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Everything posted by chrisb
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ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
chrisb replied to Placebo's topic in ARMA 2 & OA - GENERAL
Yes, I've tried a few of these from somewhere, but I'll give this a go, haven't yet found anything that sits as well as the colour I have now, although its always monitor dependent and of course you can't get that quality on YT, after the upload it looks pretty bad compared to the 'live' monitor.. :( I'll give it a go nevertheless..;) Edit: Your settings My original setting in the video. I prefer the more vibrant colours (my original), but as said, it depends on monitor too.:) Thanks anyway. -
"Opening up Arma 3 to paid user-made content" - How?
chrisb replied to gammadust's topic in ARMA 3 - GENERAL
Very true. I have VBS2 the British forces addition. It is by no means a game, its a training help tool. Fascinating stuff, but stick with this series (Arma) for game-play, especially when modded.;) -
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
chrisb replied to Placebo's topic in ARMA 2 & OA - GENERAL
Arma 2CO in 'Colour': Best viewed in 1080p https://www.youtube.com/watch?v=ykxowsfHM8o -
BAFX and Rangemaster mod packs - released
chrisb replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
With my connection speeds out here in the wilds, you do realise it takes around 4wks to download this update...:p I hope you don't need to update tooooo often..;) Great work, thanks.. -
Really great, thanks.
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BAFX and Rangemaster mod packs - released
chrisb replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great work, full of fantastic'ness, not a word, but I'll use anyway.;) Thanks for sharing.:) -
I'm tired but it looks about right now. Sorry wall of text night time, head starts spinning..:butbut:;)
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I have, on one occasion, donated quite a large amount, but only because the mod made the difference to the game that I really wanted to see. Plus I wanted to help ensure it continued forward. Other than that, I have done small donations here and there and also helped in a fund raise for someone needing something to help them continue modding. My view is that the makers of any type of content for the game, could charge for their work. But I understand that this will probably never happen, so donation remains the only option. But its an option few use really, I would think, its quite easy to overlook a donation button and not bother. I know we shouldn't, but its just the way it is. If BI could maybe introduce something that built a framework for modders, to enable them to receive payment for their work (scale related), then I would support that. But its not really a business type thing to do, once a business gets involved doing that type of thing, then it only leads to upset, disappointment and arguments. Not sure how it could move forward, other than donations. However, completely game changing mods, should get recognition from BI. Some re-new the game in such a way, that players continue playing and new players come in. This does need to be recognised by BI in some way, look at DayZ (:rolleyes:). There has been much better content made for the game (imo), that has never been given the support or appreciation, that it maybe should have been given.
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@Proftournesol & @Rydygier I've not been into medieval type gaming, but this is sort of different I suppose, although they intend AI, MP, larger terrains and so on, so could be used either way. Will be interesting to see where they go with it. They have said they're not really going down the fighting front much, more keeping it to building. Maybe have the PvP stuff take care of the fighting side when MP arrives. Then at least, it makes it a choice, rather than part of the game. I live near a number of castles here, within a 20-30 mile radius there are quite a few, so it will be nice to copy and build a few back to how they may have looked, when first complete. I hope we can build small town's, I've seen that in a few games. Also walled cities, have one of those local to here too. Must admit its very relaxing and quite addictive once you start these types of games, you just can't seem to leave it until its finished.:) We'll just have to wait and see. I'm looking forward to it.
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But maybe they're not thinking of making a game, as in story/campaign. More a military sandbox where they give you the tools. Similar I suppose to our Editor in this series. I haven't ever played a campaign from this series, use the game for the military playground side (sim). There you can build a war-gaming world, not based around stories as such. I think this might be along those lines, i.e. give you the tools to do with it, what you want. Which from my point of view would be ideal, seeing that I never come out of the editor here.;)
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Yes, don't get me wrong, it works and works fine, with very high settings it still runs great. But the headroom isn't much when you think of what would be needed to have a mil/sim play out on there. Still I do hope they get this done and as you say, release to the public. I know its going to be a VBS competitor type thing, more than a game, well at the moment anyway. Still, I'm ready to buy it now. :) The forums for the Outerra engine has a good community, many of them play this series, also the download demo is free (that's for the engine, not this sim), or was, not sure now. But you pay for the upgrade, but there are lots of bits and pieces to play with (mods) so worth a look for anyone interested. Not sure about the devs that are making this sim though. ---------- Post added at 01:19 ---------- Previous post was at 01:16 ---------- I agree with that, this series is one of a type. But that does need to change, a little competition would be nice.
