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S!fkaIaC

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Everything posted by S!fkaIaC

  1. Maybe I am wrong, but most replies supporting your suggestion, me included. So what you gonna do with this? The poll in the old forum is still valid? So if majority is supporting you, whats next? Request to Suma/Marek/BIS?
  2. S!fkaIaC

    TrackIR 5 ArmA2 Thread!

    I remember Dslyecxi only without beard, I guess in one Lasershot Promo he was without. Does this mean he has ArmA 2 since weeks and is 24/7 playing without sleeping, eating and shaving? :eek: :D Iwould offer to take over his rig, TrackIR and ArmA2 copy so he can rest a while ;)
  3. S!fkaIaC

    How's ARMA2 AI shaping up?

    What happened to the cm precision? Didn´t BIS told us everything will be better with the higher precision? I guess another problem is that AI does not have a kind of "chaos managment". As soon as many AI queuing on a narrow point like a bridge: 1.)Even if the bridge provides space so that 5 soldiers could walk side -by -side, only one enters the bridge, the rest becomes impatient and is using a way via Paris-Roma-Erkner. 2.)In ArmA 1 they perform kinda moonwalker-dance instead of walking if more then one is at the bridge 3.) Park your car at the bridge (you could pass the car on both sides by truck) and bridge is blocked for every kind of AI unit - common cheat in CTI maps to hinder enemy AI What I would like to see is that a logic screens for AI clusters and takes over the virtual command for that cluster reades the waypoints of each units and does a kind of intelligent queue management to erase that cluster. If path is calculated per AI, such managment is not possible.
  4. You really looooove them ? :D Are you from Ireland or New Zealand? lol Walker, I was not directly refering to your post, I was laugthing about poor Dwarden and his attempts to keep his original aim. I was kidding about the way we turn Dwardens initial idea into something different and he is going nuts over this and I suggested it is similar in BIS that to many devs involved making a sheep out of a T80 if everyone can comment the design :eek: and some of the devs end up in the madhouse.
  5. S!fkaIaC

    Game physics

    Confirmed - for ArmA 3 if it will ever be. :cool:
  6. S!fkaIaC

    Do things catch fire this time?

    Having really spreading fire would be nice, but require additional parameters for every single object in ArmA2: - flamepoint temp - "energie" in terms of how much energy is released when burning - how much energy/time unit is release = strength of fire - ....for sure some more Fire could be handled like "blast" of shells, the more energy/time unit, the bigger is the circle. Objekts within the circle will inflame if they reach the flame point. I guess something like that could already work as a mod in ArmA 1.
  7. I do not like desert maps, happy now that Chernarus is 225 while "almost 100 km2" is wood. This is the environment where also an Infantryman has a chance.
  8. S!fkaIaC

    ArmA II release date discussion thread

    Spend some Euros for the online version at metaboli if they run the online distribution again for the German version. That one you switch to English and
  9. http://www.jeuxvideo.com/screenshots/images/00019/00019580_158.htm I hope the reason is that comm ordered AI to a real impossible location and not that AI is in front of a 2m wide door but not able to get a valid path through.
  10. S!fkaIaC

    Multiplayer

    Well, it depends on so many factors at server HW, client(s)HW, objects in mission, common VD, changes per second at any moment, ....... .....to state it works with 60+ without desync. If you would have proper stats at server for all clients you would see that there is ALWAYS desync, but how big matters. BIS could improve it of course, no doubt about that, especially the treatment of clients causing lag.
  11. Buchta said this, but German publisher said the title ArmA2 is "released exclusively on the PC", but I guess it is a misunderstanding, maybe that publisher got only the right to sell ArmA 2 for PC and not for any console or whatever. Raptor posted that link: http://www.armamdb.de/phpkit/include.php?path=content/news.php&contentid=1424 And if Ivan Buchta said "at the same time"....time is relative, maybe he meant within the same year. Hoots translation: He left out that Morris said that Morphi focus on the PC version means they will not release PC and console at the same time. And for consoles he is talking about "plans".
  12. S!fkaIaC

    ArmA II release date discussion thread

    Well, ROW is usually used by US to describe everything except US :p Hey, that release strategy (if there is any intended behind or not simple chaos) has an advantage: US customers will get the first patch at their release already included as last time. Military speaking: be lucky that you do not have to fight in the first line of the bloody bug hunting front as the Europeans!
  13. :eek::crazy_o:Well, not very consistent all that marketing noise
  14. well, now I understand how it works in BIS and why simple changes never become available. One skilled dev makes a good and easy to implement suggestion, the other devs commenting his approach and making other suggestions...in the end the initial dev is in the madhouse and we got a sheep addon instead of a T80
  15. S!fkaIaC

    One shot kill?

