dayglow
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Posts posted by dayglow
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I have to say this is one of my favourite missions. Very tight and hectic. Wish the OP would make a few more, he has a real talent for this.
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Exactly my friend!... Being able to squat/bob up and down behind walls at any height would be awesome :-)+1 for peeking over / ducking with TIR.
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http://www.youtube.com/watch?v=IodepBs0w7M&feature=player_embeddedFrom RPS comments, makes sense:
The discussion goes on: http://www.rockpapershotgun.com/2012/06/25/dcs-p-51d-mustangs-astounding-trailer/
Not entirely. DCS A-10 wasn't announced until it was well into development. The next fighter has been in development, but remains unannounced because ED waits until they are near beta for their own reasons. DCS World is the framework that integrates all sims to a common interface. The fact that the JTAC adding includes armored combat isn't DCS World in itself.
As for the P-51. Is a show piece to show 3rd party developers the flexibility of the engine. It seemed to have worked as multiple aircraft from 3rd parties are steadily being announced.
I don't this is the death-throes of ED.
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AI is crap in this game,either it's dumb like **** or unreal like those MG pods from splinter cell !But devs seem to be interested in zombies more than the milsim this game is supposed to be !
What game should we use as a model of AI that isn't scripted?
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Never really thought about this, but right now I'm playing through the user made campaign Fallout and I'm in a mission where a squad leader is leading us on a nice jaunt across the map. Now when I'm commanding I walk most of the time with short bursts of running if in a danger zone. The AI of course moves a run across the whole map. Now I'm keeping up, but my screen is all wavy and I'm breathing hard like I should when we get into a contact.
This particular firefight was of a closer range around 100m and I'm trying my best to target the enemy, but of course my gun is all over the place to model the fatigue. Now my AI teammates seem to have no such problems as they quickly drop the enemy (playing with the excellent ASR AI mod as well). I have no issue with how quickly they dispatched the enemy as we found them flat foot in a clearing at close range, it's just as I struggled to get on target I found the AI quickly engaged targets and it got me to wonder about this.
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Can this reset the artillery support? I love playing the quick mission with SecOps, but having a single fire support call sucks. I'd love to play with more support.
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I was thinking about a workaround: why not reducing the grass density with distance and keeping always the player hidden ;)Just render 1 bush in front of the player?
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The problem with prolonging firefights is that it has to be done also for the player. We simply can't have inaccurate AIs as long as we are as accurate as we are. In MP missions I tended to provide players with "low efficient" 5.56 on our side, combined with lots of suppression going on for the AI to balance things out (was kinda hard to obtain a 5:1 kill ratio given AIs excessive use of heavy weapons and shelling - for that mission). Now with highly efficient 5.56 and reduced AI bonuses (although kinda fake and buggy), we're back at 20:1 kill ratios as the norm and I have no options left (they're still suppressing, and have the numbers, yet still loose bigtime).I don't know what will be done of course, but I am hoping for some builtin functions that automates the process of doing supressive fire in ways that appears logic. In my mission pretty much everyone within a trigger area will suppress once indirect rounds are called for (in order to pin us down and make the shells count), but I have to say (although fun) it feels kinda dumb, excessive, and "not thought through" - I think BIS could do better than me :)
The question I guess is how to make the player fear for his virtual life. A really good sonic environment may help. Would a player be less likely to take steady aim if the whiz and crack of near by rounds really penitrate into their head through a strong soundscape? And have particle and shader effects to blur their ai. And throw mud onto their screen as rounds hit around them? It's hard to make someone duck their head in a video game. A good sonic environment with hard, punchy sound may help.
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I don't think,it's about enjoyment, but immersion. I remember Amy years ago playing OFP. I was in a pitched battle and pinned behind a small rise. Suddenly a couple AH-1s swooped in firing their 20mm and destroyed the enemy force. As I moved out there was an destroyed Ural and the driver had the wounded skins on his head and was halfway out the windshield. It just hit me at that moment. I was pinned down under heavy fire and was saved by the helicopters and the realities of brutality of war was in front of me. It was a pretty heavy moment and I was sucked into the game at the time. Very few games have that effect and the brutality of combat is important in conveying the cost. It's about immersion, not coolness.
