition: !(alive X) AND (alive Y) On Activation: A doTarget Z I have some similar simple 'repeating' triggers setup like the one above. However, when I eventually get to the enemy targets position (yellow box) it's wondered off somewhere leaving an 'empty' target box at it's original location. Is there anyway to keep an object targetted 'accurately' without using scripts? (regardless of distance to target) Or do I need to remove the target each cycle and re-target to update it's new position and distance to target on screen? All help appreciated.
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Here's an extremely small shaped charge and it's effect on 50mm steel plates angled at 30 degrees. (equal to 100mm of armour) http://www.liveleak.com/view?i=f27_1178594522 That's why RPGs are so effective.
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Would be good to also 'hear' the actual direction of the impact from inside the tank, I'm sure the occupants would be able to detect that in real life anyway.
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Exactly, but make your radius a little bit bigger and don't forget the sun cream... Factor 5000 I think. http://www.liveleak.com/view?i=919_1176568892
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I completely agree, if it's not graphical issues it's sound related problems. I have no patience left whatsoever with this 'archaic' game engine. So for now, I'll leave the veteran OFP elitists and modders on this forum to continue 'wowing' newbies over this frankly poor excuse for a PC game like it's the best thing since sliced bread. BIS should take note, if you want success in the gaming industry, you should create something 'usable' for the masses, not the minority. And if you intend 'flogging a dead horse' again in the future, at least have the decency to put it on the box so the consumer can make an educated choice before purchasing the 'product', and I use that term very loosly. After this experience, I don't think I'll be purchasing a BIS product ever again. Adios.
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Looks like this has been resolved on the Bugtracker with a firm NO, in otherwords - Supersonic crack sounds do not have any direction whatsoever. If these guys can trace sniper fire through technology by the supersonic 'crack' then it must have direction otherwise the sensors wouldn't work at all. The document below is in relation to 'discovering' a snipers position, I'm not interested in that at all. My argument is that a supersonic crack 'in reality' does have direction and should not be a 'mono' sound in game. http://www.special-operations-technology.com/article.cfm?DocID=241 Quote from the Document: The system centers around sensors placed on a vehicle. The HMMWV has 16 sensor arrays that cover the upper and lower four corners of the vehicle. This distributed array eliminates blind spots in the detection system. It is also a dynamic system that allows detection while on the move, with an automatic tracking option that allows shooter locations to be automatically updated on the screen. The entire system is an acoustic passive system. It is omni directional, meaning it will detect a shot from any direction and determine the location relative to the vehicle. According to AAI program director Chris Yaniger, “If it’s a shot that’s relatively close to the vehicle, the system looks for what we call the ‘crack,’ which is the supersonic signature of the bullet. That gives you an instant answer. If the shot is farther away and the system cannot distinguish a good crack signature, then it will listen for the ‘bang,’ which is the muzzle blast. When you have both a crack and a bang, you can get the range very accurately.†I rest my case.
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Yeah if this is someone's idea of an April Fool's hack, they deserve to be shot!!! Â Â My thoughts exactly, when the problem initially occured I wondered if someone had hacked into the Gamespy servers. 1st April? Too much of a coincidence if you ask me.
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After playing Arma with NO sound problems at all, I went to the sound options menu in ArmA and stupidly started pushing buttons. Having done that, I had major problems with sound loss while playing ArmA online. I'm not sure why this happened, it would seem that clicking the 'Hardware acceleration' and 'EAX' buttons had altered something in my computer settings. After that, it didn't matter what sound setting I chose within ArmA the problem of 'missing sounds' wouldn't go away. So, obviously it's changing 'something' and not reinstating the old settings if you select your previous ArmA setup. How I got my sound working again: Hardware Acceleration: 'Enabled' EAX 'Off' First go and reconfigure you sound settings through the Windows 'Sound and Audio Devices' program (control Panel) until everything is working to your satisfaction, now go and tinker with your chosen soundcards setup program to refine it. If you manage to get the missing sounds back, don't be tempted to press any buttons whatsoever in ArmAs sound options menu EVER again (or at least until it's fixed). Hope this helps restore your sound issues.
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One of the nicest features in Crysis is the ability to destroy any object, you can literally cut down trees in a forest with a machine gun, and then chop those fallen bits into smaller ones. And the game physics... in one word, fantastic.
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One of the nicest features in Crysis is the ability to destroy any object, you can literally cut down trees in a forest with a machine gun, and then chop those fallen bits into smaller ones. And the game physics... in one word, fantastic.
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That's not meant as a cheap shot (excuse the pun), but that's how the thread's been interpreted. Thanks for pointing out the error in my original post, I have now corrected it. I completely agree with the last paragraph in your post, I'm sure it would be a relatively simple feature to implement into ArmA given the 3D sounds already produced ingame. Performance, well that's another issue.
