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Everything posted by bad benson
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BloodLust (Version 2022.04.13)
bad benson replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
good old times. first i thought that screen was from "sacrafice". it had quite excessive blood too. my suggestion for explosives would be to maybe spawn way less but much larger splatters. maybe one per unit. maybe extra versions for explosives with extra nastiness. they could be more spread from the shockwave. just an idea. -
BIS, any work being done on Voice Over Network?
bad benson replied to spanishsurfer's topic in ARMA 3 - GENERAL
excuse me if i'm ignorant (can't check right now) and it's already possible, but would it be possible to add buttons (or whatever) for players on the map to disable channels locally to basically mute channels on their side? my intend would not be to be a loner or something but i just thought it would be convenient, if you find a nice server that has people being annoying on side channel or something. i know you can mute individual players but that can be quite tedious with a lot of people on the server. just a random idea. -
Custom Structures & Vegetation
bad benson replied to PuFu's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
god. i think i have seen those screens somewhere before (i think skype channels) but forgot how good they actually look. real shame they didn't make it into public realm yet. are they in any way tied to HIP or would you consider just releasing them as stand alone addon? also, what would be the issues that kept you from releasing them? is it the fact they were initially made for HIP or are there technical issues or simply artist's pride and perfectionism? i'm just curious, if what we see there is just a "what if" dream that has hardly solvable problems (like performance) or if it's something i can look forward to in the future :lol: on the poll. the reason i picked vegetation as a priority over structures is that with CUP we already have a great variety of structures. additionally those transfered way better into the "new" engine and current times compared to the vegetation (imho). while Chernarus pine trees are totally fine i feel the leave trees are a level below what BI achieved with the Altis/Stratis vegetation. feels like a big leap to me. but that's of course just my personal perspective. that being said. structures would still be awesome :D especially stuff like mondkalb showed. simple and effective stuff that seems as generic as possible without looking artificial/fictional. while what he showed has a very european touch, at that it's not very specific as opposed to those cute little half wooden huts on Chernarus. increases the range of possible use cases.- 37 replies
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New lighting for CUP terrains
bad benson replied to metalcraze's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i actually found good settings with the new contrast and saturation sliders so subtle is totally fine. biggest thing is those yellow and orange trees. does anyone know if it's possible to use the reflection feature from the ocean shader for the ponds? that would be the cherry on top. -
we had that problem when doing the internal pre release tests too. i can't remember what exactly fixed it but i think it was simply due to version mismatch. just make sure everyone has the exact same and fully updated versions. for RHS run the updater bat files and for CUP use the arma 3 launcher.
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this mod is discontinued. i was going to make a patch of the current stuff but got frustrated with all the engine and config problems. i'm working on some generic hostile AI routines though and it's likely that i will make an expansion patch that will not touch this addon but instead require it to use some assets from it to make super light weight raptors. so they will be agents instead of units and also configged differently. so old missions will most likely not benefit. sorry but that is the only way i can see myself working on this at all. hopefully i can improve performacne that way and also solve some problems that are caused by how we initially set up the config. we went with using as much as we could from human units to have features like free look and stuff for the player raptors (those will be untouched). so we used the entire human animation config which is total overkill for simple monsters and caused a lot of problems we tried to combat with script hacks. hopefully i can bypass all that bullshit and make some very simple well performing (relatively) raptors. we'll see. don't expect a t-rex though. no idea about ruppert but i won't even try to make that happen. i made a new t-rex model back when we were working on it. if someone is interested i can share the model. it's only a mesh though. no rigging or anything done on it.
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that's a typical arma hack though. excluding all terrain materials and all default buildings since those usually don't have hidden selections (could we get those? would be great for map makers). would be much better to add a hook for the global "rain" variable into the actual shaders. with stuff like that you can even do stuff like dynamic snow cover (example: http://www.programering.com/a/MjM3QTMwATM.html) combined with removing foliage like can be done in the 3den editor, arma could actually react to seasons (editor date settings). i've been dreaming of this forever. i wish we could make our own shaders for arma without editing main game files which (to my knowledge) will be a problem especially for MP. maybe some day...
