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pathetic_berserker

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Everything posted by pathetic_berserker

  1. hmm i distinctly hear a deep bass sound in both those youtube vids but the the balance is a good bit different to the BIS version. It seems the Bass is headed towards the ultra low wich means many of us would tend to feel it more than hear it. Human hearing is in fact a very subjective thing. But thats just my take on my limited info At any rate the vid is fantastic and I'm for one am thankfull that not only does the the ol'Hog stay but we also get the C-130. Cant wait to see if they've thrown in some Ruskie heavy airlift as well.
  2. pathetic_berserker

    HiDef Tropic Isle Objects version1.2

    No prob Drozdov And I hope your FPS tests work out well. I don't expect them to come out quite as well a BIS forest but my own tests have found the pack to very playable (as you may note by the FR in the first post). Especialy considering 1, they are not perfectly optimized and 2 to create a good jungle often requires a denser object placment than the typical BIS forest. Of course it takes a bit of trial and error getting the desity right but if you feel your having trouble I'll post a few tips. PS' I just did a test on my second machine, old dell 8400, 3gh, 1g ram, 7900gt, 1200 x 1024, AA disabled, object detail normal, everything else on low and stood exactly at the positions shown in the frst post (on Australia island) comparing the firts pic I was getting 30 frames, the second 40 frames,
  3. pathetic_berserker

    HiDef Tropic Isle Objects version1.2

    @Linker Split. Thanks for the comments. I'm realy pleased that it has lived up to your expectations. @Drazdov true, but if you look again I said There are no 'tarzan' vine versions of tree3, 5, 6 they are tree5(sry should have read 4), 1, and 7 respectively. Meaning that big_tree1, 2, 4, 7. are basicaly the same trees minus the vines.
  4. pathetic_berserker

    HiDef Tropic Isle Objects version1.2

    Thanks for the observations Drozdov, I think those small triangles are meant to simulate the irregularities caused by very early branches coming off. I have thought about removing them myself but somhow didn't go through with it. I will probably leave them true to Linkers original vision unless I get a lot of feed back about them. tree2 LODs now fixed in the event of future release. There are no 'tarzan' vine versions of tree3, 5, 6 they are tree5, 1, and 7 respectively. Admittidly the vines do seem a bit odd when the trees fall over, defying gravity and all, no way around it. Except to prehaps make the trees stand up to anything short of jet crashing into them. Atleast then it will be unlikey that a player will have to witness floating vines, LOL. Dont know if trees are subject to damage selection, will look into it. As for thier transparent feet ,noted. I will fix it should there be another release. I was also interested to note if you felt a change in fps from the first version to the new?
  5. pathetic_berserker

    HiDef Tropic Isle Objects version1.2

    Oh... I see already that there has been a little unexpected confusion. The HDT_Obj.pbo that you replaced was part of Linker Splits High Definition Tropic Island. Untill now I didn't know it existed. My work is a new version of linker Splits fc_t.pbo and replaces only the old fc_t.pbo The original release thread for it you will find here I can see now your confusion and I'm sorry to tell you that, no, it doesn't replace the HDT_obj.pbo in LS High Definition Island Pack. I wish I had known sooner. I would have done my best to avoid the similarity in names, but as it is.....
  6. pathetic_berserker

    HiDef Tropic Isle Objects version1.2

    Yes, just replace the old file with the new. What do mean by "correct viewblock" ? You refering the view geometry that blocks AI sight?
  7. pathetic_berserker

    AAN - ArmA Navy

    One word springs to mind fwoooorsome!
  8. pathetic_berserker

    High Definition Tropic Island Objects!!

    Finished! Just writting up a read me, and checking out how to sign it. No paths have been changed so you want even need to remove the old version for vistor purposes. Just throw the new binarized version in your fav addon folder. Look for it in new thread here.
  9. pathetic_berserker

    High Definition Tropic Island Objects!!

