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Everything posted by chrisb
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Saint Katherine Map Released
chrisb replied to ramazoti's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice map, will be added to our campaign world soon. Thank you for sharing it..:) Edit: Made and played a small mission/scenario on this new ‘Katherine’ map for A2, called the mission ‘Taking of El Hadara’ initial mission set at 21.30 on a moonlit evening. US garrison village/town, tight alleyways and buildings close together, great place for CQC. Great place for my pbo mix ;). Anyway, truth is, coming back to my old ai setup was a joy compared to the ai over in A3, I know its only an Alpha, but!. I had the USMC in Hadara using high building positions to see over the wall (it’s a walled town/village) to engage us attackers. We used the front door in, well entrance to Hadara, it was great watching the ai care for their own lives, not going gung-ho in. Really I don’t know if I can go over to A3 after playing with this type of ai. A3 at the moment ai wise is in a pre arma era way (thinking actually OFPElite, xbox). Sure they look good in A3, its all very nice on the eye, but the best we’re going to get is probably ASR AI, which is not my cup of tea really, I know many like it, but its not for me. EL Hadara had me enthralled, was really a very simple scenario, took just mins to setup, but the game-play was a dream, not knowing what or where the enemy was or indeed how my squad leader would take us into the village (I was just a rifleman unit), was nerve racking. Once we got within the walled village, with help of smoke grenades and machine gun suppression. It took us 40mins to get to grips and get a firm hold in Hadara, there were only 14 of us going against 16 of them (I was the only human rest were ai), but it felt like a lot more. Consistent fire-fights moving in, around and through buildings and alleyways, having to check each building to its full height, balconies and rooftops. I played it over half a dozen times, just altering the clock time, played new every time. Someone on the A3 forum, can’t remember who, said of a video I put on showing a pbo mix I was testing there in A3, they said "what was the use of having the ai go in buildings rather than stand outside waiting where they were placed", well all I can say is they haven’t played the series to its fullest. All I did here was put 4x3 and 1x4 groups stood within the perimeter of the walled village, that was it, no waypoints or orders just placed on the map. Had my pbo mix of the best bits from the best ai mods ever made for this series (imo), then one waypoint for the group I was apart of, from where we started outside of the village 400mtrs or so, to a ‘seek and destroy’ waypoint in the centre of the village, our group set to 'combat'. I then just ran the mission, wow.. Of course all the USMC had taken positions in building on balconies, rooftops etc plus some in the alleyways hidden away, that’s what they do if they’re just placed near any building or cover, soon as the engagement started they began to move forward through buildings re-positioning themselves in first or second floor positions and balconies to try and stop us breeching the outer walls. Don’t let anyone tell you they don’t use or fight from inside buildings, they do and can, lots of tests showing that, if you would like to see, linked in my sig. Outstanding, 10mins to make scenario, where you have no idea what’s going to happen, just follow orders and keep your head down, watch and see it develop into soemthing great. I recorded it, but will have to edit it for YT, will probably do that at some stage, may add it to my test vids. Anyway, for now it takes its place alongside a few hundred more, simple scenarios that develop into stunning missions, part of my SP movie archive.:cool: Really, thanks for this map, El Hadara alone has months of missions worth of various types.. I want to take my pbo mix with me into A3, but having tested alot of recent, its not going to happen really. These mod makers have left now, the ones who made the mods, therefore the pbo's I use. They were and still are the best ai mods to ever hit this series, without them, A3 is just going to be a tourist resort for me and many from my group, I think..:( -