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might have been mentioned already but i'd really want to see an option to get rid of all reload scroll actions for specific mags and reload in general. i wasn't sure how the inventory handles gl muzzles so i went ingame and teted, turns out it's really great. kudos to whoever designed that inventory system, one of the most advanced and well executed areas compared to arma 2 imho. not only does it feel more immersive than scrolling through a list but instead you actually have to look into your vest and backpack like you would in rl and literally put the mag/grenade into the weapon. it would also get rid of that annoying reload icon in the middle of the screen, feels really out of place anyways. so consider this another vote for removing those reload actions.
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is that basically the same as bis_fnc_saveInventory and *_loadInventory?
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Toadie's SmallArms and Animations for Arma3
bad benson replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1 - are you 100% sure about that? pretty sure they are just a bunch of links equivalent to subscribing the parts of it one by one. so what you say wouldn't make much sense. i'm curious though since you mentioned it 2 - you have a strange definition of "hard"...not surprising though :P 3 - assuming you meant "can't" i'd say it's a valid complaint. would be a good idea to forward this feedback to the people actually working on the launcher (BI) instead of whining here. 4 - same as 3 no idea why you did all this bullshit before even talking to the author. nothing about this is arma or steam specific. it's just called being the least amount of polite. anyways. please make sure your feedback gets heard, if these things twist your nips THAT hard. you seem to have put some thought into it. would be great, if we could all profit in the end. you know like you profited from the work of others too. it's this thing we call "community". here: https://forums.bistudio.com/topic/186657-new-server-browser-dev-branch/ and here: https://forums.bistudio.com/topic/180024-official-arma-3-launcher-dev-branch/ -
Toadie's SmallArms and Animations for Arma3
bad benson replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
exactly. that's what the collection feature is for anyways so lazy people still have to click only once (look for "subscribe all"). anyone can make a collection without even getting permission since it's just a pack of links basically. blows my mind that people don't understand these awesome super simple features that make the workshop so great. so reuploading stuff not only was a dick move but also a total waste of time and effort (if you can call it that compared to what the actual author put in). the reason content packs with a lot of data (textures and sounds are usually way bigger than models or code) get split up is simply that it's way easier to update small things without having to upload the entire pack each time. but i know i know. asking for common sense on the internet is kind of a big gamble :lol: it is literally exactly what you are asking for. wtf is wrong with you? seems like you don't even know how it works. maybe just use armaholic or PWS since you seem confused. -
got a question about animals. was anything changed there? trying to spawn some animals so there can be global rabbits (why would they even be local, kind of goes against basic logic having a visual thing like that be non-sync). the thing is that they seem to get deleted automatically. i will review my code more in depth but so far it seems like the engine is doing it since it doesn't happen when spawning CAManBase dudes instead of animals. caused by a mod = useless post :936: anyways. i hope everyone had a less than shitty monday *leaves backwards through door bowing*
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probably has been mentioned but i'd also like to see the option to scavenge tires from vehicles with a toolbox like you can get fuel with a hose.
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New lighting for CUP terrains
bad benson replied to metalcraze's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:wub: that's great to hear! would suck to be stuck with that candyland look for as long as in alpha. -
i noticed this too but didn't report it because it's kind of useful tbh :lol:
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New lighting for CUP terrains
bad benson replied to metalcraze's topic in ARMA 3 - ADDONS & MODS: COMPLETE
any chance of you linking up with fabio chavez, who made teh lighting tweaks for cherno for AiA/CUP? i'm wondering right now. did you just copy over stratis/altis lighting settings (general stuff not related to the recent update)? i'm wondering if a combination fo what you did and the current stuff in CUP would result in a great looking cherno with new features. -
that's a great way of improving things. i was using the action menu to test the new weapon switching out of habit which made it suuuper clunky. this will help me adapt to the nice new stuff. i got a very different key setup anyways so this will fit right in. i hate to always request things but here's the big question i've been asking myself since i heard there will be some kind of work done on the action menu. how about vehicle seats?! and how about doors? vehicles are a bigger topic but doors are something you interact with quite frequently too. any plans there? i did some simple stuff in my climbing mod for my own use and i feel like i had a stroke when i, for some reason, forgot to load the mod and am forced to use default stuff (talkin about doors and vehicle seats specifically here). so it's kind of improved but i'd still love the vanilla stuff to be improved so stuff like that isn't needed anymore. a dedicated seat menu/ui would be fantastic. i feel like with all these ages old issues being tackled recently, this could be one with huuuge impact since vehicles are an integral part of the game, so the super clunky interaction with them is really far from a side issue. i'm just curious. would be fine to just get a "this is all that's planned" or "there might be more". i get that "promises" are a trauma of you guys....probably for good reason :lol:
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no way! :o please say there is a script command. this would be great to instantly create winter or wasteland versions fo maps.
