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b00tsy

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Everything posted by b00tsy

  1. b00tsy

    Make Tanoa Publicly Available!

    Then they should purchase it like the players/supporters that already did.
  2. I had this error pop up as well when starting a mission.
  3. I am having some pretty bad damage effects on the wipeout cockpit glass: Not sure what is going on, but it does not look like damage, it's more a pixelated white layer on top of the cockpit glass. Anyone having this or is this something at my end? Textures are set to ultra and I use an ASUS GTX970.
  4. b00tsy

    64-bit Executables Feedback

    When playing a certain airforce mission I am having AI jets that won't properly take off anymore on the runway. I switched back to stable branch and the AI jets all take off normally again.
  5. b00tsy

    64-bit Executables Feedback

    As for handling AI on the map I notice no diffrence, I might even get a few fps less now with 64bit.
  6. Been a long time since I have been on the forum and notice that the public feedback tracker has changed. I don't really see where to post it on the feedback tracker so I will do it here. Pathfinding of the AI always has it's quirks, but on Tanoa it goes surprisingly well in the jungle of Tanoa, considering that they have to find their way between thousands of trees and bushes. There is one place on the Tanoa map though where the AI has horrible pathfinding and that is at the old ruins on the main Island of the map. I hope that the BI devs will have a look at that location and see if they can improve the AI pathfinding there. When you are commanding an AI team and want to go inside the old ruins you have to babysit every single AI team member to specific positions inside the ruins otherwise they don't even walk inside. Once they are inside the ruins tarrain they behave okay considering the amount of obstacles that are there. The real problem with the AI is getting them ouside of the ruins again. The ruins has at least 3 access/exit points, but they can't find them when you order them outside of the ruins. After several minutes of them walking in circles the only exit they can find is on the east side where they have to go over a steep hill. If they don't become completely stuck there and get the 'can not comply' response it still takes them 5 minutes to pathfinding themselfs out of the ruins, but half the time they just bork out completely. The old ruins is such a cool location for scenario's, but the AI pathfinding kills the fun there and makes that location not very usable with a friendly AI team at your command. Pls look in to this BI devs.
  7. b00tsy

    AI pathfinding Tanoa - Old ruins

    Well that is constructive, not. 2002 account and still trolling, congratz man. It has nothing to do with lazy. The old feedback site worked fine, the new site does not even have simple 'open ticket' button or anything unless it is stuffed away behind that secondary login. I guess that was the intent of the new site, the old site was to accessable and to many people gave feedback. :) Anyway, I reported this. It is up to BI to do something with it or not.
  8. b00tsy

    AI pathfinding Tanoa - Old ruins

    As I said, I have been on the feedback tracker, but the site has changed and it's not particularly user friendly, I wasn't able to create a ticket. I have taken the trouble to place the problem out here on this forum. If BI devs don't see and don't look at their own forum it then it it's out of my control.
  9. Like the topic title said, I would like to have the option to activate a trigger by the player and not the whole opfor/bluefor side. Especially with creating trigger endings and switches you need to be careful now that the triggers are not activated by the AI if you ment it to be activated by a player. Also for music/sound triggers it would be helpful to not have the trigger set off by the AI. No doubt there are commands that can be used to let it set off only by the player, just saying that it would be very handy if you can select the player in the trigger menu. :)
  10. b00tsy

    Problem with patch?

    Haven't seen it as I can't even start arma anymore, but my bet its a placeholder icon for a new dlc.
  11. I am using Norton (premium) and it never gave any issues with arma nor any other game. However, arma keeps crashing after start now without any error message, it just freezes at the intro.
  12. b00tsy

    HACKED? Weapon shaking

    Yeah it was not an accusation, but that came to my mind. With FADE the aim also gets messed up.
  13. b00tsy

    HACKED? Weapon shaking

    Sounds like FADE. http://en.wikipedia.org/wiki/FADE
  14. At least you get an error message. For me it just freezes up after start without any errors. ---------- Post added at 03:37 PM ---------- Previous post was at 03:27 PM ---------- Legacy is wroking fine for me thanks.
  15. b00tsy

    Islamic State (ISIS/ISIL/Daesh) Discussion

    That pic looks similar indeed. I was not sure if they shot it down, I can't speak arabic... besides, the extremist was only jibbering about allah in the video... as they always do.
  16. b00tsy

