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-=seany=-

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Everything posted by -=seany=-

  1. -=seany=-

    POLL: leaning system.

    Ya , it isn't really. Most of the time I do it just beacuse I can ( you know, standing around an ammo box doing silly anims poses/"dancing" while we are bored :) ), never really found it useful in combat, just a nice feature you can use.. I'm mean the difference between a full lean and a partial lean is bugger all.
  2. -=seany=-

    POLL: leaning system.

    I have never seen that Blind Fire anim vid before, but that looks really good. I would love if the AI did this to me when I was fighting them, he he I agree with this too ^. Saying that it has no place in Arma, or that it will make it and arcade shooter is silly. I have seen this method used a whole lot in the Libyan conflict videos. Also, "proper" armies don't use it, because it obviously has negatives. These negatives should be the same reason why you might not want to use it in Arma either. Eg; waste ammo, give your position away, hit civilians etc. A lack of theses things is what would make it "arcade". In the end it is down to the fighter and the situation they are in as to whether they think it's a good tactic to use. As to the main topic,I agree the animations could be cleaned up, but its' functionality is fine. You should be able to move while leaning, and gradual lean is a feature that can be used with TrackIR (very nice it is too)
  3. -=seany=-

    September 1939 Mod

    quality of these models and texturing are excellent, great work. Cant wait to try this.
  4. I noticed a small gfx bug. When you die and respawn the blacking out, or narrowing field of view / injury effect (where the corners of the screen go slightly dark) does not clear, it stays for the duration of play as far as I could see. Still perfectly playable but it is a bit distracting.
  5. -=seany=-

    ARMA 2 : OA beta build 84156

    http://dev-heaven.net/issues/17538 You'll probably get annoyed (Suma) for me asking again.. But what am I supposed to do? I'm not allowed to ask for content fixes in the Beta Patch forum, because they are not included in test patches. How can I know if it had been forgotten about or maybe it is planned for this release, I can't know. I can't just say nothing and wait until patch 1.16 is released, as it just starts all over again with the next test patch. There is no point in making the AI smarter if I can spot them so easily due them having this texture bug. It feels like I'm using a hack every time I play. I think I have been pretty patient waiting for this. I don't know why the issue has not got more votes. But anyone who plays Domination on Takistan suffers this bug every game. You have to admit that's a lot of players affected. And surely all you hardcore players who like your PVP wouldn't want to play as one of these Players Models? It would be like going around with a strobe light on. If it is already included in the upcoming patch, then disregard and apologies from me for asking again. Here are some more screens of this bug in a Takistani Domination game. http://dev-heaven.net/attachments/13851/InGame1.jpg http://dev-heaven.net/attachments/13852/InGame2.jpg http://dev-heaven.net/attachments/13853/InGame3.jpg http://dev-heaven.net/attachments/13854/InGame4.jpg
  6. err when does this happen? I have been playing since OFP and never felt the urge to turn them off. And I have played with it off plenty off times, I can't say I "got more out of the game" though. I have them enabled beacuse I prefer it, as do many people. They aren't some newbie "helper" game mode, so they can't be compared to stabilizers on a bike.. And when servers are running a game mode where having them enabled is "detrimental to gameplay", then the host would set up the difficulty accordingly, no? and if they don't, well that's their choice, it's not because there too stupid to change the settings its beacuse they want it that way...have a little faith. And if you cant find any servers playing in the way you want to play...well..you know what I'm going to say.
  7. -=seany=-

    WarFX : Blastcore

    I am having a problem with this mod on a particular server where the 25mm M242 Bushmaster cannon on the Bradley and Linebacker is empty, no HE or AP rounds. If I go into the editor and use a Bradley the ammo is there and it works. If I run the same mission that the server is running on my own machine the Ammo is also working there. If I join the server without BlastCore running the ammo is there too. Any ideas as to what could be causing this behaviour? MG is fine as are the TOWs. No other vehicle has any problem.
  8. Thanks for this, I hope some servers will host.
  9. Another reason I like the default difficulty setting is playing about in the editor/ making missions. It makes much more sense to have the default difficulty as it is now when testing add-ons and making missions. I don't want to have to go changing difficulty every time I do this. Also this: a) doesnt deserve to be a admin / run a server. basic knowlege should be a must.. solution, stay away b) same as a c) problem solved by having a default difficulty set in the config. if its to be included. d) whats the problem here ? its expert/hardcore. if you dont like thise default settings you can always change it. then when the game comes out, play on your fav server(s). And I see this thread is partially descending into the - "third person view is the devil" spiel. Funny, I thought we already had one of those (pointless) topics.
  10. It should be left as it is..people setting up servers should really know what difficulty they want to use...
  11. Leave it alone, Sever can specify. I don't get what is wrong with letting servers have it enabled? To me its a staple feature of OFP that should never change. Whats wrong with using 3rd person anyway?
  12. -=seany=-

