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Posts posted by sqb-sma
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Going back and reading it, I can see why, but I'm not going to take it back. It's not the same as the usual fireworks at new years eve :)Haha, fair enough. And I guess most people hear fireworks at huge ranges/large shells as well.
The difference with grenades in game is you hear them very, very close, they use an explosive with far higher explosive velocity and they throw the plating/fragmentation around (if they are frag, even HE will throw out plating though).
I guess the point I was making is I've never heard anything close on youtube, and I've thrown one live grenade in real life as part of BCT. I think more people are familiar with fireworks than grenades :)
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AGM + Dev build = no weapon sounds!
Should probably figure out the source (it's not hearing, or weapon names) before the patch goes stable.
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Don't worry the mod is getting a full rebuild atm so many things will be changed from the current version.Exciting! I look forward to it!
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Whats the HD version is that DK2?Yes, Crystal Cove was the first HD prototype they displayed to the public, DK2 is pretty darn similar. 1080p, low persistence OLED @75hz or 90hz (probably 75, but officially not confirmed AFAIK), 6DOF tracking.
Got mine coming in late August, damn excited to play Arma/get Arma working with it.
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Too many ppl think skunk fart is goood explosion sound.. I would take the youtube explosion. And have to say that real grenade sound's different but as we have seen BIS wont make "real" sounds, so closer we go happier i am. :) And btw is it me or why i hear bullet crack from bullets that fly 15m over my head. Never been shot at, so really dont know should it be heard? (my Arma combat sound experience is like 70% sonic crack)Well when ya hear firefights waaaay off in the distance you can still hear the crackling from the bullet snaps echoing off trees and buildings. It's as loud as a whip crack so... use that as a basis.
Also, look to fireworks for grenade explosions, you've all been near fireworks before right? Doesn't sound like what you get in game (or on youtube, with a camcorder...) . Keep in mind though that grenades explode with far, far more velocity so the sound is different but... not as much as I expected TBH.
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This was my first impression as well.No purple/yellow pastel in the light, I love it! Something they really need to get on, the main problems I see with lighting currently.
Washed out clours (you can have desaturated scenes without washing everything out)
Lacking in contrast
Weeeeird colour palette (seriously, what's up with the purple sunrise/sunset. And the water is bright purple!)
Sky is too bright for Mediterranean theater, especially with bloom on. Sunlight hitting ground should be many times brighter than the sky.
Ground general illumination is way too low, the ground should reflect at least some of the blue from the sky. Currently the overbrightened sky, underbrightened ground, lack of colouring consistency... looks cheap.
(Oh, and give us back the coloured clouds!!!)
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In mission 3 and 5, there is a hint or a dialog telling the player to mark LZ with smoke.Then, in the script, the player is automatically given a smoke of the needed color - he just need to select it and toss it.
Anyway, anything else to report in the other missions? How are you enjoying it so far?
Mission 5... Convoy gets halted and enemies get killed, but the task is stuck on "defend the convoy"
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AI behave rather weirdly when engaged in CQB for me. Rather than clearing, they move forwards, then retreat to a nearby hillside where they get cut down. Possibly a glitch in the overwatch scripts?
---------- Post added at 06:41 AM ---------- Previous post was at 06:39 AM ----------
I was just curious as to if this would work with Bcombat as well or if I should keep them separate from each other.Yes, the two mods work together. However as there is some overlap there are some glitches and also some parts of each mod won't work.
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It looks like all injuries and pain effect still carry over to Zeus. For example if the player is unconscious you cannot see anything in Zeus.This does not happen when remote controlled units are hit.
Also carries over when teamswitching etc, there's already a ticket on github for that. :)
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Still biggest problem with this mod IMO is the effects of BIS' damage methodology. The way getting shot in one body part affects multiple body parts. :(
This means too much bandaging, bit of a pain.
~~~~~
Some additions I'd like in the medsys. As someone who often runs medic... bandaging and morphine/epi leaves me desiring something, a sort of mini-game with win/fail states (A bad medic should be able to kill a patient, a good medic should be valued)
Note that all proposed additions are gameplay, not realism, oriented.
