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Everything posted by gammadust
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ARMA 2 and VAC (Voice Activated Commands)
gammadust replied to fish44's topic in ARMA 2 & OA - GENERAL
You can try Windows Speech Recognition Macros (I hate promoting MS but at least it is free - Win Vista/7 only) Some macros of my own (download), just copy those to your WSRM folder (after installing it ofc), usualy: C:\Users\<User>\Documents\Speech Macros Train your profile properly for better results. In terms of recognition it should be the same as other solutions at least those relying on Windows SAPI. You might have to set Security Level in WSRM Settings to Low (right click WSRM system tray icon), or simply create a signature certificate and sign the included files with your certificate. Not doing anything shady here, just open files in notepad they're xml that you can in fact costumise with you own words if you will. Remember that one command might have more than one trigger sentence, to improve results remove all those that you don't use. enjoy it :) -
Bold and brackets are mine. I don't see much ambiguity here: BIS is updating their engine straight to DX11, they will have DX10 compatibility in mind along the way. Something might force them to switch target to DX10 and have DX11 as an extra instead, OpenGL won't be a target no matter what. This is how I interpret these words. Yes I would like OpenGL, mostly from an ideological standing alone. In practice it makes sense for BIS to stay DX. Tesselation as a solution to LOD switching is interesting, somehow I suppose we would have displacement texture switching instead. Is it? Maybe it allows for softer transitions (what about animating textures, procedural ones seams possible). And when in DX10 wouldn't we still need model LODS. Anyway I am excited with the news! :bounce3:
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since there is a simetry axis, that should not be a problem... just mirror proper axis of animation.
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Addition of Python or Lua as a Scripting Language
gammadust replied to Harrumph's topic in ARMA 3 - GENERAL
I am no hardcore programmer, I think I would fit the category of script kiddy. I have dealt with a lot of script languages directed at HTML, Flash, Houdini (which also uses python btw), and lately some of our sqf. And I had no trouble whatsoever in adapting to sqf. If I didn't, would a programmer in its propper sense? So cut the crap about syntax. Ok, advanced and OO patterns, sqf is apparently limited, why not extend/alter it to allow for that, instead of implementing a whole new language? Ok, extended libraries/frameworks of development (which Python would bring), this is the strongest point I think. I would have to concede that in the adaptation I had to look at a lot of examples and I found the existing documentation a bit lacking (both official and community), the closest we have that I know of is BIS Functions and CBA, but they're surprinsingly hidden (there is a story to tell about that too, but maybe latter). If we had a larger community stuff more on this lines would eventualy turn up, and could be sufficient. Not completely against the last point is the fragmentation that another (in parallel) language would bring, keep in mind though that dispite my investment in learning sqf I am already familiar with Python anyway. But this would make the adaptation task harder to newcomers. I am inclined to favor an extention/empowerment of existing sqf more then bringing a new language to the table. But if the latter happens, personaly, so be it, there are good dividends from that too! -
For the sake of eventual interest I point to this study that maybe going in support of what you said (I found this when I was searching for an illustration of the test): Effects of monocular viewing and eye dominance on spatial attention "The results suggest that monocular viewing is associated with preferential activation of attentional systems in the contralateral hemisphere, and that the right hemisphere (at least in right eye dominant subjects) is biased towards far space." But it has been pointed that both eyes would see the same thing (if 3D Scopes were added), so there wouldn't be a disconnect between left POV and right POV, unless we are indeed in a Stereo 3D scenario were the issue would then actually raise itself. Also, by my own experience taking photos (not firing a gun), I have no trouble focusing my attention in the camera view, actually I dynamicaly change the attention on either view if I need for example to check the position of the next car in a race, and I am also using significant tele amplifications in the order of 10x, given a 50mm base. You're probably right anyway, since is obvious what you mention about sport marksman. Something probably related with the kind of attention/task brain load.
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Ragdolls = In .... Realistic wounds ???
gammadust replied to guiltyspark's topic in ARMA 3 - GENERAL
Yes they are... it is startin to look like the discusion on the "ball smashing wall" ARG event. It is Berlin wall, it is a story plot clue, no it is obviously a standard physics demo video made ascii, it is a hint we'll have new physics, no, yes, no yes, no yes.... FPDR -
How to find addons content
gammadust replied to scifer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
This might be helpfull Six Config Browser check CfgVehicles > Classtree whatever root > Classtree you can also search... be mindful of the version you're getting results on: ex. here you are (currently) in "ACE with ACEX: 1.10 RC4" change that to "Arma vanilla: 1.05" depending on your target. -
Your sig definitely goes in hand with what you just stated :bounce2: OT: I aggree Arma III logo has not as much power as Arma II.
