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sqb-sma

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Everything posted by sqb-sma

  1. sqb-sma

    Helicopters change lately

    Haha, shit man I played Rugby on that field. NZ!
  2. It's been that way since Arma... 1? Perhaps even flashpoint? Neat feature, I agree!
  3. Eh, by complaining about it (and I thought horrorview's post was very good for constructive criticism) we can let them know we do consider it to be quite a problem, it certainly does need work. Some more problems: 1) The rain is clearly just a 2D square around the player, you can tell that it isn't falling the distance (there should be a fog effect with a noise texture overlayed automatically when rain falls) 2) Rain falling around dynamic lights is not lit, probably due to the fact that it's just a 2D box. It's also far too light at night. 3) There's no detail to the drops, which wouldn't be an issue except that the drops fall and hit your character's arms whilst still having detail made to look like the drops are meters away.
  4. Huzzah! Now we've got all of your TPW mods, JSRS, ACRE, TMR... we're getting there! Thanks very much for your hard work. :D
  5. sqb-sma

    Suppression Effect missing in ARMA3

    Very realistic. No, seriously. Have you ever been in a locked car but known somebody was about to unlock it? Even though it's not a loud sound, the fact that you know it's coming makes the actual "click" quite a fright. Now imagine that click is loud enough to literally blow out your eardrum. No matter how prepared you are, it's going to shock you and probably put you into some extreme pain.
  6. I think the closest to it currently would be CSM, a thread in which the author hasn't posted for 3 months. :( It hasn't had any form of release.
  7. For some reason this is the only mod by you, TPW, that simply refuses to run for me. I'm running it with CBA only and debug mode on, no spheres, nothing... can't figure this one out. On the other hand all your other mods are running fine (and adding fantastically to the gameplay, though the latest dev build has made the AI so quick and deadly... it's starting to rival real players in difficulty)
  8. sqb-sma

    Suppression Effect missing in ARMA3

    Haha, IRL if someone fired a gun centimeters away from your head, even if you knew it was friendly, you'd jump like a motherfucker and possibly suffer permanent hearing loss. Most soldiers refuse to wear the ear protection so... well this clip should explain:
  9. Hey guys, so I've read the other threads on similar topics, but still haven't managed to get this working, any help or input would be appreciated. Ok, so Arma 2 runs fine, Default video memory and very high textures = good looking graphics. In Arma 2 OA and CO the first time I run them (or create a new profile) I can set video memory as default and the textures to very high but it causes the textures to downgrade massively, setting the textures to normal makes the textures "upgrade" from super blurry to normal textures. But selecting high or very high makes them go blurry again. Once I restart the game it's capped at normal. This still only happens in OA/CO, A2 is unaffected. Arma2.cfg Arma2OA.cfg Specs: Things I've tried. -winxp version -Maxmem = 4096/8192 -MaxVRAM = 1024/512 Modification of the .cfg file to replicate the Arma2.cfg file, and setting it to read only. Removal/auto generation of new profile/cfg. All to no effect :( If you'd like any other files just ask, thanks!
  10. I noticed that too, but as I said it works fine in Arma 2 (379mb Vram detected) and not in Arma 2 OA (349mb Vram detected). Is that the threshold? I thought that they were too close to make a difference. I should've mentioned in the first post I've gone from 13.8 beta drivers (AMD) to 12 and then to 13.4 with no effect on the game. But I think you're on to something, as the CPU/MOBO is a new addition since last time I played A2, a few months back, and it's the first CPU/mobo setup I've had with a fairly good integrated GPU.
  11. Thanks for the suggestion, I turned all other graphical settings down (view distance to 500) and it didn't free up any options, even once the app has been restarted.
  12. Fantastic, seeing AI properly run to cover would be wonderful.
  13. sqb-sma

