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DeclaredEvol

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Everything posted by DeclaredEvol

  1. DeclaredEvol

    J.S.R.S. 1.5

    Hey Jarhead, can I have your very first sound pack... the War10Mod??? I remember the first release was really good, I still like it a lot... I am refering to the videos of Update1 and Update2 WAR10Mod.
  2. DeclaredEvol

    ACE for OA 1.13

    Hey, did ACE replace vanilla classes with something different because I still can't edit hitpoints. I can't even override custom units like TF86 with ACE enabled... but it works otherwise. Sorry I am asking this question so much, but its the only thing stopping me from releasing a very sexy mod :confused:
  3. ENB Series 2.0a offers sharper images, better vision for long range fire fights... better performance and graphics than the original highest settings. It is mostly required of the player to lower his settings generally to medium, for the best performance and best image. --Estimated FPS-- Extreme End PC's = 60+ FPS High End PC's = 40+ FPS Semi High End PC's = 30+ FPS --Recommended Settings-- "Reminder: Enb Series 2.0a runs best on these settings, ArmA 2 is not optimized for neither high end or low end pc's... in result you would need to keep the settings at medium for FPS above 40+ " --Features-- [*]Higher Performance *With quality graphics* [*]Sharper Image *Better vision* [*]Higher Resolution Textures *Sharpening* [*]Stronger Shaders *3.0 Shading* [*]Greater Light Luminance -- Click here to see Photographs -- -- Read before downloading! -- This is an injection loader... which is similar to how a Trojan works. Don't worry, this is 'not' a Trojan. Injection files attach to the process exe and authorize use of additional .dll (Library Associations), which in this case the game becomes sharper and less blurry even with lower graphical settings. As a result of this your anti-virus software might indicate this file as being infected. It is up to the end user to decide for himself whether to download and install these files or not! Link:
  4. DeclaredEvol

    ArmA 2 ENB 2.0a -Sharpening Effect-

    Yeah, the sharpening is useful 200% for longer range engagements and I see like twice the detail on textures. You know the guy that programs this stuff is like 18 or something, it amazes me how great he is at C++. But anyways, I am currently working with a much 'better' tone map that gets rid of that fake almost sepia post FX look. The next release should be using a more cool range of colors rather than that steaming hot default sepia look. Also, in addition if you want twice better graphics I'd just max the game out. Given that your PC is powerful, but it only usually subtracts about 5 FPS for me... I enjoy popping my 3D Res down half way, and bumping the AA at max so I can see a less sharpness around objects but more detail. But I can disable all of the unnecessary effects included on the ENB Release next time because the default engine ArmA is using has mostly better effects anyways.
  5. DeclaredEvol

    ArmA 2 ENB 2.0a -Sharpening Effect-

    Ah yeah, I experienced some of those problems before... its most like the Gamma and Brightness in the video options of ArmA 2. But if it isn't that, I am going to fix that on the next release :)
  6. DeclaredEvol

    ArmA 2 ENB 2.0a -Sharpening Effect-

    The mod will be updated again soon... I wanted to give the mod another chance to see what people thought of it. ENB Series isn't my programming, I just put some of this together for better performance and visuals...
  7. DeclaredEvol

    ACE for OA 1.13

    Hey, I have some problems with overriding some ace stuff. My Body Armor for the mod I was designing doesn't seem to override ACE still. However it works with SLX now, in the end... did you guys disable Extended Armor with ACE? But if it isn't that, I'm sure there would be some reason why I cant work with ACE. Also, I wrote the Body Armor specifically for a few other mods like TF86 Seals, Dave Gary's Rangers, etc... and those worked in addition. However whenever I enable ACE, I am witnessing ACE's override on HitPoints. Now, I've been through ALL of the ACE Scripting yet I still can't find any of the material that may be keeping me from overriding these parameters. I'm sorry if this is getting 'redicules', though I don't know the ACE Class Structure too well and I also don't have Internet at my house atm. Can any of the dev's help me point out what the obstruction is :( BTW!!! I am releasing some press on the work I have already done. The new armor structures use a lot of SLX's structures and make firefights last longer. I also am almost finished with the bullet impact blur effects... and soon will be working on player limping.
  8. If there is anyone on here that knows anything about how the engine handles multiple mods using the same classes or files like CfgVehicles for instance. I've wanted to make an Armor mod recently. And I don't know if anyone understood what I was asking, but I want to change values and percentages of health and armor for every Blufor\Opfor based genre. I have the values and parameters working for every unit that came with the game it self. But I have been having a lot of trouble with modded units from external addons. I just want a simple and faster way of redefining values for all units rather than doing it separately which could take a god awful long time. My mod is simply just to expand the normal presets of the wounding system and add a few more features. A lot of times I see units dying on the first or second bullet hit, but if you ask me that is a bit ridicules for military grade body armor. I'd rather see someone pass out or get knocked down on the ground rather than death. I have plenty of videos demonstrating real life body armor, and how well it is under combat. I even have some graphic videos of people being hit nearly 15-25 times in the chest by an AK round. It severely bruises or causes some internal bleeding however it doesn't usually kill someone unless its powerful enough.
  9. DeclaredEvol

