-=seany=-
Member-
Content Count
1607 -
Joined
-
Last visited
-
Medals
Everything posted by -=seany=-
-
Thanks again for the updates Muecke. I know it must suck having people asking you for new things all the time. But... :D as an idea (just to muse over), do you think you would ever be interested in making a version of this that used the BW East and West units?
-
DSO BW Mod Domination v2.29
-=seany=- replied to cookbrosracing's topic in ARMA 2 & OA - USER MISSIONS
Hi, this is a really nice mission. But...How come none of the nice armor around the base is usable? There are a few Challengers and a Marder or two, but they are all crewed with Base defence AI so they cant be used. Am I missing some thing obvious here perhaps? I searched every where for usable armor but the most of anything I could see was jets, oddly enough. Anyway, nice to see a mission using the excellent BW hardware. -
Tank Shadows with new lighting engine - can you add them?
-=seany=- replied to tedbell's topic in ARMA 3 - GENERAL
Yeah, I don't think you can see the shadow because it has the classic, OFP BIS long shadows and time of day that they seem to like so much :D -
Arma 3: Confirmed features | info & discussion
-=seany=- replied to Maio's topic in ARMA 3 - GENERAL
Having not played ToH, what is the FPS cost of having RTT screens active, anyone know? -
Arma 3 Community Alpha - Announcement!
-=seany=- replied to royaltyinexile's topic in ARMA 3 - GENERAL
Sounds and looks great, thanks for the update. Looking forward to more! -
TBH I think they have managed pretty well at this from the beginning. More options for pvp aspect will be welcome. It does irk me how dogmatic player v player fans can be though. Coop players have no problem allowing the game to have options to make PVP more enjoyable. But a lot of the time this not go the other way. People who don't like or play coop, or who want pvp to be more popular seem some times to be on witch hunt to kill anything that makes the game more intuitive to play. Mostly these things are to do with making the AI more usable, or just making the game more accessible. Some would be happy to just tear perfectly good functions out of the game regardless of the mess it makes of other peoples play style. Because they think it will some how make more people get on pvp games. Again, I think the balance is fine as it is and alienation will occur if they go too far one way or the other ( of course this does not rule out adding more options for the user to choose the level of realism they like). I know a lot of these changes are to do with trying to make PVP more popular, but I personally believable that PVP will never be as popular as coop, as it is just the kind of game Arma is. The people who are filling coop servers are by their nature (generally) casual gamers and are not interested in the amount of caution and organised play required to make a good pvp game most of the time.
-
Build Construction Key seems to have no effect
-=seany=- replied to bigshot's topic in ARMA 2 & OA - TROUBLESHOOTING
I'm pretty sure the default command is to press the mouse wheel button. Or Return key on the keyboard. -
Call it a legacy option if you like but that is why it was implemented in OFP. The tab key is basically a more intuitive way to use the target menu. If you use the target menu your essentially doing the same thing only pressing more than 1 key. Anything that appears in the target menu is the exact same as what the TAB key can "see". It's just there to control the AI. I see no reason to get rid of it for AI crewed vehicles. Also, how would you get the AI to emulate the lack of quickness or hesitation or lack of understanding of a human gunner? It would pointless to do so. Obviously the AI is going to be quicker at targeting than a human.
-
I think it should be pointed out that the whole reason Tab lock exists to help control the AI. The fact that it behaves like some modern radar targeting systems is just a coincidence. With an AI gunner in a vehicle, TAB lock makes perfect sense, as it emulates the communication ( and technical ability of a trained Army gunner) that humans would use. If your in a vehicle that has no AI, only humans, then TAB lock should not be possible I guess. You could leave it on the LB until a more realistic FCS is implemented. BUT, you can't get rid of TAB lock altogether.
-
Armor Targetting/engagement in 1.60
-=seany=- replied to djczing's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Sounds bad all right. As if they think there is a human commander in the vehicle, same behaviour anyway. -
Ahh nice, thanks very much!
-
I believe there is a bug with the reveal system. For me it does not seem to work as well as it did in Operation Flashpoint (cant remember what it was like in Arma1). With Arma2 and OA I find (as PVPScene mentions) it is more effective if you assign "Reveal Target" to a separate key than RMB (it's useful on that button but it doesn't always work for some reason). Another major problem with it I have noticed is that it is really hit and miss if you are not the squad leader. If your are a squaddie, some times the reveal option seems to do nothing. Occasionally it seems to work ( eg report a soldier you have spotted in clear view) Another area of Reveal that is hit and miss is revealing killed targets. Again, squad position seems to have an effect. I also think it may be a time out problem, eg unless you "Reveal Target" on a dead unit within a very short time period after killing it, you can't report "One Less". Some times it seems to last indefinitely (mostly I find this when I am a vehicle gunner). Those last couple of things arnt really related to commanding a tank, but useful to know any way. As far as getting the AI to spot and engage targets while commanding a tank; holding the space bar while issuing RMB commands can help.
-
What does the Parameter "TownGroups" do? Is there a setting to control Resistance trying to recapture towns? Thanks, great missions!
-
when pp effect is nomal +, the world should be clear unless you are in focus mode.
