Pyronick
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Everything posted by Pyronick
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Linux client support & docker server support
Pyronick replied to Axel Szmidt's topic in Arma Reforger - General
The experimental port, AFAIK, was a wrapper which had to be applied and adjusted everything a new build was compiled - i.a.w. when a new patch of Arma 3 came out. Now that BattlEye has a native Linux runtime, and the dynamic volumetric clouds middleware is out, BIS could add a Vulkan renderer and release a native Linux build which will always be in step with the Windows version. While they are at it, they could also add a Metal renderer for Mac - however, I don't think this will be cost effective. It will need quite some programming, however, but it opens lot of opportunities for Enfusion to also be used for other, mobile platforms. -
Petition to open source Operation Flashpoint / Arma CWA code?
Pyronick replied to inlesco's topic in ARMA 3 - GENERAL
Basically, this would be the main reason for me. Pure maintenance for longevity, maybe have the OSS community replace some legacy APIs or other layers. But I can see that exposing code still in use with ArmA 3 could negatively affect the anti-cheating and cybersecurity of the latter. Maybe once all legacy code is no longer present in an active games still being sold, it could be an option?- 16 replies
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- operation flashpoint
- ofp
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It happens to the best... But then again, your onboard IGP should be able to run the game as well, if you install the appropriate drivers.
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I guess that in this particular case you don't need to make it rocket science. Just the shrapnel of the ATGM casing that will splinter, before or during impact doesn't even matter here, is very likely to kill these two men here.
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It is very unfortunate that it is not released as a Steamplay game. Therefore, I have requested a refund as I cannot support this step... I don't mind paying extra, but it is against my principals.
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I think many of these problems are caused by PhysX not simulating the tracks, but rather the wheels inside. That, and probably the geometry of the wheels and the collision detection. I haven't really taken a look in how TankX works, but I imagine that this is the result of measures taken to improve performance. Having complex geometry such as tracks, coupled with high speed collision detection would severely degrade performance. Not really sure if this is actually fixable unless we get much faster hardware.
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I was actually hoping that BI would open source Arma CWA. But this already made my day!
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64-bit Executables Feedback
Pyronick replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
The dev branch adds more than just the 64-bits executable. -
This! The Stinger-like screech and the Sidewinder-like whine would add a lot to immersion and make it more realistic at the same time!
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It is also relatively easy to win the hearts and minds of the Linux/FLOSS community. To make a statement, BIS could release the source code of the Arma: Cold War Assault engine. Even small gestures like these have a huge impact. And it would fit with the 15th anniversary of Operation Flashpoint: Cold War Crisis.
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Fixed Wing Flight Model (dev branch)
Pyronick replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
Well, isn't the landing bit one of the dodgiest things in Arma 3?- 874 replies
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- flight model
- flying
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(and 3 more)
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Perhaps an idea to for BIS to implement (opt-out) SteamCloud for automatic backups in Arma 3?
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It has been there since OFP, albeit in a different shape
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Agreed.
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It is already possible, but that means you would have to compromise on graphical fidelity. The thing is that in a few years time, customers will want to see better graphics than current-day Arma 3 and then the developers would still have to compromise.
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I guess its also the reason why fast air is not really "fast" air. Even though combat usually takes place within 300 meters, being able to spot your enemy from as far as 9 km really makes a difference. It also changes gameplay because in some situation you can assess if you need to retreat or apply certain strategies/tactics before you end up in a firefight. It would also change the character of the game from tactics-based to tactics AND strategy-based. That being said, one cannot expect top notch visual fidelity AND huge view distances. There always is and will be a compromise.
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I am also worried about the obsolescence of JTACs, UAVs, recce vehicles, etc. Even with a less accurate IFF system, I still have my doubts.
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Just perfect! The only thing I still would like to see is that lased/NV targets locked on via the cockpit/HUD/helmet/whatever are automatically inherited and thus locked on by the target pod so you can follow the bomb without having to find the target again through the target pod.
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I think this will only be possible when everything (incl. graphics and sound) will be raytraced, which is very demanding on hardware and probably not possible the coming years.
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Perfect! I was missing this ever since the game came out!
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This, similar actions should be grouped in one. Furthermore, I would like to see a distance from the subordinate AI to the object that will be interacted with. For instance: Place AT mine Open inventory Take Katiba 6.5mm (164m) Agreed, but I was referring to double tapping the select number to change fire speed just like you said. Freeing the F key for simple context-based actions such as opening a door or window, taking an item, getting in and out of vehicles.
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Whats wrong with a double tap on the select number?
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I also hope for automatically inherited camera locks, for instance when you lock on a laserpainted target or with radar/infrared guided missiles in the cockpit.
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This, oh and targeting pod PIP is also very welcome.
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I think the whole clutch system should be replaced by a torque converter simulation instead. Especially when it comes to tanks. Moreover, the engine RPM always instantly jumps to max RPM as soon as you apply throttle in the game. That is bound to create problems as this is physically not possible.