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Everything posted by DeclaredEvol
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May I first mention that these different stealth vehicles cost WAY too much money and that be why our military does not use them on every corner of a street :)
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Bullet accuracy depends on the barrel length and type. Heavy Barrels are good for long range, but it also depends on how far away. Crosswinds definately can ruin your 'perfectly' aimed shot. I recommend little arm sway, but maybe a timer before the aim becomes steady.
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OpticalSnare is correct in every way, I'd like to share my personal opinion. My experience from 1998-2012 is that most games feel fluent and you can move fast. I think Battlefield 3 in all opinion has the most realistic combat experience of all games, but still is too unorganized to say its better than ArmA 2. I'd like to explain why I've found ArmA 2 difficult to play... One, falling off stairs and objects is weird. Two, movement sometimes feels jurky or choppy. Three, your weapon moves around ALOT while moving. Four, the animations themselves are a part of my concern. There needs to be a lot more available to the player, because under combat you're going to need 100% control. ::My Wishlist:: -Smooth, fluent movement... -Almost no arm swaying while standing or sitting... only while moving... the players patience decides his accuracy. -When moving and shooting, most military men... prefer turning their bodies to move forward instead of side stepping. Side stepping has always been a difficult thing while aiming, but turning your legs sideways and keeping your torso towards the target insures the best form of aim. -Realistic Grenade throwing and Weapon swapping. -Interface for different combat stances, at long distance its more natural not to spread your feet a yard or so while firing. On the contrary, its useful in CQB for when you need to be able to fire rapidly. ((I advise maybe three different modes of stance for each Standing, Crouching and Proning. Sort of like Red for more leg spread, stability in stance. Yellow for mediocre stance, stability... and maybe Blue for casual stance)) -Realistic body armor, most armors of today can take impact damage from even an 556 round or AK round. Depending on the velocity and strength, Armor usually almost never lets a bullet penetrate. Anything cannon sized or strengthened would be 100% exceptional. -Customizable helmet and body attachments, like mountable flashlights... ir strobes. Very useful for getting advantages in the gameplay... -3D Optics on every scope there is, would help SOOOO much... especially on performance. The DM M4 Pack was so true to its word, its much more natural. Of course some scopes have rubber padding and allow closer contact... but its definitely the best feel. Especially since you can still move the arms a little! -Cover systems, and stacking up definitely helps the animation and gameplay!
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Arma 3: Confirmed features | info & discussion
DeclaredEvol replied to Maio's topic in ARMA 3 - GENERAL
Penetration would be lovely, imagine 50cal bullets going throw buildings hahaha of course it would need realistic ballistics and particle systems first... -
Arma 3: Confirmed features | info & discussion
DeclaredEvol replied to Maio's topic in ARMA 3 - GENERAL
http://www.zing.cz/images/thumbnails/bigthumb/5ee1376c-41115.jpg I see destruction at the top right corner of that picture, lol... Look at the building with the wooden planks... -
Enb Series for ArmA 2 or OA [GFX Mod]
DeclaredEvol posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok, the first alpha of the Enb series contains HDR Bloom Effects, Sharper Image, Ambient Occlusion, Higher Texture Resolution at lower 3d Resolutions, Real-time lighting and shading for objects. What it does is gives the gama a curve for more intensive color and then multiplies the sharpness to a percentage to give it a more realistic feel that the game it self does not achieve alone with the Brightness up and Gamma down. Basically when you have your Brightness up at max and Gamma down at lowest the ENB Series mod will add more light to the light areas of the game and add less dark to the darker areas of the game. And then the sharpening tool embosses the image by 50%. First of all, if your computer has rendering speed problems where objects load extremely slow. I suggest you do not use enbseries, because it will look very bad with blurry unrendered objects and a extremely sharp image. Second of all, I suggest you figure out if you can play with the Ambient Occlusion aspect of the mod first. Ambient Occlusion takes up video resources very easily, therefor I am almost afraid to actually enable it. All settings are changable at your own will, so if you have any ideas you want to do to this mod. You