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CarlGustaffa

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Everything posted by CarlGustaffa

  1. CarlGustaffa

    Why there is a particle limit in arma 3?

    Don't forget at least some particles need to be accounted for also on the server, like i.e. a smoke screen system should block AI's vision. I'm not sure how view blocks are computed though, might be just a single position saying "here is a view block with time = n". Also, the more stress you put on the system, the dumber the AI gets. It's like an old modding project of mine (non Arma, but still), here I added too much stress on the system and the ground textures didn't load after a while. At least that one was noticeable, not so easy to detect "dumb" AI.
  2. CarlGustaffa

    Arma 3: Confirmed features | info & discussion

    Is this the same game that have stars in front of the moon? :D
  3. CarlGustaffa

    Development Blog & Reveals

    True, but if you combine this lack of "sight", or disability to shoot because his target vanished, with the new ability to lay some suppressive (experienced as "blind") fire - I think it will work out quite nicely. Ref video of vehicle suppressing player behind a rock, hoping this extends to fire and maneuver AI drill as well. Question to devs if possible: Can you shed some light on this new mine and cluster artillery munitions please? I.e, are the submunitions "mixed" so as to get true DPICMs? How many of each, do they reflect real world values? Do they produce duds (that would be frigging awesome) making the area unsafe for operations? It's said that concrete and buildings will hide you well from this munition (still have great impact on fighting morale), does the same apply in game?
  4. CarlGustaffa

    Are you going to upgrade because of ARMA 3?

    I think I bloody well have to. I'm not very exited about being forced to switch from XP to Win7 though - I use it at work and I utterly hate it (no proper XMouse - without bringing to front - function that works in all software). I'm considering just dropping out of gaming completely and get myself a Linux box instead. If I upgrade (more likely though), I'll keep my cabinet with carrying handles (love those!), and replace everything within except my Raptor which will become dedicated Arma drive :p
  5. There should be separate environmental sounds for shore, (open) sea, and lake. If there are boat specific sounds attached to the boat, the volume driving this should be governed by surface type at boat location with smooth transitions so that jumping the boat above water doesn't abruptly silence the sound. This enables us to have the boat put on land or behind vehicle without producing sound of boat interacting with the sea. For the sfx part, I suggest seagull for shore and ducks for lake. Probably no sfx part for the open sea needed. Similarly for air; let there be wind sounds up at altitude controlled by unit airspeed through the airmass, but shut them off if inside a vehicle (other than parachutebase).
  6. CarlGustaffa

    Arma 3: Confirmed features | info & discussion

    Let's just hope the sound of the sea is no longer part of the boat itself :)
  7. CarlGustaffa

    Arma 3: Confirmed features | info & discussion

    Pong had single player? :D
  8. CarlGustaffa

    Questions about SP experience

    I never enjoyed "warfare" as a gamemode. Not in SP, MP, or any of its MP offsprings. At the same time, it brought a hell of a lot of ambiance to the last mission, where the name of the game was still warfare, but we had specific objectives enroute to complete - it was up to us if we wanted to "play warfare" or not, even if one of the objectives pretty much required the use of heavy equipment. The mode populated the map with (semi) relevant action, enabling us a huge area of operations, with enough dynamics to keep replayability interesting. As good as the character development in old OFP was, I don't consider each mission all that great (compared to todays possibilities). So, I'm not a fan of it as a mode, but it does provide a lot to the game and campaign. My major issues are that of money (wtf?) and being forced to lead. I haven't seen much "warfare" like approaches where I'm just part of the team, playing it out on a major battlefield with tons going on around me where the game still keeps an eye out on what happens to the player and the rest of his team. Given the dynamic approach to Arma3's campaign, I'm kinda expecting to see more of this, but I also hope it will take a different approach to it.
  9. Thx for these commands. Will prove very useful. Log doesn't seem updated though :)
  10. Hehe, probably. Since twilight is both dusk and dawn :) But easy to distinguish between the two in game by comparing to time. Only problem would be if at high latitudes during season you define them large enough so that they are overlapping and want to have different effect on them.
  11. Dwarden: Since I'm playing in windowed mode, gamma is not possible to change in game. You can use my script for what you want, as you can define where you want the limit values to occur. I.e. sun elevations from -20° to +42° gets translated into a 0-1 range. Or help me ask for sceneBrightness (and getExposure) for those who want to experiment with new auto exposure system :) The moonOrSun being clipped at 0-1 makes it not all that user friendly for me.
  12. Tried out sunOrMoon. AI units will toggle NVGs at 0.5, 1 seems to reflect sun at 4° below the horizon. 0 will be sun at -8.1° below the horizon. It doesn't provide enough "span" for what I need it to do though, so I can't throw away sunElevation function.
  13. I would like to expand on this and rather say improve the inventory system so that: Objects (incl. a camera, but also artillery shells, tongs, hammers, pretty much loads of "utility items" - oh, and obviously the hated wrench :D) can be picked up and put into inventory if you have room for it. All items should add weight to the updated stamina system. Rest assured that mission and addon users would make use of it. For missions, they add "potential usability" without having to resort to addons, compared to "imaginary items" which I'm not a big fan of.
  14. I haven't played much with the new tone mapping, but I did a system where the post processing coloring changes with sun elevation and overcast, causing blue nights, yellow days, and less saturated colors during overcast, all blending seamlessly and continuously together. I'm expecting something similar is possible for blending tone mapping parameters by these varying conditions. Some of the functions:
  15. Already possible with scripting, I use this a lot: fn_SunElev = { private ["_lat", "_day", "_hour", "_angle", "_isday"]; //Not 100% correct to BIS own code, but it does the trick. _lat = -1 * getNumber(configFile >> "CfgWorlds" >> worldName >> "latitude"); //Arma latitude is negated for some odd reason. _day = 360 * (dateToNumber date); //Convert current day to 360 for trigonometric calculations. _hour = (daytime / 24) * 360; //Convert current hours to 360 for trigonometric calculations. _angle = ((12 * cos(_day) - 78) * cos(_lat) * cos(_hour)) - (24 * sin(_lat) * cos(_day)); //New one liner magic. _angle }; If return is less than zero, it is night time.
  16. CarlGustaffa

    What Mods Will You Expect/Create?

