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Everything posted by bad benson
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i really appreciate the passion guys. and i'm really sorry that i didn't just make a hotfix. i really regret this decision because the public version is broken for so long. but. as you can read some pages back, i already fixed the issue quite some time ago (sadly only internally). for now i can only offer you a possible temporary workaround. maybe this info helps. the problem is not saving but rather loading. in short, this is what happens: the main EM function gets initialised eventhough it already has been initialised...each time you load. so you end up with my main function running many many times in parallel. result. dropping FPS. so now the game has a "loaded" mission eventhandler which i first thought would be a fix. but no. too easy for arma. way too easy and logical (sane?!). the EH only mirrors the problem by only triggering on certain ways to load savegames. gg BI. here's the catch which leads to a possible workaround for you guys: the issue happens mainly when you load your savegame from the death screen inside the mission. if you go back to the main menu and load/"resume" the mission from there it initialises stuff (cfgFunctions) differently. so try to load from the main menu and see if you helps. or you guys could stop being scrubs and stop dying ;) i can't remember right now if the current public version is responsive to this workaround. i changed a lot since the last release, which is also the reason i didn't just wnat to release a hotfix. should've done it though...my bad. thought i would be faster with the new features. -------------------------------------------------------------------------------------------------------------------------------------------- i wish i could stop here but there's more... recently, a few days ago, my PC decided to randomly break (power supply popped and possibly damaged other parts too). while this put an end to my GTA 5 addiction (for now:o), which could've eventually meant that i could've put more focus on the mod again, i'm missing the tools to keep working on EM now. i'm writing this from a old Mac (ew!) laptop with a broken battery so excuse me trying to squeeze everything into this one post (even just surfing is tedious on this thing). so sadly progress is at a 100% hold for now since i can't afford to quickly replace the parts (if you like to help, read my signature. every tiny amount helps). ------------------------------------------------------------------------------------------------------------------------------------------------ i wish i could at least make a preview video but i'm stuck with typing for the time being. so to lighten the mood a little here's some notes on what changed and what to look forward to: fixed: - save/load function spam - fall damage bug causing death when leaving helicopters via script - EM stopped working sometimes when entering a certain pistol transition animation (there's a fool proof fail safe now) changed: - more heights to interact with...example: vault over small walls a la bf3/4 - new animations - new detection logic leading to more logical behavior and less possible exploits (less climbing through too small openings added: climbing - sounds when climbing - help each other to reach higher places - drop down savely from higher places general - super simple alternative action menu to get into specific seats in vehicles (no more scroll menu madness under fire) - simple system to interact with static objects to allow actions like placing boxes as stepping stones to higher places - overall restructuring of all the code and cleaning up to make it faster and easier to maintain ------------------------------------------------------------------------------------------------------------------------------------ stay tuned. i'll try to keep you posted
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Weapon Resting & Deployment Feedback
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
of course it does. which was my whole point. here's a little paint art work ;) to illustrate what i mean. http://i.cubeupload.com/E9yGWt.jpg -
Weapon Resting & Deployment Feedback
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
typical false realism logic. in real life terrain is not shaped like in a game. hills are not smooth like roads. i toally agree on this point made my oldy41 as i posted before. there needs to be some smoothing. it's quite ridiculous otherwise. it would be great if the rotation axis would be mostly aligned with the world Y axis. and then the side of the hill, if you turn into it, should just stop the rotation. could be hard to do though. this wouldn't be such a problem if there were more small rocks and stuff. or you could rest on backpacks like in every resting mod :rolleyes: -
Weapon Resting & Deployment Feedback
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
i kind of feel like the way resting on terrain works is not forgiving enough. i mean it makes sense how you adapt to the terrain angle but considering that terrain squares are pretty big to provide big maps that means that on a smooth hill you really have to find the sweet spot ontop to get straight aim. in real life there would be way more micro terrain changes that would allow many more good resting positions. would be great if there was a way to add some smoothing between the actual terrain square under you and the virtual even plane in the player model. it would probably be good to also consider if you resting along a side of a hill or downhill. soy ou can rest on the side of a hill without getting your scope/weapon angled sideways. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
bad benson replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
are there any plans to provide some ACE game mode/s in the package? would be great to see a full mod/TC emerge from this rather than just a collection of features. not that that's a bad thing but i see this as a great chance to shape arma MP a little bit since i feel ACE could be what PR was to battlefield. seeing some well thought out PvP and Coop game modes that stage all the features and stuff and is built around them would be great. just a thought i had. -
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shit. i don't get it. i'm sorry :( maybe you can make a video of it? that would make it easier. what i got from your first post was that it stops workign sometimes. that should be fixed for good in the next version. anyways guys. making some good progress. the code side of things was slowing me down a bit. that and lack of motivation and too much distraction. but i got a good workaround for those little fences and transparent objects in general. it will not solve all problems but that's all i can do considering the limitations of the ray cast commands. so what that means for you guys is that you will be soon be able to vault over smaller things a la bf3/4. i already have an animation prototype and it feels great. i will probably keep the default vanilla vault for people carrying a lot of stuff. sorry it's taking so long but i decided to do more than i initially planned for this update. i also want to rework jumping a little bit to give more freedom of movement so it can be used in a more improvized way rather than just fixed directions. we'll see.