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There is already a thread in other games for this. Still.. I love playing around with Outerra and hoped one day someone would pick it up to use for a mil/sim, its great they have. Now the worry bit, Outerra can be heavy on some systems without anything placed, put a truck or whatever other mod you like on there and the rates go down even more. Put a war on there and.. well.;) But I hope they can do something with it, it is crying out to be used for mil/sim style gaming.:D Its a fascinating concept they have with it, the devs have worked long and hard on the Outerra engine, mostly in their spare time I think. Hope now, that someone has picked up the engine seriously, that it works out for them all..
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Thank you BIS, you've shown how one should actually treat their customers...
chrisb replied to Ange1's topic in ARMA 3 - GENERAL
@robbya.. Have you fired email after email at the BE people, you know one or two every hour. Can't see why they won't give you a reply, just badger them to death, if its a genuine grievance you have with them, they should reply. I've never dealt with them, but if they're linked to devs, they should respond to complaint emails, sort of seems silly not too. -
Esseker 0.1 - post apocalyptic map - alpha footage - WIP
chrisb replied to ronhillultra's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - ADDON
Did he stop working on it :butbut:, didn't know that. I use it for a little skirmish type SP and some testing. I think its for dayz, but it lends itself well to a war-zone. Its great terrain, shame he stopped moving forward with it, he had great plans for it, at one time. -
Great to still this coming along. Thanks for the update.
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Nuke Silo side "house" for side missions
chrisb replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That is, lets be honest, pretty cool.. Thanks.:) -
Nice, thanks for sharing it.:) Amazing what you can find if you look around.;)
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They navigate around their given environment pretty good already. If we decide to throw a wall in their way then..well.. I don't know where you get the idea I think nothing gets fixed. I haven't said that anywhere, but obviously you think I have. I only refer to the outstanding ai problems (checking thread title), that have been present since I turned 42. The fact I'm now in my mid 50's, leads me to believe they are unable to remedy these. I could be wrong, but I'll probably be dead before they manage it.:rolleyes: But for me they are fixed, have been for a long time. Infact, I can't remember them being a problem. Its the whole reason why I posted, these are a non issue, because if players look around (and they should), they will find a solution. O.K. its not going to be a BI solution, but who really cares, provided they work. I don't. For readers that want a fix, look around, they're out there, plus you yourselves can fix these things, simply by using or designing sensible missions, that work well. Practical advice, that..;) Just my view.
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a question to the devs about large terrain
chrisb replied to Arma3goodCPUlowFPS's topic in ARMA 3 - GENERAL
I can see why extra large terrains would be good for armour and air, not so much for infantry. Although I am a terrain fanatic. I play Space Engineers, o.k. its space, however. They had serious problems concerning shaking ships, but it depended on how far from start position you were. All was stable at 200kms or under. But at around 700kms, for me and my setup, the ships would start shaking and you couldn't really build anything in space due to this. Problem was thought to be engine based. Now SE has gone fully procedurally generated, plus I run on 64bit (they run 32 & 64 bit), they have zero shaking and you can build anywhere, well certainly, upto the distances I have travelled so far. The game world stands at present at 150,000,000,000 km's. Or infinite at the ship speeds you can travel, no jump gates or anything yet. Mind boggling but great.;) But I don't suppose PG is an option for this series..:( -
It is not patronising, why, to who. If you google a problem for this series, you'll get a workaround more or less always. Might not be something you want to use or like, but there will be one. The choice is to use it, or design your mission differently. Its practical not patronising. I make missions and can easily work-around it. Most things ai related, are non issues, with what is available. Regards the thread, I don't usually post in here, its a dead thread, as I said, certainly for me. Reason being, they can't fix what problems they have, so they simply run the questioners around for a while then move on. If that hasn't occurred to you by now, then your not reading the thread. For any video I put up showing bad ai or indeed any video I see showing bad ai, I will/can usually always show the flip side. That would probably involve using a mod/addon, script or mission design etc, but there is always a workaround for most all of the problems talked about here. As for your last line, you've answered the problem, workaround, because Das, at the end of the day, that's all we're ever going to have for the problems concerning ai.. Doesn't matter how long this thread gets, it won't cure any of the ai related problems. Your best over in the mod complete section, or better still, AH/google. Sad but true, I feel.:(
