-SONAF-Rebel
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Posts posted by -SONAF-Rebel
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Hi...
If you kill an enemy officer - or friendly - , you can take his NVG. Moving there in a BMP is also a good solution.
I also have a question relating to this thread. How can I deal with the russinas if I have killed Lopotev and Prizrak?
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Hi 5! I enjoyed the mini campaign! It is well-designed!
In addition the time while textures load decreased and the game runs smoother on my system - both in city and urban area. I have not noticed radical FPS increase, but the game runs smoother which is cool.
Thanx for this patch once again!
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Complicated machines are engineered with a clear purpose in mind. Some aspects of them maybe replaced or upgraded, but to make massive changes to how it works requires re-engineering. The same is true for software. I hope that helps you see where I was coming from with the analogy in response to the context of your comment.I think that if that is the way you assess software, you may be in for some disappointment. Some things can be designed in modules and some things can't.
Just take a deep look how many boundaries are set by BIS. You can not change the height of characters because the whole system turns onto its head, and if you create a fighter - just like the one called: F16 Fighting Falcon - you cannot place the pilot in the cockpit decently because of those boundaries (Not sure if you played with it, from the pilot view you see the hand of the pilot hanging freely because the flightstick was located somewhere else, such a predefined system). When you develop this sort of game, your primary goal should be to support the changes and further development. Not to block them.
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Just like if a car doesn't support radical changes, it's not a good car.How can you compare the Arma 2 game engine to a car? :) Don`t be hilarious. First of all, a car cannot be updated after it is launched. Arma is an evolving game, believe it or not. Requires some time to run well.
Regarding the engine goodness, it may be good for you, but in this case it seems like my value system is a bit different.
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I think maybe you're attempting to talk about the Wright brothers.We're not talking about some unknown physics or a new method of transportation, here. Resizing models is not teleportation. There are known and finite challenges, and known and very finite benefits to this. It seems like a man-hours intensive cost for a limited benefit. We're not pushing the boundaries of human knowledge. Your analogy is false.
Yep, it was the Wright brothers - do not understand why I typed White... It was not an analogy. Your words brought this up in my mind and I have just typed it.
I believe if the actual game system - or engine - is not supporting radical changes within it, its not good in its basics. I know that it is advantageous in some cases, like when you want to reduce the labor costs etc., but via this perspective we can not reach the ultimate goal.
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This is because you lack any understanding of what you are talking about. To appeal to some unknown technology 'out there' that would help BIS do this thing is at best premature. How much would this technology cost BIS? How much would training their staff on it cost? How many man hours would it then cost BIS to impliment? How many more man hours would it cost if the change wasn't smooth? How many more man hours after that for repacking and testing?Sorry man, anything in business is challenging.
I am not saying that your point is not right, but you make me remember a little story regarding the Wright Brothers - who invented the aviation. In their time, the physicists were trying to explain in their books why aviation is impossible. Luckily the Wright brothers did not read those books.
Adding new ideas is the role of community. The technical part comes down to BIS. They will decide wether these idea`s are worth dealing with or not.
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I`ve been thinking about this as well for a while.... I think its shame that every soldier looks like the same in terms of height and weight.
We should be able to create our own characters, which could be kinda cool. Of course few limitations would be necessary.
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CQB/Indoor Fighting in this game is very badi played in a scenario that i have to clear a building
i was alone inside the building, the AI was outside the building far from me, they don't even enter it because there aren't good formations for CQB because the large spread between units.
and also walking inside buildings its hard, its either too slow or too fast(walking is very slow, and when running not sprinting you can't aim/shoot)
there should be some kind of command or action to toggle CQB Mode, that makes formation for the AI that they are very close and tight, for room clearing and changes the speed(faster than walking and slower than running) and changes the crosshair and the way you fire/handle the weapon for something easier for CQB
I agree with you on this point. I recently played a single campaign called Seal Team Six where in the last mission I had to clear a house... it was simply dreadful.
Moving inside a house, turning my character to the other side ... its seemed like that I could not control the situation. Due to my weapon or I do know what reason I can not turn around in narrow rooms, which makes the indoor and CQB difficult.
In addition, it looks awful, when I enter a room and I see an enemy soldier laying on the floor while looking out of his head. This gives a feeling like the AI has not got the slighest idea what is happening around him. Since there is no A point (does not know the current situation), he can`t move to B (he can`t set up small goals for himself). This must be fixed.
Soldiers must not lay down inside the buildings.
