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Everything posted by sqb-sma
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I couldn't get it to work (got my dev kit on Sunday). Does Arma not run in DX9? Also I've got a TrackIR to use for translational movement so I can put that to use as well.
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I think some of the functionality from JSRS should really be in Arma. Most notably the change in how a gunshot sounds with distance, from bang to pop. With separation of mechanical and gunshot sounds we're off to a good start, but if the distant sounds could be put in it would be fantastic. Apart from that my main complaint is in regards to bullet snaps, which sound like hollywood style "swooshes", once again JSRS, though awfully low quality (probably from youtube videos?), is perfectly on the money. Keep in mind even if you aren't close enough to hear the actual loud snap the bullet still produces a rattling sound as that snap is reflected off nearby objects (especially in alleyways/CQB).
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Hell to the yes, sound is sorely lacking. Can't wait to see it get some attention.
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Keeping adjusted stances while running, reloading.... [Suggestions for BIS Devs]
sqb-sma replied to Richard_B's topic in ARMA 3 - GENERAL
110% agree, while running would be hard to animate I think it's necessary to do this for reloading at least. You're pinned down, stuck behind a rock, you hit reload and, gah, you've stuck your head over the wall and gotten shot. -
Under Suppression Fire Effect
sqb-sma replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Agreed, we can't simulate the fear of getting shot, so we're already on the back foot realism wise! The point of this should rather be to tell you when you should, uh, think twice about popping up for a shot. I love the blur (you're not going to be scanning for a target with bullets coming meters from your face), the camera shake is great too and fantastic work on the sound effect. I'm not a huge fan of the black/white, I think it should be a minor effect, but it's up to you man, either way this mod looks like a future must have. -
Agreed especially on these points, I think the bloom needs a bit of work to get things looking correct as well (Try blooming out the camera by giving it a huge aperture (small f-stop), the colours go all whacky when the sheer brightness of the scene should've made it white and bloomed out long before), I'm considering grabbing my camera and taking some pics to demonstrate the issue. The starts should be smaller, especially with larger apertures (unless you're using NVGs which disk bloom almost every light source) with more fuzz around them, just like in Arma 2.
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
sqb-sma replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This surely can't be new, it looks like you're just pointing out how HDR now works in Arma3? I have ACE working now, by using all CBAs (CBA, CBA A2, CBA_OA, CBA_TOH AND CBA_A3) I no longer get an error message and have fully working keys. I do still get that grey bar, perhaps it's a side effect of the changed weapon status UI element. It's really neat playing Arma with JSRS and ACE again, but new graphics, movements and all that. Kju, one quick question, is there any way to get rid of that strange negative mouse acceleration on A2 units? This would make aiming work the same as in A3. -
Sweetfx FPS impact should be 1-2 frames. Disable Lumasharpen, bloom, HDR and SMAA in sweetfx config to get back that fps.
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New AMD 13.4 and 13.5 (beta) drivers.
sqb-sma replied to imrevned's topic in ARMA 3 - BETA DISCUSSION
I kinda disagree, Arma isn't a twitch shooter, so some of the responsiveness at 60fps is, not wasted but superfluous. The game really does play fine at 30-40 fps so long as there is no stutter. I used to get smooth 40's but I've recently started getting choppy 60-70 (with stutters that seems to be solitary frames, instead of clumps, gah!) and it really detracts from the experience, takes you right out of the game with trackIR (you can no longer trust where you are looking). While 60fps is obviously better, between 40 and 60 at least smoothness is more important. OH, and, more than 60fps WILL make a difference to responsiveness, as someone from the ol' CS scene the responsiveness improves drastically when the frame times go below 8-10ms, everything feels a lot crisper and going back to 15-20ms frame times feels like you're slightly drunk, just a tiny bit of inconsistency. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
sqb-sma replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm trying to get the CBA to show it's error message (it seems to only do this once) instead of just being a grey bar. I don't know how to do rpts as well, but I should be able to figure it out. Hypothetically, why would ACE's key commands not work... I've been trying to get them up for a while. hmmm. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
sqb-sma replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cheers man, I've been mixing and matching myself (RAINF kindly linked me to an old AI combination of yours, I'm literally testing it in AiA currently). I've got CBA CO running, but it comes up with an error (which minimizes into the little grey bar) and ACE works 100% in functionality, but doesn't seem to register key inputs. Anybody figured out a way around this? -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
sqb-sma replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dude, calm yo farm. There were issues with crashes, to get it stable they have been hidden. You can un-hide them by deleting the relevant PBO. Easy peasy. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
sqb-sma replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It was loud enough for me in Arma2, that must be nasty. Ok so new problem, I'm trying to run JUST A2 OA (for the time being, Aussie internet aint the best so I'll save A2 for another day) through this. However I can't fit the launch line into the target line, launching through six causes an error (Cannot find class "burst") which is discussed, but not solved, here: https://dev-heaven.net/issues/71685#change-155598 and I'm not sure what to write in the batchfile, should I delete the section that says "arma3pathhere" or write A2 OA's path in instead...? Or something else entirely. -
Dev branch night-time is far too blue. It's like just after dusk, the sky might go that colour (might) for 10 or 20 minutes but it should get far darker, it should be black (like we had before).
