Maddmatt
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Everything posted by Maddmatt
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:eek: In better news, when he looked through the binoculars in the beginning of the video it looked like a rabbit or something running through the grass. So there is some kind of wildlife after all. The 275m thing is weird. So you can't have a friend giving sniper support or something? Maybe it's just a campaign thing.
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How about documenting new particle FX?
Maddmatt replied to Evil_Echo's topic in ARMA 2 & OA - SUGGESTIONS
I've only used SQF files there. Don't think it supports compiled functions, but you could make the script call a function if you need that. @Opticalsnare: That's not really relevant here. Think that's intentional anyway, apparently tracers are designed that way. -
WIP JTD Fire And Smoke
Maddmatt replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I would hope so, but I haven't tested them. AFAIK in vanilla A2 they are only used for small things like glass shards, stones, and wood chips. Particles should also block missiles from getting a lock. Flying above the clouds with the weather module should give some AA protection, for example. Although I haven't tried. -
Operation Arrowhead: The questions and answers thread
Maddmatt replied to W0lle's topic in ARMA 2 & OA - GENERAL
2010 is only a bit more than 3 months away, what's the big deal? It takes time to make this stuff. ArmA 2 is far from old. Anyway Arrowhead sounds awesome. And the screenshots look incredible, especially that town. -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
Maddmatt replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
I gotta say I like the new mouse movement. The speed the mouse moves at no longer changes as the FPS goes up and down. I don't see any pixel skipping. I can aim precisely just fine. Feels like aiming in COD now, but with inertia (can't spin around as fast). I know that having something in common with an "arcade game" is an insult to some, but who cares... I think the weapon sway should be increased to compensate for it being much easier to aim. Also mouse acceleration and smoothing should be put in the control options. -
WIP JTD Fire And Smoke
Maddmatt replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
As far as I know it should just work, nothing special required. I don't think there is any info on it though. I was told about it by a developer a while ago. Seems to be true, I've never been shot through smoke like I was in ArmA 1. And smoke grenades seem to hide me from AI (before/after the 1.03 patch that broke them, of course). -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
Maddmatt replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
You realise you can reduce the sensitivity in the control options? :confused: (Assuming you didn't try it already) For best accuracy, use a higher DPI setting on the mouse and reduce the setting in-game. That does sound like a problem I had in Medal of Honor Airborne... Might be a good idea for BIS to make mouse smoothing an option though, your post shows that some people might need it. -
How about documenting new particle FX?
Maddmatt replied to Evil_Echo's topic in ARMA 2 & OA - SUGGESTIONS
Somewhere in the config at "CA\Data\ParticleEffects" Look for There are some similar ones which might apply for vehicles. Get rid of it by change "cloudletDuration", fadein, fadeout, and so on to 0. But don't change "interval" to 0. Caused a CTD when I tried that. But raising it to a high value might be a good idea. @Evil_Echo: Not a problem. Glad I could help :) Two ways to attach a particle effect to something. First by using the last element in the particlearray. Just add the unit reference there. Note the position and velocity vector of the particles will now be relevant to the object. One bug with this that might be fixed by now (it also might be what's causing you trouble): the particle effect will only be rendered if the emitter is close enough to the player (within the viewdistance). Best to keep the emmiter at or near where the object the particles are coming from is located. The attachTo command can be another way to do this. Although it can't attach to "ammo". -
http://linda.bistudio.com/ They offer it as a service, I'm sure they will do it for modders as long as they are willing to pay for it. By the looks of it, you pay them to make vegetation for you and then the rights to those particular models and textures are yours. So you should be allowed to make a mod with them. Don't expect it to be cheap though.
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WIP JTD Fire And Smoke
Maddmatt replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Are you sure you even need the viewblocks? Particles should block the AIs view in ArmA 2. I'm not sure how well it works though. Some testing is probably a good idea. -
*Shot in the leg only removes your ability to sprint *No leaning *Standard FPS movement style including: easy to shoot accurately while walking (in one of those recent gameplay videos the player walks sideways while aiming through the scope, yet the aim is perfectly stable) The gameplay footage makes it look like an easier game to play. And the comments I've seen in other forums have said similar things. It's a plus for the game really. And more that you can probably find mentioned here. This is all relative of course, the only other recent 'milsims' to compare it to are the ArmA games, and they have their shortcomings too. And face it, neither ArmA 2 or OFP: DR really come close to recreating combat :) They also both have a different approach. It still counts as a simulation IMO. Face it, every simulation game has to leave out large chunks of reality and is simplified it many ways. That includes racing sims and flight sims.
