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sqb-sma

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Everything posted by sqb-sma

  1. sqb-sma

    Development Blog & Reveals

    Imgur is back up, check em!
  2. sqb-sma

    Download Size?

    Sorry to be "that guy" but, any verification/citation for this?
  3. sqb-sma

    Ugly "blocky" shadows :s

    So were you running shadows on high then? The graphics look very nice but I have to agree, blocky looking shadows... I gotta say, I'm itching in anticipation for your video, I can't wait to see the day when your shacktac ops are done in Arma3! ;)
  4. sqb-sma

    Organized Alpha Coop

    Fellow Aussie here, I'd be up for it. I'll be playing with Ausarma (check out the ausarma teamspeak) and some friends.
  5. sqb-sma

    Most beneficial place to buy?

    I believe steam acts like a retailer, they get payed for increasing the publicity of Arma and having an easy to use store system so that the game can be bought, and the way they get payed is by taking a larger cut of the purchase. That is if this all works the same as hotel management...
  6. sqb-sma

    ArmA 3: new ARG - Things we know so far.

    ARG = Alternative Reality Game. It's a game the devs put out which mimics real life, web pages owned by fake corporations and mysteries that the community has to solve. These are real webpages, for instance, but the names (ION inc, Tom Larkin etc) are from Arma. By cracking these webpages we can reveal information about Arma3, which the devs have sneakily hidden. The ARG also has a story to it, the fake twitter accounts reveal the thoughts of characters in the game, and give us clues to the passwords and usernames we need to find. BIS has a bit of a history with ARGs now, ever since the cache hunt in "Chernarus", actually an area in Czechoslovakia.
  7. sqb-sma

    If i buy Alpha ARMA 3 on the website...

    On Alpha release the game will definitely be in at least English and Czech. It's a fair bet that there will be other languages too.
  8. sqb-sma

    Will You Use the Cross-hairs?

    I've been playing a lot of paintball this summer and I realised... using guns with no ironsight people are surprisingly accurate. I'd say I can estimate where my gun is pointing to within 4 degrees. The crosshair in Arma2 was far too accurate, the centre dot ruined it by making it cheater vision, but if you just kept the outer part of the crosshair it would be great. It's more realistic to have a crosshair vaguely indicating where the gun is pointing (especially with TrackIR turned on) than to have no bloody idea!
  9. sqb-sma

    PhysX

    Physx is a very, very good physics engine (currently playing Project Cars with it, and the cars feel VERY good... actually, does anyone know if physics from a game like PCars could be ported to another game running Physx3?) so this is good news. There was some concern that the game was using APEX, the GPU side of Physx, which only runs well on Nvidia cards but others have explained that at least the core engine will run equally well on both ATI and NVidia. I'd be interested to see little APEX implementations here and there, akin to Planetside2, just for videos and screenshots. (even though I'm an ATI user...)
  10. sqb-sma

    They better have female soldiers...

    Don't really mind either way, but I think the deciding factor should be the realism of it...
  11. sqb-sma

    Development Blog & Reveals

    Just for discussion, does anyone know what system Planetside uses for AO? It's the best I've ever seen, for those who haven't seen it it's like big shadows (trees etc) are done with regular shadows but little shadows, like those on guns or rocks on the ground are done through AO. EDIT: Also, regarding bloom. The new bloom model is very different, reminds me of a 90's TV show or having gunk in my eyes, better than the old artificial looking bloom. I may play with it for the aesthetic look of it. Though I do hope we can choose to enable/disable bloom, dof, AO and motion blur independently.
  12. Keep in mind he states that 45cm is "centre of mass", which is completely incorrect. Centre of mass on a person is ~120cm (assuming 6ft/180cm person). I'd say the average person can jump 60-90cm and a soldier/fit person could jump 90-120cm with extremes at either end. Keep in mind that's VERTICAL, jumping forward from a standstill the average is probably 170cm-230cm and when running it's probably quite a bit higher, 3.3-4m. I would love for jumping to be in the game, as it makes you feel more attached to the environment (when done right), though my greatest wish would be for stumbles if you jump and land wrong, adding an element of risk to it and discouraging jumping in combat. A more fluid player control system is my number 1 desire for Arma3.
  13. sqb-sma

    Some fresh ideas for ArmA3 Warfare mode!