Decent mouse and either Razer Nostromo, CS Keypad, Logitech G13, or the Orbsweaver, forget the keyboard, left hand on one, right on the other and they don’t really leave either during game-play. I have the Nos and the CS, may possibly change the Nos for the Orbsweaver, not sure yet.. The Nostromo is fully configurable whereas the CS Keypad is not, it has some set keys, but even that is very workable. Not sure regards Logitech, not seen that one working, the Orbsweaver is going to be more or less the Nos with the thumb stick removed and a few extra buttons to replace its functions, but still looks a possible option.. Easiest solution I have found, been pc gaming from the start and its always been bad using keyboards, unless you pull it over to the side for comfort, even then its not great. The peripherals mentioned have made it better for me than any other option I've tried, they are well worth a look. But its all about whatever rocks your boat.. Side note; sold my Nega Epic, too small those buttons, started hitting the wrong ones, went back to my Kone Plus. Nega was a nice mouse but maybe my thumb isn’t as nimble as it used to be.:p. Normal setup/options configed to the mouse are; walk, freelook, mirrors, reload, scope, dpi change, then obviously left and right main mouse buttons, scroll is for scroll. The Nostromo, well, for everything else really.. Just got the CS Keypad, got to think about that one, still playing around with it.. :)
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New Helicopter flight model by HTR dev
chrisb replied to FredAirland's topic in ARMA 3 - BETA DISCUSSION
This is such a shame it wasn’t caught earlier (a lot earlier probably). What’s been said regards how far along BIS are already into the game-play, changing now could just set things back too much. Maybe some sort of mod, although not sure how that would be implemented without it affecting ai behaviour. @fred64, you may know the answer to that.. -
I’m really worried looking through some of these video’s, the ones that include arma3 ai. Coming from a modded A2, where ai were really good, watching some of these is like turning the clock back many years. The ai don’t think or take time to win an engagement, they simply run at it. Flanking is really poor and some videos showing CQC in buildings, is dire, even with house scripts. There is no reaction much to the sound of gunfire, or explosions, they just stand until a bullet hits them almost before realising something is going on..:confused: I really hope BIS confront this issue head on and make the ai intelligent, not just over accurate shooter stuff, I would like to see a fire-fight develop properly, ai need to react straight away to loud sounds especially gunfire, also smoke etc. Plus actively seek 'proper' cover, engage from buildings properly etc, etc.:( Also the movement has got to be sorted out, this sort of floating running rubbish, is really out of place...:(
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Nice FPS increases Dev branch update 28 March 2013
chrisb replied to Rumpii's topic in ARMA 3 - BETA DISCUSSION
Seems to be getting better with each update, I'm lucky I haven't had any problems with fps (yet)..:) I've only just noticed I'm kicking up dust. I only test in third person, play first person in missions. This is the first time I have noticed that I kick up dust, was it there from the launch of the Alpha, happens at a faster pace, none in slow, thats a really simple but neat feature. Even better if enemy ai could react to seeing that dust..:D Video 1080p for best look (full screen).. http://www.youtube.com/watch?v=0I0AqW7LRxk -
midrange terrain texture replacement
chrisb replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Maybe 'midtex strong', looks like it, though I haven't looked at the updated ones yet, even though I downloaded them the other day from AH... There may be some more variations in those. -
I use 'Playclaw' for cpu monitoring and msi for gpu, works very well that way. I would only use 150ai in total per mission, in our group we always cut larger campaigns down into smaller missions, that way your getting great fps and sensible ai, well lets say in A2 they were sensible, still working on the A3 ai..;) Games running very well, haven't had many problems at all since it came out..
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Very quick test tonight: Current stable release, came out of the devs version to do this test to compare (results later).. Standing at the side of a wide furrow, slightly hilly area, 1 unit (me) on the map (details below, bottom), result = 66fps at start, not moving. GPU 99% Msi-afterbuner monitoring.. 70 ai placed (not seen) on the other side of the map, result = 61fps at start, not moving. GPU 95% 140 ai placed (not seen) on the other side of the map, result = 54fps at start, not moving. GPU 80% 210 ai placed (not seen) on the other side of the map, result = 41fps at start, not moving. GPU 64% 420 ai placed (not seen) on the other side of the map, result = 23fps at start, not moving. GPU 36% All ai placed at airbase. I was over the other side of the island. A road just NW of Kamino Firing Range, I was stood just to the west side of the hook in the road, facing north’ish, not moving.. Will be doing the same test later today with cpu and core usage, probably use 'Playclaw' to monitor cpu/cores..:) Screenies then too..
