Jump to content

bad benson

Member
  • Content Count

    3138
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by bad benson

  1. bad benson

    Tanoa discussion (Dev-Branch)

    omg! when the second one hit you the frist time. "swipe!" but you didn't even see him. :o that looks more like an unfinished sat map to be honest. seems like they just still have to equalize the colurs and even it out.
  2. bad benson

    Tanoa discussion (Dev-Branch)

    @road runner: well. i was talking about offroad. i'm fine with level roads. i just like when going offroad means something more than getting magically slower on an even surface. i probably prefer level roads actually, just to save nerves and because of AI as has been mentioned. i also like the thrill of going waaaay too fast on a remote road wtih large trees on both sides. can't have that when EVERYTHING is bumpy. well, just having some very rare predator SOUNDS would be great already. just to add some "implication" :D https://www.youtube.com/watch?v=ar9spNzOFPk
  3. bad benson

    midrange terrain texture replacement

    hm. yea i can do some experiments. thing is, while i appreciate the hype, i don't think a simple replacement of a single texture is a magic bullet to solve all the causes of arma distant terrain display being suboptimal. a big part of it is also proper sat texture treatment. i don't want to be a party pooper though. i'll definately do some texture experiments with some of my old versions. honestly kind of wondering what is needed here. basically an updated version that includes Tanoa configs? i also gave, i think it was sqb-sma, permission to use anything from this addon to create his own version. so i'm extending this to everyone too now. the more people messing with this the higher the likelihood to get that one texture that looks perfect for Tanoa, although that's pretty subjective. anyways. remember this is one texture, so all old problems remain and i don't plan on banging my head against an indestructable wall trying to come up with stuff that should be done on the engine side. so for now i'll just make a simple Tanoa config for what i had, sicne i made a shitload of versions to choose from anyways. might have to summon the mighty LordPrimate for the sigs and keys since my tools still hate me.
  4. bad benson

    Tanoa discussion (Dev-Branch)

    on the topic of bumpy rides: when playing a little with a bud last night i noticed how bumpy the terrain off the road can be. and i gotta say it's fckn beautiful. i hope it's not a WIP side effect and that it won't be smoothed out. i feel like it's the first time in arma driving offroad actually feels like it's supposed to be. i guess it's a nice side effect of being able to increase the terrain poly count over the years. not only can you get stuck with a broken tire when driving too recklessly but it's also a lot of fun trying to find a good path while keeping a high speed. loving it. and yea, first time i'm on board with losing a tire in arma. probably until i hit some misconfigured wire fence and get stuck in a remote village lol. also. general suggestion to everyone. stand in the dense jungle at midnight. if they added leopards growling i'd probably shit my pants. we tested the difference between day and night sound last night by doing an instant switch (skiptime) and man. i know it has been stressed a lot already bu the sounds make this something else. it's the fact that the animal sounds actually appear in fixed locations (as in "heard something in that tree up there") and in addition the great use of reverb filters (or whatever) on the sounds that really make them sound like you are under a ceiling of leafs, almost like in a giant hall. as for animals in general. i'd love to see at the least a reskinned bird with bright colours. i also wouldn't be opposed to simple porting over that wild boar that i'm always missing from arma 2. just something simple to match this alive sound environment on a visual level.
  5. bad benson

    LOD Discussion

    yea ofc but only briefly and also lods usually use the same texture and stuff. by far no expert on this but isn't that far from having two different objects but more like altering geometry mostly? but yea of course i agree it's more effort with some type of impact. that's what i meant by this issue mostly being about trying to make a necessity (lod switching) more visually appealing. opacity rendering is definately weird sometimes. from my brief close look it looks similar to the shader that is used for plant poly planes where it desolves based in how steep the viewing angle is. might be that what you describe is already happening anyways. i'm wondering now how it would look, if they did what CaptainObvious hinted at. as in maybe making the blend that seems to be there already in some form a little longer with more overlap time. maybe even makign a graphics option.
  6. bad benson

    Ravage

    i think you can disable that in one of the ravage modules. i think "settings". not 100% on that though.
  7. bad benson

    Tanoa discussion (Dev-Branch)

    make dev branch your main branch and use game updater for the stable branch. at least it's a temorary fix. and i assume dev branch will update Tanoa a lot until release. so having auto update withotu being forced offline on steam might be useful anyways.
  8. bad benson