    Islamic State (ISIS/ISIL/Daesh) Discussion

    Can anybody tell me what IS has shot down here? http://www.youtube.com/watch?feature=player_embedded&v=N-3vFHBXbww Is it a drone (looks to small for a drone) or a tomahawk or something? P.S, mute the sound.
  17. b00tsy

    Effects

    Yeah I miss that effect module too. Though not sure how realistic dust waves on the ground are in a Greece environment, it's not like an Afghan desert map where you expect dust clouds/storms.
  18. b00tsy

    Patch 1.24 (Bootcamp Update) Feedback

    I played a long specops mission just now to really give the new update a go (dev branch) and I have no issues at all with the fatique settings (on my own character). I played with a character that was packed to the max and I had no problem with running and sprinting from cover to cover. Commanding an AI team does have some issues with fatigue. If you order them to move from A to B over 500+ meters, then they will keep running till they are fully fatiqued and thus move in slomo (not cool when they run in open field). They do not seek cover when they are fatigued (automatically, in danger mode)and I can not see as a team leader from a large distance when they get fatigued so I can't let them hold and cover for a while in a tactical way. Also that you start to move in slowmo it feels a bit weird tbh, I hope BI will find a better way (new animations perhaps) to make and feel you are fatigued/exhausted. Instead of going slowmove you could maybe make the character move more irradic and slows down for a few meters (to catch a deep breath) and then run faster again for a short period.. up to the point you are so exhausted that you can't stand anymore and have to crouch and refill the fatique. As for the weapons sway, it's okay. I personally like it more challenging cos it was really easy to shoot on target from long distances. Holding breath though is not effective enough and does not couter the sway enough. At least the first 2 seconds of holding breath you should have a almost full steady aim... and then back to more and more sway. To add thus :0 I would like to be able to see as a team leader (that controls AI) on the screen how much fatigued they are. Maybe a color bar can be added to the unit HUD display that fills up when they get fatigued.
  19. Pls do correct me if I am wrong, but I played with the cache module and by the looks of it it only unrenders the AI. The AI is still invisibly there on the map doing their pathing/calculating. In any case, I don't notice really a fps difference when units are in cache other then GPU load if they were in line of sight and in rendering range.
  20. b00tsy

    Ukraine General

    My brother and his family were supposed to go on holiday to Australia this week (and would have taken the same/similar flight). Last minute they decided to stay in Europe for the holiday (thank god). I looked at CNN and they showed passports of people living in the same town my brother lives. Gave me the chills!
  21. b00tsy

    Patch 1.24 (Bootcamp Update) Feedback

    Because in this virtual environment is is nothing more then variables (and a bipod graphic) to recude recoil/sway, same can be achieved with holding breath (but then for a short duration), making it more fair and challenging.
  22. b00tsy

    Patch 1.24 (Bootcamp Update) Feedback

    Just make sure the 'hold breath' feature works effectively for a few seconds duration and there will be no need for weapon resting or bipods (even though people shout it out like maniacs). I really don't understand why people are so focussed on the whole bipod thing. It's just an other mechanic/variable (like holding breath) that will minimize recoil/sway, but then with an attachment on the rifle and permanently. Thus making it permanently easier to control a heavy weapon. Bipods = I want it to be easier. LMG's and Sniper rifles should be a challenge to use, that will be undone if you add bipods/weapon resting... on top of holding your breath.
  23. b00tsy

    Bohemia on the right way with Arma 3?

    The 'money thing' was a valid excuse upto late ArmA 2, they (the money pile) have grown 10 times bigger since then. They even have enough money at hand to give it away in a contest. Maybe they are saving the money for a new engine and ArmA 4? :)
  24. Only really annoying/false (default) chatter is from ambient civil groups that say 'move 100m right, etc', with every waypoint. Civils have the same 'calling out' as millitary units/groups.
  25. b00tsy

    Bohemia on the right way with Arma 3?

    You have a point, but better AI with the consequence of having worse performance is a poor way of improving it. It is no doubt due to the limitations of the old engine (i'm no expert in the tech details), but the fact that the official campaign now contains spawning AI and as less as possible AI is a good hint that BI is aware of piss poor performance the AI is causing.
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