can do them any way, any how. If you are looking for the best color brightness and darkness, turn your Brightness 100% max and your Contrast 0% [off]. It should bring out the correct color, and if it is too bright or red just turn off the mod. Remember people, this is the alpha version and I am absolutely not 100% sure this is really what I had earlier. Some things are a little sketchy like the text double imaging, thats one of the few glitches I know as of now. So enjoy guys, well hopefully you will enjoy it. (You can config to your likings) --Installation Directions-- 1) Put all files in the ArmA 2 Main directory folder 2) Start ArmA 2 or OA 3) At any time you can hit Shift + F12 to activate or deactivate the mod 4) In order to get the correct specified coloration you need to turn the brightness 100% max and the contrast 0% [off] *This sharpens color out* [Extra Steps] 5) To edit the files, go under the enbseries.ini file to mess around to your liking 6) Go to http://enbdev.com/doc_en.htm to get information on how to change settings [Download Here] //**FileFront Link** [Photos Here] -
Enb Series for ArmA 2 or OA [GFX Mod]
DeclaredEvol replied to DeclaredEvol's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
More than likely that would be the Depth of Field setting in your ENBConfig, you can disable that... it was a tested functionality for the mod at the time. It doesn't really look too good in-game... -
I am a previous player of ArmA II Combined Operations, in 2009 as soon as ArmA II came out I bought the downloadable version on Direct2Drive because it wasn't on shelves in the US yet. Last year on my birthday, I bought myself Operation Arrowhead separately and I combined the games for CO. Well recently, I built a new computer and the neither the Downloaded version of Original ArmA II installs successfully. AND, also my CD ROM version of ArmA II Operation Arrowhead doesn't either. Both installers get hung on specific files, and funny enough whenever I install to different hard-drives... it gets hung on a different file. Up to now I have installed multiple games to prove my IDE Controller, and Hard drives\CD Writable Disks to be 100% working. I have a feeling that the ArmA installers are incompatible on my computer, or I am truly just out of luck. I bought the original ArmA II on disk recently, because the Direct2Drive download website has changed and doesn't let me download anything I bought previously. I did have the ArmA II installer on my hard drive from the last time I got it off of the website. But that had installation troubles too... anyone have a clue what is the problem?
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My ArmA II Installation Fails
DeclaredEvol replied to DeclaredEvol's topic in ARMA 2 & OA - TROUBLESHOOTING
I wet a cloth slightly, and cleaned the disk and dried it up. And now I am instead of getting stuck on Animals2.pbo, now I am getting stuck on Air2.pbo. I think the disks are very fragile, and suck... I am not going to go buy another ARMA 2!!!!!! I HAVE BOUGHT IT 3 TIMES NOW :mad: ---------- Post added at 06:51 PM ---------- Previous post was at 06:48 PM ---------- Yep... I ran in admin, but the funny thing is that the disk keeps getting hung at certain points so apparently my disk is messed up. I haven't installed it but once, I am guessing it is super sensitive. But I am not going to go buy ArmA II AGAIN, I am sick of spending my money on this. I JUST bought ArmA II AGAIN, and just because of a failure website that wont let me download. {Computer Specifications} Motherboard: Intel BOXDZ68BC LGA 1155 Intel Z68 HDMI SATA 6Gb/s USB 3.0 ATX Intel Motherboard Powersupply\Unit: Corsair - Enthusiast Series 850-Watt ATX/EPS CPU Power Supply Graphics Card: AMD Sapphire Radeon HD 6950 2GB GDDR5 CPU Processor: Intel Core i7-2700K Sandy Bridge 3.5GHz (3.9GHz Turbo) LGA 1155 95W Quad-Core Desktop Processor Intel HD Graphics 3000 BX80623i72700K Memory\Ram: G.SKILL Ripjaws X Series 16GB (4 x 4GB) 240-Pin DDR3 SDRAM DDR3 1600 (PC3 12800) Desktop Memory Model F3-12800CL9Q-16GBXL Harddrives: Three Harddrives, 750GB and a 65GB SSD 3.0 CD Roms: One CD Writable 24x Writing and 24x Reading speeds, just bought it. Monitor: HP supporting 1440x900 Resolution MAX. Keyboard&Mouse: Logitech stuff Computer Case: COOLER MASTER HAF 932 Advanced RC-932-KKN5-GP Black Steel ATX Full Tower Computer Case with USB 3.0, Black Interior and Four Fans-1x 230mm front RED LED fan, 1x 140mm rear fan, 1x 230mm top fan, and 1x 230mm side fan Accessories: Trackir5 Head Tracking unit, Logitech Webcam, Two speakers and Bass modifier -
Arma 3: Community wishes & ideas- DISCUSSION
DeclaredEvol replied to Maio's topic in ARMA 3 - GENERAL
it would be pretty interesting to see the next ACE include a lot of features from Take On Helicopters! Or even the next Mando Missile.. -
Arma 3: Community wishes & ideas- DISCUSSION
DeclaredEvol replied to Maio's topic in ARMA 3 - GENERAL
