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Everything posted by LordJarhead
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Or it's because we have generation Xbox going and people don't invest as much time into this as back then...
- 40 replies
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- good old times
- arma3
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And I damn hope you always will :) Exactly. And as this forum is for me my center... I have this feeling things are dying out nowadays. That there are only some kids left hating each other but the rest of the old timers went away. Hmm OK that's not fair what I said with the kids, we have great talents here making amazing job. But when we were in arma 2 there was more going on, people reacted to things. Today I have the feeling people take a mod for granted and if they are having a really great day they press that stupid 'like' button but no one is giving some time and input and writes a little and all, that's kinda missing. Back than people talked... Or at least wrote each other heh. Now it's like there's a tumble weed going through here
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- good old times
- arma3
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Simple but effective Magazine repack
LordJarhead replied to LordJarhead's topic in ARMA 3 - DEVELOPMENT BRANCH
You guys, I think that's great. But honestly it's a thing that belongs into such a game, at least in my opinion. And there should be a separation between magazine and ammunition, like you have a package of 50 9mm FHJ and can pack each magazine and fill it yourself. But that's just a wish I think :( -
Simple but effective Magazine repack
LordJarhead replied to LordJarhead's topic in ARMA 3 - DEVELOPMENT BRANCH
Cool! Can you explain that script a little and how it works and what it does? And as mentioned above, what if you merge two Magazines that have each five tracer as last rounds? Maybe this could be made a mod and placed as a module in the editor. Even more easy. LJ -
Oh ok I didn't know. Guess since I'm more of a old lurker most of the time I kinda like this forum type of conversation way more then quick text exchange IM's ... I gonna check it out tho, thanks for the hint :) LJ
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I think you got me wrong there a little or I made a mistake, I wouldnt have wanted another Afghan scenario either, I was talking about the Sci Fi future scenario, it was suddenly not ... well not real anymore... it made a great step from simulation to fps shooter... or tactic shooter or what ever we wanna call it. I was just frustrated back then. I adapted tho and got used to it. I gotta tell you, I kinda like it now, honestly... But also I miss some hardcore military gameplay and I just couldn't get into it when I see alian helmets and weird weapons that didn't had real names and such... After all, just my opinion :/ LJ
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So it's probably like I assumed that a stereo headphone's the best choice for the game... LJ -
What I personally discovered and hated to see lately: I made a mission that had a lot of trigger and waypoint of different groups being synced. When I (player) do my work, the other groups try to keep up. Lets say that in one part of the mission the other group is planting several satchels after we took a town to blow off some AA weapons, and they wait until I reach a certain distance, clear the field and safely blow the shit up. That works in most situations. What I'm really pissy about is the following scenario: I'm group leader, squad of 4 in total. Sneaking, stealth, no firing, keep formation, getting as close as possible to the town and taking them by surprise (Many are in off-duty and walking randomly, sitting and laying around or sitting in the church for what ever reason), I keep sneaking, we get down from a hill area, the town is a little below us, 300 meters maybe, 15 meters below. Of couse we spot some targets, its night, they are simple rebels so no NVG, only the elite is having NVG but they only act when we trigger an alarm system by being seen. So I keep moving, on Malden by the way, through vines, the members of my squad spot the targets and they STOP... they litteraly stop almost in the open, not laying, fucking standing to process and understand the effect of whatever they just witnessed! And we need to get to that stupid waypoint behind a wall to trigger the other group, which is already in position and waiting... so I keep moving but stupid Carl is standing there, keep telling me theres something I knew about 10 minutes ago, I keep telling them to get back into formation but they are so shocked like they didn't knew its a military simulation facing enemies... so they move for like 2 meters, stop... spotting, 4 meters, stop, spotting... repeat... and so on and on. Takes like 5 minutes for a 200 meter walk.. Why can't they just keep on track with the player or squad leader if its said to stay in formation?! They dont shot, they can if they get attacked, no problem, fair enough, but keep f*cking moving you idiots... So yeah, end of story we got spotted, having like a dinner in the vines and chilling with a group of carls, most of the squad dies when the first rebels seem to care what these people do in their vines... the other group's still waiting not knowing what the heck's going on... great... LJ BTW isn't there something like a arma story telling thread around here?
