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mr. bravo

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Everything posted by mr. bravo

  1. mr. bravo

    Swedish Army Mod 3 (SAM)

    Hey guys! Been quite busy lately, but we managed to post some wip material of Zsalhedens KSP94 (MG3) today. This is the highpoly version, while the lowpoly is currently in the stage of uv-mapping and will be shown later. This weapon is mainly meant to be used on our upcoming Leo2 MBT, but since it's being modeled in such high quality we can just as well make it playable on foot as well, and will probably be available as a stationary weapon too :) It's not a commonly used infantry weapon in the Swedish military, as we have KSP58 (M240) for that role, but it happens. As usual, a full preview in english with full quality renders can be seen on our forums, but I'll post some downscaled pictures here as well. I would also like to point out that we're currently doing maintenance on our server this week, so some functions might not work correctly atm (Lurkers should be unaffected though). But the site should at least work fine on Android devices now, which was a problem before due to an outdated security protocol that would block images. Ah, well, pics!
  2. As much as I love Arma2, it certainly has some major flaws in both gameplay and graphics, which I've forced myself to ignore over the years. Arma3 so far seems to correct/improve a LOT of what always bugged me in A2, while also letting us convert content from previous games without too much hassle. Therefore I really see no reason to why I should stay in A2. So my modding will look and work a lot better in Arma3, and can be played with in a much smoother experience. Where do I sign up? Oh wait..! :D
  3. mr. bravo

    Swedish Army Mod 3 (SAM)

    Thanks! Heh, we've been discussing that as well. The models can handle it, but we'll have to see what the game and PhysX says about it in a few months. The A3 Alpha isn't complete, and we're not implementing vehicles yet, so everything that has to do with ingame functionality is still more or less speculations mixed with experience from Arma2. Stiltman is however currently experimenting a bit with ExA's RG31, as he has mentioned in their thread ;)
  4. mr. bravo

    Swedish Army Mod 3 (SAM)

    Goooodmorning guys! We just presented another vehicle over at samstudios, the Combat Vehicle 90 :D This is a highpoly model that team member Zsalheden is working on, which is very close to completion before the phase of lowpoly. As with all our vehicles there are going to be a lot of interesting parts to be animated and functional ingame, some of which are highlighted in red in the images. This is the most basic variant, CV9040a. But more versions are planned to be made as we go, like CV9040C (Medium), CV90120 (Heavy), CV9056 (AA), as well as variants with AMOS GRK (Mortar) and Armadillo. As before, you can read the full preview and see the full size images at our forums. Here are some downscaled versions;
  5. mr. bravo

    Swedish Army Mod 3 (SAM)

    I'm definitely not alone :p As mentioned in the first post, we are a team of 4 developers with great knowledge in different areas of modding (Stiltman, Nordin, Zsalheden and me), and we have been working together in Arma since 2010. There's also a fifth behind-the-scenes guy who mainly deals with our site and forums, but doesn't play Arma anymore. He doesn't prefer being mentioned as a team-member since he's not actually working on the mod, but he's paying the bills for our server and maintains things the rest of us doesn't know anything about, so Matte54 deserves to be mentioned anyway. SFP is a different project with different people behind it.
  6. mr. bravo

    Swedish Army Mod 3 (SAM)

    Woha, the decision to make Sweden Independent in A2 was because of AI issues that were reported a long time ago from people who made missions where Swedes were fighting americans/Blufor or more than one side when they assigned sides manually. The original solution was actually to have them available in both Independent and Blufor, but I honestly don't remember why we skipped Blufor completely for the official Beta. Independent worked well during internal testing, so I guess we didn't bother more with it. Personally I don't really get the big deal behind Blufor/Opfor/Independent in the game. It is editor categories and presets to me, nothing more. Completely irrelevant ingame. The person who builds a mission is the one to decide which nations/factions that are fighting eachother, not presets based on todays reality that might be completely out the window next year. Can't say yet how we're going to do in A3. So far we have just added weapons and static objects to the game, so no sides have been picked yet. Should be up for discussion later this summer when we're adding soldiers and vehicles, but I wouldn't mind adding them to more than one side again if it would still benefit mission-builders and avoid possible issues. So this decision is completely about game mechanics. Yet to be investigated in A3. Thanks! I haven't actually quite decided yet what complete uniform we will start with. But in order to save some time for release, the initial units will be quite light. I'm currently working on boots (Standard black) and trousers, and will then jump directly to KRSK12 and a basic cap, available in both M90 and m90k of course. Pretty straight forward. I'm actually most excited about making the light jacket this time, which would fit the greek islands great, but we'll see. A jacket is of higher priority than a shirt though, and the cap before berets ;) Of course we want to make it all, but our limited sparetime doesn't allow it. About ACE. This time we will not build the mod directly upon ACE, mainly because it is very hard to keep up with their updates during the first year (We learned that the hard way, several times :P ). SAM will always have a working standalone-version in A3, and then it is up to Stiltman and Nordin when it's time for ACE, as they are the ones who will have to keep our configs synced. We all prefer to play with ACE, so it's definitely not being ignored. We just have to wait and see what they make of it this time :) ACRE is no problem. We will not be dependent on it, but as in A2 we will most likely play around with some separated content to be used with ACRE like custom radio backpacks and various equipment.
  7. mr. bravo

