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DeclaredEvol

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Everything posted by DeclaredEvol

  1. what about the stacking up mod? can you fix it so you can stack up on either direction?
  2. DeclaredEvol

    Fallujah 1.1

    Warfare on Fallujah is practically the hardest one to do. You start off island hopping, and most of the time... when you get to the bridge... the AA guns will just shoot you down. If you don't have artillery and AC-130 support, your ass is grass... GREAT BUILD KEEP IT UP!
  3. DeclaredEvol

    Sound Mod Advice

    I've mixed the Super + Subsonic cracks from RWS which are godly, and put them in with JSRS and ACE 2 SM. You have to experiment and mix mods together to make what you want, its not going to come immediately. If everyone on this forum worked on a BIG sound project, then yes... it could be practically flawless. But hey, check out Chammy's Sound mod v3. Its quite out of this world from a video recorded point of view, it would compete in realism for sure.
  4. DeclaredEvol

    Sound Of Anders (soundmod)

    Anders, what would happen if you tried to port the Insurgency Anders sound mod v3 to ArmA 2? I like those sounds better, its got echo drag and more kick. Not to be disappointing, but I just thought it would be very nice sounding.
  5. DeclaredEvol

    FlexiAI (WIP) discussion

    You should get this mod and the PVP Animations pack to work together, like for instance... get the AI to use some of those animations the player can use.
  6. any ways, the whole point was to give you some feedback on the mod problems. And a few suggestions, just let me know if you are going to take these into consideration!
  7. Don't listen to know it all "Gamers", you've done a great service to us all. Anyways dude, I am loving this new update. I have to give it my best props for your time with working on these animations, and I have also got some technical issues I'd like to quickly address as well. Two Issues *1* One way cover system you can only go into cover mode in one certain direction, I would prefer it if we could flip the cover also... basically saying you can shoot on right and left side of the box in cover mode. *2* Weird camera angle that occurs after you aim down the sight of the gun while peaking in cover mode, once you release your peak and forget to get out of sight aim your camera will be basically go ape sh*t. This is nothing major, I am sure! Anyways, I hope you can add both left and right directions in cover mode + be able to terminate the Cover Mode + Peak out + Sight Aim+ Release camera glitch lol! Sorry for the complications ~Evo
  8. DeclaredEvol

    Project: AK-C

    it should turn out like something of this sort... of course this is an airsoft gun but it looks a lot like it. Especially when I typed in the AK-C into google images.
  9. hey i have problems with the ai, they go into the sitting stance for shooting... and they wont regroup and form up or move anymore... can you maybe fix those... and i love the mod!!! its absolutely unreal. You should get some more features for gun turrets and stuff!!!
  10. I saw that the mod was incredibly authentic from distance, what are the weapon sounds like when fired by hand??? Real sounds would have cut of ratios because of the microphone, but it would be pretty awesome for it to still sound good. Anyways, just checking up... I love this mod you've got going. I can't wait for more updates and previews!
  11. DeclaredEvol

    Arma 2 Sound Modding 101.

    Hey, I see that you have paths to your akm sounds... does the path start with the root of ArmA 2? sort of like ArmA 2\JSRS_AKM\AKM_s1? And just out of curiosity, what is your text editor that you use to play these sounds and compile them into pbos and bisigns.
  12. Well, the API and SDK is already a masterpiece... and by the way things are going... Cryengine is also working on something with Realtime Immersive Industries, that is sort of dedicating its own engine towards some what your goal. It isn't ultimately as "simulative" but its pretty damn good for the ArmA 3 Battlefield, anyways... I really want to see a big change in this next game!!! People will continue to support your next games, I still say that a transition from just essentially realistic game play to essential both realistic game play and effects because it would grab more peoples attention... especially if the AI and Voice Acting was a little more up to earth. Most people want to feel more of a extreme sense of fear when playing, HiFi Sound System is definitely important in plucking some hairs off of peoples necks lol
  13. Cry Engine 3.0 made into a little bit of something like ArmA :] ---------- Post added at 02:21 PM ---------- Previous post was at 02:15 PM ---------- and for the AI and Specular lighting, or Ambient Occlusion... Physics You guys should use Unreal Engine 3.0 DX11, Unreal Engine 3 runs very well on peoples computers and it has been mentioned that it will support Teraflops, greater source of video memory, 20 or more cpu cores, and a very nice editor to build in. But you guys are running the show, I would be interested to see great improvements in the physics and detail!!! AI also is a very important role in this agenda... but Unreal Engine 3.0 DX11 is much better than Cryengine because it has more effects and some what a more flexable environment. They said unless people are licensing the Game Engine then it is going to wait for release whenever the next generation consoles fly around the corner. And then it will transition into Unreal Engine 4.0.
  14. DeclaredEvol

    ArmA II focusing too much on realism?

