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bullet purveyor

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Posts posted by bullet purveyor


  1. This stuff looks amazing TxT.
    Will that hook lift be functional, by that I mean are we gonna be able to change out flatbeds, containers, tanks etc? If so that's awesome.

    I was really disappointed with BIS not giving their hook lifts any functions in game, just like the TARU lift helicopter.

     

    With the new vehicle in vehicle system, transporting vehicles on a flatbed might also be possible?

    • Like 1

  2. Yes, both fog sliders are set to 100 % by default, but the fog seems to be following the draw object distance if I don't open the intel screen.
    As soon as I touch any of the fog sliders, it locks up at 100% fog no matter how I set the sliders.

    On the other maps I get no fog at all, on the VR map I get the same as you.

    You can override it somewhat if you have zeus enabled. Drop down weather module and set fog to zero.

     

     

    EDIT: Doesn't have anything to do with draw distance after testing more settings.

    • Like 1

  3. Great job on the new LOD blending, it looks a lot better. I hope you can do something similar about the small plants LOD-popping 3-4 meter in front of you in the jungle.

     

    I also request that you make landmark objects like bridges, harbor cranes etc and maybe even the new tower buildings tie in with terrain distance. You already have this working for radio towers and construction cranes.

    It looks really weird when half a bridge is drawn on your screen, cutting off right at draw object distance.

    • Like 1

  4. "Speak for yourself"

    "Only a fool wouldn't take NVG's on night missions in real life."

     

     

    You tell others to speak for them self then claim your way of playing the game is the only right one, and all people who don't use NVs are idiots.

    Is it possible to be more arrogant?

    There is a myriad of missions and play styles where the use of NV/IR is completely out of place.

    • Like 5

  5. If you search the editing part of the forum there should be several threads on how to get targets to stay down/pop up.

    https://forums.bistudio.com/topic/149514-targets/#post2435091
     

     

    This was discussed briefly during alpha 3 years ago in this thread: https://forums.bistudio.com/topic/149906-how-to-edit-the-firing-range-missions/?hl=firing+drill#entry2380955
    One of the devs told us to stay tuned for updates on modules and documentation to make our own firing drills.

     

    Posted by DnA, 13 July 2013

    Hi there!

    It's good to see interest in editing Firing Drills. One of the key goals for these is to make it possible to very easily and very quickly make new ones. This goal will not likely be achieved immediately upon release, but we will continue to move towards it. While it is possible to somehow reverse-engineer how the current drills are configured - it's going to be a pain in the #$% without documentation :cool:

    Eventually we would like it if you could build an entire Course of Fire from within the editor, without scripting and without configs. This would be done by simple little modules. Stay tuned!

    DnA, we are still staying tuned :)

    • Like 1

  6. Some bugs encountered on Dev Branch

     

    Smoke deployment doesn't work on several vehicles

    https://feedback.bistudio.com/T117552

     

    Missing glare/refection in glass on vehicles:
    https://feedback.bistudio.com/T117552

    6XFN7nY.jpg

     

    Some vehicle glass don't block thermal vision
    https://feedback.bistudio.com/T117543

     

    The Yorris J-2 reflex sight is unusable when you have sun behind you
    https://feedback.bistudio.com/T117549

    ns4LTd8.jpg

     

    Units inside tempest glow white when in sunlight.
    https://feedback.bistudio.com/T117544

    1Tl21m4.jpg

     

     

    • Like 4

  7. BIS did a really great job on this new map. Love all the new assets and can't wait to see it in user made content. Vietnam maps are gonna be fantastic :)
    The jungles are much more dense than I expected. Sounds are a huge step up from previous maps. Great variation in buildings, even though we can't enter them all.

    I really hope the LOD switching is improved before the stable release though, it's pretty bad at the moment.

     

    A few fly overs and storm/rain- sounds:


  8. I retract my previous critics of the visual upgrade. CUP terrains fixed it.

    As always after an update on the stable branch I start Arma without any mods from the steam launcher. Huge disappointment, daytime has blown out highlights in the clouds, glowing buildings and very unnatural colours. Night time was even worse, absolutely unplayable. Black was pitch black, zero dynamic range. all lights looked like crap like in phantom3013s pictures in the post above.

