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chrisb

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Posts posted by chrisb


  1. I played the first Frozen and it was a nice little game. This one I haven't played yet, but I'm going too pick it up this weekend.

     

    This guy does a really good series here and I just randomly picked out an episode: 

     

    The games ai is pretty good by the looks of things. There is plenty of tactical play, but it does take time (so be warned). The first game, even playing the scenarios which I preferred and are not available in this title, were really thought out and quite time consuming, but very rewarding. This game now has a 'long turn' option, which may be useful.

     

    In this title you get to play the city as a sort of campaign, its open so you choose your direction. Obviously there is little here in the way of graphics, however there is a lot when it comes to game-play.

     

    So check it out if you like CQC and tactical play, in an open world/city setting.

     

    Watch this series and you'll get a very good impression of what Frozen Synapse 2 is all about. I spent hours with the first title. This looks better tactically, but less so graphically, but who cares about graphics when good game-play is present.

     

    I should add, there is MP mode and you can play several games at a time, a little like chess, with other people. Or just play straight head to head with the one person.


  2. Ideally playing it on pc would be my first thought, especially if the port is done by the devs.

    I'll have to think, probably look around at other titles for console. On the whole I play sandbox type games, so not sure if the console carries many of those. I'll have a look and see.

    Thanks all.


  3. 3 hours ago, krycek said:

    Go with PS4, this way you also get the PS exclusives. For better or worse most Xbox One titles also end up on pc.

     Although considering the popularity of GTA V on pc I would wait an year to see if they'll port it.

    Was the port of gta-v done by Rockstar ? or was it a mod port type thing ?

    Do you think they may port this to pc then ?

     

    @EO

    Yeah, looks good.

     

    Thanks both.


  4. They have thought it out carefully, the result is quite stunning. I have hundreds of hours in this game, love the style of it. Now after 'Next' planets are harsh, whereas before they were pretty easy to survive, now they can be deadly. I really enjoy the alien planets, they give that true old style sci-fi look and feeling. Just a great game to play.

     

    At one stage I thought, ah.. they are pandering to the moaners, but I was wrong. They have really put some effort into this game. It was a great little game when it released, perhaps not for everyone, but some of us. Relaxing and fun. Now it is a great 'big' game, still quite relaxing in places, but bites every now and then.

     

    Top marks HG.

     

     


  5. BI moved on, but left many of us behind playing their older mil-sim games. A market gone to waste, I feel..

     

    A4: If its a return to mil-sim gaming, I'll buy it. Use the dcs or train sim type path. Have decent content that has a mature price tag. Most mil-sim players understand its a niche market and will gladly pay for content, as and when.

     

    Deaf ear's I fear.

     

    The game above, is just more of the same... Unfortunately..

     

     

     

    • Like 2

  6. 'Malwarebytes Premium', costs me £20 per year and is like a steel door. I use mods for ETS2, anyone that is familiar will know the sites these tend to be distributed from are really bad, but its very hard to get the mods any other way.

    That said, MB/Premium locks every found 'dodgy' site out for good. Plus I then scan the DL with MBytes and not had a single problem in the years I've used it.


  7. 8 hours ago, JOHN007 said:

     

    Hello and thankyou for the reply Chris.

     

    I completely understand the reason behind the flickering light effect on the flare. I would suggest reading the last post from us which describes the problem with this effect. ( 6 posts back )

     

    The effect is not ok if the terrain flashes huge black squares and the vegetation flickers from black squares to white textures.

     

    I even provided a simple mission pbo where if you have 5 mins spare please load up the mission and all you have to do is fire a flare straight up.

     

    Then you will 100% understand why this flare flickering effect needs to be either disable or toned down drastically.

     

    Thankyou for your time and hope to speak soon.

    Ah, I see.

    Should have read up on it a little further back. ;)

    Are you lads running any mods ?


  8. 38 minutes ago, JOHN007 said:

    Update here.

     

    I have an idea, which may actually fix this issue but we need your assistance if we may ask?

     

    Countermeasure Flares don't have a flickering light source, which don't cause z-fight bugs with the terrain and vegetation.

     

    The theory is to actually disable the 'flickering' effect of the flare, which is apparently the reason why this bug occurs.

     

    If you fire a flare at nighttime, looking at the terrain without nightvision active you can see the bug, as the flare increases light the terrain goes black. As soon as the flare dims the terrain is rendered normal. Its the flares effect causing this.

     

    The problem is, how do you actually disable the flickering parameter of a light source? ie the flare?

    
    //Calculate vehocity to launch flare at
    _div=abs(_dirpos select 0)+abs(_dirpos select 1)+abs(_dirpos select 2);
    _flarevel=[(_dirpos select 0)/_div*_muzzzlevel,(_dirpos select 1)/_div*_muzzzlevel,(_dirpos select 2)/_div*_muzzzlevel];
    _vvel=velocity _v;
    
    
    _flare setvelocity [(_flarevel select 0) + (_vvel select 0),(_flarevel select 1) + (_vvel select 1),(_flarevel select 2) + (_vvel select 2)];
    hint format ["%1",_flarevel];
    _flares=_flares+[_flare];
    
    _sm = "#particlesource" createVehicleLocal getpos _flare;
    _sm setParticleRandom [0.5, [0.3, 0.3, 0.3], [0.5, 0.5, 0.5], 0, 0.3, [0, 0, 0, 0], 0, 0,360];
    _sm setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8,0],
    		"", "Billboard", 1, 3, [0, 0, 0],
    		[0,0,0], 1, 1, 0.80, 0.5, [1.3,4],
    		[[0.9,0.9,0.9,0.6], [1,1,1,0.3], [1,1,1,0]],[1],0.1,0.1,"","",_flare];	
    _sm setdropinterval 0.02;
    
