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Everything posted by Sniperwolf572
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Pretty much spot on from from TB, and yeah, hype is a dangerous thing. As for comparisons with E3 2012, I thing the main difference is that the games ambience is a lot "brighter" now, there are more lights, bit more color, etc. Daylight and sun also makes the shine go away. I went to watch the E3 2012 gamepaly video again, and I can honestly say I remember the video looking much, much more impressive than what I remember seeing.
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Yup, even after tweaking the settings file, with V-sync off and lowest max prerendered frames ahead the keyboard+mouse controls feel strange. Driving also feels a bit odd until you get used to it, feels much better with a controller tho. Performance also requires Arma style tweaking-until-you-get-it-right kind of things and surprisingly, borderless window seems to magically make the game run better for me. But the game itself is really enjoyable for me. I like Splinter Cell, I like Assassins Creed, I like Ghost Recon and this game feels like a mix of all these. Stealth mechanics are good and you can do your best impersonation of Sam Fisher. The character has the freerunning ability similar to the AC characters, but not to the same level of competence. You won't be scaling faces of buildings. I didn't use guns much, but as that video shows "every kill is a one shot kill", I can't say that's the truth. Maybe for civs, but I haven't shot at civs. Trying to not to be a menace. :D Cover system is decent, I suppose it's most akin to the latest Splinter Cell game, Blacklist. I haven't tried the digital trips, but from what I've seen on YouTube, it's a nice way do do silly things in the game, without it affecting the games own "reality". Ubi seems to have gone for "All these games exist in the same universe" type of thing, and that's really interesting to me. You'll hack a server and find someone playing one of the Abstergos games, you'll run into Abstergo employees, you'll see the guns from Splinter Cell/Ghost Recon, etc. I'm sure there are other nods to the other games. All in all, I'm satisfied with my purchase. Sure there are technical things to iron out, but the game behind it is really appealing to me.
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Not HUD but UI, ok :o i'm wrong... I don't have problem with the actual UI but many of my friends are disapointing with Arma, they play few, they understand very few things in this game but Arma is Arma, it's not a Battlefied series where we can rush easily... Sounds like they're specifically talking about the UI/MoCap/Voice elements for the Bootcamp content, not core UI changes.
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the houses and ruins are the mp problem ...
Sniperwolf572 replied to jgbtl292's topic in ARMA 3 - GENERAL
You lose a lot of FPS even by simply staring at the ground. Unless viewport frustum culling is really really bad, I don't think it's related to culling, there's nothing to render. The only thing that comes to mind that's left is the simulation itself. Screenshots below have been taken near a similar location to the camera in the initial tests. FPS is sliced in half when you're not even looking at them. Buildings intact: Buildings wrecked: -
the houses and ruins are the mp problem ...
Sniperwolf572 replied to jgbtl292's topic in ARMA 3 - GENERAL
Got an answer to this question now. :) There's still generally 10 FPS difference for me in Kavala, but I managed to screenshot a best case cenario for me which was 6 FPS difference with the same test as before. Intact: Houses destroyed: Very good improvement on this front. -
Sounds like "I broke the build" money jar is receiving a sudden influx of funding. :D
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the houses and ruins are the mp problem ...
Sniperwolf572 replied to jgbtl292's topic in ARMA 3 - GENERAL
Haven't tried yet myself as I'm at work currently. Just going by what Iceman said in the ticket. I don't think that the 124424 build, that contains this improvement, is available yet due to lack of a changelog post. Latest one there is 124406. -
the houses and ruins are the mp problem ...
Sniperwolf572 replied to jgbtl292's topic in ARMA 3 - GENERAL
Half a year later, it looks like this has got some attention in build 124424. (Not yet released on the dev branch at the time of this post) :D Apparently, the 20FPS drop is now a 2FPS drop. M0ar framez! -
CoD: Advanced Warfare
Sniperwolf572 replied to Alpha Whiskey Romeo's topic in OFFTOPIC - Games & Gaming
Not quite new. Remember UT/Quake with rocket jumps, bounce pads, gravity modifiers, etc? That sort of thing. Ways of being unpredictable vertically. -
Offtopic, but you're using a wrong example. :) That wasn't a bug, it was a feature ever since swimming was implemented and was treated as such. Then eventually they implemented a description.ext param (enableItemsDropping) to toggle that behavior.
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What features are fundamental to the Marksman DLC? (no speculation)
Sniperwolf572 replied to RushHour's topic in ARMA 3 - GENERAL
As one of the many people who moderate the FT, no it does not mean confirmed. You're assuming it does. It does make sense that it's the best time to introduce it if ever. It is assigned, but that does not mean confirmed. You can assign someone to research something, check for viability, experiment with it. But it does not mean confirmed. If you're expecting anything because of the assigned tag on Mantis, you're going to be disappointed. Exhibit 1 - Assigned for more than a year Exhibit 2 - Assigned for more than 6 moths Exhibit 3 - Assigned for ~3 months And all the other 1085 assigned issues that sit on the Feedback Tracker from Alpha release. -
I agree, it would be nice to try out and see how it feels in Arma 3.
