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PeterBitt

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Posts posted by PeterBitt


  1. Yes, I would love it if, after Reinforcements, BIS decided to update all of the A2 Vanilla factions, units, vehicles, weapons, etc. to match OA+DLC standards. Supporting FLIR, Engineers, etc. etc. etc.

    ohh this would be awesome if this could happen some day :pray:

    bis could add a "donate 10€" button next to the download button and iam sure many armaholics would like to pay for updated usmc/cdf/russians :p


  2. i had a little testing with CO 1.57 and the feature seems to be still present but very inconsistent:

    the soldier is going to speak only when i stand less than 1 meter (face on face!) away from him, but even when he speaks you can hear the radio voice and many of the spoken words are missing.

    atm iam installing arma 2 1.00 and check the issue with that version - i will do demo mission and videos then.

    ---------- Post added at 03:10 PM ---------- Previous post was at 03:09 PM ----------

    sorry for tripple post but i have the proof now!

    http://www.file-upload.net/download-3307622/Talk-Radio-Issue.wmv.html (sorry i have no youtube account :o)

    i will wait for 1.59 patch to see if its fixed.

    i will redo the video + repro mission and make a ticket for CIT when not fixed.

    this feature was awesome and increased immersion and the connection to your teammates drastically - hopefully its not to much messed up and can be fixed :bounce3:


  3. hi,

    i remember earlier versions of arma 2 had the nice feature that the radio comandos/talk became direct talk when you where close to the unit that talks.

    the unit actualy moved its lips and the speech came from the unit and not the radio - just like the new conversation system works.

    was that feature canceled for performance reasons or should i add a ticket to cit?

    this realy annoys me because it increased immersion greatly and helped to identify with my teammates ... especialy missing it in harvest red or pmc campaign :(

    i hope one can understand this bad english


  4. ...

    DEAL BREAKERS

    1. Units still prefer the GLOCK17 to their primary weapon; problem is compounded as units that resort to their sidearm get stuck in position. How hard can this fix possibly be?

    ...

    i think ai should use pistols only when primary weapon is out of ammo, i have seen them switching to pistol in the most stupid situations.


  5. yes tonci87 thats true, slowing the at/aa usage will stop many complaints.

    one thing that came into my mind about at/aa weapons:

    why not handle them something like the static weapons? put em on the ground and use action menu to deploy it (after using the action menu, the avatar just plays the typical weaponswitch animation and gets the launcher in hands).

    though the idea to be forced to reload the launcher before usage is a better way :o


  6. ... The only last thing we probably will change for now 1.59 is new exe that should be more optimized in dense scenes to get it closer to 1.57 performance (note that with the new lod management such dense scenes are looking significantly better, which is also the reason for lower performance on some systems).

    i realy look forward to this one! but as you said, the look is much better than with 1.57, i guess a new graphics card is needed anyways.

    seeing two bi guys that active makes me need to point at my signature :o

    these tickets are true gamebreakers on my side, because i always play with full mousefloating and would like to have it working in the way it should.


  7. i was playing with 1.57 the last days and tried the 1.59 for some hours now.

    what disapoints me about this patch (and all betas after 1.57) is the very bad performance compared to 1.57 :(

    very obvious is the dropdown when scoping (no AA, no ATOC !), the bad performance with vegitiaon and much stuttering when walking and turning.

    the overall feeling is significantly less smooth than with 1.57.

    i have a q6600, 6gb ram and a gtx260 ... i guess its time to upgrade :j:

    but thank you for all the nice fixes & features with this patch!

    maybe one time i even can play with mouse floating properly, take a look at my sig for details. hehe


  8. @PeterBitt

    @twisted

    @Mr.Ben

    -snip!

    2) Is it the prone movement speed?

    If so, you are seeing default prone speeds that have been in A2 since the '09 release. Then are we in agreement that the default prone speeds could be improved? ;)

    I highly suggest people play test with the latest beta's, since there have been changes with each new release.

    whats the problem with reporting the animations we dislike even when its vanilla anims? i think the much discussed AT weaponswitch animation was also way too fast with 1.57, but everyone started discussing those scince 1.58rc.

    to be honest i didnt notice that these are the 1.57 speeds :o because i never ever use third person and scince some betas my AI mates dont seem to be able to prone with full speed (they always use slowest prone speed for some reason, no matter how far they got behind the formation) --> did anyone else noticed this? i think there is no ticket for it yet?


  9. for some reason i cant join most servers without any mods, version 1.57 installed and no firewall activated

    .

    after the loading bar is finished, i get the loading screen back (without progress bar) and it stays until i press alt+f4 :butbut:

    i have combined operations installed (arma2 dvd, arrowhead dvd, baf&pmc dlc) may that be the problem?

    is this a known issue or something on my end? i searched the forums but only found something compareable for arma 2 1.05 or something...


  10. why is everyone treating pvp playing as something special :confused:

    i think most arma-players (like me) do play both ways 50/50 and i see NO reason why the "pvp players" should want to have faster animations than the pvai players!?

    no matter if i play versus AI or other players - arma is about situational awareness, tactics, teamplay and intelligent movement - not about keyboard/mouse pro-gamer skills in the first place.

    if you use good tactics within a intelligent team, there is no need to do all animations 2x as fast, for my taste it can influence teamplay negatively because it gets harder to stick2gether when every teammates has quake 3 movement.

    the ability to abort animations is the way to go, but unfortunately not possible?

    talking about controls, iam very annoyed by these issues:

    http://dev-heaven.net/issues/18075

    http://dev-heaven.net/issues/18118

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