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Posts posted by pathetic_berserker
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Thanks BIS for the hard work in improving AI animation and behavior. But there is a little thing that stood out like dogs balls in some of the latest Arma II videos.
I saw an example of a squad in wedge formation that zigzaged about like a flock of birds. Holding thier individual positions perfectly in both distance and time.There needs to be a little lag in the way units follow the lead. It kind of spoiled the atmosphere and great work thats gone into improving the appearance. Though I'm more or less used to this from years of playing your games, I think it would be great if you could include more natural looking animations for the formations.
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okay here's my first attempt on some British troops(cough)
Already surpased anything I've attempted so I hate to sound overly critical. But on top of Col.Faulkners great advice get them to lose a few pounds. They're looking a bit like they've been sitting around eating pork rinds.

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72 @ Aug. 27 2008,00:26)]From that video and some other i saw but cant remember wich, it looks like the SVD scope still looks bad. Those thin lines that are very "jagged" in the curves. it doesnt have smooth lines so to say. Hopefully it will be taken care of.EDIT: Looking at when he changes view distance when flying they should really add the option of dynamic view distance. The one Myke has made for ArmA works so good. I cant play with 8000 meters on the ground but when im flying up and it succesively expands, i get no lag. So it really works super. Would really be a hot option for ArmA2.
Cool video btw!

The FP-View in overall is just old same ArmA to me. I hope they change that.
I mean, most of the time (ArmA) I found the Third-Person view being more immersive than the First-person.
The problem with FP-view is that it's clunky and it doesn't support Close-Quartress Combat.

Well besides the point that undecieved has posted before me, I don't see how the First person view is any worse than than any other FPS. I think people just get a bit twichy about in Arma because the game is so lethal and open and to be sure your safe you have to know whats going on 360Deg. It's a lot to deal with compared to most.
As for implementing dynamic view distances, you may find a few community mission makers glaring at you over this one. Setting the view distance in a mission can be a usefull tool to help control events and prevent lag. Its cute but personaly I don't see any need for it as (a) the campaign isn't effected and there is usually enough time to change your view options before getting into a vehicle, and (b) there are already MP missions out there wich allow you to change settings mid game.
Fantastic vid BTW, just wish I could understand cz.
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online play takes a lot of commitment and time. sp play is much less demanding.the sp market is often overlloked by devs in the last couple of years, with the mp hype. it has still alarger market share, particulary with grown up players who have enough competition and stress in their jobs. competing with others in online games is often too frustrating to them. sp players are much more silent however and ca easily overlooked.
commitment and time are real factors for players. Especialy as we all get older and find we have so many RL commitments to deal with. I think this a good valid point.
At the moment I spend most of my play time online, but thats only becuase I've got a couple of good servers in my region.
Its worth finding a good place to go online, just for the experence
That said, I liked Arma SP, but also hope that Arma2 has a deeper single player experience. Though there is a certain gratification from sharing an experience in mp or co-op there is also the enjoyment of seeing a well crafted story unfold without worring about all that comes with conecting online.
I think that playing Arma online has matured into a fantastic experience, so it would certainly be nice if any mission makers out there considered helping the SP side of things to catch up.
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Beut work guys!
Though I also get the instrument poblem, looks like a white texture laid over the actual intrument panel.
Got it down to the last addon in my mod folder with the Kunestov and problem persists.
Also noticed missiles launching through the middle of the ramp at the start of the sample mission. Makes for a few prayers when taking off.
I also thought the Kunestov looked a tad too dark and probably too clean and even, but thats the best I could nit pick..
Realy this is very nice stuff, love the FX on the bird. Well done Gnat and Eddy.
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... a light year ago...As this makes no sense, I guess you wanted to write a "light year away" instead
, but what that could mean goes above my head. Â 
Hate to be pedantic, I know a light year is intrinsicaly a distance but by its own means of measurment also defines a time if you consider the speed of light to be a constant, come to think of it , a year has to constant to (and we all know it clearly isn't
)Clearly he isn't capable of traveling faster than light yet.
I'll get back in my box now.
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looking like Arma II is shaping up very nicely. Well done BIS!
Had a giggle when I saw the PDf page about the Virtuality Engine though.I couldn't help but think of the android 'Hime' from 'Get Smart' with that face and stiff pose on the ol'ofp grunt.
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Thanks for keeping the community in touch Maruk.
Thanks to the updates ARMA should keep us going strong till ARMA II is good and ready. So do what you have have to do and fingers crossed you'll produce something that will give those guys making OFP2 some hell.
Maruk I'm sure your already very aware of the importance of the Arma community but given that for the first time there will be some true competition in the genere with OFP2 I dont think I can stress just how important it is for the tools and documentation to be as user freindly and accessible as possible. I know you guys already do a reasonable job at this, but as it stands its still the few who have either the time or wealth of knowledge that produce realy good work. Those of us that try to do it within 'hobby' hours are probably pushing to produce content wich has broad appeal (talent aside), As so much time is spent trying to find answers and understand.
I know its a difficult area but in light of the upcoming competition I wnted to throw in my 2cents.
The screenies seem to be getting better and better and Im relieved to see those new Venom screenies on a machine with similar specs to my own.
Best of luck