-Splints on arms/legs. Splints would be needed if a leg/arm is severely damaged (85%+). For legs high damage would remove ability to walk (a la ACE, I know currently the mod prevents running if legs are injured at all). For arms high damage would make the gun jitter, making aiming very hard. Naturally this should probably be disable-able, so perhaps taking the ACE method and adding more advanced wounding features via a module that must be placed by mission makers? This could be conveyed by the unit, and so could probably have a pass on the diagnosis screen.
-EPA on chest/throat (not sure if we have well defined hitboxes to allow for throat injuries). Breathing and airways, very important for medics. A shot to the chest/throat should make the lungs/throat fill with blood over the course of a minute, an EPA could cancel this and ensure the unit can breathe. If lungs fill with blood/breathing is impaired the unit should go unconscious within a minute or two, be dead within 5-8.
-Arrhythmia/defib, if many body parts are injured at once the body can go into shock at the heart can go dysrhythmic, causing instant unconsciousness. Death within 5 minutes. A defib would stabilize the heartbeat, but not bring someone back to life. In game arrythmia could be part of diagnosis (patient has an irregular heartbeat).
-Tourniquets vs Bandages, limbs that take high damage in a short period of time should have a chance of being arterial wounds, signified by the unit bleeding VERY heavily. Arterial wounding should be treated with tournies, as bandages will not stop bleeding. Perhaps a tournie must be placed first before bandages have any affect on arterial bleeding. Tourniquets should also stop bleeding on normal wounds, but should cause damage over time and so only be used as temporary stopgaps.
-CPR, on dying units, CPR could give more time to patients dying from arrythmia/chest/throat injuries to allow the medic to deal with problems before the unit dies. CPR would decrease time to die on units with arterial bleeding from limbs if the limbs aren't tournied.
I appreciate this is a ton of work for you guys, but I'm dying for some medic metagame here. Bit boring to be stuck bandaging all the time and never have any urgency on treating downed units (they take *forever* to die).
Regardless, fantastic work on the mod so far, it's a must have!!
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Can you please post an exemple? What you mean with colored clouds?No example, but at one point (I believe it was post alpha, on a dev version) we had 3D colour/lighting affecting the clouds, which made them very, very good looking. Now they're matte painted with the normal light edges, no 3D lighting.
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AI in kill and check seem to retreat and hold position?
Also with AI set to move in combat, they will contact, firefight, withdraw and then form a line facing away from the enemy approx 100m away.
Otherwise the features are awesome, especially garrison.
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That's an issue with Arma's way to calculate damage. Heavy hits in one body part also affect those around it.Daaamn, is there any way for you to fix that or is it not possible?
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I just want to chime in and say holy fucking shit this looks good. Just stand on the border and compare BIS's to Nords... holy hell.
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The game uses Physx as the physics engine, this does not mean it uses Apex to run physics on Nvidia graphics cards improving framerate(Apex is often called Physx mistakenly).
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Just experimenting with lighting in the campaign. No spoilers.
Also Imgur now accepts and doesn't convert PNG! YAAAAAY
Click for big, as per usual ;)
EDIT: I'm kinda tempted to max out the graphics and just run through the campaign with the splendid camera, taking some screenshots as I go. The Devs did a great job choosing the missions for their graphical impact, fog, bright sunlight, night missions with torches but no NVGs. Too good!
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+ this.As I stated before the game samples all my textures down to standard size after a certain amount of time. And only a restart will reload them to their old size.
+Only that this is my own free time I am putting into it.
Its more like you are working in a food distribution center on a volantary basis and suddenly you experience that the center only sells bad food. So you decide to drop for the time beeing.
Its that simple: If Arma has the potential to be what I want it to be - then I am willing to put all the time in it that I can afford. But as it is now - I wont be playing the game unless there is some big improvement in the effects part.
