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bad benson

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Everything posted by bad benson

  1. i thought the movement just looks a little extreme on one of the legs (right one i think). wouldn#t say it looks choppy. do you mean like frame skippy?
  2. bad benson

    Enhanced Movement

    any reason why you are using an at least one year old version? you should consider updating :lol: i'm honestly curious now about where you even got this old version? that menu looks so different lol
  3. bad benson

    Enhanced Movement

    hmmm. i just tested EM without the fall damage pbo. actually haven't done that in a while since i kind of gave up on vanilla fall damage. interestingly it now seems like my fall damage is more punishing in some ways than the vanilla one. in light of all the trouble it caused me i'm considering removing the damage component and only keeping the landing animations system. so i'm asking everyone to test without the _fd pbo and report back, if you get any undesired deaths at all. this could be a great step forward for me and finally allow me to 100% focus on actual features and not attempted game fixes. i'm tempted to just disable it and see how the feedback is but maybe i can get at least some feedback before hand. thx in advance.
  4. bad benson

    New Server Browser (dev branch)

    very good point. i was also wondering this since i assumed this would kind of work based on signatures, which would be pretty convenient. that could possibly help with non-workshop mods. maybe even expand overall functionality of signature files to support that better. just a thought. of course auto download of external mods is an expected limitation just by the nature of things. something i didn't see mentioned (or missed) is favouriting a server. that would be very useful. overall this is pretty much what i was hoping would happen. the launcher is one of my favourite things about arma 3 in terms of overall progress of the series and mod support.
  5. bad benson

    Enhanced Movement

    found the issue with the transitions after one second of actually looking at the fall damage anim config :lol: i rushed it and did a booboo. easy fix. going to release a hotfix very soon.
  6. as far as i remember (very clouded memory) the hit detection also relies on a bunch of vertices in the hitpoint lod. maybe those are off too. also. i think tweaking the bisurf (still? used for penetration values) type or using a different one could help. would be kind of weird if this is not fixable. i don't remember this being such a problem in older BI games. if we're lucky, it's just data related.
  7. bad benson

    Enhanced Movement

    @HammerShield: i think for some reason it's perceived as a little fall and landing or it is as i said just an animation config transition problem. i get this effect too. need to look into it when i have time. @rsoftokz: yours sounds much more exotic and is probably related to combination with other mods. never had anyone report this and have never seen it myself. if you use other mods always make sure to narrow it down to the one that causes it and don't just assume that random things work together.
  8. bad benson

    Enhanced Movement

    you can always try to play without it of course. that is why it is in a seperate pbo. it will most likely cause death by climbing walls though. there are severe problems in the engine and how it handles character velocity and thus collision damage is in such a bad state. in short. it will output totally wrong velocities when the character is colliding with objects (or when you are in the floating animation on an object that is not walkable). and my theory is that the vanilla damage system is not hte problem but the wrong velocity being input into it. fast rope was the reason i had travelling speed as a factor in the last version's iteration of babe_fd and not only falling height. i totally overlooked that when rewriting it since i only tested vanilla cases, which fast rope isn't (never actually used a fast rope script in arma 3 tbh). thx for bringing that up. i should be able to fix that.
  9. bad benson

