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Everything posted by inlesco
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ARMA 3: Conflict '85 - A CUP expansion
inlesco replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Damn, this is beyond awesome! Looking forward to all the new content you've got in store, Slatts! Too bad '85 is one of those forgotten timelines in A3's modding scene currently. A revival of Soviet era glory would be fantastic. -
Poolpunks Object Packs - Work in Progress Thread
inlesco replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So much cool stuff to play with ;) An Armachanics' dream! -
BloodLust (Version 2022.04.13)
inlesco replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Enjoy! -
You refer to situations like you standing between the AI and the lighthouse which is pointing at AI's eyes so he's blinded? Or illuminated surfaces by the rotating light as AI spots you fast while scanning the area if you get into an illuminated circle?
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BloodLust (Version 2022.04.13)
inlesco replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wait a sec... Since user-textures aren't responsive to lighting, perhaps it's possible to draw blood splats with static particles so they get realistically illuminated? Just a thought as I understand drawing a realistic and varied blood tex dot by dot isn't the easiest of tasks, if even possible. -
BloodLust (Version 2022.04.13)
inlesco replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shiiiieeet, this is getting serious ;) Rock on, guys! Rock the Armaverse! A full-feature gore mod has been one of my dreams for a very long time. Some devs, no matter how hard you try to remind them, forget that immersion is a thing. An important thing, in fact. -
BloodLust (Version 2022.04.13)
inlesco replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Finally! Someone made a worthwhile blood mod! Looks great, can't wait to test in the evening. Some questions: The dimensions of a blood splatter and its color / color mix depends on body's part hit, the angle and the caliber of a weapon? Any more variables into this? How do you handle grenades / other explosives or 50 .cal? Just a wish - but it'd be awesome to see red little clouds rising when a grenade or a mortar around explodes beneath a unit. Thanks, and keep up the awesome work, man! -
The wiki registration has been put down due to reoccurring vandalism. PM Dwarden (https://forums.bistudio.com/user/743078-dwarden/) and he'll register you.
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Way to deny an invitation to join one of the grandest teams in the Armaverse :D GJ, CUP! Amazing update!
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On that topic, I wish you one hell of a happy second marriage, good sir! May the Tanoa flourish with the most amazing visuals of Arma!
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YES!! This is a very welcome addition. Great work, BIS! As with anything in Arma and its community, there'll always be some "opposers" to the new ideas. I'd say, the greatest thing to handle such people is Arma's flexibility - and if you can toggle on/off all these life-easing little things, it's even better. Keep up the great work, guys!
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[WIP] Terrain "X-Cam-Taunus"
inlesco replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So geometric occluders don't help the performance (not rending things you don't actually see)? I think that depends on your PC quite a lot. -
One little request: any gameplay videos out of the box, guys? :) Congrats on a significant release! I'm very eager to try this out, but can't find any individuals to play with :D
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Great model all around, a lovely peace of metal. But since the interiors aren't very easy to make and are time consuming, I wonder how would players react to a higher variety of distinctive vehicles, but lower quality of their interiors... Because, you know... sometimes sacrifices must be made for a better cause.
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RHS Escalation (AFRF and USAF)
inlesco replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know it's no news, but it had to be said once more... You guys are talented as fuck.- 16550 replies
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EM_buildings - new buildings
inlesco replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This gonna be gud! Hopefully, someone profound with building configs will lend you a hand (the recently added geometric occlluders are osom!. -
Maybe they adjust the firerate depending on current weapon's mag size? If it's 100-200, you can easily let yourself spread some more freedom than normal.
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Fucking awesome progress, guys! Love the new skins! Just dreaming, but it'd be great to see zombies make more noise and perhaps get stuck on obstacles sometimes, maybe butting their head (critical brain damage, eh) against a wall when stuck in a building. Some other things I (I'm sure others, too) would love to see: Ubiquitous presence. Like, different zombie types specific to certain predefined areas. Perhaps they've escaped the powerplant or an underground lab. The ubiquitous, I say, would be enough with just distant sounds. Perhaps they'd signal to the player that he's approaching a dangerous area. Some of the ubiquitous' sharp, loud & painful distant growls / shouts would be present when you're near / in a forest or another environment. STALKER series has tons of creepy growl / moan / groan type of sounds for creatures & humans alike. They change depending on time of day and somehow make the world seem really alive. IMHO, things that make you sure of their presence but never come are one of the most fearsome :) Again, STALKER nailed this perfectly for an open-world game. Forgive my extended curiosity, but are you planning on extending the environments? Similarly to Esseker, adding rusty car roadblocks, morgues, random groups of dead survivors, etc. So excited for the upcoming updates :)
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But... but.. we all wanted that vaccum-cleaner AI so much... Why you do this... :D
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[WIP] Tilos Island - 2016 Version
inlesco replied to anthariel's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You've made a custom cutscene for Tilos' main menu? Because I hate the default A3 drone "noise", there's so much potential for something much more alive, yet we get a drone circling the skies. :) Aaaand I've just launched the first Tilos version... It's amazing for real, very detailed, of course, some optimization for AIs pathfinding would be great. Are you considering this for '16 ver.? -
:D The unspoken complexity of the Armaverse is truly unreal :D
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Where can we see the bananas in action? I've never been so excited.
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RHS Escalation (AFRF and USAF)
inlesco replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Stop ruining my dreams :D- 16550 replies
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(looks at the date) Liar :D.
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I heard you can't make jokes on April 1st after 12AM in some countries (perhaps CZ included), so I'm gonna believe you :D Damn, seems like a revolution coming to AI... The bastards will know how to flank [in tight spaces] and advance through hostile areas! :o I suppose advanced AI pathfinding won't affect performance one bit, yes? Maybe they're somehow optimized for AIs in specific squad formations? That'd be cool.
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