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Everything posted by hoot
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bug 17 years old bug in A3 - 'A fallen static objects' geometries bug'
hoot replied to RozekPoland's topic in ARMA 3 - DEVELOPMENT BRANCH
Uh...finally :D -
End Game multiplayer performance. Will it ever improve?
hoot replied to zeep's topic in ARMA 3 - GENERAL
Telling people about reducing network load while in reality things are getting worse after patching is representing exactly what, on your low threshold? Quality assurance? Lol! We have rubber-banding back in the game, hell yeah. Sooo awesome! The only thing that prevents me from starting to rage again and again is my age and my life in combination with friggin' 15 years of BI gaming experience. Now, go on with your babbling,Sir! -
Iirc, the Germans defeated Argentina in a penalty shootout - was it '06? However, i'm pretty sure their (bay.) psyche can handle that this time. There is only one team known to be the one and only penalty losers of all the world, but that team is already at home - scnr. So, all doors open for both teams :)
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Strange match, tbh. I mean it was a semi-final, against Brasil... :eek:
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/me likes :inlove:
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Volumetric clouds keeps a constant distance to the player?
hoot replied to Qosmius's topic in ARMA 3 - GENERAL
Same here: Anybody noticed that the clouds are moving strangely when flying through the air? They disappear, they appear, they grow or thin out as per vector and speed. It's looking really weird in the air. Being on the ground everything is looking great cloud-wise, but up in the air it's ugly and pretty remarkable! -
Good for you that you did not witnessed the 2006 release. You would probably know what 'unplayable' really means. To be honest, the 2009 release was kind of a better one. I think 'broken release' is a signature feature of BI. Problem is, you can do such things one or two times. A third time may work too (at best, as I may add), but you hardly get the chance for a fourth time. I have no problems if 'delayed' becomes the BI'ssian signature feature, just to make things clear.
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^ this. Edit: I've just learned that we get working Steam trading cards at least. And I'm really like....yeaah....
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I've yet to see Gamestar (exempli gratia) giving a bonus for a missing feature of a game that can be considered crucial. No I sense a shitstorm,... at least on their forums.
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Honestly BIS, I'm with you for a while now but this is just another disappointing news on a heavy list of disappointing facts I witnessed since 2001! I guess I'll cancel my support now finally. I'm f**king tired of it, really! Quality over quantity...LOL...Saftladen!
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Rendering grass at long distances: My thoughts about it
hoot replied to Elcoo's topic in ARMA 3 - BETA DISCUSSION
Reminds me of JointsOps - iirc?! It turned your model into a green 'alpha'ed' thingy to make it harder for opponents to id you way too easily at distances were normally the grass isn't rendered. Wasn't there a dynamic viewdistance for scopes in VBS that makes grass appear to be rendered over larger distances? Quite a good idea here. -
This is where a STEAM preload for the Alpha could come in handy ;)
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Valid point indeed. You can only pray to the almighty decision makers, if it is not on the list already ;)
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Hi. Don't know for vanilla A3, but in A2 you can deploy weapons with the ACE2 mod already. So if it's not in A3 out of the box, sooner or later someone will mod it in ;)
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Indeed. One could start reading between the lines...
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I know, but that might show related content ;)
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Not available in Zé Germany...trololol....
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This thread turns into an offtopic YT party thread...
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Can't wait to see how this turns out in the end. A Pic is a pic and that BIS can render outdoor pretty aesthetic is a well known and proven fact. But those animation flaws (especially in mp) bug me for more than a decade now. So I'm really looking forward to get my hands on all these 'improvements' finally ;) And when it comes to collision detection for player instances don't be to accurate indoors. There is so many situations where it makes me want to tear my hair out, i.E my avatar can't move and get stuck on the wall because the model collides with it let's say in a narrow building, whereas in real life I would move my arm and body to get around those friggin' obstacles. However, take your time BI! It's better to be a bit late but polished, than fast and buggy...:cool:
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Thanks BIS for 10 years OFP! I don't have the words to describe all that what we @ StoV loved about OFP, or what we associate with it today when we talk about the good old times. I only say that we are still playing it today for a good reason, and that's BWCTI, or for some [CoD*]-script based C&H - frequently copied but never equalled. Anyways, without you guys @ BI and your design of the game - all the freedom in scripting and modding you have given to us - such a longevity would have never been achieved. I know you don't like to hear it from a business-view, but we never bought a product that gave so much for so little investment. OFP is still sitting on top of the genre it once defined. Kudos! * - Today it seems important to note that [CoD] means Clan of Dukes and not that shooting gallery game. The old lads will remember ;)
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What about Euphoria then?! Qi5adyccoKI
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I mean the page states 'full-scale'. What is meant by 'full-scale' if not full-scale aka complete!? I guess scripting with the editor only is not full-scale, or is it?! :confused:
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It's nice to be nice to the nice. GJ!