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PRiME

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Everything posted by PRiME

  1. PRiME

    AI?

    Not only does ARMA3 need better AI it needs WAY better AI chatter. Ditch the robotic AI for some real voice actors this time perhaps? Because the chained together artificial AI chatter is just unrealistic and often does not match whats happening in the environment. Also the AI lacks body language so hope ARMA3 looks into making AI more natural in movement and animation, for example a AI standing around might start changing stances or start picking his nose or butt LMAO or even whistle.
  2. PRiME

    viewdistance and other dissapointments

    Cheat for view distance would be to draw distal landformations in low poly (grid) which is somewhat done now, except not majorly. You could even have some textures stripped at distance, or minimal detail like 256x256 pixel size. I think its fully doable, and I believe the viewable object distance should be no less then 3km, atm I believe its 2km.
  3. PRiME

    Graphics engine improvement

    Top list: 1. Better Reload animations esp. with rockets etc. (more well timed and realistic) AND allow the interruption of reloading MID way, say if player FIRES in middle of reloading a RPG then it goes back to its default stance. (I have been stuck in reload mod for ages once when looking down a tank barrel thinking, if only I could just BUG out, forget the rpg lol) 2. Getting into vehicles needs better animation positioning and perhaps fluid animation. IE perhaps try adding it to the CAR first or BIKE were you GETIN and animation plays till player sites down, THEN move to the GETIN function part. For cars it pays to make the doors open first. BIS this seriously isn't that hard! some vehicles had opening doors already. 3. The smoke and fire system needs work, it does not look very real and often is too puffy and cloudy. Someone needs to look at LIVE fire examples from military of Grenades/Mortar/ARTY/ and ROCKET trails. Normally it looks better when smoke is streaked to symbolized movement, but in arma2 it just creates motionless puff clouds. 4. More death animation variation, perhaps a rigid body system (or a better one), but NOT rag doll effect because it disobeys joint movement often and the fact soldiers still have natural posses when they fall rather then complete brain to body disconnect. 5. Optimise the loading priority of textures in towns esp more. Sometimes textures don't load, also it helps to put a VALUE in the texture memory setting in the options screen so people can adjust to their video-card. Even a profile selector for veriest cards would help I think allot of people who are running at incorrect settings. For example the normal slider could be suited for HD4850/9800GT Cards ? perhaps a note underneath, some new comers just have not got a clue and try and play with things way too high. 6. Combat debris needs better optimization, I think its possible to have everything stored in a file or memory and just display it when someone is in range to some suitable limit instead of this AUTO clean-up crap. It would be nice to include shell casings in this, some smart management of what to display and how much will be needed obviously, like if a cluster of 400 shells exist then obviously only a few of these need to be present for the effect of residual combat to exist. (I have only mentioned this last one because I have SEEN combat bodies and THINGS just vanish infront of me, this kinda breaks the realism and I see no need to do it, esp if FPS wasn't impacted) 7. Lighting esp. street lighting should be a projection mostly down, this insane outer glow should be less intense. Some very limited shadowing effect could be added for high-very-high settings. Most the glow should be on the bottom surface, check the images. NOTE: there is some ambient but notice its dependent on the viewers position and isn't static! http://www.flickr.com/photos/71821925@N00/2938742157/ http://www.flickr.com/photos/26684957@N04/3077156674/ The last one is in fog and the ray tracing effect is most obvious. These are the types of lighting small villages might use. The SUPER ambient massive wattage ones will be used for suburb/city.
  4. PRiME

    Patch 1.03 Satisfaction Survey

    Seems most the people who play Multiplayer are greatly unsatisfied with the patch. BIS perhaps you should get a hold of some community missions like on OGN server and beta test with those before release, because apparently allot of missions like Domination and Evolution to name a few cause CTD on player and server side. Additionally there are some pretty nasty playing bugs people mentioned. I will have my new rig soon so cannot comment on the latest patch till another week. PS. I try to keep myself informed of bugs these days by scouting around the communities., If your unable to get the bugs occurring yourself, then its time to get some REAL beta testers going (eye balls BIS). ;)
  5. Hey guys just trying to figure out why all event handlers are no longer working for me in game. I use somethign like this, this addEventHandler ["dammaged", "hint format['part damaged - %1',_this select 1]"] Tried on a few vehicles etc.. any clues? has it changed since last patch?
  6. Hey, occasional rush hour rambo action is needed when you have no mates around (common with all the noobs in mp now) :)
  7. With AI drivers they just need to be more fast acting in combat situations or town navigation. I find I need to take over Driver position often because perhaps I know the TANK can pretty much just plow throu most things and get to point A to B. But the AI will attempt to be careful and safe driver, even when its being fired on. AI needs to go through aggressive driving school in other words. |: The best test is to set up high traffic on the island with cars going all over (like 1000s cars) and monitor their behavior and record instances of BAD driving. If the AI was in a heavier vehicle they may decide to go offroad at times? or if in tank they may just drive over cars/gates/fences thought NOT drive over friendlies :) . Its nice to think that the community is a nice cheap way to beta test and bug find but honestly even a small midget team of testers could pick up on most the woes the community has mentioned so far.
  8. Yep Im all for this, in tight situations its realistic and typical in intense combat. If your underfire and need to suppress then you aren't going to stop moving and kneel then shoot because you get shot. Now you can't just keep running because it will be like a chicken shoot on your arse, so you let loose a clip in their general direction. Someone at bis should get a auto paint gun and see how accurate and how fast they can run while shooting sideways/forward etc.. Just to get a feel as to how bad the accuracy is. At close range (10-20m) I say it be within 1-2m accuracy.
  9. PRiME

