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zedderzulu

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About zedderzulu

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    Freelance graphic artist/web designer

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  1. zedderzulu

    Malden DLC 2035 - Official Feedback Post

    Actually, given the poster that's inside one of the ruined domes, that's probably exactly what it is.
  2. zedderzulu

    Malden DLC 2035 - Official Feedback Post

    Oh, agreed! I don't know why exactly, but something about the design screams to me that it originally was a mount for a rail gun. There's graffiti on the side that implies it's taken down infantry as much as it has aircraft (reminds me of a pic I saw of a Flak88 barrel just the other day), and, well, yeah that could mean that it's just a bigger brother of the Praetorian, I just wonder whether BIS may be trying to revive the early rail gun concept they had for the Tanks DLC? And maybe confirm HL3 at the same time. I dunno, it's fun to speculate! :P
  3. zedderzulu

    Malden DLC 2035 - Official Feedback Post

    I've been very much looking forward to seeing this released so was pretty bloody delighted to see it on dev branch! And it was everything I could have wished for and more. It's truly beautiful to see as an OFP veteran, and a great island in itself. Strange, getting more nostalgia from the updated version than having the near-literal recreation from CUP... I think it was the sense of wonder, that was in abundance back in 2001. I think Chernarus and Altis spoilt me. Now Malden's been updated, that wonder is back :) Couple of things I've noticed on the bugs/errors front however - really, really minor... The powerlines that extend west out of Larche end in the tree. They're not really serving anyone and maybe the tree grew up around the lines, but having first-hand experience of what relationships between tree branches and power lines often lead to, this is won't end well. Getting technical, but a north/south runway should be numbered 18/36; also, 18 would be pointing south and 36 pointing north. Then there's this place... Not a bug exactly, but I was dicking around with the editor camera to see if there were any secrets around the Vigny ravine and came across this. It's not actually accessible, much as I looked for a way in, as it's technically underneath the terrain (the terrain's so steep you can peer through it - I guess that's a bug...) but the thought of it being a cave behind the rockface atop a vast underwater cavern... I wish it was accessible!
  4. zedderzulu

    AI Discussion (dev branch)

    Can confirm similar experience with wheeled vehicles. Give them a waypoint, then their front tyres spasm and then stop at an angle - vehicle barely moves (or it drives around in circles). Tracked vehicles still move about okay. Ran a quick test with some CSAT vehicles in Zeus: General navigation was okay; crossed over bridges without any problem at all. However, they completely overshot almost every junction, even on a "slow", Safe waypoint. It strikes me that they just don't brake enough. I don't know just how borked the update is, but this is something that needs fixing regardless.
  5. zedderzulu

    woman=1; config parameter

    ...I am shamed! :( Though, in my defence, you did have to employ scripts or mods if you wanted her to appear outside an official campaign mission. I think... Thinking about it - women missing from Sahrani too - apart from the reporter. You could play as her as well, if you could put up with the nightmare fuel hands that appeared when you tried to move her about. So yeah, BIS nailed it with ArmA 2. Either it was simply too much for them to replicate that level, or they've left us all very much spoilt... :p
  6. zedderzulu

    woman=1; config parameter

    Agreed. Also kinda ironic that in Greek mythology, when Jason and the Argonauts landed on Lemnos, they found the entire population was exclusively female (them having previously murdered all the men - maybe there's a particularly brutal side to the Altis Civil War that mirrors that...) Let's not forget, there weren't any women in OFP until Resistance came along. That's a moot point, and after ArmA2 their disappearance is totally a step back, but I've got high hopes for the "civilian investment" in the Expansion. It's not a standalone, so I'm confident they'll address the missing women of Altis and Stratis as well as introducing them for the new terrain. Or I could be horribly wrong...
  7. Quick(er) work around I've found for the folder browsing issue - if in the "folder" field at the bottom you type in the location of the Arma 3 folder (like so: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\") then you will (or I do at least) get a list of all the subfolders as part of an autofill option. That way, you don't have to navigate all the way from Desktop each time. Try it - probably makes more sense than me trying to explain it - hopefully it might be useful for some before BIS sort it out properly. I certainly like the new mod selection feature in general, very much so. :)
  8. zedderzulu

    A Changing Environment Based on Real Time

    Personally, on the subject of "a man can dream", I'd love to see an option where if you date the mission to before the start of the conflict on Altis (or significantly after), there's not nearly half the destroyed or abandoned buildings and/or cars littering the place... In (I'd guess) many instances, just changing classnames from the "abandoned" model to the "normal" model would suffice. Wish the island was that simple to mod, otherwise I'd/someone else would have produced a "tidied up" version.
  9. zedderzulu

