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Everything posted by bad benson
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although for some reason i never see a real performance hit when increasing shadow detail and distance. big placebo disclaimer of course.
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yea i can't do much there. "remotecontrol" command doesn't allow usual UI scripting methods. i think BI only used that instead of the "selectplayer" command so you don't see a kill message once you kill the zeus controlled unit. way easier approach for them but bad for mods. sadly. i thought the game crashed since you said "breaks the engine". some more detailed feedback on that would still be interesting eventhough i can't do much there. so far you've been a bit vague. i might try to make my own remote control module using "selectplayer" but honestly i'm not trying to fix all the old issues here but rather provide a patch ontop that takes a totally new approach but also only focusses on AI. if you are eager to use player raptors you should either use a dedicated slot or some light scripting using said command. should be easy enough since zeus is mostly played privately and there you can use a user made or the default dev console to spawn the raptor and switch into it. i don't want to get too side tracked here since i think it's a minor thing and AI raptors are more needed anyways. plus stupid engien quirks VERY quickly kill my motivation so i'm inclined to not touch it. -
Lost Dragons - Total Modification Alpha
bad benson replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
great effort! you should try using another normal map though to get a more pronounced light bending effect rather than this grainy noisy effect from the vanilla exhaust effect. that could also make this easier to spot at distance when the cloaked person is moving and thus make it more balanced that way. just some thoughts. keep it up!- 420 replies
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- lodr
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Spatial Awareness Improvements
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
i'd love a range setting for this. i understand that some people want to use this as compensator for some "feeling" or whatever but i'd rather use this as a radar and get rid of the 3d icon group diamond marker thingies. if i want to know, if my buddy is pretty close to me i usually listen for foot steps and gun shots or ask him/her, i don't need telepathic powers for that :P just as an option. as i said elsewhere, with such short range and such a large size of the HUD element i'll just turn it off since it the pay off of having so much screen covered isn't worth it...for me personally. -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
not sure, if this will make it into the first version but zeus support is planned overall in terms of placing AI raptors which will be via modules sicne they are agents now so you can't place them like normal units. the problem with player raptors though is that player scripts are not really working with remote control, period. i think EM has the exact same problem, not crashing but stuff not initialising because a remote controlled unit is not considered the player. if someone has some insight on how to handle that i'm all ears but unfortunately for now it's a zeus limitation i'm afraid. i'm focussing on the mass spawn and AI aspect for now. i'm curious though. are you sure you didn't spawn an AI raptor? anyways. here's some screenshots to show some new options of the module and the debug markers. http://i.cubeupload.com/0jOCwZ.jpg most settings should be self explainatory. the most important new ones are the seperation of hearing and seeing range and the ability to make raptors either aggro on hearing a shot or just to go investigate the sound source in idle mode. also you can set the cool down time for how long it takes after you have made a sound (shot) until you are hidden/not of interest to them anymore. http://i.cubeupload.com/F6frbA.jpg http://i.cubeupload.com/EPI3LL.jpg the green radius is the visibility radius and the blue striped one is the audibility radius and the red is the escape radius is the radius that once a raptor is aggroed you need to get out of to be able to lose them via line of sight blocking. something i plan on adding is a FOV setting so you can change how large the angle is that they can see things. also maybe different conditions for vehicles in terms of sound emmision so an engine sound can aggro them too like a gun shot. -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i'm making great progress. the raptors will be much more tweakable in terms AI attributes too to allow anything from ambient annoyance to hardcore predators. i might show a video of the debug system that will allow people to tweak those attributes much easier soon. i just want to get things into more of a final stage so all final module options will be present. anotehr thing i want to implement still is a better way of handling hearing. so i'm looking for alternative methods to the very limited firedNear EH which for some reason is fixed at 60m. as for Exile. yes the current raptors are pretty hacky for several reasons i already explained but the next update will have a much bigger liklihood to work better with other things. that being said. i already have bad experiences with Exile when it comes to EM so i wouldn't count on it. EM is coded very much with mod compatibility in mind and considering it works with every major mod, gameplay and content alike (ACE, CUP, RHS, Ravage), i'd say a large part of the problem is inside the Exile code. i know it's a total conversion but that doesn't mean you don't stack eventhandlers (just guessing here, never played it or looked at the code) and other things to ensure it working with other things. again. look at Ravage which is kind of similar in terms of features. zero problems there. we'll see how it is after the patch, in terms of raptors, but considering the above i wouldn't count on it working well. -
