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bad benson

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Everything posted by bad benson

  1. bad benson

    Enhanced Movement

    works fine for me. sometimes it helps to load the savegame again but i didn't have any problems with it for ages and i tested it quite a lot. do you have more details? other mods inside the mix is always a possible cause. another thing to consider. you can't load savegames you made before starting to use this mod. i could try to fix that but i thought it's not worth the hassle yea i think i haven't even listed it in the features lol. it was just a quick test to test my event handler system and since it worked nicely i thought i'd put it in the pack as a little bonus. eventually (soon) i will move it to a general game play feature mod that will also unclude PIP scopes and maybe a simple replacement for the weird vanilla first aid kits and damage in general.
  2. not 100% sure but "createDisplay" could work.
  3. bad benson

    Tanoa Particle Effects

    hah that would be cool! remember farcry 2? check this out. it's sped up for demonstration but i love how the fire "eats" stuff. too detailed for arma large scale of course but i thought i share it since i came across it recently and it fits the topic.
  4. bad benson

    Enhanced Movement

    babe_core - required babe_em - climbing and jumping babe_int - interaction babe_nvg - NVG effects babe_laser - laser pointer babe_fd - fall damage handling these are the pbo names. remove what bothers you. i will add this to the first post. thought it's a no brainer. i was wrong. inventory acces? what? there is nothing inventory related in this addon. no items. nothing. please elaborate. anyways. i will release another addon soon and in the course of that i will probably separate things a little. i didn't see the big deal with such tiny features and being able to remove them easily but i agree that it's not movement related. and i'm tired of writing documentation constantly.
  5. bad benson

    Enhanced Movement

    here's a minor update: https://drive.google.com/file/d/0B5Y0VNgK9JXid2UwZWVWaWpkcWs/view?usp=sharing @foxhound: no news required. don't want to spam your frontpage for such minor changes. so file update should do since the mission maker info is in the readme. thx in advance. changelog: - weight limits have been "removed": thx again to SerJames for brainstorming and feedback. the limits can still be set by the mission makers but i felt the default state should not be restricting since fatigue already provides a penalty. this will reworked once the Nexus update and stasmina are on stable - NVG effects reworked: i replaced blur with more dynamic "wet distortion effect" to get bloomy lights but keep sharpness overall - NVG sound gets only played on goggles and not scopes here's a guide for the mission variables so people can restrict functionality (for whatever reason) and customise things a little (this will be added to the first post too for future reference and will be included in the download)
  6. bad benson

    Jurassic Arma - Raptor Pack

    i might do a final pass on this soon now that EM beta is out. there's a lot of things in the AI script to fix animation config and engine issues. that makes it unstable and perform worse. i will try to get rid of those things which might result ins some visuals being removed. that will also probably make the raptors less fast and aggressive but it should make them more stable in all kinds of missions. emphasis on "try". i recently started converting the AI script into a version that can be used for zombies and all kinds of units that i will release separately. so i already semi started on this.
  7. bad benson

    Enhanced Movement

    well the idea behind it was to make it harder to see and make it more shitty so you don't use it 100% of the time like the vanilla one, which basically is just green brightness without drawbacks. if you look at some night vision footage on youtube you can see that it can be quite blurry. the problem is though that the blurriness seems to be depending on distance. that's hard to do with just blur. i might have to dial it back a little or make it fade in from the sides. what i tried to do is create some out of focus effect but i think i will try to do it more dynamically. like changing its intensity and characteristics periodically or based on what you focus on. but you can always turn off the effect if it bothers you though. it's hard to please everyone. not even gonna try. i don't really like the idea of too many options like that. seems overkill if you can disable it already. but it's WIP and i appreciate the feedback. will have more time now to do more with it. well yea just do that then. otherwise i can't do much about it. just press F12. you can do it! i believe in you! lol just kidding. it's just that a report is useless without repro data.
  8. bad benson

    Enhanced Movement

    good idea. might consider doing that.
  9. bad benson

    Ravage

    http://i.imgur.com/UBQgtVh.jpg nothing special but i kinda like this screenshot. the RHS stuff really helps making this feel more S.T.A.L.K.E.R.-y
  10. bad benson

    Enhanced Movement

    well yea teh distance is small. might have to increase it a little. i just want to avoid weird looks but i guess the range on normal actions is quite high too. when in doubt use the "dumb mode". on the NVG. so just to be entirely clear. you want just one of the pp effects. so you want a separate setting for each effect so you can have no blur but grain? pretty picky tbh but can easily be done. jsut making sure i understand what you need.
  11. bad benson

    Enhanced Movement

    if you look at arma 2 doors, you will see an icon right in the middle of the door. that is actually a position of a vertex inside the model. i noticed when playing on arma 2 maps that these vertices are in crazy stupid places (just look for the hand and you will see). that's what that mode is for. it's less accurate since it only takes a certain distance. that's why it's called "dumb". didn't know what else to call it lol. in normal mode it will actually take the angle at which you are looking at an icon so you can accurately pick the right action if several actions happen to be close to each other. it works awesomely if the model is set up properly. still sucks that the vertices still don't move with the animation of the door. BI just need to finally make a proper action menu thing so stuff like this can finally be in the past. i will do some more documentation about some mission variables in the coming days too. a lot of stuff can be tweaked by mission makers and i will add more variables. sorry i missed this one. it's called "heat" and is from the OST of mirror's edge.
  12. bad benson