-=seany=- replied to msy's topic in ARMA 2 & OA - SUGGESTIONS
This is a actually along time bug since Arma1. You should get blur with PP on Normal but you have to switch it to Disabled, then switch back to Normal, then Blur is enabled. Every time you exit the game and reload (with PP set to Normal), Blur is disabled. I know you where not really asking about that, but I thought it was worth pointing out as it is related. Dunno why they never fix it. https://dev-heaven.net/issues/12377 -
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Tested the new method, pretty good it is too. I think the third person look up/down ability is useful. I did notice the centering goes a bit whacky when the Driving Cursor is at the top or the bottom of it's range of vertical movement. Its like it over compensates and swings back past the centre to the opposite direction momentarily, if ya get get what I mean :). I pretty much drive exclusively with keyboard, so this feature wont get much use from me. But, I am happy with how it does not affect keyboard control, the transition between mouse driving and keyboard driving is handled very well. Ps, thanks for adding more PPAA support recently. -
HDR and Bloom are completely out of control!
-=seany=- replied to The.Yield's topic in ARMA 2 & OA - TROUBLESHOOTING
what? -
HDR and Bloom are completely out of control!
-=seany=- replied to The.Yield's topic in ARMA 2 & OA - TROUBLESHOOTING
While Mr. Eagles post is a tad extreme... I am also still frequently annoyed by the over powering bloom affect. I like these kind of effects, but it has always been so over done since it was added to Arma. The devs answer is always "next Gen"...why? They are just a few number values that can be tweaked. Remember ENB series? Can't we just be given some control over bloom and HDR in the config or something? I don't want to turn it off, and using a third party mod inst really a solution. AFAIK they would have to be allowed by game servers etc? I know the BIS devs do a lot for us that other devs do not. But one thing I have seen many other devs do, shortly after a games release (DCS, ROF), is tweak the Bloom and HDR etc to satisfy the users. As far as I can tell BIS have never adjusted Bloom amount, power, exposure speed etc at all. They did add Movie effect filter modules to the editor, but they actually make the problem much worse in my experience. All I can guess is that it perfectly fits some one at BI studios' artistic vision and they have no intention of changing it. That's what it seems like after THREE YEARs!! -
ARMA 2: OA beta build 89096 (1.60 MP compatible build, post 1.60 release)
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
hmm handbrakes are for keeping the vehicle still while stationary. I hope you don't use the hand brake for slowing down quickly in your RL car :) . -
will increasing ram show better results in fps when more units are in game
-=seany=- replied to aiwaplay's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I think that an upgrade to a 64bit OS and 4 gb would definitely be a good idea. -
Jeez, it is amusing how anti modern warfare some people on this forum are. Most of the "futuristic" stuff we will get in Arma3 is old hat by DARPA standards. Kind of odd that a UAV ( which has been around for freekin' ages) is considered so much more futuristic because it has wheels.... Ah yes the wheel, that is pretty cutting edge all right.. I hear Iran has some scientists working on them.
-
More probs unfortunately. I tried a mission on LAN with a mate and after a short while I lost the menu command "Request units". I also got the bug where when you die you don't respawn, you just see a wide field of view camera shot, and that's it. ODEN's answer to this last spawn bug is : This just means it's best to run the mission through multiplayer, right? Not that you have to use a Dedicated server or something? Damn shame, these missions seem great but are pretty much unplayable :/. Does anyone else who plays them know of any in the list that work with out probs?
-
These are really fun missions and lots of islands to play on too, so thanks very much for that! Unfortunately I am having the chronic lag problem that kicks in after 5 mins (usually around the time the heavy factories are being built) on many missions. It seems to be any missions that have anything to do with Operation Arrow head or BAF/PMC. So far of the ones I have tested: Heavy Lag after 5 mins: DustEagleDesert.Zargabad.pbo DustEagleDesert.Takistan.pbo DustCoalitions.Celle.pbo DustCoalitions.IsolaDiCapraia.pbo - Just overly laggy, never smoothed out from beginning. Seemed ok: DustColdWar.Celle.pbo DustCoalitions.Everon2010.pbo Any possibility we could get the laggy missions fixed? Or is there a way I could fix them myself perhaps? Anyway, thanks again for all these missions, they are a lot of fun and an interesting take on the CTI game mode.
-
ARMA 2: OA beta build 88962 (1.60 MP compatible build, post 1.60 release)
-=seany=- replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
Excellent to see joysticks getting some fixes, thanks! Would either of these fixes address the bug where your thrust is cut when you open some dialogue boxes? eg Chat, ESC menu, Player List, Show Status etc -
Setting Arma 2 resolution higher than monitor rez gives extra detail
-=seany=- replied to Libertine's topic in ARMA 2 & OA - GENERAL
I never really thought about how you could do this in other games, but it would be pretty sweet. It is a good alternative to AA. I can think of another couple of games that could benefit from having the ability to set a Render Res/ Display Res option. I have also found AA very FPS expensive in Arma, that's one of the reasons why I was so interested in getting FXAA in Arma. -
Thanks for the continued work on this excellent sound mod!