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almanzo

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Posts posted by almanzo


  1. When I saw this thread I immidately thought "my god, not another one of these", but I was immidately proven wrong. And I agree with you, even though OFP kind of had it's unrealistic moments, I felt OFP Cold war crisis gave this more thought and that that was the reason it felt more genuine and real. That, and the fact that the characters themselves where nervous, afraid and actually cared about their friends. Confusion and fear was mixed in, combined with excitement and eagerness to see war, even though it was hell.

    It felt like an operation, where actually taking out strategic points was the important part, where you, the player, was nothing but a cog in the wheel, no matter your role. Even if you where a Spec Op, you didn't save the world. You prepped for the regular army boys, who where doing the mayor attack the next day.

    I would also point out ALIVE though, together with the closest you can get for a multiplayer experience, namely tactical battlefield. It has it flaws, sure... but in TacBF, logistics and high command is just as important as individual soldiers, squads and fire teams. I've played Tactical Battlefield as a part of squads that has been operating really tightly and done really well, but still lost or had to break due to a lack of higher command and proper support on the front lines. Even though the objectives themselves might be arbitrary, it's the only mp game mode I've played where logistics and high command actually matters in the way it does.



     


  2. I don't know if this question has been asked before, and if so I appologize. It's a daughting task to go through all 292 pages to see if anyone has asked the same question. On the bright side, if someone has indeed answered it before, then somebody else than the modders themselves can answer my question.
     

    While I am very happy to see the armed versions of the GAZ-233011 in the mod, I must say I do miss the UAZ variants, including the armed ones. I am aware of other mods that introduce them, but will we ever see armed variants of the UAZ in RHS? From the wiki, it's kind of hard to tell.

     


  3. Dude, chill.
     

    When you post personal work on a forum, expect critique. In this case, the fact that you are playing third person while labeling it as first person.

    This is your response:
     

    Why is it people take something and pick away at the positive nature its intended to be, to take away some negative. Look forward to life don't only find the bad things. OK i get it, you hate the name. I have an idea, write your own in the future and don't read mine. Sound good? I'm over the third person nazi'ism and I am intending this to help other gamers. If you want to chirp off over stupid $hit take it somewhere else.

    If you read the lessons and don't watch the videos it is applicable to any genre out there.          


     

    It was feedback, and I am pretty sure it was meant as tips to improve your blog, not as something negative. It's simply a matter of nuance, it might be a good idea to properly label it third person tactics, as your tips seem to be restricted to people who like to play third person. For someone who plays first person, this might not be as useful to them. To properly point that out can be a good idea, if you don't want to confuse your audience. That's the feedback provided, it's up to you if you want to take it into account.

    He read it and provided feedback I assume because he maybe thought the feedback might prove useful to you, to provide a different perspective. From an authors perspective, it would be useful to see how others read your stuff, no?


     


  4. I'd say give it 2 years at least before even thinking about Oculus for ARMA. Considering what kind of performance you'd need to run two renders of ARMA, I find it unlikely you'll see it functional soon. and you would at least need a 4K resolution and support for that resolution for Oculus for it to be reasonable to fly in ARMA.

    60 fps in 4k rendered two times in ARMA III? I'd like to see the monster capable of that.

     

    • Like 1

  5. I wasn't even aware it was possible to overclock an i7 920. I'm sure mine would explode anyway lol.

    As an i7 920 user, just get a new one lol. It's solid and does quite a good job but it's pretty outdated by now. Can't wait to upgrade my processor.

    I'm running an I7 920 on a nice little _AIR_ cooler from Zeltec, and I have ran it @ 3,8 ghz for years now. Give it a try before you buy a new one at least.


  6. As of last friday, the 12th of june 2015 I have submitted my thesis and am awaiting an oral defense.

    I would like to thank every one who have been so kind as to participate in interviews. If anyone is interested in a summary or something, I might write something up in english. For any scandinavian forum dwellers, send me a PM and I'll send you a digital copy if interested. Please do not redistribute without asking though.


  7. I have a tiny request to make, and it's something I noticed last friday.

    I understand that people who are in vehicles can't hear people outside of vehicles. I guess this is a feature, however... There is one thing I would hope that could change in the future. People who are in gunner positions on vehicles with a mounted open gun, such as the HMWW and the technicals have their upper bodies outside of the vehicle, but are still not able to hear people around them and visa versa.

    It would be nice to be able to speak to gunners in vehicles from the outside. This is quite handy while having a guy with binos outside of the vehicle guiding fire for the gunner for instance.

