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tremanarch

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Everything posted by tremanarch

  1. tremanarch

    Prarie Fire discussion

    Its a real awesome dlc. Watching Napalm Drops in the night and the Like with the Limited ability to See at night
  2. I Love playing and watching onward. Its the next step really and thus although onward is only tiny Maps and Limited items. Imagine Arma 4 VR.. Headsets are so cheap Oculus quest 2 for 350$ which include being able to okay Wireless and streaming from the pc...
  3. tremanarch

    Arma 4 a look to the future

    Several Game engines are Doing this now Star Citizen or the unreal wild plugin: For me Arma 3 nearly was perfect but the textures, Terrain, bushes from far or through a scope need Work. Nordkindchen had an Idea back in the days, maybe the engine overcomes those limitations now.
  4. tremanarch

    Arma4: What we want

    Thanks!
  5. tremanarch

    Elite: Dangerous

    found no exisitng thread so making a new one. Yeah. Elite: Dangerous by D. Braben! features: + 1:1 milky way Galaxy simulation in the game! http://us2.campaign-archive2.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=ffe2385d13 video of the beta version of the map: and its a real tough dogfighting game - not 100 % realistic in terms of physically correct behaviour, but thats on purpose to give the combat model some fun aspects and mastering ways of flight.. some combat of the beta version: and docking: the game is overshadowed by Star Citizen - but it will be a blast with that 1:1 Galaxy Simulation...
  6. tremanarch

    ARMA 3 Addon Request Thread

    a nice all-in-one package for Tanoa as Vietnam "Mod" - you install it and then you can play with authetic vietnam weapons authentic models and sounds with people.. smaller missions or CTI... but authentic. Even SP Lonewolfing would be cool. But with Tanoa I am feeling the nam vibe
  7. tremanarch

    Tanoa discussion (Dev-Branch)

    Found an Error with sounds: instead of changing one FX Sound with another - there should be a smooth crossfade between the two (in this examples its the rain splash sound from the house - in real life sounds travel farther than 1-2 cm ;) ) Video: Tanoa - Rain - player near a house: https://youtu.be/voZgzIXDkdE?t=179 the same goes with left right ear mix aswell. the left ear also hears sounds from the right side of the head (just not as loud) - there is no perfect difference where the right ear hears a sound and the left ear hears absolutely nothing from this sound. If s.o. could add these to the Bug Tracker would be really appreciated! -- as a rule of thumb: as with everything in life and nature Smooth Transitions are the key to everything ^^
  8. tremanarch

    Tanoa discussion (Dev-Branch)

    yeah the sounds are great
  9. tremanarch

    Tanoa discussion (Dev-Branch)

    thank you now it is downloading
  10. tremanarch

    Tanoa discussion (Dev-Branch)

    download is working!!! :D
  11. tremanarch

    Tanoa discussion (Dev-Branch)

    how long did it take in the past for steam to resolve it then?
  12. tremanarch

    Tanoa discussion (Dev-Branch)

    wow at the first glance I thought this was a photographic picture of sth. until i slowly realized thats the editor and thats the new island.. nice one!
  13. tremanarch

    Terrain Improvement (dev branch)

    never forget
  14. When you turn your head so that the sound source is perfectly left of you the right ear has 0% Volume of the sound source, and vice versa. This is not right. Its most obvious when using Headphones. This is an unrealisitic behaviour.. I already made a post in ArmA 2.. seems no one understood. Its easy to fix. Make the perfect left/right not 0% - 100% but like 50, or 60% - 100% (experiment).
  15. tremanarch

    The Campaign is unplayable

    I played ArmA since the OFP Demo in 2001. I know how to play it. The campaign at normal difficulty without using mods and settings and stuff - the campaign as any newbie would play it - is unplayable. if you have to die repeatedly to get information to know where to flank, at which range which class is.. etc. no fun. one shot one kill - no fun... really is it that hard to make the campaign an easy to entry hard to master thing? the frustration for any new player and even vets is much too high.. the ai is too precise. they spot you instantly bla. you know the problems. stop everything, stop the island, stop going to the toilet - just stop. go to the AI and - N E R F - it.^ why do I need 3-4 Body hits to kill one and they serve headshot after headshot? arma is such a good game otherwise.. mutiplayer options GFX, sounds - anything. its a shame you cant enjoy it in the SP Cmapaign (which might be really good) - i guess the campaign is really nice - should have played it after release (it was easier then I remember)... thx.
  16. tremanarch

