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RSF TheCapulet

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Everything posted by RSF TheCapulet

  1. RSF TheCapulet

    Write in a file with a script

    If you need read/write access to something to keep track of something IG, why not use the same db method DayZ does?
  2. Rename the mods, so that six can tell the difference. I had the same issue when CWR² wasn't up to date on Six yet. So I just put @CWR2_Local instead of @CWR2 and it worked fine.
  3. RSF TheCapulet

    Underwater Improvements

    So you're requesting that A2 content be updated for swimming/underwater ops in the TOH forums? Or are you requesting that Seattle be redone to allow infantry ops?
  4. RSF TheCapulet

    [SP/CAMP/CO] Real-World Operations (RWO)

    So the more I thought about it, the more I really like the idea of the RWO set of missions. And the more I thought about that, the more I wanted to help contribute. While I can do voice over work too, I'd much rather play to my bigger strength, which is writing. So I'm tossing my hat in as a dialogue writer and cleanup-er. So if there's anyone in the RWO initiative that needs some natural American dialogue added/touched up/redone, feel free to send me a PM.
  5. RSF TheCapulet

    Underwater Improvements

    ToH isn't Arma 3. It's not even an infantry based game. It's a Helicopter flight simulator. And given that fact, it assumes you'll be inside a helicopter, not milling about underwater. This is why everything on foot looks like shit, it wasn't designed for hiking, it was designed for flying. You're essentially requesting that this game be something that it's not.
  6. Looks pretty close to what I shoot out of. Now if you get alternate sights working with the peep sight, I'll swoon every time I see this carry handle in game. lol.
  7. I don't have much experience with vBulletin, but I'd be willing to take a look at it. You're offline on skype though, and I have to redownload it. lol
  8. RSF TheCapulet

    General Discussion (dev branch)

    You failed to see my point. Likely because you couldn't be bothered to read it before you tried fruitlessly to assert your superior intellect. Ah, I will concede on this. I hadn't realized you were running everything so low. Oh, so you're an artist, not a programmer? And using a prebuilt SDK with prebuilt assets isn't "game development", it's "game modification". But really, you assume quite a bit here, yet show your own ignorance. But I will agree that the difference between my definition of dynamic lights and yours are small semantic details (read; I'm obviously not stating that they're static lights. But the only way they could be reasoned as dynamic is that they interact with 'some' surfaces). But IMO, these details make the difference for the computational overhead involved. So anyone who has ideas/opinions differing from you, you'll report? Please do. Seriously. The fact of the matter is, you're basing your entire idea off of the fact that your FPS is different between different builds that have clearly noted performance differences outside of lighting, which is the wrong way to go about it for reasons you've already failed to see. (And then threatening to report me if I don't agree with you, lol. )
  9. They're both gone now. :( Hope to see the feature back soon.
  10. Is there a way that we could switch between the large ghost ring and the peep sights on the same A2 carry handle? That'd be incredible.
  11. RSF TheCapulet

    General Discussion (dev branch)

    I'm not arguing with you, I just don't believe a word you say. Specially when you try to tell me you're getting 120 fps on a 5870, lol. And still... they're not dynamic lights. They're not dynamically affected by anything at all, hence the lack of shadows or structure occlusion. I'm back on topic from now on though, I promise.
  12. Love it! Thanks guys. :) Edit: Well, almost. :P (Just tried to use it) Was hoping that when I'd click on the links, it'd parse out the normal ppl posts, leaving just developer and staff posts to focus on. Even this change makes it a ton easier to find stuff though. Edit 2: after thinking about it, is this forum even capable of what I'm suggesting without using search? If not, an alt solution might be to simply add a context menu to the dev and staff icons, showing each post anchor to click on.
  13. RSF TheCapulet

    General Discussion (dev branch)

