-Total-
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Everything posted by -Total-
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What if CryEngine was used as Arma 3 future engine?
-Total- replied to jonneymendoza's topic in ARMA 2 & OA - SUGGESTIONS
The Crytek Engine looks...industry pretty. It, by no means, can achieve the phot realism that you can get with ArmA2. The Crytek 3 Engine LOOKS like a video game engine. I have FRAPS footage from ArmA2 that looks like newsfeed footage. The crytek engine looks "too perfect." The real world isn't that perfect. The physics in the Crytek series also leave alot to be desired. Destructible enviroments are no longer uncommon. In 2008, the Unreal 3 engine was capable of structural destruction. (jump to 5:15 in the video).The fact is that ArmA2's engine is MUCH MUCH more than eye candy. The physics going into this engine and it's ability to obtain near photo realism in it's appearance are what set it apart. If BIS ever moved to the Crytek or Unreal engines, they would probably lose me as customer lol -
People will act how they believe they are wanting to act. Whether it be religion, politics, ethnic, or a combination of those, a belief is formed. That belief will reflect how people act - not how you treat them. Especially not in a time of war. Gaining their trust is paramount to coalition forces. Of course, gaining trust from our troops is their's. Trust can be a strength, but it can also be a weakness. When you trust somone, you are less apt to think they are about to intentionally play a part in your death. Villagers who are really part of the enemy gaining trust is a tactic that is used quite frequently. The Islamic fighters, in the end, are not afraid to die. That makes for a very dangerous enemy. Add in the difficulty of the enviroment, and you have a difficult war indeed. This is not the first time those countries have been invaded and occupied. I doubt it will be the last either.
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Good flight simulator combat or civilian
-Total- replied to chris330's topic in OFFTOPIC - Games & Gaming
The standards that are out there: IL-2 1946 (WWII conbat) all details already mentioned Lock On: Modern Air Combat w/ Flaming Cliffs upgrade (details already mentioned) Wings Of Prey (WWII combat) - Recent release. Graphics look awesome. Features are still in development, so don't expect everything you would like right up front and it's a worthy purchase. Digital Combat Simulator Series - Currently consists of the KA-50 Blackshark helicopter. Most high fidelity sim out there at the moment. Next installment will be the A-10C. Upcoming update for Lock On: Flaming Cliffs will make DCS and Lock On compatible in online play (made by the same company). Flight Simulator X - the last installment of the official MS Flight Simulator line. Extremely detailed. No online combat. Many planes have to be purchased. Rise Of Flight - a WWI combat simulator. Detailed and alot of fun. X-Plane - another non-combat flight sim. The chief competitor to FSX. Flight Gear - an open source (aka free) non-combat simulator. Able to use google maps as terrain. There are several independent projects in development, but many of them have been in spare-time development for years. -
How to configure your dedicated server so it prevents ACE users joining
-Total- replied to -Total-'s topic in ARMA 2 & OA - MULTIPLAYER
If every item at armaholic has a key, then that's 407 keys I'd have to load minus one for ACE. Not a feasible solution. That's 400KB the server has to go through on each JIP. I don't want to exclude anyone tho. If ACE didn't cause the problems on non-ACE servers, it would be an issue. Warning Message: No entry 'bin\config.bin/CfgWeapons.ACE_Earplugs'. Warning Message: Error: creating weapon ACE_Earplugs with scope=private Cannot create non-ai vehicle ACE_ArtyShellCrater, Warning Message: No entry 'bin\config.bin/CfgMagazines.ACE_M136_Used'. Warning Message: Error: creating magazine ACE_M136_Used with scope=private To name a few. Also ones with Sungalasses, bandages, etc As soon as someone with ACE joins, I can watch my RPT file start growing on each refresh. It's ridiculous. It's a great mod, but just not friendly to those of us who do not wish to use it. -
Played it at a friend's house. Nothing really impressed me. Battlefield even more nubbed down imho. BF42 took much more teamwork than BF2, BF2142, and BFBC2. But, modern games are blanced so the lone wolf players can have fun too, so they have their place in the market. Just no place on my hard drive lol!
