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Everything posted by tremanarch
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I know this is a beta, but this is absolutely unplayable!
tremanarch replied to ZEBOV's topic in ARMA 3 - MULTIPLAYER
how can this even be possible: this thing killed us on sight - had no chance. it said: quad bike, no player name http://abload.de/img/unbenanntgksqs.png -
I toned down the vibrance a little bit more: didnt use much: (doesnt cost any fps) #define USE_SMAA_ANTIALIASING 1 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
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Walking slow and using the mouse wheel
tremanarch replied to Darklynx's topic in ARMA 3 - BETA DISCUSSION
try splinter cell for mouse wheel walking speed control: works like a charm try some tom clancy game for the analouge door opening with mousewheel: works like a charm. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
tremanarch replied to Placebo's topic in ARMA 3 - GENERAL
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really nice stuff
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Helicopter physics impressions - simplified
tremanarch replied to v8_laudi's topic in ARMA 3 - GENERAL
action menu not on mouse wheel? sry unpossible :) used to it since OFP. All I want is a modifier key, when I press it -> all mouse wheel action goes into speed change and not Action menu.. For example: [shift] + MWheel-Up / MWheel-Down alters the SPeed for [W]. so while driving (holding [W]) - you can [shift]+MWheel-Up --> faster speed (still holding [W]). when u let go [W] and start driving again [pressing[W] again) its the speed that has been set before. I mean mouse wheel not a auto drive but as incremential speed control. while holding [W] you can alter all day long and drive slow / fast etc - but when you let go [W] thje car stops - alter ing now just sets the speed for later when you start again driving (pressing [W]). If you we want cruise control we could add just another button / function somewhere else. anyway this speed change incremential with mouse Wheel can be used for: walking / driving / flying speeds (ok Helicopter not speed but thrust) -
Helicopter physics impressions - simplified
tremanarch replied to v8_laudi's topic in ARMA 3 - GENERAL
at least the predefined values keys could be altered via mouse wheel. sometimes its important to have 3 speeds set around 80-95% sometimes around 30 - 45 etc etc... the thing is: mouse wheel is just a quick way to do incremental value changes on the fly (pun intended) without having to use the left hand nad letting go control.. its just more intuitive. -
What's up with all the people using snipers instead of regular rifles.
tremanarch replied to Fragmagnet's topic in ARMA 3 - MULTIPLAYER
true that but most changes didnt happen cause everyone waited, but because everyone cried / discussed stuff in the forums etc, and now look: thats what we are doing right now. -
Walking slow and using the mouse wheel
tremanarch replied to Darklynx's topic in ARMA 3 - BETA DISCUSSION
could also be applied to driving speed, and Helicopter thrust and and and.. and yes: needed :) -
Helicopter physics impressions - simplified
tremanarch replied to v8_laudi's topic in ARMA 3 - GENERAL
could be made like the Mouse-WHeel speed control of the game: Splinter Cell 1. the same also would be cool for driving vehicles to set a speed - and not having to press W / E or Q for only 3 speeds... -
Multiplayer crash to desktop / kicked off
tremanarch replied to Sharks80's topic in ARMA 3 - TROUBLESHOOTING
are u sure its not Physx.dll? just look in your RPT File, im 99% sure you have the same error http://forums.bistudio.com/showthread.php?150907-PhysX3_x86-dll-Crash its found here: C:\Users\Keycat\AppData\Local\Arma 3 and it looks like this: browse all the way down the rpt file (notepad) [...] A3_Modules_F_Beta_FiringDrills in a3\modules_f_beta\firingdrills\ A3_Structures_F_Civ_Pavements in a3\structures_f\civ\pavements\ A3_Structures_F_Civ_Chapels in a3\structures_f\civ\chapels\ A3_Structures_F_Households_Slum in a3\structures_f\households\slum\ A3_Structures_F_Mil_BagBunker in a3\structures_f\mil\bagbunker\ A3_Weapons_F_Acc in a3\weapons_f\acc\ A3_Weapons_F_LongRangeRifles_GM6 in a3\weapons_f\longrangerifles\gm6\ Mods: A3 Distribution: 0 Version 0.70.106872 Fault time: 2013/07/06 11:46:21 Fault address: 6D533D75 01:00142D75 [b][color="#FF0000"]C:\GAMES\steam\steamapps\common\Arma 3\PhysX3_x86.dll[/color][/b] file: TeeTimesWarfare_EUTWv1 (__CUR_MP) world: Stratis Prev. code bytes: F6 00 00 00 8B 55 10 8B 42 34 8B 4E 34 8A 40 68 Fault code bytes: 8A 59 68 C0 E8 02 24 01 C0 EB 02 8B CE 80 E3 01 Registers: EAX:52A8EA0B EBX:0B7A6080 ECX:00000000 EDX:1B7E4D30 ESI:13F10008 EDI:268FFA00 CS:EIP:0023:6D533D75 SS:ESP:002B:268FF9B8 EBP:268FF9DC DS:002B ES:002B FS:0053 GS:002B Flags:00010246 ======================================================= note: Minidump has been generated into the file C:\Users\Curtis\AppData\Local\Arma 3\arma3_2013-07-06_11-02-44.mdmp -
What computing system do you have for the Arma 3 Beta?