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Game-Mode That YOU Think Should Be Official
bad benson replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
yea agreed. the way editor placed objects kill FPS has gotten worse too compared to arma 2, i think. having an official game mode like that hosted on official servers would maybe help the current situation though. the point i was trying to make about doing certain things differently was not so much about past game modes being bad, but more how "casualizing" certain aspects and adding more detail in terms of team management could maybe counter the current state of things and draw in more people. i'm all for hardcore stuff but i gotta say that while i get the thinking behind avoiding stuff like respawning on squad mates or even flags for example (i had talks about this with TacBF people), i gotta say that this can not only put off especially new people but also result in people just ending up spread out all over. the intention of realism is nice but even TacBF people (the ones i talked to) themselves are frustrated with lack of communication after sessions and stuff. so it's kind of paradox. why not be more aggressive with mechanics then? all i care about is a good firefight. and as long as people don't pop out of eachother's asses i'm fine with more action inducing spawning. -
what cheap, immersion features would be good for Arma?
bad benson replied to steele6's topic in ARMA 3 - GENERAL
lol. 100% agreed. i think it would much more sense to "cheat" and use non dynamic methods to force land AI properly than having what we have now. it just doesn't work. scrap it. replace it. fix it. long overdue. -
Game-Mode That YOU Think Should Be Official
bad benson replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
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Game-Mode That YOU Think Should Be Official
bad benson replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
the problem with the sector control modules is that it's the very bare minimum. the long list of deficiencies in arma start with basic things like a simple and intuitive marker placement system to actually allow satisfying cross squad communication. things like that have to be game mode specific and streamlined for what the specific game mode needs. that means both expansion and limitation of all the random stuff that is already there. much like a game mode specific HUD the map has to talk a certain specific language. i'm talking about gamemode specific symbols and spotting systems a la PR. anything else is counterintuitive and random and thus chaotic in its outcome as can be seen on the map in public servers. they are either empty or full of bullshit most of the time. here's a great example of what i'm talking about. another thing is actually giving the tiniest fuck about a squad leader being a squad leader. the lack of this is mind blowing since arma has a group system at its very core that even the AI uses. squad leader specific abilities. then there's revive systems and spawn mechanics which also can tie in with specific roles. i don't want to go into too much detail because i think most of these things are no brainers, if you really care. and if you want to think more basic and something that sadly blitzkrieg was missing too imho...having flags be in actually interesting positions and nicely balanced locations. i know that's harder on a premade terrain but on the other hand arma also offers in insane amount of good locations. your attitude obviously comes from having zero interest in such a game mode and sadly mirrors BIS' attitude. the thing you have to do when you make a game mode is actually care about it and play it. just thinking in bare principles doesn't magically great enjoyable gameplay. and while i appreciate the effort put into mission modules for tasks, i think a fully designed sector mode would be worth more effort than those modules that basically say what you said: "if you really want this, here you have a way of doing it". that would actually improve the game mode. rush in battlefield suffers a lot from lack of flanking room. it's what creates those insane base rape locks and tunnel massacres. i'm glad to see some acknowledgement of things like a proper respawn system and a tightly designed gamemode being of actual value by making something like endgame. but it's way overdue and far from enough. -
Weapon Resting & Deployment Feedback
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
that's a very strange argument. the average area bipods are located in isn't that big at all. the only thing that would be needed is a vague downwards wave kind of motion. anything is better than the current robotic animation. i mean a specific gesture would be best but knowing BI i don't see that happening. although it shouldn't be to hard to achieve from a technical standpoint actually. it's just like the reload gestures for weapons. it'S extra work though. but i think it's worrth it. and considering the number of bipods it's not even THAT much work. -
what cheap, immersion features would be good for Arma?