- 5179 replies
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Simple but effective Magazine repack
LordJarhead replied to LordJarhead's topic in ARMA 3 - DEVELOPMENT BRANCH
Damn, your name suits you, grumpy man, hehe :P Lets keep hoping. Maybe a Dev can posts a few minor words about this? If nothing helps, maybe its an option for ArmA4 ;) LJ -
Hello Guys, I've opened a thread already but I'd like to post it here again. I haven't really checked the forums yet but I kinda wanted to make this bug report as its one of the most annoying things left in a overall really great game status! Its about the tanks or other vehicles turret sounds or rather the function/trigger. While the tanks turrets are not moving, everything seems fine. As soon as the turret starts turning and making a sound, a crack can be heard. In every situation, in every vehicle! No matter if a new sound file is placed or if its the vanilla sound, the crack is reproducible every time! LJ
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Oh well that escalated quickly^^ Trust me, there are many people out there that think they need to be hired to make something better. Doesn't that makes the whole thing better. I'm going to address the Devs a little here! If we go back in time, just a little bit, 4 years maybe, we had a game - in my feeling - no one was happy with. There were so many things to discuss and change. As some mentioned, no walking and switching weapons, no 3D Editor, no decent sounds, no interior sounds or distant sound effects at all, no decent graphics or water reflections, no 64bit, no mod content, not much actually but a basic raw game... or platform if you want. Now we have a really good game, its not perfect, I know, but it's way better than what it once was. In fact, I don't think you can even compare... Yes I'm missing some things back from the old game but also new things, things that I think belong into a game like ArmA, for it wants to be a simulation. Why in earth is there no ability to recharge my half used magazines? Why is PhysX applied but vehicles feel like a brick? Why is there no real ammunition, Ball, FMJ, FHM for handheld weapons, and why can I not load my single magazine by hand in my own chosen order (like every 5 rounds a tracer, or maybe every 10, or 5 FHM, 5 FMJ, 5 so and so)? Why are there no real 3D optics and scope that other games handle so well and make this whole immersion thing going to new level? Why can't I disguise myself in an enemy uniform to be undetected for a while as you showed in your E3 videos if I'm not mistaken? There are more things I probably could count up but I can't get them into my head right now. And yes I know you can do most things with mods. Guess we can be glad BIS allows modding and also seems to COUNT on it, otherwise they'd make "Ubisoft-like products" that aren't touchable at all. We have a giant platform of freedom here, fellas, and that's something we can all count on! ArmA is always going to be a mod-platform so to speak, because that's what made this thing so popular. Did ANYONE, ever, played ArmA3 for a rather long time WITHOUT any sort of mod? I can hardly think so. In fact, they kind of use that principle for them self. The AAF APC, the Mora or what's it called, don't tell me its NOT a warrior model from ArmA2? And besides, I think most models where just recycled but that a whole different topic now. It's fair if they do that, damn its their stuff anyway^^ For now, even if they don't touch ArmA3 any more or not as intensive as usual, don't you ask yourself what they'll do with their employees? And still having open jobs going? Yes they focus already on a complete new game... and this is my bloody honest opinion for the Devs: Don't waste any more time in ArmA3 and trying to make it "better", that horse is out the barn, dude! You did what you could and I honestly think that engine came to its Apex! If you think about it, its the same engine from OP, just improved to a level where you just can't stretch it any more! So I'd say learn from that, do something better than that, prepare for the next couple of years by investing into a stable running, smooth working and powerful engine that ALLOWS you to make your dream game come true. And LISTEN for f*ck sake! NO ONE wanted a 2035 sci-fi like game in the first place when we were all still talking about Takistan or Afghan! Get your ears out, look what are the most used mods and kind of adapt yourself to the "benchmark" of gameplay and style. You see RHS and its popularity and success, that should give you an idea what the average user wants! I mean honestly, EA tried that once with Battlefield 2042 or what it was and that game died rather quickly while people TODAY are still playing BF2 or PR. We want current events in a "Simulation" and I think you should get that word "SIMULATION" tattooed on your forehead so you get remembered what the heck you are supposed to do next! For a developer making simulations like VBS, ArmA3 is a shame! Or at least it "was"! But hey, no hard feelings! ArmA survived its own "Battlefield 2042" and now it's time to get back where you belong. I really hope, by all that's worth, the Devs make the right choices! Yes the DLC's are about making money, but I really hope they'll invest that money into the right direction, because if so I'm happily paying 5 bucks for a bunch of missions! Sry I drafted away a little, I guess... LJ
