Tisman
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Everything posted by Tisman
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Hey man, just wanted to congratulate you for making this absolutely awesome map. Absolutely awesome work.
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I hope that the research done in that aspect (collisions - playability vs visual fidelity) will we able to be put to use on future building packs. I wouldn' t mind real houses (as in, not made for cqb training houses) with slightly oversized doorways, windows, staircases...etc if it means better playability thanks to less collision issues to put all that training to good use, as long as it doesn' t look ridiculously huge of course. But on the comparaison screens that Mondkalb provided it doesn' t look bad at all, it seems like you guys found the right ratio.:cool:
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Indeed, that performance revolution thing is unbelievable and definately deserve it' s name! Fantastic work fellows.
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PvP Animation replacement/enhancement pack
Tisman replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Welcome back Reezo. -
Good to hear. keep up the good work!
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This is absolutely awesome Mondkalb. I loved all your buiding addons so far, and this won' t be an exception i' m sure, especially since i' ve been waiting for something like this for a while. Since it' s make a wish time, here is mine: Any chance you could make a version of the shooting house with a walkable surface above the walls accessible via a ladder for the instructors?
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Hi Robert Hammer, since i read that you are going to update the m4/m16 pack, here is some nitpicking.:p -On the m16a2 and m16a3 cco variants, the aimpoint looks way too small compared with the m16. -on the m16a4s, the texture of the part of the barrel that is in front of the front sight looks a bit weird, as if it was an m4 barrel texture on an m16 barrel model. -The way the m203 is mounted on the m4s and m4a1s isn' t exactly correct, you are supposed to remove the lower part of the handguard or of the ras to mount the grenade launcher, right now the lower part of the handguard is still on the weapon when the gl is attached. -On the m4 and m4a1s, the m203' s barrel look a tiny bit too short. Obviously, this is nitpicking and as i' ve said in the past i really love your weapon packs, so please don' t take this the wrong way, these are obviously very minor visual issues, so if they are corrected in the next version it will make me even happier, but if they aren' t, it certainly won' t stop me from enjoying the pack. Good luck with the mod and keep up the good work.:cool: Seconded. It would be awesome.
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German special forces, 2002
Tisman replied to Vitek's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I don' t know much about configs, so don' t quote me on that, but maybe there is a way to code these ace functionalities without making the addon require ACE, making them activate themselves only when ACE is detected. Or there is always the solution of making two separate configs, although that would require more work from the author. Don' t worry, i wasn' t asking the author to make the addon have ACE as a requirement.:) -
German special forces, 2002
Tisman replied to Vitek's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking good! Except for the low res textures but as you said, this is probably due to your graphic settings. Nice to finally see some tricked out g36s. About the laser versus light debate, have you looked into the ACE feature that allows you to have both a laser and a flashlight on the same weapon? Good luck with the project. -
PROJET FELIN - [R3F] Armes
Tisman replied to ~Vagabond~'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I don' t quite understand what is the problem here, you can definately use these weapons in conjunction with ace. If the question is are these weapons compatible with ACE, then the answer is yes. If the question is are the weapons optimized for Ace, then the answer is no. But these weapons aren' t going to make the game crash if you load the addon along with Ace or anything. At least, it doesn' t for me. The only problems i can think of are: -Slighly Lower recoil of the famas compared to the other 5.56 guns of ACE (the recoils are configured so the weapons will fit in with the bis weapons in vanilla Arma2, with Ace there is a bit more recoil so you can get a bit of an advantage when using these over Ace guns.) -No support for the newest Ace functionalities (ability to have both laser and light on the same weapon, animated reticles) and (not sure about this one) lack of Ace dexterity, weight ...etc values. -Once again not sure about this one, lack of the ability to deploy the bipods. But these are only minor quirks and you can very well use the pack while playing with ace without having any game breaking problems.:) -
To be honest, i haven' t tried it out in depth yet but i do like the kinda unorthodox layout of the town, i' m sure that it will be home to some very intense firefights. I already like the halfway destroyed house with the stairs in the corner. Thanks for the info about the waypoints and the new road, will check it out later. All in all the map just keep on getting better and better. Congrats.
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Oh ok, i was afraid that i didn' t install something properly. I hope that you will be able to implement the voices to DSAI soon then! :) Anyway, i just did a quick test of the new version and i'm really liking the added details such as the soccers fields and the industrial zones. Duala has always been a favorite of mine. Once again, great work and thanks for the quick reply.
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Hello IceBreakr and first of all, congratulations on releasing the new version! I' m trying it out right now. I just have one question though; Earlier in the thread you mentioned the inclusion of French and "African" voices in the update, yet wichever way i try it the units that come with the island still speak either american english or russian. At first i thought that it was because i ran Ace and some soundmods so i tried it again with vanilla Arma2 and the voices still don' t work. Am i missing something? Thanks in advance!