bad benson replied to steele6's topic in ARMA 3 - GENERAL
"no Ai overall intelligence" lol. i sense a hint of trolling :D your theory is a bit off though. bipods and resting, sound improvement with environmental factor. one could make the point that the whole marksman DLC is a bunch of engine side, proper implementations of mods. but who cares about these kind of theories really? no points or ideas should be invalidated by personal theories liek that. it's kind of obvious that BIS are reading along (*cough..bipod/sresting..cough*). so let's just keep the ideas flowing. i too would love to see the bleeding fleshed out more. not much. all that is needed is change the FAKs so they don't heal to 75% but instead not at all or a very small additional amount (current health + 10% for example) and that they are rather used to stop bleeding. and for that the bleeding needs to be made less half assed kind of "wtf were you even trying to do BIS?". bleeding should keep on going to at least the state where you can't aim properly. dying from bleeding is not needed imho to avoid frustration due to bad mission design etc. then the medic could have a proper role as the only way to actually heal at all or as mentioned above 10% with his medkit. the current system is very strange and might aswell be replaced by regenerating health the way it impacts gameplay. and last but not least we need a command like "_unit enableBleeding false". so people can still make lone wolf run and gun game modes without crazy health restore scripts to counter bleeding. i'm pretty sure that these things are quite easy to achieve and they would create a lot of new game play moments and considerations. i hope that, like many other unfinished parts of the game, BIS will come back to this and make it more indepth. one doesn't need clunky or overly complex medical systems to make something interesting and more convincing. -
[PvP](WIP) Call of Battle-Strike
bad benson replied to thecoolsideofthepillow's topic in ARMA 3 - USER MISSIONS
is anyone hosting this on their dedi? i would like to try to get some people together and play this with maxed out players to get you some feedback. maybe you could consider an addon free version too? -
what cheap, immersion features would be good for Arma?
bad benson replied to steele6's topic in ARMA 3 - GENERAL
great suggestions. i'd love that too. it has been shown that it's so easy to achieve. same goes for more pronounced pain screams when they get shot. -
while i'm not an expert by any stretch on the subject, i kinda doubt that. seems more like it's the other way around. or less simplistic, how sim and render are too tied together.
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as much as i could rage for hours about how retardly dumbed down battlefield has become and how the "netcode"/hitdetection stuff is still wonky at times, i gotta say that this comparison is not fair. are you seriously comparing arma's diving and the addition of an animation speed to battlefield's destruction? how does that make sense? it's like one guy saying "hey i'm gonna try to make a double backflip" and another "hey i'll just gonna make one step forward". and then after the first does one and a half backflip you blame him for not doing it perfectly.you can't just take any feature and compare it like that, imho. diving is not exactly mindblowing (most games that have water have it) and neither is adding an additional running speed. have we really become this easy to impress as arma players? :p i mean i'm as fed up with EA as the next guy but i could make you a never ending list of what is not working properly in arma. it's really bad to compare these games in my opinion. different budgets. and tbh. it shows. i have a lot of respect for the technical aspect of bf4. to me, next to games like gta it's still setting the bar (purely technical). sounds, animations (not the data but the world interaction too), physics, dynamic destruction, overall responsiveness and polish. i know that one of the main reasons arma lacks those is budget (or is it still...?) but i feel like having to point them out. i just hate when people's battlefield frustration automatically turns into arma praise. to me both games have severe problems. but in totally different areas (except for hit detection :D). it's easy to get cocky when you are in your comfortable niche without real direct competition...
