Gorbachev
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Posts posted by Gorbachev
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Even without any boarding animations I'd prefer no fading black transitions. It's just annoying.
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I think they're on the right track but it's still atrocious. As said before, the power of a vehicle needs to be defined by the power of the engine, not its top speed. It should be possible to do fish tails, burn outs up against buildings and all sorts of things that I'm just not seeing yet in the game. Not that these are crucial to the game but it certainly provides a more realistic experience when a vehicle responds as it should in real life.
I'd like to see differentials, torque, gear ratios and plain old horse power modeled in some way. The devs should look at the (surprisingly realistic) way car physics were implemented in to GTA4 and improve on it.
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Makes me wonder which one is closer to actual vision -- ARMA 2 or 3. Personally I have pretty bad eyesight so I don't really know how clearly I can discern people at a distance.This changes with both screen size and resolution. They just have to find a good all around middle ground.
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Most games make great use of sprites. They're efficient and look as good as the texture used on them.. I'd be all for that.
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I think that one of the main problems is that as soon as you select a unit, you get a list of generic actions you can give, but there isn't an onscreen indication that the 1-0 keys still give access to the traditional command menu structure.And, you have to "know" which one to go to without any hint.
Thank you, I wasn't aware of this. I had managed to accidentally bring this old menu up but wasn't sure how.
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I am also confused by this. In ArmA3 they seem to have hid most of the actions that were available in ArmA 1 and 2. You could send a lone unit 5km away, select him and choose all available actions near him. Including a list of nearby vehicles you could order him to get into, ladders to climb and doors to open.
Why this is not easily accessible anymore is beyond me.
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Given what happens to many games when the developers "streamline" the game, I'd say the fear is far from irrational.Though I do admit Arma's UI is unnecessarily clunky and unintuitive, however you have to bear in mind there are so many controls and interfaces to be managed, and a universal scroll menu might just be the simplest solution.
I share the same sentiment. It happened with Red Orchestra 2's release. I understand the fear and hatred towards "make things more accessible" but we're not talking about turning one of the finest WWII games into a CoD wannabe. It's a simple menu and it's bad.
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The scroll menu has been like this since the OFP days IIRC, now suddenly it's a 'problem'? I'm used to the scroll menu and I've grown to like it over time.And since apparently you want your character to manage recoil for you, why not take away movement and let your expert virtual soldier to that for you as well, I'm sure he knows how to take cover.
All I'm seeing is an irrational fear of change. I liked it well enough up until and through ArmA2 but that doesn't change the fact that it's bad design. I'm not suggesting removing it entirely but changing how it functions and what entries should appear in it. Basic actions like opening doors and climbing ladders should not be among them.
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Indeed. ArmA3 claims to be all about streamlining the gameplay mechanics but they seem to have stopped at animation fluidity. Fighting the scroll menu to open only one of 3 nearby doors is not good design. It's like a not so fun guessing game. 3 doors in the list, hmm... I wonder which one I should choose to open the door I want to go through...
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I've got a ps3 controller hooked up for driving and flying. Works for me...Doing the same thing here. However I notice I'm unable to strafe as seen in shacktac videos where he tries out his rudder pedals. How would a person set the controls (with those sometimes very cryptic names) to allow this?
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Agreed. I don't want any forced effects on my player character. Make the player value his life instead.
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Even games using a full 64 bit architecture will still benefit from ramdisk. Going from 32bit to 64bit doesn't magically cache all game data to ram at game launch. It also doesn't store game data in the ram when it's not directly needed.I thought just moving all my games and applications out of Program Files x86 would cause them to automagically utilize the full capabilities of my i7. :j:
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RamDisks are indeed great for nearly every game that doesn't utilize a 64 bit architecture. 32GB systems can finally utilize their ram.
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Flying with only the keyboard is suicidal. The mouse is the best way to fly, I've heard many people say that it's better than a joystick due to the smaller inputs that you can implement.I guess I'm the anomaly here. I fly exclusively with the keyboard and hold alt, let go to aim the helicopter precisely at targets with the mouse. Then go straight back to alt look. This includes landings without autohover for quicker landings.
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The key is L. Weapons with flashlights also use this key.
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What kind of optimization ? )it is simply illogical. CPU already made all calculations for light, but it is simply not bright enough.
In Arma 2 another person's flashlight is as bright as my own.
It is easier to calculate each players flashlight beam and casted shadows locally. To transmit this data over the network smoothly is not such an easy thing.
As far as AI... we can all agree they've got enough issues.
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While I agree with many of your opinions I suggest making one thread for them. It is a daily event where you start a new thread or 2. Or 3.
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The reason this worked in SWAT4 is because the first person view was a floating set of arms and a gun. In ArmA your viewpoint is actually attached to the skeleton of your body. This is not the only reason SWAT4 was able to do this fluidly.
The Unreal Engine (2, 2.5? I forget) that SWAT4 was made on allows detection of walls much easier. In ArmA, walls are meshes. Everything is meshes. There are no "walls" in a typical FPShooter sense. Ala Quake 1-4 (CoD to this day is based heavily upon Quake), Unreal Engine, so on so forth.
What this means is that the collision object of any mesh is not always a perfect match for that mesh. It is usually a much simpler shape. This would lead to much frustration as seen in that aforementioned addon for Arma3 where the weapon will lower when you cannot see what is causing it to lower. While the collision for a "wall" in other engines is always the same shape as what you see. Of course, the map is usually littered with meshes to add variety but they're usually dumpsters, burnt cars, trash cans, so on. Simple things, not entire buildings.
So the series-old problem of "Excuse me enemy, while I dislodge my barrel from this stairwell railing so I can shoot you." is not as easily solved as any of us hope. I'd settle for guns having no collision quite happily, though.
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my flashlight is much brighter for me than for my friend who stands next to me !That is at night I turn my flashlinght on and I easily see rocks 15 meters in front of me , but the guy standing next to me doesn't see these rocks.
I think it is a bug.
This is extremely common in any game where flashlights are utilized and is not so much a bug as an optimization.
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Rose tinted glasses.Or Stockholm Syndrome. You got so used to Arma 2 that now you think it was good. :p
Kudos for being the 2nd person to reference Stockholm Syndrome in almost the exact same manner.
Currently there is this growing mentality that you buy ArmA for the editor which is a frightening trend. I buy games to play games. Yes the editor is great for its flexibility but that is not why I bought ArmA. This is also not why I bought Skyrim or GTR Evolution or any other heavily modded game. I buy them to play them, those talented at modding who enjoy working for free: go ahead. I bought this game because of you, not the editor.
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It is not functioning yet as it (probably) relies on assets not included in available builds.
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Doesn't the player automatically go into a slower animation when he meets an incline? In my game it has been this way since opf. This automatically slows the player to a near snail's pace without any formula alterations.
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The default action is not always what you expect it to be.
*hits key to open door* BOOOOOOOOM! Your claymore has gone off.
Customary face-palm ensues.
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For the most part they have been separated. However, the "Use Optics/Sights" key is not the same in vehicles as it is for infantry by default. This is mind boggling. Also, holding the right mouse button is not consistently zoom in every vehicle. Sometimes you just tap it to zoom, others you hold it and vice versa for vehicle optics. This level of inconsistency screams "bad design" to me.
If disabled people play in ArmA 3
in ARMA 3 - BETA DISCUSSION
Posted
Some of us are just plain introverts that don't want to bullshit with you via microphone. If I'm required to use it I simply don't play there.
If I wanted to talk to human beings I would go outside.