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Everything posted by Maxzy
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I don't know how that word ended up there =)), I was going to say "audio setup". And yes, if there are really some serious trouble with defining direction to sourse of incoming sound, first thing I would recommend to do is to check that there are no "Super-Ultra-Surround" option enabled in audiocard setup. And that you're not listening to built-in laptop speakers =)).
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Plastic ruler hitting a wooden desk in a very lage hall =)).
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Here's what I do - I place a unit in editor for my self and also I place a flying heli with placement radius of 1.5 km so it spawns randomly within 3km circle around me. Next I click on preview and close my eyes. It takes about 2 seconds for me to find exact direction at which heli is situated with a 3-5 degrees deviation. I open my eyes and it takes another couple of seconds to find where this helicopter exactly is. Same goes for enemy soldier shooting at me - only placement radius is much less for him and its not a couple but rather 5-10 seconds. I tried it not only in 5.1 but also in stereo mode - it goes perfect everytime. So maybe it is time for you to go buy yourself a decent audio card or go to an ear doctor, no offence.
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I don't like these new sonic cracks, they do not sound like cracks or snaps if you will, more like clicks. In some cases it sounds exactly like a couple of drumsticks clash - I was in a music studio a couple of days ago and had a pleasure of banging on a drum plant for a couple of hours, so I know what I'm talking about =). I actually like the old ones much better - someone (I think it was megagoth) posted a link to real record - to me it sounded pretty much like what was earlier. It was snappy and sharp, not how it is right now. Maybe samples themselves are good and what makes them unappealing are those attenuation filtrers or something and it all just needs some fine tuning, I don't know. Now to what I do like - new bullet hits are awesome, especially metallic ones. Also interior shooting got some love - that was unexpected, and as any unexpected surprise - it's a double pleasure =). Also, is it me or the overall sound volume became a little lower? I don't think I touched volume slider in game, and it seems like all sounds are a little quieter than before. Hoping that grenade explosions will get some so much needed attention next =). I don't mind the samples, but they don't get muffled over distance is what I mean.
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At last, proper machineguns reloading animations. Cartridge belts are now visible, looks pretty neat. Good job, gentlemen.
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Oh, ok then. It's just that I'm still using previous dev version 1.43.129821. Have to update I guess =)).
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Thanx. Apparently you have to be UAV Operator in order to do stuff with UAVs and designators. I thought all you have to do is pick up a proper terminal. Or is it one of those buggy bugs?
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I can't figure out how to use remote designators. Are they even working?
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Yes, sorry, I should've mention it also. I don't know if AI's rank has anything to do with it's overall skill, but that was normal level AI with rank no less than sargeant and skill no less than 0.4.
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What made you think this is a bug? You never saw quadbikes or, hell, even automobiles painted in such manner?
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I think at this stage new system deteriorates AI's aiming capabilities way too much - I considered Infantry Showcase a pretty difficult mission, at least it's middle part, between first and second autosaves, even with AI skill on normal. But with this latest dev version (1.43.129821) its just a walk in the park - AI can't hit anything at almost point blank range as long as I'm shooting in it's general direction. Now I'm constantly seeing situations when two opposing AI's just standing in front of each other at like 10 metres and waste all of their ammo without a single hit. Look at this - What I like is how AI scanning the horizon now - it is doing it much faster then earlier and more human-like (watching from side to side instead of doing it's usual robotic slow circular turns as if its a tank turret and not a soldier :))
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I'm getting huge fps boost in 1.41.129614. I have this kinda benchmark mission where lots of AI fighting over Agia Marina. Usually I get 15-17 fps from the beginning, and then 11-12 fps or lower when the heat goes up and AI finds each other and start fighting. But in this latest version I'm having 20-24 fps on the start and 15-17 when shit hits the fan. I don't know what you guys did, but it was obviously the right move =).
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Am I understanding it right - it is visible to other members on my side how many people set one or the other task as current? And if it is, is it visible who exactly took this assignment?
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In 1.41.129555 every time I open Virtual Arsenal my gear is randomized.
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I like how you can hear Taru and Kajman 2 kilometres away. I like to place my self somewhere on the map and just listen to Kajman or Huron flying over my head at low altitude =). Surround works perfect. Every helicopter's flyby sounds stunning. I really like where all this sound stuff going. Excitefully awaiting furhter imrovements.
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=))) It is indeed a mean looking gun. I got a question - if I received this achievement when I was in offline mode, and only after that I connected to Steam and done some stuff there (udated a couple of games) - will it be enough for my achievement to be registered?
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"Read: preparing his most disappointed face for tomorrow's REPocalypse." - from latest dev branch changelog. I wonder what REPocalyse is. Four Horsemen of REPocalypse: SITREP, SPOTREP, OPREP, and at last legendary BROREP!!! Four REPS in one day???
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Was there something done with ragdoll physics? Previously, if I made a line of different soldiers with removeAllWeapons and disableAI "ANIM", no matter from what direction and where I shot them - leg, arm, torso, back of the head - they all always fell in the same pose. Only way to slightly change that pose was to use powerfull explosion for killng. But now (1.41.129406) they all falling differently, as if bodies have some more, I don't know - bounciness :icon_twisted:? Me like :).
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Weapon Inertia & Sway Feedback (dev branch)
Maxzy replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I like it very much how FFV inertia is implemented - not only it takes into consideration that vehicle is moving, but also direction, speed, acceleration of this movement plus direction of your aim. Basically every force that has to be considered is considered. It feels really natural and is implemented much better than I expected it to be. You never fail to impress me Bohemia Interactive. -
Aha! So if you're shooting single shots with significant pause between them samples are randomized, but if you're shooting quickly one after another or using automatic fire, samples go in strict pattern?
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Loving the new sounds, especially UGL - it's epic =).
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So there are 3 samples, not two? Because I could swear that at least when firing Katiba and MX I hear only two. Only weapon where I heard 3 samples is Rahim, but then again, I wouldn't bet my money on it =). May it be that it is why there's this constant order of samples - there should be three but there is only two, which is why randomizing doesn't work?
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I've noticed that at least on some of the weapons every third shot sounds slightly different than first two. Is there a way to make this effect random?
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That is one of the reasons I see plenty of :). But since I don't use dev branch I would still like to see at least that small part which is already complete.
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I see plenty of reasons, general of which would be that not once we already saw things being for quite some time on dev branch, were not included in stable because they were WIP.