    Enhanced Movement

    yea i have been digging that feature by laxemann. and it is on my to do list. but the following reasons kept me from implementing it so far. 1. i didn't make any loadouts super punished per say so far because that would, in reality, lead to blocking climbing and i found that hitting a button and having nothing happen just leads to confusion and key spam and making stuff feel not responsive. i'm really not a fan of borderline roleplay features that don't really have a real purpose as a mechanic. more simply put: will climbing more slowly and having more sway really make people throw their launcher over a wall or would it be more an act of "i'll do this to feel more immersed"? and would only the inability of not being able to climb really make that action meaningful? that being said. it is totally planned to increase the stamina hit based on load. so far the animation is just slowed down based on load, which is already a good way of distinction, but i think stamina should suffer more too, just makes sense. i have nothing against penalties as long as they don't fuck with immersion. actually i like them as a vehicle for immersion and not a way to punish people or make them play in a way i personally think they should. also take BI's new sway as an example of doing it wrong. as a dev you always want to turn up effects to make sure people actually notice them to not feel like you added the mfor nothing. in the reality of actually using a feature in gameplay it often turns out that having things more subtle just adds to the overall feeling of convincingness (even a word?) without having everything in your face. 2. i'm a UI fetishist and i hate (not poor choice of words, really do hate) the scroll menu. so until i found a nice way to make it all smooth and symbiotic with vanilla UI (for example the inventory or maybe inside my self-interaction menu?) i won't do it. i have a melee system in the workings and part of it are bayonets. what i plan on doing (in the far future though) is having the possibility to have a knife and use it but also put it on your rifle as an attachement. that will also be a good system to handle throwing i think. so far i'm leaning towards dayZ mod (original) like right click in the inventory. overall i'm a fan of small but meaningful steps and really developing a feature fully in my head and testing parts of it in small experiments before actually delivering it. all this is just future talk though. for the near future i only plan to maintain and subtly fine tune EM for people to continuously use it in their everyday play sessions. main reason being that i just need a break from all this once in a while. need to regain motivation and inspiration and play some other stuff. otherwise everyday support and work on it starts to feel like an unpaid daily job quickly. sorry for all the words. just trying to explain my philosophy and reasoning. eventhough after some testing one already has seen everything that EM offers and it might make it look easy because it works well, there has been a lot of work and endless trial and error to get to this point. really glad everyone gets a kick out of it though. that's the main reason i made this. for me to be able to climb and shit :lol: so it's really cool to see others enjoy it too. keep the feedback coming though. it's appreciated. yea. subtle is better. and actualyl playing a mission with it is often way different to the common VR test with a bunch of debug. i also think that having load as a factor in stamina hit will add some more depth and add up on the overall penalty. honestly have to test it more myself since i just put something in there that made sense to me. so please keep testign and feedback up. @pvt. partz and Masnooper: that sounds liek a problem with animation transitions. will need to take a look at that. not being able to jump sounds weird though. when in doubt, watch your stamina. balance needs a lot of field testing though, as mentioned. @Lordprimate: that was how it worked with the old fatigue system. i might actually add that to the overall formular. need some time to look into this more. jsut want to avoid values adding up and making it too prominent and cause ugly slo mo visuals. i foudn that 0.7 anim speed still looks good. below starts to look weird. so might have to put a cap on that, if i add that.
  10. bad benson

    Enhanced Movement

    you think the hit is too small? i made sure to have different hits for different heights. maybe i gotta increase it. i think it's like a third or something for the vanilla rifleman. jsut winged it tbh.
  11. bad benson

    Enhanced Movement

    @nikoteen: you should ask TPW about that. i'm only substracting from the current stamina so it works with whatever else is influencing stamina. sounds like he on the other hand is always setting it to 0 or something. will do. you should bring up such things before i update and not right after. not really intrigued by the idea to update just for such a petty little thing. but will do it for sure in the next update.
  12. bad benson

    Enhanced Movement

    are you 100% positive on that? pretty sure it's on by default. might be your settings from the old version sicne they are saved on your profile. i'll have to double check for sure though sicne now you got me scared. not my intention to disable stamina, it was always jsut as an option for people. i don't even use it myself unless i test stuff.
  13. this is awesome! a few things and suggestions. i also have the missing texture error. no biggie though. just a local path still in there wtih P:\. only on the roadrunner as far as i can tell. also not a big fan of the sounds. they kinda don't match the model quality. not sure what it is exactly might be a config issue. sounds kind of overdriven and like this kind of overlap effect that almost sounds like reverb. hard to explain. and a small suggestion for the police car, which btw i'm totally in love with: working police lights would be just awesome. just an idea. overall great addon though. keep it up!
  14. bad benson

    Enhanced Movement

    watch your stamina. you need some to climb. i'm considering to remove that again though. i'm on and off on that. i even get confused by it myself but then again it makes sense. but i might leave the stamina block only for jumping to avoid bunny hopping but keep the climbing responsive at all times.
  15. bad benson

