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fragmachine

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Everything posted by fragmachine

  1. fragmachine

    Blastcore A3

    That's great to hear! I believe soonTM there will be something big enought :) Too bad. Who needs particles to handle power-hungry explosions where we could have animated texture that is more appealing to the eye and less hungry for PC. If the problem could be localised and put on FT then maybe A3 devs could fix it for update. I guess that without fixing that idea would require additional scripts and lot more work around visuals for different distances. Not sure if it is possible.
  2. fragmachine

    Blastcore A3

    A3 Blastcore looks much better on your video than vanilla explosions. Still, IMO what kills the immersion are these circling big textures. If these could just rise in up or be partially animated like vector textures but it is up to BIS not modders. Are you planning on adding shockwave visuals? It would make explosions looks much more intense and much powerful looking forces than in vanilla. Look up for examples:
  3. Seriously, that "band" was different - and it's GOTY award. Because of certain reasons obviously.
  4. fragmachine

    JSRS2.0 WIP Thread

    Explosions now sounds much better, more high quality but still would look into getting more 'meat' of it. Check this video, first explosion and incoming shrapnel. 2:10 Explosion, distant 'boom' and when the shockwave hits proper explosion sound.
  5. fragmachine

    Reality Check

    I agree with the OP. Guess next time we should wait for the demo before we pay for anything.
  6. fragmachine

    Blastcore A3

    How the hell could I missed that? :omg: Looks amazing! Great to see Your work on A3 effects.
  7. fragmachine

    Development Blog & Reveals

    I guess that final version won't be 25GB then.
  8. Server would keep the basic info "mud xyz" or map could get auto generated places where mud/sand occurs. Physics client side while server info addresing to it where event is happening just as one and short note. Vehicles/infantry would just visually sink into the ground. For obvious reasons physics visuals could be played only at certain radius from the player. Just throwing some theory.
  9. fragmachine

    ARMA 3 - TrueSky Weather, Effects

    We should be able to set altitude for various patterns of clouds, wind direction on various altitude, finally we should be able to place stormcell at any distance and place. Voted.
  10. fragmachine

    Enhanced Weather Effects?

    I can't get it why BIS didn't upadated old fog with this new in INTEL tab.
  11. Exactly my thoughs when it comes to physics. Client-based, also when it comes to the vegetation the same technique could be applied and from certain radius rest would be an animations.
  12. One of the BiS devs - regarding Bipods and resting - clearly stated that "there were planning mistakes made at early stage of game development - where resting and bipods weren't taken into account" - which is no brainer in here. It is loose-citation but I remember this note.
  13. That's something I would like to see - but if it happen then probably just in A4. Actual terrain and weather as a factor affecting infantry and vehicles movement, not just some stupid eye candy most are begging for. Actually it could resolve the issue with ugly textured craters.
  14. fragmachine

    Arma 3 & TOH

    BTW: graphic-wise there's even after release going to be a few awesome new features, probably with the first campaign-episode. I think the Feedback Tracker top-voted list here is a good reflection of. At the top we see something whatever I want, and I would like to do after the release, namely functional Bipods and resting arms on objects something with it. Another great desire is to shoot from passenger vehicles. This is unfortunately a lot harder to solve than people might realize. All in all, this list when planning our post-release patches and expansions definitely a good source of inspiration. Interview: http://www.gamer.nl/interview/432483/arma-3-de-laatste-loodjes So if top-voted FT list is taken into considerations they should really think about implementing this system into A3. One of the main reasons they scrapped it was difficult setting up of the FM for each of the helicopters. Another one I guess was that it "wasn't fun and accessable for average bread-eating gamer". So somewhat point for metalcraze if that would be the case.
  15. fragmachine

    Arma 3 & TOH

    Well, I would consider it not being that great then. But I remember RiE saying that after latest patches game turned much more into A2 gameplay than it was previously planned. Devs also said that they will support the game after its release. I know that few months ago TOH FM was about "maybe after release - but no promises" - so it is something they consider to do. Also in some of the latest interview one of the dev inclined that various features will be added in patches, with campaign and that the "most voted" features on feedback tracker are good place to start. I guess, we will see.
  16. fragmachine

    Arma 3 & TOH

    How much is it possible that we will get TOH FM after release? Because seriously, there were hundreds of confirmations and denials from Dev's and now I don't know what to think about it.
  17. fragmachine

    When is this game going to be good?

    I guess there are alot of peoples like me that doesn't have time for organised MP gameplay. People like me prefer then MP fast-food. But most of the fast-foods are sadly - unsavoury. I guess there is not a rescue for people like me :D
  18. I suggested it before. There is no enought space in my command line for all the mods :)
  19. fragmachine

    Development Blog & Reveals

    These clouds were amazing - apart from dusk/dawn timeset when their look was psychedelic. Anyway ArmA always had issues with dusk/dawn timeset so I wouldn't be surprised if it would be connected to it.
  20. It isn't in the game because it wasn't in the release plans for ArmA 3. Period. Thats why IMO it is important for growing company as BIS is to listen to their community, right before development of the game starts. Looking realistically what are the drawbacks of the engine and what can be improved at first and making it point of honour to fix the issues. Also, at very early stage of development there is much more room for engine improvements, fixes like 64 bit, multithreading performance, features etc. It is bad to be focused on graphics mostly and forget about the gameplay elements. It is all vital game environment. I think that we might start to see some of top voted Feedback tracker issues resolved in coming updates. Bipods are just one of the most essential of them in terms of gameplay.
  21. fragmachine