    LOD Discussion

    hm. after looking at it closely it looks like it's already blending in a weird way. almost liek a desolve shader. but my settings aren't that high so hard to tell.
  9. bad benson

    LOD Discussion

    sorry. i gotta admit i didn't read the whole thread but arma could really benefit from alpha/opacity blending instead of insta switching lods. i've seen it done in other engines with distant objects slowly fading in instead of instantly appearing but not sure, if that could work with lods. although i think i saw it happen, just not 100% sure, if it was done like that. might have been the mentioned tesselation. the idea would be having the next lod already present a little early and then fade it in whiel the current one fades out. changing of lods can't be disabled so i think it's more about visual tricks to make it less jarring.
  10. bad benson

    Tanoa discussion (Dev-Branch)

    @fabricio_t: i mean when it comes to small settlements i partly have to agree but in that regard Chernarus was special since the guys basically tried to recreate their home region. so i guess you could feel the personality more. but that's a lot of meta stuff. i think that small villages could use some work still on Tanoa since they seem a little too open and kind of artificial still, maybe more ckicken coops and mail boxes needed..also garbage and stuff to make it look more inhabited and less staged. but the city areas are definately more impressive, detailed and complex than on Chernarus. and most important. the nature on Tanoa is the best we've seen in arma imho. at least the dense jungle. shaders and fancy stuff aside, from the asset side of things and how they are placed it's as good as any other game that made detailed jungles. right up there with the best, if not the best, if you consider that you can just keep walking instead of having something that is a tunnel after all. but there's still some time to add some more details i guess. and Altis got updated later on too.
  11. bad benson

    Tanoa discussion (Dev-Branch)

    thx DNA, works like a charm.
  12. bad benson

    Tanoa discussion (Dev-Branch)

    i agree on some places. i also like the idea of having crooked road signs on remote dirt paths. elaborate on what makes Chernarus better though. just curious. maybe some stuff, eventhough it's borderline comparing apples to oranges, could be translated and applied to Tanoa, if you formulate it properly.
  13. bad benson

    Tanoa discussion (Dev-Branch)

    haha! would be funny to have a bunch of bugs running away from under them in a panic.
  14. ran out of likes but loving the sound of that effect. also. dmarkwick. Tanoa is perfect for scattering bird flocks. made me remember your experiments with them back in arma 2 or 1 even. one of the old battlefield games had that effect by default but i can never remember which one. must've been battlefield 2. would be fantastic to hear a sniper shot and then see birds rising from the canopy in the distance in a jungle environment. i've been waiting for someone to find a nice way to add that to the game automatically and dynamically so there's no placement required. might aswell try to tackle it myself though as a mission script or something. Tanoa is really inspiring me. still hoping for some new fauna though. the jungle feels slightly empty without inhabitants.
  15. bad benson

    Tanoa discussion (Dev-Branch)

    about the loot stuff that has been brought up. people will just have to adapt. find new methods. hide loot outside of buildings in cars or jsut in the open behind a wall or make a script that replaces certain buildings with others. you can do a lot of things. i'm pretty sure the decision to make less stuff enterable has several good reasons like AI not being able to use indoors that great anyways and performance. why do another Kavala that takes so much work and in the end is not smoothly playable for anyone? although i gotta say that some of those tiny houses with one room enterable and then another fake door leading to an imaginary one? i mean yea, would make sense on large buildings, but that seems almost like overthinking it. i can't really see a gain from adding a fake door when you could've made the whole thing one room easily with the same or close amount of polygons. just my thoughts on those tiny but closed or partly closed sheds/huts. the big city makes sense so far except for the fact that not all roofs are accessible. for the love of god. just add a ladder to each of them to be done with it. so annoying when such a simple and effective thing again requires additional mod work.
  16. bad benson

    Tanoa discussion (Dev-Branch)

    cool, thx for the confirmation. was waiting for one before i did it like that since the game updater forces you to be offline for a while.
  17. bad benson

    EDEN Editor BUGS

    what happened to the paramsArray? is it a temporary bug that the parameters defined in the descrition.ext fail to load? because this can't be considered intended. major regression if that's the case.
  18. bad benson

