seamusgod
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Everything posted by seamusgod
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[Tip] Great FPS Boost on NVIDIA graphics card
seamusgod replied to Scogol's topic in ARMA 3 - BETA DISCUSSION
it's blind because you claim it without any evidence or proof. there have been plenty of nvidia supported games where their performance increase have been minimal. this is a fact that is backed up by statistical charts on the nvidia forums themselves. you claim that so and so game receivd a 50 percent improvement in performance, and arma 3 would probably be the same. what gives you that idea? again, blind hope. and i didn't say it wouldn't be better optimized. learn to read. -
no, jumping gets a bad name because everyone with an iq over room temperature knows it's a pointless waste of resources to implement. and climbing/mantling(not implemented) and stepping over things already accomplishes what a realistic jump would do, and in a much better and less visually jarring way. also, climbing and jumping would be redundant as climbing/mantling accomplishes everything jumping would, and much more. also, even a realistic jump(where you hop over a rock or gap) would look ridiculous if everyone had the ability to use it at all times. same as blind fire. i think bis wants to simulated "proper" military tactics where roe matters. maybe they should implement weapon resting and bipod usage, which is very common in battle, before they add this ridiculous feature.
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sad that none of these hats will see more than 5 seconds of use in the game.
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[Tip] Great FPS Boost on NVIDIA graphics card
seamusgod replied to Scogol's topic in ARMA 3 - BETA DISCUSSION
not every game gets that much improvement. some are as low as 30 to 10 percent. so i don't know where this blind optimism comes from. -
Terrain Improvement (dev branch)
seamusgod replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
1. the roads and asphalt grounds don't use noise textures, so it should have no impact on those areas, visually, i don't think his example shows that either. so i think you're complaining for the sake of complaining. 2. that would be ideal, but it seems the mid range texture have no normal map layer, only the texture that is generated close to the player has it. -
strict enough to have an effect. anything that has a low occurrence of happening in modern warfare shouldn't be simulated. things like jumping or blind fire definitely will happen in war, but they happen so little, it'd be a waste of time simulating it. not to mention i don't want to see everyone blind firing all the time as this will bound to happen once you introduce a never before seen feature. and frankly i don't know why everyone still uses the "i cna do it in real life argument", it's been debunked and ridiculed so much you'd think it'd become part of common sense that's a garbage argument. you can also take dumps in real life. you want that in the game? maybe you do.
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elaboration about how to improve effects
seamusgod replied to NordKindchen's topic in ARMA 3 - GENERAL
yeah skip to the end. the first part is just terrible gameplay(with some nice impact effects). see how the sprite is able to mimic the the classic high velocity v shaped debris/dust ejection effect from bombs. now i wonder how many layers of sprite was used to create that. must have been a few. -
Changing stance fluidly instead of by steps
seamusgod replied to Kemeros's topic in ARMA 3 - BETA DISCUSSION
it would be terrible with just mouse. see raven shield. should be combined with mouse wheel because lateral mouse adjustments would have less impact on where you're aiming, as having more axis than that to control the stance would lead to unintuitive dragginess when you want to aim and change stance at the same time or simply want to adjust your aim immediately after a stance change. mouse wheel would adjust up and down, while moving mouse from side to side will adjust lean values. -
adapt to what? incomplete animations? and scrim just opened up a new angle, likely means there's a bunch of other angles you haven't thought about. and no, it's not just about speed at all. here's a new angle i just thought about. the head never moves in any of these animations. it's in the exact same spot. now go watch someone run or do anything, basically. their head isn't level and static at all, it moves around in the x and y plane. people who say everything's perfect or close to perfect tend to lack attention to detail and therefore have low standards. don't be that guy.
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only for insurgents, civilians and other "independent" factions because developed militaries have rules of engagement.
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Sorely Unimpressed with Arma 3's Graphics as they exist in the Alpha.
seamusgod replied to Failberry's topic in ARMA 3 - GENERAL
the end result is the same, you look like a douchebag. -
ironic, considering that all i see from the vets are a bunch of reskins and the modders actually doing originally work are relative new comers. btw, if it takes you 10 hours to texture one wheel, you're doing something wrong. maybe improve your workflow.
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
seamusgod replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
it's like those warning signs, "do not open", people seem to want to violate it at all costs. -
why are you basing it around the low lod model? use the highest lod level so you can get a more accurate shape and more flush around the body
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with normal maps, it could go as low as two thousand for a model that size, because it still has lots of intricate details. that's taking into account you will be making scaled lod models. cause if not, it'll need to be even lower.
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SA80 Ris/L85 Ris Release (Finally!)
seamusgod replied to kiory's topic in ARMA 3 - ADDONS & MODS: COMPLETE
all of that is an ego boost. what really matters is it enriches the modding community and inspired others to get involved. -
learn to use lean.
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I would pay up to 30 dollars for full editing manual
seamusgod replied to Ghostwolf's topic in ARMA 3 - GENERAL
what? this thread is asking for an editing manual, not "golden tricks" in action gaming on a console, which i presume involves holding down the fire and forward key. -
what is this crap about hundreds of lbs of gear. i see on my guy a plate carrier, ammunition and a rifle and assorted light equipment. one some other guys like medic and engineer, at most 40lbs of gear on their back. i do NOT want to see unrealistic slow poke movement simply because it makes the map feel larger. the stratis map is by comparison to altis, tiny, and it should stay that way. so if you want large island, wait for full game but yes, the default speed is still a bit fast in things like strafing, it almost resembles the sideways gap jumping animation from the likes of counter strike. sorry for the insulting comparison, that's what it looks like however. maybe minimize the width of the gap at full extension when strafing?
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seriously, there could be at least some simple chutes...
seamusgod replied to pawelkpl's topic in ARMA 3 - BETA DISCUSSION
no vehicles in the game are compatible with parachuting so there's no reason to add it now. -
hopefully ai will make use of advanced combat techniques like prone lean?
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your fire finger is index, the middle finger is for mouse wheel and right click. still haven't learned how to use a mouse effectively for games i see.
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Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
seamusgod replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
plus it's more in line with the source material. there aren't any explicit monsters or mutants in roadside picnic or stalker(the film) either, only phenomenons and artifacts. -
Discussion. Are some Effects not "real" enough?
seamusgod replied to Basxt's topic in ARMA 3 - GENERAL
this is a discussion on whether the effects are realistic enough, not whether or not you think it's more or less important than so and so or how much you like ported arma 2 content. back on topic: you can never get highly detailed explosion dust and debris effects with physical particles, the only way would be to mix in some sprites. i think the grenade explosion effect currently uses a sprite because of its short duration. and then the dust and debris that it kicks up uses particles. for artillery and jdams, it's really hard to get the prongs of smoke to look good if you're using particles, it'll end up looking like puffs of smoke stacked on top of each other.