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old_painless

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Posts posted by old_painless


  1. Snow? Did you say Snow? Here's a WIP of basic snow :) various weather types (some JTD weather, some BIS weather) and also some variance in turbulence.

    0Ghb7Q1vasI

    Two things - first, very first test of snow, so take it for what it represents i.e. a beginning to great snow :)

    Second, no texture yet, just basic polygon shape.

    Just, WOW. Well done, holds much promise.

    A few things come into my mind:

    The snow: Will it gradually turn the ground white and will footprints show? Ie. can I hunt down an enemy indian-style :D

    The snow and fog: Will the lowered visibility affect my stealthiness, ie. will the enemy AI also have lowered visibility because of it? For instance, will it affect AI snipers?


  2. Well today i have spend the whole day to improve the "Force Move" feature.

    It's now working in a really pretty nice way.

    Units of a player group can now be forced to move to the leaders position or to any position made by Map - Click. :D

    Hi SNKMAN, that is excellent news! Is it in the download now, or are you still working on it? No rush, I just couldn't tell if it was done or if it was really done :)


  3. Agreed. In fact, he made GL4 customisable enough to adapt to any mods so you only need to figure out which part to turn on or off to make it work together.

    Absolutely right and cudos to SNKMAN for that approach.

    As for the "only need to figure out" bit - I'm only running one mod at a time for that reason alone. I would have no idea where to start looking for stuff to turn on or off in ACE or GL4. I would rather respect the designers of the individual mods and go with what they recommend through their hard work.

    But that's just me - in the end you need to enjoy playing the game, so anyone should do what they want. :)


  4. Yes the problem here is that the AI we control goes into AUTO DANGER and they will start operate on their own. They wont listen to your command very well during combat.

    But we can order them out of DANGER, reversing their state, I suppose? It is not like they are stuck in it, right, or am I misunderstanding something? That way, it is not unplayable per se, but there is just more micro-management required. Ie. the drill would be to remember to set state at first, before ordering anything else. One extra step to manage :(


  5. OK, so I downloaded GL4 last night and tried loading up Arma2 with it. I tried figuring out if it was active/doing anything, so better start reading the readme pdf, right? I must admit, the "initialization" and "create modules" thing is a bit complex to me, so I have a few basic questions, please (have read the FAQ):

    Will GL4 improve old missions immediately, such as the SP scenarios or do I need to do something first? Ie. does it only work for missions that have been built for GL4?

    CBA seems to be needed, but is not mentioned as a required Mod on the front page of this thread. Is it optional and what bad things will happen if I do not have it loaded?

    I am sure that these things are obvious to mod- and mission-developers. I am neither, so please bear with me :o

    -OP


  6. Hi, just downloaded this. Looks amazing, especially the accessible MP server browser. A couple of newbie questions, please:

    It shows the ACE .rsync folders as mods. Alpinestars launcher filters out the versioning files - can I filter with this launcher too?

    When I create a group, eg. ACE, with all the @ACE... folders, and then select the group, I have to select the individual mods within the group, too. I was expecting that selecting a group would select everything within that group ?

    Cheers,

    OP


  7. For clrear: it's an addon free mission and I don't use any 3rd party addon when I test.

    Bardosy, for this alone you should get the distinguished modding cross!

    Regarding the medic, something that can keep them from starting up healing is if the wounded guy is in a dangerous spot. A bit of dragging away can often speed things up. But the trick would most likely be:

    1. set mode on someone so that he becomes bold enough to drag from a dangerous position (can't remember if it is AWARE ?)

    2. drag the dude

    3. make the medic heal

    Sorry if this is obvious to a mod-meister such as you, this was just what I could think of right away.

    Thanks so much for keeping on building great SP missions

    :)

    ---------- Post added at 10:13 AM ---------- Previous post was at 10:12 AM ----------

    Speaking of Add-Ons: One thing I can handle when it comes to addons are new maps, such as the beautiful islands. But it concerns me when addons mess with the brains of the game. Perhaps I am just showing my noobiness :o

    BTW, after I found this launcher, I never have problems with starting up addon-free - which Bardosys campaign would require - or with a few select addons such as Isla Duala:

    http://forums.bistudio.com/showthread.php?t=81060


  8. I played through that exercise a couple of times - I once found a sniper standing out in shallow water down by the beach. They can be located in some really strange places.

    (I do not remember that I am supposed to talk to anyone, though)


  9. If I may chime in, too: One way to obtain a few more fps is to run without AntiAliasing, IF your monitor is at least 1680x1050.

    In my own preference, for such resolutions and above, AA does not do much for picture quality. It comes down to personal preference, of course, but the OP was talking about a 20 inch screen. If that screen has a high resolution, AA will not matter much.


  10. Aha, I struggled with that as well. I can certainly relate to the OPs question - for a noob such as myself it was not clear that AFTER the car made it to the guy/unit that you were supposed to pickup, you should select the guy/unit in the map view and tell him to board. (Strange wording also that one guy is a "unit").

    Thanks, I'll certainly retry that tutorial now !


  11. I too dislike the "to our front/rear/left of us" type directions. Perhaps if the AI is actually made to say where the target is in relation to where the player is facing it would be easier to locate the enemy they are shouting about. Though i'm not sure how easy that would be to implement..

    I was just wondering about the realism here. That would require the AI to know exactly where I am facing in the second they give the direction, and if we are spread out in a firefight how is that realistic?

    My understanding is that we are supposed to understand what formation we are currently in and what general direction we are supposed to go. In that sense the current "to our front/rear/left of us" type directions are meaningful. Cross checking with the map helps to focus.

    Although I can see on lower realism levels that some more player-centric directions could be reasonable. But on those levels the map can show where the opposition is (red markers).

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