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Everything posted by Defunkt
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What did the RPG/Life players tell you on the subject?
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I wish they'd make a tiling satout with a similar arrangement of fields as exist within the map proper.
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I'm good with aliens. I've never really used the vanilla 'near-future' content so it'd give me a setting/situation in which I might want to. Arma is a broad church.
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Noticed a strange issue on a couple of points on Altis. Happens with both 32 & 64 bit editions, no mods loaded (executable run directly from the install folder). At certain points on the map half the scene fails to render; SCREENSHOT: https://imgur.com/a/5fFCt02 REPORT: https://pastebin.com/JGrLAKHb MISSION: https://nofile.io/f/rCs7Y30DMNE/terrain_rendering_issue.Altis.zip Haven't taken the step of uninstalling GF Experience (I use this for recording) but think I've ruled out any other external factor. Wondering if somebody could download the mission and let me know if this happens for them also? Camera position and direction is preset to the problem location and this happens 100% of the time for me.
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Renderer Crash - Can Anyone Confirm?
Defunkt replied to Defunkt's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks mate, I'll take it to the bug tracker. -
Thus far only configured for the four official A3 terrains, all others should be unaltered. I have done some configuration work for Chernarus and Utes and I think it could definitely improve their appearance but I get a bit discouraged by those terrains' other problems. Not a criticism of the CUP team, these things only get improved if somebody who wants to work on them comes forward but to date I don't think they've traveled particularly well. Am contemplating a code change that might help obviate the worst issue (the blobs of black shadow baked into the satmap).
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Oh, nothing actually new in this thread, just bumped by somebody looking for updates (otherwise known here as spam).
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VERSION 1.1.1 (2019-05-10) - Fixed banding in light pools on certain terrains. - Texture blending; stronger detail. - Texture blending; saturation control.
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What are things you'd like to see in a Terrain?
Defunkt replied to Vectif's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In my opinion the most useful terrain ever made for the series was Opteryx' Avgani; 1. Highly topical (still) as it could be used to represent ME conflicts from Gulf War 1 (and before) until today, 2. Although it was quite challenging to run in the day an urban area of that size need not be an outright frame-killer. 3. Town was not so vast that a play session with a typical number of units couldn't clear the whole area in a reasonable time frame. 4. Interesting and varied approaches from each direction. 5. Limited overwatch on the central AO (can't just plink away from the safety of a hilltop). 6. A naturally featureless geographic setting with a well matched satout (meaning approach/support from the air doesn't have to encounter the jarring moment where the map-proper starts). 7. Very authentic. -
I love micro terrain. My PC on the other hand is less enthusiastic.
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RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
Defunkt replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Mondkalb and GalComT might want to buy you a beer because I expect this map will drive quite a few GM sales (assuming of course some optional/unpaid DLC deliverable doesn't materialize). -
I see, thanks, will fix ASAP.
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Version 1.1.0 (2019-05-05) - Fixed messed up normals/parallax on near detail textures. - Slightly softened detail blending with colour corrected satmap. - Altered method of enabling post-processing colour corrections (EO_Real_3). - Updated incidentally replaced data with that from the 1.92 release. - Shader features should now never enable for an unconfigured terrain. - ALTIS: Minimal tweaks to noise (lighter) and colour curve. - STRATIS: New 2K noise textures (improves view through optics). - MALDEN: New 2K noise textures. Terrain colour tweak (deeper). - TANOA: Added initial configuration.
- 69 replies
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a.i. Tactical Combat Link - TypeX
Defunkt replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not even that, I was trying out the latest NIA release in the Virtual Arsenal. -
a.i. Tactical Combat Link - TypeX
Defunkt replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would just mention that I don't run anything remotely like DAC, including when the error started happening for me in VA. Typically ATM my mod set is just JSRS/CUP-Terrains/RHS-ALL (plus, of course, TCL) and I think at the time I also had CBA & NIA loaded. -
Arma 3 Creator DLC: Global Mobilization - Cold War Germany
Defunkt replied to mondkalb's topic in ARMA 3 - CREATOR DLC
I'm still waiting to find time to clear 20GB from my Arma SSD (so can't yet speak from direct experience) but wanted to suggest that a good tonic for any weapon with ironsights that make it difficult to acquire and track targets (i.e. an HK peep-sight) is an additional ironsight optics-mode/eye-pos allowing you to aim along the top of the weapon (just above the actual sights), the same as is often done with backup sights on a magnifying optic. Ideally it would be first in the optics mode order, then you can easily choose to work initially with this open 'CQB' sight position and just optics mode in to the actual sights for longer range shots. If I had my way all weapons would have this. -
a.i. Tactical Combat Link - TypeX
Defunkt replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sure, figured that might be why you'd not enacted such an obvious fix (and I agree about not just hiding logical errors) but given how intermittent it is, adding a nil check and then in that case reporting the name (state/event/trigger) of the calling function in a Hint might make it easier to get to the bottom of. -
a.i. Tactical Combat Link - TypeX
Defunkt replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just been getting that script error repeatedly in Virtual Arsenal. Went back to try and recreate it with the same mods loaded but nothing. I would guess that maybe the following on line 61 is sometimes returning nil; private _array = (_unit getVariable "TCL_Take_Cover"); An isNil check or the alternate getVariable syntax which allows specification of a fallback value might make it go away. -
challenge Generate AI path for building
Defunkt replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@laxemann Something of a team effort kicked off by johnnyboy here; -
smallarms NIArms Release Thread
Defunkt replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow, did I read right? An M16A2 by Toadie? Wonderful if so (and outstanding timing given all the Cold War era stuff going on right now). Thank you! -
a.i. Tactical Combat Link - TypeX
Defunkt replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@oldy41 Might be worth posting a repo mission in case snkman cares to look further at the specific case. -
Thoughts On Creator DLC and How It Has Mislead
Defunkt replied to tinter's topic in ARMA 3 - CREATOR DLC
Don't really understand this mentality. If a product arrives to market that I don't fancy or don't consider good value I just don't buy it, end of, I move on with my life and things that I do like or feel positive about. What's the pressing importance to making your dislike known? -
Haven't had time to check this out (though looking forward) but keep seeing amazing screenshots all over. A Bloody Well Done to all involved.
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a.i. Tactical Combat Link - TypeX
Defunkt replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd much prefer not to have a dependency on CBA. Given SWS downloads to a known/consistent folder (@Mod_Name) the default settings file could just be downloaded with the mod into that path (AFAIK there's nothing special about 'UserConfig'). -
a.i. Tactical Combat Link - TypeX
Defunkt replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks so much, really excited to try with this capability enabled (nothing like fighting alongside purposeful teammates). The stated limitations might yet be resolvable through some parameter to DisableAI. Even if not I could well see myself scripting some sort of keybind that would promote another squad member to leader for the purpose of permitting independent action with a matching command to return leadership when desired (another approach might be to leave and rejoin the group as required). Thanks again!