

Panda_pl
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Everything posted by Panda_pl
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This misses the point. How about w is tactical walk and ADD avatar is not the first thing greeting a new player? Besides if someone surprises me in urban environment my first instinct is to strafe and shoot. Not having D lower my weapon by default would be nice for strafe. On a side note: all new mice have 5 buttons. 5 buttons is also the maximum supported without slowing down mouse reaction. One of those side buttons is probably your push-to-talk but one is left for other things. I think 3 button mouse is obsolete by any standards right now. Mouse wheel was not a standard from the get go, anybody remembers a true 3 button or even 2 button mouse? :cool:
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I did not play the demo but from what I am seeing one thing really pops out a lot. It's the rifle sweeping up and down when controls are in hands of new player. Perhaps jogging should be the default option and run should be accessible once you lower the weapon manually, since if you are in combat there is really no reason to run at slower speed (you will either chose to have weapon up and ready or move at sprint speed). Lowering and rising the weapon 20 times a minute is really irritating and it happens automatically when you go run/stop/run/stop. If animation system allowed I would suggest a timeout before lowering weapon while running, so it does not happen each time you make 2 steps. As for the lack of smoothness of camera acceleration: short of decoupling the camera from animated character there is really no helping it. If you watch helmet cam footage it does not really look like BF3 either, on a side note.
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1) ArmA is not about weapons. 2) bandwagon ahoy. 3) there is no such thing as small task or easy fix. Tasks that span across several areas (artwork/animation system/GUI/rewriting weapon handling code) almost definitely are not simple and need coordination and testing. All tasks and jobs have a tendency to expand and linger on.
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Look at the helicopter at the very end of the clip. You can clearly see his rotor wash pushing the smoke from rockets he is firing. :O
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I'll just note the guy was constantly transitioning between run and standing still. The game looked more fluid when the player used combat jog/walk to move. The constant rising and lowering of weapon is irritating and so is running into objects... If you kept sprinting for 2m just to stop and start sprinting again any AAA title would look and feel clunky.
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Seeing as sights have different height I'd assume so.
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@Psychomorph That's some interesting point, however I do think ArmA3 level design (*ekhm*) will involve far less "verticality"... Besides what I was talking about is how you keep the weapon when you are not aiming, since I believe floating zone decreases when you aim and zoom in. Perhaps the upper boundary of float zone should be middle of screen, since rising weapon higher to have it occlude the view too much is useless anyway, you would never do that intentionally. Or have it separately adjusted.
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The thread just went full circle again, or was that in other thread? The problem with drop down weapon is that once you go prone it hits the ground and fills up with dust. How would you then crawl with rifle underneath you? The problem with moving rifle from front to back when going prone is this will make going prone slower and get you killed on so many occasions. The game cannot give player absolute control over where his rifle is like he has IRL and the game has no way of reading your mind to know whether you want to get to your handgun faster or be able to go prone fast while holding the handgun. On a side note many will prefer the one point sling because it allows you to swing the weapon behind you when you perform other tasks since it's basically just hanging off you. With 3 point sling moving the weapon to your back is harder and there are more straps to catch on other parts of your gear.
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A list of commands taking up entire screen will probably fit any command needed ever, grouped into categories for quick access. This would also allow you to do things like drag and drop troops to assign them to vehicle positions or place them in squads or use selection windows with scroll lists or pop-up dynamic lists. Command rose is usually 8-12 commands per level so it will end up being multi-layered and placing commands in circle makes it harder to search for one you want. If commands are in list like in Swat4 you can just search for first letter and locate the command faster.
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I think I would solve it by adding some weapon slow lowering behavior when you are using weapon floating zone. But then again if you use floating zone you can do that manually. While playing ArmA2 I would lower the rifle a bit all the time by myself so I don't see the problem. I prefer more awareness to magic CQB aim. Am I the only one who did not push the slider all the way left for more CoD feel?
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There is no other method. You can tweak the effect to be more or less subtle as a whole but not make it more selective. SSAO is not actual AO, it just adds a halo around objects. It is supposed to pretend to be actual Ambient Occlusion while being cheap edge-detect-alike effect. If you look at Cryengine tech presentations you will see it's the same thing
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New anti-aliasing algorithm TXAA, Arma 3 potential?