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Acouple of good sights for Walk arounds of Soviet stuff
http://dishmodels.ru/wlk_main.htm?ss=Z
and
http://www.airforce.ru/aircraft/
Stumbled on these tonight and completed my hunt for stuff on the Hind-A.
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Consoles are big game sellers because, consoles are pushed.
consoles are pushed because game makers think most people fear PCs
People give the impression that they fear PC's because they all whinge about how much they have to spend to keep up with the latest tech.
So they make consoles cheap, games expensive. Thinking that they have sealed a long term turnaround for thier game development because they can now spend a few years developing the next console
Meanwhile
Consoles are so far behind the latest tech every one has to by a PC to type a letter. And anyone who is literate enough to write a letter is wondering.. Why does it take so long to see an interesting game title on PC?
Back on topic though. Atari are next to useless. These days they are nothing more than meddling middle men publishers who look to push a name that is nolonger capable of actual game development. Just the way it is.
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use the latest BinPBO version and get it to pack the entire work folder, It will automaticaly binarise the relevant stuff and copy everything else.
But even I'm still just a little confused.
I dont use the 'P' drive, everthing is rooted to a physical 'E' and all my bis tools are on it as well.
Yet I manage to avoid any errors by placing the relevant BIS model.cfg in my 'tools\BinPBO Personal Edition' folder seems to work like a charm.
The only thing i havn't figured out is binarizing Islands, cant do it even with a 'P' drive.
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in my opinion, community instead of saying "wooow" seeing sixth' version of AK, should ask "we wanna see something that was not released yet" .................or to improve old onesThough I do actualy agree with you Vilas. Its never been something the community has been able to settle on. And I don't believe it ever will.
Though so far 90% of my addon making has been cutting my teeth on OFP ports for larger projects. (any luck they'll release some of my work before the end of the year) I've made an effort to research addons that dont exist for my own personal projects
But for many its just too difficult to resist making something they feel comfortable with or to maybe do a version of something they believe can be done better.
At least we havn't been swamped with the weekly pile of M4's and m16's that the OFP news turned into.
BTW I can think of a third LAV, being done by SoldierX of 'Australians at War' Mod. And i believe there is a Lepard out there, by either the HWM or TurkishMod (sorry guys I don't remember wich). So it's quite possible that some simply aren't aware of what they may be doubling up on.
So although I'm sure you mean well, people will make what they want to make and thats probably the way it should be.
Though I do secretly hope any one considering starting something new reads your post and thinks twice about thier next project.
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Quote[/b] ]Quote (Clawhammer @ July 27 2008,22:24)Indeed its from GRAW2.
My fav weapon from that game

Its my first addon hope you like it

How did you get the camo pattern texture to be exactly the same as in GRAW, down to the pixel?
I got a picutre from here: RX4 Screen and i used it as reference. I hope the will not kill me for that XD . Also i dont use stuff from the GRAW2 Game directly so dont worry Â

