Jump to content

fragmachine

Member
  • Content Count

    352
  • Joined

  • Last visited

  • Medals

Everything posted by fragmachine

  1. fragmachine

    The sound thread

    Overall simulating of volumetric audio would be great for reverb sounds, rivers (ArmA4 maybe), indoor spaces Headphones on: http://www.break.com/video/amazing-digital-surround-sound-295621
  2. fragmachine

    what types of DLC would you vote for?

    You're right. But anyway mine priority would be the features, engine capabilities. Secondly new toys of course. In that case it would be nice to see big DLC like OA for A2, or even better one for A3 with new campaign, units and obviously most requested features. Story could be set around Russia-China conflict That way you will get two gigant armies and Asia oriented gameplay in ArmA (include Japan and US marines additionally to the plot maybe). That would beat OFP DR easily, with the finger in the as*hole :) OFC there could be BAF units espansion but then what about Spain forces, German forces, French, Polish, Italian forces etc... There should be plot story behind it. And peoples could be just tired of the Afganistan :)
  3. You probably missed it: http://www.bistudio.com/images/stories/arma3/screenshots/a3_ghost.jpg (207 kB) Greek influences have a good time :)
  4. fragmachine

    Lighting Tweaking (dev branch)

    If it is a dream - then please BIS don't let it end! ;)
  5. fragmachine

    Lighting Tweaking (dev branch)

    Lighting looks nice indeed. I hope that it is possible to include in the future dynamic shadows. What I would like to see is more air particles like dust particles being iluminated by light source for example when you're passing on foot through the forest and sun rays is illuminating them. That would look nice and somewhat feels more environment-immersive.
  6. fragmachine

    Lighting Tweaking (dev branch)

    Well your post sums up my opinion perfectly.
  7. fragmachine

    The sound thread

    Wow thanks for letting me out :) That is definitelly step up, I wonder how was that implemented. If it is dynamic and dependant to the shape of the indoors then triple-WOW :D
  8. fragmachine

    The sound thread

    Well I heard it but in my taste too heavy for the ears :) Wonder if it is soundfile or real-time filter? Can't check atm.
  9. fragmachine

    Serious injuries (graphic) - gore/violence

    Not to be rude or disrespectful but... Gore or NO and nobody of nansayers would even noticed it in-game with OFF/ON button. Take off porn of the internet and there is weeping and grinding of teeth. I think that some of nansayers on here have unhealthly approach. Do you mean that illegal porn that is REAL thing is better choice than fictional in-game blood and wounds - that would rather be supossed to be in here? Must be joking!
  10. fragmachine

    what types of DLC would you vote for?

    Easy one. Feature-based DLCs OFC. Community is really neat in modding armies, vehicles, islands etc.
  11. fragmachine

    Vehicles don't explode. STOP THIS

    Old T-72 had a design flaw - ammunition belt surrounding the turret from the inside. Basically, if hitted well the whole turret became space shuttle. Generally I agree on the topic. ArmA III effects are really vintage and even game journalists starts to notice it because the game is close to the finish line. There should be different type of effects (or none) depending on where projectile hit and what was penetrated. Ignition of fuel would led to fire and smoke getting out of the vehicle (depending on where the fire could left - cracks, holes etc) and if there would be low to no ammo just fire, smoke and couple ammo cook-offs. If there would be some ammo left, along with rockets outside the vehicle (like in kamysh) then fire, smoke, cook-offs and 1-2 explosions outside the vehicle caused by the fire on rockets. If there would be full ammo, depending on the place the vehicle been hit and what it penetrated, what was damaged - if it would cause ignition of the fuel and it could reach the ammo - it should give us first some nice fire effects and then explode violently - but again not all cases are right. It depends how well ammunition is separated from the rest of the crew and the vehicle. It really depends on the type of the vehicle, we can't compare old BMP with the new Kamysh which is BIS product. Modern vehicles gets more complicated when it goes about armour penetration, crew protection. Basically - it would be easier to simulate the effects on old BMPs and other lightly- armoured vehicles than on more complex ones like APCs and MTBs. Anyway would like to see effort being put by BIS in implementing this as salute towards modding community and players. Modders could go down easier with their mid 1970, 1980, 1990 projects when they would have such advanced base to work with. And it would definitely enhance not only realism part - but something BIS is looking towards - immersion. Well, that is not entirely right. Missile is not what cause vehicle to explode. I may agree on light to no armoured vehicles but MTBs are much more resistant. And what cause vehicle to explode is always a vehicle itself - and it's guts - not the projectile. I could agree with it as facilitation but only on lighter vehicles, even APCs should be more resistant to explosions. Could make it hitbox and penetration dependant.
  12. fragmachine