    ARMA 3 - TrueSky Weather, Effects

    @JumpingHubert If you think I am joking - there were weather mods for A2 that calculated air pressure, humidity, weather condition cycles, etcetera... Devs should be glad I didn't pointed it out before :cool: BTW. Weather system in ArmA games could be really good with not much performance impact (you get it anyway with clouds generated by the engine) but what I was speaking are mostly not lacks but it's system shortcomings, unused potential of TrueSky. Sadly, SADLY that generic always-above-our-heads hovering clouds is really BAD thing. That must change for sure. Setting up cloud altitude isn't enought if you can't have damn clouds localised by your mission-design wish. Of course cloud creating above heads is happening but it is rare to see, most of the time you will see clouds incoming, especially if those are stormcells. These can travel hundreds of miles before dissapear. From side of a weather fetishist and mission-designer perfectionist It would add a lot if not a TON of possibilities. Every mission setting would and could be different.
  22. fragmachine

    ARMA 3 - TrueSky Weather, Effects

    In my opinion - whole weather system needs at best an overhaul - at least some serious tweaking. I'll left the rain topic as far as Bohemia is already well aware of the subject - but will mention one significant thing. When on some distance away of us is raining, there should be visible streaks coming out of the clouds. http://feedback.arma3.com/view.php?id=12046 Last time I've checked it, there were separate cloud formations having slightly different velocity, altitude, direction of progress - which is a good change. Lightings set on 100% should hit the ground every one-two seconds and set on 1% should hit the ground every two minutes. Right now setting it up doesn't make a great difference. Also there should be more varied cloud types apart from Cumulus and Cumulonimbous(at least): CUMULONIMBOUS with anvil forehead (for stormcell creating) ALTOCUMULUS STRATUS CIRRUS CIRROCUMULUS ALTOSTRATUS Time of changes is there to change the delay from nice to bad weather (or vice versa). Settings/sliders should be ALL independent from eachother. So we can force 100% lighting and 100% rain with 0% overcast setting (obviously in-game there would be clear sky, no lightings and no rain). There musn't be raining everytime it is lighting, or must it? And finally, Advanced Dynamic Weather Module. It needs to be a module (for example synced with different triggers - while triggers are cloud placement, their volume and cloud type,rain and it's denstiy, snow and its density) Also it should be possible to setup an altitude of each cloud pattern/cloud formation. That way we would be able te get astonishingly clear sky above our heads and see incoming stormcell around 25km away off the Altis coast :cool: We should be able to set wind direction/density and/or cloud movement on the editor map not just the INTEL tab. There should be another LAYER for the weather itself like there is right now for Intro/Outro etc.
  23. fragmachine

    The sound thread

    IMO LordJarhead making his dynamic soundmod with his own scripts and possibilities that ACSE offer - would be mindblowing! But im not so sure if he will want to make his version for ACSE in the future when it will be released. I know that he makes his soundmod version for various mods so I can see possibility. In urbanised area there is alot distant directional echoes caused by the gunfire. If not overdone it could sound authentic.
  24. fragmachine

    JSRS2.0 WIP Thread

    That's great man, JSRS1.5 was a must-have mod for A2 and this mod will clearly be a must-have mod for A3 contest - winner :) Im eager to see what JSRS2.0 will bring to the table in near future. Keep up the great work! :cool:
  25. fragmachine

    The sound thread

    Directional sound is still awful. I can't for the life of me hear shots fired, vehicles etc. in left channel, if i turn to the sound source with the right channel it is loud as hell. Stereo sounds could be only in use when we directly look in front of the soundsource. If we turn to the left or right it should became mono. Example: Looking in front of the soundsource 100% Stereo Looking slightly to the left 40% L channel 60% R channel The problem is to not make things loud as hell in one of the mono channel and to not make the other muted it should be balanced. When I mean 40% L channel 60% R channel I dont mean 40% L channel master volume - but only that one certain - vehicle engine sound or rifle firing. Even if we turn completely to the left that way right channel will face the soundsource, left channel still should recieve sound coming from the soundsource (to some degree, plus additionally and desperately needed for that lone channel from different directions (btw. the sound is reflexing off nearby trees, buildings and comeback to its source). Otherwise it won't sound natural. Even if there won't be vanilla dynamic audio - there is nothing to worry about. Look up Advanced Combat Sound Environment - they are working on A3 sound engine extension. It will have it's default sounds but it will be possible for soundmodders to make their own dynamic soundmod. -Indoor sounds -distance script -different interior/exterior vehicle sounds (feature for ArmA2, already possible in A3) -different environmental settings (forest, forest with buildings nearby, desert, desert with buildings nearby, urban, field). -dynamic echoing and reverbering -speed of sound simulation -occlusion -doppler (i believe it was mentioned in some of the posts by the author - zGuba was implementing the script) -many more to come :) It is FPS friendly as the author states. Also it is worth to look into JSRS2.0 by LordJarhead. His soundsamples are far superior to vanilla and by what he said scripter that works with him on the mod has made great improvements towards old ArmA2 version. We will see :)
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