Well, I deleted my original paragraph. I think I want to say that the game may be underwork, but the videos I've seen so far are a bit too much like ArmA 2 but just modified into another and less moddable video game. I don't know what goes on behind the walls of BI, but so far... if the game is being released this summer. I find it a bit odd for them to complete that many tasks off hand and to sincerely improve from the videos released previously. I saw gameplay of the AI under combat, and I had to choke my self onto the forums. I'm sorry if any of this offends you, I know Bohemia Interactive works hard for their very tight community. But I just want to point out things I see probably not growing in the next game. They either don't have enough time, workers, or their abilities are a bit strict. I was hoping to see what most games like BF3 have, such as nice light shafts\coronas and lense flare... gamma and bloom effects... more vibrant and colorful post processing... better particle systems... greater map detail (It looks great!)... greater performance (Runs good so far)... physics (thanks much)... better sounds (not likely)... better animations and reactions or ai voice communication... possibly voice recognition for players to ai... Ambient Occlusion (HBAO, Really nice compared to SSAO)... and far better physics and destruction. I wish all to BI for making a game that will satisfy their customers, and expand the community greatly. The whole Isreali and Iranian war conflict is a modern cold-war. And technically, ever before we (USA) and others went to Afghanistan and Iraq. I find it weird how Battlefield 3 and now even ArmA 3 are using real events and mixing them with fiction stories to make video games. It is interesting, but in some ways this could mean a huge WW3. -
Arma 3: Community wishes & ideas- DISCUSSION
DeclaredEvol replied to Maio's topic in ARMA 3 - GENERAL
Not totally, the reason why they started moving was because the enemy was a bit too big to just shoot maybe three or four times. If it were just humans in the room with AK47's, do you think they would had started to strafe around or would they had neutralized the target first? The big difference with ArmA and Cryengine 3 or Unreal Engine 3 is that ArmA has left its AI and Communication behind. If you ask me, if it were AI in ArmA 2 moving into those rooms... they wouldn't be stacked up, nor would they had started to evade the huge 'alien' threat in the room. They would had sat mindlessly in a single spot or gone prone... I rest my case. But as said, if ArmA 3's AI and AI Communication skills were more realistic then the combat and the close quarters combat wouldn't feel plastic. As comment to this issue, ArmA's Animation sequences are very small. Most games of today hold 3,000 or more animations just for movement with at least 50 Frames or more... A game from early 2000 had good looking animations but bad AI. The AI were senseless when going into rooms with enemies but it was still good looking. I am just saying, I would rather see a 'real' improvement in ArmA 3 or I won't be buying it. ---------- Post added at 08:33 PM ---------- Previous post was at 08:24 PM ---------- The video I just sent you is proof enough, in ArmA 2 the AI would just run in or walk in mindlessly. Clearly that isn't authentic compared to this, the communication skills of the AI isn't either. BUT, part of the AI's failure is just animation based. The AI on the video can make fast turns as to where in ArmA 2 or ArmA 3 the AI isn't trained to make sharp turns or fast paced movement. In ArmA if you move faster than four feet per second you're assumably running, but in reality people can do that in close quarters. SMK Animations was the closest thing to realistic in ArmA 2 but the AI wasn't able to use the animations properly. -
Arma 3: Community wishes & ideas- DISCUSSION
DeclaredEvol replied to Maio's topic in ARMA 3 - GENERAL
Well I do have proof of the AI being almost 100% the same from ArmA 2. But to ignore that, I can show you something I found on Cryengine 3.0 that is incredible... http://www.youtube.com/watch?v=4KWwk1jCyU0 -
Arma 3: Community wishes & ideas- DISCUSSION
DeclaredEvol replied to Maio's topic in ARMA 3 - GENERAL
Don't take me the wrong way guys, but I noticed the AI do not know exactly how to act in combat. It would help the experience of players if they weren't running around mindlessly in combat. There is also still too much fragment in speech, the whole... One.. Follow.. That Man.. at 2 O' Clock. That is what most people who have never played ArmA notice the most, and it be one of the most annoying things to hear during combat. Instead of fragmented in words, say it such as... Unit One, I want you to follow that man at 2 O' Clock... Got it? The Unit can agree with Roger that, but instead of fragmenting voice commands make them all one long smooth line of words. As for the rest I am wondering about, Battlefield's particle effects and destruction is more realistic. I was amazed that