

MaXyM
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Everything posted by MaXyM
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I'm curious what stops A3 to generate more fps? Please see attached picture. There is room in CPU power, GFX is used in 50% only. But fps is limited. Making this screenshot I noticed that watching in opposite direction I can get even 90fps, while watching the sea it drops under 50. with regards
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I would add to discussion transitions between various movement or states. I understand that it is hard to do it good and fast enough to not slow down player reactions. But sometimes they look unnatural.
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I liked it in the first row. But then we played some mission during which I noticed vegetation green being too vibrant (see screenshots). So.. original gfx contains blue mist, your one contains too much green/yellow. However keep a good job. regards
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Sun reflection is one thing. It is missing indeed but also implementation may suffer. Sun light (and its reflection) is very powerfull comparing to diffuse light (from sky for example). When reflected, it should be visualized by glow (it is what we can see on reference picture attached to the ticket) Another case is improper env reflection on car livery and windows (cars as well as buildings). It also is clearly visible on attached pictures by sofianebilal. Looks like car has no glass in the windows at all. The same about livery. Car coating is very reflective under low angles (but reflection is weak while watching at 90*) On cars and buildings, Fresnel function is missing or is almost missing. Glass should behave almost like mirror while looking at very low angle. But it doesn't happen in A3. I've checked it in A3: I found that some heli has quite strong reflection on windshield. So strong reflection is possible (besides I would complain Fresnel characteristic of this glass) I will attached additional proper pictures later. with regards
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I can see BIS products evolving through years, but there is one thing which, definitely got stopped years ago. I mean: light reflections. Looks like A3 still using very basic shaders. Maybe instead of water, there is no Fresnel effect implemented, or at least the result doesn't look close to realistic. Very good example is a glass. Windows doesn't look like windows. It's valid for buildings as well as vehicles. Also some equipment is basically matte even if it shouldn't (leather, plastic, glasses etc). It's also missing on vehicles. I know that most military vehicles are matte coated, but it is not completely matte. Of course making it realistic require to implement some complex things: - dynamic envmap - it might be supported by static cubemaps also. - generate blurred envmaps (or to blur main envmap) to apply for semi-glossy materials I think those technics are not too expensive (in order to system resources) to not try to implement those features. Hope ones we get those features in the game, because in current state, gfx looks too cartoony. Please don't get it as moaning, rather as idea of feature which may be added to increase overall experience. with regards
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Because... it does work this way in the real world. Flare shape doesn't depends on light source, but on optics the light goes through.
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true :)
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Hmm. I'm quite sure it must not be true for deferred rendering
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Sorry for late answer. I just found this picture in the first post of this thread: I would like to make a note about what is reflected in the water. In my opinion it is not realistic or even close to. It might be interpreted in the first row being nice, but anyone who just stop for a minute and thing about it, find it fake. Reflection is nothing less nothing more but image reflected by the "mirror". In our case water should work like the mirror. But it doesn't reflect appearance of sky. It's also the reason why such wide sun reflection in the water cannot be justified on this pictire. It might appear this way only if sky around the sun were very bright (in diameter corresponding with reflection width) In other words it looks like sky and sea was taken from different pictures. Please check google using 'sunset/sunrise sea' tags. Hope those notes will influence development making result more realistic. best regards.
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ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
MaXyM replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Since v1.0.7 was stated as TS3 crash is fixed I want to inform that I got a TS3 crash on Sunday. Killing TS3 process and start it again helped. W7 64bit best regards -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
MaXyM replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello Thanks to devs for great job. I found few things which may be improved 1. 3D voice volume to distance scaling. I have a feeling that it sounds unrealistic. When 2 soldiers talk to each other and they are 50m far away from me I can hear them as close as a few meters. 2. I think voice heard from radio should be distorted. Even with top signal quality, the voice should not sound like direct speech. Based on my knowledge, voice input is filtered, frequencies out of 'human-speech-freq-range' are cut off before converting into medium (FM waves). After that, mics and radio speakers have some limits also. Concluding: radio-transmited voice shouldn't sound as clear as direct one 3. there are known problems with comunication in montains using long range radio. I know you are working on it. best regards -
I thing all is self explained. You have no to rename files. Just put correct version of dll into TS3. thats all I'm sure, trying this gives faster results than asking ;)
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Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
MaXyM replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I believe, to be up-to-date with the stable version, don't you? Or I have to track Ace2 thread, read milion posts each day to make sure I have latest stable version installed? Especialy there is no single downloadable ACE2 package as far as I know. -
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
MaXyM replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ehm... am I missing something? 6updater allowed to download v1 and after this overwrites it by next betas? Doesn't be a good idea to have two profiles in 6udater: for update stable version and for update beta version separately? -
Yes. It is exactly what I mean. Thank you. The problem is about zooming the rendered scene by optics. Then particles are resized also, going to be bubbles rather than sparks. best regards
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I'm not sure I can think about it as an issue, but when firing Jevelin (and other rockets with optics I believe), added particles looks ugly, just unreal. Thanx for really impressive work.
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Sorry guys for my previous stance. I did believe that some basic knowledge is needed to play with mods. For example "how to copy files", "how to install mods", or if there are two files with number 32 and 64 it must be related with different OS versions. So, such things must not be explained and shouldn't be reported as a bug. But looks like, I was wrong. So really sorry. I suggest to add guide how to copy files using windows explorer and also Total Commander ;) Maybe some explanations about differences between 32bit and 64bit systems would be good too. You know - some one may ask for it some day ;)
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Looks like user saves all files from A2T package into TS3 plugins directory Only correct version dedicated for the operation system should be installed. I suggest to not report any problem which is caused by 'unqualified' users
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I believe it is not related to the A2T. Because A2T is client side mod only. None of the communication is realized through the game server. The communication is between player's game and players TS3, then between TS3 client and TS3 server.
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yes. Everybody does. Just hit 'reaload all' button in TS3 plugin config after each TS3 start.
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what do you mean activate? A2T is Artma2-To-TeamSpeak3 bridge. What do you want to know more?
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It is implemented already for Long Range Radio but you have to use ACE2 If you have RTO in your team (radio-man with radio on his back), anyone can step behind him and use the long range radio. Do you mean relay short range radio? Because Long Range one should be enough for available worlds.
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yes. I was seriously hurt being unable to to anything but creep. Using hotkey to disable short range radio didn't work. If we get into account how push to talk button works in reality, sending state should be cut off in that case. but I don't know if it is not a limitation of A2 it self
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every code injection violate protection rules which cause that anti cheating program BattleEye will probably get it as cheating method making impossible to play on line on servers which require BattleEye protection. I found one problem. When player is hurt it cannot operate with radio. It's good until player has been hurt just while speaking on the radio. In that case broadcasting remains enabled (at least for hurt soldier). But should be cut off.
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I'm sure the method is slow since it uses clipboard to transfer data. I don't know if there are other methods (pipe, socket) available. We are playing in small teams. But I believe that current method may cause problems for large number of players. However this mod deserves 'A2 Hall of Fame' title Best regards