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Would like to join a group to play Co-op games
-Total- replied to Helepolis989's topic in ARMA 2 & OA - MULTIPLAYER
Sent you a PM :) -
In another couple of months, I am going to be selling ALL of my studio equipment. Done recording the album and gonna focus on some other things in life. Gotten too old to chase the rock star dream lol. Consoles: Soundtracs Topaz 24/48 Inline Monitoring Console. Soundtracs Solo Live 24X4 console Roland Si-24 Control Surface Recording Interfaces: Computer: AMD 4200+ Dual Core, 2GB DDR2-800, ATI X1600 dual head video, 120GB OS/Program HDD, 500GB project HDD, 12 channels in / 12 channels out. 20†widescreen LCD monitor. XP pro, Reaper, and Audicty installed. -M-Audio Delta 1010: 24bit, 96KHz 8 in/8 out interface -M-Audio Delta 44: 24bit, 96KHz 4 in/4 out interface 1976 Dokorder 1140 Open Face Reel to Reel 4 track TEAC AD-3 CD & Cassette deck. Outboard Gear: -Ensoniq DP/4 Effects Unit -Two dbx 266XL Compressor/Gate -dbx 266 Project 1 Compressor/Gate -dbx 1046 Four Channel Compressor -Aphex 105 Quad Noise Gate -Audio Logic MT-44 Quad Noise Gate -Omnifex DDX 1024 Digital Delay -Symetrix 450 Line Mixer -Two Art HD-31 1/3 Octave EQ’s -AB International Precedent 600 Power Amp -Crown D-150A Power Amp -Yamaha Q2031A Dual 31 band EQ -96 Point ¼†Mil-Spec patch bay -Gemini PL-9: Nine outlet power filter w/ two pull out lamps w/ dimmer Speakers: -Pair of Yamaha NS-10M Studio Monitors -Renkus Heinz 15†400W monitor Microphones: -Audix D4 Kick Drum Mic -8 Pc Superlux drum Mic set (Superlux = Audix). -MXL 990 Condensor w/ Shockmount, dual brace boom, and P-Filter. -Shure SM-51's  Cables: -8 channel 25’ snake -6 channel 15’ snake -Several XLR mic cables ranging from 50’ to 15’ -Mono, stereo, and insert cables for the patch bay. -16 channel ¼†TRS snakes for the Delta 1010 to interface to the console -8 channel ¼†TRS snake for the Delta 44 -Interface cables for the Delta’s Other: -32 channel custom built meter bridge with external power supply. -Studio Desk: Built specifically for the Topaz and associated equipment. -4’ long power strip -Surge Supression power strip for the PC -Samson 4 channel headphone amplifier -Boss DR-660 drum machine - Horizon Rackmount 4 channel DI Box Backline Instruments: -Charvel Model 4 Guitar -Ampeg VH-140C Amp head -Roland GR-1 Guitar Synthesizer -11 Pin MIDI cable for the GR-1 -Roland GK-3 MIDI Pickup -Ensoniq SQ-1+ keyboard w/ stand -7 piece black drum set -Paiste 22†RUDE ride: Original issue. Logo intact. No dings, cracks, or dents. -Paiste 14†RUDE hats: Original issue. Logo intact. No dings, cracks, or dents. -Crate 15†bass amp -Guitar stand for 3 guitars (side saddle type)
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I've encountered alot of those people. I ask them if MW2 has the ballistics, mechanics, and a 225 square km destructable enviroment. When they say "No" then I tell them that's the reason MW2 runs smoother - It doesn't have as much to deal with. MW2 is a simpler game in physics, enviroment, textures, details, and data to be transferred to each client. Everytime someone knocks over a tree or a roadside marker, that info is now sent to every player in the game and the JIP's have to get it ALL up front which makes for a period of higher desync. Then they complain about character movements. I tell them that, yes, character movement in COD4, MW2, etc are smoother and smooth movements like that ARE possible.....IF the soldiers are all wearing spandex uniforms and wearing running shoes. The MOCAPs for the console shooters were done in spandex body suits - not in full combat gear. Strap on the packs, weapons, belts, boots, and body armor of a normal soldier and you will find that BIS was actually a bit gracious in the movements in ArmA2. There's little details in character movements that go unnoticed because it's not like COD4. Ever notice that when you go prone from a full run, your character actually slides on his knees first? That's reality. With that much gear weight, diving to the ground from a full run is going to knock the wind out of you. It boils down not to performance, but the fact that most people just want to log in and immediately start shooting things. Large enviroments, effective concealment, and realistic movements do not favor the run and gun, shoebox shooter atmosphere most gamers are used to. So, instead of saying ArmA2 is much more in depth and a much larger scope than they prefer, they simply say the performance sucks. God help if they actually admitted otherwise. Their online ego's just won't allow it. If my old AMD 4200 dual core w/ 2GB DRR2-667 RAM, and an 8600GT video card could run the game smoothly at normal settings - well, then anyone NOT able to do that with a higer ended system needs to learn how to set up their PC.