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The reason I find coming into this thread, is a waste of time. Is that mostly there is always a work-around. The game will hold your hand for so long, then you have to start to design missions to get around problems. Lets throw a 'structure' in the path of ai drivers. Then lets moan about what happens. Well I'm sorry, but its not going to be a good result, so why do it in the first place?? If you have a mission that needs a road block, use something you know the ai can handle. If I put something in the path, which I know the ai won't handle, then I expect a problem, or maybe perhaps, that's the outcome I want (ai to have a problem), then something has to follow on from that point in the mission, what do you intend for the ai to do, when faced with the problem ! Mod makers can only do so much to help, some mods can go far beyond that. But really, players have to decide how much they are willing to put into the game. The 'hold my hand' view, can only go so far, when you consider how much the ai have to do here in this series. I'm not saying its perfect, far from it. But the players that have the most problems are the players that put the least effort into their missions, that's how I see it. Why! because there are a few million players, but its the same minuscule amount, really is minuscule, that complain they can't get it to work. We know if they are to be engaged and go off road, that in vanilla, they are going to have problems. In your missions, find a work-around for that problem. If you don't make missions, use mission makers that have missions that work, simple. There are problems we all know. I point out the bad from time to time, mainly ai. But I always find a way around a problem. Mod/addons, mission design etc, will all play their part in helping me to make a mission work. But ultimately, it has to be mission design that makes it work, i.e. what do I want to do, how will it work.... Mod/addon makers can't stop a mission breaking, good mission design, or missions from good mission designers, can. Knowing what the game is capable of doing, or not capable of doing, is very important. The only way you'll find that out is time and testing. Other than that, you'll depend on those that have done that time and testing for you, i.e. good mission designers, mod/addon makers. The ai is broken in places, yes. However, is the game broken, no. Because there is more or less always a work-around. Do we rely totally on the devs solving the problems, I wouldn't. Because they have shown they can't. So take it on yourself to find a solution, there are many out there that will help solve these problems. BI have given us enough to work from, the rest, unfortunately, we have to do ourselves. ______________ https://www.youtube.com/watch?v=jSHHolEhVBc Its not perfect, but its something I can certainly work from, can you!! If you can't, maybe its time to move on and play something else.. ______________ Vcomai is good, I applaud what he or she is doing, I applaud what all mod/addon makers do. But there are already many ways to stop your mission from breaking, or have it work better. Waiting for BI, or even discussing here, after so long (15yrs), well no, the times gone, they are not going to correct what is there already, this thread is all but dead, it has been for years. Just goes around in circles, or should I say, the same people go around in circles, not able to find a solution or work-around.:(
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This is really vanilla ai (well driving wise), although he's speeding here.. ;) but he does just fine ! https://www.youtube.com/watch?v=3V12PYQNAqo
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Its junctions they fall down on more than anything. In testing, I can scatter wrecks, vehicles and civilians around on the roads and have virtually no problems with AI handling going around them. But come to a junctions and they always cut it. But with well placed WP's for junctions you can get around that if your mission making. However if they go off route, its back to cutting them and hitting signs.
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Vcom AI V2.0 - AI Overhaul
chrisb replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm enjoying running some test scenarios with your mod here. Thanks for sharing these scripts. :) -
what is the most annoying thing for you in arma 3 ?
chrisb replied to sgtsev3n's topic in ARMA 3 - GENERAL
Already built into A3 via simulation manager if I'm not mistaken. Edit: One thing I will say for A3, its head and shoulders above A2 for setting out a mission, with lots less scripting required, all those modules, would have liked to see those in A2 in the past.