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defk0n_NL

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Everything posted by defk0n_NL

  1. defk0n_NL

    Issue with hackers on unlocked servers?

    har har. Yeah leaving your server open like that basically means anybody can write a script and it will run. Good for friends, bad for pubs.
  2. I am not trying to blame people running servers at all. Its just the way scripting works. A scripting interpreter is pretty much one big ass loop. Sadly you cant just take a program and turn it into multicore applications. if it was not specifically built for it. And besides that maintaining multi-core code costs 10x more money then single core code. Its extremely complex and you need several magicians and a child sacrifice in order for it to work. (im not talking about multi threading which is still blocking code). The best way to write multicore applications in this day and age would be having a message queue like Erlang (language used in banking, Goldman Sachs etc). ZeroMQ comes to mind wishful thinking to the max.
  3. Yes but besides that i think their is a inherit design flaw in the way arma handles these actions. I am pretty sure that there either exists a event ontop of the objects bounding box or the player loops for nearby objects in his vicinity. Either way is redundant (although it might not make much difference on performance) I am actually working on a prototype of a proposed fix. Besides seeming more logical it also opens itself up for more actions per object without clutter, as shown in the top section of the diagram below. diagram for illustration, bottom one is my best guess at how arma detects actions, maybe bis can elaborate for educational purposes.
  4. defk0n_NL

    new stuff for aaf - nice bis love it ^^

    really dude? :plain:
  5. defk0n_NL

    new stuff for aaf - nice bis love it ^^

    Cool Looking Black Leopard Skin this setObjectTexture [0,'#(argb,8,8,3)color(0.1,0.1,0.1,1)']; this setObjectTexture [0,'#(ai,64,64,1)Fresnel(3.48,2.79)']; this setObjectTexture [0,'#(ai,512,512,9)perlinNoise(150,256,0,0.1)']; put this in hellcat init
  6. defk0n_NL

    Arma 3 life files

    That is certainly possible but besides being heavily frowned upon by the community and possibly in several violations by itself. If you are able to reverse engineer the server files(mostly sql functions and event handlers) you might as well built your own mission rather then stealing it. also Holy shit, I hate to brake it to you buttercup but you are not that special.
  7. defk0n_NL

    Altis map misaligned/off

    I think its a bug, because last two days i have not experienced this anymore.
  8. its not the games fault for shitty FPS. I reckon you mean playing multiplayer because in single player i get over 60FPS easily. The problem in multiplayer is the unoptimized scripts, triggers,markers,addaction they are all loops but in a different abstraction layer (C++) they should try to optimize the controls. Instead of addaction have a dedicated action key so the loop only activates when you press the key.
  9. defk0n_NL

    Afghanistan life !

    uhmm... what?
  10. I would like to hardlock certain parameters for this control mod im working on. Is their anyway to edit these values config or scriptwise? My guess is that profile namespace might hold some of these values but its encoded, how does one decode it?
  11. defk0n_NL

    Mod Competition Suggestion

    You know how ironic that sounds?
  12. defk0n_NL

    Altis map misaligned/off

    Can confirm, map is misaligned. PLEASE FIX
  13. defk0n_NL

    Fatigue Feedback (dev branch)

    Yer this could be rather straightforward to implement. Create a high base speed for a naked soldier. Have weight modifiers on backpacks, vests, etc that will decrease the range (relSpeedMin, relSpeedMax) downwards. You could even go crazy and have the relSpeedMax move closer towards relSpeedMin if the soldier state equals wounded for example or increase the current relSpeed to simulate adrenaline (everytime you shoot relSpeed ticks up like 0.1) and/or have the relSpeedMax decreasing when you are at relSpeedMin for too long simulating long term fatigue. Which indicators? Heavy breathing does not indicate anything besides being out of breath. Hard to effectively ration it.
  14. defk0n_NL

    Fatigue Feedback (dev branch)

    Also there needs to be some sort of GUI for stamina, Not a bar perse. More of a indicator, Red to green circle showing fatigue + with a pulsating circle inside indicating heart rate. (as a example) Its pretty crucial information.
  15. defk0n_NL

    The island is boring.

    100% agree
  16. defk0n_NL

    The island is boring.

