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jinzor

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Everything posted by jinzor

  1. ---------- Post added at 22:11 ---------- Previous post was at 22:05 ---------- Nope, we don't. I can confirm this. I was playing vanilla (absolutely no mods) and this happened. I'm unable to progress because some script is messing it up. Image included below. The game starts to go extremely slow, and progressively slower until you only have 1 frame left, and then crashes. This seems to start just before or during the first autosave. Going to skip this mission until there's a fix.
  2. jinzor

    Development Blog & Reveals

    No mods, vanilla. I mean not seen before in the real world, there's no such thing as a stealth A-10 (at least to our knowledge, who knows if they have one... they had a stealth UH-60) if you know what I mean. I know you know what I mean.
  3. jinzor

    Development Blog & Reveals

    1.5GB download for ArmA III dev just started. ---------- Post added at 19:16 ---------- Previous post was at 18:56 ---------- Yep, the campaign's up now. GO GO GO! Thanks BI.
  4. jinzor

    Development Blog & Reveals

    Alright, enough, we get the idea already, but what's done is done; this jet is going to be the NATO CAS jet, poll's closed. If not a futuristic A-10 (can't use a normal one, since the devs want to make everything near futuristic and not seen before), what would you have recommended instead for NATO?
  5. jinzor

    Development Blog & Reveals

    So, when is the campaign going to be released on the devbranch again? Later this week?
  6. jinzor

    Development Blog & Reveals

    Completely missed RiE's post, thanks.
  7. jinzor

    Development Blog & Reveals

    Did they? Damn it.
  8. jinzor

    Development Blog & Reveals

    Can we get some consequences/multiple endings (2 or 3 ideally) for "Win"? That was one of the great things about ArmA II's/OA's/PMC's campaigns; multiple paths the player can take, different outcomes, the smallest thing can change the course of the future (helping/not helping, winning/failing).
  9. jinzor

    Development Blog & Reveals

    So what if ArmA III is going to have Achievements, big whoop. They don't mean anything anyway, except for the fact that they might show someone is dedicated to the game, or (sadly) cares about achievements.
  10. Hey, I'm playing the campaign again for the third time, and I'm just wondering; what exactly is the point of the Patrol missions (the missions you initiate when you walk away from Camp Maxwell)? It seems to me that all you can do is just kill other enemy patrols for their AAF weapons/equipment, because if you stray too far or walk into the red areas, you'll be killed immediately (plot armour, stops you from destroying/killing soldiers in areas you haven't been to in the campaign yet). Is there anything else you can do that I haven't realised you can do?
  11. Gonna see something real soon (not ingame, though).
  12. Wasn't sure whether or not to post it here, but since the Take On Helicopters subforum isn't as active, I might as well put it here. I was wondering if there were going to be any more Take On games set within the Armaverse? Maybe in the current timeline (ArmA III; 2035)? https://community.bistudio.com/wiki/Armaverse_Timeline When I played ToH, I thought the idea of just playing a civilian version of ArmA II was awesome; you heard/saw things you recognised from previous games and it just made the ArmA world feel more believable, it added another perspective to the universe. Of course, the universe back in ToH was mainly based around reality and there wasn't really anything truly unique about the world (I mean, Seattle exists IRL), but maybe this could change now that the universe is now set 21 years into the future? BI now have more creative freedom to create their own living, breathing world, or series of franchises based around a common universe to build depth and interest in BI's games (e.g. the Tom Clancy universe; some people do buy the games/novels just to keep to date with the TC universe, out of curiosity or for nostalgia of previous titles). I believe another civilian setting during the same time frame as ArmA III (afterwards preferably, since most of BI's releases have a sequential timeline with every release) would be a great way to portray how the world has changed as described in ArmA III. The west is in major financial trouble, public unrest, an emerging east, fear of future security etc. What better way to portray these things than another civilian setting in the same universe?
  13. jinzor

    Take On Series Idea + Armaverse

    Oh right, yeah, I thought I deleted that before your first post. Sorry about that. If BI were to make another Take On game I would suggest: 1. Civilian Setting - Take On: Police - Focus on better engine optimisation for urban environments (with modability, can be a platform to replace the current mods like them in ArmA II (e.g. cops & robbers servers, role-playing servers)) 2. Military/Civilian Setting - Take On: Aircraft - Includes the previous helicopter flight model but also focuses on fixed-wing. A sort of spiritual successor to Helicopters.
  14. jinzor

    Take On Series Idea + Armaverse

    What!? How is asking for the next Take On game (I bet there's going to be one, eventually) to link with ArmA III's timeline (i.e. near future stuff) going to spend ALL of their DayZ money?
  15. jinzor

