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sqb-sma

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Everything posted by sqb-sma

  1. sqb-sma

    AlphaSounds

    Mod compatibility between arma's aint great. But why would you want to when there's mods like JSRS out for Arma2, mods that took years to make?
  2. Hahaha, what an argument, I'll hop in game and see if the lights are missing on my PC. DaRkL3AD3R I'm seeing dynamic lights on my PC, latest dev build. Dynamic lights are on ULTRA and on LOW, I see them in both situations. You may want to verify your build. And I'd reccomend ignoring TheCapulet, he doesn't seem to understand the basis of your argument/is trolling. Either way it's not beneficial. I only see dynamic lights when I'm running mods, I'll try and figure out which one it is. Also, when I'm running mods my stars are huge, I'll get some screenshots. Dark, is your nighttime more blue than you expected? EDIT2: I suspect it is midtex that's to blame, try running that mod.
  3. Great to see a proper sound mod out already, thanks for the hard work. That said this isn't my cup of tea, the reverb seems too quiet, and the sounds seem to build, getting louder as they go on, almost like a gunshot in reverse! ;)
  4. Any chance of a screenshot? Still dling over here.
  5. Just wondering if anybody has investigated global specular illumination in the RV engine? If we are to get a realistic looking environment in rainy conditions this is a bit of a necessity. Example: http://i.imgur.com/CTdK56V.jpg Naturally tarmac reflects very clearly compared to dirt, but nevertheless there's an element of environmental reflection on all surfaces, and it's brightest when wet.
  6. sqb-sma

    Terrain Improvement (dev branch)

    I know it may seem like a stupid question but, you're sure you're running the mod correctly? With modfolders and all that? I had no trouble with PBOs, and I used PBOview, surely the others work correctly?
  7. sqb-sma

    SweetFX in Arma 3

    Some programs do, some programs don't. Steam records screenshots without sweetfx, but fraps records it with. Experiment a little.
  8. sqb-sma

    Suppression Effect missing in ARMA3

    My *personal opinion* is that because we can never simulate the fear of death felt in real life (in a game where dying means a 5 minute break from the mission) there should be an extra element that tells the player to keep their head down. This should be non-invasive (In other words, NOT what BF3 does) but definitely noticeable. Firstly, bullet cracks and impacts should be made loud, currently in A3 I've been unaware I was even being engaged! Secondly there should be some sort of gameplay changing effect, bullets whizzing right by your face should make you cringe, and being hit should make it impossible to return fire. This would make players a bit more hesitant about popping their heads into oncoming fire to pop off one accurate shot. I'm fully against "buit up" suppression effects, like you got in Arma2, where the more you got shot at the worse you got at aiming. The problem was that if the enemy stopped to reload you'd suddenly be stuck with a shaky gun, unable to nail them. The only time your gun should be that shaky is when you're fully fatigued (and honestly, your fatigue level should go down when you get shot at, due to adrenaline) or injured. I'm sure there are probably better ways to do suppression, but as somebody who worked on modding Red Orchestra (OstFront) this was the combination that seemed to work the best. Implementing it in Darkest Hour made firefights hugely better.
  9. Issue with the dev build released on 3 of april, 2013. The walking with weapon by your side animation is completely broken, it plays partially and then leaves you sliding, jittering between playing and not playing. Very uncomfortable. To other people it looks like the animation is fine but every now and then you'll shudder in place. This happened whilst playing multiplayer, haven't tested singleplayer yet.
  10. sqb-sma

    J.S.R.S. 1.5

    Gah, this mod is so good! Are we going to get it for Arma 3?!!?!?
  11. sqb-sma

    Suppression Effect missing in ARMA3

    Gah, what I really want is JSRS. Those bullet cracks, the weapon sounds. Hearing the bullets around you for once.
  12. sqb-sma

    SweetFX in Arma 3

    Unfortunately all of these things (which were also partially what I had in mind with mine) aren't too achievable with postfx. I'm not at all happy with mine, I just wish I could inject it BEFORE the game's own HDR and post processing.
  13. That's correct, this issue could be solved with logic maps for mid range textures, and that would be pretty darn awesome.
  14. sqb-sma

    SweetFX in Arma 3

    Alrighty, so I spent 15 minutes fiddling with this until I got something that worked half decently. Artificially increased the contrast by brightening the highlights and darkening the shadows. I tried to capture a bit more of that "Mediterranean island" feel, so there's a bit of cyan in the highlights. There's also a hint of sharpening, and, yeah, I'm guilty of liking vignette. That can easily be disabled, but I could also upload a version without it if you so desire. Here's an album of examples: http://imgur.com/a/RVgzW#0 And here's a link to the settings:http://www.sendspace.com/file/tvs6x0
  15. sqb-sma