    Altis map - planned changes

    Ooh, yes please! :) Would really appreciate it if the airstrip outside Feres and maybe the AAC one were paved - the other two (barring the lakebed one) are probably alright as they are, imo. Anyway, really looking forward to the changes coming through. I assume this will be in preperation for Episode 2?
  10. I had the exact same problem with incessant barking a while back and found it was because I had forgot to replace the userconfig file with the latest version used by the mod. That might explain it. :) Because I haven't said so, so far, I love this mod to bits and can never play without it! :D Really fantastic work, but I have a few suggestions which may or may not sound feasible. Firstly, how doable would it be to create a Module system to make it slightly easier for mission makers to turn certain elements of the mod off and on. I had wondered whether it might be an idea to have an optionable setting in the userconfig to have the mod disabled by default so blundering civs don't pitch up in the middle of official missions or something like that, ergo necessitating the placement of the module to have the features activate. Or something like that? I was also wondering - I think the parked car feature is fantastic but cars parked on the main roads (i.e. the ones that look peachy/orangey in the map) take up a lot of road. Would it be possible to offset them a little further on specific road types, so instead of the normal 4m side-step the script does, maybe a few more meters just when the road is a highway, as it were, so they're parked further off the road? As I say, these are just suggestions as I do not know how difficult they would be to implement. I do think you have worked miracles so far though :)
  11. I can confirm through my own testing, placing a character at 20,000m and with rain set to 1, there was no rain above the clouds and the effect of falling through the clouds and encountering rain underneath was fantastic :) So whatever mechanism rules it works quite nicely imo, though in some respects I hope it isn't linked entirely to a global height-based equation; one of these days I'd love there be a means of setting the height of the clouds and/or having different layers of different types of cloud. But that's neither here or there. There's still a way to go with some features, either WIP, not delivered or merely dreamt of, but I've been delighted so far by the amount of features already patched into the game and gives me a wonderful feeling about what's left in store :) So, keep up the great work guys! Also I guess we now know who was responsible for some of the obscure C&C text popping up in AAN news reports a few years back :p Be that as it may, I have encountered a few problems with the rain; There are some objects that it still rains through - really not many as far as I've come across but the most noticeable ones are the research domes - it rains through the skylights even though they are quite solid - concrete cylinders and shanty roofs - the best example I can think of demostrating that last one is to go to Agia Stemma on a wet and windy day and have a look at the wooden shelter next to the stone house there. Finally I've also noticed it rains through the cargo-area roof on the (covered) HEMTT, but only in an external view. i.e. if you sit in the back you don't see rain coming through, but if you switch on the spectator camera and place the camera within the back of the cargo-area you will see it raining through the roof. Not an absolutely game breaker but it doesn't happen with the KAMAZ, for example. Lastly I hit a problem yesterday when the raindrops suddenly turned into large black blobs which basically made me have to stop as it was impossible to see. The rain was getting steadily more intense and it was around 1800 on Altis. Tried various things beside alt+tabbing but the only thing that worked was reducing the rain in the debug console. That said, I've been unable to replicate that problem since. Anyone else come across anything similar?
  12. The ultimate for me would be a sort of rain-on-roof sound for when inside buildings or enclosed vehicles. That might take a bit more work though, too. JWLEE's comment about vehicles not kicking up dust when it rains made me think it would be great if they could kick up spray on paved surfaces :) Same principles involved, methinks! And finally, as one last "feature request" that probably doesn't belong in this thread (:p), imo it would be even more immersive if at some point in rain (or fog) density, AI drivers switch their lights on? :)
  13. zedderzulu

    Where is the Inventory Editor?

    You can also copy and paste directly from the Config Viewer; Unit classes, weapon classes, ammo types. Everything! :) While I also hope that they do introduce a proper graphical interface in the editor for customising loadouts for individual units (even if it's effectively a carbon copy of the inventory screen), the inclusion of the in-game config viewer for reference has at least made things so much easier than it was! Maybe not "easy"; easier.
  14. Loving the new rain system! Been wishing for something like it since OFP and seeing it finally arrive is a dream come true! :D Still a bit rough around the edges in terms of sometimes it clips through walls and I've noticed it rains above the clouds (as the old rain fx did) and now underneath the water too! :p Obviously it is still a WIP but once its complete it's going to be fantastic :D That said, WIP-ness aside, may I suggest the draw distance be increased (or whatever it needs to be). I love that you can be inside a building and see it raining inside, but inside larger buildings, such as the terminal or even the tent hangars, if you stand near(ish) one side of the building, the rain will be noticeably absent from the other side, as it were. In something like the terminal you can be far enough from the windows that the rain disappears entirely. Also flying the Buzzard, the rain doesn't seem to appear to surround the cockpit - there's noticeable gaps to the left and right until actually glance in those directions. As I say/has been said - WIP. Just a few suggestions I have for development. On a less positive note, I know at least one of these already has a ticket but I thought I'd just mention them here too. I'm a little disappointed that the OPFOR SDV still spawns with a NATO crew. This has been there since the Alpha, as has the ticket, and it can be fixed by changing just one letter in the config. There seem to be a few other problems with the SDV - i.e. you still can't swap back from the gunner seat to the driver seat, the Nose Up/Nose Down control keys don't seem to have any effect, I personally can't see any sign of the Collision Lights from the action menu and there's an audio/visual discrepancy when, if you turn at very slow speed, you can hear the rotor blades turning but an external view shows that they are stationary. Other thing I've noticed is that the light source of the Boxer Truck's headlights is set too far back, meaning it illuminates the inside of the cab more than it does the road ahead - actually makes trying to see the road rather difficult through the glare on the windscreen :p
  15. Just thought I'd say... Thank you BIS! :D
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