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fraczek

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Everything posted by fraczek

  1. Two classics (well, four, if you count the sequels of the first one): Elite / Frontier - Elite II / Frontier - First Encounters (bought all, fortunately all have been modded to modern systems and somewhat better graphics with some bugs squashed) ... best space sim ever Wizardry VII - unfortunately no modern mods for this one, but it would run awesome in dosbox even on iPhone (if it had been ported) ... best role playing game ever But both are pretty time consuming, even more than ArmA, so very rarely nowadays :) And both (especially Elite series) are very open-ended, unlike newer games like Deus-Ex (couldn't resist ;), which IMO marked the transition to cinematic "experiences" like HL2...
  2. Probably a dev from BIS would have to confirm the way it is. We could ask in a beta thread. But if I put Noblur in -beta, when it is first (before \expansion\beta\...), it works and shows at the bottom of the list. If I put it last (after \expansion\beta\...), it does not work, and beta shows at the bottom of the list. So from the simple test, I would guess yes, the bottom most mod in the main screen is the last one loaded. I am not sure if the same works for -mod option though.
  3. I am actually trying to run it on a Mac (with powerful enough GFX card of course), and the trouble is getting compiled a recent enough version of Wine with Rawinput patch. All the binaries I could find with rawinput patch already in were a little old for good 3D look (too much artifacts and slow). While Wine 1.4RC2 did run it somewhat well (without seeing any artifacts and not much LOD flickering as far as I could tell), without a rawinput patched version I couldn't get past the initial game menu (without rawinput, the game doesn't get any mouse or keyboard support from Wine). And compiling my own I get stuck. I will try more, it would be pretty nice not to have to reboot into BootCamp everytime I just want to try some small mission in the editor or a quick match. I understand the performance is gonna be lower, but for testing purposes and quick multiplayer with grass/postprocess turned off on many public servers anyway it might not be so bad.
  4. Not this way, but other way around: -beta=@OktNoBlurBeta;Expansion\beta;Expansion\beta\Expansion With noblur first in the -beta line, it gets loaded last (thus overriding beta pbo). Confirmed works and leaves the built-in Expansion menu working, unlike placing Beta in the old method of -mod. Confirmed just now - it works, though I haven't tested if it breaks things with the beta or not, I tested just noblur functionality if loaded that way.
  5. The new vehicle driving control still needs some polishing, I think (all tested on tracked M1A2 only so far). Please consider these points: First, any direction input from the keyboard should override it. Now mouse and keyboard clashes with each other, when the mouse cursor haven't centered yet, and I want to turn sharply using keyboard in the other dir, the tank rocks left and right several times before responding to keyboard dir properly. REPRO: With tank stationary, move your mouse to the far right. It starts turning in the dir and the cursor starts centering. Before it centers, press and hold A (left dir) key. It bobs in place, stops turning, and what's worse, the cursor stops centering as long as you hold the opposite direction key. When you release the key, the cursor finally centers correctly, and the tank finishes the mouse turn. Second, the cursor doesn't stay in one place (line, in ext.view). Thus it is very easy to lose track of it, making the feature hard to use ("point to where you wanna go). It should stay in one horizontal line so the player can see it always in the place he expects, not all over the screen depending on his up/down view. Your hands on the steering wheel in RL don't move up/down either) - IMHO it should be always in one line, either top or bottom or center, but be consistent. Third, the mouse cursor turning seems broken in time accelerated mode (2x,4x). Especially in 4x the turning radius seems to be much lower, thus I can't turn more sharp turns using the mouse. And time accell is very useful for driving around any map in SP/Campaign. When just getting from e.g. Vybor to Elektro, it can be a very long boring drive without 2x time. Will test further.
  6. I can understand that very well (about the spam). Thank you for the explanation. It might help if there was a mention of it in the forum rules, but then again, mentioning it might give spammers an advantage :)
  7. fraczek

