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Everything posted by bad benson
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it's kinda sad how in the arma community everything is always about realism and everything is always super serious. i mean seriously ;) gore in arma would be too disturbing? come on now guys. game technology barely reaches a level were stuff is really disturbing. and sorry to say it like that. but if you are a veteran that would be disturbed by more gore because of real life experiences, why would you play a game that depicts those actions at all? that is kinda fucked up to me (not the suicides in dayz lol). no judgement ofc and it's all hypothetical. but this is just the same tone and mentality that most discussions over this game are plagued by. i think the real value, aside from all those subjective attitudes, more gore, and be it just some death/wounding screams and some more blood particles, could bring to the game, is immersion and simply characters not looking like frikkin robots. as people have mentioned. the lack of those things is what makes arma feel "souless", "sterile" and "cold". the friends you play with or your AI comrades don't suddenly become real people you know that die and never come back because of these things. that ridiculous to even compare that. the thing that those screams and blood add to insurgency and ro2 is atmosphere and immersion and getting closer to what movies can do. this is how current arma AI react to being shot, which sucks... any 80s/90s action movie has more "disturbing" gore than any violent game i ever played. and sometimes it even happens to characters that are more developed than any game campaign character. movies even deliberately make us root for punisher type characters going on a violent killing spree (talk about glorifying) often when they are based on the typical justified revenge plot. and yet mainstream media and for some reason also some gamers think it's worse in games just because you can pull the trigger yourself. i can't even count how many times me or a friend just shot a friend in the face at base "for lulz" before going to the AO...does that make us psychopaths or numb to real violence or "kids"? i think it's really important, for some people, to learn to distinguish entertainment, virtuality and artificially generated emotion from reality. games are about entertainment and so is arma. arma is a shooter, if you want it or not. yea it's "different" but it's still a silly game where you shoot a lot of dudes. and the goal is of course to make it feel more convincing. and the lack of technology aside. let's not kid ourselves. violence is a very trivial thing without the context of reality. often the most disturbing part of footage of someone actually dying or getting hurt is the sound they make (hard to replicate in a game even if one tried) or the look on their face. and even rendered fully animated high budget movies still aren't there in terms of mimics. you'd really have to go a loooong way in terms of story telling and sheer graphical fidelity to even come remotely close to the real emotion. it would most likely only happen, if you have experienced it in real life and a memory is triggered or if you would be fooled into thinking you are actually there and not just playing a game. non deliberate immersion so to speak. sorry for the wall of text. it's late and i got lost ;) long story short. yes please more blood effects (dismemberment is a gimmick to me) and screams. they can only raise arma's production value. let's not act as if arma is underdeveloped in that regard solely based on being such a serious game :p
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thx for the report. it's a weird one though. been testing a new feature with the ghosthawk and never died. what is the height you jump out from? about the fast rope and other falldamamge related deaths: additional to a switch for addon/mission makers i decided to hopefully solve this the following way. my system percepts fastrope as falling. same goes for halo jumping. so i think it might already help to let the engine take over at a certain height that is irrelevant to my systems. maybe 10 meters or less. i will have to find a sweet spot so low height fast rope is possible and at the same time you can jump from a roof of 6-8 meters and survive but break your legs like i have it now. this next update is a little bigger one in terms of features since the amount of game breaking bugs is becoming smaller. so bare with me. things are going well though. i think you will like it :)
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Team Death Match after MANW Deadline?
bad benson replied to Kydoimos's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
i'm in. we should instead play some of the entries of the competition that interest us instead of just generic TDM. shouldn't many of the MP entries be available now? -
that's sexy! i wish thoguh the base game had each weapon in different camos. it's really a no brainer...
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you should stop being a dramatic crybaby. we're working on this almost every day but sometimes there are things that take time to fix. what you wrote there are just assumptions about people you know jack about. negative ones. you shouldn't be surprised about the "bad echo". just go and pass some time elsewhere. begging for updates in this manner will get you nowhere. the reasons this takes a little longer are the following: there are some problems with a major change we made and i still have to find the best fix. on the one hand the raptors are super effectve now but for some reason they started getting stuck on objects a lot. there are several possible fixes. we still have to apply each after another and then see which one is the best and keeps the new effectiveness. the second reason is that BI suddenly decided to make the original contest deadline meaningless and now gave everyone an extra two weeks after letting them in the dark for one month. so for the moment our focus is the new deadline and what we can achieve until then and not getting out a rushed update. after this update and the 14th december (new deadline) we will be able to make smaller more frequent updates. -
makes total sense if you consider how i habdle fall damage now. i will add an exception variable for other mods to add to deactivate fall damage for short periods of time. and i totally forgot about halo jumping. will add an exception for being in a parachute. thx for the report. hekps making this better.