    Arma3 - AGGRESSORS

    Could we possibly get some unique art for rioters? (e.g. like Kiev rioters; ragtag civilians wearing protective stuff from anything they could find, like motorcycle helmets etc)
  16. jinzor

    Development Blog & Reveals

    I'm going to guess a Pacific Island, with the setting being a flashpoint between the US + Japan and CSAT, a sort of "what if" scenario inspired by the recent Senkaku Islands conflict. There were soldiers before in Episode 1 saying how the US are moving most of their equipment to the Pacific to play with the "big boys", AKA China, CSAT. This could have been an early hint at what to expect in the future for ArmA III's story.
  17. Hi, thanks for the help, I'll try that out. And no, I don't think I made it clear, but I tried to say that I didn't want to use the original .pbo for the independents in the addons folder, I said I used the .pbo of a mod addon which retextured the independent clothing and replaced that one instead (I don't really mind what happens to a mod's integrity since I can just delete the mod and copy and paste it again from my recent downloads folder).
  18. 1. Alright, I've finished modelling an original helmet and vest. I used the NATO/CSAT helmet/vest models as reference, imported them using Eliteness to see their polys/how big they were etc. Had to look back and forth from Maya to O2 though. I just need to UV and texture them, but I'll do that once I've found out that their models are fine. I also finished that AAF clothes retexture a while ago. I'm planning to show them when they're 100% finished (textures, assault rifle included, applied to a character running around etc), maybe even showcase them in a 2 minute trailer or something. Bare with me, for I am new to modding ArmA games and don't know how to do these basic things yet. I've got more experience in CryEngine/UDK/Refractor 2. For the texture, I tried to get it ingame but it doesn't seem to work; my soldier seems to have no body, can't move or shoot but can talk. The first person camera is also at the ground as well. Not sure what I did wrong, I basically followed a retexturing tutorial where I would replace an already existing texture with the same name (I replaced an AAF clothing texture from a mod, so I didn't replace a vanilla one just in case I messed up my game's integrity. It was the same file type as well. I depackaged the original .pbo file, replaced the texture file I needed to replace, and repackaged + replaced using Eliteness). For the models or creating an entirely new infantry unit, I'm not sure how. Found a couple of tutorials, but they focus on exporting/importing 3DS Max to O2 rather than Maya. Does anyone know of any useful links or willing to explain the process in detail? (PM me if so) 2. This is less important, but what do you think the United Kingdom's position should be on this faction? Recently there's been a lot of anti-EU sentiment from Britain, with talks of referendum + voting to leave. This is set roughly 20 years in the future, so would they have left the EU before the formation of this faction, therefore not contributing any soldiers/equipment to it at all? I'm British and have a great microphone, I did some voice work for other mods before as infantry/grunts/officers. I can also get other British-accented voice overs from talented people I know who focus on this kind of thing (for our 3D/video game projects at university). So, if the British aren't a part of it, there shouldn't be any British-accented soldiers, therefore making it slightly harder for original VO's. I was thinking, as a way of getting these British-accent VO's in there + having some British stuff as a part of this faction, by briefly implying in my short trailer (when I make it) that there are MP's (members of Parliament), who are a part of whichever Nicholas Ramsden's (the Prime Minister of the UK in ArmA III, mentioned in the campaign's intro video) party are putting pressure on him to stop contributing to this organisation and to call for a second referendum on whether or not to leave the EU to curb the threat of fast-growing, Eurosceptic, extreme far-right wing parties. This also implies that the first referendum ended with a vote to stay in and that there has been a massive growth of power for the extreme far-right wing political spectrum, which threatens the stability of the country (this is also as a result of European countries' terrible economy; in the intro video to ArmA III, the pound (£) seems to have plummeted. Same thing with the euro (€). The state of the Eurozone and other factors also results in the growth of the far-right extremists in many European countries, which will also be shown in the trailer very briefly as well. The Altian government in ArmA III, which is really a fictional version of Greece (the original story was for them to be Greek), is also a extreme, hard-line and far-right. They also say "When Europe cast us out of their failed union of states, we rose from the ashes." in the intro video. So, Altis is an example of a European country that has gone extreme, which hints at what the status of other European countries could be as well (there are also, apparently, riots in Rome, as shown in the intro video).
  19. Just a note, I didn't make that list that you're referring to. And no, when I say EU I don't just mean Germany and the northern European countries, I mean everyone, including Italy. Infact, the main assault rifle I'm thinking of using (suggested by someone recently) is the Beretta ARX 160, an Italian rifle. I'm going to use this since it looks pretty futuristic (the look fits with the other weapons that are present in ArmA III) and is actually being made in mind of Italy's Soldato Futuro program, and I said before that I'd be taking information from every European country's planned/proposed future infantry programs for the look of the European infantry.
  20. (I'd make this its own thread if it were released, but it isn't and I have to keep details of the second chapter of ArmA III's campaign in here) I don't know about anyone else, but I really miss the original campaign's concept of a sandbox RPG, where you had to talk to the local population to find out information/initiate missions, multiple endings/consequences and keep a low-profile on the island when you weren't fighting (by either blending in with the population, stealing enemy uniforms or making camp in a forest etc) until a NATO invasion begins and you take part in either failing or succeeding in pushing the invading Iranians off of Lemnos. Sort of like "Whole Lotta Altis" by SaOk, but not just one big mission and with a better narrative. That concept sounded way more fun, challenging, believable and realistic than the current one. I know why they dropped it, but still. I feel that the path this current campaign is taking us just doesn't encourage the player to think or make tough decisions like ArmA II's did. ArmA II's campaign was buggy as hell, but at least the missions, when I first played them, sometimes made me pause for a while, assess the situation and come to a decision on what I should do (knowing that it could have a consequence in the future). One example includes the decision you have to make on whether or not you should It just makes the campaign more boring without these decision, for me that is. ArmA II's campaign also made me fear failure. In that campaign, you could complete the campaign even if you failed, with branching storylines. In this one, I feel like I can't fail at all and everything is just going along one path rather than multiple paths, so I don't think about the consequences of my actions at all. For example, It's the same thing with a couple of the missions in Survive, like That fear should be brought back. Maybe I wouldn't mind this if the campaign had a good story to tell or maybe immersed me into the fictional world it's trying to present, but it's still failing to do that. Compared to the original story details/atmosphere of the campaign (Iran, Greece etc), things just don't feel right. CSAT's logos/symbols look unoriginal/unbelievable, there's no backstory anywhere which explains CSAT's existence or who they really are. It's implied that they're Iran and China, but are they really? We don't know. We never see a sort of tactical world map anywhere which shows their influence. The ones that exist are either created based on the original story concept or unofficial. We don't have readable text either talking about the world's situation. The news intro video skimmed through the basic atmosphere of it; everything is going to shit in the west while the east grows. That's it. It's left to the player to imagine the rest, but that just feels like a cheap way of avoiding the story. I didn't really need explanation on the situation of the world in ArmA II since it was grounded in reality with a few fictional countries (which resembled real ones, though), but here I think BI should put a bit more time into it since it is more of a fictional world. Get me engaged with the world you're trying to portray and the story you're trying to tell and I'll be immersed even more, maybe even feel like there's a need for me to fight for Altis and the importance to retake it. They can still fix this if they do this in the next chapter of the campaign, when the campaign comes to an end. The reason for the lack of information so far can be explained due to you being cut off from the outside world, but Things should be fully explained to the player through dialogue, radio stations, videos and/or text. This could be done through the first mission on the next chapter, through a non-combat mission. The mission is basically to debrief and then rest. During the debriefing, you are talking to officers/interrogators(?), answering their questions regarding your experience and After you answer theirs, you should be able to ask them some questions. During the resting period, you can hear random conversations or listen to a radio while witnessing the full-scale operation NATO is about to start on Altis Jets and helicopters flying around, technicians setting up infrastructure, vehicles parking, tanks rolling around, barriers/defenses being set up etc should be shown to keep it interesting. Once that mission fades out and about to transfer you to another mission, another news video should start, which communicates the message that Kerry is now connected back to the world from which he was cut off from and watching the TV (there was no news video in the beginning of Adapt, but there was at the start of Survive).
  21. jinzor