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BIS: It's already time to FIX the M136!!!
-Total- replied to ricnunes's topic in ARMA 2 & OA - GENERAL
Very much the truth. -
Show me a game that doesn't have bugs. IL-2 Sturmovik has been in development for 9 years and still has bugs. Define "good"? What's "good" is interpretive to each individual. uhm - http://community.bistudio.com/wiki/ArmA:_Dedicated_Server#Downloads Plently of dedicated server support. Don't have that problem on my server unless someone is trying to connect from the other side of the ocean. In which case, their ping may be around 200, but their desync will be too high to be an effective player. There's ALOT of info being transmitted to the player. Every obkect has a state (detryoed, knocked over, damaged, etc) and ALL of that has to be transmitted to the player. I'd say any netcode that can handle that in any capacity is doing pretty good. We all know it's a niche genre. It's not a twitch kill shooter like L4D. It's not a console game ported to PC (MW2, BFBC2). While there's really nothing else that can compare to it, it's still not for the majority.
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If you are looking for an all out war where thre's a massive amount of people fighting each other and every asset imaginable is available - you're probably not going to find it in ArmA2. The gameplay in ArmA2 is alot more strategic and requires alot more patience. There's no stat tracking or ranking system. As has been stated, any sort of ranking system is specific to the mission you are playing. Say you reach Sgt in one server and go to anotehr server that is running a ranked mission - you start over. The rank doesn't follow you server to server. Now, getting past all of the bad news, ArmA2 is hella fun! Get into a server, use the ingame VOIP or log on to the clan's vent who is hosting the server, and start coordinating with people. If no one is coordinating with one another, start with one person. Other people will follow. Pretty soon, you'll have a group of people annihilating anything in their way simply because they're working together :D
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Most of the highly coordinated servers are generally passworded to keep the Rambo's out. There's also servers out there that do not report to the master gamespy browser listing. They leave that line in their server.cfg blank. Members connect directly by IP or by the -connect command in the shortcut. I stand by my remark about not being the average gamers though. ArmA2 is not the average game. JellBro's post lists attributes that are not required for the average game. Are we a cut above? That's open to interpretation. When playing ArmA2, repeat ArmA2 players are after more then a stretch of twitch-based kills or some ranking on a stat's board. They're after a tactical, strategical, and immersive experience. Could ArmA2 be improved? Yes. It gets improved with each patch. As far as the AI - two words: CounterStrike. Dumbest AI in history, yet the game is still as popular as ever. I talked several people into buying ArmA and ArmA2. Their biggest complaint was the slow game pace. They just don't have the patience for it.
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The short answer: This was copied from another forum concerning Battlefield Bad Company 2: Now if the guy is saying that about BFBC2, then what would he say about ArmA2? ArmA2 was all over Steam, IGN, etc at release. It wasn't lack of advertising. It's the overall breadth of the game that overwhelms the average shoebox shooter player. They'll say things like "chunky movements", gamespeed too slow, etc etc It all boils down to the fact that OFP, ArmA, and ArmA2 make the players think. It's a first person real time strategy game. Even in a death match server, it takes alot more thought than 99.9% of other death match games out there. It's too tactical for the average gamer. Pat yoursevles on the back. You're not the average gamers.