    Enhanced Movement

    tiny cosmetic update: https://drive.google.com/file/d/0B5Y0VNgK9JXiUVJDR1VMZDRfM0E/view?usp=sharing you could play the jump anim while climbing
  13. bad benson

    Enhanced Movement

    NVG effect is optional, there's an option in the menu. some blue door in some town is not the greatest piece of information :P got a screenshot? i don't think i will do ragdoll things until there is a proper ragdoll command. tpw is SP oriented isn't it? this mod isn't. i'm not a fan of spawning invisible things jsut to make you ragdoll in an MP environment. that being said though. i will work some on the landing reactions. right now there's only the prone thing. i plan on adding a crouch one and eventually maybe my own animations. who knows. here's a server of a friend that runs the mod always: if anyone has a similar server, feel free to send me a PM and i will list it in the first post. i'm doing this because i realised how hard it is to find a server that runs a certain mod. hopefully BI will work on that. so this is for my own purpose too. would love to play this online myself :lol:
  14. bad benson

    Enhanced Movement

    here's a little release trailer to go with the release news excuse the bandicam watermark (apparently you can't simply make a picture overlay in movie maker :angry: ), FPS stutter and bad graphics settings but this is the best i could do with my crappy pc :lol: just intended as a simple feature showcase anyways. here are the latest files for all non steam users: https://drive.google.com/file/d/0B5Y0VNgK9JXiaHZEVUUzLVpmd0U/view?usp=sharing the armaholic files will be updated soon. steam is uptodate. thx for all the kind words. have fun guys.
  15. bad benson

    Fatigue Feedback (dev branch)

    wow. what happened to live and let live, to each their own and stuff? i personally don't get the appeal of RP stuff either but no need to resort to such hostile elitism...oh wait...this is the BI forums....nvm :rolleyes:
  16. bad benson

    Enhanced Movement

    thx for that. sorry for being picky. it's almost 100% stable now. just reworked the fall damage formular entirely to make it more reliable and flexible (custom mission maker variables). it was quite messy since i jsut needed somethign that works ok quickly.
  17. bad benson

    Enhanced Movement

    that is what this feature will be there for at some point. but it's a little underdeveloped atm. but my plan was to limit helping someone up to having your hands freed. still WIP. also make sure to bind the self-interaction and the normal interaction to different keys since i accidently have themon the same key by default. but that's what the menu is for. feedback noted. balance might get more detailed in the future. it's pretty basic right now. i might do it via a module or optional variables though since i have also several request to not restrict things since some people just like to go parkour all over without limitations, which i can totally understand :lol: already on the todo list. one of the most requested features. will come in the next milestone update in a few weeks. just ironing out all the stuff i missed at the moment. after that i can start adding features again. so stay tuned on that one. ya fall damage is pretty raw at the moment. the main goal was to get rid of deaths caused by ridiculous default arma damage. so i think i achieved that. it's a bit too forgiving sometimes now though since ther is no drop down feature yet. so it will change when that comes. the landing on your face is already in. it just happens at a too large height. so you need to be a little more courageous to see it in action :P oh. thx for the report. it has also been repor4ed that the menu isn't there on boats. just some sloppiness on my side from working on so many areas at the same time. on it! yes indeed. there will be options in the menu added in today's release. not trying to force anything at all. in fact. the laser and NVG were just some little fun side projects testing out my custom EH framework. so no worries. EM is the core and the rest will always be optional. thx for the detailed feedback. this is really useful to me so thank you for taking the time. i should probably add a planned features list since i think i forgot to add it here (should be on the steam workshop page) so everyone knows what is already planned. EDIT: there is code for that in place but i noticed some issues when playing on someone's dedi. pls test if it works and report back.
  18. bad benson

    Enhanced Movement

    two things. i've noticed i haven't tested this enough above water. there is an issue with position format there. on it now. also some thoughts on balance: there are optional weight limits that ar set to not noticable at the moment. i will document that shortly. animations do fatigue now and since fatigue is based on carried weight i thought that's enough for now. i will however rework the whole system once stamina hits stable. since i have to remove some fatigue based things by then anyways.
  19. bad benson

    Enhanced Movement

    no worries i will make it optional like the rest (setting in the menu). i also want to add a setting for laser pointer colour and stuff like that. coop climbing works like normal climbing. just have a friend bend over (hurr hurr) and climb on his back, then from there climb again to the next place. simple. i didn't put any pulling up in since the resulting heights are mostly super high because you can climb quite high on your own so it would just make no sense. i also like the idea of a drawback in terms of just simple game rules/balance. right now i'm resting from a month of non stop work on this and i will focus on documentation, some fancy release media and minor final touches over the weekend. i hope you guys are having as much fun as i am climbing around discovering new places that were originally inaccessible. found a second floor window in Kavala that leads right onto a roof. pretty sure there's more like that :D
  20. bad benson