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Ragdolls = In .... Realistic wounds ???
gammadust replied to guiltyspark's topic in ARMA 3 - GENERAL
Some great Demo ^^ right there. This or something in the same line would be very welcome. No dismemberment though :| -
Ragdolls = In .... Realistic wounds ???
gammadust replied to guiltyspark's topic in ARMA 3 - GENERAL
I think it is safe to assume there will be ragdolls given the picture. You can't be categoric, no: "Take advantage of PhysXâ„¢ supporting the vehicle simulation, in-game interactions and the revamped animation system." You do have more than one hint in that "general direction" :D. Still, poll is malformed. In any "Yes" or "No" poll... why not "Optional" also? I would have it disabled by default, but would like to enable it to see some arms/legs fly... just for the fun, it can actually be seen as funnier then photorealistic textures and extremely impressive pain animations we have now. Loooooook! that leg hangin' over there... is that fence glitched or smtg?? in L4D many times around! -
Anandtech sees SSD as the single most effective upgrade performance wise you can do to a rig. Unfortunately still very expensive... maybe by the time Arma 3 launches we have some good offers.
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Many professional photographers keep the non-aiming eye open when shooting. It is a matter of confort and relaxation, of course, along with visual concentration. Do you know what your aiming eye is? Do the dominant eye test. If you know this it might get easier to focus on the aiming eye augmented sight, without closing your left eye. Usualy the right but varies from person to person and it is not tied to righthandedness, I suppose you could call it rightsightedness lol. I am all for better scopes! Specially if they come compatible with Stereo 3D. Something which may become too difficult if a right head tilt is implemented as per Liquidpinky suggestion (they would need proper alignment).
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I will only say... GREAT NEWS! Thanx BIS!
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No worries, for one to be sceptic about some whishfull thinking is the position I try to sustain, even if one feels sometimes tempted otherwise. What I am not going to do is to break anyone's bubble just for the sake of it, specially in a matter as "Arma: what next?", specially because I might just turn out to be wrong, specially because I like to be welcoming to, as you put it "lateral thinking".
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Don't bother it's just PuFu and his magical quest to end alleged ignorance in the world. Quixote at least wasn't blind.
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what if we interpret the 21 numbers in 3 sets of seven? 1113015 1112001 0101310 OFFTOP: Gaming Made Me: The Hitchhiker’s Guide Author just passed away 2 days (and 10 years) ago... :(
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That is only the scenery addon, you require either Flight Simulator 9 or X to use that. @Wacky I wouldn't be so sure the originals were composited in photoshop, specially because of the XOR operator, apparently it was later obtained with Paint.net processing. The image analysis in fact depends on lossy jpg compression to give some results, and the first 4 images we got were in lossless .png. It is apparent in Kamran's result there are compression artifacts. I did try to reproduce that same image forensics principle in photoshop (resave image with a 11/12 jpeg compression and layer the difference with original), which results in something different then already posted (the huey shows up!), but nothing special about the havoc nor the plumes which are the most odd things. Still IMO, even if there is not too much hints of image tampering (where it matters), it is too photorealistic (reality imperfect) to be CG.
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Definitely! And this one specificaly is used in military context also: "There are two symbols for XOR gates: the 'military' symbol which was originally developed in America and the 'rectangular' symbol, which was originally British. For more information see Logic Gate Symbols."
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Those playing with Photoshop... try "Diffuse" when mixing layers, and maybe a difference layer in the end. (Can't access PS right now :()
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Why does that worry you? the steam one did not make my games in the library disapear or anything...
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Pretty much I think! What do people mean with 3D? as in stereoscopic? if so arma already does that, despite with some glitches, I would welcome an improvement on that department yes! Hell hope not! that would mean google had already pick up on my idiot ramblings... (runs to go edit old posts....)
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It has been disproved, my bad!
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the key being -2 to decrypt +2 to encrypt might "2" also mean anything? thank you for DATES
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GAM Clockfacing Report
gammadust replied to gammadust's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You got it right. Just seamed to me you wanted a look in the inner workings. But thats a good summation.