    Funny you mentioned that. I'd almost forgot that aspect. Though  I've been slowly picking my way through it and comining up with a better approack so just the bottom of trunk deforms to the landscape my work on it has been a sporadic to date. Its a massive pack with great looking plants so full points to Linker Split. But its a port from his OFP work so there have been all sorts of things to change, and with a pack this size it can be difficult staying the course. The effect it is havingon teh Australia Ilse however has been a great motivator The list of changes below out line some of the changes I've made. But that doesn't include the plant groups or masses of folige in his pack as they are a bit dated for the new engine. * Rework of all visual LODS. Basicaly laying them out similar to BIS and removing the preload LOD (LOD 10.000 was a trick used in OFP to load the textures ahead of time and create a smoother running when up close. Can now use frequent=1) * Rework of the GEO, FIRE, and VIEW LODs to better suit the respective tasks. ie. Fire LOD = wooded material, View LOD = obscuring folige, and Geo LOD is weighted to allow trees to fall over (Big trees need a BIG hit however) *Included a Shadow 0 LOD for almost all trees and most plants and called on the 2nd or 3rd visual LOD as the shadow buffer. If there was such a thing as unlimited time this could be taken further but what I've done is working well and I think its better than simply using the first visual LOD. Also provides a good range of shadowing levels via the video options. *Added various tree/bush classes in properties to many of the items (the realy big trees did look a bit odd however with the degree of sway so left as just 'tree' ) *And various other fixes that showed up in the Binarize Log. Most of the above work has been completed except for shadow work on most of the palms, the 'land contact issue' and good dose of beta testing. PS, Oh about the expense of changes. Got that sorted now. I had shelved this project a couple of months ago over some frustrating issues that your post prompted me to look at again. Come a loooong way in the last 24 hrs!
  10. pathetic_berserker

    High Definition Tropic Island Objects!!

    I've done quite a bit of work adding lods and tweaking properties on this pack for the continuing progress on a map of Australia (with Linker Splits permision of course) See Australia map So far I've got them looking better over distance and falling like individual trees should but I'm having some issues with the way some of my changes have fixed some things at the expense of others. Would like to able to give you a time frame on when it will be ready but I'd say at this point that it will be released with the Australia Island wich as they say "Is done when its done."
  11. pathetic_berserker

    WIP: stuff you are working on!

    Here are some pics of the footy stadium I've just (minutes ago) got into O2. A full stadium will consist of eight of theses pieces placed correctly. The 3 variations are a standard , a ramped (pedestrian), and a slightly eliptical piece with a tunnel through it. Though it is losely based on the older stands of the MCG I have taken great artistic licence to keep both my sanity, and, the pieces playable. Now its time for the grind of LOD making and maybe then a release. Depends on whether or not there is enough left in me by then for some neato destruction models. BTW I'm still chip'n away at the Wigla as well.
  12. pathetic_berserker

    WIP: stuff you are working on!

    Yep, know what you mean. Drove me nuts tryingto get that colour right in game when I did some stuff for the ADF mod. Something ArmA does with any quantity of red screws up the wanted effect. I think though your very close, looks great.
  13. pathetic_berserker

    PROPER UI HDR Button in Video Options

    Had a very slight drop in FPS (2-3) with each step up, but on high, I love the way you can run around in large shaded areas ,ie hangars, without whiteouts.
  14. pathetic_berserker

    VBS2 1.22 ADF, NZDF and SDF Screenshots

    yes it was a UN peacekeeping mission. Australia was asked because of its proximity. I read the thread, but not realy sure why. The little flame war was terribly circular. Just a theory but ther may also be another issue in play here. There is a thinking amongst many in military circles and particlarly law enforment that a sense of the 'ultra real' in a simulator is not neccessarily a good thing. They don't want thier folks exposed to a repeated experience of total emersion (helped with lashings of eye candy)in what could be a fake death. Something about desensitizing emotional resposes during critical decision making moments. That control over the level of emersion may be a difficult thing when you understand the toys these boys are using to play on it. So VBS instead turns its resources to more practicle 'realities' such as exacting variants of vehicles and real world terrain data. A more detaied penetration system and mission editing on the fly. Because its all about simulating proceedure. Learning about what to do under certain situations and the consequenses of doing the wrong thing. At any rate I think the pics look Ok. In fact they kind of make me think that the normal maps and, inparticlar the specular maps, are layed on a bit think in Arma to the detriment of 'reality'.
  15. I play with a group of folks who have played online together since OPFP (and actually way before that in other sims), it used to be a pretty large group until the add-on situation got out of hand and folks got tired of trying to log into a session and not having all that was required to play and/or having to deal with system conflicts. It got so bad that in ArmA the rule has been NO Add-ons, period. However, because ACE has provided a comprehensive mod package with a built in system to provide for updates it's definitely going to be used. All the above is just a long winded way of saying a big d/l is a small price to pay for reliability and consistency, at least for now. Sums up the situation beautifuly. It is great to be able to avoid the fuss. Though my local server has been using Yomas for some time so much of those hassles have been eliminated. Though it also runs apublic 'no addons' server. Maybe in the future it would be usefull to see a core pack, '@CASE' (Core Advan....you get it). So that people who play mods that are ACE compatible can use thier addon set without the compulsory 2gig load beforehand. But really, wich comes first, the chicken or the egg?
  16. pathetic_berserker

    WIP: stuff you are working on!

