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DeclaredEvol

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Everything posted by DeclaredEvol

  1. DeclaredEvol

    ASR AI Skills

    ROFL, if you saw bullets flying directly 90 degrees up and down you'd be feeling foolish for saying that. And the slow aiming wasn't this bad before, I can stand in front of a bot for 30 seconds and more now. I almost believe if Zeus Spotting skills were enabled things may be better for that. But so far I get the impression Zeus and ASR_AI get along about as much as Acid and Alkaline.
  2. DeclaredEvol

    ASR AI Skills

    Hey I am having trouble with ASR-AI and the way they react to seeing players, whenever they engage a player it takes them absolutely forever to move their arms onto target. I can stand in front of them for a very long time without them reacting to me, also... whenever they fire their weapons a lot of the time the bullets fly all over the place. IDK what the problem is, because I don't run any other mods and it still does this stuff.
  3. DeclaredEvol

    Static Mesh support?

    Not sure if everyone knows what that is... it can be useful for lowering the polycount of an island making it more bearable to play. But I was hoping it would be included into the ArmA 3 to replace the Objects that took up memory and performance. To be quite honest Static Meshes can take care of 500,000 Objects and only drop FPS down by like 3-5. It is also a way to build buildings from scratch on games without having to ultimately make the entire model and save it. Saving us a lot of resources and a lot less stress for collision and even giving us physics and destruction without much choppiness. I read into it about Cryengine, Frostbite and Unreal Engine, and it isn't that hard to do for anyone else. Plus it being used in ArmA III would mean probably the best performance for most players considering loading a lot of buildings and objects in towns and then re-rendering them every time a player looks down a scope would save people a lot of hassle on tweaking the game. It would also give people the ability to fight inside of buildings and create buildings and large ones on the go. The Source Code is out there I bet, so it could be a useful asset. Perhaps I'd like to know if you guys have something similar to it? A while back for the Unreal Dev Kit I made this test map::: With Static Meshes... and I also made tessellation and destruction much more affordable. ---------- Post added at 02:08 AM ---------- Previous post was at 01:47 AM ---------- Only like 5% of that map is actual Geometry, the rest is highly detailed objects that "DON'T HAVE TO BE COMPILED". So loading maps can be almost instant ;D Plus you don't have blobby looking objects and textures anymore... thank you!
  4. DeclaredEvol

    Static Mesh support?

    Haha Hyz, didn't know you played ArmA... I thought I've seen you in Unreal :P ---------- Post added at 05:26 AM ---------- Previous post was at 05:23 AM ---------- Back to the topic, you may be correct. I know Epic probably has quite a few contracts up their ass, but the closest contract they do have is the one where they can't release games that were on the Xbox 360 for other Systems without Microsoft's Permission. Notice how their other games don't have registered restrictions. More than likely their PC Exclusive game will be good, and it is also still a possibility it is Unreal.
  5. DeclaredEvol

    New anti-aliasing algorithm TXAA, Arma 3 potential?

    The Quality is very affective, I am liking this :) Plus you could use Anti Aliasing Post Processing which helps blur the lines instead of geometrically fixing their aliasing.
  6. DeclaredEvol

    Static Mesh support?

    @Razor, I wasn't out to insult you but you can't listen to the Developers too much. They are not always very wise... I'd say the only thing I wanted to point out is that it is even easier to work with Unreal Engine considering you don't have to worry about as many limitations and it also has an EXCELLENT Software Development Kit for people to work with. Just think, it is one of the ONLY Software Development Kit's out there designed for Users to create and modify content. As to where something like ArmA II or Frostbite only lets people modify values and "Hack" them to create off of them. Exploitation is the only way anyone will ever make material with ArmA if they don't put the game open source with a few legal copyrights. Making characters and vehicles or weapons is easy as cake with the UDK, the only thing I could down side is that the Editor takes a decent machine to run with. Redesigning certain key features or making something like ACE mod would be much more convenient with that; than having to use CBA, which can take a while and there are no tutorials on what does what with that. Since ArmA script is generally in the Format of C and C++ class structures. There is obviously no way to 'literally' program for ArmA. Unfortunately you are right, Bohemia Interactive will never come around to using UE4 nor anything else. But if you ask most of developers, UE4 is a bit more clean and easier to work with than others. And it being a engine relatively in the making for 17 years means it would take Bohemia Interactive around 5-10 years to ever catch up to what they've done. After all it has taken almost 10 years for BI to catch up to Physics and other modern Research and Development (R&D). With all of that said, you guys better start opening up the books on hacking or you'll never get too far with this work. Enhancing Graphics, changing key principles like Data Structures and making better Physics support is impossible without using some kind of Hacking Technique. Look at Boris with his ENB Series, he uses Rogue .DLL files that attach to the Process that is running and it injects material that enhances and adds small key portions of Graphical Effects. If you want to work with something like ArmA to improve its capabilities, you might as well do something with the UDK or what ever else there is out there. That doesn't have limitations of copyright and unfriendly user composition.
  7. DeclaredEvol

    Static Mesh support?