War Chronicles: The Forgotten War
bad benson replied to Rabbit35's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
looks totally fine except for the weapon position probably fucking with the right wrist. weapon also looks really small but since i'm not a weapon nerd i can't really say, if the real thing is scaled like that.- 301 replies
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- korean war
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Disappointed with lack of Interactability on Tanoa
bad benson replied to daveallen10's topic in ARMA 3 - GENERAL
check again then, because you are wrong. -
i think though that the LODs of trees for example differ a lot more than other objects like buildings. so i think considering the complex foliage shading in close range being replaced by a flat poly plane eventually (far away) there could be some colouring problems happening. but i think it's definately not easy to do for foliage especially. at least the more complex shading methods get because something with a lot of poly planes with a lot of different angle will almsot definately look different than something way more flat and one dimensional. but that's jsut from foggy memory of looking at how arma 2/3 trees are done. so semi talking out my anus here. personally i find harsh vegetation LOD switching most disturbing. not even sure why. maybe because of spotting enemies and general motion.
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i honestly don't see how fast roping or bolt action animations are anywhere close to being as essential as opening a door. sorry to sound like a hater but the priority on the interaction system has been way off for a (long!) while now. it's easy to rationalise stuff you got numb to due to "desensibilisation therapy" (15 years of the most clunky door system in video game history *dramatic exaggeration..kind of*). i think Revo's frustration is very justified. just look at the video and tell me door interaction doesn't look like pre-alpha material. it's simply broken. and he's also right on the money about the building layouts. at least be conscious about the limitations and work around with them. i know it's probably due to lack of communication of game design department and contracted artists or something rather than pure ignorance, but what difference does that make to all the players gettings stuck like that...again...again..."15 years later"...and again. here's hoping for a time when pointing out one of the most glaring issues this game has doen't result in "because priorities bro" counters. EDIT: i'm hoping for the opposite. fingers crossed that there's still a window to correct some of that before july 11th.
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i love this map. very refreshing to see someone go the extra mile to make something that feels totally new, as in preparing new trees and buildings instead of using all those Altis things that don't really fit any other area. no offense to otehr maps, i just appreciate someone putting in the extra effort. i only have on critique and that's the satellite texture. i kind fo see that you are trying to create some noise detail and stuff but it looks very unnatural. i'd prefer more of an equalised over all tone with more subtle changes. also maybe larger areas of different colours to seperate certain areas as unique instead of all these colours squeezed into a small space. i hope that made sense. keep it up! EDIT: ah i knew it. i think everyone would love to have access but of course that is up to your preference, no obligation. but i'd mostly love to see them in CUP so Chernarus can get a real update finally. did you ever offer those enterable versions to them?
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great rich colours on the camo. blends in very well with all the green of Tanoa.
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
here's a tiny teaser showing off the new sounds i added that are already making the raptors way scarier. please excuse the bad video settings and video compression. bad pc, quickly made teaser. and a small screenshot showing some of the options the module will have. there will be more added and the naming of them is not final but just to give you an idea. the module will also have a switch for ambient and locational spawn. to put this into zombie terms. ambient mode and placed horde mode. http://i.cubeupload.com/8Wwzxs.jpg i'm not sure yet what else the update will consist of exactly. i might also update some of the textures and add the new ones as variations. i'll do all this as a seperate addon though, because that will be easier for me to quickly update and sign things without having to coordinate the old files with ruppert. there will also be a zombie version fo this module with some extra options. all the old stuff will stay intact so you can still place single raptors via zeus using old AI (might add a module to place a single new one too later) and use the player raptors. so treat this like a an expansion or something. small side note: i disabled the sprinting on the raptors when the prey is on foot for now. seemed way overpowered to me. so now it's limited to hunting vehicles. i might make it an option later though, if there's some hardcore people requesting it :lol: -
this is great! thx
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documentation will be updated shortly.
