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Posts posted by b00tsy
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I looked it up on youtube and yes I mean the cluster bomb :)
http://www.youtube.com/watch?v=BMYnWTd8v8M
And off topic, saw also this demonstration of the US airforce bombing the shit out of a location. Some visual joy for the ArmA jet fighters out there :D
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I want performance and good game mechanics, engine, AI, etcetera, fuck graphics.
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If with 2 way street you would mean some main road/highway then that would be really cool, even the Fallujah map has a highway :)
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I Hope to see a Stealth bomber in ArmA 3 that the radar can not pick up and can't be locked on (auto-targeted) too from the ground.
And I really hope for some new bomb/missile types. For one a bomb that explodes above ground into hundreds of little explosions (don't know the official name for that type!).
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Not currently, but adding an ability to restore the death loadout is on my list ;)That would be swell :)
P.S,
Pls also add back the ability to play custom GPS video or an other mini screen that lets you play a video. (bis_fnc_customGPSvideo)
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Thats to bad, was hoping for that to be possible, also in the gunner seat you have only scope view like it was in arma2.
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Is it correct that the new Bluefor armored vehicle does not have free look in the driver seat? I can't see the interior and can only look static out of the front window.
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Tony, the guy has well over the advertised specs to run it and runs it on minimum settings, even on a heavy loaded server that should not nerve the performance that much. It is not the 'settings' that is the problem, it is ArmA itself. For example, I can play almost any game that has a town with destructible buildings and walk around in it and blow shit up without zero lag or performance drop, walking around in ArmA in a tiny village makes the performance drop a lot and even more if I blow up some houses. Same with vegetation, I can walk in dense jungles in other games with good fps (and good detailed vegetation), in ArmA it causes a huge dip in fps, even a bunch of bushes and some trees drops the fps. This was the case in ArmA2 and also in ArmA3.
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The game still needs tons of optimization.Performance and packets transfer -both areas
Not trying to be pessimistic, but I doubt that optimizations will make it magically run a lot better. A small town like Agia Marina lags the hell out of me (not even including the AI), just like towns in OA, it is still based on the same lagging stuff as in ArmA2. It is a nice looking slideshow though.
But I will nock on wood and hope for the best.
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Playing with the settings does not do all that much for me, I have the same fps with 8Km draw distance as with 500 meter draw distance. Turning AA of and shadows, results in less stutters, but not better fps. The only thing that boosts the fps a little bit is setting the resolution to 50% making it look like a game from 20 years ago. When I look at AI units in arma2 it is no problem, looking at infantry AI in ArmA3 it drops the fps. Looking at the sea drops the fps, probably because of all the coral and fish. With my (old) PC I could run ArmA2 with medium settings and get a playable fps, ArmA3 I get maybe 10 to 15 fps on any setting.
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Or place a fully controlable aircraft carrier in the sea. :rolleyes:Nah that aint good enough, both opfor/bluefor should have an airfield on land.
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I would like to see both maps as one. By the looks of it ALTIS only has 1 airfield, with both maps combined we will have 2. I really like the Takistan map because it has 2 airfields. Altis has 1 airfield in the center of the map, ideally I would like to have seen that on the edge of the map and an other airfield on the opposite side. For missions that would have been very useful. I only have seen Altis from the pic on the website, but I hope it will be more divers terrain then Stratis. On Stratis all the hills are almost the same hight and all the bases are on top of the hills, hope to see bases more tucked away in valleys instead on top of hills.
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Looks like a lot of people will be switching to / devloping alternatives such as Gimp?Gimp and Paint.net are pretty good, I use it more then PS because it is faster.
PS is also very expensive, I never use cracked software except for PS, seriously not paying the price they are asking for it.
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I am pretty conservative about this and thus think that people under 18 should not play military games (including games like BF and CoD) that is designed to kill people (AI/players). I know that Americans see this differently as the kids there can even own and shoot real guns there when being under age. I don't have children myself, but if I would have I would not let them play before they are 18 or close to it. It is also my opinion that the PEGI age should not be a recommendation, but a law that game stores have to follow, as in not selling to people that can't prove their age.
Whats wrong with other games? There are tons of games (including tactical games) that are perfect to play for the younger crowd, they have a whole life infront of them where they can play mature games.
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I didn't think about hardcore-racing-games on a console, more like NFS / Arcade-Racers, beside this I even try to avoid the XBox-Controller on my PC and if I have to use a GamePad, then I still prefer my Logitech Dual-Action-GamePad, which is old but good.Don't get me wrong, there are still quite a few games which work quite well on a console, but I prefer them on a PC and like to use a Mouse + Keyboard for most Games and will never buy a console.