    Enhanced Movement

    hotfix for the edge floating and the death from spawning slightly elevated (is the case in some missions) https://drive.google.com/file/d/0B5Y0VNgK9JXiWlc3S29kWW9HVDQ/view?usp=sharing also forgot to mention that this addon makes laser points visible without NVG and adds a ping! sound to the NVG and some grain and blur effects. remve pbos to disable (might add menu options too later) there will be a proper armaholic news item once i finished a short release trailer and some small tuts/docs. all coming this weekend. stay tuned!
  21. bad benson

    Enhanced Movement

    yea the distance might need slight tweaking. it's so short to avoid magical jedi powers but i might have to increase it a little. thx for the kind words and feedback.
  22. bad benson

    Fatigue Feedback (dev branch)

    @-coulum-: i generally agree about the whole backbone and vision concept, but consider this. maybe their goal/vision is to make something that fits more a wider range of gameplay. like people keep saying "but arma!!" but arma 2 was even more simplistic so i don't see where the COD reference keeps coming from. was arma 2 arcadey because of its simplistic system? what would your past arma 2 playing self say? maybe they even made the old system in the way it was for other reasons than it being their clear vision but maybe rather like what they thought was expected of them. i'm just wildly interpreting and speculating of course but the whole "sandbox" thing, as PR-voodoo-like as it may sound, seems to be what the vision is here. and i don't think taht needs to mean run and gun or zero penalty. and eventhough i respect the opinion of the old system being "perfect", i gotta say that it had some big flaws in my own personal opinion. and not because i want to run and gun or just get annoyed by sway per say. as others and myself have said. doing high intensity and long term fatigue with one value just can never be "right" or "realistic" even. of course if all you are looking for is penalty no matter what than i guess it was fine. while i still couldn't test the latest build (was in mod developement and needed stable), what i saw seemed to have some obvious flaws, but maybe it's just the base and it will be more complex in the "end" (if such a thing as end of developement even exists for arma :P ). like someone else said, losing the complexity kind of scares me too now that it's gone (had some scripts myself hat were based on it) but i have hope that it will return just in another fashion as long as feedback is pointed forward and constructive. and seeing RiE's points combined with the fact that not all of them are met properly in the current state (dev/stamina) should be a good sign. i dunno. maybe i'm just in a good mood but i think this could be good in the end.
  23. bad benson

    Enhanced Movement

    i adjusted some positioning last minute (which you should never do :lol: ) so on some objects you get some floating when you climb up on their edge. will be an easy fix. but i will do that tomorrow. too tired right now. just go prone to exit the hated float mode. also additional disclaimer: the self interaction is bind to the same key as the normal use key right now. so make sure to bind it correctly so you don't get overlap or just disable the option. gonna be fixed tomorrow too. anyways. enjoy!
  24. bad benson

    Ravage

    sounds great dude! the debug stuff looks nice. i love visualisation.
  25. bad benson

    Enhanced Movement

    Enhanced Movement - BETA DOWNLOAD: https://drive.google.com/file/d/0B5Y0VNgK9JXiTVJFdEhrc2pJN0U/view?usp=sharing CHANGELOG Movement - almost 100% rewrite of all systems - fixed/tweaked: more accurate and flexible detection - new animations (very much WIP will be updated in the next update in 1-2 weeks) - fixed/tweaked: fall damage handling (now optional pbo in case of problems) - fixed/tweaked: savegame handling and overall initialisation - added: cooperative climbing now possible (simply provide you back so a friend can use it to get to higher places by climbing onto it and then climbing again to the higher place) - fixed/tweaked: jumping overhauled entirely (still needs some nerving for tear-prevention..) - makes laser points visible without NVG and adds a ping! sound to the NVG and some grain and blur effects Interaction - added: super simple interaction icons (optional)....... -added: arma 2 mode since arma 2 buildings have retardedly placed memory points - added: self-interaction (just holstering and general weapon selection for now...more later) - added: vehicle menu to select seat categories KNOWN ISSUES (please read this before reporting things) - death on spawn in elevated position (missions specific)...will be fixed shortly with a hotfix - some exploits still possible...will try to handle this without restricting too much (still WIP) - some objects make you float (this has to be fixed by BI insdie the models) - some windows or general places are not climbable (again..this has to be fixed by BI inside the models) DISCLAIMER: - this is kind of a pre-release for those that are eager to test. there will be some documentation and minor fixes added in the next few days. - use this at your own risk (obviously...) - this update will not fix old broken savegames CREDITS: thx to all my closed beta testers and especially.... Apache (indepth MP testing) Einherj (indepth MP testing) Deuce (indepth SP testing) Corporal_Lib (indepth SP testing) SerJames (indepth mod compatibility testing) (more credits in the OP) DOWNLOAD (for real): https://drive.google.com/file/d/0B5Y0VNgK9JXiWlc3S29kWW9HVDQ/view?usp=sharing
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