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Murklor

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Everything posted by Murklor

  1. You're talking about an SLI fix from the looks of it, not an Nvidia 200 series fix. My fps on the carrier intro with a GTX280 is already 50-60fps at 1050/most high settings. You could probably have skipped everything and gone straight for the EVGA SLI fix.
  2. Why just on lower settings? The models should be blended regardless of setting. Other games such as the Delta Force series already do this (Joint Operations with its jungles being most notable. I still have images I took really, really long ago. Was taken with a desire to see it in the then newest game about to come out, Battlefield 2, lol. http://web.telia.com/~u85528876/jo/camo2.jpg - See the soldier? http://web.telia.com/~u85528876/jo/camo3.jpg - Grass blending with the legs outside grass rendering range (it looked great in motion).
  3. How can a controller be improperly installed? I mean either it should work or it dont. You can only interpret a button in so many ways. How mine works for an plane: Left stick: control stick Right stick: does nothing Pad: view A: Fire B: does nothing Y: zoom X: change weapon back: enter menu (ie middle mousebutton) start: enter menu (same as above) RT: enter menu (again, same as above) LT: enter menu (Arma2 requires 4 buttons to enter the menu, its THAT complicated) RPush: does nothing LPush: does nothing This is default settings.
  4. I just tried using my 360 controller and I can fire just fine (one of the right hand buttons for fire, another to toggle weapons... Forget which ones) I only have one tiny problem: Where the bloody hell is the increase/decrease thrust buttons?!?! :confused: I cant even use the 360 controller to fly because there is no thrust. I've tried every single button/stick/push and nothing works. The plane crash to the ground... I'd use a mouse/keybord combo, but since you cant inverse just plane controls its... well, uncontrollable.
  5. Murklor

    Anyway to mute the voices?

    Cant you just turn down voices to zero in the sound menu?
  6. Murklor

    ARMA 2 Healing System?

    That could be even worse! Imagine if your "average joe" team going up against a *very very very good* clan squad in a 2 hour scenario with say... 10 respawns allocated. So what, you're gonna die 10 times over in the next 30 minutes and then have to sit and wait on your thumbs for 1 hour and 30 minutes while that elusive sniper on your team that not even you know where he is has 10 lives left? Uhm... No, I definetly dont think a set number of respawns would be a good idea (unless it impacts when the game ends, like the Battlefield series with a global set of tickets). Plus in this case it'd be bad for both teams because said clan wouldnt even have a challenge when the other team hides just to live. Point being, its not unrealistic if 1 player make 10 kills. That's called numerical superiority with inferior training and I'm fairly sure the USMC would be insulted if you suggested that they have to die "equally" in combat for it to be fair. I still dont think dying should be penalized so hard. Living should however be rewarded.
  7. Murklor

    Americas Army 3

    Retry... A dozen times over :rolleyes:
  8. Murklor

    Americas Army 3

    The what kind of courses now? I only see 5, obstacle course, marksmanship, weapon familiarization, lifesaving and MOUT. Plus the MOS of course. Personally I think its the auth server that's kicking you. I've tried joining over a dozen servers now and its either: - Incredibly slow to authorize, then when you get into the server you cant join a team and get kicked to the menu a minute later. - Directly kick you to menu - Unable to authorize, kick to menu. None of the servers had punkbuster running (like 1/50 servers do). Otherwise, if you can actually join a server and play, the game is quite decent. Some annoying stutter lag and ugly looking maps though.
  9. Murklor

    ARMA 2 Healing System?

    But why should the act of respawning come at a "cost"? Its a wargame, someone is going to die. The penalty of death is not being able to score kills and thus points. Is there negative score for dying too? That's the usual cost... Besides, any kind of waiting is dull. Personally I prefer instant wave respawn with a decent solution for soldier delivery. For example, an AI C130 flying in circles on the map and end up over the "mission start" area every 5-10 minutes or so.
  10. Odd question. I havent made such a mesh yet, so no if that's what you're asking. I havent even made a collision mesh. That's why its called WIP. Actually I'm planning to beef up exterior armor (because it look dull just having a big concrete face and the big plates turned out looking real ugly) so it'll look indestructible :p And yes there's gonna be static weapons on it... As many as can fit, lol. Gonna be nice seeing that sucker light up in the night.
  11. Since everyone seems to be doing either realistic weapons or realistic vehicles, I decided to do the exact opposite and make an unrealistic building: a heavily fortified bunker in a modernized star layout, good for placing goodies like a CTF flag in the center, heh. ~3700 faces, modelled in Blender and rendered with Sunflow Now I just need to get over the slight obstacle of not even knowing how to apply a texture :confused: Oh well, lol.
  12. Murklor

    Can you ride in the train?