    Development Blog & Reveals

    Damn it, not even a few concept images of new weapons/vehicles/whatever to keep us entertained? I was anticipating this SITREP, seeing how it's the first one of 2014 and how they implied this day to have a major reveal of some sort. Whatever, they better make next week's good.
  22. jinzor

    Development Blog & Reveals

    I must be blind, I don't see it anywhere on the forums or ArmA's website. Where did you read it? Or are you saying you don't see any update yet at all?
  23. Here's some of the inspiration I was looking at. BAE (British Aerospace Engineering) - British • Future Soldier Concept • HUD Helmet (Earlier and Latest)
  24. I'm a big fan of EndWar's designs (hence my avatar), and I'd love to make that helmet, but I'm not sure if I should. EndWar's designs take some liberties a bit too far, and if I do use that kind of design it may look too obvious that I'd be taking inspiration from EndWar. That's a really interesting looking weapon, and fits with my theme I'm aiming for the faction's infantry as well. I'm trying to combine lots of European future infantry programs into one; • FELIN jacket - France • Helmet I'm going to design will nod at BAE System's visor helmet (Britain) and Netherland's Galae helmet design • M90 camouflage pattern - Sweden • Quite a few of the planned weapons are Austrian and German Having something Italian would add a bit of southern Europe into it which would be great.
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