Sosna
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Everything posted by Sosna
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Found this interesting application recently: ENBSeries It allows for extra Direct X effects to be added to games, similar to Kegetys' DXDLL for OFP. So far I have gotten it to run with ArmA, but the only things that show up in the 3D environment are the sun and a single colour sky (the colour changes with time/weather). I have not tried all the presets, and certainly there are many settings in the ini which I have not played with. It's possible there's a combination of settings which will work. Personally, I don't want any crazy bloom/blur effects, but there are things that could be enhanced in ArmA. Sunny and Daylight conditions are pretty much perfect as they are IMO, but cloudy and twilight conditions looks too bland and light. It would be nice to be able to tweak these things. If you want to try it out, you can get it here. Also, check out these threads for reference. http://www.simhq.com/forum....2512633 http://forum.combatace.com/index.php?showtopic=28109&st=0
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Overcast weather without rain/thunder?
Sosna posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
(Scripting noob here) so far I tried: 0 setOvercast 1.0; 0 setRain 0.00; overcast works but rain starts up within a min or two. then I tried: 0 setOvercast 1.0; 3600 setRain 0.00; it seems to keep the rain away (at least for the next hour) but thunder occurs, which I don't want. Any solution? -
Why do my trees moving and changing how they look ?
Sosna replied to blurgh's topic in ARMA 2 & OA - GENERAL
I find the LOD morphing distracting also. An instant switch would be better in most situations. The A2 world looks so busy already with flickering, z-fighting, etc. the last thing needed is more unnecessary motion on screen IMO. -
Overcast weather without rain/thunder?
Sosna replied to Sosna's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, yes I've used this, but the sky is still very light. Cloud cover should not be linked to rain/thunder, especially when the heaviest overcast is still very light compared to realistic ranges... o well. -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Sosna replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
That's true... I suppose I won't be playing with anything more than 1280x1024 with 2xAA, and with other settings maxed (except view distance, and PP). I guess a gtx460 should be more than sufficient for this. -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Sosna replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I recently inherited a newer system: Core 2 Quad Q6600 with 6 gigs RAM I'm wondering what is the best video card worth getting for this CPU. I'm thinking that with the higher end cards the CPU will be the bottleneck. I usually buy nVidia, but I'm open to ATI. -
Got Arrowhead at a local walmart. It's actually the fastest time that any boxed arma game has been available here from release date, so I can't complain about the publisher.
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Which recoil model do you prefer?
Sosna replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
I prefer the old method, but I would make it a difficulty or gameplay option "aim recenters" on/off. -
Great campaign. Should come shipped with A2, beats the default campaign by a mile IMO. One suggestion: Anyways, good job.
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Long time visual bug - transparent textures + fog
Sosna replied to dmitri's topic in ARMA 2 & OA - GENERAL
Fog needs an overhaul anyhow. It should occlude the sky, and also affect visibility in the vertical dimension. -
Playing Operation Cobalt. Haven't enjoyed A2 this much since EW campaign. Keep up the good work.
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ArmA II: Operation Arrowhead discussion thread
Sosna replied to Tonci87's topic in ARMA 2 & OA - GENERAL
The FLIR display as actually seen from the cockpit is green monochrome. The recording output (as seen on youtube, etc.) is black/white. -
Interestingly, whether walking or running there is no difference with the increments of small sidesteps, however the stance you are in does affect it. Open A2 and try this: Stand at a corner and tap your sidestep key. Then crouch and tap the keys. Then go prone and tap the keys. Note the difference in movement: standing has the largest increment/step, prone has the smallest - prone being much like how OFP had it for all movement. I think it should be like this in A2 for all movement. I think that this increment + unpredictability is what leads to the "clunky" feel.
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In A2 when pressing a WASD/arrow key, the player moves either in a very small increment, or a larger increment (step), or not at all (?), depending on the duration that the key was held. Also, stance seems to affect the increment. In OFP the distance of the movement was always proportional to the duration of the key-press. There were no noticeable increments. The difference is very noticeable when moving around cover/concealment. At first I thought that I would get used to A2's way, but now I still find myself preferring the OFP method - I feel that it's more controllable, and overall makes movements more precise and predictable. I think this is the reason that the controls or CQB are often described as "clunky". In my opinion this is one of the main areas where A2 suffers in comparison to OFP. I'm wondering what are others' opinion on this issue.
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Excellent campaign. The best ARMA 2 experience I've had so far. I hope OA will top it though :)
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PROPER projects - game tweaks of all sorts
Sosna replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the vegetation/building model tweaks, they allow me to enjoy A2 on my decrepit computer. In the spirit of improving performance, I'd like to request a tweak to disable parallax mapping (on terrain in particular). Currently it's my greatest FPS killer. Perhaps there's a way to do it without a mod, but I haven't found it. -
I agree, it is very distracting and immersion breaking. Disabling LOD morphing when using low level zoom is one good solution. The lower vegetation LODs look pretty good anyways. Raising the FOV to more OFP like values may assist a little. Another point: I believe that the more gradual LOD morphing is more distracting than an instantaneous switch. Since the eye/brain is attracted to motion, the longer duration of motion causes greater distraction. It would be nice to have an option for instant morphing LODs. Gradual LOD morphing is a good idea, but not in situations of quick zooming. It does seem to conceal LOD switching when simply walking/running around.