    viewdistance and other dissapointments

    animations for firing while moving in tight situations. (don't give me that crap that soldiers or people don't do it. THINK) . Also perhaps MG gunners should only look down iron signs of MG if in scope mode or laying down. Show me a video of a personal MG Gunner crouched or standing while looking closely down the iron sights? Please?
  10. PRiME

    Graphics engine improvement

    I only get large frame rate drops in medium to larger towns like those along the south coast. Originally I was getting like 20fps in ArmA2 now I get like 30-35fps without loosing detail. So there is allot that Drivers can do and tweaking in settings. Just try everything people suggest.
  11. Re-read this thread! Don't be lazy.
  12. Yeah sorry, must be just a broken install of ArmA2. Shrug.
  13. PRiME

    AI Can see too well.

    once you set the difficulty down the AI can barely see at all :) try the difficulty slider when placing AI, see if it makes a difference (this probably already mentioned)
  14. I was thinking about doing a merge with CRCTI but using warfare AI and menu system, the only way I can see doing it would probably be to DEPBO the warfare pbo files (whatever there called) and retrieve the important scripts out of it and just pop them directly into your mission leaving only those you don't need changed in the original pbo. Bit of a mission
  15. PRiME

    Patch 1.02 Stability Survey

    I get allot of crashes to desktop in large multiplayer games now, sometimes I can play for ages without issues. Other times I just crash non stop. Tried a few things but perhaps driver related? using 186.06 drivers atm on W7 32bit.
  16. I have 40 units and maybe more in the future I wish to sync to 3 First Aid Game Modules but doing it by drag and drop is very very tedious and messy on screen. Is there a way to just do it via script like this synchronizeWaypoint something. (obviously not this) Much Appreciate the help, ta.
  17. Yeah was thinking that, just thought they would have come up with a 2d editor method by now or something.
  18. Im having trouble finding the second evidence, I have done all missions except find that evidence. I got the woman (evidence) and there is NO evidence on the main camp leader that is just a ID thing. Also the smugglers bodies had no house to search evidence either. Can someone tell me exact location of that house which is the evidence? thankyou.
  19. PRiME

    Patch 1.02 serious issue

    No just you and Tumble,. try reinstall, and don't modify files along the way. Also remove your profile files in your user.. document folder (perhaps try that first?)
  20. Things needed for SP, is better performance (use smart spawning), a function for AI to stay TIGHT, move FAST and in cover, BEHIND you from area of confrontation or enemy location. A option for BUG OUT (independent conflict solution finding) for AI in those sticky situations. Medics need to work better. Personally I think the command interface needs shortcuts like on D..R.. (recticle shortcuts for some basics). But ultimately the campaign needs work overall, and unfortunately it will be what REVIEWS are mostly based on so BIS will haft to be ready for many 5 out of 10 reviews coming their way. Reviewers tend to only try multiplayer after the single player which they expect to be better, but the first few missions coupled with performance issues will turn them away after a few hours of reviewing,! PS. Obviously bug correction is important too, but what gives first impressions first tends to be the best area of attack. As per those mentioned above. BIS will probably be thinking "we know already!!", (hoping that's the case)
  21. PRiME

    patch 1.02 suggestions

    Dont know if this was mentioned, but can we have a variable to set the degree of friction for a polygon/surface, Ie carrier deck. The whole sliding off is so silly, and attachto does not offer full freedom. By adding this in it will allow for some pretty impressive missions and increase the fun factor for all. I dont know if BIS will even bother with most these requests but it be nice if they did do what was possible (most should be). I won't be buying ARMA3 until I see significant improvement in ARMA2 within short time. BIS must understand that other companies are looking to copy what they are doing, competition ;)
  22. PRiME

    Game physics

    Is there friction in this game? just playing with movable carrier and you slide off deck, would have thought they have some incontact detection system so you could have people simply just stand on objects and they move with them (within some friction limit that is, i.e SLIP SPEED = constant x speedobjecton)
  23. PRiME

    Fully destructible environments

    yeah deformation is doable but would require core engine changes unfortunately
  24. Could someone provide a converter so you can convert it into normal editor format? Or perhaps BIS could just make it so it saves as per normal as I can't load up other missions into the editor because its done in a special format. Unsure why thought
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