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Make Arma Not War - Submissions Re-opening
bad benson replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
this is a new low. why exactly is there a 1 month break between the original deadline and this announcement? how does this ensure a fair process? people who submitted in time and took a resting period are now at a disadvantage over people who just kept working. so this adds 6 extra weeks for some and atleast 2 for everyone. how is that fair? in my eyes this destroys all credibility of the contest and makes a mockery of those who were organised enough to meet the deadline. why is there a deadline at all if it means nothing? the exclusion of the SP category adds to the insult. you don't like the output? fine. but don't act like this is not a total disaster and 100% random reset of rules. excluding SP (i have no entry there but still) makes as much sense as this whole thing overall. as long as BI can show off with better results to ensure more sales everything else doesn't matter. i'm really disappointed. i will try to use the extra time as good as i can but this took what was left of the contest's legitimacy and really shows what the main goal behind this whole thing is. the right thing would've been for BI to take the bullet of the initial fuck up but instead the contestants have to do that now... -
yea i've noticed that i need to add some exceptions for fire damage but didn't notice anything for grenades. interesting. thx for the report man. it really helps. and since i'm here. little heads up on what i'm currently working on. at the moment i'm slightly expanding overall interaction. that means carrying, throwing and pushing objects and things like that. that may sound like i'm sidetracking but i'm actually preparing some UI stuff for the cooperatve climbing that way. still experimenting with how i want it to work. needs to be as intuitive and fluid as possible. the throwing will also be useful for getting stuff you carry over walls, if you have too much stuff on you to climb, similar to what laxemann did with his addon. just trying to make it all as fluid and simple as possible. gonna try to upload a video over the weekend and maybe get a first update out.
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the menu can be dragged with the mouse by holding shift+R-click.
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YES! thx task force launcher. now it's perfect.
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minor update. changelog: - fixed: player could get into vehicles from too far away using fast get in steam is uptodate. stand by for armaholic update
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
a little update on the current progress. today me and ruppert made some more detailed testing and we found a major problem with parts of our anim config. that is actually great news since it made me realise what was the cause of several problems the whole time. we used some minor trickery to make the AI move more effectively and it turns out that most of those measures weren't even working. that means that, if everything works out, the AI should get another buff in terms of deadliness :m: i already cleaned everything up and now i finally have full control over the AI's movement like it was planned initially. the reported problem where raptors would get stuck in a stand animation was caused by this too since they were using sets of animations we didn't want them to use in the first place. so that should be solved now. additionally all the minor MP bugs like animations and sounds playing only locally are all fixed now after adding a simple MP framework. we'll have to see about the sliding. will need to test that with the new set up on a server. but my guess is that it was/is connected to what i just described. so there will be an update in the next few days containing these fixes. if all goes well this means we will have our hands free to work more on the t-rex and other things. so fingers crossed. -
ah great. thx for reporting back, it helps more than you think. much appreciated. i rewrote some of the code for th fast get in today. it was pretty simple before since i was focusing much more on the climbing aspect. it's much improved now though. it should detect the vehicle more accurate. what it does is use the camera vector and the bounding box of the vehicle. so it should avoid teleporting into vehicles from too far away. gonna update the files when i wake up.
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i'm talking about hypothetical things. people are trying all kinds of shit that is going beyond vanilla assets. one recent example is motocycles in arma 3 based on physX. we are also not talking about advanced model encryption but the ability to lock the whole addon. i'm really starting to wonder, if there's any other modding community out there that would have a problem with people looking at their stuff. it's really strange and totally overkill. and i'm also wondering how an ebo is keeping anyone from using your addon for profit like a3l did. afaik they didn't even rip stuff but mainly simply used it for their money scam thing. all you need for that is a server some shady description of your "donation system" and some addons from armaholic. kind of weird how that is suddenly justification to let everyone be a paranoid hermit. do people really think that this solves anything? seems more like a move of defiance. binarized models can be analysed with Mikero's tools without being "offensive". that would change. i fail to see how it makes sense for BI to allow access to their commercial models like that and then allow modders to lock their's down entirely. although should be obvious that i was never talking about sound files :rolleyes:
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point taken on sounds. animations? maybe to a degree. models? no. model.cfg? lods? you are just taking your own degree of modding knowledge for granted. it's very easy to say these things when you already know where to look. it's called modding. it always starts by modding something else and seeing it react and then learning from that. i also don't think that anyone would just ebo their models and keep their code to read for others. this would just result in everyone who knows how to do it, with maybe very few exceptions, to do it. the "not everyone has to ebo" thought is also not realistic. even if. what then? someone learns from some special thing someone else, who doesn't ebo, did then creates something new and awesome based on it and then locks that down, fantastic. it's naive to think that this will only be used to protect "art". knowledge is power. and people know that and will act accordingly. there was even an example of some terrain maker using his own encryption. result: modders being angry about it, encryption is ok until you need some knowledge yourself, and someone cracking it. (people from th skype channels will know who i'm talking about) i totally get the motivation here and when i first heard Mikero made it possible to unbin my rtms my first reaction was the same. until i needed vanilla poses (not available) as reference for the first frame of my own anims. i simply think this will do more bad than good and make it even harder to get into arma modding.
