l etranger
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Everything posted by l etranger
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Yeah, it should be a difficult options "Server Side options" like Third person, tracers etc... Because you can also cheat using the scoreboard to know if you killed the far man hidden in the bush or not.
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I will setup a dedicated server and i will full it of units. After that performance test i will look at the new features and their bugs & exploits. Then i will come complain on the forum.
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Multiplayer AI Helicopter unloading players?
l etranger replied to l etranger's topic in OFP : MISSION EDITING & SCRIPTING
Thanks I followed your think way, that was hell to make this heli insertion work with bots and also with human. What i did : -Used only move waypoint -Stoped the chopper at a move waypoint for 60 sec -maked him flyingheight at 1 at the a stoping waypoint -put a trigger with 10 seconds delay to unassign all embarked troop. -put another trigger with 30 seconds delay with action "eject" to all embarked troop. And that does the trick. So now you can be with the embarked troop as leader, as squad member with AI leader, with player only. Damn hard. the eject command is because if you are the squad leader, unassignevehicle of bots (needed for make the squad leader ai to order to disembark the squad) will make them not follow your disembark order. And also to prevent player staying in chopper when this one leave the drop zone. -
As you can see on this pics we can see tall grass, which could be usefull to lie down. Now i am wondering if the grass will help or break the game. Explanation : If you lie down to hide in thoses tall grass, you will not seen anything around, but will the others still not see you? As you know gamers don't use NASA computer to play, so devs have to put optimization everywhere to make their visually complex games. For the grass devs usualy make it disappear at a certain distance where you would not notice much the difference to economize every ressources they can for other things. The problem : if someone hide in the grass and another one is at the distance where the grass dissappear, the last one will see clearly the poor lying man thinking he is hidden. The hidden man still can't see anything due to all the grass around him. I let you guess what happen for the poor 'hidden' dude. Many games suffer this problem, so in multiplayer people or devs simply disable the grass wich mean it is only a visual effects and unusable for any strategy. In some other games devs make it smartly, in Joint Operations when the grass disappear, the player hidding in get the grass skin on his model, blending with the ground, making him still hidden. What is good with Joint Operation, is that this hiding kept its realism because if you are far but above the hidden, you will see him normaly (grass are grewing verticaly, not horizontaly). So there the grass become a gameplay element, use tall grass, hide if you see a tank etc... I thrust BIS to make the grass a game element and not a (need to disable) effects, and hope they will fullfill my wish.
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I don't think smoke act as wall, if you go close to a real wall (house or full fence) everything behind will not be drawn, only the terrain, it is cool because it work as an anti wall hack and also improve performance by decreasing objects drawn. It could be used too with people hiding in grass when the grass disappear.
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Hello On the 5 minutes footage from MagnumLand we can see the current ArmA compass : I hope they will improve it, because N,W,E,S isn't enough. Best would be to have clear readable Rad and ° written on it (they could size up compass if needed since it is not something always displayed on screen but an item you call only when need it). You know so when you are playing with your friend and voicecomm, you can shoot "contact 270". Way better than "9o clock" based on the speaker pov.
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The terrain auto level of detail is a missing features of OFP, that is why you need a good computer if you want to play in high terrain detail. The terrain auto lod is pretty simple to do, at a certain distance the engine begin to merge the terrain's vertex to draw less polygons. It makes the terrain less accurate but you doesn't see it because you are too far to notice the rougher edge, and it help a lot to save ressource that you can allow for other objects.
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It's up to dev to balance performance over the game abilities, a 3 Km view is enough with the terrain lod begining at 2 Km. you can't see much thing at 1 Km with a 1024x786 resolution without optics. So optics could turn off terrain load allowing you to scan it in details (you don't lose too much performance because the zoom decrease your fov rendering).
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That is very important to have Terrain Lod, because it would allow ArmA to have a realistic accurate human scale terrain (without performance drop), where infantery could duck in any gaps and holes they found when under fire. Right now Arma doesn't support that gameplay. Ofp does : Arma (smooth edge, huge scale topography, unexploitable) : Ofp (cover edge, holes, ditchs, human scaled, very exploitable) : As you can see Ofp is much more realist, and the gameplay (motions & action possible with the only terrain) is completly different.
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Empty flat world... It is depressing
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I never gave specific names but I have seen it,all I'm saying is with what they have done,it wouldn't hurt to let the compass be as it is until a community member modifies it. If a game need to be modded to be good then it mean the game is bad. I don't know for you (and a lot of people there, who alaways critisms people little details suggestion), but i don't want ArmA to be bad.
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Yes ofp doesn't use terrain lod : http://pix.nofrag.com/3d....mg] As you can see there 400 000 poly drawed, and no difference between near and far distance.
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Well in OFP elite it doesn't seem to be implemented because they put a heavy cliping or maybe the Xbox is just too powerless. The streaming must not be for performance improvement but more for memory usage.
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Operation Flashpoint: 5 Year Anniversary
l etranger replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Flat gournd, flat ground, flat ground, the only cover you can found are trees and bushs, there is no where to hide else. No hole, no asperity, the terrain don't offer any good groundfight. I m sad. -
Hello On all screenshots and video we can see see that Sahrani is mainly made of flat ground, there is hills & mountains but that's not to human scale. It mean no cover, no tactical topography approach, you can prone but it will not help you if you are under fire. In OFP there is an option to put the terrain a bit bumpy, that is very realist and add a lot of immersion to OFP, because it emulate the real world chaotic natural terrain and compensate for the lack of grass & high grass (that ofp don't handle). And from what i see, ArmA shots & videos are already made with high terrain details : http://pix.nofrag.com/f2/54/6e83a19b207ef523eebe8b79f6e2.jpg There is already not much objects on the Saharani terrains (the south as a desertic area) and it seem that's not better on the other part of the island. I fear Saharani can't offer much good location to do interesting fight for mission makers.
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I think most people don't know what the crosshair show, it is not about a way of aiming with your mouse it is about : -The Weight of the weapons. -The time your character take to align the canon of his weapon with his target. -Faster to align a light submachinegun than a heavymachinegun on your target. That is how the OFP weapons handling is, remember, the bullet don't come from the center of your camera point of view (like all the crappy fps around) but from your weapon's canon. Having a center crosshair in ArmA mean they removed the realistic handling of weapons from Ofp, that is what ofp fans are complaining about, and not about having a center crosshair or a moving crosshair.
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The Ageia PPU card is useless : http://www.hardforum.com/showthread.php?t=1056037 Same visual result but better performance without it.
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Ok it is optional, but then players who will use the CWC aiming will be handicaped, because they will be slower to aim than someone using the direct aim. So everyone will use the center crosshair for quickaim. What i don't like is the people carrying their guns straight for a long period of time without getting tired
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Well it seem Bohemia is in touch with a lot of Publisher : I know Focus and Atari are trying, so i think a lot more publisher must try to take over the publishing of ArmA
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Directplay use TCP/IP protocol to handle OFP (old slow method), Sockets is the UDP resistance (newly) optimized netcode.
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I am wondering why we can't see any interior (like the tank gunner turrel), i hope they are just not done yet and will still be implemented like in OFP.
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Great Article /me Knock to Game Devs Doors
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Great Article /me Knock to Game Devs Doors
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Weapons resting, it should be great in ofp, with sandbags and stuff.
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I did some comparive screenshots. On left is the original Ofp compass (number unreadable), on the right is the WGL mod compass, they increased the size of the compass and refined the texture, so you can clearly see numbers. All the compass screenshots hasn't been rescaled and are taken with a resolution of 1024x768 (the compass should be still readable for lower resolution like 800x600)