    ArmA 2 needs gore, I don't like playing games with out Gore, good quality real hifi sounds, realistic effects, good physics and rag dolls and last of all, good ai and scripting. I think as for squads, functionality of the AI in big groups like platoons or 12-20 men squads, the AI begins wondering around trying to figure out how to stay in formation. While in reality, it isn't that hard... and groups usually don't stay 100% in formation, in fact most of that stuff is in Hollywood movies. Groups tend to use cover every where they advance or fall back to, this game has issues with that. Also there are formation spreads and distances that the game doesn't specifically have, including styles of tactics. Like spray and pray, or other little quirks that should be initiated. Anyways, I think that this game could do with some realistic impacts and injuries. Crawling around, rolling, missing limbs, bleed outs, the works... and preferably dynamic blood fx. The sounds are just as important as anything else, and the Vanilla sounds are fine... but they just need a tiny bit more pop or echo. I hope the Directors of BI Studios will accept that half or more of the community would prefer them to advance with quality gaming. Though, it may take tons and tons of hardware... from what I hear from the Epic Games studio in Raleigh, North Carolina. CPU's in a year or two will have nearly 20 more cores or even further than that, and around 200 threadings. And the Unreal Engine 4.0 is going to be integrating those compatibilities ahead of time, maybe BI should license ownership of the Unreal Engine 4.0 with Epic Games. Split it straight down the middle, you will make tons of money and you will also have an extremely well qualified API and SDK to work with! ~Regards from Declared Evol
  15. DeclaredEvol

    A2WarMod Release

    You've got to try the mod without any other mods first, and you've also got to prioritize the mod right below CBA. It's a shame some of this mod doesn't work so great, but I think it can be worked on tremendously.
  16. DeclaredEvol

    A2WarMod Release

    Gunter, how well does this mod support CO? Combat Operations is what I play and I've tried to run your previous version of this mod, and performance wasn't any better since i bought CO.
  17. I'm not stopping you from making what sounds you prefer are better, I do however think that games wont get much better sounding unless you want them to sound like recorded war tapes off of youtube. CSMv3 sounds very well rigged when it comes down to war taped sounds. You your self have done a tremendous job with your mods, and followed by HARCP if you were the one who had made that. If it weren't for your effort, there wouldn't be much of anything new in ArmA 2. I'd say that ArmA 2 could had been better if it had echos and sonic cracks, and including HiFi real sounds. BI doesn't have the time to figure out what sounds good or bad, and I am sure they knew people would overwrite them anyways. Just keep up the good work, we don't expect too much of anything... just do what you like.
  18. honest to god, when a weapon is fired in real life... you can barely even tell what it sounds like if your shooting it... or near it. Youtube videos and microphones have frequency cut offs that make it so you can hear the low-end part of a sound. No one here has any real idea of what it sounds like unless they've actually shot one of these guns. I've been to a few marine armored bases in my time, and also a few marine air bases and they've done a few demonstrations on their fire power. Its much much different, I believe the only thing you guys can concentrate on is taking sounds that are made on the computer, they seem to sound more real anyways. I think the only thing that sounds real enough are sonic cracks, and that is when guns are firing at you from a distance. I my self have some sounds I would love to import, but no one has really got involved with me. I think these sounds in ArmA 2 would be pretty sweet, some may disagree. But that is because you haven't heard them in-game yet, its a big improvement if you ask me!
  19. DeclaredEvol

