Metal Heart
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Everything posted by Metal Heart
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In single player, after you die you are shown who killed you. If it's a soldier, chances are that it happened so that you ran into his sights and then he pulled the trigger or threw a grenade at you. If it's a tank, it shot or ran over you. That's about it. In MP it wouldn't be fair to reveal the enemy if there is respawn because you would know where and what the enemy is even though your current character might have no way of knowing that.
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Fabulous flying & firing machines in ArmA?
Metal Heart replied to ricnunes's topic in ARMA - GENERAL
Yeah and OFP is cabable of 5km view distance but it's not playable unless you have a 10ghz cpu and 4gb of ram or so. It has been said that the setting goes up to 10km, not that it could be actually used for anything else but for taking screen shots. I would love to be wrong though. -
You are wrong.
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Yes that sounds nice and all but the problem is that it wouldn't actually work. Not without spawning/cleaning scripts anyway.
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There is a slight difference though. I might choose not to play some optional ninja mission but I would never use a cheat to skip one that is not optional.
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More than 700 on one side simultaneosly? Seriously? You could just create more of them as they die, like in a CTI for seemingly endless number of units. It's not likely that it would work that well in MP anyway if there were more, not only because of the bandwidth, but the processing power needed for some 1400+ AI on the server (all AI is server side me thinks). Maybe you should check out some war strategy games if you want that kind of scale.
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I think that like in OFP, the choice is yours (well in SP and own server anyway): 1. large view distance 2. bumpy terrain (=small terrain grid) 3. both with low fps
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http://www.grsites.com/fonts/18791905/f/FAKTOS.TTF
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It's not like any addon maker owes you shit so just take what you get and be thankful. Or at least have some respect for the hard work and time people put into the stuff and don't whine at them like a spoilt child.
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Only trust the text on the back of the box if you need reliable info. And even that with a healthy dose of skepticism to be on the safe side.
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I wouldn't believe it without seeing. It's possible though, Soldner has VD like 10km and beyond but objects are only rendered inside 1km or so and the ground further away is rather lo-fi but it looks quite nice anyway and is good for flying. I think it has been stated in some interview that ArmA will be aiming for something around 2km. It's not really that far but way better than 1km. That's why there's these great inventions called the binocular and the telescope, they make objects that are far away appear bigger if you hold them the right way
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No, you are wrong. It's only useless in those particular circumstances. I bet there are demos/games that really make full use of the card, and those would show very different results in software vs hardware mode.
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Well, yeah... like OFPR view distance was up to 5k but you could only use it on the desert island of the default islands. Judging by the screen shots and videos, I think you forgot the "(but only if you got Athlon 64 X2 4800+, 4GB of ram and 2xGF7900GTX or better)" Or maybe it's in binary, like "There are only 10 types of people in the world: Those who understand binary, and those who don't"
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5000m VD is very playable if you make an island without objects or with just a few Runs really smooth even on my old comp (2000+,512mb,gf4200).
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Well there's supposedly better AI, better collision detection, higher view distance, bump mapping, self shadowing, JIP, ricochet and so on. I'd qualify those improvements as real changes to the engine.
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Maybe it could be of some use against cheaters or people who ruin games. After everyone knows such person's player name, he wouldn't be able to ruin so many games and he would have to create a new account and spend hours and hours again to get the neccessary xp, playhours or whatever to get on a server. Personally, I'm all for a portal system in MP games so a malicious player could be banned from all public internet games. Of course, a good copy protection/cd key system would be necessary for this to actually work.
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Fixed aiming also allows you to cheat a bit on a server that has disabled crosshair. Like have a program running on the background that overlays a dot on the center of the screen or draw a dot on an invisible piece of tape and voila, you hit as good as you did with the crosshair. Maybe it's a server-side option though, so you could allow fixed, floating or both. I don't get how it will help with TIR, do you really aim with your head? I thought it would be used for looking around, not aiming. No they didn't, the middle line still shows where the gun is aimed so your gun lags behind the reticle just like OFP. It's just that the view is locked to the reticle, not the gun.
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First thought after reading post: Think of what a hacker could do with such scripting commands in mp games if ArmA is anything like OFP security wise. At the very least write junk data in the directory until the partition is full or quite possibly even corrupt the whole disk or some specific files trough some bugs. But I guess you meant only single player.
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Of course the AI doesn't listen to the voices, I'm perfectly aware of that and I never said it did. You could replace all the voices with samples of farts and the AI would still understand the commands. But... before the next command takes effect, the samples that form the previous command and all the other radio messages that were in queue are played to the very last sample. This is quite evident when you are a tank commander and have an AI driver and at the same time try to command some AI elsewhere and have them clogging the channel by reporting some meaningless stuff all the time, thus making effective commanding quite impossible (that's why I usually take the gunner seat instead of commander). Therefore, reducing the time that your character takes to say the commands makes commanding faster, especially when you're giving multiple commands in rapid succession.
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I agree, that has gotta go unless it's just thrown in every once in a while for a little randomness. I guess you could replace "that"-samples of all voice characters with an empty sample if they don't fix it.
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The pitch control also allows cheating in MP, by manually entering a ridiculously high pitch in the config file you can order the AI around much faster, this should be fixed. You can also choose Resistance voices this way.
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Hmm, doesn't seem too bad, 800x600 resolution would not be good for an fps like ofp though and the pixelation might look really ugly because the view is probably very large. I'd definately want to try those anyway.
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I meant a system like track-ir, only wider angle and with displays. You'd be turning your head say 160 degrees tops which would translate to something like 270 -360 degrees in-game so it would only take two sensors. You would still be controlling the characters body with mouse in a fps game. I'd imagine 360 degrees and free movement would be better with gyroscopes, hand held wireless controllers and all that stuff which would get a bit too expensive for consumer market I guess. Yeah, I haven't actually tried track-ir and I do believe it would get quite intuitive after a while. I've also thought of getting one as soon as I got the extra cash.
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I wonder how come we don't have consumer-priced reasonable quality VR goggles yet, it's been like at least ten years since the first concepts. And the technology most certainly exists. Like track-ir goggles, only with two mini-lcds displaying a stereoscopic image. With track-ir you turn and move your head allright but you also have to keep your sight on the monitor which is of course completely unnatural.
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Word of mouth does much more than any professional marketing and you really should check for typos when writing in caps.