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Everything posted by Valken
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Fantastic! Looks like a post first strike attack from aliens (ID4 movie) or dirty bomb went off.... You can add some still intact buildings in the "edges" of the impact point and modern up some of the buildings to fit the period. There are a lot structures from OPX, EM BUILDING and other addons from Steam Workshop. Just watched 2 alien attack movies so this would be great map for that type of scenario.
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Community Upgrade Project - CUP Terrains
Valken replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Another question: I cannot find the CUP building classnames. Specifically the buildings that are now enterable from OpFor, A1 and A2. Is there a list somewhere? I want to inform TPW to add it to his mod so we can light up houses that are enter able. -
Awesome! Do need to also unload LAxemann's Enhanced Soundscape module or are they compatible?
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- lordjarhead
- eden
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A3M L.E.O. Mod (Law Enforcement Officer) Modification
Valken replied to A3M Fr33d0m's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With the new Tanoa map, DEA agents would be a welcomed addition. Technically can also use any of the desert maps for some Mexicali Anti-Cartel Action like the upcoming Ghost Recon Wildlands. -
Interesting analysis. I was wondering have you ever compared the dual cores overclocked clock to clock - EG 4 GHZ vs each other and then to a quad core also at the same speed? I suspect a highly overclocked dual core may actually be enough for ARMA 3 so long as the memory controllers are the same and coupled with fast enough ram. It would be interesting to see if a 5 GHZ dual core would outperform a 4.5 quad core for the same generation - Haswell to Haswell, Skylake to Skylake. Also, regarding the new visual upgrades, the water is shader heavy or appears to be so. Thus older gpus with less shader modules will perform less. Resolution, AA and actual pixel pushing is usually down to ROPs while geometry and textures are down to TMUs. Thus you usually see Nvidia pushing ahead vs AMD in higher resolutions until you become shader limited which is when AMD cards with more shader units pull ahead. Most Nvidia cards have more ROPs and TMUs where as AMD balances towards shaders and rightly so since all the lighting and effects are shader based. But Tanoa is all texture, geometry and shader heavy. Exceptions would be a 980 Ti or 390/Fury for example in that is a monster of a GPU. I bet highend GPU owners will push Tanoa fine so long as their CPU can keep up.
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Welcome back Mr Ewok! I still have your HMMVV loaded and yes we are interested in your updates! Can't wait for you to release em! Just curious if you would consider a "tropical" version now that Tanoa is coming out officially soon?
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Community Upgrade Project - CUP Terrains
Valken replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes you are right but 1.60 and onwards broke the skies, lighting and weather for most maps. We'll try to email the authors of those maps and ask them to consider working with CUP to inherit the fixes or fix it themselves. -
If someone would port motocycles over to ARMA 3, you can create a BÅsÅzoku gang! That would be awesome with all the cool Pompadours! :D
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I just got the new update installed again ... said it need 5.3 GB but when in fact it needs double that to do the installation... grr... Anyways, testing the Vipers... Love it but it NEEDS an urban warfare version similar to the older "urban" CSAT but that needs to be recolored as well as it sticks out like a sore thumb in either Altis, Stratis, Chernarus or almost any A2/CO ported map.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Valken replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi TPW, great updates. Under user factions, is it possible to select more than 1 factions so it gets mixed up or into seperate faction squads? same for their vehicles? I wanted to test some "Joint Operations" quickly without laying down squads in EDEN.- 5767 replies
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Personally I love it. It is great that there are future type warfare gear out here as almost BARELY no one makes SciFi other than the Lost Dragons, Operation Trebuchet, Exo, EXTerrestrial or Jurassic Arma mods. Even the great ARMA 2 Aliens / UFO type mods never made it over compared to all the modern gear, WWII and Nam mods. Its a balance issue. But I understand the old guard still loves their old school gear and many of it has been already made available by the community but not the other way around for near future or scifi gear. Kinda like watching movies. Tons of war movie fans but we all want to see something different even though we all agree to blow up the bad guys in the most realistic and horrific ways possible! :D
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Will Tanoa/Apex be part of the Arma 3 DLC bundle when it comes out?
