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bad benson

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Everything posted by bad benson

  1. bad benson

    Fatigue Feedback (dev branch)

    but isn't that just the launcher turn anmation in general rather than a weapon weight specific thing? with the way the current anim system has 3 slots for 3 weapon types i don't see this working for SMG vs long rifle.
  2. bad benson

    Fatigue Feedback (dev branch)

    isn't inertia there to balance weapon length and weight? barely paid attention to it tbh but i kinda thought that's why it got added. i agree that it would need to be tweaked and stuff so it feels more convincing but i gotta say that i always felt that speeds needed to be more dynamic when it comes to weight. and looking at those videos posted early, now more than ever. this just can't ever be not ridiculous if there is jsut two-threee anims to pick from. there would always be the presented smokegrenade effect. to me it just makes much more sense to jog slower when i carry a lot of stuff rather than being forced into the same speed as a light unit and then being fatigued because i only had the option to run that fast. it's like your brain suddenly stops working because you carry too much and suddenly you lose sense of waht your body can do. it always seemed backwards to me. it's just really hard or near impossible to make something dynamic without dynamic speeds imho. atleast when it comes to the weight aspect. a possible reason why it seemed so ridiculous at times is probably that it was linked to fatigue values with the result of it being way too pronounced at times. i'd love it to be implemented to a degree where it still looks and feels natural and not too much like slow motion and then let all other effects compensate too. so it's a nice mix of different effects that creates a subtle condition rather than just a switch based on a scale.
  3. can GetMousePosition please be moved to stable? i don't know the details of it but shouldn't it be easy since it's jsut a simple "get" UI command? anyways. would be much appreciated.
  4. bad benson

    Fatigue Feedback (dev branch)

    i agree. anim slow down might be a little ugly in some cases but it's a great way of handling it. it could be made less extreme to keep it visually pleasing (didn't find it too bad besides for my own climbing animations...made them floaty) and be combinated with other penalties. that would also solve the problem of having one smoke grenade deciding between two extreme states. please consider keeping this. it can always be refined by adding some transition anims later.
  5. bad benson

    Enhanced Movement

    nah not interested in sticky cover. my goal is usually to unclunk arma and not the other way around :lol: and i'm more oldschool. unless it's a game specifically designed around 3rd person view i prefer leaning and stances. feels more seamless and natural. so ETA of the release is thursday (european time). it's basically ready but i don't want to rush it out and i want to take another day to look over everything without having to write code at the same time. one day more or less shouldn't make a difference and the wait will be worth it i think. this will also allow me to update the last old animation (all others have been updated today and are still WIP but will be polished in further updates). thursday should be a sure thing though. so stay tuned!
  6. bad benson

    Ravage

    or maybe he just killed some bandits. at least that is how i always quickly get a rifel with enough ammo and sometimes even an attachment. haven't seen teh gas mask yet though. that's pretty cool!
  7. bad benson

    Ravage

    i dunno. i kinda like it. maybe i'm ruined by dayZ but when i get bored i even go look for humans :lol: i still need to check out the tent stuff. but i'd love some more indepth "survival" things to do in general so i don't have to go put myself in danger to get entertained. i remember that temporary version of the original dayZ mod where rain forced you to camp in random barns. i loved that. made it cosy but tense at the same time sicne someone else could walk by at any time. together with sped up time there could be some cool mechanics surrounding the night for example. so you'd have to stay put unless you are really geared up or something. just in general some simple non-combat gameplay could be cool. but for me personally the key would be necessity. i hate doing stuff like making a small camp for the sake of it (feels like playing Sims). having a real gameplay reason to do it can make it more meaningful. like some night danger that is forcing you to camp by atleast a campfire or something. just some random thoughts.
  8. bad benson

    Enhanced Movement

    i don't really see the benefit. making it exclusive to a bigger mod with a lot of other features will only exclude people who just want to climb but not want to use ACE. but no worries. this new version is designed, to the best of my abilities, to work alongside anything you throw at it. compatibility with ACE has been tested continously by one of the testers and myself and seems to be working just fine.
  9. bad benson

    Enhanced Movement

    yes of course. the para/halo thing and the savegame problems for SP people were a priority. and if something goes wrong still you can now disable my custom falldamage handling by simply removing one of hte pbos. you'll just have to live with arma's bullshit character collision system then :lol: so i'll do my best to not have any loose ends. so far my testers reported success on the para/halo thing though. so fingers crossed.
  10. bad benson

