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Heinrich Kramer

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Posts posted by Heinrich Kramer


  1. On a smaller scale, Squad is the superior game there. While it does not offer ArmA3's size and SP experience, the movement and performance is superior, even in its early stage. 

     

    I also like that I don't have to scroll through a gazillion RP / Life servers to find a decent tactical game like it is the case with ArmA. This could have been made far easier by including exclude parameters in the server browser (so you can exclude e.g. "dayz" or "rpg" missions) but nobody could be bothered to implement this. It's a mad task finding a server you want to play on in A3.

    > On a smaller scale, Squad is the superior game there.

     

    no it's not, it's suffering from more problems than arma does at the moment, and that's even without the need for AI and a newer engine. Take a well made TVT mission and you can have 50vs50 player TVT session with 60fps. We've done it, so can anyone. All you need is someone who know's what they're doing designing the mission. Squad at the moment maxes out at 30fps even though there is nothing in it my hardware couldn't handle And you feel the slowdows way harder than in Arma, which is pretty forgiving when it comes to lower framerates, Squad starts microstuttering as soon as you drop below 50 fps.

     

    Squads tactical Teamplay is the same as Armas tactical Teamplay on Public servers. it's extremely hit and miss, sometimes you're lucky and get a good team going, more often than not you're in a squad where nobody communicates, which is extremely frustrating.

     

    Both games are highly dependent on their communities. In Arma, you need a clan to play with otherwise you won't get the organisation you need for big events and generally good teamplay. for Squad you have the same problems. Both games don't work well in public multiplayer, with the exception that arma is sandbox enough to create game modes that don't require tactical gameplay at all, for example Altis Life


  2. to be perfectly honest... i don't know. guaranteed 60+fps + PBR shaders so i can use substance painter the way it's meant to be without working around to create textures... could very well be possible that i would buy the "same game" twice.

    still beats buying the same Call of Duty every year :D

     

    but when they need to remake all assets they might as well just get a new setting going and call it Arma 4

    • Like 4

  3. Enfusion is written modular-ly from ground up. it also needs an environment to test it into, and what better place than DayZ development builds.

    It is really unreasonable to believe that you can switch engines for a game released in 2013. The possible fuck-ups are really not worth the risks when talking about your flagship product

     

    they could go the "remastered edition" way that has become the next big thing in the industry and make everyone hate them for that, though :868: 

     

    but yeah, afaik enfusion also uses PBR shading (or will) and i am not sure if classic spec-gloss will even be possible then anymore, which means every asset would need to be retextured and get completely new materials. that would be hella expensive.

    • Like 1

  4. Any there jungle Ai comments or experiences?

     

    only a few tests in zeus so far

     

    depending on the density of the jungle they only detected each other when between 60 and 20 meters distance to each other, the firefights where long and aggressive, lot's of suppressing fire and flanking maneuvers since they never really had good firing and overwatch positions and where constantly moving in on each other.

    • Like 3

  5. Hardware: I7 3770k @3,7ghz

    nVidia Geforce GTX 980 TI

    16 GB Corsair Snailspeed ram (699 mhz or something like that)

    game is on a SSD (same as windows because SSDs were expensive back then)

    Settings: everything Ultra, 150% multisampling, HBAO+ shader, SSAA very high, Caustics enabled and all that other jazz on very high at least.

     

    3den/on foot:

    Plain field or village: 70 fps

    Forest: 45-50 fps

    city: 38-40fps

     

    in a hunter: field: 35 fps

    forest: 28-32 fps

    city: 30-20 fps

     

    3 AI Squads fighting each other in the middle of a dense jungle: 20fps. totally worth it though :^)


  6. i just use the classname. there are usually enough classnames and that way you can easily reuse a loadout in case i want to have a military unit in which 2 soldiers of the same class have the same equipment.

    i also have the loadouts in separate scripts to make management easier.

    _class = typeof player;
    
    switch (_class) do {
    /*-------------------
    Blufor Regular
    -------------------*/
    case "B_Soldier_SL_F": {
    execvm "Gear\blue_SL.sqf";
    };
    case "B_Soldier_TL_F": {
    execVM "Gear\blue_TL.sqf"
    };
    case "B_Soldier_F": {
    execVM "Gear\blue_RF.sqf"
    };
     };
    
    The Script is executed in the initplayerlocal.sqf

  7. Texview uses the suffix of the file to determine how to convert it

    like "MyTexture_co.paa" or "MyTexture_ca.paa" etc.

     

    if you don'T have a suffix, for example when you try to convert a "mytexture.png" to a "mytexture.paa", the converter treats it as a color map without alpha channel (so a mytexture_co.paa)

    you need to name the file according to these rules, for a semi-transparent texture you'll need the _ca suffix, which stands for "Color Alpha", Color map with Alpha channel.

     

    a listing of suffixes can be found here: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules

    • Like 1

  8. Hiho, this time i don't want to report a bug, but a nice find.

    we had the problem, that units with copied weights didn't get exportet.

    after messing a bit around with it, i figured that the method seemed to be wrong, creating values blender wasn't able to handle.

    when you set the method to "nearest vertex in face", blender copies the weight correctly and exports the model without major hiccups, although you should open them in Object builder and recalculate the normals (F5)

    hope this works for all of you


  9. Lighting ingame always looks different than the lighting in a 3D Program or in your case, Gimp.

    the best way is to darken the texture a bit and desaturate also a little bit, to make it look a bit worn off.

    it is basically trial and error, with some time you will know instinctively how much you need to darken to get the effect you want.

    btw it is mostly too much colour information, instead of a too bright texture.


  10. Since the new 1.24 Patch, ASR AI seems to crash the Client or Server on dedicated games, dependent where it is Local.

    I don't know yet, if it is the ASR AI alone or another mod interferes too, but as soon as the AI switches to combat mode, it fires 2 or three times and then we get a Crash.

    We tested it with a Zeus mission, where it first crashed the client, then, when the client gets disconnected the Server crashes too as soon as the AI gets local to the Server.

    Distribution: 0

    Version 1.24.125979

    Fault time: 2014/07/15 20:57:53

    Fault address: 01459926 01:004D8926 C:GameserverArma3EinsatzserverInstallDirectoryarma3server.exe

    file: TestCSE5 (__cur_mp)

    world: Chernarus

    Prev. code bytes: 74 24 20 33 C0 57 8B F9 3B F0 74 73 8B 5C 24 2C

    Fault code bytes: 3B 5F 30 7D 6A 8B 4C 24 28 89 44 24 0C 89 44 24

    Registers:

    EAX:00000000 EBX:00000000

    ECX:00000038 EDX:00000000

    ESI:1D818080 EDI:00000038

    CS:EIP:0023:01459926

    SS:ESP:002B:0062B90C EBP:0062DD5C

    DS:002B ES:002B FS:0053 GS:002B

    Flags:00210202

    MfG SYSTEM

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