    Enhanced Movement

    erm, because the vanilla game has one by default now.
  16. bad benson

    Enhanced Movement

    k here's the version that will be the public one for the time being. reverted some things until i made the needed core changes to make them work better. don't worry. all gameplay features remain. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// DOWNLOAD: https://drive.google...iew?usp=sharing //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// changelog beta 0.62 (Nexus): - added: stamina penalty for jumping and climbing - added: climbing is performed slower depending on the load you carry - added: dropping down safely (look straight down and hit the climb key), animation is a placeholder - added: menu supports key combos now (still WIP but works) - (re)added: mod menu is moveable/draggable again by holding down shift - removed: fatigue bar, obsolete - removed: weight limits, obsolete - changed: menu slightly changed to make more room for key combo names - changed: fall damage is more lethal due to presence of a counter (drop safely) - changed: no more auto eject when using interaction key inside vehicle, custom action menu instead and maybe other stuff i forgot about.
  17. bad benson

    Enhanced Movement

    here it goes. ESC can be bound but won't be blocked. will probably get rid of blocking all together until i finished it entirely.
  18. bad benson

    Enhanced Movement

    k so. this will reset your keys after 5 secs or so: https://drive.google.com/file/d/0B5Y0VNgK9JXiUHkyMFdJUTJObGs/view?usp=sharing run it once obviously or it will remove your new keys.
  19. bad benson

    Enhanced Movement

    lol nice. add me on steam. it's an easy fix but i guess i gotta block ESC key in general to keep this from happening. that's hilarious btw :lol:
  20. bad benson

    Enhanced Movement

    this is kind of a pre-release because this game is playing tricks on me and i dont know anymore. so i wanna have people test a little before this goes official. so please no news yet foxhound. give this a good test run guys. test for the usual suspects: halo, parachute etc. DISCLAIMER: i have been testing this in a seemingly vanilla and super clean mission from the workshop. turns out that mission is not representive of anything at all. it made me change around my code countless times, when it hit me and i tested it vanilla. BOOM! still insta death when landing with the parachute. so i urge you to always cross check with the editor and vanilla before reporting issues. also don't use old save games. this shit almost made me lose my mind. so please be thorough. good thing is that the constant changing of the set up made it more solid. so at least in a reasonable environment everything works for me perfectly now. talking about fall damage here btw. in short. that mission i used for testing is corrupted from the update or some shit. i don't even care anymore.
  21. bad benson

    1.54 Fatigue is too Unrealistic

    actually. sway was my only problem with the old system too. i'm fine with some penalties but don't make me go ape shit with my aim after casually jogging around. now the problem is too slow recovery of sway. should be great with some tweaks though.
  22. bad benson

    Enhanced Movement

    yea i might take a look at that later. i wanna switch to hitpoint damage instead of setdamage anyways. maybe that already fixes it. i think the files are ready now but i want to let them rest over night and wait for some feedback. i "wasted" my whole weekend for this and kind of feel like i need a rest now. don't want to have this bother me in my sleep lol. and i think you guys will appreciate a more stable state right away. have put a lot of work into it and i really hope it will not break for a while. at least the errors you had won't happen since i cleaned up my missing file paths and also changed the way anims inherit to avoid the error BI's patch caused by changing the anim config. should be more future proof. i also will most likely be able to sneak in some weight balancing before release (probably tomorrow) if nothing else pops up, which should be cool using hte new anim speed changing script command. thx for the interest and passion about the mod. it's literally what keeps me going atm.
  23. bad benson

    Enhanced Movement

    errors like that usually kick you so that's expected. they are fixed and the update is almost ready. just need to finalise fall damage. used this hotfix to sneak in some other changes which slowed the release down a little. should be worth it though. - key combos - dropping down - fall damage reworked (once again)...wish i could leave that part to the engine but sadly i gotta mess with this part which is a pretty dangerous thing. scripting that stuff needs to take into account many possible cases which is why these things usually are done engine side based on velocity and physics...usually...
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