    Die from a headshot? Depends on the size of your brain. If the bullet has to rebounce a thousand times before it finds finally that little pea - it may take a while or take forever :D "Revive" someone that got a headshot sounds a little bit like Frankenstein, but since the head might be an own section in the body model it should be easy to treat hits in a different way.
  16. At 0:16 those SpecOps: One is tossing the flashbang or whatever with left hand and one with the right and then even around a corner, scripted fake or available animation? If so, BIS changed te control method or I need a KB with 500 keys. 0:42 transition to death position is missing or somehow lost during video coding 2:08 explosion shock wave by far to slow, dust must appear within some miliseconds and disappear much slower 2:30-2:40 The fix of the grass known from ArmA 1 is still there, but auto-flattening of high gras has an disadvantage: you are not hidden any more. Rather allow to rise the head or lifting body higher on elbow. 4.13 did he catch the pedestrian with his truck or did he missed him? we will never know:D 4:58.... still the issue with formations, fixed spacing and if to many units in a narrow place with many obstacles pathfinding and keeping formation conflicting and going nuts in the end....it wouldn´t be ArmA without:cool: btw did you ever seen MBTs that close together in combat? but despite that - a STRONG BUY just to be able to find more to bitch about;)
  17. I am wondering if the ArmA 2 engine will support the total independent simulation of different kinds of radiation. Which means Source1 could represent visible light, Source2 a specific IR band below the light, Source3 a Radar Transmitter of a specific band. Each Sensor must have a kind of sensivity / damping value to define how sensitive a certain sensor is (some sensors covering the radiation of more than one source). Especially for Radar it would lead into a much more realistic simulation.
  18. It is pretty simple: vilas needs something to do. He is waiting so long, he can not wait anymore (me to). Solution: BIS, please give him a demo + free licence + all the tools you have and: 1.) You would not see vilas here for the next 4 weeks cause he is busy with converting his addons to ArmA 2 2.) We might have the 1st vilas addons for the release of ArmA 2 in December 2009 - I am so bad :cool: I meant June 2009
  19. S!fkaIaC

    Camouflage and draw distance

    I had in mind random placed pixels within the boarders of each cluster of "green" which should utilize very small resources. It is just to confuse the brain. I have seen a similar method when simulating the stars during the night (not position, but the strenght of the light) with the fact that the air modulates the light strength and makes stars "flickering". Or all pixels in that area coming and going steered by a formula were colour and lumen are modulated by the help of a random function.
  20. S!fkaIaC

    New ArmA II Pictures!

    It is to impress and guide the ordinary game-journalist (which usually can not distinguish between tetris and ArmA 2) playing the demo. Else they would give ArmA2 bad ranking cause they die every 30 seconds.
  21. Hehe, vilas, it is anyway your "responsibility" to make addons for A2 as in the past - we got used to it :D But when I check the current screens it takes this time much more effort to compete with the quality of the textures at least. And one thing is for sure: If BIS needs to create all weapons usual in 2008 for RU and US we would get ArmA 2 in 2035 - maybe.
  22. S!fkaIaC

    Camouflage and draw distance

    The problem with the "distant grass layer" is that it looks like a mono-colour carpet with an easy-to-spot disturbance in it -> your target. The grass layer should rather be a restless pattern of appearing/disappearing pixels which could simulate grass with flowers in the wind (mainly green with other colors for the flowersin this example). This would make it much harder to spot the target.
  23. Hehe, cool, the first time I see that someone is suggesting that watching TV is educating :D :D :D So you suggest to adapt to the marketing game rather then attempting to change it (with the veeeery limited possibilities)? Of course, general statements can be personally interpreted in many ways, hence nobody can blame BIS not having a certain feature which is in his opinion mandatory for a simulation but... ...BIS is 100% aware about the limitations of the flight model. Why they don't state in one of the threads treating this issue simply: "...our flight model works in bla-bla-this way, virtual pilots can only look ahead xxxx metres/miles......and hence react to late on certain obstacles....blaaaaaaaa...and we will implement a totally new model in ArmA 54" ...or something similar.
  24. S!fkaIaC

    Go after BF2's peeps with urban combat addon

    Thing is that CQB requires first an custom made island where only buildings used which are accessible. The result could be a boring town made of 3-8 different types of buildings. And even then, it is very likely to detect a hidden player inside a building from outside because his arm or leg pokes through the wall.
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