    Russians

    Gah, sorry mate (I'm guessing your mother language is not English) but this isn't readable, or at least not understandable. Loving the AKs, so good to have one back in my hands!
  16. Similarly we could remove patterning entirely by removing all textures from the game! ;) I think this is a vast improvement, though more work needs to be done. A one size fits all texture will never work, look at the airport for example, the taxi ways at least need a different texture, and by varying what textures we use we can remove some of the more obvious patterning AND give some variety. For example: Mid tex for: Roads, grass, concrete, dirt, sand, riverbed.
  17. I'm on a 6870 myself, Arma maxes it out at 99%/100% at even quite low graphics settings, it seems to be my new bottleneck.
  18. sqb-sma

    Landtex

    Yep, just figured it out too. Cheers.
  19. sqb-sma

    Landtex

    Thanks, I'm starting to take back what I initially said about this mod. It's looking very nice now, the grassy areas are still a little lacking in detail but the sand looks great and the lack of dark lines in grass is a welcome change. Just wondering if there's any way to use Bad Benson's mid range textures with this, currently it's "one or the other".
  20. Those are the ultra contrasted textures I made before Bad Benson released his sharp preset. Be warned, they look awful when you look through a scope, they're good for youtube videos because they look ok from a distance. Here's a link to my comment: http://forums.bistudio.com/showthread.php?150645-midrange-terrain-texture-replacement&p=2352183&viewfull=1#post2352183 There's a whole bunch of videos showing it off on page 8 of this tread.
  21. sqb-sma

    Low CPU utilization & Low FPS

    I wonder what the resulting FPS would be if we valued GPU significantly above AI? Ninja edit: Don't trust playclaw's GPU overlaw, it often goes to 99%/100% for no real reason, when the card isn't at all stressed.
  22. sqb-sma

    SweetFX in Arma 3

    Glad to see some people fiddling but these pictures are not to my taste. Regarding usage of sweetfx, try and use some decent looking images as a reference frame, so as to not fall to the "I'll just crush the blacks and brighten everything else" trap. Note that: Using exposure to brighten the image artificially through sweetfx will "cyan-ise" blues, which looks awful. Instead use a hint of gain (liftgammagain settings) to brighten the highlights individually without too much colour problems. Also note that because this adjusts postfx it is AFTER the HDR pass of Arma, brightening the image highlights with this will cause an imbalance of bloom, so make any gamma/brightness changes in Arma3 itself. Vibrancy and saturation are likewise subject to problems due to being postfx, the "cartoon effect" of over saturating an image, especially when combined with increased contrast, is quite a put off. Your sweetfx setting excels in creating a vibrant range of colours and shades when there aren't many to start with, your dusk screenshots show that most clearly (and I'm betting overcast with those settings would be great as well), but in daylight it doesn't work near so well, unfortunately. In screenshot 3 the increase in brightness has washed out the horizon, the foreground looks quite a bit better but the colours are off. I think this screenshot shows something that confuses me about the new HDR. It looks BRILLIANT at night, the contrast, lighting, everything is perfect. But in daytime it looks quite poor, the sunlight should be MUCH more intense (in engine!), and shadows should be slightly darker and a little bit more blue. Your swfx setting looks to me like an attempt to make that happen in postfx, which will never look quite right. Please note that this is all constructive criticism, this is, of course, a subjective matter. I don't mean any offence by these statements, apologies if I've given any.
  23. Regarding performance, my curiosity was aroused by those trolls. I just did a bunch of benchmarks and got: Without mod: Average framerate (no/very low CPU load) 78.2fps. Standard error of measurement ~+-2fps With mod: Average framerate (No/very low CPU load) 77.7fps. Standard error of ~+-2fps. There is a huge SEM overlap, any performance hit must be very, very marginal. From these results I would claim that there is no performance hit. Each benchmark was performed 10 times.
  24. sqb-sma

    Terrain Improvement (dev branch)

    Yup, Bad Benson made a midrange texture replacement mod, but it's nowhere near the quality a logic map would give. It looks incredible, the clarity and so on, but there are some flaws: Runways/terrain that's not open field still has the grassy texture (major) Poor anisotropic filtering, unreliable clarity Lack of variation, everything looks the same It's as good as a single texture is going to get, and I wouldn't play without it, but a well implement logic map, noise or bump map will trump it by a long shot. Link to midrange texture replacement mod thread: http://forums.bistudio.com/showthread.php?150645-midrange-terrain-texture-replacement/page10
  25. And if you put mid range first then landtex won't run either. I've been playing with this a bit more and... Pretty amazing indeed. This is perfect, in my opinion. The detail, the camouflage, the clarity at a distance. Great work BB, I love it.
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