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Only the Xbox version (OFP: Elite) had a dumbed down editor. PC version is fully featured. Most of the real advanced stuff is done through scripting anyway, just like many games and I have little doubt it will be the same in OFP: DR. Although ArmA 2 does have the moddable 3D editor. Not in a great state yet but it is powerful.
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How about documenting new particle FX?
Maddmatt replied to Evil_Echo's topic in ARMA 2 & OA - SUGGESTIONS
Here is the list of muzzle effects, with a description:BIS_Effects_Rifle Small smoke effect to simulate gun being fired. Used on just about anything firing a bullet weaker than a .50 cal. BIS_Effects_Cannon Used for the tank cannon, 'nuff said ;) BIS_Effects_HeavyCaliber Heavy weapons like 25and 30mm. Such as Shilka, Cobra cannon and the like. BIS_Effects_HeavySniper Intended for .50 cal sniper rifles. But since the scripted muzzle effects are not used on infantry you wont see it in-game without modding. BIS_Effects_Rocket Backblast effect for misile/rocket launchers. BIS_Effects_SmokeShell Was used for smoke shells at one point, but not any more as the effect now is set in the config. BIS_Effects_SmokeLauncher Smoke launchers on some vehicles. BIS_Effects_Flares Countermeasure flares. Not used. But you can test if you add the flarelauncher and ammo to an aircraft. Can't recall the classnames but you can look them up. I think some addons like the F16 use it, or at least a modified version. Notes: These effects are only applied to vehicles. Although if you add the necessary eventhandler, you can get the infantry effects working. Although you'll need to disable that standard rifle smoke effect for it to look good. I might do this some time in a mod. -
I was thinking that too, but then I saw the system requirements: http://cinemablend.com/games/Operation-Flashpoint-Dragon-Rising-System-Requirements-19206.html About the same requirements as ArmA 2 :confused: That worries me. Maybe the game isn't as scalable as ArmA 2? Although I guess these requirements are around the norm these days.
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What does ARMA 2 have that Operation Flashpoint 2 doesn't?
Maddmatt replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
As you clearly quoted, I said "Compatibility trouble with certain drivers/hardware probably." As in, the game might have trouble with certain drivers/hardware for some reason. Could be the games fault, or the driver, or the hardware, or even the user. Not all problems are necessarily caused by the same thing. As can be seen in Youtube videos and many comments, there are people who get great performance. Not everyone has those problems. -
What does ARMA 2 have that Operation Flashpoint 2 doesn't?
Maddmatt replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
No I'm not :j: Never said there were no problems. Don't put words in my mouth. -
How about documenting new particle FX?
Maddmatt replied to Evil_Echo's topic in ARMA 2 & OA - SUGGESTIONS
Yes. It's called "rubbing" here: http://community.bistudio.com/wiki/ParticleArray You open up the texture "\CA\Data\ParticleEffects\Universal\Data\Universal_ca.paa".Use Textview from the new BIS tools. Those numbers where you put "?" are explained in the page I lined above. Except the fourth one. The fourth one is set to 1 to make the animation loop or 0 to make it play once and stop at the end. Defaults to 1 if you leave it out. First value would be 16 for the universal partical, because the texture is a 16x16 grid of frames. Now onto Evil_Echo's post... As I said above, best to open the texture itself with Textview so you can see it for yourself. Even A1 supported 16 frames of animation. If you make your own texture you could do as many frames as you want.No guessing once you have the texture in front of you. Well, someone can take the texture, convert it to jpg, and upload it there if they want. As for luminous, I'll explain that at the end... Best thing is to play with it yourself. http://www.armaholic.com/page.php?id=4859 That will need to be modified to work in ArmA 2. I can upload a modified version but I don't want to share it unless I can be sure the authors are ok with that. Still, some people will be able to convert it easily. SetParticleCircle creates a ring. Though you could make it look like a disc by randomising the position with SetParticleRandom. Don't know if I can really explain the rest. I just alter the values until I get what I want - which is when it looks like the videos I've been watching. I guess deep down they work in the same way. The config values are generally the same as their particleArray counterparts. You could probably even write a script that reads them from the config and applies them to a particleEmmiter.Careful though, some effects you'll find in the config are not used. Either because they were not implemented or they are OFP/A1 leftovers. If you want to know how to make a weapon with it's own impact FX, missile trails, smoke or whatever I can explain that later. I will write that up later. At the moment they only apply to vehicles. I don't know what BIS plans there but things might change at some point with the scripted/muzzle effects.Now, luminous or glowing particles work differently to A1. In ArmA 1 they worked by having an rvmat applied to the texture. It was crap, since you couldn't really control how bright it was and most rvmat features didn't work on particles anyway. In ArmA 2 you make a particle glow by giving it a negative alpha value. It's weird but gives you good control. The further below zero, the brighter it is. [1,1,1,-1] = bright [1,1,1,-2] = even brighter. [1,1,1,-0.5] = not so bright. And also half transparent. If I remember correctly, tank muzzle flashes are [1,1,1,-2]. Maybe someone with some documentation skills can get this info in the biki in a more readable form :o -
What does ARMA 2 have that Operation Flashpoint 2 doesn't?
