VanZant
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Everything posted by VanZant
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You all can't understand the new soldier class, the grenade gunner. It is said that along with the machine gunner they can beat chuck norris, but it is still beta, oh wait ...
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Anyone else concerned about ARMA 3 launch September?
VanZant replied to ShotgunSheamuS's topic in ARMA 3 - BETA DISCUSSION
A3 has some interesting technical improvements but overall is a step back. Even such improvements are with nuances. In my case i play it only for modding, to tweak things and testings. For missions or standard gameplay, A2. I think there are some mistakes involved, maybe bad decisions. -
Terrain Improvement (dev branch)
VanZant replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
These are from the same set. More green ... Painting the whole terrain is insane. Too much time, too little reward ;) -
Terrain Improvement (dev branch)
VanZant replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
These are some testings. The detail is 16x compared to the original Stratis map, and the mid-range texture is 64x. Right now the engine can handle such level of detail, but not by using satellite images. Sadly the BIS designers do not have enought time to paint manually all the terrain. Even it is possible faking ambient occlusion in a automated way for trees, bushes, ... -
To me, the big problem with the audio is the lack of tools available to make a decent mod. With the right tools it would be possible to create an amazing audio immersion, but for now all you can do is replace the samples. Some considerations: - You cannot change basic properties such as volume or pitch dynamically ingame, individually for each voice/sample. The system is class based, monolithic, with predefined values. - The only function that can play polyphonic sound in a arbitrary way, playSound, has a delay of almost a second, so it cannot be used to synchronize some fast effects. Nor you can change the volume or pitch dynamically. - Instead of to assign sound classes to other classes, it should be allowed the use of scripts. In that way, adding very very nice effects to weapons or other things would be easy. - There is no way to add initial delays. This would be useful to make custom distance functions and it can be done with scripts yes, but only for one voice at a time. It would be possible to create a kind of timed playlist, but again, unwanted delays could turn it into a mess. And more things. That is the real problem and not the LP filters, eax effects, metallic reverbs or techno-tape echoes. With a flexible system and the proper tools, only with samples, you can send Frostbite 2 to hell.
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Mid-range texture replacement for stratis
VanZant replied to VanZant's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It has small rocks yes, hand sized. -
Here the AI is broken. The members of my team cannot stay still unless i give them an explicit order to stop. For instance, if i start walking and then after some meters i stop, they keep walking by their own, and even walking in circles. They also make very strange and useless turnings, as if the rotation center were displaced.
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
VanZant replied to SaOk's topic in ARMA 3 - USER MISSIONS
I don't play too much A3 so i don't know if it is the mission or the buggy AI, but while we are not moving my team members start to walk in circles unless they are told to stop. It is a very weird thing. It seems they also have problems to start shooting, even if they saw the enemy before and know the threat. AI feels very "heavy" or laggy. -
Hi, tweaking things i've noticed that there are a lot of commands that seem hidden. Some examples: cmd_move, cmd_fire, cmd_watch_around, ... the whole list can be found at the start of the ui_f.pbo config file. How can i run them? I've tried a lot of things using call and even spawn or execVM, but nothing. They can be run at least from the "Command" parameter inside some UI classes but, can they be run from a script as the rest of functions ...? Thanks!
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You know, some weapon resting here, maybe some grenade improvements there, altis ... what a wonderfull thing is dreaming :cool:
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The last 2 updates have not been very sexy :(
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Nvidia drivers supporting ArmA3 in SLI now
VanZant replied to wormeaten's topic in ARMA 3 - BETA DISCUSSION
0 fps of improvement here. GTX590. -
This works for me in all buildings i have tested.
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This is our own particular "splinter cell case". Complicated things, even the very good ones, don't sell as much as the rest. Maybe not in this version, but give it time, for arma 4/5 i'm expecting one-hit melee attacks, push the button to conquest that town, messages popping everywhere showing frags and such things.
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I don't see the point to allow the cycle with some things and others don't. Please just disable that feature. If someone wants to throw grenades, why the game decides to throw orange smoke by itself?. Absolutly no reason. P.D. Also, it makes no sense not being able to control the launching force.
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There is a huge difference. You cannot compare a full milsim game with a "toy" to play maybe a couple of days before it starts to become boring. Really i don't want to be rude, but it is totally a waste of time and resources. Please better put those developers to work full time in ArmA 3, which it's still needing a lot of work and there are many many interesting petitions from users to improve it.
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Need help to replace the satellite image
VanZant posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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An easier solution would be to use one of the bitmaps used for the design of the map. This can be confirmed by map makers but as far as i know simple bitmaps are used to generate zones and terrain detail. If so, a simple function could check if an unit is inside a forrest zone and lower its light level. No need of complex tricks.
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I was testing a mountain map and this is how clouds look at 1700 m. You can see how they are cut abruptly against the mountain, but the thing is that looks better in a still image because ingame they are like huge white sprites floating around. There is no fog sensation or smoothness, only things floating, and this can ruin the inmersion in such maps. BIS, that needs more work! ;)
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Hi, this is a small addon i created to restore some ui elements to its default appearance, like the picture of the loading screen or the A2 logo on the main screen. Those things that some mods change when they're installed. There is almost an endless amount of possible customizations so don't expect restoring the 100%, especially if you have a lot of mods installed. Tips & tricks: - If a mod has put its own logo on the bottom left corner, right next to the "official" ones, go to that mod's folder and search for a file named "mod.paa", rename it to "mod.paa.bak" or delete it and then the logo will be gone. Download: https://mega.co.nz/#!Y1FTiboB!CDEuKXoNCkdDL7Z1BZZwozVUvJ1zVRQyNzelYVO3eA8
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Amazing sounds samples.... but a bad sound engine
VanZant replied to babylonjoke's topic in ARMA 3 - GENERAL
Not particulary with AAA games. It is most a kind of frustration because after a lot of years, well, I was hoping more improvements with A3. And not only with the audio. Yes, we all know that BIS is an independent developer and maybe they have not the same resources than others, but it is just that, frustration. Despite this I still loving this game and what it represents, not only the new graphics. People who play this saga know what it means. :) -
Amazing sounds samples.... but a bad sound engine
VanZant replied to babylonjoke's topic in ARMA 3 - GENERAL
In 2013 a stereo sound engine should not be a new feature. It is a must have since many years. I've spent a couple of days checking the engine, thinking of creating a sound mod as real as possible. And when I say real I mean distance attenuation, occlusion, absorbtion, 3D reverb and real 3D perception with an HRTF aproximation, lot of binaural sampling work ... It's impossible even getting closer. Why? Because the engine is still monolithic, class based, and lacks of versatile functions to play sounds without delay (involuntary), individually with custom and dynamic properties as volume, pitch, looping, basic filtering, fading ... mixing layers ... It is not enough assigning a sound to one or more classes, even if it is stereo. The sound engine is primitive. :(