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I am pleased to see that you all agree with my arguments. If seen by BIS, maybe in the future, it could inspire their game improvements.For a software developer, some times it is good to read some other person's thoughts.
for eg. this topic, or such UI guide as this:
http://www.joelonsoftware.com/uibook/chapters/fog0000000057.html
Good article.... sums up a few valid points
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I would recommend to fix the reload animations in case of every weapons... the sounds almost always differs from the actions, and it just ruins the game feeling. A great animation of reloading would give huge influence on feeling.
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There is already a solution for what the OP is asking: Yoma Addon Sync 2009.What it is, and what it can do:
1. It is an exterior game launcher, addon manager and synchronizer
2. It allows you to query A1 or A2 gamespy MP server list, see what mods the server is running (yoma will pick those exact same addons the server is using if you have it on your HDD), and if the server is configed as repository, it will begin downloading (syncing up ) with the server mods - downloading only what client is missing, or updating
3. You can connect directly to a specific server via Yoma (no need to go through Main Menu for that)
4. It allows to set your server as repository so that clients can connect no matter what mods you are using
5. Features a fully automated repository .pbo builder
6. Automated software updater
7. BIS beta patch notifier.
8. etc etc etc
Unfortunately, there is only a couple of server that have Yoma configed properly, and thus able to synk up their server content with clients, doing EXACTLY what the OP was on about.
Yoma himself is not a very good PR guy, hence the low number of ppl actually using this great piece of software
Instead, i see a lot of ppl using other game launchers available, which don't come even close to what YAS can do...pity
That is a good thing when communtiy can fix few problems that the devs neglected. Yoma also sounds like a good stuff.
But I think it is not the right solution for this problem. Just imagine if you were a 30 year old dad browsing between realistic shooter games like Arma and you decide to buy it. You bring it home, install it and when you finally ready to start to play, it takes you 2 or more hours to discover how this game can be controlled, and at the end you finally got bored from this nonsense and drop the whole game.
Same applies to addons. Normal users who just buy and wants to play do not have the time to search every forum for solutions like Yoma.
These solutions must be implemented into the game itself in order to make this game a bit more userfriendly. 2 or 3 clikcks maximum that is now userfriendly.
About the contol system. We need to use more than 101 keys for controlling the beast. I pesonally do not get why this whole system can not be similar like in Battlefield, where while you are an infantry you do not need to have the controls for driving or flying, and when you board a vehicle the whole keyboard switches to vechicle controls in a sec. This way the action menu problem can also be solved.
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Would be nice but he was referring to on the fly changes.Yep, my point is to make it easier to join Addon required multi servers ... you just need to drag and drop the needed addons, check and apply, and you are good to go.
For example this occured me today: I could not join a server because it required the new ACE2 mod, which I do not have actually. So, I tried to look for a download source which took me about 5 min, then I realized that I do not understand what the heck they want from me.. it was so complex, so I decided not to download it.
To summarize my idea in one sentence: making easier the use of addons would be a great advantage, and this applies to every addon.
Not to mention how cool would it be to see the number of new content/day by the community on the box of the game (It is obvious that the looks of the box has a huge influence at Point of Sale stage).
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You can add a manager but what I am saying is that the game is dependent upon information compiled at startup making it impossible to change features on the fly. What you are calling "not too complicated" requires a major change in the game engine and how it compiles and uses that data.I don't disagree with what you are suggesting, I was just offering an explanation on why it hasn't already been done. BIS has updated their engine but the core is the same.
Yep, I understand and agree 100% with your point. Less functional things should dissappear, though, while they are replaced with better ones.
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I think the issue is that the game preloads data from the mods you use making it impossible to activate/deactivate once the game is running.I think it won`t be too complicated to change the current system to the one I mentioned in my first comment. The point is that we need to give the game a more user friendly environment, in case devs want more sales. And I believe my idea is a good step along this way.
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I like the Idea Turowicz... I also brought up the same topic with the same suggestions few months ago.
Would be nice to see our suggestions in movement.. :)
What I just want to point out that giving suggestions without implementing at least the best of them has not got much sense.
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My suggestion would be to make an in-built addon manager for Arma 2. This would help us to easily oversee what addons we have, what do we use at the moment. And if you want to join a multi server which does not allow the use of any addon, then you can easily uncheck it (under the addon options) while you are still in the game. No need to alternate the game icon or use 3rd party addon managers.
According to my idea it would look like an option in Main menu called Addon manager, you click on it and a little window pops up showing two boxes. In the left box you see the addons which are avaliable on the internet, and in the right one of course the ones you already have. This would add one more thing to do for addon creators, because they will have to submit their work and the download link to a central database that supports the in-game addon manager.