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A simulation is inevitably a compromise. We are attempting to model reality of the universe and all its physics in processor with less connections than the brain of a slug. The mathematical calculations you are suggesting are extremely complex and processor intensive. The crack would have to be modeled at every point in its trajectory and sent separately to every entity in earshot. And for what benefit? I want you zinc to provide me with a living breathing golden elephant that is capable breeding other golden elephants and that craps golden ingots YOU MUST PROVIDE THIS TO ME NOW! I DEMAND IT! While I am awaiting my Golden Elephant you must also form a mod team with Kaune and daikan and you must learn sound physics and simulation and produce a working 3D sound system capable of modeling 3000 variable bullet trajectories per second with sonic crack at 1cm intervals and differentially producing the sound to not less than 3000 entities including reflection and absorbency for all materials in 3D terrain of not less than 100km Sq. AND I EXPECT IT YESTERDAY. PS and it still wont tell you where the bullet came from. Kind Regards walker With respect Walker, this thread isn't about tracing a bullets origin at all, and we're not even interested where it came from. This is about the 'mono' sound issue from a bullet crack. The golden elephant? It's already done in-game with missiles, except a bullet would require an extremely sharp leadup and fall off point for the sound. Call it 'Localised' if you like. It's the equivelent to not hearing the missile until its within one metre of your character ingame, and the sound disappearing almost immediately as it passes you. The routines and calculations are already in the ArmA code for distance or 'earshot' for various sounds/explosions anyway, I'm sure the programmers have many variables which they could tweak to easily get this effect working in 3D. As for the Ingots...
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I noticed yesterday , do you have the option to close it? If so, you could submit another one with the correct details.
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I couldn't answer your questions as I'm not privy to that information in relation to the development of ArmA. BIS should eventually fix those sound issues everyone has, I guess fixing major problems is the first priority. The bug tracker - Information regarding this can be found in the "ArmA - ABOUT BUG TRACKING SYSTEM" forum. Regards.
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Having played online I can honestly say that 'East' would appear to be winning most of the games I have played. Unbalanced? If anything, the 'West' should have some decent Camo in my opinion. The game needs a few minor tweaks here and there, but otherwise it feels quite balanced whichever side you choose to play on.
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The ArmA engine already has the routines for handling 3D sound for everything else in the game, it would just be a case of assigning it as directional.
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I agree, but we're not really attempting to discover the position of the soldier who fired the bullet from the super sonic 'crack', simply that the 'mono' bullet 'crack' should have some direction in respect to where you are in relation to it. That would not give away a soldiers position at all, but it would add to the game atmosphere and immersion experience. Sorry, but fixed 2D sounds have no place in a 3D game enviroment! I regularly hear mono 'cracks' in MP which are quite a distance away, I 'should' be able to determine the direction of those at least. We regularly get the airforce from RAF Valley on Anglesey breaking the sound barrier at sea, when I hear that boom I know exactly which direction it came from.
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I'm having trouble signing up for an account on the bug tracking system, a link that was posted by a moderator here doesn't have the 'signup for new account' option displayed on screen. The login screen for bug tracker won't take my Biki user/pass, infact the option for creating a new account is also missing from there. Has bug reporting suddenly become a 'closed shop' for some reason?
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Interesting, I just checked what you mentioned and you're right. I think this qualifies as a definate bug. If you turn towards the sound source while piloting using the numeric keys, the sound is correct when you fire a rocket on the side you're viewing. But, as soon as you face forward immediately after firing the sound pans to the opposite speaker which is wrong. That's bugged on both right and left sides. Edit: I've submitted a report to the Arma bug tracker about this issue, so hopefully it will be fixed in the future.
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My sentiments exactly, especially after yesterdays experience when I drilled five rounds from my Dragonov into some guy stood on a hill with an anti-tank weapon. I must remember to get closer next time, so I don't miss. But if I did that, he'd have felt my breath on the back of his neck... oh jeez.
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No, I'm positive it's not for that reason. Otherwise, moving forward and backward would produce the same result. It's almost as though they are calling 2 separate routines, one when moving forward/backwards, and the other when moving sideways L/R. BTW - I would 'sign up' and vote for the bug, I'd also file one.. If only the 'sign up' link was working! Anyone got a url to the sign up page?
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I have all the latest drivers for my soundcard and I use headphones which make the sound issues more noticable. Has anyone noticed a sound issue when walking sideways? It pans right when walking left and vice versa, it sounds like someone else is walking behind at your 8 or 4 oclock position. I don't think walking sideways should be directional, I don't need the added paranoia in MP thanks! Going back to the thread topic, it does seem hard to pinpoint the direction of the bullet 'crack', surely that should be directional based on the angle a player is stood in relation to it?
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Grandma Drives/sails faster
zinc replied to supergruntsb78's topic in ARMA - MISSION EDITING & SCRIPTING
Hopefully one day, we'll eventually be able to run AI boats up onto the beach at full speed just like in OFP. That was so cool for fast insertion.