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Gaijin studios took IL-2 Birds Of Prey and turned it into a PC game called Wings Of Prey ( http://airwargame.com ) Now, before you write it off on that statement alone, the flight models were taken from the PC version IL-2 Sturmovik. There's definitely room to improve on the flight models and physics, but it's a far cry better than some other titles that have been released claiming to be a sim. They took the engine framework from the console version and built it up to be a PC version. So, it's not a straight port. Video reviews of the game can be found by clicking the noassholes link in my sig :)
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http://www.myspace.com/lychesis 38 yr old guitarist and studio engineer. Got tired of paying extra studio session fees each time a band member would get "record button syndrome" so I converted by 2 car garage into a tracking studio. Mastering is at another location. Lychesis will probably be my last big push for the original material gig in the progressive rock genre. Getting too old to be marketable. Still got the hair and it's not gray....yet lol! The myspace page hasn't been updated as we've been working on finishing up the tracking and getting the mix finalized before we send the songs off for mastering. It's kind of hard to put up snippets of progressive tunes cuz every member has a different opinion of what part of the song should be represented lol! Should be an update soon. There better be anyway, otherwise an extension on the name trademark will cost yet more cash :P Here's a small gallery of when I converted the studio a few years back: http://lychesis.com/album/ My current guitar gear list is kinda small: Schecter Jeff Loomis Signature 7 string Jackson DK2M Ibanez Dreadnaught Acoustic Ampeg VH-140C Amp Rocktron ProQ enhancement If anyone in the US is interested, the ENTIRE studio rig will be going up for sale in a month or two. I want my garage back. This include the console, the desk, the control surface, all outboard gear, integrated patchbay, a 7 piece drum kit w/ Paiste 22" Rude Ride and matching hats, a Charvel Model 4 guitar, all mics, cables, the computer, audio interfaces, etc Great for a serious home recording studio or a small room addition to an existing studio.
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de-pbo the mission being played and see if it was edited by someone running the mod. It could be from the mission (aka when a player who has it installed joins).
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I finally got IL-2 Sturmovik 1946 working with my Win 7 64bit install. Before I got it working, I knew there were differences in the behavior of the planes between WoP and IL-2, but I couldn't quite place it on memory alone. So, I decided to take a plane common between the two games, make a video of the same maneuvers in each, and splice them together so I could watch it myself http://www.youtube.com/watch?v=UPuXvo4DSmg As it turns out, alot of the differences are via a heap of small things in IL-2 that add up to a feel of more complex experience and believable control over the aircraft. This was just a very simple comparison. Max speed at full throttle and level flight below 500ft altitude Turn radius before start of blackout effect Turn stall speed with one wing below the other Possibility of stall recover if below 500 ft altitude Vertical climb rate at full throttle and max speed from approximately 200ft altitude Max altitude of climb Lowest speed at pinnacle of climb Unfortunately, both games have the speed & altitude info on the left side, so you can't see that info on the WoP side. I was actually suprised when I spliced the two videos together. While the two games definitely feel different, the parameters were very close to one another. I started figuring out that the enviromental detail and cockpit scaling of each game was part of it. The shudder effect in IL-2 is another main effect that is missing from WoP. One thing that IL-2 does do that WoP does not is warn the pilot of an oncoming stall. This is actually a one up for WoP since a WWII sim should not have any sort of stall warning. But,t hat visual warning was a carry over from the very early days of IL-2 when the flight models and graphics were not what they became after years of development and patching. Overall, WoP has the IL-2 foundation. If the WoP dev's can get the shudder effects and the pre-stall counter rotation implemented, then that will dbe a great step towards more believability in flight. Dedicated servers will really help WoP.
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The song is kickass :) As a studio engineer, I just gotta ask this: Did a guitarist mix this? The drums are buried in the mix. The three loudest components in a mix are the kick, the snare, and the vocals. The drums are hiding behind the vox and the guitars. I would also suggest EQ'ing the kick to get some kighlight on the beater strikes. In this genre, a group like Hatebreed is a good reference to listen to for the balance of the snare, kick, lead vox triad :)
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It all depends on what technical manuals they can get their hands on. Dogfighting is fun, but the coordination for ground attack is it's own appeal too. The A-10 is my most flown jet in LockOn. Second is the F-15 followed by the Su-27. It really doesn't matter to me what order they release the aircraft in. At least someone is releasing something that's accurate and high fidelity in the flight sim world. It's been too long since there's been a multiplayer sim released, so anything they put out is welcomed in my opinion :)
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Register on the yuplay forums and post a bug report on it along with your system specs :)
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I was the one who made that post :) It's a good foundation to build upon. Anyone who played IL-2 when it first came out can agree that it wasn't completely accurate in it's flight models either, yet we played it like mad :D
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Claymore's are a command fire weapon. There are not any auto-triggered claymores. Such a device would violate the anti-personnel mine agreement as per the Geneva Convention. COD4's little laser tripping claymore's was one of the most dellusional things I've ever seen.
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How dare he call the KA-50 a "fake helicopter" :eek: 2009 and 2010, great years to be a sim player :D
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There's not yet. One of the things they're working on ;)
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Has anyone had the problem with AAHALO\jump.sqf not being found? It's there and works in editor preview, but not when I pbo the mission and upload it to the server. Any suggestions? FIXED: apparently was a problem in the uploading via the control panel FTP