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ArmA2: The All New OFFICIAL "where to buy?" Thread.
Sosna replied to Placebo's topic in ARMA 2 & OA - GENERAL
Yeah, I just picked up a copy from walmart (ontario). I was surprised to find it also. -
Already possible in A1 with community-made addon ( ) I don't see why it can't be done by the devs - perhaps animation related troubles.Also, freetrack support would be nice, but that's another story...
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Winter/spring/summer versions of Chernarus would be great. (it was always my dream to have seasons in OFP) Also, I would like a nice long campaign for each faction.
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
Sosna replied to EricM's topic in ARMA 2 & OA - GENERAL
I'm impressed by the new muzzle flash effects in Dslyecxi's video. Note that at 7:49 in daylight it's mostly smoke. At 8:11 in twilight it's a bright flash. Very nice. -
Seeing Dslyecxi's TIR5/A2 demo video, it seems that the contrast has been improved - the rocket flash and explosion look very good. The "field of view" issue is still there, however. While it isn't that big a problem visually, it is still technically very wrong. Currently, by keeping the overlay the same size, ArmA is telling us that the FOV of the night vision device varies as we zoom in/out - in actuality only the FOV of the camera (eye) should be changing.
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First, I'd like to say it's nice that the devs implemented different devices within the game - 2 seen so far. It would be interesting if resistance forces received older gen soviet devices, giving them motivation to "upgrade"... My main nitpick with the NVG devices is that currently the circular overlay remains the same size while the camera (eye) field of view changes. It should, however, increase in size with zooming in, and decrease with zooming out. This is essentially the same issue as zooming with scopes, that others have mentioned - in those cases the scope overlay (and mildots!) should increase in size as the view zooms in. (except in the case where the actual magnification level of the scope device is being changed) See this video for an illustration of how it should be: Also note that as the camera zooms into the NVG display, the image becomes grainier due to the fixed resolution of the device. It begins to look much like OFP's NVG actually. Would be excellent if this effect was in ArmA II. Also, currently there seems to be a lack of contrast between light sources and the surroundings. In all footage I've seen close/intense light sources appear white (or very close), in ArmA it only gets up to a certain shade of green. ArmA II currently: http://www.pcgames.de/screenshots/original/2009/04/ArmA2_01.jpg video: Anyways, keep up the good work BIS :)
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AT weapons should not restrict stance. As for firing from prone, it can be done. The body just has to be positioned correctly to avoid backblast. See picture
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I couldn't find a thread on the subject, so here's a new one. The purpose of this topic is to help BI make Arma 2 sound like a next generation game. Here are my ideas: -Sound Occlusion: It's an excellent feature in Arma, however sound is blocked too much by vegetation and can be a little disorienting. Reduction of occlusion by about half with bushes/shrubs/branches should be good. -Wind: If large trees are swaying, wind should be heard. I don't recall ever hearing it in Arma... Wind should also come from one direction. -Aircraft: Planes should produce a loud "rumble" sound that's heard from a far distance. Helicopters sounds are also currently a bit weak. -Relative Volume: There are some odd issues in Arma, for example: beeping indicator is usually louder than the explosion that caused it, even from the outside of the tank! Keep sound volume relatively logical. -Gunshots: A few ideas for these. Right now in Arma the firing sounds are somewhat cartoonish. Each gun sounds fairly from eachother different and is easily distinguishable. This isn't very realistic. From my observations with real audio and video clips, gunshots (in terms of small arms) sound more different from recording to recording than different weapons within the same recording. Also, environmental conditions and position define the sound more than the weapon itself. This should definitly be reflected in Arma 2. I'm no expert on audio, but an idea occured to me for producing realistic gunshots. Since what distinguishes a gunshot sound (aside from observers position, and environment) is the physical characteristics of the weapon and ammunition - basically: caliber (propellant, bore diameter) and barrel length - sounds should be varied based on that. What if there was a "base" gunshot sound that was varied with pitch/tone and volume based on the weapon (I don't mean within the game in real time, but for production). For instance a larger caliber weapon is louder and more bassy, a smaller one is quieter and more trebbley. Some mathematical algorithm with variables for caliber and barrel length could be developed to implement the variation. Gunfire indoors should definitely be louder and sharper, outdoors there should be a kind of echo/reverb. The sound should also vary based on the observers position from the weapon, in terms of distance and angle from the barrel. Using modified "base" sounds for each weapon would simplify things, and get rid of the need to invent a unique gunshot effect. See diagram example: That's just an example, nothing exact but that's the rough idea. The base sounds would need to be very high quality and realistic in order for this to work. Anyways those are my ideas. I would like to see other suggestions on how to make Arma 2 sound next-gen Â