    In order to make this work with third party vehicles, maybe make a variable that allows mod makers to define the gunner position to be outside of the vehicle. It would also be nice if one could have a variable that defined armor thickness or something, so that you could hear people talk from inside a vehicle when standing outside a car, but you couldn't hear people talk from within an APC due to the thickness of the armor.


  8. Your distance sounds are simply superb, but all of the gun shots from the perspective of the player is waaay to loud and there is no dynamic to the samples. The sound in and of it self is nice, but it lacks the punch in my opinion. Your explotions are insane though, utterly insane (in a good way).


  9. It works fine in SP. MP is a different topic. Some scripts need to broadcast their activities via network which basically means that every Client and the Server would have to run the mod. Which is a no go. So these features get kicked out of the project.

    LJ

    Care to explain what features this is? Or have I missed a post?


  10. I really don't think so, especially not regarding latency, never mind compression and the requirement of a very high use of streaming. No matter what, you will be streaming a video rather than render it yourself, and with how compression works it will allways be subpar, even if we pretend that latency won't be an issue.


  11. What were you guys doing inviting LJ and then learning absolutely nothing and implementing some of the great concepts he had in the laziest manner possible? I wouldn't even be annoyed here if it weren't for the fact that I'm not even able to play a build that allows me to circumvent this, hence why I'm posting this here.

    I don't even know if LJ will be able to re-implement the features that set his mod apart from others at this point. I'd really like to know how the devs could get such a great concept so completely and utterly wrong. They would have been better off simply adding new sounds and leaving the rest alone if they couldn't do it properly.

    I've been saying it since HL2 came out, SEPARATE samples for separate instances of fire, it's the only way, software modulation is completely inadequate.

    Have you even payed attention to the JSRS Dragonfyre thread at all?

    Jarhead has very clearly stated that the new sound system makes his mod much less resource hungry, and that he things the new system is great. I'm not a big fan of the vanilla samples either, but I think the new system is a big step in the right direction. It makes the life of sound modders a hell of a lot easier, and I can assure you that LJ will reimplement his features, he himself has stated quite clearly that it will make JSRS run significantly better and have a much smaller impact on performance.

    And it does make sense, instead of relying on scripts and a lot of shortcuts, he can now take advantage of the ingame system that provides features he had to script in before, reducing the amounts of scripts he needs to use to achieve what he did with previous releases.


  12. Thanks for the kind words.

    1. Vanilla tank & vehicle engine samples are distortion free as far as I can tell. The recently introduced gun shots are distorted. Distortion for vehicles happens because in the config it says "play engine file X with 300% volume" but the limiter already kicks in at 100% which basically means the engine is busy fighting itself all the time instead of really just flattening the occasional peaks.

    2. Of course it's possible. arma3 uses WSS audio files which is pretty much WAV. 16bit 44.1 khz WAV means 96dB of dynamic range of which I will only ever really use around 30. That's plenty of dynamic range for gameplay purposes. :)

    I totally get the bluray movie example, which is why I prefer to listen to movies with good headphones, then at least I can turn stuff up really loud and in some monster movies this really gives you a crazy, scary feel. It's loud, it's close and it sounds nasty and you can FOCUSS on it because you don't have to fiddle with volume. The high dynamic range in blurays seems like it's made for home cinemas, not people with decent sound systems who live in a flat where they can NOT use their sound systems to their fullest. In a perfect world everyone has their own home cinema where you can listen to movies as loud as you want. :D

    I love bluerays, and I love your mod!

    I have a question though, is there any way for you to make the config standalone, so that when using other sound mods like JSRS, it's possible to use your mix? I've allways been annoyed at the levels in ARMA III, and I think this is something the devs needs to be aware of.

    Would you mind creating a ticket for this on the feedback tracker?


  13. Check https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/arma3/%40task_force_radio/addons/task_force_radio/functions/fn_onSwTangentPressedHack.sqf#L5

    ---------- Post added at 14:36 ---------- Previous post was at 14:35 ----------

    Thanks, ton on thanks to everyone who uses TFAR, who supported TFAR on MANW, who helps others to fix issues with TFAR, who works on TFAR, for Jury and for Bohemia!

    Would you look at that nice forum badge, sir!

    Well deserved guys, without Taskforce, the game wouldn't have been close to as good! This is good news! And it looks like your the first of the winners to make any kind of statement!


  14. I can't believe you guys lost to a radio and an island, I thought you should've been number 1. Oh well, at least you got some recognition from BI, and a very nice cash price :).

    Nono, let's not start an envy contest or belittle other participants. Congratulations to all, well done folks!

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