    Swedish Army Mod 3 (SAM)

    Kind words! Much appreciated :D Next up will be some really badass highpoly stuff from Zsalheden who's been very eager to show off his creations as well. Thanks! We're not sure if everything will be functional ingame yet. We have an idea of what's possible and not from Arma2, but now with Arma3 things are still a bit fuzzy until the full game is released, and most things related to PhysX is still kind of an unexplored area of its own. At this stage we're simply making the models as flexible as possible to support any functionality we can think of, and then during implementation we'll see what can be done within (barely) the engines limitations. Stiltman will be handling the initial implementation, who some of you probably know already from ExplosiveAids (ExA) RG31 project. Nordin has the in-action experience with the vehicle and is an excellent scripter (As seen in our Arma2 version of SAM), who I'm sure will add some awesome features as well. So it's in very capable hands!
  8. Thank you for the reports. We're considering making an update to fix this, and some other things. Depends on if we manage to draw our attention away from A3 for a for a day :P The process of re-packaging/binarizing, quickly testing things, re-uploading and re-posting on forums/sites and all that is what takes time, so unless it's something critical, we feel there has to be enough fixes/addons to be worth the effort. Take the chance to list any other awkwardness or minor requests that we could add for the update, and we'll consider it. Of course not completely new models and such, but things that could easily be added through configs or added/fixed on models/textures. We don't use this in singleplayer much ourselves, and neither does SSG Clan who's been helping with internal testing, so that's an area where I'm sure we can improve with feedback from you guys. That's awesome :D Thank you for your support! Yeah, we talked about that a couple of months a go, and are definitely keeping up with the latest news about equipment and development ;) We wont make this for A2, but it will definitely be something to experiment with in A3 later this year, with or without ACE3. It's a very cool concept and would be perfect for A3 now that grenade-throwing is on a completely new level. I really hope it can be done!
  9. Isn't this a server-setting? Turning off grass completely could be considered cheating otherwise. I believe that in A2 you could set a minimum setting for this, kind of how you can set maximum viewdistance so that people with awesome gfx-cards couldn't see people at ridiculously long distances compared to people with crappy gfx-cards that had much lower viewdistance. Haven't seen the settings myself or how to do it, but I've experienced different limitations on different servers and even specific player slots.
  10. mr. bravo

    Stance Adjust with wheel mouse?

    I'm using my right tilt for "Step over" and left tilt for "lights on/off" with a G600 with no problems (Configured ingame). Have you installed your proper mouse drivers ? Those extra buttons often turn useless if you just plug it in and let windows recognize it automatically.
  11. mr. bravo

    Stance Adjust with wheel mouse?

    Sure but then you still have an awkward conflict when moving and scrolling the menu at the same time. Also stuttering movements when scrolling while standing/sitting still. The effect isn't much, but still there and slightly irritating, at least imo. Would be great if you could bind stance up/down buttons that only turn active when holding the adjust-key, kind of like how the mouse works when holding alt/look-key. Since the adjust-key disables the scroll-menu and everything else, that would be a perfect combination without conflicts. Btw, another fun way I tried was to bind forward/backward to mouse up/down. So while sitting still and holding Ctrl, I only had to make minor movements up or down with the mouse to change stance, which felt quite cool to be honest :D But obviously it doesn't work well when not holding ctrl. Could be fun for BIS to experiment with though!
  12. mr. bravo

    Stance Adjust with wheel mouse?

