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smookie

Former Developer
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Everything posted by smookie

  1. smookie

    Operation E3

    You adjust speed of the movement within the animation file. It has nothing to do with the engine (well not directly). In fact the speed itself in ArmA comes from the mocap and retargeting of the mocap actor to video game character. So if the feet dont slide, that means the dude who did the mocap is capable of running with such speed.
  2. smookie

    Does jogging and running seem odd?

    Different movement for SF and regular soldiers is obviously possible but I would have to, provided i get proper donation from the community :D, extend my working hours by 6 (so that i reach 20h/day at most days) and even with that I wouldnt be sure if i could pull these sets out myself :) Everything is a matter of resources and time available. So these kinds of things will always be categorized as nice to have. However, the skill slider isnt that bad idea at all. As for players: the new, tacticool movements are already a little bit more difficult to master and may take some practice - i consider this always as a good filter between "regular" and "SF"-class players.
  3. smookie

    Does jogging and running seem odd?

    Too responsive :) Overdone, damnit!
  4. smookie

    Development Blog & Reveals

    No its not.
  5. smookie

    Development Blog & Reveals

    Which quite frankly reflects the real life, doesnt it? :) Mind that not all weapons can be fired from the left shoulders and animations in arma are unit based, not weapon based. Therefore your requests for left-handed shooting are hardly possible (they would require a lot of resources for very little income). Most of the requests i have seen from you generally have the same problem - not really possible within current engine and not always worth spending resources which are limited obviously. Still I am not allowed nor I will ever say that these are NGH for sure. It all comes down to benefit/time needed factor.
  6. smookie

    Development Blog & Reveals

    Well the answer is - there are plans. But I don't think that's what you wanted to know ;) BTW I would love Max Payne 3 rotation while prone system.
  7. smookie

    Development Blog & Reveals

    Spinning not that "penalty-less" anymore if you watch the videos carefully.
  8. smookie

    Operation E3

    The left hand raising/lowering NVG device is planned as first DLC for ArmA3. Some questions i cannot answer until the right time has come :)
  9. Indeed, videos are supported in ArmA2:OA + PMC.
  10. smookie

    Operation E3

    Yes, I am using SSD.
  11. smookie

    Operation E3

    I am running the game with i5 2500k, GTX580 SOC and 16GB Ram and its running smoothly with stable 35+ fps (high to very high quality with AA and more;)) with little to medium headcount which at this point of game development is satisfactory i think.
  12. smookie

    Operation E3

    Its not a zoo, its a freakin ranch! Evil chickens are let loose as they please!
  13. smookie

    Development Blog & Reveals

    Well as community has already discussed, the problem with "minor" details like positioning of the rifle buttstock on the shoulder (believe me, I bitch about it all the time; please remember the guns change, their sizes change but anims - they dont) or having too stiff looking stances comes as a result of a need to balance what you see with soldiers eyes (this is one of key features in ArmA3 - attention to 1st person view) against what others see you as (in other words 1st vs 3rd person views). There have to be some compromises but we want to ensure good overall results in both views. So even if i mocapped the stuff properly in the studio with perfect buttstock positioning and grips etc. , it still needs to go through "game filter". stay away from internet starting from tuesday:D
  14. smookie

    Development Blog & Reveals

    As for adjustments...now you probably understand why default position when standing and aiming is like that :) And for prone, well, you will see :)
  15. smookie

    Development Blog & Reveals

    Detterence... the mission really flashes the point :)
  16. I am sorry but your argument fails long way. Also I never even mentioned realism which is totally not the case in my point and to which you seem to refer all the time. I am pretty sure this is the base of all your arguments. Still, as I mentioned, the best way would be to let people choose how they want to play. Again - if a given server doesn't meet your preferences, you simply don't stick by it. The reason for suggesting above is simply based on PvP experience. I see no real need to impose such requirements on Coop-only gameservers/players.
  17. I don't see the analogy. It's same as in Red Orchestra - you just have to play by the rules of the server/game and thats all. The chances are equal. And if you dont agree with server settings you can find a new one.
  18. I disagree. It's not about whinning, it's more about making chances equal. The feature as such, whether disabled or not, makes no difference if crosshairs are turned on. It does make a huge difference and is vulnerable to cheat/abuse when crosshairs are turned off - this is because players can use the oldest trick in the world (marking center of the screen) to cheat on people with aiming deadzone on - so even though the server admin wanted everyone to have equal chances, players without adzone can position themselves in the advantage in a way that cannot be prevented. IMHO the solution would be to have aimingdeadzone regulated by the server administrator according to the difficulty setting. No whining - equal chances both sides.
  19. The question is, did you hit anything ?:P
  20. smookie

    Development Blog & Reveals

    Plus they need to be aligned with the poses ingame, worked out for the gameplay issues, tested against both 3rd Person view and 1st Person view, reworked, readjusted, realigned, fixed etc.etc. You can imagine one could waste a week on a single animation (one [1] file!). And there are a really tons of files to go through. If you wish higher diversity (8 animations instead of 1...), you would need X times as many animators as the whole BI crew probably to finish them, especially for RV engine, in a reasonable time. As for transitions, if you read the interview again, you will notice these are being worked on. The transitions handled by animations would lag the controls making it it even more clunky and unresponsive (tested even in ArmA2) so they should be rather engine-side enforced (so definately not animators job). BTW robo feel: The camera which is sticked to the back will always make it look artificial. I bet that if you sticked a third person camera (arma style) to BF3 animations, you would also find them unpleasant after certain period of time. Again, remember all anim feedback is collected and reflected upon (unless it's pure trolling) so "not gonna change coz they no listen last time" is not valid when i am around :)
  21. smookie

    Development Blog & Reveals

    Yes, this feature, as Vespa said in the interview, is being worked on with quite some priority but its more programming than animation related.
  22. smookie

    Development Blog & Reveals

    its already fixed:)
  23. smookie

    Development Blog & Reveals

    Bikini girl is using WIP male animations since female version isnt finished yet (that said i am not responsible for unarmed cycles - just a headsup before u stone me publically :)). And as for headbob looking like in arma1 - headbob is a matter of tweaking mostly.
  24. smookie

    Arma 3 Community Alpha - Announcement!

    Oh come on, Pufu. How about Alpha only to those whose nickname begins with "s" sound? I am pretty sure it would give BIS a pretty solid piece of feedback ;)
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