    Enhanced Movement

    ok as promised here's some media. one of my trusty (and most generous) supporters and testers Deuce was so kind to make a nice little video showing off the current version. anims are still some old some WIP but you get the idea. there are some interaction/action menu like features not displayed in the video but they are secondary anyways. enjoy! https://www.youtube.com/watch?v=rvNOIiEwwM8 there will probably be another quick video right before release that will function as a nice to look at changelog. i also intend to make a quick showcase mission so all questions can be answered before they arise.
  11. bad benson

    Ravage

    agreed! eventhough i hate the vanilla way how bandages just heal to you to fixed 75% i gotta say that right now they should be really common. the problem is that in arma at a certain health level you are forced to walk, which is not exactly a subtle way of handling things. so until, in case it's planned, there is a new med system it would be cool to have bandages spawn a lot. maybe mod them so they heal to a different degree. another suggestion about the friendly survivors. it would be great, if possible, if you could limit their engagement to fast zombies and really close zombies. otherwise it's real annoying to have one in your group when you go to explore a larger town. this could be a little complicated to achieve but maybe you can do it the following way. hold fire works great but ofc then the guy just let's the zombies beat him to death. so maybe make him force fire in hold fire mode or switch to open fire mode quickly when a zombie is really close and then back to hold fire when the zombie is dead, liek via script, if that is even possible. i know you didn't make the arma AI but i think just that could already make a friendly survivor much more useful and less of a liability.
  12. bad benson

    Fatigue Feedback (dev branch)

    so does it only limit sprinting? not fast crawl and any other high intensity movements?
  13. bad benson

    Fatigue Feedback (dev branch)

    problem is, if you're gonna just disable certain anims it's going to be a true false situation. like a switch. no way of doing it seamless. so this was kind of expected i guess. but i agree that it's pretty bad. i think if one goes with an on off switch, it does not make any sense to use a dynamic value like the weird weight/volume values. it would make more sense to base it on weapon types or weights. shouldn't weapons already have some data that determines inertia for example? why not use that? i dunno. still haven't tested but from the looks of it this seems simplistic in a bad way. but it's the first draft i guess. i would've loved a system that is simply used to penalise sprinting with sway and weight with loss of sprint time. the more you carry the more you get sway from sprinting and slower recovery and less sprint time. so at a certain weight you should lose sprinting ability. but jogging? that's weird without transition. like i felt with the old system the largest problem was logic and recovery. so just having something dynamic (more weight = more effect = less sprint time) that recovers fast enough to avoid weird situations would be great. like with sprinting it wouldn't be so weird to have it go away at a certain very high weight. but if you're gonna force people to walk like in a good old RPG (which generally i like) then you will have to bring back seamless anim speed change or it's gonna feel stupid.
  14. bad benson

    Enhanced Movement

    small update. things are going very well recently. i've been doing an MP test with a friend today that consisted of me and him basically talking for atleast an hour over TS while climbing all over the place. so a non stop stress test basically. the amount of problems was super minimal and minor and all in the area of "expected since dealing with arma". i'm not gonna do the whole ETA thing but there's not much left to do at this point since there will be another update not long after this one. so most likely in the next few days this is gonna drop. most likely :lol:
  15. bad benson

    Fatigue Feedback (dev branch)

    this is exactly how i see it and to me that is the biggest flaw of the old system. you simply can't simulate long term travelling fatigue and exhaustion from sprinting with just one single value. it's nonsense and the reason why, to me personally (!!!), the old system had many frustrating moments that made no sense to me. like not even talking about about sway in general. was not saying "why am i exhausted that much at all...i just want to run and gun". it's the reasons why i was exhausted. and that is the most important thing to make a mechanic work and make it convincing and meaningful and not just "penalty by all means". thx. good on point post. i really hope that the new control we will get will allow us to make maybe something even more complex and thus better than the old system.
  16. bad benson

    Fatigue Feedback (dev branch)

    judging by the reactions it might've been better to just provide more control over the old system via more and more detaled script commands. but i haven't tested the new system yet myself so i can't tell if it's really that bad. i just hope that you guys created more hooks and control not only for us but for yourself to be able to tweak more than just magnitude but also the logic of things. please make sure to provide full control over sway too so it is theoretically possible to create any type of system one would want. as long as all actual effects on the player can be tweaked, disabled and triggered manually this could be something that can actually add a lot rather than creating a void for some people since it would allow a a huge variety of different approaches since i'm pretty sure that the wide use of "player enablefatigue false" was probably not mostly due to wishing to have no fatigue at all but not having the time to tediously overwrite the system and force a new one inside the game. the thing i'm worried about most currently (mostly lack of knowledge and hands on expereince of the new thing) is loss of the ability to control fatigue/stamina based on animation/movement type. is this going to survive the change in some form?
  17. bad benson

