-
Content Count
2558 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Defunkt
-
Steam > Arma (Right-Click) > Properties > Betas Tab > Select Development Branch Or maybe you're talking about command line access (in which case I don't know).
-
A lot of angry children if you ask me. It's the development branch, things don't always go according to plan.
-
LOL. That looks terrible.
-
Performance was fine, amazing actually, but it combines the work of many programmers and would be extremely difficult (if not impossible) to license for commercial use. Besides, we don't know where this new implementation might yet take us. It's possible it may eventually yield even better results with or without additions made via an injector (which will always be limited by virtue of the fact it can only perform post processing).
-
RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Also a big fan of the PiP optics. Whatever their compromises I think they better reflect the reality of using optics than the 2D cut-out.- 16577 replies
-
- 2
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Not a part of Arma 3, take it to the relevant mod thread (and remember the mod makers will need to time to iterate and achieve best use of the new lighting). EDIT: Ninja'd!
-
I think the second one looks more true to life but it doesn't show any units in close proximity. When I experimented with decreasing aperture any nearby characters & vehicles were over-contrasted. It's almost like we need negative-Bloom to boost the intensity of distant elements without over-contrasting what's nearby.
-
Like harping on and on about an issue BIS acknowledged and have already said they're going to do another pass on? Nights; too black now, not black enough before. Let's see what they come up with.
-
Jesus, they've already said they're going to look at illumination at night, you can stop squealing for a bit. Steam > Properties > Betas > Arma3Legacy158
-
If you want to experiment without investing a lot of effort, below is the command line I used to test rvmat changes on Altis/Stratis, will do a search and replace on all rvmats in the specified folder (uses fart.exe from https://sourceforge.net/projects/fart-it/). fart -r -- .\terrain.altis\*.rvmat "diffuse[] = {1.0,1.0,1.0,1};" "diffuse[] = {0.75,0.75,0.75,1};"
-
Well of course, am talking about BIS terrains. Only a terrain's maker would change this.
-
I think the problem with using aperture or contrast sliders is that it doesn't address the disconnect between the contrast on objects (characters, vehicles, buildings, trees and other clutter) and the terrain. You can make the background look better by increasing contrast but then the foreground objects have too much, it's just shifting the problem. Apart from de-noising the satmap (ala Landtex for those who remember it) BIS changed all of the RVMATs from diffuse[] = {0.25,0.25,0.25,1}; to diffuse[] = {1.0,1.0,1.0,1}; which makes the colour truer to the original texture but also a lot lighter and a bit washed-out compared to nearby objects which have more contrast. default diffuse_0.75 (I think the objects and terrain blend better) diffuse_0.50 (better blended still but it no longer looks as Mediterranean)
-
Or maybe they simply understand that mod makers need time to achieve best use of the new parameters. We'd never see any fundamental improvements if BIS were governed by your "the sky has fallen, my mods are broken" knee-jerk reactions.
-
https://community.bistudio.com/wiki/setAperture
-
The vast majority are thrilled with the Visual Upgrade.
-
Where did my Steam Workshop Mod folders go?
Defunkt replied to autigergrad's topic in ARMA 3 - GENERAL
Wow. It's like you posted without reading anything already written in the thread. -
Where did my Steam Workshop Mod folders go?
Defunkt replied to autigergrad's topic in ARMA 3 - GENERAL
Not duplicating mods is patently a better default behaviour and is entirely transparent for anyone who exclusively uses the provided launcher. People who run servers or eschew the official launcher should *know stuff* - that's just how it goes with modded games on PC - including in this case how to create file system links which will yield the best of all worlds (single copy, updated automatically, visible in the A3 folder). I recommend Link Shell Extension; http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html One thing the launcher could do to make it easier to match workshop folders to mods is include a View Workshop Folder in Explorer widget in the panel for each subscribed mod. Ideally, rather than opening the mod folder itself, this would open the parent folder with the desired sub-directory highlighted using explorer's /select parameter; explorer /e, /select, C:\Games\Steam\steamapps\workshop\content\107410\682496867 -
I understand and felt much the same but as nobody else seemed to be experiencing any FPS drops I didn't really think there was anything to do but accept that it was just my bad luck to have a card whose pipeline/driver/whatever just happened to be more efficient with the old parameters/shaders/whatever than the new. And honestly I still don't, if it works well for everybody else and just happens to optimize poorly on a small subset of 5 year old cards that's probably not grounds for BIS to reverse the change. And it wasn't just my FPS that suffered, personally I much prefer the IQ I had before (using Real Light) but you can't stop progress and most people seem to really like the update. BIS will never please everybody, all they can do is try and implement what works best for the majority of players. On the subject of night lighting it's probably too far the other way now but it always used to frustrate me that it was just about impossible to achieve a pitch-black night before the update.
-
I had an HD6950 and immediately noticed a significant performance loss as soon as the visual upgrade dropped on dev branch (without enabling any new features like the water reflections) and I've seen at least one other comment to that effect by another HD6950 owner. While I was obviously disappointed (because I had Arma looking and running sweet) I had to admit to myself that it was an older card (Q1 2011) and possibly its time had come. People running more modern cards don't seem to have experienced any adverse effect on FPS so I think it's probably just a generational inefficiency.