    _sp = "#particlesource" createVehicleLocal getpos _flare;
    _sp setParticleRandom [0.03, [0.3, 0.3, 0.3], [1, 1, 1], 0, 0.2, [0, 0, 0, 0], 0, 0,360];
    _sp setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal", 16, 13, 2,0],
    		"", "Billboard", 1, 0.1, [0, 0, 0],
    		[0,0,0], 1, 1, 0.80, 0.5, [1.5,0],
    		[[1,1,1,-4], [1,1,1,-4], [1,1,1,-2],[1,1,1,0]],[1000],0.1,0.1,"","",_flare,360];	
    _sp setdropinterval 0.001;
    
    _li = "#lightpoint" createVehicleLocal getpos _flare;
    _li setLightBrightness 0.1;
    _li setLightAmbient[0.8, 0.6, 0.2];
    _li setLightColor[1, 0.5, 0.2];
    _li lightAttachObject [_flare, [0,0,0]];
    
    _emmiters=_emmiters+[_sm,_sp,_li];
    
    };
    
    (_emmiters + _flares) spawn 
    {
    	sleep 4.5 + random 1;
    	{deletevehicle _x} foreach _this;
    };	
    

    We researched the setParticleRandom' and setParticleParams' but unless we missed something we couldn't see any parameter for the flicker effect? Another theory could be to setup the flares parameter similar to a streetlamp, a coned source of light instead. Also I don't know if the script provided is for countermeasure flares only I'm not 100% sure?

     

    I know we can fix this BIS Devs the theory is there, we just need to execute the parameters which in all 6 years of modding Arma2 we have never had to edit light sources.

     

    Any help would be greatly appreciated. Thankyou for your time and hope to speak soon.

    The effect is o.k. If you have a bright light at night there is a certain amount of dazzle to your eyes, the game reflects that. This is why the terrain darkens a little.

    If you wore n/g they would white-out (green-out;)), more or less, its what happens.


  9. I'm of the opposite opinion. If A4 was to be like this, then the only choice is to put MP first and scrub ai, decent content and game-play options altogether, which is the way gaming is going, unfortunately.

    What you tend to end up with, when games are this open to MP (but look pretty), is the same type of game-play.. Boring and dull.

     

    Many groups have the right balance, and when I say groups, I mean those using ai, a varied amount of content and full terrains, within their gameplay. I'd much rather less graphically and much more game-play wise for the future. This is partly what A3 struggles with, ai is all but forgotten, other than keeping it ticking over in a 'fairly' bad way.

    There is brilliant ai out there in mod form, that devs won't/can't use, because rightly or wrongly they see performance issues, which means less sales.

    Obviously they have to look at the much broader player base. So its easier perhaps, just to give a pretty map and a little content, then leave the players to it. That's great, but it gives nothing to SP or groups that have a more indepth style game-play.

     

    Just imo.


  10. On 15/02/2018 at 4:17 PM, huber.bernd@gmx.net said:

    Hi. I play Arma 2 after a longer brake. I love play with the editor. I want to now is it possible to combinate two or more maps? I think the chernarus Map and Morysov or something. I see on the chernaruss wallpaper that chernaruss is bigger than south sakoria so i think it was a lot fun to make a giant map. Thanks for answer.

     

    OFP/Arma: Ace team (I think), did all the ofp islands into one world (IIRC), called 'ofp world' novel title, but too the point. That was for Arma IIRC. I think that lacked the desert island, although I could be wrong, its been a while since I looked at it.

    Regards Arma 2, not sure there are any released, 'multi' island maps. Can't think of any private ones I've seen/heard of either, but there may be some. There are some huge terrains around, 'snakeman' has done a few, plus some others, lots of private ones (groups).

     

    But I think you'll be out of luck finding some, AH may be a place to look plus google. I found a sci-fi set of worlds a while back from google, wasn't really looking for it, was looking for something else Arma related. It is sometimes quite surprising what you come across.

    PMC also has a site/forum that will link some terrains, just look for snakeman or pmc here on the forums.

     

    If your thinking of looking at ofp world (mentioned above), and want to play it in A2, you'll also need 'caa1', perhaps some others too. Its been a long time since I loaded it up.


  11. I know, Enfusion. :eyeheart:

     

    My only real problem with Arma and even A4, should there be one, is...

    Since BI decided the game needed Steam. I've bought a crap load of.. well.. crap..

    If I have to wait around for A4 on Steam, I may just end up a 'video gamer'.. Which wasn't really my intention. I was more a hobbyist, with at least some taste, I thought..:down:


  12. 7 hours ago, oxmox said:

     

    mmh you are missing out on something

     

    maybe you get familiarised step by step with the underwater stuff with such ambience videos and change your mind hehe =)

    the video is like an aquarium screensaver

     

     

    Yes, it looks fantastic.. Stunning even.

     

    __

    The next part is nonsense..

     

    But its fish, isn't it. ;)

     

    I had a goldfish once, when I was very young. I would sit for ages just watching it swim around in the bowl. After a while I got bored and got on with something else. I think the fish got bored too.. It died.. Sad, but true.

    (this short story has nothing to do with the game of course, but watching that, just reminded me about it)

    __

     

     

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