    SpeedOfSound Mod (Beta)

    great work so far! I really can hear the progress in this last video. Will sound occlusion work with your mod?
  13. fragmachine

    A quantum leap - Arma 4

    ^ this. More asia - oriented and it doesn't have to be US against the world. It could be for instance Korea vs Korea, China - Russia conflict or something on the smaller scale. Overall something not marked by politics as much as current A3 background. Never seen in series 'Nam (only in mods) would be nice to see but in gaming industry would be probably an overkill. I would like to see new engine, heres why: If there would be an ArmA 4 I would have HUUUGE expectations :cool: This list can be improved by more issues. I would give team of one hundred developers 10 up to 12 years to come up with game like this.
  14. fragmachine

    Development Blog & Reveals

    Plus - I will mention "blog" and "optimisation" words and the shitstorm is coming!
  15. fragmachine

    The sound thread

    ^ Wrong place. You should try in here: http://forums.bistudio.com/forumdisplay.php?161-ARMA-3-BETA-TROUBLESHOOTING But check:
  16. fragmachine

    The sound thread

    Well, IMO reverb in ArmA 3 is not done by any scripting, it is just a soundfile gunshot with recorded long tail-off to it. It sounds exactly the same way outdoor as indoor, no matter what density of building is around the shooter, vegetation/trees, terrain shape. I might be wrong because i didn't played A3 for some quite time right now and it could change but Im not a believer it did. Reverb topic is quite wide area to cover - do we talk only about reverb or also the echo/reflexes artifacts off nearby/distant objects/trees? These sounds must be generated in 3D area, sound placed in 3D space within listener hearable area. That way it would sound more natural. Moreover it is possible with stereo sounds and directx 3d sound that is in series since OFP. It just needs quite of work to do but with dedicated professional sound team + programmer it couldn't be a problem. Im all for it to call the sound engine "new".
  17. fragmachine

    The sound thread

    Bigpickle and InstaGoat have a point. And THIS ^
  18. fragmachine

    General Discussion (dev branch)

    Well.. You said that not me! :) Im sure that some gifts are going to be pushed soon. I hope for more AI improvements, bug fixes and performance and stability. Enought is enought :)
  19. fragmachine

    General Discussion (dev branch)

    Well me didn't started... As for Boons .. I think he meant gifs ;)
  20. fragmachine

    General Discussion (dev branch)

    And nobody did mentioned insects? Flies can make you go nuts and ants could eat up their half-melted MBs.
  21. Based on Your post I've decided to make a ticket for this to highlight the problem. I'm not an expert so if I made a mistake please correct me if needed: http://feedback.arma3.com/view.php?id=12062
  22. fragmachine

    General Discussion (dev branch)

    So you got me! I had no other possibility than believe you - so I did. :) If AI driving is smoother then that is definitely an improvement :cool: I believe that it was possible before, when inside the Marid i've been killed by AP rounds then or maybe the engine calculate things different for light APCs and differently for heavily-armoured APCs/tanks?
  23. fragmachine

    General Discussion (dev branch)

    I won't believe till I see it in-game.
  24. fragmachine

    General Discussion (dev branch)

    Great changelog :) New armour penetration system? That sounds very promising! It doesn't even have to be 100% accurate - just a thing that modders could make use of :) I wonder what are those fire-effects on APC - anyone?
  25. fragmachine

    Discussion on "Axed" Features

    So the question - is this game still infantry-based if the infantry isn't simulated well? I actually think that this game is a mix of infantry/land/sea/air - not infantry based game like developers said. It brings alot of improvements not only to the infantry gameplay, but also vehicle handling, engine improvements itself. Answer is: Game can't be infantry-based if it doesn't simulate infantry well. AI for instance can't do prone spins around in less than one second, even turret of T-72 rotate faster.
×