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've got a message about some trouble locating the shooters position. Does anyone else sometimes has trouble? And if so, what sound system are you using? 5.1, stereo, speaker or headphones? I noticed that myself, but on my end its very much depending on my setup. While I have some trouble some times locatiing a shooter on a 5.1 system it was fairly impossible to locate a shooter on a stereo desktop system. On my stereo headphones it works pretty well tho. I'll try to address this problem by tweaking the soniccracks a little, with a bit of dynamic range. So the volume falls down shortly after the first crack and give the shooters weapon sound some room to be heard. LJ -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
LordJarhead replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey tpw, just a small suggestion or overall observation from my end: Maybe, and only if it's possible at all, you could connect the people chatter from inside buildings to actual AI that's inside a building. Like having a script running checking if at least two units are inside a certain area or house or object and only than let it play the mumbled chatters. Your mod is about immersion and pushing it a little bit further, so for me its sadly a immersion breaker hearing people knowing there aren't any. But that's just my two cents on that :) Have a blessed day, LJ- 5767 replies
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh ok I'll gonna take a look at it :) Edit: I checked, the sound is not too silent, its not exiting, lol! I'll fix that ;) LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hehe no no, I wasn't, mate. I was just not sure if you really have to download the whole thing because of a simple small change. Because that would make the whole Steam Workshop thing pointless actually. I gonna make some further updates anyways and than change the version in a correct manner either ;) LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its simple text file that needs to be changed. Do you really have to redownload the whole mod because of that change?? LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
JSRS Soundmod - 6.17.1206 Changes: Additions: - Added several new gun mechanic sounds for silenced firing Tweaks: - Tweaked Volume and distances for close firing - Tweaked SD weapon sound volume and gun mechanics - Tweaked Weapon sounds for all AK family weapons (AKM, AK12, AK100+, AKS74U, AK74M...) - Tweaked Weapon sounds for some of the M4/M16/HK/SPAR family weapons - Tweaked 4Five Pistol weapon sounds now sound more like .45 Fixes: - Fixed Updating base class for M_Mo_120mm_AT made guided missiles inaccurate (Cfg Soniccracks and explosions) - Fixed SMA M4 weapons had no firing sounds for full auto - Fixed SMA Tavor had no Silencer sounds - Fixed Weapon MMG1 Navid used wrong weapon sounds LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, first let me say that this is a really great Bug report! Thank you for that! Secondly, I found the mentioned issue, it was an updating base class so the M_Mo_120mm_AT inherited from the wrong superclass. I'll get that fixed with the next update :) LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is a problem that can happen if you have a client side mod mismatch. Like on of the clients is using RHS while everyone else is not. Besides that, I can't really determine any sort of real bugs and problems right now, there where reports of such after the last big update. But on my end, things work fine and smooth, besides some updating base class RPTs. LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That was an error on my end. LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
JSRS Soundmod - 6.17.1129 Changes: - Added Multiple sounds for reflections and tails to all weapons - Tweaked Performance for general sound usage - Tweaked Volume of SD weapons and close firing of non-SD weapons - Tweaked Reduced explosion sound shader limit - Tweaked Controllers for different environment types - Tweaked Reduced occlusion and obstruction filter factor - Tweaked Tail and Reflector usage - Fixed Missing interior sounds for M9 Beretta and M1911A1 (RHS) - Fixed Missing sounds for PCML LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can't say for sure. It should. Tho is can cause dependencies that make JSRS required afterwards. Maybe someone else can say a few things about it? I haven't played in MP for a very long time heh LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I dont think so. I want to keep my work organized and at one place that I can cover. Maybe Foxhound will be so kind and mirror it on his website. Whats so wrong about steam now again? LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I found the problem. Should be fixed now. LJ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The SMA support covers all weapons. All weapons use JSRS soundsets like form the MX or Katiba and so on while SCAR and AAC has some new unique sounds. Tho I think of using those sounds for the NIArms pack as well. Oh dear, I better get that checked. Well if was the first release of the SMA support so things are messy. I see what might have caused that and see if I can fix that later tonight. If there are any other problems, with JSRS, RHS or NIArms as well, just let me know ASAP, I'm about to leave for a vacation and wont touch ArmA for at least a week. LJ