ArmA 3 wasn't too improved along the lines of those things because it is DX10-11. Physics are a major role in something as real as ArmA because it gives a sense of war to the player. In the Unreal Engine 3.0 there is a fragment system where you can draw as many lines over an object and when the object receives damage at a certain sector it will break off. I also noticed a lot of bullets and explosions cause sparks which can also lead to more explosions and fires... For all the better, the sounds of the weapons and impacts are one of the BIGGEST hits on a persons sense of safety. If you hear realistic gunshots from the distance you will realize that you need to find cover. When you hear faint and unrealistic gunshots, the user wont really budge. Not as a sound wiz or anything, but the bullets firing in front of units are loud and scary enough for everyone to drop to cover. The AI in the game simply just crouch or run, more than 90% of the time if there is cover or concealment they would 'need' to drop to prone. If they are in an open field, they'd need to head for the nearest cover as fast as possible... The AI's recognition of strategy is weak, they don't use tactical strategies such as the Peel, or forward maneuver. Or buddy systems, it would be a honor for me to buy ArmA 3 if these sort of things were improved or even mastered. Otherwise, I do not see much improvement over ArmA 2 and in some ways its just harder to enjoy. I was never a huge fan of futuristic weapons and vehicles, but if we inherited more intensive gameplay the point of buying ArmA 3 would be WAY more solid. As a last comment, the point of Directx10&11 are not only for performance... but for graphical enhancements such as object tessellation, destruction and bumping. A lot of the terrain and roads are still flat and boxy... but that isn't really too much of my concern. The gameplay is what counts guys... -
ArmA2 / OA (low) performance issues
DeclaredEvol replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Yeah, I'm using the proper mods etc... but it never made a difference for me... -
ArmA2 / OA (low) performance issues
DeclaredEvol replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
It doesn't help but like 2 FPS, I've got no idea WHAT the problem is... my computer acts like vegetation is impossible to render without dropping 40FPS or something... -
ArmA2 / OA (low) performance issues
DeclaredEvol replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
I'm having troubles with Scope Lag and Binocular lag. I noticed whenever I look into the sky or at my feet, since no objects are rendering or loading into memory... I get 60+ fps... and then when I look at the grass and vegetation or trees even from a long ways away... I drop from 60FPS to 15-20FPS Instantly. I have a good computer, maybe not the newest but it works. Whenever I use scopes, I get FPS drop then even worse. More like 15 or less FPS and it becomes too hard to fire at moving or walking or even standing targets. I may be getting replacement hardware soon... but here are my specifications... {Computer Specifications} Motherboard: ASUS M4N82 Deluxe, AM3/AM2+/AM2 NVIDIA nForce 980a SLI AMD Motherboard, AM3/AM2+/AM2. Powersupply\Unit: Corsair - Enthusiast Series 850-Watt ATX/EPS CPU Power Supply Graphics Card: AMD Sapphire Radeon HD 6950 2GB GDDR5 CPU Processor: AMD Phenom ii x4 965 Black Edition clk @3.4ghz, Water Cooled, AM3 Socket, and Deneb Edition. Memory\Ram: Corsair DDR2 8gb clocked at 800mhz, standard clocking. Harddrives: Four 500gb Hardrives rigged, some are a little old... Cooling\Ventilation: One 24 inch Fan, Two 12inch fans, CPU Watercooling with Radiator... synchronized to two more 12 inch fans Monitor: HP supporting 1440x900 Resolution MAX. Keyboard&Mouse: Microsoft keyboard, Razor DeathAdder Mouse @3500dpi Accessories: Trackir5 Head Tracking unit, Logitech Webcam, Two speakers and Bass modifier I am thinking of replacing my CPU, Computer Case, Motherboard and Memory soon. I plan on getting a i7-2700k, CoolerMaster case, Intel MB and 16GB DDR3 @1600mhz... let me know what you think the FPS will be! :) I am mainly concerned about the ability for my Computer to process vegetation, leaves, tracers, sound effects and AI much much better. I played BF2 days ago, and I went into a field of Grain and I lagged to death so that is proof that something is not working out right. -
Scripting ACE Goggle Activation...
DeclaredEvol posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I had been making missions lately that would require the ability to activate an ace goggles item. My intent is to automatically activate the Earplugs, and Balaklava while the mission initializes or before the game starts. So even the AI are using 'specific' gear without having to tell them to by orders. My guess would be something like... (This isn't a real script, just a guess) _run = true; while _run do {this activateItem "ACE_GogglesBalaklava"}; -
Scripting ACE Goggle Activation...