    The scripting language should be strong enough without using attach... I made a train script for OFP long, long ago that was any number of trucks (since there where no trains, lol) moving in sequence along waypoints. Its basicly just a bunch of angle math while always adjusting the position forwards. You could even load vehicles on it when it stopped at stations. But of course a hardcoded train would be much cooler, haha.
  13. Even in an all multiplayer game I would suggest trying it out on your own server or something, lol. In the case of Arma 2, you have a good singleplayer component... And probably a tutorial. Maybe that's more prudent than jumping head first into MP.
  14. I would answer that with: never :p Maybe I'm old-school, but I really like low polygon meshes. That's why they came up with normal maps. Plus I'm damaged from being handed modders meshes in BF... I remember cutting a simple building down from 2000 polygons to 400 and it looked exactly the same *shudders*
  15. Murklor

    Americas Army 3

    Maybe I'm just tired, but that video look so... wrong. Isnt AA3 supposed to be an ultra-realistic military sim? Yet the video movement was so fast I couldnt even stand watching past half the video, got too motion sick. Stairs didnt even seem to phase this super soldier as he actually increased speed going up them.
  16. Wow are they really that high poly? Well then it doesnt surprise me the engine run like arse :p Guess I underestimated Arma...
  17. A good modeller make an excellent mesh with as low amount of polygons as possible, no need to worry about max polycount ;) I've never modelled in Arma before, but a wild guess would be ~1500 for weapons (probably not including scope and such) and ~2500-4000 for vehicles. Its usually around there anyway. The real question is what the happens when you go overboard, lol. In the Battlefield series, you can fill up with polygons until you run out of vertex memory.
  18. Murklor

    How Important Is FSAA

    Its not a "new way"... Its often just a way of rendering that makes FSAA incompatible. But I really hope BIS should put some effort into it. A game with lots of vegetation is a typical example where jaggies make your eyes bleed.
  19. Keep in mind that its not released globally yet... I mean an english version is not even widely available. Servers should be getting a boost by the end of the week.
  20. I think the amount of time (ie 1 month or 3 month) need to be judged after the actual competition. I mean, what kind of quality are you expecting if you say "make the most awesome car you can imagine!" to your average noob modder? Hardly 3 months worth of effort. I'm sure someone will want to make a 30,000 polygon Koenigsegg with 4096x4096 textures, but I really dont see the fun in that if we're looking at just a contest to get people interested into modding. By the time the competition ends people will have forgotten why it started and long since moved on to more interesting things to make. How about making a multi-stepped competition? For example, lets take the forklift. Set the time to 1 month. Then one have parts as follows: +10 days - Quick-n-dirty forklifts, light rules. +20 days - "Advanced" forklifts. Must function, possible quality demands, will be judged more critically. Improved forklifts from the first stage may be submitted if they want. +30 days - The "Make Something Real" forklifts. Realism, functionality, handling, texture and model quality, etc should be judged with extreme prejudice. As with +20, improved forklifts should be able to be submitted again. Now, why such a setup? Well mostly because it will get ALL people on board... And it will keep all skill levels interested throughout the competition. Are you a noob that made a quick forklift that ended up top 3 in its class? Well keep working and maybe it'll win in the second stage too! Or are you the type that think you can make turn a forklift into a realistic work of art? You got 30 days to meet the criteria. At the end, all winners would be presented: Best quickjob, best advanced and best realistic. What stops a "realistic" class modeller/coder from putting up a cool quickjob and make it unfair for the rest? Well, nothing really. But its about as unfair as a noob trying to compete with veterans that got a month to make the perfect forklift.
  21. Murklor

    Graphics engine improvement

    That has nothing really do with the graphics engine though. Good animations and crappy animations is rendered the same by the engine, its the actual quality of the animation that's important. Anyway, something I've noticed quite in videos is serious Z flickering. It can be incredibly distracting from a visual standpoint. I hope it wont be that bad once one is actually playing, still a couple of days till the 19th...
  22. Murklor

    New to ArmA series

    Yeah in late 2010 you're gonna wonder why you even bothered buying Arma 2 when you could have just waited for BF3.
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