And if I am not going to play the game than the huge amount of time that is going to be needed to finish the mod is gone to waste. Altis will take months of work to complete. Even for Stratis I was counting one month at least.
on top of that I am a student and need to work on other stuff as well - not to mention my social life;)
And to the effects: I cannot say often enough how bad they are in my eyes. (apart from muzzle flashes and sunglare - these are acutally great) For example the sabot impact effect is nothing more than the simplest of things you could have ever put into a game.
I think Ive shown enough support for the game in the last year. If the devs improve the part that are important to me/ if blastcore improves them enough then I am back on the stage.
And I just wanted to keep you guys up to date.
I cannot agree more. Thanks for all your hard work NordKindchen, you've done something very few on the forums here believed possible from a modder. Just look at those screenshots! The detail is superb! Whether or not you want to continue work on this at any future date, you've achieved something great already, and shown the community what's possible. Oh and by god, those effects really do need work. You're completely right. The engine's sprite management is godawful, preventing PR style effects as well.
BIS has managed some truly awesome updates from A2 to A3, but I still feel like in some ways there was minimal effort. A large team (such as the talented people we are/have payed for this game) should be able to knock out stratis at least in a few months. Especially seeing the huge progress nord has made in a few months by himself!
Anyway, thanks again. It makes me wish I knew how to do this myself, then perhaps more people from the forums could work on it together...
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Might be getting a smidgeon off topic here, but I've found permanent death infinitely more enjoyable -- it helps the game trigger your fight-or-flight and fear of death reflexes. I mostly have experience with ArmA 1 multiplayer, though -- ARMA 2 just didn't have the right community for me (considerably higher hostility to "newbies" and a more elitist attitude), and I haven't even tested the waters of Arma 3 multiplayer since the single-player/sandbox experience is a lot more fun in Arma 3 than it was in the other two. But I love watching Kilroy's and Dslyexci's videos.I agree to an extent, I hate it when almost any kind of injury will just wound you. But at the same time insta-death can really suck for long missions. I like to have some wounding/incapacitation, because wounded men slow a squad down so much that treating them becomes a huge part of squad movement.
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I dont want to be rude, but have you asked the Take On Helicopters developers permission to do this. If you havent, then you have ilegally copied off their Idea!:eek:Every one of those icons is part of Take On Helicopters. (by the way, I have Take On Helicopters, and when I see those icons, I know its theirs).
PHOTO OF TAKE ON HELICOPTERS:
http://i41.tinypic.com/ridzcm.jpg
AND YOUR INTERACTION ONE LOOKS THE SAME:
http://i40.tinypic.com/4g50uc.jpg
So if you havn't asked permission, then I feel sorry for you.
Ranwer
TOH devs = BIS... the Arma devs, who have given permission for their material to be used for free mods (after all, where did the helicopter model come from?)
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Bf3 has it? are you sure?Yep, BF3 has tactical/regular reloads, whereas in Arma you pull the catch for every reload, even if it's a tactical reload.
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If you do the entirety of Altis and Stratis I would be 100% willing to donate some money, seeing that it *is* possible and that somebody's working on it is fantastic news, and I wish you the best of luck.
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TPW, you are a freaking hero :) if I'm ever in Brissy, I'll buy you a beer :)Wait, TPW's from Brissie? Jeeze, next time I'm on a roadtrip up there the first shout's on me.
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What about distant sound effects? That's one of the coolest features in A2's JSRS, not sure if it's in A3 yet but it wasn't last time I checked.
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Don't know, doesn't look like like it. But the Devs suely did some tricks, because the BF2 Engine is a piece of junk, without having offical Modtools.They're 2D sprites, but they do look very good.
EDIT: Wait, didn't we go through this like a week ago? Arma 3 renders sprites in a weird way, they change orientation and size depending on character position.
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
in ARMA 3 - GENERAL
Posted · Edited by SQB-SMA
Fiddling around for <100kb thumbs
Some unedited shots (barring sweetfx) that I uploaded to reddit, but forgot about here
Click for larger, 1080p images!