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Everything posted by muf
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Hi community! We are working on the difficulty options overhaul. First batch of changes will hit the dev branch soon. You can find some details on the Community Wiki.
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Hi community! For the upcoming main branch update we've reworked the MP Score Table. You can already try it out on the dev branch. The changes are rather technical than visual, but definitely bring some opportunities. Here are the most important changes: The Score Table was converted from hardcoded display to a standard one (RscDisplayMPScoreTable), so modifications became easier. It was made fully interactive, so it is not only capable of displaying more players, but also offers the possibility to add interactive controls. Two new scripting commands showScoretable and shownScoretable were introduced. Your feedback and ideas will be appreciated! Former Score Table: New Score Table:
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Thanks for letting us know, will be fixed in the next dev branch update.
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They are described here: https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu#Difficulty_Presets The descriptions and explanatory images are currently available only on the dev branch.
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Good point:) aiLevelPreset is counted from 0 and can have following values: 0 - AI Level Low 1 - AI Level Normal 2 - AI Level High 3 - AI Level Custom (Values of skill and precision are stored to the profile to the class CustomAILevel under class DifficultyPresets). Will add it to the documentation.
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The config placed in game's data, that contains CfgDifficultyPresets class. It's placed in data_f.pbo
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To make things a bit clear - the Arma 3 Difficulty Menu page mentions config classes, not content of the profile. Will try to emphasize it on the page to prevent further confusion. The mentioned classes/parameters are correct and valid for the config. Information mentioned on the server.armaprofile page in part Arma 3 are not valid for the profile. Somebody copy-pasted the config classes there, that won't work with in the profile. Will update the page.
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Unfortunately this is unintentional behavior - the Difficulty button in Game Options dialogue should be enabled when not in the mission. Sorry for the inconvenience, we're working on the fix.
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I've added first part of documentation to the Arma 3 Difficulty Menu wiki page. Hope that together with Difficulty Overhaul Overview it will help a bit.
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You can add your own difficulty presets to CfgDifficultyPresets and then use them in the missions cycle in server config. Avoid using the name Custom for your classes, since this is a reserved one. Loading of own custom classes from the profile doesn't work anymore.
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Hi community! We decided to release second batch of difficulty changes well ahead of the Apex release, in the upcoming 1.58 update. It is still work-in-progress, but you can try it out on the dev branch right now. Check out the details on the Community Wiki.
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Exactly as you say. It already works this way in dev branch.
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Good point. It already is on our list :)
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When you switch the AI Level to Custom, the Skill and Precision sliders appear and can be adjusted ;)
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Definitely, it's already in our battle plan :)
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Besides that, there was an unwanted dependency we wanted to fix: If both "Extended HUD Info" and "Permanent Extended HUD Info" were disabled, group indicators didn't show up even if "HUD Show Group" was enabled, which was confusing. This is now fixed and functionality of this option is going to be extended.
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We've considered adding the advanced flight model as a part of difficulty and decided to better leave it in the General tab of the Game Options, which has couple of advantages: Advanced flight model does not necessarily mean more difficult - while it has certain demands on the pilot, it allows more precise handling and complex maneuvers than the Standard one. It can be switched even during a MP scenario, which difficulty options can't. This allows the pilots to choose what suits them better and doesn't force them to use one or the other model.
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We think that as well, will be changed to Enabled for all presets, see the list of changes.
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You can find your favourite map easier by pressing a key corresponding to its first letter, which moves the focus to the first item beginning with the letter. Not ideal, but might be helpful until a better solution is implemented.
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Sure, this is the right thread for any feedback/discussion regarding the presets and setup of particular difficulty options.
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New EDEN update makes font look disgusting...
muf replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
Even if it may not be obvious on the first glance, the original font had certain flaws. There were many complaints about readability, especially when using small and very small interface size (symbols like: a, 8, 6 being hard to recognize etc). I'm sorry, but can't see any problems in the attached screenshots. Moreover http://i.imgur.com/JnfHkHK.png proves that letters of the new font are better readable than the old one. -
New EDEN update makes font look disgusting...
muf replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
There were changes in the font rendering tech. that improved spacing and kerning of the fonts a lot. While not completely perfect, the font still renders pretty close to the original (image uses the same size as in EDEN Editor): See also the comparison: https://twitter.com/ReMuuf/status/699201103544631296 -
New EDEN update makes font look disgusting...
muf replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
Please note that the font in Main Menu or EDEN editor is different from the base font used in game. To make it clear: Base font: Roboto Condensed Titles: Purista Medium Sub-headings: Roboto Condensed Light Buttons: Purista Light EDEN editor: Roboto Condensed Light -
New EDEN update makes font look disgusting...
muf replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
Generally it is worth checking if aspect ratio corresponds to the resolution in Video Options. If not, it may cause not only the fonts, but whole game render blurry. Guess in your case the 19:10 is only a typo in the post and you use 16:10. Sorry to disagree with you, but anti-aliasing is applied to the new font as well, see -
Thanks for letting us know, we're already working on the fix. Should be ok in the next dev branch update.