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Defunkt

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Posts posted by Defunkt


  1. I haven't played with TFAR but it looks to be the same as ACRE in that it introduces new objects and classes and thus requires everybody on the server to have it.

    Assuming BIS don't get around to fixing up VON, the next best thing would be a TeamSpeak/Mumble based solution that operates entirely on the personal radios and vehicles (which should be equipped with radios) that are already in the game. A2TS (the proof-of-concept that launched ACRE) worked like this and it was great because a group of friends could join a public server and have clear directional speech and squad-based communications (albeit subject to A2TS' janky clipboard mechanics) without affecting anybody else.

    A server-op could then promote the use of their TS server as an option for those regulars who wanted to seek out and setup the mod. The biggest issue with TS as a VON replacement on public servers is that the current mods are designed in such a way that everybody must have them (which is a shame because it's really not that necessary, you could achieve 90% of the significant functionality without doing so).


  2. The problem is one of feedback though; when you can't tell if your long range shot is off by a mile, a few inches, or hitting some invisible collision wall in front of your gun, that's a problem.

    Arma aspires to be a simulation, you should expect no more or less feedback than you would receive in the real world.


  3. Is it possible that you might get the YouTube embedding altered to allow switching to fullscreen while remaining on the current page? This is one of the few (possibly the only) site I regularly visit that doesn't permit this and it's a nuisance having no option other than to click the YT icon to open the video in a new tab. I can't think of any good reason not to permit this (?) and AFAIK it simply requires the addition of the following within the <object/embed> definition;

    <object>
    ...
    <param name="allowFullScreen" value="true">
    </object>
    
    [i]and[/i] 
    
    <embed... allowfullscreen="true"></embed>
    


  4. It is confusing, because anyone looking at zoom values on the optics will, and I guarantee this, think that magnification is relative to normal naked eye view, not zoomed in one. Hence confusion about the accuracy or readings.

    That people may be initially confused is no reason to alter this (subscribing to the lowest common denominator is not appropriate for a simulation). I for one am pleased that BIS are attending to FOV consistency and the cornerstone has to be that the 'zoomed' naked eye FOV should be the 1:1 representation of visual acuity (the default 'not zoomed' FOV being merely a workaround for the fact that a monitor cannot represent both that acuity and the breadth that human eyes are capable of at the same time).


  5. I noticed that my friendly AI would scream 100% of the time, but the enemy would either almost never scream, maybe 1/10 (or maybe they're just much much quieter?). To test I put down two groups of inf, one blufor and one opfor in Zeus, about 50m away from each other, and was able to hear every one of the bluefor soldiers cry out when shot, but I think only a one or two opfor.

    Are these Vanilla Blurfor/Opfor or modded units? Do the OpFor units properly support CBA? If not, there's your problem.


  6. 251 days later and this issue still exists?

    And you are... disbelieving? Outraged? All games are imperfect or approximate representations of the setting they try to realise. There will always be compromises required to fit into an available performance or monetary budget. Did you actually imagine 251 days ago that all you would have to do is flag one such compromise that you didn't like and it would be magically fixed to your satisfaction in a couple of months?


  7. I'd like to see a set/getFatigueDiv command, or expand the enableFatigue[/] to use a scalar between 0-1 (in addition to the current boolean) which would basically set a divider to the accumulating fatigue (as in you would get fatigued slower) so that mission makers would have a wider range of tools to customize fatigue.

    Don't think it should be up to the mission maker to decide player endurance, ultimately it's a playstyle choice which should be controlled by difficulty settings (i.e. the server-op in MP - the player in SP). In practice it would just lead to groups having to edit the mission so that it suits their standard settings before they can play it. It might be appropriate to have a multiplier which scales AI endurance relative to that of the players such that the mission maker can tweak the AI's ability to maintain the style of movement that the scenario requires.


  8. Oh man, I hope it will not be watered down and made insignificant like they did with the weapon inertia.

    I welcome iteration but I too hope they don't accede to those who basically won't be happy until they can sprint all day with a .50 cal and a launcher.

    What I think needs improvement (though admittedly I haven't played a lot lately);

    - Load should have a greater effect on movement speed (not only endurance).

    - Fatigue should better reward light loads (or more severely penalise heavy loads), I didn't think the difference was marked enough last time I looked.

    - Recovery time shouldn't be skewed so heavily in favour of stance (particularly lying down). Dropping to a knee makes sense, lying down just looks daft.


  9. I recall there was a thread from some guy who had opened up a lot of Arma 2 buildings, but I don't know what happened to him. The thread: http://forums.bistudio.com/showthread.php?182075-wip-buildings-of-russian-village

    He donated his work to CUP; http://forums.bistudio.com/showthread.php?169933-Community-Upgrade-Project&p=2827441&viewfull=1#post2827441 - so I expect when time permits this and more will be integrated.

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