Jump to content

bad benson

Member
  • Content Count

    3138
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by bad benson

  1. bad benson

    Immersion Cigs

    good stuff. smoke needs to be whiter/white though in my opinion.
  2. bad benson

    [WIP] Terrain "X-Cam-Taunus"

    wow sorry. i'm a little under the weather lately. that was indeed pretty obvious lol. good to hear though. also please make sure to add some nice places to climb up to. i'm making great progress with EM lately so it will soon be a viable option of exploring the terrain. just a suggestion of course but it would make me very happy. some user made terrains i tested on had not many options in that regard.
  3. bad benson

    [WIP] Terrain "X-Cam-Taunus"

    sorry if it has been asked before. is there going to be a low density/lite version?
  4. bad benson

    DSS: The Mod

    i personally like colour based status huds. since you only need a nice symbol and also there is no exact value but an estimation instead. makes it feel more natural and not like you are maintaining a robot. but that's jsut my humble opinion on HUDs in general :lol:
  5. bad benson

    AI discussion [Any Branch]

    i have been spotted in Chernarus through a giant church. also on Kunduz, which uses OA stuff, a friend got shot and spotted right next to me right through a closed door.
  6. bad benson

    AI discussion [Any Branch]

    i experienced the same. wasn't attributing it to the patch but since the buildings you speak of haven't been updated, it makes total sense.
  7. bad benson

    ACE3 Keybindings deleted, is there a fix?

    you should ask in the ACE thread. that's not only the more appropriate place but will also get you better results i think.
  8. bad benson

    Enhanced Movement

    tests are going well so far. with the help of Apache and his real time feedback and indepth testing i was able to iron out some major issues and really improve the accuracy of things in the process. there are still some loose ends but things are getting more solid by the hour. save game issue should be fixed but i'm waiting for tester feedback to be sure. also here is some actual new media. this is one of the new animations i'm working on. it will be used to fill in the gap between small fences and medium walls. the plan is to have more anims for certain heights to add more variation and avoid ground clipping as much as possible. it's still WIP so some of the fingers are not animated yet. anyways enjoy. http://steamcommunity.com/sharedfiles/filedetails/?id=528853514 http://steamcommunity.com/sharedfiles/filedetails/?id=528853459 http://steamcommunity.com/sharedfiles/filedetails/?id=528853370 http://steamcommunity.com/sharedfiles/filedetails/?id=528853297
  9. man. this is so impressive. this is the most well balanced and dynamic sound environment i've seen in arma. nothing sounds weird or out of place or just like a sound being played.
  10. bad benson

    Enhanced Movement

    just a little heads up for those patiently waiting for a fix. i've been back up and running for a week now and made a lot of progress. as i mentioned i first planned to release a hotfix for the version that is public right now but reviewing the code of that version i realised that even my old internal version was too far ahead to justify fixing old code just for a temporary fix. so i basically rewrote all major systems from the ground up with the main goal being performance to get rid of the execution delay (performing the actual climb could take some time) in really heavy missions. the restructuring is done for the most part. so now i only have to move over the save game fix into the new framework and it should be good to go. so basically it's not just a hotfix but the first half of the bigger update. most stuff won't be noticable to the naked eye but there are some minor new things like (finally!) being able to climb transparent things like fences and a brand new vehicle menu to let you easily choose between vehicle seat categories which is basically an expansion of the "use" key that was already present and a vault animation for lower obstacles a la battlefield. i gathered some testers and will start handing out files starting tomorrow to ensure the biggest issues are gone before public release. once i have a go from the testers i will do some minor visual updates on the anims and then it should be good to go. i'd hate to give an ETA because something can always go wrong so i'll just say one week +/- a year :lol: here's something to pass the waiting time . i don't know why but it always makes me laugh really hard. there might be some proper media before release too but this should do for now
  11. this is really cool! i made something similar in terms of modularity, as in the ability to add your own actions to a new UI, a while ago. but a lot less fancy looking :lol: it's a great approach. the fact that there is a script-only version makes this so much more awesome. i really like the idea to handle that stuff mission side as long as it performs well.
  12. very cool! could you describe your plans for mission content and MP game modes? really interested what you plan. i always feel that everytiem is a TC for arma that it has the chance to provide a good MP experience more than anything else due to full control over all assets.
  13. bad benson

    Arma 3 - Ropes and Climbing

    i'm thinking about putting a prototype in my next release. i already have something where you throw it. and then you can go up it slow or down it fast (if the old code still works). can't see myself doing anims for it because i just don't think it's worth it tbh. but can't hurt to have the current state in there to fool around in coop with friends. we'll see. no guarantees.
  14. agreed! this is starting to get a real total conversion vibe to it :)
  15. bad benson