    ACE for OA 1.13

    thanks guys, your help will be very useful. If I get better at scripting, maybe I can help you out if you guys ever want it :) regards, Evo!
  10. thanks for the help, i am still having some problems with ACE mod though. SLX allows my mod to change some things, but in the meanwhile ACE has changed the entire game's class structure in some ways. I saw my self faced to face with a completely new structure under the Russian and USMC groups. In Vanilla ArmA 2, all of the infantry are located under Men. And with ACE its all located in Men(Woodland), Men(Desert) etc... so I still haven't seen the cfgVehicles ACE mod has for the class structure. And I have a feeling I wont every find it without the help of the ACE Team.
  11. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    Oh, you're probably right... and from that press release video recently it looks badass. I might write a mod or something when it comes out, maybe for advanced penetration and object destruction. If ArmA 3 uses Static Meshes then its always possible that the poly count won't be too bad either, but remember... not everything should be stored in memory and never has. The optimization of Physics in towns would be extraordinarily easy with the exception of a 64 bit video game. But I may be speaking too soon, no one has made a game as large as Arma 3. But if ArmA 3 is 64 Bit, while supporting DX10-11 and Quad or more Core CPU's... then I would be amazed if the physics were to not perform right. The MOST important thing is for them to optimize the game towards Graphics Cards with 200+ Stream Processing Cores. If you read about Graphic Cards of today, they have the ability now to literally power a CPU without the CPU needing its own Processors which is what AMD is releasing within months. I would consider saying that modern Graphic Cards have nearly 1,500+ Stream Processors which kills the use of only Four or more CPU Cores. In the end, as said previously... not everything in the game is stored in Video or Physical Memory. My advisement is to say that if Bohemia Interactive is really pushing itself towards modern generation gaming, it would only be hurting it self to leave behind such valuable features as this.
  12. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    You may be right, but if you wanted my opinion that was it. I have spent most of my money and time building a good pc for a game worth the run, but if I am not getting the challenge I worked for. Where would this be going? :P I am also implying that I went from Lower Class to Poverty recently, so I don't have internet to talk or game with anyone now. I am quite bored, and I am also tired of seeing little to no advancements in true CPU and GPU support for games. If a game like BF3 can be played with such immense physics and graphical effects, I know ArmA 3 can do the same thing. ArmA 3 has quite a superior engine compared to most, to be able to make such LARGE scale terrains. But on the contrary, if people are spending money to buy ArmA 3, I also want a mile stone of improvements because this is one of the few games I can buy and enjoy offline.
  13. DeclaredEvol

    ACE for OA 1.13

    Dear Sick Boy, I am a independent video game mod designer. I like what I have seen with ACE mod tremendously, and I compare it greatly to the BF2 PR mod because it is so massive. I know this isn't the right place to ask for your help, 'I suppose'. But I can't seem to get anyone's attention from the mod team on this matter. I wanted to inform you or whoever else that was involved with making ACE that I have had some compatibility issues with a mod I am designing called Project "Advanced War Mechanics", AWM. My main concern is something pretty simple, but I noticed that ACE Mod added something I think was called ACE_DummyManBase. Which in this case I believe was created to replace the standard CAManBase created in the Vanilla game. I think the reason why my compatibility is not working is because ACE replaced all of the standard units with its own, including modified content. I am not going to start an entire thread over this problem, I was hoping to get this settled some where more relative such as this place. And my mod is supposed to add to the effects and share some of them from ACE... of course I made sure that your content was copywrited to public use. So I thought I would also ask for your permission to get involved with something like this as well. My intention for Advanced War Mechanics is to add a few more features for bullet impacts and player damage and movements. Over time I will continue to grow the mod so its a bit bigger like ACE or SLX. My ideas were simply to add limping to players after being hit, and incremented dependent on the value of player health. I also was wanting to add more of a realistic body armor system to ArmA 2. However I needed help with the body armor because I saw that ACE created or recreated the CAManBase with the ACE_DummyManBase. I also was going to add a very nice blur and shake effect for bullets that hit near a user. Which I already know how to do my self, but I was just trying to get some help from you guys since you know the structure very well. Sorry if I am asking too much of you guys, I've been working with this mod for two weeks and I've run into a dead end in the scripting. Since I was not familiar with the class structure of ArmA 2 at first, I had to learn and work at the same time. Eventually I got everything to work, so at this moment I tried to add support for the ACE 2 mod, if anyone in the dev team can help I would be most thankful!
  14. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    Why do you want me to point out the obvious? I'm not a developer of the UDK and I am friends with a few, on the contrary I have worked at Epic Games and worked with the Unreal Engine for 12 years. And I have as much experience with physics as you do with ArmA so its not a matter of competition. But answering the question on the Fracture tool, it is a tool for fragmenting objects without using a 3d modelling software. Something similar is used in BF3 and any other game. I believe it could be implemented to Oxygen if they wanted to... but why did you come to me with retorts. Do you think I came on here so I could see your smart comments? And where did you get the assumption that I was asking you, you're obviously somebody who doesn't like answering questions. So shh...
  15. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    Dwarden, are you guys actually using a physics engine like this. Where objects are flexible or can break off... my god the game would be worth every cent, people like seeing the effects of war usually as much as just the simulation. It helps keep things interesting, but what exactly are you guys doing? I saw in the first public preview of ArmA 3 a lot of very nice physics. But is destruction really going to be a valuable asset, or is that still yet not decided? A lot of people are wondering about it, considering it may be one of the last ArmA games. Especially if it doesn't hit the market well, but if this is what is to be offered. I work on the Unreal Development Kit, and they have a Fracture tool where you can take any object loaded in a map and open it in the Fracture editor. It allows you to assign different effects like smoke or sparks etc... and it also allows materials. With the exception of changing the shapes of fractures, like chunks or bending. If it were possible to even shoot holes through bricks and stuff, this game could enhance combat by a mile stone. I used to watch World War II videos, and all of the nice little towns people lived in were getting destroyed [sadly]. But my observation is that all of the debris gave more concealment and cover. Such as Battlefield 3 in some ways has done, but this Havok engine looks so damn nice its outstanding :O
  16. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    It is a warzone, not a nice looking neighborhood. That is why most environments in the ArmA games don't feel like warzones... I'd probably enjoy living out there because our buildings dont get knocked down easily...
  17. DeclaredEvol