    SLX Mod WIP

    i noticed the only thing crashing out of those listed was the SLX_NetCode. Idk if I am correct, but I believe I am right.
  20. While I have been working on a modified version of enbseries, I had come across something that probably has not been seen on ArmA 2 before... well at least not by clients. I represent to you, phong shading... Phong shading demonstrates the incredible amounts of shading through a basic color chart, such as red... green... blue. It is basically contrasted with other interpolating methods such as Gouraud shading or flat shading. ::The Phong Formula for 3D Shading:: These are the extreme complexities of what goes on behind your vision of educated pixels and renderings, it is almost like heat vision in a way. Every millisecond, thousands or more of these little calculations I have stated above are in process to determine ray traced light waves moving across the game. And the when the light wave and the object collide, it creates an immerse sharpness to the pixels with Gamma and Saturation curves. To speak English here, it basically shows brightness on objects reflected from lights. Such as this photo below... ::ArmA 2 Phong Shading:: http://img217.imageshack.us/f/craaa.png For people to grasp the concept on how to modify the graphics engine, this is a VERY important tool to rely on. Hopefully some time in the future, ArmA 2 can support DirectX10 and DirectX11. Some of the MAJOR differences between DirectX9 Tessellation that ArmA 2 uses is... Parallax Occlusion. Parallax Occlusion is simply simulating the same tessellation as DirectX10-11 but in a flat plane. Tessellation varies in poly counts which takes up bytes of memory at a time, and most usually can cause performance drops. This is why DirectX9 cannot handle the Real Time tessellation that DirectX10-11 can. It is an older library, therefor harder to display the impressive work that the others can. As you can see in this video here, Parallax Occlusion... the walls are putting you under the illusion that there is depth and tessellation. "Which is NOT real tessellation, and is used in ArmA 2... DirectX9 only supports this." And if you see in DirectX10-11, you will see the real time tessellation multiply tremendously. NOW! for those who don't know even a bit of what I am talking about... DirectX is the library of functions on your computer that calculate your video games every single inch of detail. From skeleton, to the movement and physics of objects. DirectX without Tessellation is like making stones just a picture on the ground, but no actual texture or bumpiness. With Tessellation, you get precisely a great deal of bumps and ridges. OpenGL is another library, but it had been abused and forgotten by Microsoft. It is basically backstage history with Unreal Gold and Quake. No offense to linux users xD Anyways, the entire point I am making here is that if we can get enough people together to port DirectX10-11 to ArmA 2. Then we might have something going here, and possibly the company Bohemia Interactive themselves can profit from it. I have some extra information I might release in a bit more time, I have a tutorial on the source script of DirectX10-11 programming... and the major steps of completion.
  21. DeclaredEvol

    Phong Shading + Parallax Occlusion [ArmA 2 Graphics]

    Unreal Gold, it is before Unreal Tournament... it is pretty old. I still play it, and at the time the game was so old that it only supported Glide FX for Voodoo cards... and Software Rendering lol!
  22. DeclaredEvol

    Phong Shading + Parallax Occlusion [ArmA 2 Graphics]

    well, i know Bohemia Interactive knows about this stuff... considering they already made it with parallax occlusion. But as for the modders and scripters, I suppose this would be a bit important to know if there were to be importing of DX10-11.
  23. DeclaredEvol

    Phong Shading + Parallax Occlusion [ArmA 2 Graphics]

    You really think it is that difficult??? I mean, it is difficult. But I hang out with friends that play an old game that didn't even support Directx 9 and they ported Directx9-11 on the game. The game is literally 10 years of age, and there is absolutely no source reference to how to program in that game. Only a SDK [software Development Kit] and a few other tools. ---------- Post added at 03:45 PM ---------- Previous post was at 03:40 PM ---------- yes well said, and I know about open gl... however Microsoft basically signed a contract or pretty much made a promise with linux that they would include Open GL drivers for games, and it was only for a year or two. OpenGL is pretty much history in the making of games, and the last game I believe that used it was Prey 2 if there is one. Some games imported the API but I extremely doubt there are many... anyways, I agree... no one is going to go through the extreme trouble of rewriting the entire engine. However, in the long run... it would be quite interesting to know if it is possible! ---------- Post added at 03:47 PM ---------- Previous post was at 03:45 PM ---------- yeah, Parallax Occlusion is in pretty much everything that uses Shader Model 3.0 in ArmA 2. And some more as well, but look at it in this perspective. It doesn't have to process multiplied polygons that cream the video memory and burn the CPU. ---------- Post added at 03:50 PM ---------- Previous post was at 03:47 PM ---------- Yes! ArmA 2 has been very dim with light, all of the sun rays look like it is coming through a yellow aura. From ArmA to ArmA 2, the first ArmA actually had some nice lighting... a little less in the ray tracing but still... it was visually almost just as good as ArmA 2.
  24. DeclaredEvol

    Arma 2 Sound Modding 101.

    ah, i know... but how would I open them to see the contents??? I have BITools.
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