GoosemanXP
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DayZ Zombie RPG (Unofficial Mod) Alpha
GoosemanXP replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mine too, yesterday it was ok but today it doesn't load, i got hurt yesterday before logging off maybe it's a data server issue. -
DayZ Zombie RPG (Unofficial Mod) Alpha
GoosemanXP replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Make the fortifications destructible on zombie attack, a couple of zombie hits and the sandbags are gone. -
DayZ Zombie RPG (Unofficial Mod) Alpha
GoosemanXP replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I was lucky too until the same hidden guy killed me 3 times in a row in the same town at night... When you are playing coop with other people it's annoying because you have to find the group again and sometimes takes a good while, but that's life i guess, just make a group of vigilantes find the **** and give him justice. Im salivating just thinking how this beauty will play on A3 engine... -
DayZ Zombie RPG (Unofficial Mod) Alpha
GoosemanXP replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
After playing all the evening i have to say : absolutely amazing experience!! Here are some suggestions: Some ingame help could be handy when you are a noob, like how to get raw meat and cook food, maybe some item books where this info is stored could do the trick. Dead bitted players could become infected zombies after a while, this would make the scavenging expericence on dead players more exciting, you must shoot the dead for precaution, this may attract other zombies. Flares could attract zombies during the night (i don't know if this is the case now). Make blood attract zombies, is you are bleeding they can track you better. Make zombies walk to noises (last noise position),and only to players when they visually contact you (not always run). Change the music when zombies are around and when they chasing you. Destroyable/Openable doors for zombies after a while and maybe some destroyable dynamic barriers for defense. Just some ideas, thanks for such a great mod :D !!! -
This is gonna be a classic, great work!!
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Star Wars Stormtrooper
GoosemanXP replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Impressive i must say!! -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes it's very possible that the behaviour of the map and editor object placements are just different, it's true that the flying small tree effect seems to appear just in the editor so i'll search for placement problems in the maps and report to you here :). -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
mm I think i'm using the latest beta but check out the mission in the editor: http://www.megaupload.com/?d=USXZ41UJ I've added the @editor addon too for the editor update in case you need it. -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here are some screenshots of the flying trees in the editor : For bushes: http://www.imagedump.com/index.cgi?pick=get&tp=556478 http://www.imagedump.com/index.cgi?pick=get&tp=556479 For Trees: http://www.imagedump.com/index.cgi?pick=get&tp=556481 http://www.imagedump.com/index.cgi?pick=get&tp=556482 http://www.imagedump.com/index.cgi?pick=get&tp=556483 http://www.imagedump.com/index.cgi?pick=get&tp=556484 http://www.imagedump.com/index.cgi?pick=get&tp=556485 And here is a comparative between the original chernarus and the resistance tree positions in the editor: http://www.imagedump.com/index.cgi?pick=get&tp=556480 I'm going to place the same editor mission in chernarus to see if the banishing trees are showing there or not. I hope the mistery can be solved :confused:. -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I tested the trees in the editor with the editor update addon. No tree is showing the dissapearing effect in the editor and all project their shadows correctly on the ground, so its wierd. There's 2 model of chenarus trees that fit the ofp ones, so it could be an option to replacement. This are the names of the flying trees-bushes: For trees: t-betula1f t_betula2w t_fagus2w t_fraxinus2w t_malus1s For Bushes: b_betulahumilis b_canina2s b_craet1 b_pmugo b_prunus b_salix2s b_sambucus I hope it helps, if you need the editor mission with all the trees-bushes in line i'll send you. -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What about using the original chernarus model on the problematic dissapearing tree model? At least until a proper model can be made, the addon would be reasonably playable and would still improve the FPS. -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have checked the Highest and 2nd highest ResLOD only vers. -The trees seem to cast no shadows on the ground. -In the higher populated tree zones the FPS's still low for big distances but under 2000 mt. it gets better. -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've tested the High Res. LOD version. PROS -Nice looking far distance forests. CONS -FPS even lower than original Chernarus for big distances (4000+). I still prefer the original version of the trees to the HighRes one, getting the best FPS results on MP missions with disabling grass option, so changing the actual Chernarus grass to a optimized one (or using another mod for this purpose) will improve even more the performance. Keep it up. -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well the test I've made was on a local-host MP game I've created, the thing is that i was testing several other mods mixed with yours (@ace2, @slx...), and it well may be causing the collision problems. Anyway it's not just the AI, the player would run through the trunks without collide, i still have to test if the vehicles do the same. The disappearing tree problem is happening to me when i get really close to a tree and use the mouse right click for the little zooming, or without zooming, when i get close enough to a tree, almost touching it. Anyway i will test and report it again without any other mods as soon as i get home. -
PROPER R vegetation resistance - test version
GoosemanXP replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
During my testing I've found this: BUGS -There's no collision on the trees, at least on a mp game, the soldiers just go through the trunks. -When you are close to a tree and try to zoom in it, the tree just dissapears. -AI seems to see and shoot through the vegetation like crazy, maybe an extra LOD it's needed. -Fliying trees in some parts. -Too few tree models makes the map look repetitive. -The trunks are too thin to fit well and the trunks texture too low. IMPROVEMENTS -Huge fps gain in mp. -Old times OFP spirit aspect. -Makes ARMA2 complex missions playable. -Compatible with other mods (tested with ace2 and slx). Great work and keep it up, the idea of optimizing the vegetation models could fix the game for a lot of frustrated people.