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wow. and i thought my sloppy typing was bad lol.
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oh yea i know what it's for and i don't want it to be actual long range. i jsut think that the current range kind of makes it a little useless for me personally. i know it's subjective though. maybe having people shown at the very edge when out of range and slowly fade them out or something could be cool.
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i have a question about the squad radar: is that thing kind of adjustable in terms of its range? is that tied to the difficulty settings maybe? i noticed when playing with a friend that the range seems to be quite low. to a point where i'm wondering, if it's worth it to have a radar covering quite some screen space. i haven't really debugged the range yet but in many situations it felt like when it showed me stuff my bud was easy to see and really close anyways. i understand that this is probably a balancing issue to keep things less arcadey or whatever but i'd love to be able to tweak this so the the mentioned pay off of having a big HUD element actually is actually worth it. just my 2 cents.
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[Tanoa] On track driving simulmtation
bad benson replied to darkiron's topic in ARMA 3 - DEVELOPMENT BRANCH
i didn't really compare the roads but i have to agree that driving on Tanoa os a blast. i love the dense trees right next to the roads. it's like in a rally game. and those narrow jungle paths are delightful too for both on foot patrol and trying to squeeze a giant truck through. -
i'm opposed to that idea too since it would do a poor job at restoring immersion. it would be barely noticable and thus a waste of time anyways. although the idea of someone being bothered by a missing door knob is hilarious. :lol: i was refering to people saying stuff like "just memorize the doors, problem solved" which is basically saying "i personally don't care about the immersion breaking, just stop caring like i do"... :mellow:
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Path-finding for AI building Entry / Exit
bad benson replied to madrussian's topic in ARMA 3 - DEVELOPMENT BRANCH
so you guys think it's down to building type or is it unique objects having problems? -
i think there's a misunderstanding here. it's not about being unable to learn the doors by heart or dying from a broken heart when you realise a door is not openable. i think it's more about consistency and immersion. not mention how weird it is to oppose such a suggestion, like it could have any negative impact at all. or is anyone ACTUALLY scared they will put all their resources, including coders and everyone not related to model work, onto just this issue, if it's mentioned enough and then the game will suddenly stop being worked on and all more important issues will be dropped instead? don't want to talk more about closed doors being more obvious? stop being against it for the sake of it....
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ok guys. the time has finally come. to be honest it's thanks to some coincidents like me working on a spawning systems for hostile creatures already and now Tanoa being available that i decided to finally tackle this. here's what you can expect from the upcoming small patch. spawning modules using an entirely new AI that are designed for performance with higher numbers of raptors. that means though that all their good traits stay intact. the AI is just handled differently to what we had. which was basically one heavy AI routine per raptor. i also moved away from FSM to have more control over what gets calculated when to avoid bottlenecks of heavy operations as much as possible. so overall this is more of a usability, performance and maintainance update. i decided to not touch the old addon at all because there are just too many hacks in there that we had to pull out of our ass to meet the contest deadline. at this point it made more sense to just use what is still good and start fresh. so. the old stuff will all stay intact if you want to place a single raptor by hand and stuff. same goes for the player raptors. this will basically be an addon/module version of some mission code i've been working on for a while (originally intended for lightweight zombies). that means it already has been tested a lot and it looks promising. i'm still debating how i will release this. since there is the option to make the module open to what ever unit/creature you set it to use, this might end up as a seperate addon that will be able to make use of the raptors but will also be able to either make zombies that don't require any addons (server using the module but clients not needing any addons) or ones that use the faces i made for ravage a custom head gore system i made and some shitty additional anims i made. will have to see about how exactly it will play out. i won't give an ETA but know that i've been working on it actively for a while now. -
+1 on boarded up doors. sure we carry rifles and explosives and could enter at will in most cases but it's more about a logical visual indication. althoguh i still think that one hut with one room and a fake room is dumb. should've been one big room. i can't really see how that saved any performance at all.
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Disappointed with lack of Interactability on Tanoa
bad benson replied to daveallen10's topic in ARMA 3 - GENERAL
he just said which one. arma 2 operation arrowhead. just saying :P