    Interface DLC

    it's not about looks or sounds at all. i'd even accept the scroll menu, if actions wouldn't pop in and out of it like they do. literally everyone on these forums has several bad experiences with ladders. also wrong doors opening when doors are close to eachother. while i think the linear up and down list thing (scroll menu) is a flawed design because you need to go through stuff you don' t want to get where you want, i think the problems go deeper. it's the mere detection of the action already that goes wrong. that is an issue of its own when combined with the fact that certain get in actions on vehicles are locational. which brings up another problem....indication. this is tied to the detection too. so you end up searching something you know must be there somewhere. the indication only helps you know when you found the illusive sweet spot and thus pops in and out too but it doesn't tell you where to look for it. if you ask me it's all about functionality and zero about fonts or sounds. it's not a dated design with proper functionality. it's kaputt :wacko: side note. at some point (in alpha i think) the modellers added mem points to the littlebird for each seat. my guess is that either there was an effort started and reversed or we're in for a treat, at least when it comes to vehicle actions.
  16. that KSK guy with the binos has some impressive core strength :lol:
  17. bad benson

    Audio Tweaking (dev branch)

    you have been posting videos of this literally for years now. is this ever going to be released? i'm literally just curious. also. if so. what is keeping you guys from releasing? is it mostly script side or the sheer amount of samples needed? or is there even a dynamic way now that there are more filters now, at least in the engine. no idea how accessible for modders they are. if it's about samples maybe it would be wise to join forces with all those sound modders. laxemann and others have come up with some pretty amazing stuff lately just from the straight sound material side. anyways good luck. really looking forward to it. sounds really promising.
  18. bad benson

    Kunduz, Afghanistan [10km] v1.20

    thx for making this standalone. i get the need for most maps to require AiA/CUP. but from a consumer side it's just so refreshing to have a standalone map :lol: also. looks great. has a great natural feel to it. keep it up!
  19. sorry for the double post. added a video for the laser and made some more improvements and a few comments to the code. removed shadow from the drawicon3d (duh!). i think will link the visibility of the laser line to amount of rain and fog (amount of reflection particles basically) later. also added a video showcasing the laser in motion (check first post).
  20. bad benson

    Arma 3 - Ropes and Climbing

    yea but that is the moment you get stuck unless you also have a climbing system to overcome that. well it's also pretty flawed since i'm a self taught scripting noob. i also had to rush it out due to the contest. so it's not only arma's fault if something goes wrong lol. but i'm working on it again to make it much more solid. biggest problem is models missing the lod that determines on what surface you can walk on. i should really make a list so BIS can get their modellers fixing that. an example are those prettier rocks you can find on Altis. opposed to the uglier ones those have no roadway lod which makes it impossible to walk on them. which is totally inconsistent and annoying.
  21. ok so here goes the laser. http://i.cubeupload.com/4XjluB.jpg i couldn't find my old one so i quickly threw together a new one. you can basically use this in your mission without any addons if you want. i just quickly made this work so there might be some idiocy in it :lol: again, feel free to improve upon it and share your progress here. i'm gonna add this to the first post too. laser colour and image can be easily changed ofc. it's just a proof of concept for demonstration. same goes for the line and the fact that the laser is less pronounced during daytime. i had the line in there just for debug but found it looked kinda cool. little side note on the oneachframe method. if you use this in your addon, make sure to account for others doing the same. i'd love for this to be insdie something like joint rails as an option for people to use (same as PIP) so there's something a bit more central to avoid code running more than once. i also started working on a "real" laser that exists in the 3d world. i'm obsessed with having this work in MP. i know it's probably not the wisest thing to do but i gotta do it :lol: going to share here once i got something. EDIT: made some improvements. check first post
  22. bad benson

    Arma 3 - Ropes and Climbing

    looks almost identical to what i had. you can see really well what i was describing. like the rope goes through the edge of those VR boxes.
  23. bad benson

    Arma 3 - Ropes and Climbing

    hm. i wouldn't say proper collision is a specific feature since it's kind of the very basics of what a 3d game needs to even function. arma might have such problems with it due to scale or something. like having to spread out accuracy. but that's just a vague theory. the problem with basing everythign on physics alone is that we're obviously not dealing with reality. so if you get stuck on an edge while climbing upwards there need to be some elaborate methods to counter that. i found that my climbing od helped at times when i made tests but overall the problem was that the rope has to use a certain physX lod for collision ( i think) which means it can hang through certain parts of for example the edge of a roof basically making you climb upwards into that edge hittign yur head getting stuck there. i think a pseudo physical solution would be much better. liek having the throw based on physics but then as described have the rope freeze (atleast where it has wall contact) and then create some kind of path from that. i dunno. it's easy to make work but very tricky to make work nicely.
  24. hm. not sure what you mean. i didn't release anything. i just gave my proofs of concept for both things to AGM right before the ACE merger and then they carried it over to ACE. i'm not part of ACE in any other way. i'm sure the ACE guys made some changes to it already so you should probably report that to them. @warlord: so you made a similar thing? not sure what you mean. if you have something feel free to share it here so we can discuss it. that was kind of the idea.
  25. bad benson

    Arma 3 - Ropes and Climbing

    the main reason i abandonned my experiments in that department. in the video he climbs straight down from an overhang without wall contact. which is easy to do. anything that involves contact is really hard to make work well. add climbing upwards close and hitting a small edge and you get all kinds of problems. but that is also mainly due to how it works with those physX ropes. i think in PR the rope basically freezes on contact which is what makes it actually work imho. physX are great on paper but in this situation a great source of glitchiness.
×