Maddmatt replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
If my piece of crap PC can run it at more than 15 FPS then I find it hard to believe that the game is to blame for that performance. Compatibility trouble with certain drivers/hardware probably. But most of the gameplay footage I see on Youtube wouldn't be possible if nobody could get it to run smoothly. Honestly, it's just stupid to assume that just because some people can't get it to run smoothly to completely ignore the people who get great performance (and post video footage) and say the game can't run smoothly. I'd rather rely on gameplay footage and actually playing it than trusting journalists who are used to playing mainsteam games. How often do you see journalists posting gameplay footage of 'simulation' type games when they preview or review it? Because they can't play them! :p Most game journalists are useless at reviewing anything but arcade/mainstream games IMO. -
ArmA II: Operation Arrowhead discussion thread
Maddmatt replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Some people clearly have no idea of how game development works and can't grasp that it's normal for a developer to work on more than one project at a time, it may even be vital for the company to survive - otherwise one failed product can bring them down. Try a bit less whining and a little more understanding ;) Not directed at anyone in particular. I think this expansion is great news. Shows that BIS will be supporting ArmA 2 for a very long time. -
What does ARMA 2 have that Operation Flashpoint 2 doesn't?
Maddmatt replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
If pointing out bullshit makes me a troll then I'll happily take that title, thanks. But at least I don't post bullshit. Lower model and texture details are clearly visible, nowhere near ArmA 2's level of detail. How is it better? Can you actually explain what about the graphics look better? If you can't answer that, I've proved my point. Lower detail, that's a fact. Can't be argued. Or maybe being more colourful counts as looking better? :j: I'm not bashing OFP2, I'm interested in it. Looks like a decent game. I like ArmA 2 as well, but just because I like or dislike a game doesn't mean I'm going to post garbage. -
Press 0-0-1 to say "ready" (if I remember correctly). It's usually because you've been sent to heal at a medic or something weird like that. The command system has a couple of oddities like that.
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What does ARMA 2 have that Operation Flashpoint 2 doesn't?
Maddmatt replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
Gotta love people posting bullshit... We can also see it doesn't look better. -
How about documenting new particle FX?
Maddmatt replied to Evil_Echo's topic in ARMA 2 & OA - SUGGESTIONS
Ask what you want to know and I'll try to explain it. I have a good idea of how the particle effects work, I coded many of the effects in ArmA 2. You probably figured this out already: All the effects are located at "\CA\Data\ParticleEffects", except for some artillery effects which I think are with the artillery stuff in modules.pbo. Also: http://community.bistudio.com/wiki/ParticleArray That's not just relevant to scripted particles but config ones too. -
What does ARMA 2 have that Operation Flashpoint 2 doesn't?
Maddmatt replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
Nah, you're just a crap pilot. But seriously, AA does miss (although in ArmA 1 the missiles were insanely accurate) and BIS games have had auto-rotation since OFP. AA missiles in ArmA 2 don't stand much chance of a hit if they fire from the side and you're moving fast. Anyway AA is supposed to be deadly to aircraft, that's the whole point. It takes still to get past it. -
Nope. But I think they do show units within a smaller angle when you turn up the difficulty. They wont reveal units you haven't seen except maybe on the lower difficulty levels.