maddogx
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Everything posted by maddogx
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ExiledRP - The Ultimate ArmA 3 RolePlay Experience
maddogx replied to Bigfry's topic in ARMA 3 - MULTIPLAYER
Since this thread is mainly about an MP mission/server and contains a lot of discussion, I've moved it out of the squads & fanpages section. If you guys want to maintain a thread in the aforementioned section, please familiarize yourselves with the S&FP-specific rules. :) -
Campaign episodes offered in multiplayer?
maddogx replied to byrkoet's topic in ARMA 3 - USER MISSIONS
Moved to user missions, since this has nothing to do with the dev branch and an "official" MP coop version of the campaign probably won't happen. (There is certainly nothing "simple" about it.) Long story short, this will have to be a community project. -
I took the liberty of changing the thread title to more broadly encompass PhysX related feedback. :)
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You're correct, but you also didn't contradict what I said. Read my post again. :)
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As far as I know, playableUnits won't return unused slots that aren't occupied by AI.
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Can you elaborate on that? Does this involve changes to existing fog commands or the addition of new commands for haze, for example?
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In that case, this thread can be closed. :)
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Latest SITREP. Those are actually worth reading. ;)
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I don't think the dev branch updates are much of a factor regarding development of new features. They have more than just the two "public" branches that we know about. New features are developed on internal branches first before the prototype is ready for public testing.
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Day Z Announced as standalone title.
maddogx replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
The absense of any of those things does not automatically make a game "arcade". DayZ is pretty hardcore by nature - quite the opposite of arcade. That's quite a non sequitur, which is to say it makes absolutely zero sense. A survival simulator needs many things (scavenging for loot, open world, persistent player character, some sense of danger from the environment etc.), but an editor is not one of those things. Nor is a single player mode, for that matter. In other words, you were hoping to play the game offline, modify it and port it to ARMA3. Sorry if that's not possible, but that doesn't make it useless. -
Thread-derailing posts deleted. Please keep it on-topic or keep out.
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After ArmA, ArmA2 and ArmA3 the game is just still disappointing
maddogx replied to GShock's topic in ARMA 3 - GENERAL
I don't see anything productive coming from this thread. Simply venting your frustrations and accusing other users of being trolls or in denial is not useful to anyone. :padlock: -
In the future apparently human beings are not subject to inertia or weight.
maddogx replied to pd3's topic in ARMA 3 - GENERAL
True, but adding inertia can directly affect gameplay in a positive way, including the improvement of balance (*gasp*) between different weapons. We're not just talking about adding realism for the sake of moar realism. -
In the future apparently human beings are not subject to inertia or weight.
maddogx replied to pd3's topic in ARMA 3 - GENERAL
Negative mouse acceleration (I loathe that phrase by the way) always happens if character rotation speed is limited in some way, no matter if it's done by animations or some other means. With limited turn speed, there will always be a point where you start moving the mouse faster than the character can turn - that's when negative mouse acceleration kicks in. (Though it really has nothing to do with "acceleration", but I'm not going to get into that...) When prone, I think limiting turn speed is definitely necessary because split-second 180° belly-spins just aren't realistic at all. By all means they can do it with a nice animation, but a simple turn rate limit would suffice for me. It's pretty standard in games nowadays, so I doubt many people would complain. When standing or kneeling, I think they would need to penalize fast turns depending on the weight of the weapon, though not by limiting turn speed. -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
maddogx replied to maddogx's topic in ARMA 3 - GENERAL
Please edit your posts accordingly. :) -
Linking in case anyone misses it: Stacked Event Handlers.
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The lightshafts are a fairly simple shader effect, so that seems unlikely.
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Arma needs some "interesting" areas for infiltration, hideouts, bases, etc.
maddogx replied to Crash's topic in ARMA 3 - GENERAL
Feel free to ignore him. Turns out he was a duplicate account of a previously banned user. -
I played the first few missions of the campaign yesterday and was rather underwhelmed. Say what you want about Call of Duty, but at least those single player campaigns are generally entertaining, if completely unrealistic. BF4's campaign is similar in many aspects (on rails explosion-tastic fragfest) but the story is just... meh. And the "AI", if you can even call it that, my god. Interesting bugs aswell; at one point I was launched off a ladder and into the ocean, which led to me having to load from the last checkpoint and re-watch a cringe-worthy cutscene. Ugh. I've been enjoying the multiplayer, but as far as I can tell they completely phoned in the SP component.
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Please search before posting. It's still early in the day; we really don't need threads just to speculate about when the update might arrive. If the devs have something to announce, they will make an announcement, otherwise the update will come when it comes.
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It's a little early in the day to start speculating about delays, and we certainly don't need a thread just for this. If they were going to postpone the campaign again, they probably wouldn't wait until the last minute to announce it. The release should happen any time in the next eight hours or so.
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ShackTac Fireteam HUD (STHUD)
maddogx replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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Burning trees, grass, houses, particleEffects
maddogx replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since the spoiler issue has apparently been cleared up, please return to the topic at hand. -
Connexion Problem with box retail of the game
maddogx replied to soldat_ryan's topic in ARMA 3 - SERVERS & ADMINISTRATION
Box retail needs to be activated on Steam just like all the rest, so it's really no different than the standard Steam version. The disc just contains a snapshot of the Steam data, after all. Ask them what version number their game displays in the main menu (bottom right corner) and make sure everyone (including the server) is running the same version.