Jump to content

NeuroFunker

Member
  • Content Count

    2231
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by NeuroFunker


  1. anyone who loses sense why we need such project, imagine it as free DLC/Addon, where the quality of models textures could be identlical, unlike having tons of different m16 ak packs, with different quality. I do really dislike personally, when for example a mission makers, adds various addons to his mission, where some are really nice on quality and others just ruin the whole fun, because of poor quality.


  2. 130% accurate, I tested it! If I wear a Polo shirt and a Bermuda pant I'm unable to jump or climb. Obviously I was fully equipped with my 70+ kg combat gear of potetos + 5 kg of side fu*** that I give in the bermuda

    Seriously, no one care if a Soldier can jump or not fully equipped, it's just about make everybody happy with the actual game... that's it.

    Anyway, I'm so glad that at least BI included the animation... Thanks god!

    I'm still thinking that they might made it to implement it in the future... I'm still praying and hoping for that.

    no need to pray mate, just play battlefield. It is 150% accurate, and a real military simulation!


  3. Thanks for clarifying NeuroFunker will test "Into the Fog". Maybe it is the hearing that is to good and not their night vision?

    BTW: It is possible to sneak up on a AI sentry if you slow crawl very slow from behind. Also note that you can not slow crawl with a pistol in your hand you must hold your rifle. If you do it right you can sneak up very close (<1 m) unless he turns.

    You mean by manually editing the .cfg file?

    /KC

    yeah editing config. Np, i wish to help in anyway to imrove AI to make it more pleaseable experience for me and community it self. I was walking slowly while kneeled, and i was speacial force and not a rookie, so my character should know how to step silently.


  4. Nice work man love these guys!

    Just a thought, what about a BTR-100M? Armed with the turret of the BMP-3? I read somewhere the russians planned that on a BTR-90.

    btr-90 uses bmp-3 turret as i know.

    ---------- Post added at 10:01 ---------- Previous post was at 09:05 ----------

    Quick update to 3.51

    *Fixed issue with RPG-7

    *New item: Goshawk thermal optics

    *Added units in SURPAT camo

    *Added Pecheneg-m and new optics in RU ammobox

    Hope I didn't break something again. :cool:

    http://acrofobia.ru/images/screenshot17.jpg

    Download ~260Mb

    pls update link in your first post mate, it's broken.


  5. anyone who wants jump. Pack a ruck with 40-70 kilogramms weight. Take something in hands, what could represent a weapon, and weights about 2-3 kilos. Now try to run with it for a bit and on full sped try to jump over something and tell us. (if you hurt yourself, don't make me responsible for anything)


  6. I guess I'm not sure what is difficult to understand. Relying on scripts to implement a feature that should be an in engine mechanic is not a viable solution. Scripted jumping is just as clunky as vanilla vaulting - just in different ways.

    Jumping and mantling are the kind of core game mechanics that need to be taken into account in the design stages of a game, not added as an afterthought, which is how both jumping scripts and the vanilla vault feel.

    If you are referring to my response to Programer, that was a sarcastic statement made in reference to the fact that he likely has no experience either in the military, or jumping in heavy gear in a situation when people are shooting at him. Thus his statements that everyone else is "just speculating" while then going on to state what is or is not practical in combat is hypocritical.

    ah you were being sarcastic, i see ;) Well, no idea about mantle but yeah, jumping with full equipent, sounds like bs to me, unless your are lightweight recon unit, light on gear weight, maybe then.


  7. Hi NeuroFunker,

    Aye mate, I have lost count of the times I've read it right through and I've read sections of it even more in little bites!

    It is THE main inspiration and aesthetic I am going for, so no worries there...

    A fantastic book, I love the way the Anomalies are treated like real and immediate threats- there is no fucking around in the Zone of Roadside Picnic.

    Also yes, I've seen build play throughs etc of various early builds from SOC, and have made notes and sketches based on what I like from them.

    Finally, don't worry about realism with this- that is one area I want to keep in check as otherwise it gets a bit too "fantasy" for me and loses its grounding in reality.

    NOVA ZONA will be realistic, gritty, dangerous, barren and grim. :)

    wow, nice to hear that mate, so you know what i'm talking about pretty well ;) I'm even more excited now then ever. :)


  8. NF are you sure some of the AI didn't had NVG's and it really was pitch black? Do you have a repro mission?

    I ran some small tests a few nights ago and one AI without NVG's on a very dark night (ie no moon) was not able to see me until I was ~3 m infront of him and after he spotted me he then had hard time deciding if I was friend or foe so he did not engage me directly.

    In another test I walked into a spotlight beam with the AI strait ahead and it wasn't until I was lit up by the lamps that he spotted me at ~45 meters.

    Overall and with the limited testing I did the AI's night vision without NVG's felt pretty OK to me. Running Vet with following

    skillFriendly=0.69999999;

    skillEnemy=0.69999999;

    precisionFriendly=0.45999998;

    precisionEnemy=0.45999998;

    @Devs: Why can't we lower the skill lower than above in Veteran? Since I hate the glowing orbs on the side I prefer to play at Veterean and I don't see the logic that you cap the skill slider for different levels. Why not allow 0.00 - 1.00 for all?