    I have come across a similar situation before.Unfortunately I had to conclude that something with the p3d was corrupt or broken and remodeled. Though I actualy exported all my meshes out of O2 then reimported them to save myself some work. Though its also possible that it was the proccess that allowed me to pick up the error while checking the re-imported mesh All I can sugest is to double check for textures, and non convexities. And it may pay to ensure that there are no shared verticies between geo components. Was thinking another simple way of adding a bit of variation to your asylum walls is to randomly place a decal with a bit of grafiti or tatered pin board etc. @Panda[PL], Thanks for the offer of help, wll certainly keep it mind for when the time comes.
  17. pathetic_berserker

    WIP: stuff you are working on!

    Well I've gotten a little bored over the holiday season and started my first plane. A 'Wilga' , probably turn out a recon plane for OPFOR in ArmaII. I'm thinking some ploys are preparation for a Hi res version for baking in xnormal (though that will be a first time also). So before I go too much further any and all criticism is welcome.
  18. I'm genuinely sorry if my contributions (or copmplaints) on the subject are seen as an irritation. Its difficult to know from this end how much room you guys have to move on some of these issues. If there is no known way of slowing a player then what we have is what we get. The current method is not unbalanced in a gameplay sense. I supose that ACE does such a graet job of adding layers or realism to what is already one of the most realistic games ever released that I felt the back outs a little .....dare I say it.....clunky. None of this however will stop me appreciating the rest ACE has to offer.
  19. Actually I think it'd be a shame if the system was tweaked till it disapeared. I think its great thats there is a tougher penalty on carrying too much gear. But I don't feel there is much of a realistic basis for a suposedly fit soldier to experience vision loss because he needs to catch his breath either.
  20. Ok after being convinced to givethe whole thing a closer look I am back to siding with NoBrainer on this one. On top of the general information difference between real life and the computors panting. I simply find the idea of actual 'black outs' under the tested conditions to be ridiculous. I do realise that they are probably being used as a method to reduce situational awareness but the effect is too extreme. Maybe an effect simliar to the bleed out ,but black at the edge of the screen instead of red would be more realistic. Also have a big issue with the atrociously short distance it takes to incapacitate ones-self under load. I agree 40 kgs is a lot to carry but I'd feel safe to bet that i could run/sprint with it 120m (on the flat or slightly down hill as tested) with out being forced to roll around on the ground blacking out for 2 mins at the end of it. I think where ACE has it wrong and BIS had it right is that there is a point where a person simply cant sprint any longer. So is forced to move at slower rate. People simply cant, or won't move as fast as a sprint just because they have a button that says 'sprint' wich they push till they pass-out. And those freaks who do are usually capable of pushing them selves way beyond ACES limitations. Which brings me to the other point of using the unrealistic speeds of BIS's run animations to warrant the high levels of stamina loss. It was stated by BIS in the past that the slightly fast movement wsa used to balance gameplay against the scale of the game it self. What ACE has done is not to rescale this effect but to put a bulbous clunky counter weight in the system to try balance it out. Famialiar with the saying two wrongs....... At any rate the issue seems to have become a pet gripe for all that I've played with so far online and no-one seems to think it works in ACES favour. So thats my vote in favour of NoBrainer's call for 'tweaking'. Hope you see my comments as constructive criticisim, as I really think you have done a great job and thank you all for the time and effort.
  21. Hmmm I just did some testing carrying the same load (18.67kg) over the same ground where I lost it with the system last night and can now see what you mean. At first I thought the system was a bit inconsistant as I was experiencing black outs after sprinting just 50m but going over 100m on other occasions. Then as I learnt what I was meant to be listening for it got easier. The heavy breathing and heart beat increase in sound but at its lowest volume was barely audible especialy under the noise of combat. So when I was getting frustrated it was after combinations of jogging and short sprints with too short pauses inbetween, moving just fast enough to reduce my stamina too low levels when I felt I needed it most
  22. Love almost all aspects of @ACE But the stamina system is way too tough. The incesant blinking black out after a moderate run over a reasonable distance simply screws the gameplay to the point where I give up out of frustration. Panting and weapon sway I might forgive, but the blacking out strikes me as way over the top, especialy the length of time it goes for. Realy, when considering the load weights and distances it makes a fat slob like me feel reasonably fit.
  23. pathetic_berserker

    WIP: stuff you are working on!

    hmm, I think the ADF mods Tiger model looks better (the unreleased updated one) but gota like where AAF are headed with textures. At any rate its all looking fantastic, love the 110's, so I look forward to seeing a release.
  24. Perhaps they need more time? No problem for me that just means less bugs I think i read somewhere that it should be ready by xmas but they're hoping for similtaneous world wide release. So I supose they're giving them selves time to get it co-ordinated. BTW the latest vids and screens show some great improvements and a good bit of listening to the community. Well done BIS! I think I'm feeling a little of that ol'OFP anticipation on this one.
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