    Ravage

    i think it would be more wise to spawn them inside buildings in that case. it's easy to do and a great simple way to avoid such immersion breakers. for anything else one can always do a LOS check for the player and if it's true look for a better spawn position. i did both with great success in the past. these are just my personal views though. i don't want to get too hijacky :lol:
  18. bad benson

    Ravage

    i'd be really careful about that though. one thing i really dig about Ravage is the fact that it runs so smooothly. overall it's seems very economic and thoughtful. and also i like the side effect of being surprised by close spawns. but maybe for ambience one could do very few far spawns of stuff in the distance. i dunno. i prefer steady performance over anything. that'S kind of what i disliked about most dayZ like mods out there. they always seem so overloaded beyond reason.
  19. bad benson

    Enhanced Movement

    falling/landing: i have a system for landing anims based on height but it's nothing fancy and no custom anims. right now it basically means you will fall on yo face, if you land from a long fall that also damages you. i will probably do the same for inbetween heights using default crouch anims but sped up. windows: yes! this is a feature i have put a lot of work into this time around. basically detection in general is spot on now. sadly BI's models lack consistency in some cases which is why very few windows will fail you. the current internal version is very far ahead already. there's going to be some extra goodies on the interaction side (vehicle seat category selection for example) too. the release is right around the corner. i have a few bugs i need to fix and i still need to implement the new weight limit system. not sure yet if i will rework some of the anims before or after release. will have to see about that
  20. bad benson

    Scripting Discussion (dev branch)

    is there any ETA on when GetMousePosition is going to make it into Stable? i kind of don't want to make a workaround that is going to be obsolete for sure very soon.
  21. bad benson

    Ravage

    hm. i tend to agree here. after a longer session and many murders later i was loaded. armed to the teeth with a collection of several ammo types if i ever run out of my current, fully clothed (like each slot with item of choice), giant backpack, map, compass. all of it. even a tent adn a sleeping bag. but not a single item of food or drink. seemed kinda odd. while i kind of understand the design and scenario idea, i have two problems with that. and while reading this, keep in mind i fully realise it's not finished. just suggestions and thoughts here. 1. the world is not dead. so with that kind of scarcity of anything to eat or drink, logically from a story side, i would've long resorted to eating plants and collecting rain drops etc. not to mention sweet sweet and tasty rabbits. but i don't have any of these options. 2. now i see that hunger and thirst aren't rising fast but i feel balance wise it's a dangerous gamble to balance it like that as several people have already died it seems (which is not a flaw in itself) but adds a lot to making it pretty random. again. i get it. random is hardcore but i think there needs to be a little player control at least. unless there is some mechanic that will make probabilty of food and drink spawn rise once you really need it, doubt it though. long story short: i'd prefer starving faster but finding more (or any :lol: ) stuff to eat/drink. but that's just my personal opinion on this. maybe at least spawn us some really shitty stuff that barely keeps us alive so the good stuff is a real achievement to find or something.
  22. the point is though that the AiA assets are used by a lot of maps. so overall the size will be much smaller because you won't have clones of the same trees over and over on your hardrive. and so far every map i'Ve seen that doesn'T use strictly arma 3 assets uses basically a mix of arma 1-2 assets.
  23. looks great. i love these kind of roofs. almost like a little fortress tower for archers :lol:
  24. bad benson

    GF Post Process Effect Editor

    omg! please share. or is it in some way included?
  25. bad benson

    Ravage

    i have one suggestion about environmental sounds. i kinda felt that the crickets took away from the darkness and made that typical vanilla holiday island vibe. so my suggestion would be to replace those sounds with something else in the island configs (making small replacement configs for that). i'd be willing to help out if you'D be interested in doing that and need some help. otherwise i had a great experience so far. the hardcoreness combined with the quick save made me feel some awesome nostalgia. trying to take out a bandit patrol with just a few pistol shots right now lol. great work. keep it up! EDIT: i got those fucks. one got away but once i had looted his friends i caught up to him and caught him being hunted by a zed. so much interesting gameplay in such short time. good stuff.
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