    I must support this idea. Holding Ctrl and using mousewheel for stances would be perfect. I have a secondary wheel on my Nostromo that I tried it with, but for some reason it's not completely responsive for this action so it doesn't work very well. I have a G600 mouse as well, but I can't see any possibility to remap the scrolling? Would be great to use with G-shift in order to separate it from regular scroll-menu (Two scrolls in one). Although the current implementation with forward/backward still isn't that bad imo :)
  13. mr. bravo

    ArmA III - Not Launching

    I have the same problem sometimes, but if I wait about 10 seconds and try again it boots up normally. The wait because otherwise Steam will tell me that the game is already launched, eventhough it doesn't show in taskmanager, so I guess it takes a few seconds for it to realize. So try that.
  14. mr. bravo

    Arma III + Fraps = Blackscreen

    No problems with Fraps here. I've tried fps-counter, screenshots and filming. What versions are you using? I have version 3.5.9 Build 15586 (Licensed). Not sure if it's the latest, but I downloaded it about two months ago so it's pretty recent.
  15. As said, you ordered a game that wont be released until Q3, so don't expect to receive the whole package right away. Arma CWA and Arma X popped up as gifts on Steam right away for me as well when I registered my Steam Key. Also, your forum account is supposed to be linked to your account on BI Store, so if it isn't and you're using different emails for some reason then you might want to contact the support to get it right.
  16. mr. bravo

    ArmA 3 - Testing FPS while a 60 soldiers firefight

    60? Try 500-1000 AI, that's the real test :D But well, obviously. AI in Arma is quite complex, as they don't use traditional pathfinding and action-markers as most other games. Therefore they require more performance, especially when they have to calculate many things at the same time as in combat. One of the big reasons to why Arma is so demanding on CPU, and yours isn't very fast. Arma2 even had a CPU Benchmark mission where you flew over a massive battlefield and which ended with an average FPS count. So I don't really see that as a problem related to the Alpha, if comparing to previous titles. Although I'm sure it can always be more optimized, which is of course much appreciated.
  17. mr. bravo

    ArmA 3 is a Beacon of Light

    Awesome as always!
  18. mr. bravo

    Ups and downs with Bohemia

    Obviously there are still a lot of people asking and wondering about whether they get a place in the credits or not, and that's probably why BIS felt the had to leave a comment on it. If you're not one of them, then why get all butthurt from comments about something that doesn't interest you? Everyone who bought the Supporter Edition had their reasons, whether it's about the goodies or the actual support. As long as BIS get that extra amount of profit from it, I'm glad, because that was the whole point, right? There's no doubt that this whole credit-thing was a major success for BIS pockets. As for all the problems, well things certainly didn't go as planned, and I'm sure BIS is doing all they can to fix it. I know several people who already got their Steam codes fixed by the support, so it's coming along. BIS have been informing about it through both Twitter and Facebook all day. As the moderators say, stay calm and have some patience. It's just a god damn Alpha. It's supposed to be a mess :P
  19. Thought so :P So it could be a hidden feature in the engine, but as I said, haven't heard of anyone doing this in Arma so far. Would be nice to hear a dev comment on this. If we are enough triplescreen users here, then they might consider fixing it.
  20. If I recall correctly that means the game has to support more than one camera for your point of view. VBS probably support it, but haven't heard of it in Arma so far. At least the game do recognize bezeled resolutions and also gives you the option to choose a matching aspect ratio for triplescreen. Personally though I have to say that I prefer the usual stretched view. Focusing on only one screen makes me much less aware of the borders between the screens and the end of the side monitors, and I like the peripheral effect. As long as I use this with TrackIR I don't feel it is necessary to watch the side monitors. Possibly if you have small monitors or sitting far away from them, but that's incorrect usage in my opinion.
  21. Mess around with graphic settings probably, and take a trip around the island with a helicopter (Or whatever is available) to check stability, and then jump into the ocean :)
  22. I'm not expecting a whole tool-set until after the full release. What I would want for the Alpha however is at least a working PBO unpacker, mainly so I can inspect the new crazy sharp textures and materials to see how they have been improved, so that I can adjust my own work to the new standards. Configs are always of interest as well.
  23. Classic 1000+ AI battles of course :D Also serious infiltrating missions with SEAL's, and anything under water. As for mods, I'd love to see anything but ported ones. New exciting material for a new generation!
  24. mr. bravo

    Which version will you be buying?

    Supporter Edition. It's a great deal in the long run, and I believe even just the main game is worth every septim, considering how much time I'll spend in it.
  25. mr. bravo

    When are you buying Arma 3?

    As soon as possible. Doesn't matter how broken it is at launch, I'm sure I will have a blast with it as usual. If not by playing, than there will be modding instead, which is just as fun.
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