-
RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Then they should amend their terms so that's all it does.- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Most disturbing information extraction from the game!
Defunkt replied to lysan's topic in ARMA 3 - GENERAL
In fairness Windows has increasingly, through Windows 8 and 10, shepherded people into logging-in to their PC using their Microsoft account (for lots of people this will be their personal e-mail account with their real name) and you have to be reasonably savy to spot this and opt out by creating a local user account or equally clued-up to create a custom Arma profile. I wouldn't want to game under my real name and that's what's going to happen for lots of people who simply run with the defaults presented by MS and BIS. The OP's reaction is a bit OTT but I think there are grounds for BIS to consider prompting the user for a profile name or using some other default. -
I made a little time to create an example of texture randomization/selection using BIS_fnc_initVehicle. This switches the 90's Grenadier (Light) between Woodland and Desert BDUs (just for example's sake). By default it's randomized but you can also make a specific choice in the Eden attributes dialog. PBO What's a bit odd about the way your units/uniforms are setup is that the BDU is not the first selection (selections can be addressed by a name like "Camo" or, in this case a 0-based index). This could explain why some of your earlier experiments with setObjectTexture didn't work if you were using the usual index 0 when, for this grenadier at least, it's the third selection (index 2). Usually selections to be textured dynamically are the first and in order of significance (i.e. largest/main texture first). I've worked around it in this example by specifying 3 selections in the texture list with the first 2 assigned an empty string (possibly not ideal). Or maybe the first two are kneepads and the like and this was intentional. Entered for each class this extra configuration would probably nearly double the size of your config but I suspect you could save yourself some drudgery/typing by making more use of class inheritance. class CfgPatches { class USM_InitExample { Units[] = {}; Weapons[] = {}; RequiredAddons[] = {"us_military_units"}; RequiredVersion = 1.00; Version = 0.10; Author = "Defunkt"; }; } class CfgVehicles { class usm_base_w; class usm_soldier: usm_base_w { class EventHandlers; }; class usm_soldier_90s_w_l_gr: usm_soldier { author = "Delta Hawk"; displayName = "Grenadier (light)"; picture = "\us_military_units\icons\i_null_ca.paa"; portrait = "\us_military_units\icons\p_army.paa"; icon = "\us_military_units\icons\i_soldier_ca.paa"; uniformClass = "usm_bdu_w"; backpack = ""; weapons[] = {"Throw","Put","CUP_arifle_M16A2_gl"}; respawnWeapons[] = {"Throw","Put","CUP_arifle_M16A2_gl"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareWhite_F"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareWhite_F"}; Items[] = {"usm_militaryID","usm_dogtags","usm_bdu_cap_wdl","usm_gasmaskcarrier","usm_fielddressing","NVGoggles","usm_bayonet_m9","usm_rifle_cleaning_kit","usm_lc2canteen_full","usm_lc2canteen_full","usm_flashlight","usm_earplugs"}; RespawnItems[] = {"usm_militaryID","usm_dogtags","usm_bdu_cap_wdl","usm_gasmaskcarrier","usm_fielddressing","NVGoggles","usm_bayonet_m9","usm_rifle_cleaning_kit","usm_lc2canteen_full","usm_lc2canteen_full","usm_flashlight","usm_earplugs"}; linkedItems[] = {"usm_helmet_pasgt_w","usm_vest_lbv_gr","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"usm_helmet_pasgt_w","usm_vest_lbv_gr","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; class EventHandlers : EventHandlers { init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};"; }; class TextureSources { class Woodland { displayName = "Woodland"; author = "Delta Hawk"; textures[] = {"", "", "\us_military_units\textures\uniform_bdu_sum_wood_co.paa"}; factions[] = {"usm_usarmy"}; }; class Desert { displayName = "Desert"; author = "Delta Hawk"; textures[] = {"", "", "\us_military_units\textures\uniform_bdu_win_dcu_co.paa"}; factions[] = {"usm_usarmy"}; }; }; textureList[] = {"Woodland", 1, "Desert", 1}; }; };
- 467 replies
-
- usm
- us military mod
-
(and 4 more)
Tagged with:
-
Community Upgrade Project - CUP Terrains
Defunkt replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Probably nothing but wait until IFA3 adds CUP compatibility, I believe it's on kju's 'TODO' list. -
Appreciate it's probably a nightmare to config all of the combinations but I feel native implementations (using face gear over scripting) always yield the most reliable, trouble-free results. You place a section, carefully go through editing all their loadouts in the whizzy new editor only to start the mission, have it chug for a second or two and find that some script has overridden or randomized all your selections.
- 467 replies
-
- 1
-
- usm
- us military mod
-
(and 4 more)
Tagged with:
-
Iron Front in Arm3 LITE - preview versions
Defunkt replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congratulations team, here's to a solid, thriving WW2 scene in A3. Especially good to have you back making large and ambitious things happen kju.