    The Campaign is unplayable

    that was pretty easy. i shot the heli with an unguided NLAW and took a 7.52 MG - and in the campaign stamina for this mortar run is disabled so you can tun / stop&shoot and run.. maybe you did sth. wrong?
  17. tremanarch

    Aftermath Rush Gamemode [BETA]

    interesting tried to join - but server seems to be offline. Cant be found in PlayWith six nor in the ingame browser..
  18. tremanarch

    Terrain Improvement (dev branch)

    shouldnt this thread be moved into general where more people can see it?
  19. tremanarch

    Tanoa - Performance optimizations? yes/no

    interesting way to say "yes". ;)
  20. tremanarch

    Terrain Improvement (dev branch)

    I made a comparison Video and zoomed in GIFS of GTA V. In my eyes they use many tricks in GTA V (mostly very hilly landscape to hide the Object on distance problem. But they also use some nice tricks - I think could be applied aswell to ArmA 3 possibly: They load in the grass Objects when you zoom in with the scope dynamically. this is the Youtube Video (is still uploading though) And these are some smaller GIFs: GIF 1 GIF 2 Additionally these are 4 screenshots - each taken at a higher Zoom - more difficult to see the bushes / grass popping in: - 1 - - 2 - - 3 - - 4 - GTA Vs Ground textures look very bad though - I dont use max settings (more like medium - high) - as I only have 2 GB VRAM.
  21. in Arma the view is obstructed by the console. it feels like you are sunk inside the airplane.. while the feeling captured with this cam (maybe through fish eye lense?) is much more vulnerable and breathtaking - parts due to a higher seat position. it feels like you head is 1 millimetre away from the canopy you can see the cam is at eye height...
  22. tremanarch

    Multiplayer mode Idea

    While I like the deathmatch favored servers [quick log in, quick fun, quick log out] - I think some form of inetrest for the altis life also comes from its persistence. you log out, log back in the next day and you can further progress your char. what about a perstintent game mode for altis where you choose from the 3 sides start as a recruit and prgress the ranks and the game mode is all about territories? so we could have fun for hours. the game mode needs a saving function though. not that after 50 hours the sevrer crashes and we have to start from beginning again. would love to see sth. like that. could be called "persistent territory battle mode" - or so. would give arma the much wanted RPG feature (char progression) along world progression! would be cool to even have the possibility to save tents or make traps that last for as long as the map lasts etc. could be a little much data to save -dunno about the technical limitations though. duties could be not only stuff like conquering territories / cities - but also patroulling (earning ranks for beginners) or repair / reful stuff - support classes. people could chose a class and progress it. talking pvp here, but maybe pve could be an option too? what do you think? is this the right section to post here?
  23. tremanarch

    Walking Speed

    Hey. The walking speed is a little too high. feels like driving small motobicycles. When I play with others and we are not looking at each other we constantly keepo losing us. its so fast! and the weapons way aswell. I can understand that when I have to run at 50 km/h i couldnt aim aswell.. but please let us jog at 11 km/h or so.. and let us aim please. back in 2000 when operation flashpoint was made the higher speed was okay.. we only had to look at plane surfaces. but now we have so many things bushes trees etc etc - the walking speed is much too high. maybe reducing it to 1/3 would help. is there a mod or trick to try this?
  24. tremanarch

    Walking Speed

    walking speed is not the normal speed - but jogging is, and thats too fast. I am not talking about "the walking speed" but the movement speed. in reality we would walk most of the time, here we jog all the time..
  25. tremanarch

    Terrain Improvement (dev branch)

    at least we can show with this thread that we still care about the terrain
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