Jump to content

Defunkt

Member
  • Content Count

    2558
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Defunkt

  1. Well that's why I asked 'by what definition' because, unified with the world view or not, they are most certainly 3D and IMO they are (with the possible exception of the M4/M16) much prettier than the equivalents in ArmA. I'd rather put that down to resource (after all BIS have a whole battlefield of stuff to model and animate) as high-fidelity first-person assets could surely exist inside their own LOD.
  2. Er... no they're not, according to what definition of 2D?
  3. Would be nice but I'm not sure there's a machine out there that could afford the framerate hit required to render the scene twice.
  4. What I've heard so far is excellent, thank you for your work. Would love to see this and RH's chopper sounds modularised as you've proposed but locking the thread and linking instead to a totally empty page on dev-heaven isn't exactly promoting your (otherwise excellent) mST initiative.
  5. Defunkt

    Little Birds in ArmA2

    Er... is this a trick question? Non-default vehicles are by definition 'mods'.
  6. Same on first glance, if you'd photoshopped it onto a less recognisable background...
  7. Defunkt

    ArmA II Game Of The Year Nomination?

    Thank you moisesjns, best LOL I've had all day!
  8. As far as I can see dev-heaven is largely a source code repository, if that's a fair summation then, while a useful tool for shared projects, there's little point in looking to it for much else. They even say as much under "What is dev heaven"... The BIKI is the place we merge our knowledge into, we are cooperating closely with the BIKI admins, and provide a forum to talk about BIKI problems and to discuss BIKI related topics. ...so, seen in that light, it's not elitist, just possibly not what you were hoping/looking for.
  9. I have a Linux box and I eagerly await the binaries but I think it is a little premature to start agitating for it so soon after the game's release. If you ask me, after three post-release patches and a demo the BIS developers have earned at least a little down time.
  10. Defunkt

    Uhao Island in A2

    I've been waiting to see CAA1 before proceeding with any ports but now it's out I mean to finish chasing down errors in Avgani, Afghan Village and will look at Uhao again too. Have you tried running your ported Uhao in its own mod folder (without anything else except the listed ArmA 1 files)? If it still doesn't work like that you could e-mail me your ArmA2.rpt at defunkt[at]hotmail.com and I'll see if I can work out why. You must appreciate that chucking "old" stuff in the game without first resolving conflicts between old and new content is going to create issues.
  11. Defunkt

    Climb over Animation

    I think there's room for a low jump for smaller obstacles where it is unnatural and odd to come to a full stop and straddle as-is. I'm thinking akin to the jump in TeaCup's ArmA 1 .
  12. Defunkt

    Strange Fps cap in MP mode

    I know somebody else who reported a 60fps cap in multi-player. Many people have reported caps but not the same one, possibly it's linked to the speed/quality of your connection.
  13. - I recommend controlling the chopper with keyboard only (your WASD + QE for rudder) and reserve your mouse for freelook (toggle FL when you board and leave it), helps a lot landing in tight spaces and for general immersion. - Auto-hover is hax.
  14. Have you tried mapping both commands to both buttons?
  15. Defunkt

    Uhao Island in A2

    Double-check step 3, crashed for me too before that change.
  16. Defunkt

    Sahrani

    Look HERE.
  17. I don't know much about ArmA aircraft (or vehicles in general) but I would encourage those of you who clearly do (Myke, Eble et al) to expand on this standard. It always bothers me that there may be little consistency between mods in terms of performance (speed, durability, firepower, fire-control) and it would be great to have a few nominated experts specific to different vehicle groups (particularly aircraft and armour), that might recommend appropriate values to addon makers, an informal certification if you like.
  18. Yes, I'm sure it's sensible but the need escapes me ATM.
  19. Defunkt

    ultra realistic mode

    Again we'll have to agree to differ, I'm a no-HUD-no-matter-what kind of guy and they present the information exactly as I would have it. Better yet they do so in a suitably inexact manner so I can assess that I am very tired rather than 23% tired or that I am only a little hurt rather than two bars off full hit points or maybe only one bar away from death; which is just way too arcade.
  20. Yep, German for me but I'm using the German release with a user-made English patch so that may be why.
  21. Defunkt

    ultra realistic mode

    What Insurgency really lacks is not a floating zone but weapon sway; the gradual movement that represents your inability to hold an unbraced weapon perfectly still. The floating zone in ArmA appears to me rather to be an attempt to represent the time it takes to settle your front and rear sights in the first place but I won't use it as it's far to linear, you flip flop between two hard stops like a door slamming in the wind and only on one axis. Believe it or not COD4 has magnificent control over such things for each individual weapon and separately for lowered and sighted positions and these can be enforced by a server by editing text files. Its 'floating zone' has momentum in that it decays non-linearly and has both a Yaw and Pitch component. The weapon sway has adjustments for amount, speed and player stance (so you can make it less when crouched and still less when prone). More than anyone here wanted to know about modding COD4 but I really wish ArmA could do this even nearly as well. COD4 Sway/Swivel Settings: adsIdleAmount, adsIdleSpeed, adsSwayLerpSpeed, adsSwayMaxAngle, adsSwayHorizScale, adsSwayVertScale, adsSwayPitchScale, adsSwayYawScale, hipIdleAmount, hipIdleSpeed, swayLerpSpeed, swayMaxAngle, swayHorizScale, swayVertScale, swayPitchScale, swayYawScale, swayShellShockScale, idleCrouchFactor, idleProneFactor
  22. That's just the file I piped the directory listing to, ignore it. In any case that whole listing should be considered kaput as it creates conflicts with the base A2 content. I'm hoping the CAA1 project will make this type of workaround redundant anyway.
  23. Defunkt

    ultra realistic mode

    I'd sooner an exaggerated natural response (though I don't believe the heavy breathing is) than a completely unnatural HUD indicator. I guess we'll just have to agree to differ.
  24. Defunkt

    ultra realistic mode

    By that rational when your character is tired you'd see an indicator on your HUD instead of the (IMO much better) heavy breathing sound. It's well and good using the 2D HUD to present things we would actually know but obviously we would never actually see text and icons floating in front of us so it's win-lose. Always better (according to my own pursuit for immersion) to find a way to present the same information with a 3D visual or audio cue, while 3D visuals can be labour intensive to implement audio is not.
×