Here is some more stuff:
What to do list before Release:
- Making the Shadows
- Find better Sounds
If someone stole my art off of a screenshot and called it not stealing I would be quite upset.
Didnt he just say he used it as a reference, and not actually stole the work? I cannot see the screen, so i dont know if he actually lifted from the screen into his texture or not.
Cheers
GC
I'm just relying on what I see. Â What he says can be anything.
The term 'intellectual property' springs to mind. Its probably irrelevant whether he used the actual model or just built it from memory, it's going to be considered a breach of copyright.
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Hmm.. I'd noticed that the BINpbo log mentioned looking for 'default' classes in its root directory and as i was putting together a building I dropped the building 'model.cfg' into it and turned what had previously been a 9meg log into just 107bytes.
Was this the right thing to do as far as work 'pipeline' is concerned ?
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Gnat @ July 10 2008,17:17)]BAH! .... sure, if the friggin tools worked as BIS say they are meant to, or in many cases, as BIS is silent on!Is there a consolidated list of bugs anywhere? Perhaps the problem is a lack of documentation, not bugs?
I've only just started making addons recently and had just recently created that very cfgModels error and used the same workaround. Now I can stand corrected.
Documentation seems to be the biggest issue for me at the moment especialy as I have no wish to learn all there is by trial and error alone. But since I started teaching myself the various aspects of addon making the gaps have been slowly filling.
But there has been some corker issues with learning some of BIS's tools. Like I had no idea how to use BINPBO till the latest version
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Thanks UNN, the reason for the gear selection was as you sugested. Though I have one another config with the same issue but no such supplies so it appears I will still have to dig a bit further. It also seems to contribute to jerky animations as they have started to flow a bit since removing.
As I was doing all my testing with visitor placed objects on an unbinarised island the transport supplies were also the only reason I had any user actions at all. But editor placment shows my animations to all be working properly. So untill I learn the steps to binarizing islands I supose I have a couple of workarounds now to check my configs.
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something like this pic, It actualy seems to kick in at twice the radius of the door selection. If I try to place objects in it they disapear.
Edit; I'm pretty sure its not another addon, I don''t run any Mods, and BIS buildings are not affected. I will test properly tommorow after a snooze.
BTW I've updated my code above.

