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fragmachine

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Posts posted by fragmachine


  1. Will see what the future holds in its hands i guess. I dont want to mindlessly throw cash around but i enjoy supporting BIS in any of its endeavours.

    Especially with the new Enfusion engine to be used for future games. It is important that developers will be calculating steadily, patiently and in detail how engine should behave. I feel that if next ArmA game would be put on new generation Enfusion engine, it will be ArmA done right without tons of bugs at the release date. It is important to develop your engine first and foremost and worry about content later. Content can be build and must be build at the foundation engine provides you. Later down the line you might consider that some functionality of the engine might be a drawback for the thing you want to achieve. IMO it is important to make engine easily adjustable, modular in the sense to the devs so one change does not break the whole game.

    We might see no ArmA 4 in the next few years and im content with it. Arma 3 is here to stay for some time. It is still nice and beneficial for the devs to make WIP modules to test them in ArmA 3 to serve as a basis for future and hopefully enhanced Enfusion implementation.


  2. Actually i would like to see grenade throwing system like in Squad. Left click for throwing frag/smoke far away and right mouse click for throwing it up close (for example into the building). Butas far as i know there isnot throwable physics in the game as of yet so im not sure if that would be of use (example throwing frag short into the building knowing the inertia is in place and frag will bounce/roll further). Maybe some form of grenade cooking for PTSD too? Then ability to grab frag/smoke that landed under your feet and return it to the enemy that would be lols but nice detail.


  3. Are you drunk? Read about newest russian rounds.....

    Sarcasm is not your strong point, I see. If you red what I wrote you would know that I wasn't bashing Russian tech. And it have nothing to do with rounds being newer or older. Any 125mm AP (or 120mm) will kill every IFV, no matter what.

    No need for overreacting.

    • Like 2

  4. OK, i end this as you wish, but isse EXIST. I didnt lied, i showed you 2 times (or more on Feedback tracker).

    Haha great vid! But remember that Russian tanks shoot bottles of vodka while Bradleys use new generation steel of alien origin, developed by US Air Force in Roswell, Nevada.

     

    So no bugs could be harmed in the process. :P

    • Like 3

  5. Yea, it is not like highest priority for BI sure, but like deifning hiddenSelections for soldier models, et cetera in the config... Things to make it work for modders.

    Would it be really difficult for pro devs like them?

    True although this would still be so cool :P

    But oh well can't do much about it.. :/

    True ha . What i could heard from the vid you have posted? Something like "shot->ugh->YO!(I'm hurt). Shot->ugh->YO!(my leg blown off!) But seriously. It wouldnt be a pretty thing to be in this position. But would be nice not so to feel the grim of the battle field. Anyway it is a modifiable game, would be nice to make it even more like real combat (than ever before, YO!) :)

    And I respect modders that push the boundaries of this engine. Great work!


  6. BI does care alot about kids buying A3 to play Wasteland/DayZ and i have nothing against it.

     

    ...but it is a different story when you have a modder, who puts time and effort into his work and all you get from utilizing platform like Steam Workshop, platform being pushed by BI themselves, is sh*t by BI themselves.

     

    BI should care more about optimizing the game rather than make anti-gib crusades.

    • Like 1

  7. This is what Nou has been working on for OA quite some time ago. Basically, he wanted to generate dismemberment by adding transparency to the model part (leg in example below). Only problem he had with were detail maps, as these would still show up. It's quite funny that i thought about that "transparent concept", and he came out with it way back in A2 era. Maybe, hopefully it will work one day.

    https://dev.withsix.com/issues/28880

    Adding transparencies to existing models is the main thing. Currently if you try to add a transparent CO texture to a model the other maps (SMDI, Normal, etc) show up as black in the transparent area with their details still showing.

    For example I am working on a massive wounding system, where there is the possibility of losing limbs and I need to be able to make parts of extremities transparent to facilitate that. I can set a transparent CO texture for those parts but the detail maps still show up, but as matteblack.

    See example: http://raceriv.com/arma2/wound_material_problem.jpg

    Being able to set custom RVMAT for those hidden selections would make it work.