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
sqb-sma replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Woa. WOA. How... dude, what mixture of mods!? I must know! :D -
Can you play Arma 2, after playing Arma 3 for a while?
sqb-sma replied to NeuroFunker's topic in ARMA 3 - GENERAL
Is A3 + AiA compatible with ACE and (a cba that supports) JSRS 1.5? Until then... -
New VR Headest actually looks viable for average gamers
sqb-sma replied to BobcatBob's topic in OFFTOPIC - Games & Gaming
Could you fraps it? I'd love to see Arma3 in 3D on this. -
Sorry if I'm misunderstanding, but do you already have the Rift devkit?
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Comparisons of middle distance ground texture?
sqb-sma replied to BobcatBob's topic in ARMA 3 - BETA DISCUSSION
I'm on dev branch and it looks the same. There's a new terrain texture, like close-mid terrain texture, that comes in slightly closer than that. -
midrange terrain texture replacement
sqb-sma replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jeez, looking at the new (awful) night-time effect... I think we need someone to mod in a proper sky, lighting, bloom and fog colouring system. Everything looks graphically impressive, but the colours need so much work and this dev patch, well I thought it was a bug, but it seems to be official. -
http://steamgraph.net/index.php?action=graph&jstime=1&appid=107410q33930&from=1246370400000&to=End+Time See how A2 OA still has many players? Whilst the novelty of the alpha has died down massively it's still almost rivaling A2 CO and Dayz currently. I know for a fact that of the Aussie clans only one has made the switch to A3 as their main game (AAF). The others are still sticking to ACE + A2. With full release (and ACE, oh my god I need ACE so badly) the number of players will be much larger.
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Comparisons of middle distance ground texture?
sqb-sma replied to BobcatBob's topic in ARMA 3 - BETA DISCUSSION
For OP, don't bother getting screenshots of the new texture, it's almost entirely the same as the old one (just a few rock shaped things). -
Except not so beautiful because midtex is amazing. The new mid tex from BIS is NOWHERE near good enough. Can't wait til that's updated to work again.
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midrange terrain texture replacement
sqb-sma replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This mod will need to be remade for when the next dev patch goes live, texture mods seem to be causing problems with the lighting. -
This seems to happen when running mods (for me I see it only when I'm running mods including midtex), when mods are not running the night is brighter than it should be, bluer than it should be, the dynamic lights don't render and the stars are non existant. Ok, any editing of the game's landcape/environment texture files causes dynamic lights to be regular brightness, screws up the stars (ultra bright) and changes the sky's colour. Midtex is one such mod, I'm sure there are others (running Chernarus for example). I'll disable these and then test further, but if that's how nights are meant to look then night time is far too blue and bright. Yet another edit: Here's what my game looks like without mods: http://i.imgur.com/Y5ELM4Q.png That's the airport beneath me, the light from the static lights is there, but it's REALLY dim. It will be invisible in screenshots, but if I adjust the aperture in the camera editor I can just see the light of it. Campfires, glowsticks and headlights are all working, here's what it looks like with a very low aperture: http://i.imgur.com/KN8WN5C.jpg Just a note: The colours there are all wrong, BIS needs to work on how the camera aperture works (and add shutter speed) and the colours of this game need a ton of work.