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Everything posted by road runner
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[IceBreakr/IBIS] Isla Duala for A3
road runner replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Still has that blueish tint about it though, same as the Porquelles map, with the new "Splendid" shaders, still looks the dogs bollocks :D -
Kunduz bases by DonbassCZ
road runner replied to Luke_z_Brna's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking sweet!! Just a minor observation, you should move the POL (Fuel Point) away from any accommodation/working areas and have it isolated and semi sealed off, so that any incoming that hits in wouldn't wipe out those close by. -
Visual Upgrade – Feedback
road runner replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
The reason for the "sheen" from Tarmac surfaces is Tar itself is smooth, and can naturally have a "glossy" look about it and therefore has the surface capacity to reflect light, the picture from Rainbow 6 looks fake, unless the ground is covered in something that will reflect natural light, bog standard earth "rarely" does this. The only time I've seen grass reflect the sun, is when it's covered in morning Dew, which depends on other variables such as temperature and humidity, or it's been pishing down and the sun comes out.:D The sun will rarely reflect off items that are matt colour in composition, throw in a few bits of granite, "shiny stones" and you will get some sort of "glint", I don't recall actually seeing any glint from the sun coming off buildings that have lots of windows, during sunrise come to think about it.?? -
Visual Upgrade – Feedback
road runner replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
I kind of like it, it's very rare to have Crystal Clear water and visibility beyond 20-30M's even in the Andaman Sea depending on the season, considering this is set in the Med, I'd say they got it looking not too bad at all. It really depends on how far/much you want them to simulate being underwater, as in real life? -
ARMA 3 Addon Request Thread
road runner replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Eric Joiners addons have Taliban fighters as well. -
Enhanced High & Low Script
road runner replied to Rodeostar42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your O2 levels are way off mate, O2 becomes and issue above 15,000 feet, or 5000M and not 3000M's (9,000 feet ) I am a recreational skydiver and have jumped regularly above 13,000 feet (4100M) without any need for O2, or have had to wear any sort of Mask/equipment getting up to that altitude mate. Even exiting from 14,000 feet on several occasions, again no effects noted, the USPA and the BPA and FAI are rigorous when it comes to safety and jumping from extreme altitude> 5000 (15000) within 10 seconds of exit from 15,000 feet, you're in the safe zone anyway. What you should do is write a script, like Kempco's HALO one, that makes the player wear a mask > 5000M. Same goes for SCUBA, you're only considering a wet suit, a DRY suit allows the diver to work in more arduous temperatures, again, an advanced PADI open water diver, diving off the West Coast of Scotland all year round, it's more common to use a dry suit, as opposed to diving in the Andaman Sea off Thailand where it's shorts and a UV protecting top is more of a regular choice of gear, but diving in the Mediterranean Off the Spanish Coast, a wetsuit isn't uncommon even during the summer months. Good idea though, it has merit. -
Bug Report: Death from relatively small drop into water.
road runner replied to r8gato's topic in ARMA 3 - DEVELOPMENT BRANCH
Yep.. weird one, consistent with side step (D) -
Terrain - Porquerolles Island
road runner replied to tyrghen's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks mate, great little Island and will look even better with the new lighting enhancements that are being tested in DEV Branch now -
Parachute landings are less tolerant/forgiving now, with death or injury occurring with faster/harder landings, unless you actually flare the canopy like the real thing.
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Terrain - Porquerolles Island
road runner replied to tyrghen's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The latest graphics update in Dev build has sort of trashed the awesome look of this Island.. :( -
Are you running from an SSD by any chance? How long have you had these issues as well. I've just been down to the beach as per post #19015 and went swimming without goggles, and not seeing anything that would resemble a crane on the surface, I seen darkish shapes but when I swam to the surface it was trees in the background. Just watched the sunset from above the air base, pretty impressive, now to try and midnight firefight over the same area using lots of tracers and see if I take a hit frame wise, I was using Real Light for a while prior to this upgrade and it felt over exaggerated, but this feels more natural.