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tell me. what is the difference between some modders config and a config sample in the "official" samples, the wiki or some forum post? i agree that the things you listed are equally a part of learning too but you are fooling yourself, if you think anyone ever learned everything he knows about arma modding by it being explained to him/her step by step by someone else. and one of the biggest parts is looking at the actual game files and not just the samples. you try to make it sound like it's the lazy and cheap way by using the word convenient. but it's not. there is no difference where the knowledge is coming from. are sample models okay to look at because BI said so or because the modellers who made them got already paid for making them and lost the rights to them? there are even people excessively commenting their code for others to understand it and if BI would give us even more samples or god forbid full access to all models and animations, it would only help modding as a whole. if you don't want anyone to look at what you did you should not publically release it. there is no difference in the sources of knowledge. there is a difference however between learning from someone's work and ripping it without giving credit. i feel that these days the paranoia of some people is shifting the focus away from th real issue... i'm not a trained programmer. i literally learned sqf from reading hundreds of scripts and learning to understand what is happening because obviously no one was going to spoon feed me. shame on me easy route i guess :p
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ebos would shut down reverse engineering which has always been a big part of learning for everyone i know. people have always learned from eachother's work. and it should stay that way. encryption only hurts the wrong people along with the few it is meant for. i only see this worsening the lack of mutual respect and degree of cooperation in this community. we shouldn't let us all be corrupted by a few corrupt individuals.
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if these guys would respect the people who made the work they use as much as the work itself, since they seem to really want to use it (flattering if you think about it), they wouldn't have ignored complaints in the first place. the real issue in my eyes is making at least roughly 50 000 bucks, from what i heard, from the stuff. it doesn't matter if they changed the shady wording on their sites to more vague stuff to be in the clear legally. they already cashed in. but since legal action by BI is not really an option since they are not the damaged party (or legal action would cost more than what A3L made so far), what i personally would like to see as a move from them would be at least a small acknowledgement in a sitrep or somewhere that they don't agree with what happened. just taking a stance would already show content creators that at least they give a shit at all. i mean in the light of the recent contest and the whole PR talk about mods being a big part of the game it would only make sense to at least encourage respect among people and condemn behavior like that. and maybe an update of the license that has a better definition of commercial use. life mods have been using ported stuff since forever and no one gave a shit. the problem here is that they aren't taking from other games (that is the issue of the devs of those games) but from who they should consider as their peers in this community, close to home as someone put it. kind of ironic if you think about how most life communites are based on strict rules and the selection of the "right" people...
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would be nice if you could just go and test and report back. much more helpful :p
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New Chernarus Perspective?
bad benson replied to deltagamer's topic in BOHEMIA INTERACTIVE - GENERAL
i wish that was true. CBA? XEH? weapon resting (fingers crossed)? -
anti flying hotfix: ---------> https://www.sendspace.com/file/si8g68 (just update the file Foxhound, not trying to spam your site here ;)) sorry guys. no more wings for you :( sorry about that. did something to fix another problem, created a new problem. story of my life ;) so if it stops working in MP try respawning. put that in there as a temporary fix until someone finds out it allows you to move objects with your mind.
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oh dear! my dirty last minute fix gave everyone super powers ;) stand by for hot fix sorry kinda missed this one so far. gonna look into it.
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ok. i just updated the steam version. PM sent to Foxhound, so stand by for the armaholic version. nope sorry. not interested in anything like that. being without dependencies is much more important to me than fancy menu integration. although i like what albert did there. just a difference in philosophy i guess. as said before though. there will be changes to the menu. but it's not important right now. stability is my current focus and after that getting it feature complete, aka cooperative climbing plus possibly other things. since not everyone i talked to, infact very few people, have the insta death by invisible catapult effect ;) i will need some more feedback from anyone having it so we can make a test together and hunt down the cause. otherwise it's kind of hard for me to fix it. right now i deployed some velocity control and generally more control over positioning to counter it. so hopefully it helps you guys who have that bug. changelog: - changed: proper anim configs to allow better transitions, WIP, especially climbing over walls - added: scripted fall damage. it's handled by the addon and bypasses engine damage now - added: land anims for falling from 6 m and higher (first test) - fixed (hopefully): damage from climbing...please report with description of reproduction - added: fatigue for all movements next up: - improving visuals on anims - elimination of exploits to get this closer to being PvP compatible - prototyping coop climbing
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Weapon Inertia & Sway Feedback (dev branch)
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
it's the only way to properly tweak sway since sadly sway and fatigue are tightly connected and can not be tweaked separately from what i can tell (not talking about stance specific default sway). as for the realism. i would argue that what you see in the video and what we all have seen ingame wouldn't even happen after a 10 mile jog. it would never happen. the problem is that currently the system is like a standard stamina system but is used for long term fatigue too which it is not capable of without issues. you should maybe put on a fraction of 30 kg ingame and then watch the show after jogging around to actually get what people are talking about here. the old "put on way too much stuff and see what happens n00b" :blahblah2: is kind of besides the point... -
more stuff planned. next bigger feature is cooperative climbing to reach higher places. hahaha. thx for that. that's exactly the stuff i want to hear. i wish there would be more walkable objects next to houses that would allow more progressive climbing onto really high stuff. it can really open up many possibilities. i'm preparing to update in a sec. will need some feedback. it's mostly about damage and will add smoother transitions as mentioned before. the fall damage is handled manually now too. it's quite forgiving at the moment. Ã will tweak it based on feedback and more testing.