:)
I agree, race games on consoles are usually a big let down. There are only a few race games that are good enough to play, but then still has to much arcade glitter around it. Gran Turismo is quite fun against other players and the cars do have a bit of a realistic feel to it when you drive. The AI is horrible though, always driving on the ideal racing line and if you are on it they will just bump you of the road like if you are not there. I also have a very cheap race game for the PC from the company SimBin (Race 07) and it is superior in every aspect. That game costs $5 and Gran Turismo and all other console games costs 50 to 60 dollars. The only reason for me to play a console race game is that you have guaranteed decent fps, on a PC it is undoable if the fps is all over the place or low in general.
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Unfortunately that's more or less explicitly what the previous project lead shot down as not happening in Arma 3, and the current project lead to my knowledge hasn't said anything about that.
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This error is still there, I get it frequently. Yesterday it happened after 20 minutes playing in MP.
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2001 has nothing to do with it. Leave Kubrick out of this.The editor is simple. It is hard because scripting is required for tasks that other editors have tools for. Ie, other more complex editors with more intimidating buttons.
It's not a hard editor, it just has some workflow flaws and lacks features.
Thats the point I was making. The editor is simple in the way you describe it because you can't do much with it without knowing the scripting language and know how to use the scripting. The editor now is for placing units and objects and waypoints (if you don't use spawning AI), almost everything else is done with manual scripting. A lot of the scripting could and should accessible in the editor as a feature. Anyone can place some units with waypoints, but that does not make a mission and specially not a good mission.
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It's already easy in my opinion and it's been the same since 2001. Sure there's been some changes, but they aren't anything major. There's a tutorial for just about everything here on the forums and all over community websites like ofpec. I didn't particularly like how they have a new "streamlined" option for the editor. I like that's rubbish.You are right, it is a 2001 editor. Time for improvement thus.
A lot of people here like to see it stay unaccessible, not easy to jump into and non intuitive. Keeping it hard with tons of manual scripting is better so you can bloat about your scripting skillz. I rather see it more 'accessible' to a bigger player base, specially now that ArmA has the attention of a much wider audience. There are tons of creative players out there with many good idea's that are standing in front of big scripting barrier and are confronted with a 2001 editor (like I myself was a couple of years ago), I don't think thats a good idea. I also think a portion of the community have not accepted yet that ArmA is not an elitist game/sim anymore since dayz brought it to the mainstream audience and therefor are unwilling to adapt and embrace changes and structural improvements. They want everything to be as it was and stay in the comfy elitist shell they have build around them selfs. If there is a difficult way and an easy way of doing things it is not logical to want it to be the difficult way if the result is the same, unless you are not willing to have it more accessible to a larger croud.... and thus more missions and especially more quality missions from a larger player base. More accessible is a good thing.
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The ArmA editor compared to other editors is non-intuitive, limited (if you don't include your own scripting) and extremely time consuming.
Basically without manual scripting there is not much you can do with it besides placing units and waypoints and placing objects. The only thing that makes editor a bit easier is the extra modules with are basically pre-packed scripts to make 'stuff' work. Even the modules are not that 'simple' for new players nor intuitive, but at least it's something.
I personally really hoped that BI took some effort in creating a more intuitive and 'ready to go' editor that requires much less manual scripting and previewing your progress constantly. You still can't setup multiple re-spawn points for different sides (last time I checked), customize gear of units and vehicles and no customize option for ammo boxes, no 3D editor, no drag/drop system for objects on the map (like other editors) yada yada. Plus that creating SP missions is not the same as MP, things that might work in SP may not work at all or weirdly in MP. So without learning the script language the editor is pretty much useless for players and they have to depend on templates and even then still run in all kinds of issues. Editing in ArmA is really for the people that wants to take the effort and time to learn the scripting language and spend 100+ hours reading guides, wiki, forums and ask a lot of questions... then eventually you get the hang of it and you can do/create what you have in your mind.
And then having the fact that ArmA thrives on community made content you would think that the editor would be a priority project instead of better looking clouds and PiP and other shinnies that are added (shinnies sells the game better, I know). What I miss the most with working on missions is the feeling of creativity, it feels more like doing math with the current editor and the scripting that comes with it.
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Most user made missions have been created with the stable build so hence the majority of stable release servers.
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There is something named 'single player' mode, it magically solves all hacking issues, go try it out. I don't get people that only think 'multi player' exists and is the whole game they bought. I remember a time where there was not even such a thing called 'multi player' in games. guess I am getting old.
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Yep there are plenty of ammo crates in the building, the difficulty is in surviving the attack for 30 minutes.
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Also the difference between running and sprint is almost nothing, sprint is almost the same running.

Take On Mars Pre-Order now available
in TAKE ON MARS - NEWS
Posted
Just want to point out that the store page has 1 little typo. It is missing a space between 2 words.
I love science so I might buy it eventually, though I wonder about the realism part of this game. The real Rover drives around by input from earth. Every day the ground team at NASA sends new code to the rover to make it move and perform tasks, in this game it seems you can move around the rover in real time? Not really clear from seeing the trailer. Looking at the release price, I should not expect to much from the realism/science factor I guess.