The system would be Drag and Drop. From the left box, you drag the desirable addon, and you drop it into the right box. This sounds like very user friendly for me. Once you dropped the item, the download process automatically starts, and when it is finished you will see the downloaded addon in the right box ... of course in the backround the system automatically places the given addon in a decent way to the right folder.
With this way, the game could easily separate one addon from another, while for the user it is still a friendly environment.
What do you think?
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it would be more usefull to have your RPT file.Go into Username/Appdata/Local/Arma2
(Appdata is a hidden Folder)
There you have an RPT file. Delete it
Start Arma, try to start the campaign, if it fails close Arma and post the content of the RPT File here
Does not work... cant copy paste the content of the file because its too long
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I downloaded all necessary addons.. and as soon as I try to start the campaign.. the first mission starts with the message that I died... I cant even proceed. In addition it says that some vehicle addon does not exist while I am at the briefing, plus no text is displayed.
Here is an image of it:

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When I would like to shoot out from a window, the building does not collapse.. this bug has been fixed... but developers just fixed the looking of it, because I tried to shoot out from a window with m203`s, the building did not collapse but everything acted like the way when it collapses .. I can`t move out from the room, because the invisible debris is still there, even the sound of the ground is not walking on wood but on debris
My suggestion is to fix this bug, because if someone else meets with it... I even do not want to imagine what would he do
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The thing I do not really understand if we talk about keyboard configuration ... when we drive a truck, why we need the control keys of an aircraft on the keyboard, or the reload key etc., those keys while we are in the truck are useless.
Or when I fly a chopper, why I can`t set the space button as a fire button .. because its already set to high command menu, which I do not and can not use while flying.
So, if not the Circle method.. but we should do something else to solve the action menu problem.
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I thought about that in past but seriously. I dont think I can handle much more key binds. My keyboard is pretty much full. Sure some will say there is space for one more and it is but then it soon comes to +5 new keys. You need to leave few keys free too for mods. When this "move over" (default "V") action apeared it pretty much ruined my config from A1. Luckely "Mouse 5" works now in A2 so I re-did whole setup.I know this scrolling system isnt the best but all of them have their advantages and disadvantages.
Another thing is that you need to learn to use thing or two at current menu. For instance: if you want to get in helicopter quickly you shouldn't get too close to it, becouse then it shows all the action for heli and not just "get in as pilot". This is important when going into huey or something that has a lot of options. Same thing for ground vehicles. They made it even better for armed vehicles in A2. On left side icon apears for driver and on the right for gunner and commander. Although it would be nice if icon that apears for commander would be different to gunners'.
Anyway, once you get used to it you can operate with it quite fast.
jeez.. there are 101 keys and few of them are used twice. You can`t say its easy to handle :) . Maybe that could be one reason why this game is not so popular.
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I am not saying that I want to change the current Action Menu right now, and no way to step back.... but we could try this Circle idea and see how it performs
We should give it a try...
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Ah, so instead of scrolling through the menu now I'd have to move through the circular menu and then scroll around?Hardly an improvement :p
Two mouse clicks would be enough to reach every possible action - no need to scroll around... and you do not have to search on the action menu list
---------- Post added at 02:23 PM ---------- Previous post was at 02:22 PM ----------
Well, there could always be both a radial menu and the old action menu at the same time, but it would allow separation of commands.Take for example 'Weapon M136 Launcher'. Instead of having it clutter the action menu it could be 'left' in the radial menu to have your weapon options, and leave stuff as entering a vehicle in the standard action menu.
Decluttering things is quite important in my eyes, since some missions can have VERY many items in the action menu at the same time during certain occasions. Moving several of them to a radial menu or radial submenu would do wonders.
Thats another alternative. It would be handy when you flying with a jet, you do not need to search for Flaps up, down, gear etc.
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That the game allows you to add custom action with custom text.How would the circle handle these?
The same way it is possible at present? As I imagined, you would be able to add that sort of commands... like a slice of the circle can be named Custom commands (move the mouse on this slice, click) and all the Custom commands show up here.
In my opinion it could be more transparent and simple like this compared to scrolling method.
1.05 Benchmark Mission Results
in ARMA 2 & OA - GENERAL
Posted
1st: 22
2nd: 14
1280*1024, AA and AF off, High-normal settings, view dist. 1222
It`s quite interesting that I do not get better results if I set the details lower.