    I'll probably remake my ambient sound mod, to replace or supplement the original. But since the sources for the sounds are questionable, I'm keeping this on a close circle of friends only (I'll share the config work though, as I've done in the past). Much of the ambient stuff (not only sound) that was present in Domino, I have already made into addons instead of incorporating it into missions (kinda like old ECS mod, but less advanced naturally), but also that is clan use only (for now, don't think many are interested in that kind of stuff since it has a performance cost). I'd like to use current weapons in addition to the vanilla futuristic ones, but I'm reluctant on using mods for this as they are typically not supported by other sound mods. And having vastly different sounds and parameters is a huuuge immersion killer for me. but I always enjoy messing around with winter mods.
  17. Possibility to access (at least official) addon resources directly, by mission and by other addon. I.e. the game comes with tons of sounds, but I cannot (afaik) use these directly without including them in mission/addon which then defines the new classes as needed. If I want to use a builtin alarm sound, I cannot create a new class (I may need it as an cfgSfx instead of cfgSound, or tweak volume/ranges to suit the mission i.e.) in description.ext or addon config, without resupplying the same sound. The idea here is to be able to reduce mission and/or addon size where possible. If I missed something obvious, and this is already possible, please let me know.
  18. I believe the island of Chernarus (older lighting technology maybe?) is partly to blame for the excessive dark nights. On moonless nice weather nights, Chernarus/Utes ground is pitch black (and has always been so) until sun is around 5° below the horizon with enough atmospheric glow to suggest some light to be present. This appears to be fixed in newer Takistan map, where in the same conditions I can get sun as low as 15° below the horizon and still be able to have barely visible ground. The glow is a bit more, but the ground is barely visible. I don't play DayZ (don't believe I would enjoy it, besides I've just heard about it), but completely dark ground when there is enough atmospheric glow to suggest you should be able to see something, I can agree on completely defies the idea of realism. Again, it's bad on Chernarus, but good enough on Takistan. It is up to mission maker to make sure such bad conditions doesn't come up, usually by always providing some kind of moonlight to make up for lack of lighting due atmospheric glow. I'm not sure how I'd attack this on a real time server though. Pitch dark conditions does exist from time to time, but they tend to last a lot shorter than in Chernarus map when moon is not present and weather is nice. I haven't played much yet with the new tonemapping commands, other than noticing that I don't like the amount of shadow clipping going on. Also, the commands setEyeAdaptMax and setEyeAdaptMin I couldn't get any response from whatsoever (when fed in using the debug console).
  19. CarlGustaffa

    Development Blog & Reveals

    Was comparing to my real life (in)capabilities :) When I jog on a threadmill I'm typically only doing 10-12km/h (and not for long, lol). Game speeds are pretty decent as they are now. I would not want them to reflect my own real life speeds.
  20. CarlGustaffa

    Development Blog & Reveals

    20km/h is jogging for you? Damn, I must get in shape... :p
  21. CarlGustaffa

    Never ending "video" stream :p

    http://files.msurma.net/wykop/1120247/zegarek.php Guessing they get stressed out a bit once an hour :)
  22. CarlGustaffa

    Structured Text

    One year old thread? :) Too tired to read through it all, but try: 5 cutRSC ["Default","PLAIN"]; //5 is the layer you want to terminate. I.e. I use: 5 cutRsc ["D_Oxygenmask","PLAIN"]; to open the display, then 5 cutRSC ["Default","PLAIN"]; to close it.
  23. CarlGustaffa

    color correction delay

    Sometimes the builtin transition just isn't good enough. In that case, you can always instant transition combined with a for loop where you control the needed value(s) with whatever function you need. I use this in a SP mission where player at night is supposed to be "blinded" by a lightning flash (loss of eye night adaption). The builtin transition doesn't do the job as I want it, so I loop it instead.
  24. 1) Update to the command random, so you can pass in a seed parameter. I.e. random[1234] produces the same random number on all clients, all that is ever publicVariable'd is the seed - rest follows by random[seed + floor(serverTime)] or whatever. Considering randomSeed in mission.sqm, I'm assuming the engine already knows how to handle it, so it should be an easy implementation. 2) Improve the atmosphere to be able to do read out (and set?) temperature based on latitude, longitude, elevation, date and time, and cloud occlusion (geographically local effect). Reason: I'm trying to setup logic rules for snow effect based on these data, but I'm having massive problems setting up a simplified model for it :p 3) More precipitation effects: Rain, snow, and hail, based on weather conditions (and temperatures). Chance of hail to be based on high altitude temperature readouts (not ground level, remember, hail often occurs in summer) if lighting is present. 4) A secondary parameter to control visibility. It's currently impossible to "replace" rain with other kinds of precipitation and have similar or more drop in visibility without messing with the players view distance.
  25. CarlGustaffa

    Arma 3 Community Alpha - Announcement!

    That depends more on the gamers playing it than the game itself. Sometimes, during online havoc play, I have to ask myself if I joined a COD convention or something, it's really that bad at times.
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