    Tanoa discussion (Dev-Branch)

    people trying to use the game updater. have you considered having dev branch as your main branch and stable as the secondary? i know i'm kind of stating the obvious here but i foudn that makes more sense either way since dev branch auto updates a lot anyways and stable updates come only so often which means having to run the updater way less. althoguh i'm wondering if it still would cause problems with the expansion recognition once you have started stable once.
  19. bad benson

    Enhanced Movement

    well, ACE seems to be your problem though, since tbh, the drop down is VERY safe at times when using vanilla damage. so to make more clear what i meant. you play with ACE, you feel their damage stuff is too much, you ask me to change that inside enhanced movement which practically would mean catching their stuff and overwriting it. so it's not really about how you meant it but what the reality of it is. it's just not something i see myself doing. sorry. i was too happy when BI fixed their shit and i could delete all my fall damagehacks that only caused more problems. exactly lol. i just suck at documenting things :( main reason was/is me toning down the whole arma modding thing. but damn, beautiful Tanoa is giving me ideas and stuff. glad it makes your life easier too. arma people are really particular about their habits and my menu might not be the most pretty solution but i think at this point it was literally over a year since i last used the scroll menu to find the right seat squinting my eyes trying to read the long description of it in a tiny list lol. my door stuff might need some work though to make it compatible with EVERY single one in the game plus addons.
  20. bad benson

    Tanoa discussion (Dev-Branch)

    lol i knew i heard that before. freaked me out.
  21. bad benson

    Enhanced Movement

    this mod doesn't change fall damage at all. it did quite some time ago but not anymore because BI finally (in one of their updates) set fall damage to a reasonable amount instead of insta dropping dead after a very small drop. i don't really see how ACE increasing fall damage is any of my business. this mod however let's you drop safely by looking straight down from an edge and then pressing the climb button. i can make a video later demonstrating the feature since it is not shown in the official video because it wasn't implemented at that point. i think quite some peopel don't really know about the feature.
  22. bad benson

    Tanoa discussion (Dev-Branch)

    man, it's probably too late to suggest but i'd love to see a river. doesn't have to be a real inland stream but could just come from the ocean like a laguna. i feel like driving down one with dense jungle to both sides would be amazing visually and also interesting to get deep into the jungle with a boat. feels like a missed opportunity. not talking about new inland flowing water technology. more like what unsung did. http://s162.photobucket.com/user/eggbeast/media/f105-1_zps10b8833d.jpg.html not realistic on an island that scale maybe but i'd gladly trade that realism for having scenes such as these. http://www.armaholic.com/datas/users/unsung6_4.jpg http://media.moddb.com/images/mods/1/18/17508/9.1.jpg anyways. Tanoa is pretty awesome. especially the most dense jungle areas. BI are just so seasoned at recreating large natural locations. feels like the nature on this map is the master piece of those skills being polished over the years. especially those small paths and rock formations are fantastic. reminds me of the old vietcong game series. and this map also brings back the mystery of Chernarus' forests. while Altis was lacking that with all the open planes, giant hills and thin forests and everything generally being exposed, this map brings it to the next level. you can walk into stuff so easily now and even if there's just a few random enemies in a mission you'll never know what's behind all those leafs. that's a really cool. also i'm curious abou the fauna. didn't see much of it yet so i'm wondering, if there's more to come. i feel like a lot of the foliage shaders/materials could look more shiney to get that humid wet look but not sure of that is performance related.
  23. bad benson

    Enhanced Movement

    turns out i'm always resetting the anim speed coefficient to 1. i will fix that. thx blackburnrus for making me aware of this. it's a minor thing but changing it will assure that other scripted systems that influence anim speed stay intact. like what you use and coincidently some mission code i'm working on. thx. great feedback. you'll have to wait a little for the next update though. it'll be soon but i don't want to spam armaholic with updates and i'll also have to finish some additions that didn't make it into the last update.
  24. bad benson

    Tanoa discussion (Dev-Branch)

    lol. looks pretty close.
  25. bad benson

    Enhanced Movement

    EM already adjusts speed based on fatigue and load carried. my adjustment probably overwrites yours temporarily. i'll not make it slower sorry. i can look into the code if i set it back to 1 after climbing or, if i set it back to what it was. can't remember how i did it right now. that's all i can offer. i think options are nice, but somewhere there has to be a line drawn. can't make everyone happy. i'll get back to you about the above though.
×