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a screenshot of the error message would be great. i have an update almost ready. jsut been busy with other stuff. here's a lil pre-changelog. changed: - climbing will always work but stamina will have a little more influence on climbing speed ...will probably barely be noticable except for you not failing to climb sometimes. it just feels bad and i wanted to get rid of it because people still report EM sometimes not working. i don't like this kind of confusion and i feel under fire one should be able to climb always even if very slow added: - on/off switch for laser pointer feature in the menu - functions can be unbound by starting the binding process and then pressing ESC fixed: - autoplay of falling/landing animations aka weird fast going prone etc so basically just some small maintenance things. there were some "freak" issues reported like SerJames' CBA thingy. these are hard for me to reproduce which makes it impossible to fix. gladly it's jsut very few people so i will just wait and see if they can provide more details so i actually get an angle to approach a fix. there's still going to be some anim update some unknown time in th future to add the weapon specific anims for he drop down anim. but can't say when. i opened my anim setup several times but closed it after a fwew minutes. can't get myself to do anything there so far.
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just some generic feedback and some shameless plugs for a few semi related things. i really like the new depth stuff. forests look so much more interesting now. eventhough the old set up was a little more balanced in terms of colours it looks very flat in comparison. this has great potential. i really hope it won't be a nightmare to make look properly with terrain lighting settings and will instead just need a few tweaks and additional entries. can't wait to get all that on cherno :wub: 1. is there any chance to get some type of pbr lighting model and update the shaders overall? or is arma already using an advanced lighting model? doesn't seem like it. would be a great thing for a game that has to handle so many lighting conditions. i thought maybe dx12 maybe helps make that faster and more feasible or something. all of this is just some vague interest not based in expertise on the topic. :lol: 2. is there also some updating of the shadow technology planned (shadows from all light sources etc) or is the dev branch pretty much the extent of what we will see in Apex? i was just going to suggest (3.) to introduce the contrast and saturation sliders from the splendid cam to the graphics menu, but then i saw you did jsut that. awesome! thx a lot for that. :bounce2:
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random question: i switched to dev-branch to check out the new graphics shizz and weap switch, good stuff. i like where this is going. but here's the problem. i can't seem to make a dedi on my pc anymore to use for dedi MP coding. i use TADST (simpl server setup tool by i think tophe or similar) and the server boots and all but when i connect with the client instance i get a generic terrain specific loading screen and after a few seconds it puts me back to the server browser. 100% same mission and mod set up worked fine on stable. is that a known issue or am i using some wrong settings or something? thought it would just work out of the box same as stable. if someone has some pointers i would realyl appreciate it. feel free to PM me to keep this on topic, been crazy enough in here lately. :P EDIT: i noticed and small animation artifact with one of the rifle running animations. it's the one you get when running right adn forward. ("amovpercmrunsraswrfldfr") here's a video and a picture to show where to look. http://i.cubeupload.com/LgULfC.jpg https://youtu.be/EWibyFWxSJc what you are looking for is a sudden jerk of the head to the left side. maybe it's just two key frames really close to eachother. or maybe a procedural aspect doing something bad. i might be nitpicking here, but who knows, maybe it helps.
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why don't you just place the modules and set everything how you like it. playing SP like you are only makes things easier since there is no need for respawn.
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yes. only the strong or smart or adaptive survive. that's how it's suppoesed to be. that being said. i think it sounds a little like -Reni- missed the zombie settings in the module. you can easily make them all walkers and control their numbers.
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@rolandrhaine: my code is inside cosmic's escape mission.
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ye that's a good idea for SP people because you get all the MP features and benefits without the annoyance of actual people...ew....people :lol: just kidding of course. SP Ravage has its own unique feeling to me, it's great that the mod supports both.