DeclaredEvol replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i did some work to figure it out, and here is the best shot I have... but for some apparently odd reason... it keeps having an error message when I put it into the initialization of the player\ai character. --Ace's Use_Earplugs, Use_Glasses parameter line-- [player, "ACE_GlassesBalaklava"] execFSM "x\ace\addons\sys_goggles\use_glasses.fsm"; --Error Message-- "Type Number, Expected Nothing" I assume that the command line and parameters are 100% accurate, I didn't make those up. For those who have worked with ACE, do you know at all about why that line of text didn't work. I put the line of code in the Initialization box of the Player... didn't compile there. I put it in the Game Logic, does the same thing there. -
Making a hotfix for Smookies Anim Need Help! (AI Sniper Sit bug)
DeclaredEvol replied to aiwaplay's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
that could be true, but the AI can actually be ordered to go out of the stances if the player tells them to go back to crouch. Or even Stand Up, because for the player... crouching is how he gets out of the stance as well. On second thought, maybe it is possible to just rem the state combat crouch to sniper sit out. So that way the AI will not perform the action. I'll try my best to help out... -
You hit it right on the nail, I've heard shit hit from that range... I'll tell you... when your not too far away from the explosion. When the rocket hits, you can feel the fucking heat wave before you hear any sound. But the sound is EXACTLY like the real deal! its a very low bass sound on impact... if it hits dirt etc... when it impacts metal I am not sure exactly what it is like. Nice work man, I am so psyched... I'll donate to you on Christmas for all of your hard work! Cheers, from evo!
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Making a hotfix for Smookies Anim Need Help! (AI Sniper Sit bug)
DeclaredEvol replied to aiwaplay's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Maybe something like... case (animationState player in ["smk_CombatCrouch_to_Sit.rtm"]) : { The problem is that the ai is going into the the sit stance, the transition is from the "smk_CombatCrouch_to_Sit.rtm". And then the ai not leaving the sniper sit is, the "smk_CombatSit_to_Crouch.rtm". I will help you program this, add my facebook... look for Zplea@hotmail.com on it. Btw!!! how are you able to edit the code, I used the PBO View tool... which was helpful. However I don't know how to compile or change some of the script because it is encrypted with weird characters and needs a script editor of some sort. -
I'm going to use my fly swatter for bullet cracks lol!!! Or a whip or something lol
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Bus script, letting off AI.
DeclaredEvol posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've tried organizing waypoints for a Bus script, where the Bus Driver will stop and let a person off at a 'specific' bus stop. There would be more than one targeted location where they'd be let off. But for some reason the Bus Driver will not let off a person at a time, instead he will let them all off at the same spot. I would be using Transport Unload but the problem is unfortunately that everyone is dropped off at once. I tried synchronizing the get out of the AI to the Transport Unload, or even the AI to the Unload. But it still makes everyone get out, and on the contrary... the Unload Waypoint does not do anything even with synchronization. I am wondering if it is possible to let people off specifically at more than one location? -
Ok, so I noticed my game gets SUPER choppy around smoke and leaves. It also gets super choppy around a lot of players. I'm tired of trying different performance mods, they don't work. My hardware is good enough to play something like Battlefield 3, so I do not have any problems. It is ArmA 2 apparently, check out the specs. {Computer Specifications} Motherboard: ASUS M4N82 Deluxe, AM3/AM2+/AM2 NVIDIA nForce 980a SLI AMD Motherboard, AM3/AM2+/AM2. Powersupply\Unit: Corsair - Enthusiast Series 850-Watt ATX/EPS CPU Power Supply Graphics Card: AMD Sapphire Radeon HD 5950 2GB GDDR5 CPU Processor: AMD Phenom ii x4 965 Black Edition clk @3.4ghz, Water Cooled, AM3 Socket, and Deneb Edition. Memory\Ram: Corsair DDR2 8gb clocked at 800mhz, standard clocking. Harddrives: Four 500gb Hardrives rigged, some are a little old... Cooling\Ventilation: One 24 inch Fan, Two 12inch fans, CPU Watercooling with Radiator... synchronized to two more 12 inch fans Monitor: HP supporting 1440x900 Resolution MAX. Keyboard&Mouse: Microsoft keyboard, Razor DeathAdder Mouse @3500dpi Accessories: Trackir5 Head Tracking unit, Logitech Webcam, Two speakers and Bass modifier