     

     

    • Like 1

  8. It looks great! I remember as back in the day I made ticket on FT for more gore and blood on the walls, bushes et cetera.

    Now everyone can see that level of detail it certainly is possible to achieve.

    I stumbled across this YT video, what do you think about it zooloo?

    https://youtu.be/n_Jk2t8EoBQ

    If "cutting" models like that is possible, then just adding some physx weight and texture would return quite good graphical effect. I'm not so sure how it was achieved, maybe that modder could team up or at least chime in in the project.


  9. BI devs: "...you can even stab yourself with a knife, as long as you don't see the DAMN BLOOD!"

    Actually, I found it more disturbing to have suicide animations in game like DayZ, where half of the folk waiting for the game - I can safely say - is under 18 yo. but there is any problem with product that claimed to be "most realistic warfare simulator. game." and blood.

    Hell, I would even skip dismemberment, but blood here should be everywhere, not just on uniforms, floor. Especially walls, bushes trees. That could actually have interesting gameplay effect.


  10. To all people having problems with DL from gamefront, temporary solution is as follows (hope it's not against the rules):

    1. Check out this or any other site providing free IP changer

    2. Copy DL link into 'Enter Adress' -

    full link - "http://media1.gamefront.com/guploads/201412/19/11/Blastcore-A3-Phoenix.rar?b17f4b620c6cf1393ffa644d11eea151ee12995c6f2461e126e601ef5a3f0f0569ff16138594a2f1b165ec34369665246886bad947e7bbd9031439239bd85e70a700513384611e6110eda980f731a7bf9eac0f097c495cac5596a3b68eeac4544c51cdfbf8f994bc3ac2682fbb3ff0938d92a6c2a88c7e."

    3. Click "Open As" and look for WinRar or Total Commander executive file.

    4. Install the mod and enjoy :cool:

    Ok, Let's taste this beauty :cool:


  11. Pretty sure it wont. I guess they`ll handle it the old fashion way without scripting for the best performance. But I think we can work something out, like an extra set of configs for the two mods or somewhat.

    We`ll see about that.

    BTW: Back from my trip, catched a friggin cold. So I'm pretty much beat down right now :P Will try to show some footage later and finish the mod this week.

    LJ

    It would be glorious thing to do if possible. Can't wait to combine both mods with Blastcore :cool:


  12. I wonder if LAxemann's sound refit for upcoming RHS Escalation update will be compatible with DragonFyre. Can imagine DF + Blastcore P + RHS E as a beast gameplay setup :cool:

    What I've heard from previous versions of DF was impressive. If DF RC really takes it levels up then doesn't we have a winner in here already?

    Waiting patiently because good things are just around the corner. :)


  13. Someone mentioned fanboism for ArmA as the game before. All I can say is it depends if you prefer realism or Hollywood studio effects. Personally, I've played ArmA series for years because I always expected that special gameplay not common in any other game around. And that McDonald's makes me want to vomit has nothing to do with fanboism of much prefered sushi.

    Back on topic though, it is good that OS showed off the effects and possibilities of his mod, but my 5 cents are:

    I would tone down fire effect in half even, with dust left at it's current level. Overall it looks really great. Explosions look spectacular, tracers too. Dust doesn't look raw enought though like there's not enought 'wet, heavy' ground kicked up but it seems logical as Altis, Stratis are rather dry islands.

    Now it comes to wait patiently for the release :cool:


  14. Just an example of a perfect looking explosion in a videogame to help you wait. I doubt arma will ever achieve though :(

    https://i.imgur.com/eygtovk.jpg (493 kB)

    More like perfect example of exploding fuel tank in Hollywoodish style. Exploding fuel->slow burning of the flammable material-> boreness.

    Blastcore Phoenix->powerful explosion->makes you f**k in one hundred ninety languages and dialects->dust everywhere and you can't see s**t :cool:


  15. Still what DF lacks IMO is outdoor shooting sounds/explosion when inside the building. Indoor effects are really good but with outdoor sounds being kind of *separated* it would be next quality level, not sure if it is really possible to simulate this.

    Everything apart off this is just five stars, with explosions being on top of the list :cool:

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