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inlesco

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Everything posted by inlesco

  1. 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.
  2. So much cool stuff to play with ;) An Armachanics' dream!
  3. inlesco

    Visual Upgrade – Feedback

    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?
  4. 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.
  5. 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.
  6. 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!
  7. inlesco

    contribute to wiki

    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.
  8. Way to deny an invitation to join one of the grandest teams in the Armaverse :D GJ, CUP! Amazing update!
  9. 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!
  10. inlesco

    Targeting improvements

    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!
  11. 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.
  12. inlesco

    MP - Ravage [COOP - 6] The Escape

    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
  13. 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.
  14. inlesco

    RHS Escalation (AFRF and USAF)

    I know it's no news, but it had to be said once more... You guys are talented as fuck.
  15. inlesco

    EM_buildings - new buildings

    This gonna be gud! Hopefully, someone profound with building configs will lend you a hand (the recently added geometric occlluders are osom!.
  16. inlesco

    AI - suppress command

    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.
  17. inlesco

    Ravage

    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 :)
  18. inlesco

    AI Discussion (dev branch)

    But... but.. we all wanted that vaccum-cleaner AI so much... Why you do this... :D
  19. 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.?
  20. :D The unspoken complexity of the Armaverse is truly unreal :D
  21. inlesco

    ABE3 - An apeeling mod

    Where can we see the bananas in action? I've never been so excited.
  22. inlesco

    RHS Escalation (AFRF and USAF)

    Stop ruining my dreams :D
  23. inlesco

    PLP Containers

    (looks at the date) Liar :D.
  24. inlesco

    AI Discussion (dev branch)

    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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