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laxemann

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Everything posted by laxemann

  1. LAxemann presents L_NV Restricted nightvision in ArmA3 What's NV about? In vanilla A3 you can pretty much see as far as you want with night vision devices. The realitiy, however, looks different and it's fairly hard to see further than a few hundred meters, even with modern ones. Take a look at this video. So I decided to do something about it, similiar to the approach that ACE² did back in A2. I know that you can spot bright lightsources from further away but that unfortunately wasn't possible. Feedback regarding the view distance is more than welcome, by the way! :) Also, the ai can still see perfectly fine with night vision goggles. If anyone of you know how we could counter that, contact me - please! :) Known Issues • AI can still see perfectly well and the mod therefore is more suitable for TvT missions... at the moment. Contact me if you're familiar with AI stuff! Where can we download that thing? Here (Dropbox, V 0.50) Changelog 0.5 - Initial release Requirements CBA Credits • BIS for ArmA3 • People like Foxhound that dedicate tons of their spare time to keep the information flow running!
  2. Allright, thanks for the bunch of feedback guys, I'm very grateful for that! Okay, so after reading through what you wrote I'd first like to point out the main "problem": I get and know that IRL, the view distance isn't "limited" like that and that you can see places further away aswell if they are well-lit. Since I'm indeed "just" using the fog which basically means that after a certain range you won't see shit, simulating the real life thing isn't possible that way. And I unfortunately don't know any other way at the moment. Buuuut we're sitting in this boat together so let's do this, I'm currently not at home but there are things I'd like you to do and try out. • If you can think of any other good method and have scripting commands that support your way, tell me! • For simplicity, I'm using the "standard" setfog command, currently it is 0 setfog 0.66. I'd like you to quickly drop into the editor, placer yourself at nighttime, use your NVGs and play around with the values (meaning from 0-1, e.g. 0 setfog 0.45) You can then write into this thread what fog level seems to be acceptable for this purpose. LAxe out :)
  3. To make it clear: It's not "complete" since I'm still looking for... • ...someone who can help me out with the AI (so that the AI's view is restricted when using NVGs aswell) • ... feedback regarding the view distance. Cheers :)
  4. Since every good game/product needs a leak before it's released nowadays, we decided to leak some stuff of LOSounds2 aswell. So, here we go, you can download a totally non-official leak here. It seems to be a part of the hyper-realistic environment recording since you can clearly hear a bird. Bringing Altis' nature back to life!
  5. I'm playing for the love of ArmA right now ;) KOTH 1st person: 37.187.132.224:2302
  6. laxemann

    X-Cam prototype map

    This shizzle looks freakin' amazing!
  7. Thanks! :) Yup, I'll update the current functions in DragonFyre and 2.2 in order to make it run faster aswell, I guess. Mr. Jarhead likes his performance :D
  8. laxemann

    Firing from Vehicles feedback

    Okey... now please do it, I couldn't stand the pain after this tease! :D
  9. I've been testing the newest version (which will be released as soon as the new array commands make it into the stable branch) and had pretty much no fps difference during a firefight. Stay tuned ;)
  10. This indeed looks interesting, saw that in some sound configs, too, right. Thanks dude! :) Also: Currently there are three distance steps (close, mid, far). I'm thinking about lowering the volume of mid-and far distance reverbs. What do you guys think? If you want to reproduce a situation where this is clearly audible, just place a CSAT and NATO squad close to eachother and spawn yourself ~500m away. I'd be VERY happy about opinions on this one! :)
  11. laxemann

    Firing from Vehicles feedback

    Being able to open doors or shoot out of e.g. MRAP windows would make it perfect. In fact, it is a necessary feature if you ask me. I currently fear that "closed" vehicles will stay just another easy target...
  12. laxemann

    JSRS: DragonFyre -- WIP Thread

    Entering the contest might be messy, as soon as someone asks "where'd you get these sounds from"... :P More authentic sounds for me, definitely, I even prefered the soundscape of 2.2 due to the heavy compression you used in the previous DFyre versions, but now I can't wait to listen to the newest version with enhanced dynamic range :3
  13. And thanks again for the feedback! :) Good an bad news, let's start with the good ones: • The next version will utilize the new commands for handling arrays (deleteAt etc.), meaning there'll be a theoretical performance increase. This may also fix a current issue that causes some elements not to be deleted. • The next version will get it's own server keys due to popular demand. :) • New soundsets, maybe. As for mod soundsets: I might do some, but I plan to write a little, quick tutorial on how to create own soundsets so that you guys can finally go insane finding good reverb sounds yourself! :D The bad news: The next version will only be released as soon as the new array commands make it into stable - sawwy! :) Greetings!
  14. That might be due to you having low fps. Check the userconfig, you can determine at which fps it stops working.
  15. Midnight Update Time! Changelog: Download (0.15) I'm very happy about feedback regarding the volume levels. I'm currently testing with JSRS 2.2 and DFyre and I'm trying to find a good compromise. Have fun! :) LAxe
  16. laxemann

    Combat Space Enhancement 0.2

    Any news about the extended fired eventhandlers firing two times for each shot?
  17. laxemann

    JSRS: DragonFyre -- WIP Thread

    Aww I totally reached you with my dynamic range speeches :D 100% SQF :)
  18. Hey dude, I actually wanted to do that but I have no clue how to check for the surrounding trees. Nearestobjects just returns the classnames of pretty much everything and I can't filter it by the baseclass because... well, I don't know the base class :P Could anyone help me with that?
  19. Hey dude, I honestly can't quite "reproduce" it, with the latest version I got around 2-4 FPS less in large (more than squad vs squad) encounters. We've been playing a 40+ mid-week session and I personally had no problems with the performance. (My rig can barely handle the new ukraine map, btw :P) Also, the volumes sound ok to my ear with JSRS 2.2. Can anyone confirm the problems that The Hebrew Hammer experiences?
  20. Nope, sorry dude, too much of an additional performance hit :/
  21. Little heads-up: I'm not at home until thursday, so no updates/anything till then - sawwy! LAxe
  22. Not possible, unfortunately, because the volumes are hardcoded in the config. ;/
  23. Simply incredible. No I'm excited for 2020, when I have a PC that is good enough to handle the map, haha! :D
  24. I didn't do a mortar soundset yet so what you heard was the soundset for rifles with no own soundset, haha! :) Thank you very much for your quality feedback, mate! May I ask which soundmod you used? I'm currently having a hard time adjusting the volumes to sound "okey" with most soundmods. While the Vanilla sounds are rather dull, making every reverb/echo very noticable, the JSRS3 sounds are very compressed and loud so that you can barely hear it.
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