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Getting back into sound modding, need feedback on sounds
bad benson replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
i like the impacts. i think the MX shot sound needs some distinct character added to it. something is missing compared to the others. sound too clean. anotehr thing is the sniper rifles. i got no problem with the "deepness" but it feels like it's making the sound feel kinda hollow. like it takes away from the power it's supposed to have. i hope i could make some sense to you with my abstract terms :D -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
bad benson replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
just wanted to drop by to say that you and your "addon" are awesome. keep it up! -
couldn't agree more. the AI is the one thing that makes arma really stand out. i gave up on friendly AI too. 10 years of trying to handle them was enough :D. i think the AI serve well as enemies though. only problem i see is that they have a phobia of buildings and maybe some detection refinement is needed. what i'd love to see is friendly AI being handled totally different so you can have them react instantly. and maybe a quick menu that can be used instead of that hidious list menu. same flaw as the scroll menu. making people scroll through all entries to the entry they are looking for instead of just giving you mouse control or proper context sensitivity. also. i'm not sure how far this is already possible but it would be amazing if you could have huge groups separated into fire teams (optional) and then you'd just command each fire team leader with commands specially made for that. almost turning it into a little RTS. one could do so many awesome things with the friendly AI. they don't even have to be super smart. it's about the following things and always has been for about 14 years: - i say, you do, instantly - learn to drive - learn to frikkin use your rocketlauncher if these major things would work with the friendly AI, they would already be 50% better. it's not always about them being stupid or robotic. the most frustrations comes from them simply being broken in many situations. i don't expect AI to be actually smart. but they need to be tools that can perform basic tasks without error (for the most part). otherwise they turn from tools to a liability. so why use them at all...
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if you find it you should be able to destroy it. or maybe it could even self destruct invalidating itself. could also be an interesting mechanic so it can't be placed it territory with too many enemies nearby.
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Weapon Resting & Deployment Feedback
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
i get this happening a lot: http://i.cubeupload.com/KLCfIx.jpg http://cubeupload.com/im/02cMQu.jpg it's less drastic in other cases but ground interaction seems pretty sloppy. -
Getting back into sound modding, need feedback on sounds
bad benson replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
nice. can't wait! -
Marksmen DLC Weapon Feedback
bad benson replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
ok who's gonna update all older textures to fit the new ones now? :p seriously though. while the sharp details on all those new weapons make me want to stroke them and whisper sweet words to them, i have to say that i'm a bit baffled by how the style of the textures doesn't fit the vanilla content. it kinda feels like a mod that surpasses the main games quality but also uses a different style. while more quality is nice, i find it a bit irritating that most of the new textures seem sharper and more saturated in general. i know it's hard to keep consistency with different artists working on a game but by also making the stuff stand out style wise you are kinda making your older stuff look bad more obviously :D might have been just the lighting in VR that made it feel so pronounced though. don't get me wrong though. i love it all. i love all the rifles except for the one with the hidden barrel end (looks super bulky/clunky in my hands somehow), still a great model though. overall there seemed a bit of a tendency towards bulkiness. i'd agree with InstaGoat and even go as far as to suggest to scale down one or more weapons slightly. sidenote: those monster ass MGs make me wonder if the handanim system is enough to have some more rambo like holding anims (a bit lower to make the weight show). but probably not since looking through sights wouldn't be properly represented in 3rd person then. i guess we'll have to wait for the "support DLC" ;D -
Getting back into sound modding, need feedback on sounds
bad benson replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
oh come on! don't go there. you have to earn the mindless praise yourself :p seriously though. just do it. you have something special here. you got the base energy down perfectly (that godly pop/snap). now you only need to add some subtle characteristics. some slight metallic rattle here, some mechanic clickclacks there and it'll be perfect. it already tickles my eardrums even with my chea p 8 euro sennheiser earlplugs. first time i feel this physical connection to my weapon, i always loved in battlefield 3 and 4, in arma. here's some random feedback: on the sonic cracks the pitch seems weird on some of them. needs to be more sharp like a cheap firecracker. some times it seems like the pitch is too low. the mechanical/metallic characteristics i mentioned are already well done in the khatiba. i'd love to see similar (but different ofc) on all weapons. i don't even care about realism as long as you give each weapon some unique textures. again. the base is brilliant. it just seems a bit clean at times. just needs some more randomness and roughness.