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I've added some animations to a building but for some reason have also gained the 'gear' selection in the centre of the screen flashing up.Its kind of annoying and i would like to remove it
I have seen other beta addons with this problem but endless searching has yielded no answer.
I'm assuming its a default connected to having user actions so I have posted a small part of the addon config, but I don't know if it helps because i havn't the foggiest of what I've included/excluded to cause this.
And I'm having trouble animating my second buiding out of the same config. I've updated the code below hoping someone will spot my problem.
The first building listed works fine (except for the gear menu thingy), Its the second building (class Land_Abunkgate)thats giving me grief. I have done a simple test of changing the initphase to 1 and all anims' are working correctly. Its just a lack of user menu.
The position osa_vaultswit is the axis for the switch so I know its named correctly otherwise my anim test wouldn't have worked.
edit;coz i reread it and seemed kind of foggy
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class Land_Abunkhatch: Building
 {
   displayName = "Air_bunker_hatch";
 vehicleClass="Oz_Is_Objects";
 model = "\Abunkair\Abunkhatch.p3d";
 scope=protected;
     animated=1;
     destrType=DestructNo;
     nameSound="bunker";
     accuracy=0.8;
 transportAmmo = 50000;
 transportRepair = 50000;
 transportFuel = 50000;
Â
 class AnimationSources
      {
      class anim_hatchswit {source="user";animPeriod = 1;initphase=0;};
      class anim_hatch1 {source="user";animPeriod = 20;initphase=0;};
      class anim_hatch2 {source="user";animPeriod = 20;initphase=0;};
  };
     class UserActions
 {
  class OpenDoor1
  {
  displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT;
  displayName = $STR_DN_OUT_O_DOOR;
  position = pos_hs;
  radius = 3;
  onlyForPlayer = true;
  condition = "this animationPhase ""anim_hatchswit"" < 0.5";
     statement = "this animate [""anim_hatchswit"",1];this animate [""anim_hatch1"",1];this animate [""anim_hatch2"",1]";
  };
  class CloseDoor1
  {
  displayNameDefault = $STR_DN_OUT_C_DOOR_DEFAULT;
  displayName = $STR_DN_OUT_C_DOOR;
  position = pos_hs;
  radius = 3;
  onlyForPlayer = true;
  condition = "this animationPhase ""anim_hatchswit"" >= 0.5";
  statement = "this animate [""anim_hatchswit"",0];this animate [""anim_hatch1"",0];this animate [""anim_hatch2"",0]";
  };
     };
     actionBegin1 = OpenDoor1;
 actionEnd1 = OpenDoor1;
 };
class Land_Abunkgate: Building
 {
   displayName = "Air_bunker_gate";
 vehicleClass="Oz_Is_Objects";
 model = "\Abunkair\Abunkgate.p3d";
 scope=protected;
     animated=1;
     destrType=DestructNo;
     nameSound="bunker";
     accuracy=0.8;
 class AnimationSources
{
    class anim_vaultswit {source="user";animPeriod = 1;initphase=0;};
    class anim_vault1 {source="user";animPeriod = 20;initphase=0;};
    class anim_vault2 {source="user";animPeriod = 20;initphase=0;};
};
    class UserActions
{
class OpenDoor1
 {
 displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT;
 displayName = $STR_DN_OUT_O_DOOR;
 position = osa_vaultswit;
 radius = 3;
 onlyForPlayer = true;
 condition = "this animationPhase ""anim_vaultswit"" < 0.5";
    statement = "this animate [""anim_vaultswit"",1];this animate [""anim_vault1"",1];this animate [""anim_vault2"",1]";
 };
 class CloseDoor1
 {
 displayNameDefault = $STR_DN_OUT_C_DOOR_DEFAULT;
 displayName = $STR_DN_OUT_C_DOOR;
 position = osa_vaultswit;
 radius = 3;
 onlyForPlayer = true;
 condition = "this animationPhase ""anim_vaultswit"" >= 0.5";
 statement = "this animate [""anim_vaultswit"",0];this animate [""anim_vault1"",0];this animate [""anim_vault2"",0]";
 };
    };
actionBegin1 = OpenDoor1;
actionEnd1 = OpenDoor1;
 };
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Alpine A110! Lol i think I've got a second rate ortho of one somewhere. But thats the first real pic I've seen. Not bad.
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I didn't seem to need to have my damage texture defined in skeletons but I did have it in cfgmodels. Also thought I'd add this little sample. To give a glimpse at how individual parts will inherit damage textures ie. just the rotors on your chopper.
BTW I had also used "trup" instead of "zbytek"
(and please excuse my lazyily inconsistant layout)
classHitHull  {armor=1;material=51;name="NEtrup";visual="trup";passThrough=1;} // disabled points from model
class HitEngine {armor=0.3;material=51;name="motor";visual="motor";passThrough=1;}
class HitAvionics {armor=0.2;material=51;name="elektronika";visual="elektronika";passThrough=0;}
class HitMissiles {armor=0.5;material=51;name="munice";visual="munice";passThrough=1;}
class HitVRotor
{
armor = 0.300000;
material = 51;
name = "mala vrtule";
visual = "mala vrtule";
passThrough = 1;
};
class HitHRotor
{
armor = 0.300000;
material = 51;
name = "velka vrtule";
visual = "velka vrtule";
passThrough = 1;
};
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To my eye I'd say definatly a wasp
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Was wondering how the Kusnetsov retext was going after spying this pic.Reminded me just how much I'm looking forward to it

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Take heart Shadow NX.
Though EricM's MI-24 will probably become the new standard for Hinds in ArmA. I know for a fact the RHS one is still serving well on the server I use and many have enjoyed having it available.
Thank You.



Men are not birds
in ARMA 2 & OA - GENERAL
Posted
@ The_Captain when you put it like that it sounds like BIS would have their work cut out fixing it. But there are already some signs that BIS have develpoed less rigid path finding for Arma II, as shown with thier scanning and seeking cover. And even in Arma1 the formations SEEM to fall apart in full blown combat (as they should). So maybe its a matter of defining a tolerance within a danger or combat mode.
I know I'm clutching at straws here, but I still have wait and hope.