Minoza
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Everything posted by Minoza
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I'll just throw in idea. It's about current scroll menu; what if (by default) we had just basic stuff in scroll menu instead of all possible actions, and then, the ones related to the object of interest, we could "explore" to "sub-menu" for that particular object? Example: 1. Having M16 (handgun holstered), standing in front of vehicle 2. Scroll menu shows "Secondary" and "Vehicle" 3. By left clicking either, it would perform default action (switch to pistol or get in car as driver) 4. By middle clicking it would "explore" additional options (switch to pistol, grenade... get in car as driver, gunner...) 5. Right click would return you back to main scroll menu If you placed satchel, and look at it on the floor, you would still have just "Satchel" action, which would by default disarm it and put back in gear. By middle clicking you could get more options for that object. I think this would make menu cleaner and let you perform default actions faster yet keep the look and functionality. Might not be exactly what you're looking for, but it might be better than what we have now.
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And I do agree with you, that is why I don't use SMK, it's just too complicated atm. I posted it as example, because I think it might be improved upon, make it easier to use and more fluid.
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^^:dancehead:
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I went a bit offtopic here but it's kind of related. Take a look at the video I posted above, it kind of explains what I mean. Though, I still think it can be improved upon. And yes, I agree with all what you said.
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Maybe something like SMK. But it's a bit too much confusing in that mod IMO. I always get lost while trying to do something simple like throwing nade in a yard through the opening. I like their idea, but it can be improved upon. Btw. why are people always against "cover positions"? It's not arcady at all if done right, it doesn't have to be snap system with predetermined positions, it can be just like in SMK, you don't think that is arcadish, don't you? http://www.youtube.com/watch?v=hMTP7fYnVjc Fact is, most of the time, when in cover, you wouldn't even face the wall, your back or your side would. You do realize that current system is actaully way more arcade and unnatural? I have some ideas, but I guess it would be easier if I just show you, but I have no idea how to show my idea. :D Imagine your movement being more dynamic, adaptive I'd say. It is quite natural, and it can be done. I get my ideas from games like Mirrors Edge and mods like Free run mod for Crysis. Yeah, I know what you mean, but before bashing me, think about it. I'm not saying we need parkour game :D but we do need some system that will make all the movement and actions (like throwing) more natural, intuitive and adaptive, especially when it comes to CQB. Instead of bitching, why not look at games which have done that right? Or at least went into right direction with ideas. Some of you get all the wrong attitude if someone even mentions BF... Why? If it's different, or part of arcade game, it doesn't necessarily mean that particular segment isn't realistic or good. I still haven't really seen that ANT system in action (or whatever is called), but if it's good, why not have something similar in Arma 3?
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Exactly my thoughts. Though, I don't want to expose myself while rolling a nade in some building or yard... I want to be able to stack up and roll it in sideways, without exposing myself, if you get what I mean.
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Yeah, that's what I'd like to see in A3. Also, some solution for situations when you just want to roll a grenade in through the doors/openings.
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Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
Minoza replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Ok, did that. No idea, I didn't install anything, as I said, we're only renting a server. I can access it either through FTP or their site. Ok. Thank you for taking your time to help me out. -
Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
Minoza replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Ah... I guess I'm doing something wrong here. You see, I'm trying to push @ACRE and @JayArma2Lib through FTP, but no go so far... Maybe I'm typing in something wrong...? This is what I used: Local repo -> "Username/Desktop/Local" Remote -> ftp://name:pass@88.198.22.44:2322/ And nothing... it just gets stuck at 10% while trying to push ACRE. I tried without port: ftp://name:pass@88.198.22.44/ But still nothing... Any idea what I'm doing wrong? Do I even need to enter port? I've added same thing into config, should I use something else there? I also changed to .7z as it says to do so in documentation. -
directx 11.1 will come out. Will BIS bring some new tech into ARMA3 from it?
Minoza replied to msy's topic in ARMA 3 - GENERAL
Why would you want to use it on the same surface anyways? Crysis 2 does exactly what you said, but it uses tessellation in a really weird way. For example, it's heavily used on brick walls, that gives rather big performance hit, while you can achieve identical look with POM on that same object. As I've said, current implementations are gimmick, and usually brute forcing of the effect instead of wise implementation where needed only. Metro 2033 got it better in that segment. -
directx 11.1 will come out. Will BIS bring some new tech into ARMA3 from it?
Minoza replied to msy's topic in ARMA 3 - GENERAL
Yes, why not? But I guess, what Dwarden said, it might not always work out as expected. But afaik, physics are always done with simplified models, regardless of underlying engine and on-top features. -
directx 11.1 will come out. Will BIS bring some new tech into ARMA3 from it?
Minoza replied to msy's topic in ARMA 3 - GENERAL
No. You are wrong. Current implementations of it are gimmick. I'm not sure if you even understand what it is because you compared it with polys, while in reality, it's nothing else but dynamic creation of polys from height maps. It can have similar purpose to LODs, it can also be used to achieve even more detail than LOD_0/1 already has by using grayscale / height maps. -
This is actually pretty good idea! But how would you deal with throwing a grenade over your head/wall to get it just behind it?
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Amazing blood effects that should be in Arma 3
Minoza replied to Dead3ye's topic in ARMA 3 - GENERAL
Interactive natural motion of human body. Might be useful in Arma, don't you think? -
Afaik, crashing is known, but I couldn't find anything on this. What exactly happens by removing that pbo, does FFARs sound return to vanilla state? Btw. thx for answer! Don't get me wrong, I'm just trying to make sure we're talking about the same issue here.
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I haven't been following throughout the whole thread... I want to ask if anyone else has weird sound behavior when firing FFARs. I tested in Apache and Cobra, for example, if I fire 4-6 rockets, I get sound feedback like only 2 were fired... And second one cuts off in the middle, it really sounds awkward. I love the mod, I really do, but this is kinda annoying as I fly alot.
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Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
Minoza replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Thx for your answer! And we really love Six, it's awesome tool. -
Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
Minoza replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
I have one question. We're renting game server, and already have ACE set up on it by the owner (not sure which method they used). Is there a way to use mod files that are already there as repository with Six? Could I just have config.yml and servername.yml in there configured, would that suffice? -
Under/over throw could work just like in GRAW 2, you aim a bit down, it's under, you aim a bit up or middle it's normal. Different on-screen symbol (somewhat crosshair?) would give you idea of what mode is on.
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Or Freetrack, which is free... and does the same job, you still need to make a 3 LED serial connection though, which even a kid can do.
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Don't know if someone mentioned it, but it's likely that enemy will notice bullet holes on your uniform... I find it funny how he shot him like 5-6 times in the video yet uniform didn't have any marks on it. Some sort of procedural damage through textures is needed, just like with vehicles. Well, at least that, if not even something better/more accurate.
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+1 on AA2/3 like system
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No he didn't... He just said they didn't do any raytracing.
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Guys you like throwing rocks, aye? :D Just give them some time and see what they come up with. Forget about voice lol, it's the software what's interesting here.