    ARMA 3 - still unrealistic optics

    Haha, nice. Considering it is a fairly inconsequential visual effect I don't mind but... COD being more authentic (not realistic) than Arma is a bit strange.
  14. sqb-sma

    grenades MUST be more lethal

    Nope, that's why ACE did it in Arma 2. It seems like BIS has well and truly failed to further Arma as a milsim, leaving that to VBS. We'll have to wait for mods (again).
  15. The other thing is overcast conditions appear to scale the sun intensity accordingly. 30% overcast = 30% less sun intensity. Thing is, even when it is partially overcast, the sun's either shining on the ground or not, it shouldn't be partially less. The best solution, of course, would be cloud shadows, but failing that I think that the loss in sun intensity should be far less.
  16. Ugh, playing Arma 2 recently... man the game has come a long way! But boy I'd love JSRS, Blastcore (or similar particle mod), ACE and ACRE in A3, the mods are getting there but... little ways to go
  17. sqb-sma

    Arma 3 - Sneak Preview Livestream

    You can get capture software that allows the game to run at a higher FPS than the captured movie. DXtory for example, I have it set to record at 30fps but I can still play the game at 60.
  18. sqb-sma

    TMR Modular Realism

    Thanks, the only issue is at night/in shadows the icon is not discernable, making it feel like the mod is switching on/off a lot. Perhaps the weapon resting area should be made larger, but I think the best solution is just to make the icon a little more visible.
  19. Fantastic post, and quite correct too. Just a note, FLIR doesn't detect the heat of an object, it detects the temperature (based on heat radiation). In other words, 27 degree water and 27 degree aluminium would appear the same shade.
  20. sqb-sma

    AI Discussion (dev branch)

    Lots of people don't know how inter-thread communication works, or why it's so hard for games to spread tasks out between cores. No need to be so harsh. (remember the 10,000!)
  21. Goog, another issue is that the main source for the bloom is the sky, giving the entire seen a blue tone. This suggests a cold environment (low sun angle -> brighter sky and less brightly lit ground -> sky is main source of bloom -> blue scene). It would be nice if the relative intensities of the ground and sky could be changed, the ground should be brighter than the sky when directly illuminated by sunlight (high sun angle -> bright ground -> ground is main source of bloom -> yellow/brown bloom). This would make the game have more yellow bloom off the ground, making it look warmer (as it should). Naturally the blue sky should be the dominant source of bloom when the sun is lower in the sky, just before dusk and after dawn.
  22. sqb-sma

    Suppression Effect missing in ARMA3

    It would be neat if it only triggered when the suppression was "noticeable". I.e. Subsonic rounds in stable flight -> nearly undectable -> you don't get suppressed. High caliber supersonic rounds? Lots of noise, lots of "oh shit", lots of suppression! But if a team mate dies right next to you from the subsonic rounds... well then suddenly you get a boost of fear. It would also be cool if suppression was not 100% a bad thing. The fear of being shot at could make your stamina go up, allowing you to keep sprinting when otherwise you would've been forced to jog, or even make you sprint entirely faster! Anything but being able to return fire.
  23. I think that's because there's no "LOD" for the displacements, instead of off->approx->approx2->Full resolution displacement they just go off(flat)->on at about 1.5m away, looks quite odd. I'd love to see larger scale normal/displacement mapping for things like tyre tracks on busy roads etc, something you can see from 10m+ away.
  24. Night time, cloudless, no moon is far too bright, it should be pitch black. Night time, cloudless, full moon is a smidge too bright. (in my humble opinion)
  25. sqb-sma

    TMR Modular Realism

    I was thinking that myself, it's like the amazing weapon resting from I44 was combined with the bipods from ACE2. If I could make a suggestion, I feel like some white should be introduced for the HUD icon for "the weapon is rested", currently it's either see through or black, so if it's hidden by the gun it's invisible. Also make the icon a bit more prominent position-wise so I don't have to search for it and take my eyes off the enemy. Keep up the amazing work!
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