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Posts posted by Defunkt
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Don't ask me, half the time I can't land one with a working engine.
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Keybinds hadn't even crossed my mind. Not sure how useful that would be. I mean, when would one need to switch effects so fast or often?
Understand, it's a not-insignificant amount of work to implement and as you say has limited gameplay uses. The appeal to me would be in being able to quickly toggle back and forth between options without the dialog showing (and while looking around) as an aid to deciding which preset I think actually works best. Similarly fast comparisons with Reshade/RealLight (which has a key-toggle) to evaluate how closely an in-game colour correction might achieve a comparable result (without the performance cost). Colour corrections (both in-game and via an injector) is something I've been obsessing over lately which is why it came to mind.
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Like this a lot. A couple of suggestions;
- An option to bind a UserNN key to each preset to switch between them without going to the ESC menu.
- Copying/pasting to/from the clipboard as an import/export mechanism so users can easily share presets as a single line of text. Something like;
ReColorV1::[0.95,0.90,0.05,[0.20,0.30,0.45,-0.22],[1.00,1.00,1.25,1.30],[0.15,0.10,0.10,0.00]];
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Nice one. Have been meaning to make an interactive ColourCorrections editor myself but balk at the time required to make and code dialogs. Thanks!
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Igitur, not sure if you know but there's a better way to hunt this stuff down than to de-pbo each file hoping to strike the right config.
You'll find a full config dump (in a single text file) for the current Stable A3 with RHS (only) loaded here; https://forums.bistudio.com/topic/188332-eden-all-in-one-config-dumps/
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Consideration: If all goes well a pack is being considered to be made. It would include the F/18F, F/18E, but that is far in the future and if this goes smooth. (USN Mod will be doing these with this model, not me, but I am doing the EA-18G myself.)
Really hope the F/18 eventuates. Nothing against John_Spartan & Saul's fine release but AWS has emerged as a much needed standard for mod interoperability and relative performance.
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This mod is an absolute delight, thank you for making and sharing it.
I do hope you won't be tempted to burden it with dependencies or heavy scripting.
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A change with the current RC which I at least find problematic, it appears something has changed in the precedence of inputs.
I have my middle mouse button bound to both keyOpticsMode *and* keyActionContext. In current Stable (and previously) this worked fine, if the action menu was displayed it selected the highlighted action, if the action menu was not shown it switched optics mode. In the RC it only switches optics mode whether the action menu is shown or not.
EDIT: Correction, still works with the action menu but no longer for the AI command menu.
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It's not a job, nobody's paying, just do what ever interests you the most whenever you're inclined.
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Never understood why BIS made TKOH a stand-alone game, I'm sure they would have made a lot more revenue pitching it as a paid expansion to A2OA.
Similarly I think both a fixed-wing DLC and tank-combat DLC for A3 could fund themselves because a lot of the installed-base will want the full-fidelity A3 suite whether they're particularly interested in those areas or not.
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Thanks very much, working great and seems a bit lighter performance-wise than V5. Blows my mind just how good this game can look.
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sync <code>
Not suggesting it's not true, more just concerned there's a fundamental problem with SQF I don't understand, but how does your example result in the behaviour described if the scheduler resumes at the statement following the last one executed?
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My favourite article on source code style; http://kotaku.com/5975610/the-exceptional-beauty-of-doom-3s-source-code
1TBS4EVA!
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Just guessing.
Suggest you add that to your forum signature.
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- Unity from Unity Technologies
- Unreal Engine 3 from Epic Games
- Unreal Engine 4 from Epic Games
- CryEngine from Crytek
- Source from Valve Software
All of which are run-of-the-mill engines which nobody singles out for particular praise on the audio front.
Frostbite on the other hand is widely acknowledged as a leader (if not the very best) in game engine audio and guess what? It was developed in-house. I wonder why they didn't just license FMOD?
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I highly recommend NOT TO SWITCH to 2.0.1f2 for now.
I looked into the new structure and it is once again overhauled.
For those who got it working already with the previous version of ReShade just stick to it. The update of ReShade wont fit to the current installation method provided on my website.
Does anyone have a download link for an edition of Reshade2 that is compatible?
I decided to check out V6 yesterday after this topic was bumped but can't get it to work, at least with the download available (crashes A3, on Win10x64). V5/Reshade1 still working though.
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however I am among those who experience this "first fight lag" syndrome. Does anybody know what causes it?
I have no way of *knowing* but I would guess it's because it's the first time Arma requires those sounds and they're being loaded from the disk all at once, thereafter they're cached either by the OS or Arma itself. Assuming you're not running from an SSD (highly recommended) you could try running sound/JSRS pbo's in a RAMDrive.
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Great job. So looking forward to this next release.
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You might want to look at these; https://forums.bistudio.com/topic/188332-eden-all-in-one-config-dumps/
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Because he has. If the server is running a units/vehicles mod such as RHS, everyone on the server needs to have it.
Not necessarily. A well-designed mod will only alter stuff which is within its scope. RHS is a big mod with a big scope up to and including modifying damage and penetration and it is a more than a bit hopeful of Galzohar to imagine it wouldn't affect vanilla attributes but your sweeping generalization that everyone must have always identical mods loaded is just incorrect (provided the mods are well-made and their intended scope isn't gameplay altering).
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Without wanting to suggest that all updates are an improvement (I'm looking at you New-Fatigue-System), when people struggle to come to terms with changes that are widely held to be positive I'm reminded of the A3 launch tag line;
SURVIVE . ADAPT . WIN
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A couple of things you might try;
1. See if you can launch arma3.exe without the launcher (look in <SteamLibraryFolder>\steamapps\common\Arma 3\)
2. See if it's getting as far as creating a report file and if so check to see what's entered in it; (look in %LOCALAPPDATA%\Arma 3\)
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Why did you drop the textures? Why not leave them as higher quality.
"...(which is the standard for Arma 3 weapons). They should look better now on lower video settings and the filesize is decreased as well."

Faces of War [WW2]
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
That's all we really need. Once two WW2 mods inter-operate well then we have a de-facto standard which might hopefully draw others in.
Models look great, looking forward to your updates!