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Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks! :) My tests were basically a fired event handler that prints the time difference between two shots in chat, so the tests basically went: Mash the fire button, activate the reload/switch while mashing, when the next shot is fired note the time difference reported. -
Of course, I was just supporting your point. :)
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It's incredibly obvious that it's RTT/PIP, with all the inherent sillines that comes from rendering it on the scope lens closer to the viewpoint. You can see a clear picture even when you shouldn't, like when you've just started to move the optic towards your eye or during the cocking of the rifle after a shot, and the target of the scope RTT remains fixed on the target and displays as a TV screen.
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I could not detect any change, is the same black hole since arma 1 (in ofp we had driverplaces ) no chance for a hole left and right and to turn the head for a better sight to half left half right . Unbuttoned means turned out. You can turn your head further now when turned out.
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Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Having done some comparison tests, these are the times: [table=width: 400] [tr] [td]Default, blocking switch:[/td] [td]1.3 seconds[/td] [/tr] [tr] [td]Addon, switch with movement:[/td] [td]1.8 seconds[/td] [/tr] [tr] [td]MX reload:[/td] [td]3 seconds[/td] [/tr] [tr] [td]Vermin reload:[/td] [td]3 seconds[/td] [/tr] [tr] [td]M320 reload:[/td] [td]5.3 seconds[/td] [/tr] [/table] So switching is faster by around 1.2 seconds compared to the MX reload, which is almost half the time. Regular weapon switch that forces you to stop is wildly fast, due to the fact it does force you to stop and BI wanted to compensate. If you go to an MG or a sniper rifle, then you'll really see the difference even without timing. For a movement that involves putting the rifle on the back and drawing the weapon, while also moving, I believe 1.8 seconds is fast enough while not looking silly fast, and it's faster than an MX reload by more than a second. And compared to the BI switch, you can also seek cover while moving. I know I'm about to be linked Chris Costa videos where the handgun instantly appears in his hands or something, but until we get an animation set where the primary is stowed across the chest so it can be dropped and handgun pulled out, I don't feel comfortable making this switch even faster, given how much benefit it already gives you by allowing you to move. ---------- Post added at 22:47 ---------- Previous post was at 22:25 ---------- There's a word in my language, "inat" that describes the reason why I made this thing. It's hard to describe, but it's that feeling you have when you want to defy someones expectations, do something someone is against or claims that you are incapable of doing something. Mix of defiance, spite, but not quite either. :p Personally, I don't think it needs to be wildly popular, it's just a hack that shows it can be done, BI folks have seen it and there are people that use it. There are also a lot of things missing from it, like switch with the binocs, action menu switching, etc. but time is a bitch. And to be honest, I'd just love it if in one of the future patches or DLC's BI just made a native version of it instead of us having to guerilla script it. :p Marksman DLC sounds like a great time to do so, especially considering that they've been messing with the way animations are handled behind the scenes. -
Field Manual - Weapons Info: Titan MPRL
Sniperwolf572 replied to stormhawkv's topic in ARMA 3 - GENERAL
You got it mixed up with the RPG-42. It used to have various guided ammo like AT and AA for testing purposes as Titan wasn't available. Titan appeared in the Beta and it behaved as it does now. -
Or this
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The all new: Ask a moderator about the forum & rules
Sniperwolf572 replied to Placebo's topic in OFFTOPIC
§16): -
There's also distance to consider when doing the scoped tests. As I said, even on low, the further away you go and less zoom you apply, the smoke will be harder to see through. Trying to see a T100 on the Stratis airfield in smoke from the hill above is a whole different experience. I'm rarely that close to the enemy tank during the missions. Yep, I noticed that too, the hand thrown smoke is affected much more by the wind than the tank one is. Hand thrown smokes are really useless in high wind for concealment as it provides absolutely no concealment from the AI, while no wind will let you pass safely behind it without being spotted. If you ever get sent on a non-windy stealth mission in Arma against the AI, just bring loads of smokes and toss them around and you're practically invisible as the AI doesn't seem to react to the grenade itself. :D
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Maybe he should be replaced by David Hayter in 24. :icon_twisted:
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Marksmens and Helicopters is free ?
Sniperwolf572 replied to drakedaeron's topic in ARMA 3 - QUESTIONS & ANSWERS
I wonder what features they have in mind for the expansion. Most of the top tickets on FT right now are covered in a way by Marksman/Helo DLC. 3D editor is something they actually mentioned. "Civilian life and diversity" improvements sounds like more textures for the fedoras! :p Probably the biggest thing here could be some focus to introduce female specific things like skeletons, anims, models, whatnot. Maybe something akin to the civ modules? With the animation system overhaul that's been going on in the background, could climbing and mobile weapon switches also come into play? It's really fun to think about. BI has a good track record with the expansion quality (I'm not counting Queens Gambit an expansion or a BI product before anyones feelings get hurt). -
Yes, experienced it in the campaign during the patrol missions few months ago. Loading a savegame will have the vest that is on me lose all items in it and prevent you from putting anything in it. They claimed to have fixed it in March, so if you're still experiencing it, it might have not gotten fully fixed or it regressed back to it's broken state. EDIT: Yep. It's still broken. Started a new mission, loaded up on gear, saved, loaded a bit later, empty and broken vest and uniform.
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The Seattle maps level of detail isn't suitable for a ground based game. With it's size, populating it with objects to the level of Altis/Stratis/Chernarus would take ages, and even if they did, it would make the Altis performance problems seem insignificant.