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I'm not sold. Don't like the idea of pressing fire for cycling the action, and a seperate key just adds complication for the sake of complexity. Our avatar in the game world is trained in the operation of firearms. I control it to tell where to sim, fire and reload. When I aim I don't have to get the proper grip, to manually line up the front and rear sights, etc. I view it like adding keys to move my left and right leg so I have to alternate to walk run.
If done it should be a server independent option and I'd rather have it attached to the reload key, tap to cycle action, hold to reload to prevent nd's in the game.
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I wouldn't worry. Since Ubi has declared 95% of pc gamers are pirates, I doubt it will come out on pc.
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Loved SWAT 4 but it had 1 huge step back from SWAT 3, penitration. S3 modeled all different surfaces and amunition. You had to be aware of over penitration and cover vs concealment. S4 threw it all out the window.
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Is your 3d render rez the same as your interface rez? Maybe it got out of whack when switching between fullscreen and windowed mode.
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I hope they expand lean to be able to peer over an obstacle, especially with trackir. R6 Raven Shield had a free look button. When it was depressed mouse movement side to side and up and down produced smooth analog leaning and peering and crouching.
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ODEN;2014991']DayGlow' date=' I just reinstalled CAA1 and tried Arcadia on Sahrani but both normal and respawn versions runs without a hitch - do you have any errors or something interesting in the rpt file for me to go on?BF2_Trooper, I have no plans to expand this old missionpack (the coding sucs :) ) but please feel free to create new versions.[/quote']
No idea what the rpt file is

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Think I'll wait for a 1080 version :)I'd think 1280x720 on a 0.7" screen is pretty pixel dense as is.
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Thank you for that reply, its beginning to sink in now...its very interesting, is it possible to have a wraparound view then ?Yes
rgIoExNoarU
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Don't use bezel comp resolutions with Arma as you'll loose part of the HUD. As for the stretching on the side monitors as stated you can't get rid of it. I find that I consintrate on the center screen and the side screens fill your periphrial. If you try to take all 3 screens in focus, it will throw you off. The side screens will simply immerse you much more into the game as motion stretches into your peripheral vision.
Once you get used to it there is no going back to a single screen.
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I've tired the CAA1 maps, but I can't launch them. I keep getting this error message:
You cannot play/edit this mission; it is dependent on downloaded content that is deleted.Oden
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Performance is more important than image quality for me. As I run a triple monitor setup I need all the performance I can get. Expanded fov is more important than jaggies.
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Just curious how well does the ai move under fire? It's always been a peeve of mine with vanilla or ai mod movement. There are times as a squad leader I need to move my men through the open from cover to cover while taking fire. Its a calculated risk based on need to complete the objective. Arma ai, no matter what mod will be in danger mode and will nit move quickly, if at all to the destination. As a human I can recognize the need for the movement and sprint to minimize my exposure. The ai will either crawl or move in a crouch and stop and prone in the open, or even refuse to move, making it impossible to effectively fight.
Maybe it could be related to overall skill. I highly trained and disciplined group would move under fire when ordered, while a rag-tag group would refuse out of fear, etc.
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I'd imagine there be many an interesting conversation between the CWC and DR creators :p"Hi, i'm an original developer of the series you ruined"
Probably zero drama unlike the irrational hate forbthe game here
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does this play well with zeus_ai or is there a conflict?
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uhm, and you're sure you meet the requirements? Do you call ArmA2 your own or are you just owner of Arrowhead standalone?Otherwise I'm out of ideas, sorry.
Anyway, new version is up (alpha-20110213). And also the Chernarus version to spice things up a bit (though it's really a shame the houses in Chernarus are inaccessible for the most part :mad:).
Enjoy. :D
Combined ops with all the dlc's
Why is this game not more popular?
in ARMA 2 & OA - GENERAL
Posted
Do you feel better about yourself? Feel all pumped up and superior? Maybe people like COD and similar games because they enjoy the action and speed? Why does the sim community always have to pump theirselves up, I see it in flighty sims with the DCS and F4 crowd looking down their nose at 'inferior' sims. Race sim guys the same with more arcade racers.
Really its sad.
I enjoy Arma for its realism, but I also enjoy COD, MoH, etc for the holiwood action and over the top story. I don't judge someone because they like a certain style of gameplay over another. It's poisonous to the whole community.