    The problem with this logic, and the screenshots and details in this thread back it up, is that while the lights are indeed weaker, they're all still there. So the intensity is down, not the processing overhead. Also, you're talking about performance increases and decreases between two different builds. Fog and some other things are updated in the dev build, so it's impossible to attribute your performance gains entirely on lights when we all know for a fact that there were performance increases already, lights or no.
  14. RSF TheCapulet

    [SP/CAMP/CO] Real-World Operations (RWO)

    Started up Op. Roadblock today for the first time. Went to get a soda, and came back a few mins later. As I was looking around, I notice a civi sprinting through the Staging area. Without hesitation, I shot them for a suicide bomber (Because, lets face it, a civi in a baggy robe sprinting through an assumed secure US camp is pretty easy to perceive threat), and then felt really bad when examining them and realizing they didn't have a bomb strapped under their robe. :cryy: Already loving it so far though. :) But seriously though... those sprinting civies scare the hell out of me still. Lol.
  15. Feature Request A long long time ago in a land far far away, Bioware used to have the best community forums I've ever seen. Fast forward to today and that's gone all to hell, while everyone else caught up. But one of the features that they had in their proprietary forum system that I've never seen anywhere else but always desperately wanted was a feature that indicated which threads that a developer has posted in. In the example forum I'm talking about, they simply had a little green icon next to said posts. And when you clicked on that icon, it brought up the thread in question, but with only the developers posts visable. It was an amazing feature used to stay up to date on current development without the massive amount of effort involved in tracking down dev posts through search. Any chance we could see this on BIS forums?
  16. RSF TheCapulet

    General Discussion (dev branch)

    Your performance numbers don't back up anything, because there have only ever been 2 dynamic shadow casting lights in Arma 3. The sun and the moon.
  17. *facepalm* Thanks guys. Guess I didn't try real hard.
  18. How are you guys able to even try to start the campaigns? When I click on the campaign button, I can see all the A2 campaigns, but every one of them have the play button greyed out, and a few have the host button available to click, though it doesn't do anything at all.
  19. RSF TheCapulet

    Ladder Animation and Sound

    Is it possible to use inverse kinematics to have the hands and feet hit the proper spot on the wrungs?
  20. It's the TPW ai. I had the same issue. For me, they would constantly bound from tree to tree taking 10 years to do anything, or they would get suppressed, and then stay on the ground either crawling to the objective, or just not moving anymore.
  21. RSF TheCapulet

    Beta isn't actually that far away

    BF3 bullets don't even travel far enough to match Arma's average combat range. There's your justification.
  22. RSF TheCapulet

    Ladder Animation and Sound

    It wouldn't be nearly that difficult. All they need is a transition animation from ladder to surface.
  23. Getting consistent crashes and mixed up UI with the latest update, where the previous one was fine. Submitted to DH.
  24. RSF TheCapulet

    Underwater Improvements

    First, I'll address underwater then: Why are you under water in a helicopter sim? Second, I'll address landing on rivers: Why are you trying to land on rivers in a helicopter sim? (These are common sense, sarcastic, rhetorical questions, if you didn't catch that) And for the record, it's not a bug, it's a design compromise. The RV engine has never been capable of modeling/rendering flowing water. And without flowing water, you can't have rivers, because static water at the same Z-height would clearly not work with natural terrain. So would you rather be able to land on Rivers, or would you prefer BI to just draw over them entirely in the sat map so you can enjoy an unrealistic river free Seattle? FYI, you can do the latter yourself. Also, please cite any flight simulator (or realistically, any game in general, minus Skyrim) that has properly modeled rivers. I'd love to try it.
  25. RSF TheCapulet

    Seattle - how accurate is the map?

    Not long ago, I sent a friend a video of me bombing his apartment in Seattle with an A-10. He got to looking, and said that models aside, it's spot on. He said he saw the road he bikes to work on every day, and even picked out the dispensary where he buys his cannabis. Even shows a pretty accurate depiction of the golf course a couple blocks away, and the park that he reads in.
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