    Fort Benning TTP videos using VBS

    Nice links thanks. Interesting the way you can see the bullets on the map.
  13. A friend bought OA and BAF and OA's serial wont validate (it say its not in the database). So I am in the process of jumping through SecureRoms' hoops.... :rolleyes: Anyone any idea how long they take to respond to problems? Are they going to make me wait until 9am Monday? Pita this is :mad:
  14. -=seany=-

    OA crashing

    It's probably a graphics setting in Arma. Try running with Texture memory option set to "default".
  15. By copy I mean duplicate the idea, yes. And would you really spite the entire community if they asked for the code ? :D But obviously they are talented enough to accomplish the same end result and mechanics by writing/coding it in their own way. I have to say if I was a modder I would be pretty stoked to have my worked use officially in game, especially when I am not making any money from it anyway. You have to admit their version of the FCS at the moment is pretty bad compared to what you guys have done. ----------------------------------------- Actually, I was just thinking, what the heck would an FCS be able to do 12 years from now anyway? I guess it would be almost arcade from a military sims point of view. The gun operator probably just points and clicks arcade style. Also, with bullets that can change their direction after leaving the barrel becoming more of a reality, who is to say the gunner (or even just the commander, no gunner or loader needed) wouldn't just designate a target, fire in the general direction and let the ammo do the work. Same could be said for GPS guided tank main gun rounds. The further we get into the future, the less sim like things there is for us simmers to do in future sim games heh heh. But then again not every tank in Arma3 will be ultra modern/high tech so we will still need contemporary FCS.
  16. -=seany=-

    Anti-Aliasing, how important is it for you?

    Both problems are resolved by FXAA. ---------- AA is important for me. In Arma1 & Arma2 I forced 2xAA from the driver, I thought it ran better than In game LOW AA. In OA I could no longer force it through the driver (never been able to find out why), so I used In game Low AA. I quickly discovered this caused artifacts on some bugged bushes/trees which resulted in distracting, flickering, white pixels on them. I then gave up using in game AA and switched to running 120% render res. Then FXAA came out and I have not looked back.
  17. All they need to do is copy ACE's FCS, its perfect/simple/realistic and intuitive in every way. It is a no brainer. BIS's FCS in Arrow Head is a bit ropey. I don't know if its my controls but a lot of the time I lock a target it unlocks itself a second later. If I lock the same target again it stays locked...pick a new one and it unlocks again, until re-locked. Could be another bug..who knows. Also the range setting in the tanks is ridiculous in OA. M1 = Ranges to 2000m - in increments of 200m (annoying) M2A3 = Ranges to 1000m - in increments of 100m (not far enough) Warrior = Ranges to 2400m - increments of 100m from 100 to 800 - then 300m Increments from 800 to 2400..(what?) Stryker MGS - has no manual range setting, but can still auto range using lock...what's that about? They should all be 100m increments at most and I don't know where they get their info on maximum range, they should all go out to 3000m. (2500 for a games sake) Another down side to BIS's "lock to get auto range" is server lag. When you Lock a warping vehicle to try to range it, the Computed rounds always..always miss. With the ACE method this can't happen beacuse you never need to Lock. You just use the Wheel button and fire a laser at it which auto adjusts the gun to the right range....what could be more easy? Their deflection method is similarly easy. With BIS's you have to use lock again...so forget it. PLEASE just copy ACE's FCS. Don't try to make your own.....why reinvent the wheel (badly) when some one has already done the hard work???
  18. -=seany=-

    Development Blog & Reveals

    Thanks for the new underwater screen shots. looks nice. How about a bigger picture size though!? :)
  19. I am a bit confused with all the sharpness/tone filters etc. Haven't really played with them yet. injectFxaa_by_some_dude_9.7z : I'm still using this. Is that the most recent one this "some_dude" has released? Has the core of how well FXAA works in game been updated since that version ..aside from adding tone/ sharpness etc. Or is the base AA pretty much finished now and extra stuff is being added now?
  20. I think if someone really finds the need to play with AToC then this mod is no use for them. As you say, to use AtoC you have at least 2xMSAA enabled (1xMSAA = 0xMSAA). For me it would be pretty pointless to use FXAA and in game AA at the same time. There is nothing to be gained from doing that as far as I can see. The best place, I find, for testing things like AA settings is on your own (no AI or anything) in the editor near an area with a lot of trees/ foliage also with grass turned on. You will the see big differences in FPS when switching AA on /off/ different levels.
  21. -=seany=-

    Multi-Player Madness

    I have been playing since Operation Flashpoint, and there are more people playing Arma2 and Arrowhead now than I have ever seen playing before. I agree that Bis could improve the feedback on why a player cant connect and what mods they need or shouldn't use. This must be quite confusing for new players.
  22. Your right, I have been wondering that for ages. I asked him (Dorph), but the bugger wouldn't say. :p
  23. I created a ticket about this not long After OA's release http://dev-heaven.net/issues/13110 It does my head in. Not to beat a dead horse, but I really would like more of these kinds of bugs fixed than AI tweaks. And I happen to play vs AI every time I play. These kind of direct player interaction bugs are far more important (and annoying) than any AI "problems"..in my opinion of course. :)
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