tremanarch replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
nice graph hiikeri! thats exactly what we need! even more data would be nice, broader range of OC etc I use 2500k 4.5ghz - 560ti 1gb vram, 8 gb ram, SSD --> very high -
Ghost hawk gunner view opinions?
tremanarch replied to XxSheepDoggxX's topic in ARMA 3 - BETA DISCUSSION
good point - noticed that too! -
interesting to know. i noticed the beep when setting a bomb is quite loud too!
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http://www.youtube.com/watch?v=fMCdvqWs018
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you cant read a whole forum. but tanks in final game.
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the change from PhysX Calculation CPU <-> GPU changed nothing. strill random crashes on Warfare.
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Sci-Fi based tactical shooter, now looking for writers
tremanarch replied to TymC's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I could help with Quality Management.. show me your stuff I tell you whats good and whats bad eq a no-go etc.. -
PIP in Vehicles coest way to much frames
tremanarch replied to tarabas's topic in ARMA 3 - TROUBLESHOOTING
no - in lpaha it worked flawlessly. i made a mission with 10-20 displays showing soldiers, showing me etc it worked perfect. ~50 fps. with ai, and even in multiplayer with 6 people. and im pretty sure about that, cause i was shocked that it didnt cost fps at all... -- now in beta not even the 2-3 pip displays in the hunter work without fps loss. they cost around 15 fps... -
PIP in Vehicles coest way to much frames
tremanarch replied to tarabas's topic in ARMA 3 - TROUBLESHOOTING
in alpha it didnt cost any fps.. they changed sth. i guess... -
yeah but it still needs some more 3d objects in some areas. even with super textures etc - some hills are just only hills. http://abload.de/img/arma3comp2bisn7.jpg i was wondering why they didnt add more stuff like that: http://abload.de/img/unbenannty7se2.jpg
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the problem with all those feedbacks is that they have good - but maybe too complicated solutions - the engine needs to be rewritten. the minds of the devs must go deep into the source etc etc. when you have a Program, that grew for 10 years and is that big like ArmA - and has maybe seen many devs over the xears everyone with his own little function etc and his "footprint" left and some personal comments in the code - the last thing you want to do is rewrite critical areas of the code under time pressure. More easy and more direct and human ressource friendly would be a little sharpen noise and darken on the landscape - and voila. and later on for an addon - they can invest more time for a better complete solution. or just a noise / sharpen / darken postprocess overlay for the midrange from 100 - 500m with soft blending. bis only has so many developers. for now a small quick solution is maybe enough to please the peoples a little bit.
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heres another example I just took: http://abload.de/img/arma32013-07-0321-16-0ysv9.jpg I dont think its thaat bad - its situational, and weather / light dependant aswell. can you spot the six close soldiers? 4 right 2 left - they dont stick out soo much. at least one soldier is 300-400m to Mike.. cant spot him, but there came shots out of that direction. maybe the landscape just needs some more small rocks / bushes / holes in the ground - so the obvious places to get cover arent soo obvious. and just with a little noise here and there, and soft darkened landscape texture it looks more natural and noisy: http://abload.de/img/arma32-altered25ss41.jpg just some subtle changes here and there, instead of one big boom that costs cpu and whatnot and introduces new problems..
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separate zoom function from Lock target function
tremanarch posted a topic in ARMA 3 - BETA DISCUSSION
can we separate zoom function from Lock target function in the weapons tab under control options? whenever I have a tabbed target and want to zoom in its lost.. (vehicles and rocket launchers) -
I want to play the SP! great memories of it in ever OFP / ArmA game I played! I am sure ArmA 3 will have great moments in SP too!