    Honestly I don't think Arma's strong point is Dom or Warfare, it lies in clan play and custom made missions. Nevertheless these are good ideas.
  14. Can't you do this with ACE and Arma2? (Enable staying brass)
  15. sqb-sma

    J.S.R.S. 1.5

    Hey LJ, is there any way to remove the first person "clicking" sounds? I find them rather distracting and unrealistic, but I can't bear to go back to ACE or any other sound mod, JSRS is just too good!
  16. sqb-sma

    Opinions on the Alpha Release Date

    Look, in most cases I would get all hate-y when someone sets a deadline and breaks it (for something like an alpha, not a full release. Release state matters, alpha not so much), but in this case... when two of your team are imprisoned (one being in a very senior position) work will probably be slowed dramatically, even if the rest of the team does stay at work. To say it briefly, deadlines be damned when two of your team are imprisoned. ---------- Post added at 09:38 PM ---------- Previous post was at 09:29 PM ---------- They're differently scaled and most objects/features are different to real life (to an extent!). I'm betting that airfield will be modified vastly, at the moment it looks almost exactly the same as its real life basis.
  17. At this point I'd rather see the devs talking to us and Ivan/Martin freed than Arma3 even being released.
  18. 1) That's one seriously huge draw distance! It's be a while before technology can render that sort of thing (at any reasonable detail, realtime etc etc). 2) In that case draw distance would be constantly modified during changes in altitude, that would be a challenge to make.
  19. Exactly, the highlight of this is the vast array of OTHER options, not the smaa (at least in my opinion).
  20. sqb-sma

    ArmA3 modding wishlist and discussion

    Strokegun? Could you elucidate?
  21. Oh I understand that, it's just that Ivan and Martin were in fairly superior positions (lead designer/lead art or something like that). Anyway, this is very off topic. We haven't heard much information, so until we do this thread will be stagnant.
  22. The dev team is quiet because two of them are currently imprisoned, while work has not ceased it is most probably being undertaken at a slower rate. I've seen several posts from the dev team members here, enough to ensure that production has not halted. The sooner the Greeks realise the idiocy of their actions, and decide to release Ivan and Martin, the better.
  23. sqb-sma

    More realistic/depressing feeling

    I, personally, hate games that impose effects on me to simulate me being scared, that's not the route to immersion. Personally, I want to BE scared. In my opinion, this requires two things: 1) Motivation to live, a game like (I'll just use COD because it's the thing to hate it, but even Red Orchestra suffers from this) COD has such short respawn times it's ok to just throw your life away for your team to advance a meter or two, you'll be back on the battlefield within 25 seconds. Arma has this down pat (woohoo, no work required!) 2) Frightening effect. Bullets going nearby are scary, especially if dot point 1 is involved, make the player aware of those bullets. The best way to do this is with distinct and loud bullet cracks (see JSRS, bullet cracks are really nice in that). This makes you jump out of your chair if you're taken by surprise, and keep you head down if bullets are roaring by. It also should impede communication a little (cracks should be significantly louder than most other sounds, but especially in the lower "reverb" frequencies that obscure voice communication. The aim isn't for the player to tear off his headset or turn down the volume!). There, two realistic effects of suppression mirrored in a video game. I don't think Arma really needs anything more! Also, this would highlight the tradeoff between subsonic and supersonic ammunition, the cracks your bullets make may give you away, but they cause suppressive effects, whereas with subsonic rounds an enemy may not even be aware they are being engaged.
  24. sqb-sma

    More realistic/depressing feeling

    I order to make being shot at frightening: Realistic bullet cracks, loud and *sharp*! (JSRS does this well, they've made me jump many a time) Fear of death, this is already done well, getting back into the battle, if the mission even allows for it, can take 10 minutes. I think Arma has this covered, however (from the videos we've seen so far) the bullet cracks in Arma3 are nowhere near the sound/volume they need to be.
  25. sqb-sma

    ArmA 3 System Requirements

    I have no idea about mobile CPUs and GPUs, so I can't really help you, but if mobile series cards were as powerful as desktop cards, you'd be fine to run the game, probably at med-low. You'll want to upgrade if you want to play with the new graphical technology, but the i5 is powerful enough to run all the CPU side stuff, ai and physics.
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