    After tweeking the new post process settings and other graphics options for the past days I couldn't get it to look any better.

     

    Then someone posted a picture of CUP terrains chernarus wich looked much better.

    I booted up my CUP collection through PW6 loaded up good old Chernarus, and wollah! Everything was looking much better with CUPs lightning configs. Both day and night.

     

    CUP-terrains. Cherna by overcast day. Nice dynamic range in the clouds and no bright shining white colors on buildings:

    qXDT51A.jpg

     

    Moolit Cherna:
    SnYgmDn.jpg

     

     

    Even Altis and Stratis looks good with CUP terrains running:

    nd1nzpd.jpg

     

     

    I booted up vanilla arma again for some comparison shots and now everything looks good there as well. :)

    I have no idea how but running CUP fixed it. Some config values must have been overwritten which was not installed correctly after the patch.

     

    Vanilla arma night, moonlight:

    hgAMy1L.jpg

     

    Settings:
    HBAO+ high
    Brightness 1.0

    Gamma 0.7

     

    postprocess settings:
    Brightness 80

    Contrast 90
    Saturation 80.

     

    There is still some issues with dim lights and poor shadows, but now it's at least very playable.

     

    I have seen many people post pictures of the same messed up visuals I had, so there must be some issue with the installation of this patch.

    • Like 1

  9. CfwexJuWQAA_LDV.jpg

     

    Maybe because it looks 100 times better? 

     

    Though to be fair, aside from the new lighting (that's even customizable), the chem lights were never very bright, the only time they were all balanced was back in Alpha. Flares have always been broken (or probably toned down to less than ideal levels, trust me, i've also asked for them to be drastically buffed), as for things like the moonlight, and all light sources being to dim, can you provide a photo we can look at?

     

    Of course you can find a nice spot a take some good screenshots, that means nothing. The new water reflections, shore lines, and other visuals look great at day time that's not the problem.

    The problem is many game mechanics is broken. Playing night missions without NVGs are now impossible without cranking your gamma levels up to ridiculous levels.

    Even then you barley see the ground on a clear full moon night.

     

    Just go into the editor set the date to a full moon night, place your character next to one on the lighthouses on Stratis.(they used to light up surrounding areas like it was daytime) Then come back here and tell me it looks 100 times better.

    And throw down some flares and chems while your at it. Saying they have always been broken is bullshit. danil-ch provided excellent videos of before and after visual upgrade. It's on top of this page and I even quoted it.


  10.  

    I hate to be the bringer of the bad news but the Visual Upgrade is simply not ready.

    Just a cold blooded comparison (1.58 vs DEV)

     

    Chemlights, flares and a flashlight are useless now

    https://www.youtube.com/watch?v=hnMZCn9tek0

    https://www.youtube.com/watch?v=JcA4sgOtbRM

    https://www.youtube.com/watch?v=6-zCTxAABGU

     

    IR grenade and laser pointer are not even working correctly

    https://www.youtube.com/watch?v=_om-VzaIBFQ

    https://www.youtube.com/watch?v=e25UgxiO2js

     
    Map is still broken
    1.58 vs DEV
    This road is still LowRes
    1.58 vs DEV
    The mid range terrain texture looks much worse
    1.58 vs DEV
     
    Not to mention the clouds are way too bright even when there is a thunderstorm.

     

     

    This visual upgrade is totally broken. All the issues mentioned by Danil-ch made it into 1.60 stable.

     

    Moonlight broken.

    Flares broken.

    Chem lights broken.

    All light sources are way to dim.

    Night sky way to dim.

    Everything looks like an overexposed photography with default settings.

     

    What exactly is the point of these visual changes, and why is it not kept on the dev branch until all issues are fixed?

    • Like 3

  11. Glad you manage to sort it out.

    This bug is not an easy one to figure out, I wasted many hours on this myself.
     

    This issue has been mentioned on the old feedback tracker but probably got buried far down in the pile of tickets.
    If any DEVS read this you should really give a warning about this in the control setup. A big warning on top of the screen that binding two different controls to the same analogue input will mess it up.
     

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