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old_painless

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Everything posted by old_painless

  1. old_painless

    Structures - Ambient Occlusion Improvements

    Indeed, they have dynamic shadows coming up too. But it requires an engine change for Arma, so most likely Arma 4. In the meantime these look good from the screenshots, but have to see them in-game to really form an opinion.
  2. Beautiful map, thanks so much for adding proper waterways to a jungle scenario
  3. old_painless

    Where would BIS have to go next, to top the Tanoa map?

    Bornholm at your service
  4. old_painless

    Advanced AI Command

    You are not by any chance on of these presets, where the normal press of the space bar has been changed? I came across this with AIC and thought that something was wrong, but it turns out that the new Apex preset (IIRC) changes what key to press when selecting from menus. Had to remap "Selected Action" key.
  5. old_painless

    AI Driving - Feedback topic

    A bit harsh, but true. They are channelling resources away from the core game to moneymaking DLCs. Yes, I know they will say "but we fix stuff that the DLC needs" but that means - at best - a non-committing approach to fixing core game problems. Such as pathfinding, such as building awareness, such as cover finding, such as mid-range graphics, such as <insert ignored tickets here> ....
  6. old_painless

    WW AIMenu (complimentary commands)

    Yeah I was also wondering if C2 in combination with AIC would cover most of these Windwalking features. At least MC has done a lot of work on building clearing
  7. old_painless

    Paul “Bushlurker” Pelosi (1960-2017) Rest in Peace

    RIP Bushlurker, I have enjoyed quite some time on your terrains especially Carraighdub (sp?) in Arma2. With a Bushlurker terrain you always knew that you would see some bar having been raised and some high quality stuff. -OP
  8. old_painless

    Nassau 1715

    Wow, that is one beautiful ship. Being walked out the plank and seeing the Great White (from another Arma 3 mod) in the waters below would be so awesome. Or scary
  9. old_painless

    [WIP] Terrain "Benzopila"

    Gorgeous, lush terrain ! Keep it up
  10. old_painless

    64-bit Executables Feedback

    If there are minimum requirements as for the Windows pagefile, BI should state that - along with how to check and possibly change it. I am not on Dev branch, so I don't know if there is a readme included with the 64 bit exe?
  11. old_painless

    C2 -Command And Control

    Wow, Mad_Cheese, that is some changelog, you are almost putting VBS out of business
  12. This looks great! I like how you made the urban areas look lived-in with actual objects like the powerlines, fruit stands and so on. Also nice mix of lush and desert areas
  13. Hm, my keys and mouse seem unchanged since switching to 1.66? I am on the "Arma 3 Apex" preset. I do have to press 1,2,3 to switch between weapons, no scroll wheel for that anymore. But that was changed before 1.66
  14. old_painless

    Can't resume mission from saves after 1.66

    Right, I should add that the problem was AFTER the update to 1.66: The situation is that I play the mission, save, leave A3 and reenter a couple of hours later. And then I can't resume, even though I did not change modset. I run a few mods, could that be the problem (Bloodlust, CBA) ? -OP Edit: I now tried again, no mods at all. Still does not work between sessions. Within same session, the saves are available. Launches through Arma3sync. This can't be right?
  15. I played an SP workshop mission (Once bitten, twice shy) and saved while playing. When i reenter Arma 3, I do not get the option to resume that same mission from one of the saves. Is that a general problem for others after 1.66 or am I missing something obvious? I checked that there are saves stored in the folder timestamped from the last play: C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa. This is the file list in the folder: "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\weapons.cfg" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\autosave.Arma3Save" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\autosaveold.Arma3Save" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\Once%20bitten,%20twice%20shy.Tanoa.pbo" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\save.Arma3Save" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\save2.Arma3Save" Thanks, OP
  16. old_painless

    Malden DLC discussion

    From the pictures on Ivan's blog entry, Malden looks great !
  17. old_painless

    AI Discussion (dev branch)

    That's right - made any kind of ambush with explosive charges impossible. Hope that has been fixed, haven't tried for a long time -OP
  18. old_painless

    C2 -Command And Control

    My 2 cents: I really like the way duda123 did his Advanced Commanding interface, by using the map as interface through some simple menus and mouse actions. So simple, intuitive, lightweight and unobtrusive. He is a true master. Unless it can not be done on the map window, I would vote for moving C2 onto the map. -OP
  19. old_painless

    General Discussion (dev branch)

    There'll probably be a lengthy development phase with early adopting, like a 2 year beta programme. Plenty of time to adapt to the new scripting language. Btw, that video was really informative, nice to hear about the new engine under construction
  20. old_painless

    AI Discussion (dev branch)

    @mad_cheese: You may have tested this already, but a theory could be that find cover actually does work, but the autocombat is preventing them from executing. How about disabling autocombat (you recently put that in C2, thankyou!) and then see if find cover is still broken/erratic? -OP
  21. old_painless

    AI Discussion (dev branch)

    Yeah, I don't think that the option/command should be removed either. But the AI should be able to invoke self-healing when they felt it necessary, like if they can "sense" that their aim is off or that their damage have moved their skill level sufficiently low. You know, you start out with skill at .98, get shot, now you're at .56. Heal or no heal? As a team leader we should be able to force self-healing, through that command. Because maybe we know that we are in for a long trek and we need everyone fit, even though the damage levels are not severe enough to trigger automatic self-healing by the AI.
  22. old_painless

    Development Blog & Reveals

    They could release a "waterway edition" of Tanoa. Like Chernarus+ would never replace the old Chernarus but be another island.
  23. old_painless

    AI Discussion (dev branch)

    I am with Heroes on this - the AI should be able to self-heal and of course not get shot in the process while the "healing" takes place (by not using cover). Compared to other things they are able to do when they put their mind to it, this is not rocket science for BI. Just prioritization. Solve the "find cover on the battlefield" problem and this becomes a shoe-in.
  24. old_painless

    General Discussion (dev branch)

    In the picture, the beam (at the top) looks better with more detail showing with ADSHQ. Is that the intention ?
  25. old_painless

    AI Driving - Feedback topic

    I am confused - is the AI driving enhancement on a per-vehicle basis? Is it not improvements in the logic for the AI behind the wheel, regardless of what he is currently driving? Bicycle, quadbike, Humvee, truck - same logic, just adjust for size/weight etc. which should be input for the AI routines, right ?
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