    Although i don't agree with some of OP's statements, I can see where he is coming from. ArmA is not a game in the general sense of the word. Its a sandbox marketed as a game. I can see how people playing shooters etc, can come to Arma 3 and feel generally disappointed. I will try and illustrate exactly why it is people feel disappointed and to do that, Lets look at the Arma 3 sales page on steam. Leaving alone the hyped up claims about 40 weapons and limitless opportunities, lets just break down the first sentence: This off the batt is a contradictionary statement. If we are talking about gameplay. then we must be talking about a structured game but then it goes ahead and state its a militarily sandbox. According to the Wikipedia the general definition of a game is this: Which this cannot fall under. Its not structured. Its not a game anymore so then mixing three puzzle games into one box and then call it a puzzle. In ArmA3 you will have pieces that don't fit anywhere particular. In order for you to experience this true combat game-play you will have to invest time and effort into creating it. Seeing the experience is subjective and does not apply to everybody. This is what makes it a sandbox over a traditional game. Couple this with empty multiplayer servers, bad mod support, low fps and technical difficulties and both the terms "game" and "enjoyment" mixed together can be thrown right outside of the goddamn window. The barrier that is preventing you to do this is at minimum: learning a entirely new scripting language that serves no other purpose then for ArmA3. And at a maximum: paying a small fortune in buying modelling software, spending alot of hours scripting, bugtesting etc. I have spent a little over 500 hours in ArmA 3 alone of which the majority does not consists of which i wish to call "true combat game play". More along the lines of "Hard labour due to lack of better product, time", where headaches, frustration,anger and depression all play their due part. To each their own...
  17. defk0n_NL

    Speed Of Sound

    Can you mirror this file to mega.co.nz? I want to download your mod but not if it takes 2hours to do so. (70kb/s)
  18. Here comes the battlefield references... How else are you going to crew a tank? The AI is really inept of doing anything but aimbotting and multiplayer is just a powerpoint slideshow with 50 players max on high end server gear. You are right its not that simple. This game is not simple. "Don't try to have fun". Not saying manual drive is the best way forward but it should be atleast considerd without people screaming BATTLEFIELD! or COD! You could for instance have the AI be atleast be present in driver seat before you can manual drive. So multiplayer does not end up as world of tanks.
  19. defk0n_NL

    Fatigue Feedback (dev branch)

    Thats because combat pace is enabled the moment you spawn in. Something BIS should also look at. It would be weird calling the fast walk combat pace seeing you would have two buttons to go slower then you are currently going. Anyway, The weapons lowered has the same problem as i illustrated in the pictures where. The fast walk weapons lowered has a higher stamina drain then the combat pace weapons lowered. Not the difference in speed. Also OP should look at slightly increasing the speed of all weapons lowered animations. In the mod im working on it has a 1.2Km/H increase versus the weapons raised. It gives a little bit more of a immersive feeling when crossing large distances.
  20. defk0n_NL

    Fatigue Feedback (dev branch)

    uhmmm, what? :confused: You can raise and lower weapons while either combat pace or walking. But just for clarifications let me give you the class names: Combat Pace: AmovPercMrunSrasWrflDf Combat Pace + Weapons Lowered: AmovPercMrunSlowWrflDf Fast Walk: AmovPercMtacSrasWrflDf Fast Walk + Weapons Lowered: AmovPercMtacSlowWrflDf
  21. defk0n_NL

    Fatigue Feedback (dev branch)

    Fatigue system looks good, only one mayor thing. The fatigue drain while fast walking is higher then that of combat pace for both weapon up and down. This was probably present before the fatigue system, might be tied into the actions. Because i have a mod with the hierarchy of these animations reversed and it still does this. AmovPercMrunSrasWrflDf (Combat Pace) Drain: 5 Speed: 15 Km/h AmovPercMtacSrasWrflDf (Fast Walk) Drain: 8 Speed: 11 Km/h
  22. It is supposed to be like that, its called: -nologs :j:
  23. defk0n_NL

    Java: Post-Release Edition

    True this, Its like giving a car garage a screw driver and some duct tape and sent him off to fix stuff. no JSON/XML, Assoc Arrays,Objects,
  24. defk0n_NL

    when will new arma 3 content be out?

    Keep telling yourself that, Some of these people have waited 12years.
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