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Predator Stealth setting? Does it happen with all characters?
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constructive would be posting your PC specs and GPU so that OTHERS can gauge if they're experiencing the same issue on machines with similar specs constructive would be listing all the addons you have running during said "frame rate issues". Other than that your own post is hardly constructive at all. Like everything in the ARMA world, you can please some of the people some of the time, you can't please all of the people all of the time. I'm running Windows 10, 16GB RAM, i5-4460, and GTX970 with 4GB RAM, frame rate drop on vanilla settings was negligible, and didn't notice a significant drop. Don't seem to be able to get FRAP's to overlay any more. Am I disillusioned and downhearted with the latest graphics upgrade? not really, am I prepared to see big hits on FPS with Tanoa finally released? Yes of course. There is a reason why people are on DEV Build, because it's NOT the finished product, but it wouldn't matter, as there's always something that blokes will find wrong and moan about it, personally I'm under no illusion that yesterdays release is geared up to the switch over to APEX, I like what I'm seeing, and if I have to knock the sliders back a little bit to regain lost FPS then it's no different from any other graphic intensive game.
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ARMA 3 Addon Request Thread
road runner replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There's also Kuznetsov models from other games..I did say "other games" did I not? ;) -
oh shit the bed!!!! Man oh man, Jay was right!!
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2.0GB update :O now that's got to contain some awesomeness?? Jay Crowe did tweet something along the lines today.
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ARMA 3 Addon Request Thread
road runner replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Port it from where? porting of content from other games into A3 is a taboo subject here. -
Hidden Selection Textures issue Custom Helmet
road runner replied to Kuzuri's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
what I'd really like is for collision "blocks" to be made around the characters to stop that unsightly clipping of the arms through vests etc ! :D -
It sounds like Von Quest is a little burned out, perhaps letting him fix the core of the mod first would be easier to deal with, than to think about custom factions? Without the core stuff working, there's going to be no custom OPFOR Factions. ;)
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Having trouble with config.cpp
road runner replied to thomasb3dpro's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
you might want to work on the scale of that thing, he'd have to have arms like Garth to carry it. :D Okay I get what you're trying to do, maybe you need to have a reticle.p3d ? It looks like you're missing information from the Optics part of it. I think you need something like this to get it working, as you seem to be missing essential stuff from the config.cpp. class ItemInfo: InventoryOpticsItem_Base_F { opticType = 1; mass = 10; RMBhint = "videocam"; optics = 1; modelOptics = "\A3\Weapons_F\empty"; class OpticsModes { class videocam { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.5; memoryPointCamera = "eye"; visionMode[] = {}; distanceZoomMin = 100; distanceZoomMax = 100; }; class videocamscope { opticsID = 2; useModelOptics = 0; opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"}; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.0691; opticsZoomMax = 0.0691; opticsZoomInit = 0.0691; memoryPointCamera = "opticView"; visionMode[] = {}; distanceZoomMin = 300; distanceZoomMax = 300; }; }; }; -
Hidden Selection Textures issue Custom Helmet
road runner replied to Kuzuri's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
only if that selections been made with shadows lods :D only thing that's casting a shadow is the helmet itself, adding shadow LODS to all these small attachments just increases the poly count, they're small objects as it is. -
but it was no problem what so ever to fire .44 Winchester ammunition from a horse though eh? ;) Doesn't require core strength at all, just a good old fashioned grip of the weapon, how much recoil do you think come off modern assault weapons these days? especially the ones with gas piston systems. Chortles, the first picture has a guy with a belt fed weapon, probably a PARA MINIMI/SAW, the lower pictures are Tavors by the looks of it, and will still have at least 10-12" barrels SAS used Motorcycle out riders during GW1 , DEVGRU use them in Afghan at present, want to bet they were taught how to shoot from that platform too?
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nice couple of video's mate, very soft accent too, and video's easy to follow.
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what you're describing then is what the IdentiZee addon does, it creates custom characters, with various skin tones, tattoo's etc.
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[WIP] Female base model project
road runner replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
will she walk like this? :P