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tremanarch

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Everything posted by tremanarch

  1. 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
  2. tremanarch

    SweetFX in Arma 3

    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.
  3. tremanarch

    Walking slow and using the mouse wheel

    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.
  4. tremanarch

    Stratis-RP: Ultimate

    really nice stuff
  5. tremanarch

    Helicopter physics impressions - simplified

    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)
  6. tremanarch

    Helicopter physics impressions - simplified

    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.
  7. 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.
  8. tremanarch

    Walking slow and using the mouse wheel

    could also be applied to driving speed, and Helicopter thrust and and and.. and yes: needed :)
  9. tremanarch

    Helicopter physics impressions - simplified

    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...
  10. tremanarch

    Multiplayer crash to desktop / kicked off

    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
  11. 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
  12. tremanarch

    Ghost hawk gunner view opinions?

    good point - noticed that too!
  13. tremanarch

    Sounds range

    interesting to know. i noticed the beep when setting a bomb is quite loud too!
  14. tremanarch

    Arma3 Videos

    http://www.youtube.com/watch?v=fMCdvqWs018
  15. tremanarch

    Tanks

    you cant read a whole forum. but tanks in final game.
  16. tremanarch

    PhysX3_x86.dll Crash

    the change from PhysX Calculation CPU <-> GPU changed nothing. strill random crashes on Warfare.
  17. I could help with Quality Management.. show me your stuff I tell you whats good and whats bad eq a no-go etc..
  18. 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...
  19. in alpha it didnt cost any fps.. they changed sth. i guess...
  20. tremanarch

    Midrange Textures need improvement

    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
  21. tremanarch

    Midrange Textures need improvement

    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.
  22. tremanarch

    Midrange Textures need improvement

    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..
  23. 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)
  24. tremanarch

    [Poll] What are you waiting ArmA 3 for?

    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!
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