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After having watched the latest video from the E3, i was a bit dissapointed to see that the view when looking through a scoped weapon is still unchanged. I really hope that we will see real 3d scopes in Arma3 ,and that they will be done right with the center of the screen zoomed and then the corners of the screens showing the outside of the scope unzoomed, not like in BF3 where the whole screen is zoomed even though the scope is only in the center. I believe that some addon makers tried to make something like that in Arma2 but couldn' t due to an engine limitation. With the apparently vast list of changes done to the engine, i hope that it will now be possible. And while we are on the subject of sights, i also hope that something will be done to better simulate the fact that red dot sights and holographic sights are designed to be used with both eyes open, so that we don' t have an aimpoint or an eotech that takes up half the screen when looking through it. Thank you for having read this till the end.
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Weird, i thought i saw a post of yours were you said that you were trying to achieve some kind of semi transparency with the red dot sights. I think that it was in a thread about somebody' s suggestion to make so that pressing right click would automatically switch to the primary weapon/ pistol in case that you had something else selected such as grenades or a satchel charge. I might be confusing you with somebody else though, so don' t look too much into it. I apologise if that' s the case.
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@ That guy: I do agree with you about the no weapon modding in the field part except for 1 thing: When i create missions, i like to put a bunch of weapon crates at the place where the players start, instead of letting them choose via the briefing, because honestly put i' m lazy and i don' t feel like adding all the ace weapons to the briefing. So i believe that an honest middle ground would be to let the players select their accesories at specific crates, and it would then be up to the mission makers to make sure not to put these specific crates in a place that the players are supposed to reach in the middle of the mission for example.
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I know. I was talking about the scopes in the first part of my post,(which apparently can be resolved with render to texture) and then mentionned the "broken" reflex sights in Arma 2. Of course they are completely different issues. The reflex sights in Arma 2 are "broken" for two reasons: -The one that you mentionned, that is that the dot doesn' t move inside the sights to indicate the correct point of aim. -The one that i mentionned, meaning that right now it feels like you are using these sights while closing your left eye, resulting in the fact that for most of these they end up taking half the screen when aiming, so much that with the way it is right now i' d rather use an ak' s open sight for cqb over an eotech or an aimpoint because of the added screen estate, which is stupid. No need to facepalm, i' am just using the same thread to talk about different but related (since we are still on the subject of sights) issues. QFT. I' m all in favor of making them semitransparent to simulate both eyes open. By the way CarlGustaffa, i read a long time ago on the Arma 2 section of the forums that you were working on something to make the red dot and holographic sight frames semi transparent in Arma 2. Is the project still going on or did engine limitations stopped the project? Yes, sadly it seems that for the time being (Hopefully it will change between now and the game' s release) BIS chose to take the solution of facility and to simply model the red dot sight with pretty much the thinnest frame on the market to "fix" the problem of screen estate. This is not a real fix though as the problem will ressurface as soon as a mod will try to depict sights in wide use today such as aimpoints or eotechs.
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I didn' t go into the details, but i did mention the reflex sights. :)
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Sure, it would be cool to be able to open doors smoothly with the mousewheel, Raven Shield style but i don' t see the suggestion as realistic as it would require the mouse wheel, unless BIS completely overhaul the contextual controls. Adding a key that would play a door kicking animation seems more likely to be introduced to me, like Arma2 added the possibility to vault over fences, and it would already be quite a nice step forward imo.
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After having seen this picture: http://www.facebook.com/photo.php?fbid=196649733715098&set=a.196649517048453.46077.192181357495269&type=1&theater, I am suddenly a bit afraid that we will once again have to choose between laser or flashlight, but this time with the ability to change it on the fly. I really hope that it will not be the case and that we will be able to have both at the same time, with this time a separate key for the laser and the flashlight, so that we will be able to turn on only the laser, only the flashlight, or both the laser and the flashlight at the same time. Also, now that we will have a physic engine, i' d like to have a key to kick in doors. It' s very annoying to press open door and to have the door open towards you, pushing you away.
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Thanks, i forgot what it was called. So it will be possible, but wasn' t the case here because render to texture is not yet implemented in the demo. So there is still some hope for proper 3d scopes then, good to know. Thanks for the answers. I didn' t knew about the fact that the new animations system wasn' t in the demo, and i am being patient, it' s just that i thought that seeing the scopes this way in the demo pretty much sealed the deal for the scopes in the completed game.
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Cannot agree more. As much as i love ace, i cannot help but to think that the way that they did the comp m4 is wrong. Red dot sights and holographic sights in general are terribly portrayed in arma2, but the way the ace comp m4 compeletly eats your field of view piss me off. I really hope that Arma3 is gonna be better at simulating the behaviour of red dot sights and holographic sights. So anyway, good to hear that one of your cool configs is in the pipeline for the RH m4/m16 pack.
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Once again, thank you Robalo_AS.
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Thanks for the update Rg!
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RH Hk416 pack 1.2 for OA / CO
Tisman replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for this nice little present, Robalo_AS. Much appreciated.