Panda_pl replied to james2464's topic in ARMA 3 - GENERAL
Post processing means it just blurs the rendered frame in places of high contrast. It's a poor man's AA for engines that cannot support proper measures. If you compare the picture the difference is obvious and PP is a step back from normal AA we already have. -
Just for fairness: you could equally correctly say it's based off FN-FAL, SCAR and G3. I think you are limiting your creativity. ;) You can find clues of many weapons in the design, ACR is somewhere down the list. :)
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People have been arguing for decades abourt which factors matter them most when damage to human body is considered. Some say permanent cavity size, others will say the temporary cavity size etc. Whatever formula ou use is still highly doubtful and unfounded and you will probably find calibers that are an anomaly... So why not at least keep it simple? It does the job. Bullets hurt less at long range, seems fine. I think devs mentioned realistic body armor, so if I am not mistaken things could get interesting.
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You misunderstand. Collision model is how collisions are calculated and resolved. How stuff does not end up inside other stuff. It usually uses some sort of boxes that are either generated automatically or created by hand. The boxes are probably not the issue here, it seems to be the lack of precision of the calculations. So it's an engine problem, not content problem if I am correct.
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What Languages are the ArmA Series Programmed In?
Panda_pl replied to anthropoid's topic in ARMA 3 - GENERAL
Java on microcontrollers? What evils has science done! :eek: In all seriousness, never heard about it but since I imagine running a JVM with such limited hardware is not an option maybe you could compile Java syntax program into something more appropriate but it still begs the question, doesn't it? -
On a side note I have noticed pistol strap glitching trough character leg it was on. An option to bake weights from one model to another would be neat, otherwise you will get stuff like that. I don't know how they will solve it.
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The clipping issues are not AI exclusive. Countless players have died as a result of clipping trough a tree or building. Hopefully collision model will be reworked.
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I am in no way an expert, I just red about the format and mocap basics. The difference might in fact be in animations, not in "undeformed" mesh. Fact is you can change body proportions with animations, since they support displacement and in some systems even scaling of bones. So soldiers may appear for example taller in new animations if the mocap actor was taller, compared to A2 animations.
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What Languages are the ArmA Series Programmed In?
Panda_pl replied to anthropoid's topic in ARMA 3 - GENERAL
Not sure if that's a good analogy. I don't see many people arguing merits of Perl. Anyway, I think the thread was about game programming specifically in which case I'd argue you would at least rule out interpreted languages. -
The vehicle driving is now PhysX and it looked OK. One has to wonder what would happen had he hit the rock and the goat, still wip I suppose. You could see Ragdol working quite well, with bodies no longer flying high after grenade exploded nearby. I suspect things got tweaked.
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Multiplayer Balancing - Will Arma3's MP be balanced?
Panda_pl replied to BLSmith2112's topic in ARMA 3 - GENERAL
The setting and enemy allow to balance the arsenals of both sides without sacrificing realism, just like it was the case with original OFP, where all weapons had enemy counterparts and they were equally matched. I think we are having a purely academic discussion here. -
By outdated I meant games that have low requirements by today's standard. If you can run RO2 smoothly with 3D scopes and don't notice a thing you either have a decent machine or you have gotten used to it. RO does not seem sluggish because you are probably running it at 60 fps. In old days when it ran at 30 or less on single core machine I used to have the performance hit and the delay of picture inside the scope were noticeable.
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What you described would be simple if modern rendering was based on raytracing and you could just bend the rays or manipulate them otherwise. It is not. RTT scope would require you to render the scene once, apply the rendered scene to "temporary" texture applied to the object and then render the object and scene. That's almost double the calculations if you decide to render the RTT image at full resolution and framerate. The image is also delayed by full frame, causing laggy feeling. Most games using this technique run sluggish despite being... quite outdated (RO, Source mods). Some games trick you into thinking it is possible (MoH 2010) however they usually use the feature only when scene is sufficiently simple to render (in case of MoH only desert level has RTT scope, ACOG sight is normal CoD4 style). Games like Portal and Prey did this with relatively simple level geometry (corridor shooters).
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But then you'll complain about getting killed because your dude has to swing his rifle to the back before he can hit prone. This is a recursive complaint process where applying one proposed fix ends up causing a new issue.