    Razor, posting that is not exactly going to make any difference. First of all, we don't have any ability to stop the Developers from making those decisions but we can at least inform them that it could give them MUCH more in the end. For instance, if they bought the lisence for this... of course its MUCH more expensive than just one person using it for private use. However, these guys will end up spending their asses off trying to perfect their issues. In the end, they will make much more money from using a API than making one and it also cleans out the difficulty of selling the product. This here is probably one of the best engines out there to sell with. You're being very arrogant, and not seeing passed their opinions.
  8. DeclaredEvol

    Static Mesh support?

    Oh no, this can be ran with dx6 if you wanted. But this stuff lets you put infinite meshes on a map and throw in physics. Or even destruction, I'll make a demo of it soon. But for now, watch this for a quick view on its detail. Everything you see in these videos are Static Meshes or Skeletal Meshes... and if you are running a decent rig you can play these maps 40+ FPS. The amount of Ray Tracing is astonishing, so if you lag that would be the reason. But if you ask me, this is what ArmA 3 needs in order for people to have more performance concerning the Frames Per Second in towns and Terrain. It doesn't take much to make maps like this if you learn how to use the editor, so for instance... you could make anything with max detail and excellent performance. There is rumor in Unreal Engine 4 you can actually have infinite terrain with as much detail as you want. The game runs fine either way, but these are not "VIDEOS" this is game play... some of it with scripting acting for characters. ---------- Post added at 09:51 PM ---------- Previous post was at 09:16 PM ---------- I'd honestly rather see the Developers of ArmA to use Unreal Engine 4.0 in Real Time than having to work on tiny little spots in their original engine. If they licensed the Unreal Engine 4.0 they'd be saving a LARGE deal of trouble in the long run and their simulator would reach market standards of 10 stars. Most companies promote Unreal Engine 4.0 as being one of the most valuable Game Engines in the world, and it being used on a Simulator means MONEY. It sounds almost like BI just nailed their coffin shut when they said Physics was only used through CPU, Physics and simulation of realtime is what Graphics Cards are made for is also why they have 1000+ Stream Processors or more.
  9. DeclaredEvol

    Are you going to upgrade because of ARMA 3?

    CPU wise I could never get my games to run good with AMD...
  10. DeclaredEvol

    amra 2 vs. arma 3 skeleton proportions?

    Individual body parts connected which would give people more power to change the muscle mass of a body or the graphic dismemberment. Some games I have worked with Synchronize the body parts together through an editor and you can tell the game what and how the body part can be used.
  11. UCP Fades into the fog pretty good Grey is probably one of the hardest things for our eyes to detect, and our eyes detect color. Therefore, this might be the best offer for the military anyways...
  12. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    I honestly think the game is a milestone from before, excluding some of the things I mentioned. But this could be the tie breaker for the game being popular... there are plenty of gamers out there from Battlefield 3 or Call of Duty who have heard of this once or twice. And when they see the gameplay and graphics your community will expand tremendously. The guys we convinced at E3 to immediately take the LiveCam1 to ArmA III were amazed by the gameplay they saw, and further on were convinced to keep mentioning it to people and other camera crews. This is a sign that people out there are even more willing to check this game out now, let's hope the show goes on longer. If this becomes HOT on IGN and GameSpot... you've got yourself probably on a money train for years to come. Just make sure people can't Pirate this game and you'll be set.
  13. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    I didn't see any waves on the demos so probably not, they are concentrating more on the graphics and physics. It could probably be done by a mod though...
  14. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    The gpu\cpu\ram support is much better now, and I am sure that issue is probably fixed. As for Design Mastery, I know he used a 3d. Model Scope however he just zoomed the screen and not the inside of the scope. The ACOG he made was exactly like the Red Dot\CCO except he gave an extra code for zooming the screen. If you are talking about true RTT then I am sure they've probably optimized it! Therefor, it might look even better with ArmA III. I am very hyped up :D ---------- Post added at 06:32 PM ---------- Previous post was at 06:30 PM ---------- Let's hope they take the time to do some of that stuff, if not all. I want this game to satisfy every area of warfare, not just long range.
  15. DeclaredEvol

