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Everything posted by Scubbo
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ok, i'll log it down as a bug then, as what's the point of the RHS params when the bulk of the game still using non-RHS items -- found RHS came with a warfareBE RHS version which did the trick anyway.
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when running with RHS (and params set to RHS), the vehicles are the proper old-good-real ones but the players spawn as cyber lazer toating arma3 failing units? --- any way to start out and all be RHS units... you know the ones that don't ruin this game :P
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thank you thank you! K-TTT had the addons I was after (though 80+islands only 2 MB !?!) was really after the CRCTI 1.79 pack so am much closer to what I was after ! thanks again! EDIT: Found all things I was after THANKS FOR THE HELP! for those who want missions / files of all kinds of CTI -- http://www.g-g-c.de/forum/showthread.php?t=14081
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sorry for the thread dredge, but i'm looking for all files for some old-fashioned crcti with all the fancy nato factions etc, can anyone please let me know where I can find them all current links google can find are to dead servers :(
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looks like a perfect addition to the Arma3 vehicles currently available --- fits right in and I wish that was a joke...
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terrific work! one of the best mods that bring back the sparkle to the engine
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Rad mod/work you guys are doing thanks a lot!
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but but this is supposed to be all modern gear it should lock on with just your eye movement (and people still wonder why the modern gear of A3 is disliked.... worse lockon systems than the 1980s)
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I still find myself more interested in playing OFPR than the later armas --- something about the setting and even the graphics has more appeal, would love to see it with JIP support and I guess more fluid animations/ragdoll from a modern physics engine but yeah obvious I won't ever get anything like this from the later installments in the engine which is a shame but I guess you can't monetize patches (or atleast see the revenue straight away) so I understand why they keep selling DLCs over fixing issues in the already shipped base game
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Strategy - A totally new strategical gameplay
Scubbo replied to gc8's topic in ARMA 2 & OA - USER MISSIONS
terrific game so far, looking forward to the developments -
IMO, just bring back mod packs :) was far easier for server admins and players alike to be in sync and the mod would actually get played... (not the rar'd versions of 100 other mods either) I mean 1 mod running at once, such as ACE2 1.0 Trickling updates out sure, it caters to those hardcore players and organized clans, and gets the community bug testing --- but at the huge expense of making it difficult to find a server running your version and making it difficult for the general user to just play the game :) (yes I know sixupdater is a sweet program which makes this easier, but still thats not part of the game, people have to know what to search for to find it etc etc) the modular approach to MODS themselves is a huge step backwards for the actual playing of the mod IMO... you can all rage now.
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definitely what should be implemented! ww2OL has changed so much since I played it--- looks really good.
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I hope it does, video card is pretty idle these days, any offload from the cpu so it can do ai routines would be awese!
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awesome thanks mate, will give her a go
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I guess because none of the calc is offloaded to the videocard with ATI kit... still if ATI supported devs then maybe devs would support ATI :)
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weapons are that loud, especially in built up areas --- so are vehicles, especially planes, they tend to drown out all noise in the area, wish arma could simulate that! would be badass
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especially when they charge full price, for a game on day-1 that is basically an early beta ;p
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I miss the old (and imo better looking) vegetation (CWC vege that is)
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Anyone else is afraid what ArmA III is going to do to the addons scene?
Scubbo replied to Altimeter's topic in ARMA 3 - GENERAL
thanks all the mod devs and mission makers out there! you make the bis games worth playing beyond a day :-) ! -
~_~ I was only suggesting a way that its most likly to be implamented (probably not the BF2 way of dropping the kit btw.. was an EXAMPLE) as already A2 struggles like HELL on a very good server when you have a lot going on --- units skipping at range no matter your packet settings, adding sync'ed physics to the already crippled system just WONT HAPPEN. so it has to be done clientside, which also means it will scale to different graphics qualities and still work in MP.
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the body wont be in the same place for everyone because of lag (and other factors) so some clients (whos positions will be updated constantly) will look like they are grabbing gear off a patch of grass knowhere near the body... you'd do it this way to save insane amounts of excess overhead on the network where its really not needed as physics/ragdoll on death is just an eyecandy feature --- this is how its done in modern shooters which use it... if you get a chance watch 2 people playing BC2 side by side, watch them kill somone and tell me if the body falls EXACTLY the same on both screens. (its about saving unnecessary network load for an eyecandy feature)
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BFBC2 did it really well, it'd be awesome to see that in arma (albeit just make the bodys weigh more) most is done clientside anyway... only issue is recovering gear off dead bodies (which you can just do the BF2 style of the kit is dropped separate to the ragdol where the unit was killed before ragdolling)
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better AI? or just some slightly better graphics? :-)
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I think we can all agree... optimization
Scubbo replied to Fuzzy McDoodle's topic in ARMA 3 - GENERAL
at the rate DICE is scaling its engine~ we might have that OFP replacement we've always dreamed ... if only they allowed mod support :p -
at-least they replaced the clunky animation system I guess ;-)