    Future expansions

    Yes, and we expanded, did't we ;) ?
  8. Hello, currently, there is no way (AFAIK) to download or print a whole thread. The "printable version" is still sectioned into 100 posts long sections. Would it be possible to change the forum config to allow a whole thread printable or download version? There are some threads that would be good to keep offline in the whole for reference.
  9. Hi, I have a question about account activation process and the forums. 1) Is there some sort of posting rank on the forums? In all the (few) threads I have replied, my post always needed to be approved by the moderator. Is that normal and set in the thread, or is that just because I am new here and have low post count? (ie even in offtopic thread like this. 2) When I try to edit my profile, most settings on the Settings page are inaccessible, giving me this error: you do not have permission to access this page. This could be due to one of several reasons: Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system? If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation. Well, I have activated. Right according to the link in the first email. I even tried activating again, it says I have already activated. What's the problem? Thank you for looking into this.
  10. fraczek

    Near death experiences/intense situations.

    Ah, a fireplace storytelling thread :-)
  11. The results of using moderate supersampling are pretty swell, at least on my graphics card and AII settings :) Must try it out with low amount of FXAA next time. Now, if only my computer would tolerate 200% supersampling without playing like slow-motion film :)
  12. fraczek

    Controls improvment

    I am pretty new here, but not to ArmA, and have been gaming lightly on and off for some 16 years (the time flies...). Please let me elaborate on some thoughts about the controls coming from more of a designer background. For me, the biggest problem with ArmA controls is GUI consistency. The controls need to be in the same place every time, not like now when choosing AT launcher, I might scroll a little bit more by mistake and take a last look at the BMP through my rangefinder before it blasts me to pieces. Same with ordering soldiers. Why under "6" submenu, the Gear option is always in different place? That's because when interacting with anything, be it a computer, phone, rifle, car, we rely on visual and muscle memory. That's why the first Apple had the menu always at the top left and trash at bottom right (although even they didn't follow their own school in some later cases), that's why you can write on your keyboard without looking at it, et cetera. I understand that ArmA offers many more options than simplistic FPS shooters. But even more so, these options need to be logically arranged so the user can do the thing he wants instinctively, without looking too much at some scrolling menu in the heat of battle. And reserve the scrolling menu for things that are less used but important nevertheless, like changing position in vehicle, but not changing to AT weapon! Not binding the key for changing firing mode to switch me to grenades and kill myself when all I wanted was to change to burst! We have already seen some improved UI in VBS 2.0 videos (with vehicle interaction). This is the way to go, IMHO. Often, the scroll menu currently bundles Actions and Settings together (satchel charge for example). The new UI could be topical, meaning depending on i.e. what you are doing (pointing at) at the moment. Or maybe not. Some kind of simple compass rose is good, because it offers four directions with distinct stops, if you do not overdo it. Options need to have stops, because of user's muscle memory. I want to be able to e.g. click middle mouse button (or hold a modifier key), and simply move mouse left/right/top/bottom for desired action, without even looking at it. For more complex actions, the number system is fine (and very fast once you remember it), it only needs to be consistent (vis the above "6",Gear example). Another bad example: Flying a plane/helicopter. You want to enter auto-hover (or raise flaps in plane), but you misscroll and kill your engine (eject). Either BIS meant that as a simulation feature enticing players to learn emergency autorotate landings (bird strike), or a bad joke :)
  13. Are you sure these are L-39 Albatrosses, not L-159 Alcas? I am no plane spotter, but L-39s have a very pointy nose (http://upload.wikimedia.org/wikipedia/commons/d/db/Bret_Cox_L-39_-_Reno_Race_-58_.jpg) while these have a rather blunt nose, like L-159 Alca (http://www.richard-seaman.com/Aircraft/AirShows/Ciaf2006/Highlights/L159From930.jpg) the current generation updated with modern electronics and avionics from US partner. That hex pattern digital camo on the planes is OPFOR, right? In that case, I gather Czech L-159s finally found a big buyer, although who would have guessed it would be Iran! ;) (considering US as electronics partner in the L-159 production has blocked few export deals to countries like Venezuela).
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