    Arma 3: Confirmed features | info & discussion

    Hey, will there be Jumping in ArmA 3??? or climbing and stuff like in BF3. A little less animated and more on the side of the ragdoll system?
  18. I've had trouble getting my body armor HitPoints to work because all characters created through content off of the net already has its set values for Hit Points. Is it possible to create a Body Armor mod that sets values for not just the generic forces on ArmA 2 but the created content like Navy Seal mods etc???? I set the hitpoints specifically for all units of West, East, Guerrilla and Independant troops but only works with default content from the regular game.
  19. I have produced script but it doesn't seem to work for custom units :( Can anyone help me???? // This mod is dedicated to some of the issues one of the last body armor mods had, and to ACE MOD and the.. // ... ArmA Community, thankyou for downloading my mod. I will also be adding some more features later on. /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*///////////////////////////////////////////////////////////////// /////////EVERY SOLDIER HAS ARMOR 'CAManBase(MAN)'////////////////*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ class CfgVehicles { class All; // External class reference class AllVehicles; // External class reference class Land; // External class reference class Man; class LandVehicle; // External class reference class Motorcycle; // External class reference class CAManBase; // External class reference class Static; // External class reference class Building; // External class reference class NonStrategic; // External class reference class Strategic; // External class reference class SoldierWB; // External class reference class SoldierEB; // External class reference class Logic; // External class reference class CAManBase : Man { armor = 5; armorStructural = 50; class HitPoints { class HitHead { armor = .85; passThrough = 1; }; class HitBody { armor = 100; passThrough = 0; }; class HitHands { armor = .5; passThrough = 1; }; class HitLegs { armor = .5; passThrough = 1; }; }; }; class Civilian : CAManBase { armor = 3.1; class HitPoints { class HitHead {}; }; }; };
  20. To be honost, limping after being shot in the chest with body armor or legs.
  21. INF Mod was right on the money, and I think it had the best environments for warfare... however, the missions were all spec op based. So that separated its realism...
  22. DeclaredEvol

    Aiming Accuracy in Arma 3

    Well, your point is good. I don't truly like the timer idea much, but maybe something like CSS, Swat 4, BF2 Project Reality where you've got to wait a moment so the long distance accuracy is better. I've shot a few AR-15's, but its never really been a matter of breathing for me as much as it is getting my arms and body locked in place. I see the more panicked people are while moving, the less accurate they get from the start.
  23. DeclaredEvol

    New animations: What does it mean for gameplay?

    Weight maybe slowing the speed of movement and maybe lowering the aim-ability but please do not make it where the player passes out. That gets annoying....
  24. ::Gameplay:: -Realistic Body Armor- Armors damage absorption is not strong enough, considering most bullets from a standard fire arm cannot really get through military grade body armor. -Realistic Reactions- Realistic reactions to bullet hits, like if a bullet hits your arm... your character will look at his arm and maybe fall onto the ground in pain. Or if you're running and your body armor gets hit, maybe knock the player down and give him the ability to get up (Maybe with the stand up key)... but I would love to see players getting knocked down by bullets while they are crouched or standing. Or with close bullet hits, maybe make the screen turn dark. -Realistic Impact Effects- On most surfaces, bullets will create sparks and smoke screens. -Realistic Weapon Smoke Accumulation- Smoke from weapons and explosions can accumulate, and dirt flies up when shot close to dirt. -3d Optic option- I'd really appreciate to see something like that done, its little hard for the scope to load all of the materials and objects through a splash screen. -Better leaning control- Boy I'd love to be able to control distance of leaning, instead of just learning to large scale. This is something I liked with track ir, but it is much better to just control it by holding and tapping the various lean keys for the correct angle... Comment:: 'I'd really like to see this stuff implemented, it would make things more environmental and also more difficult'
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