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KAASKOP

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About KAASKOP

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  1. I'll be honest, there are a ton of video's on Youtube since the release, and judging from what I have seen, I guess I stick to my original plan: wait for BI to patch it up and for the community to do what is does best, take it to the next level. Graphics and general atmosphere is fantastic. Beyond anything I have seen so far: But the AI interaction and AI general behaviour need some serious tweaking, and in the end, that is what counts for me: ArmA 2 | Sniping with CZ 550 I'm sure many of you totally disagree with me, but based on what I've seen and read so far, AI seems too ignorant to shoot and react properly/quickly and combined with its legacy of bugs and whatnot, I'll wait to spend my hard-earned money. Anyway, awesome game, but not ready for me. Yet.
  2. Taking on an admin or a well respected member of the community is never a good idea.
  3. HOLY CRAP: [iG]http://image.com.com/gamespot/images/2009/120/952603_20090502_790screen003.jpg[/img]>100kb That looks nice. I've noticed that in all screenshots we have seen so far, the shadows are hard edged, even with cloudy background skies. Just like we see here a bit. It seems like there is always a desert sun beaming down. Just wondering, does it take too much resources (PC or any platform) to make the edges of shadows soft? Ontopic: new screens looks nice.
  4. Its April the 30th already. Where's the teaser Dslycxi?
  5. KAASKOP

    Camouflage and draw distance

    Judging from the preview (Like the 1 from Gamestar), we still have the 50 meter vs 500 meter visibility issue. Guys at 50 meter disappear in the grass (hurray!), but at 500 meters, where the grass is not rendered, figures stand out like an ant on a white wall :( I read that the texture map can be raised a little so people at prone at more harder to spot. Also I read that figures can be made semi-translucent (not my preferred method), resulting in partially same effect. Whatever works to partly blend in with the environment, will be great, but I am not confident the above methods work satisfactory, in Player vs. AI. How can a fix be made different then above methods, without changing the draw distance, so that people at 500 meters are even more harder to spot, then from 50 meters?
  6. I couldn't agree more. And whatever is missing, the community will add it later. All I want for Christmas is an improved AI, my dear ACE modders.
  7. Wishful thinking I'm afraid. And too risky to say the least. Such tactics could seriously backfire. Judging from the soldiers AI behaviour, it seems we still have some old an odd AI issues which still have not been fixed. But let's look at it from the bright side. Fantastic environment, great arsenal of weapons and vehicles, nice lighting (although on a cloudy day sharp shadows are a bit...strange? (see vids)) and supposedly a good storyline. With the loyal and dedicated community, I'm sure most AI issues will be solved by the community. I agree that BIS should make a kick-ass AI, but if they can't make it, you can.
  8. KAASKOP

    Camouflage and draw distance

    Yes, thats what I mean with blending in with the environment. I would make it a bit different though as tall grass and bushels normally dont reach up as high as your head, but more between knees and the waste. So if standing, the part of the body below the waste should be almost enitrely blended in with texture map. And when laying prone, the whole body: srry for the double post with quote image, accidently double post, was not finished. I would never quote an image...:D
  9. Is it possible to script ArmA 2 in such a way, as to make human figures stick less out in the open? Because of the draw distance and general limitations of what hardware can render, a lot of detail (bushels, grass) is removed at (long) distances. A figure is never removed, so in fact all the possible camouflage options you have with the grass and bushels, only works on short distances, but not on long distances. You'll always stick out like a black silhouette on a low res. texture of the ground. Example: 1 lone AI stands out in the open. No background blend, no 'washed out' (lighter) silhouette. Just straight dark. Major drawback imo. It would be swell if these silhouettes are not as black and will be more lighter (just as hills seem lighter when farther and farther away they get) or, silhouettes of humans (and perhaps vehicles as well) are partially blurred or blended with the texture (depending on the height of these flora) as to mimic reduced sighting by bushels and tall grass. Just a thought, I am in no way an expert, just a noob and old fanboy looking forward to playing a decent predecessor of OFP.
  10. Yeah, exactly my thoughts. I hope AI will be improved and gameplay (story) is as immersive as OFP was. Graphics are nice, but AI and immersive gameplay will be a killer match if well designed. And indeed, a large portion of palyers will look forward to mod being transferred to ArmA 2. Wonder what ArmA 3 will be :D
  11. I've been looking at SaBrE_UK's signature at youtube and it looks damn nice (new vid btw, looks great). Especially when I compare it with ArmA 2 footages. So what exactly has been improved with ArmA 2 what the community hasn't already improved with ArmA 1? I am no expert, but judging from ArmA 2 footages, graphics seem to have been improved, but not relatively large in comparison with ArmA 1 footage from SaBrE UK clanday.
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