    /KC

    well, you can still make them less precise?

    class veteran

    {

    class Flags

    {

    HUD=1;

    HUDWp=1;

    HUDWpPerm=1;

    HUDGroupInfo=1;

    AutoSpot=1;

    WeaponCursor=0;

    ClockIndicator=1;

    3rdPersonView=1;

    UltraAI=0;

    CameraShake=1;

    DeathMessages=1;

    NetStats=1;

    VonID=1;

    ExtendetInfoType=0;

    };

    skillFriendly=0.81999987;

    skillEnemy=0.81999987;

    precisionFriendly=0.6759997;

    precisionEnemy=0.6759997;

    I run dev branch the last one before new year, mission was http://steamcommunity.com/sharedfiles/filedetails/?id=205306913 "in to the fog", tested with a buddy. Ai skill to 80, friendly and enemy, veteran difficulty.

    Situation: me and a buddy spoted a patrol, 2 man rebels no NVGs. I said to buddy stay on the hill and cover me, i'll try to sneak from behind and kill them. We were in the darkness, no lights nearby. All was well, i was behind them, crounching and walking slowly, closing the distance, and when i was like 10 meters behind them, one rebel in patrol who was behind the leader, got alreted out of no reason, gone prone then turned to my direction and started to shoot, luckely i managed to kill him and a buddy the second one. That felt damn awkard. Now further, we are closing to enemy camp, trying to go around it on the hills, in the darkness, when another patrol somehow spoted us on our hill being above us, at distance about 20 meters away, i'm sure they had no NVG's as well. And the more awkard thing, their accuracy at pitch black, just few shots landed and we both died. Such moments do really ruining whole fun in playing stealth.

    Another mission, CO08 Saboteurs, on Stratis. We begin in ghilie suit, at night. Nato snipers, facing CSAT. There was a patrol of 2 CSAT man in NVG's walking on the dirt road towards our direction. We hid in the stones, to the left side of the road to ambush them. Waited untill they popped up to the right of us, and quickly killed them with slicenced weapons, we had vermin i think, all went well, them both died without making a shot. But here is the thing, there was a enemy camp like 100 meters away from us, when we kept were leaveing the stones behind us, we were attacked by soldiers standing at fireplace at camp, most of them, were facing their backs towards our direction. How the fuck may i ask? We were ghilies, at night, we both shot slienced weapons, we killed them quickly without allowing them to spot us or shoot at us. And they simply shoot us at niight, 100 meters away. There is obviously something wrong with AI hearing silencers and geting alarmed.

    Today, on default branch. http://steamcommunity.com/sharedfiles/filedetails/?id=199824480 tango down mission. I'm shooting silenced MXM the guy on the left on cistern in dence fog. After i'm killing him, all fucking bots around geting alarmed, quickly spot me and shooting at me, very accurate ofcourse. For AI it doesn't matter at what conditions to shoot. Clear shiny weather, or deep night, dense fog. They so still shoot you very accurate, they spot you easy, they hear you and silenced weapons even at further distances. Obviosly there needs a lot of work on AI at night, AI and fog and AI and silencers.

    I do really wish BI takes a look at this, and makes night stealth operation missions, more enjoyable and adequate.


  9. - "bubbled" updates like DayZ

    - Automatic add on loading/downloads

    - synchronized wind/weather

    Not saying I expected anything like this, but since you asked...

    aand we are back to this, lot's of people were dissapointed, BI had not much multiplayer missions and modes. Now BI is working on something new for multiplayer as people asked... But why bother, gimme da syncronized weather!


  10. Btw mesh, just wondering, have you ever heard or even read of "Roadside Picknick" by Strugatsky brothers? Worth to read, as this book is actually a "father" of everything named stalker, zone etc. And in this books zone, there were no mutants like in stalker games, nor even guns, just few stalkers crossing the dangerous zone. I wish you would make the plot more "realistic" Just the athmosphere, dangerous zone full of artifacts and anomalies and some lonely stalkers itself. :) Also, would recomment to find one of earlier stalker shadow of chernobyl builds, from 2003-04 period, as this game were nearly completly different at it's eralier stage, much much more athmospheric and creepy, closer to metro 2033 in athmosphere.


  11. Feedback tracker: http://feedback.arma3.com/view.php?id=16800

    Screenshots:

    http://cloud-3.steampowered.com/ugc/685971522324606410/F64836BE109EFA45850354486ECCC45145DD5BF1/

    http://cloud-3.steampowered.com/ugc/685971522324608932/51FBF052BCFDA616FA8782D3E982C022C4BA23EF/

    The problem is that the halo is view dependent. A shadow would not move around. I find this very distracting, and it is the reason I never liked real-time ambient occlusion.

    well, looks like body cast shadow on the wall behind to me.


  12. Now we need shadow draw distance slider, let say max to 2km. Also i'm curious, what about grass draw disatnce slider? Totally different game, called Gothic 3, has very far grass draw distance, can be cranked up same as object draw distance. It looks outstanding, seeing grass at such far distances and not boring textures. And it has nearly no performance inpact.


  13. noticed a bug, pecheneg is not showing in russian ammo box. Also imo recoil is to low a some weapons. I can shoot a pecheneg in standing, with very low recoil. As far i know, shooting lmg in standing, should have hard recoil. BTR-100 has to overpowered guns. I destroyed stryder with just 1-2 hits, a building fell from 4-5 shots.

    Also a personal request, is there any way, you sudden, to make your addon use jsrs 2.0 sound? Something like extra compatible patch or addon? I'm playing all waay with 2.0 all the way with my friends, and hearing vanilla sounds is not good.

×