    Operation E3

    Some animators do take the time to make transitions better where if you do switch weapons while you go prone it would play both animations at once because of Skeletal Meshes\Physics. There are a lot of game engines that have their character models cut up into pieces when imported. So they can swap heads and stuff and they can also customize animations them selves in the game and rig them better. I am assuming the only body part ArmA has cut off is the head, but I don't know about ArmA III. But I know for sure the style I just mentioned is probably the most common for game engines of today. It also gives the ability to have enhanced gore and dismemberment without having to spawn material.
  16. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    The first thing I am doing with ArmA 3 is making 3d Render to Texture scopes :) No more splash screens of lag and post rendering issues, THANK GOD!
  17. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    I'm not assuming anything, open your eyes and you will see it. If you're not watching their gameplay videos you are also assuming I am incorrect. No one here has even examined enough of their features, they show a lot of "Player" abilities but the AI is only improved in Micro Pathing. It tells me they are ignoring some things they feel can't be solved but if a bunch of players without source code are finding things then they ought to take it more seriously. Look, I am tired of people saying that I am arrogant. I'll let you make the decisions after the game comes out, and most people say Gameplay before Graphics. And if you've got stale enemies then you're playing essentially IQ 40 players and there is nothing to it... I guess people don't take the time to figure out things they are hiding :) I remember in A2 Smookie didn't really optimize the AI for any animations. And that's what I see so far in this game, plus... I also see that the AI still haven't been advanced in livability. Plus we are reaching the end point of ArmA 3 before it comes out, so what you're seeing is its final stages.
  18. DeclaredEvol

    HETMAN - Artificial Commander

    Hmm, well so far it seems the AI still works :) The only thing I notice is the AI might disappear temporarily but thats not a problem as long as the game runs better. On the other hand, the AI for HAC still exists in memory and begins to appear again once a player or you are in the area of the AI. However it knows how to handle 250 units and 110 squads without having major disasters. You should give that a shot and see how awesome your mod is with 40+ FPS :D
  19. DeclaredEvol

    HETMAN - Artificial Commander

    Ryd, I combined a AI Caching mod with your mod and my result was 40 Frames Per Second and more on your Complex Demo. What the AI caching does is it reserves information so the CPU doesn't over work it self. I want you to try this mod out with your mission and combine the Init as well. You'll need to copy some of the Functions from the example mission for the caching. Hope this suits you, and everyone here! http://www.armaholic.com/page.php?id=10103
  20. I'd like to say Patience grows a hungary ;)
  21. @Beagle, yeah Olive Gray was the second choice I had. It can also be called Olive Drab but it is the most ordinary color, but works fine in most of any environment. But to me, honestly camo does not work... the environment provides you holes to hide in. Whether or not you're seen is really what I find the problem, camo can help with blending in on patrol. And avoiding a bullet or two, but it isn't going to be very useful if you're standing up tall. As said previously, dirt and sand will help conceal you.
  22. DeclaredEvol

    Are you going to upgrade because of ARMA 3?

    @CTCoco i7 2700k 3.9ghz (Cross server so it has part Xeon in it) ATI radeon 6950 2gb DDR5 16gb @1600mhz DDR3 Three harddrives, all about half a gigabyte and old. 850 Watt Power supply 50gb Solid State Drive Cooler Master case WII and PS3 Setup for emulation. Track IR 5 and a new keyboard and mouse Everything else is built into my Intel motherboard, btw... just go with Intel... its more efficient than other ones.
  23. DeclaredEvol

    Questions about SP experience

    Not off topic... we're talking about Warfare.
  24. DeclaredEvol

    Are you going to upgrade because of ARMA 3?

    Technically I over-killed for ArmA II, so yeah... I could run ArmA III at super strength. I spent so much that I don't have anything for food lol
  25. Simple, navy blue blank camo... it suits cool and warm temperatures. Its good for day and night, and it isn't too hot. Secondly, it looks darker in warm air or lack of light and it also can blend in with green well. Secondly, most Taliban engagements are at distances where haze becomes affective. Light blue distorts their vision quite well :) For instance... try spotting a Navy Blue infantry on a picture like this... http://www.flickr.com/photos/navyweek/6271006027/
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