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I’m running win7, but to get to your virual paging in win7, open ‘Start’ type in 'search program & files' box the top line below: (can't see it being that different in win8) Performance Information & Tools then follow below; 'Adjust Visual Effects' 'Advanced' 'Change' Two figures in the boxes, mine is set as follows; Initial size = 5002 & Maximum size = 5002, click custom to change if you want to. However first what are the two figures in the boxes you see ? Also gives you a minimum and recommended. But really it should be o.k. if you haven’t altered it yourself.. As I said I use win7 so not sure if it will be anything like this in win8.
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Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
chrisb replied to Placebo's topic in ARMA 3 - GENERAL
I have an 'Alpha lite' looking for a home, if you want it just pm me. Will need your steam name etc..:) Free of course.. -
ST. Katherine Map V0.10 in progress
chrisb replied to ramazoti's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks really good, will be great to play on it when its ready. Good luck with the rest of it..:) -
What are your system specs, also what OS are you running ? :)
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There are a few tutorials on youtube. I've put a few islands over but none of them are running great at the mo, but then again I'm using the 'Dev' version so the regular updates will probably not work great with A2 islands. I think I'll wait until its Beta, then get more over, may be more stable then..;)
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Why don't signatures show up on all previous posts and change dynamically?
chrisb replied to bobby budnick's topic in BOHEMIA INTERACTIVE: Web-Pages
I agree yes, don't need to see them anymore than once per thread or is it page, anyway, great..:) -
New STEAM patch update 25th March 2013
chrisb replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
Dev version just auto updates anyhow, lost count... -
New STEAM patch update 25th March 2013
chrisb replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
Dev: 53.1033.42 Running dev version, the number I've got, so far..:) -
What fps are you getting in the Editor with just one unit (you), also with a number of ai engaged, say 40 or so all engaged at the same time, i.e. run them at each other in the countryside not on the airstrip (20v20) ? What res you playing with ?
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Looks very good. Its a great start for a novice modeller. Good luck with your project.:)
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The pictures look great. I have upped my vitamin pills so I should be o.k. to play when released in 3026, Arma 3 will be current by then.. Keep it going and maybe think about what tpw said, a large terrain with some roads etc, but pretty sparse, is great. Makes it into more of a blank canvass, I’d use the ‘Town Construction Set’ module in-game to put towns etc down anywhere I’d need them. I do this now with a few of snakemans terrains, i.e. 51km desert etc plus others, works just fine..:).
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tpw_houselights - automatic house lighting for Arma2 and Arma3
chrisb replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Add to the realism these, were great in A2 and be just as great in A3. Thanks for bringing them over..:) -
Cessna 185 Skywagon - Light Aircraft
chrisb replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So nice to see these in Arma 3, love flying them around. Thanks very much indeed.:). -
I agree with the thread, should be considered to have a little more spec for units, google are already working if not near release of their gps glasses or whatever they are, small lightweight etc, so yes BIS should think about it.:)
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New Helicopter flight model by HTR dev
chrisb replied to FredAirland's topic in ARMA 3 - BETA DISCUSSION
OP: If BIS can’t take this on for any reason, would it be possible to do just as a mod/addon ? The look of what your proposing is great, hope that something positive comes of it..:) -
@Raptor: Thanks very much for that and the great video tutorial...:)
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How do you think BIS, as a business, are or have been funded to-date ? After the initial funding for any business has worn down, which I can vouch for doesn’t take that long, you then put yourself in the hands of the people who buy your product, that’s from the first person ever to pick up your product (2001 or whenever for BIS) to the one downloading it right now and those hopefully tomorrow and beyond. You, me and everyone else who has bought into this series or others made by BIS have funded the games, that in essence, includes the one that’s not even downloaded it yet, but will on payday.. Releasing as an Alpha, is also a good form of ongoing funding for the game and so on... Wish I could have released my products in WIP form. Ah, the easing of cashflow...:D