Valken replied to bruhmis's topic in ARMA 3 - QUESTIONS & ANSWERS
Have to agree here. Even if the all the new units, guns and gear were actual DLC try me stuff, I would have paid for Tanoa alone! Wait, I did. :D Of course, the price should scale for islands and gear respectively so users don't feel taken. It is really semantics and English is not a first language for many Arma players. Next time BIS should just make it more OBVIOUS such as DLC = GEAR = stuff that you put into the game world. EXPANSION = ISLANDs / MAP PACKS = new worlds to play with all your new GEAR. DLC is so abused that it runs from hats, re-textured guns, stamps, coins, magic bullets, official cheats, and all types of other crap that has really low value or substance. But today's economy in many countries are actually BAD. I mean really bad so I wouldn't slag people who are really tight on money. Sometimes it is really a choice between eating, electricity and internet just to goto work, finish school and trying to live a "regular" life for some. And then they take it out on game forums when their problems actually persist elsewhere as they have no other outlet to vent. So I usually just brush it off. Of course, you can always hunt them down in online games if they really annoy you. :D -
Community Upgrade Project - CUP Terrains
Valken replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
+1 Or I believe a map config "fix" PBO would suffice to simply replace assets from cup when in use in Arma 3 such as the skies and street lights. Same for Taviana. If there is a sample config, we can help contribute even if we are coding / scripting newbs. Lastly, are there any plans to update enter-able houses with lights inside similar to TPW mod but with your own lighting system? I notice the streetlights in CUP updated were automatic at night. -
[WIP]A-10 Warthog Series Standalone
Valken replied to firewill's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I swore all those pictures were real until I looked at that low poly hanger in the last one! :P Great job! Any chance to do skinpack? I would love to see a "Real Life" Cobra Rattler version with gunner! -
Community Upgrade Project - CUP Terrains
Valken replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Cup Team - I was testing Tanoa and decided to load up CUP to compare some of the new DEV features (AI Driving). In anycase, I was testing the AI on cup and other maps when I noticed that if I load up custom A2 DayZ maps with cup, I would loose the streetlights because one of their configs replaced it. I am unsure how to re-replace the streetlights back. But,some of the DayZ maps actually has many more opened up houses. Taviana and FSF Podagorsk. Those 2 maps has be to some of the most complex and balanced maps next to Chernarus and Tanoa. Also, the DayZero mod has many modified buildings that are opened up. Would you guys consider porting and combining the opened up house models for the classic A2 ports without the Armageddon textures? -
@ All - how do I set the AI to "safe" in Eden? I can't find the setting once I've placed a AI player. Did further testing with other maps Taviana and Podagorsk (DayZero maps) to see if I can trip up the AI. The AI drives fairly well on nicely laid out maps with beautiful roads it seems. It does get stuck when approaching ON RAMPS and OFF RAMPS such as on Taviana. Over-compensates with turn radius for the barriers. Is blind to decorative / destroyed prop cars on the road. Literally just runs right into it for some reason. If they were driving a big rig truck I can understand but now some small 2 liter coupe / compact car!! AI still over compensates for parked cars, animals and other AI players. If the objects are in front of it, it would wait. Eventually then turns around in very wide arcs to get around. I wonder why it cannot calculate its current speed and determine how to pass by safely with other moving objects based on their projection and current speed. This one aspect where I don't mind the AI cheating to have a smooth pass. Only if it is getting shot at or sees an Enemy should offensive driving mode kick in or get out and engage it. Lastly the AI will still wheel lock the cars to the left such as below. If they get out, get in and repeat enough, the cars may move with the wheels still locked to the left. Mods used - F3male Mod and Jonzie Megacar pack from Steam Workshop. Still a great improvement from before.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Valken replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi TPW, I posted this in the JSRS page but this was probably up your alley regarding a Tanoa sound pack: "An "ambiance" sound pack would be awesome. I already use TPW_MOD for SP and the dogs,cats,goats and chickens really makes the world not so lonely. Would love to see a proper regional sound pack. I bet TPW will work on that part. Could really use some Baboons, Elephants, Tigers, Crocodiles, Macau, Parrots, etc sounds .I know its an Island, but the environment works for SE Asia such as the golden triangle - Thailand, Vietnam and Cambodia or even Madagascar until the fine mappers use Tanoa assets and creates such maps. Needs some authentic regional Fiji chatter and music too!" You can also enable the same background sound for the Unsung Vietnam Mod and CPL Vietnam and Nam maps since it the environments are close to the same.- 5767 replies
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An "ambiance" sound pack would be awesome. I already use TPW_MOD for SP and the dogs,cats,goats and chickens really makes the world not so lonely. Would love to see a proper regional sound pack. I bet TPW will work on that part. Could really use some Baboons, Elephants, Tigers, Crocodiles, Macau, Parrots, etc sounds .I know its an Island, but the environment works for SE Asia such as the golden triangle - Thailand, Vietnam and Cambodia or even Madagascar until the fine mappers use Tanoa assets and creates such maps. Needs some authentic regional Fiji chatter and music too!
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- lordjarhead
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Single driver AI is very much improved. I took a different route to test: Loaded up CUP Terrains Full Pack, Tanoa and some user maps with building addons. Added TWP_MOD and enable civilians and parked cars. Added Jonsie's car pack. Added Refined Vehicles mod to fix or get by the wonky PhysX Added Lights and Doors Mod to see vehicles for screenshots Spawned Myself and a team member with a map. Used simple cheat to enable Virtual Garage and picked some Rally Cars. Hopped in on maps and told the AI to goto Point A across the map, then to point B and sit back eating a snack. My favorite cars - Subura STI, Mini Cooper Rally Version and Range Rover. Handled most maps like a champ with this setup. Problems - settings almost any civilian car - BMW X6, Honda any versions has screwed up steering. The AI drivers hop in and wildly steers left and right, then the wheels point left and stays that way. If TPW spawns the above cars as parked, and we get into it, it also has the same issues. Might be a DEV build issue or my mods. Mililtary vehicles and most 4x4 are OK. But the user addon cars are so fast around the map, it as like hiring a personal guide to take me on a tour. Great way to test map and AI. Other issues, AI avoids cars, civilians and obstacles WAY TOO WIDE. While in the middle of a 2 or 1 lane road, the AI drove onto the pavement on the opposite of cars or civies or obstacles. If you scale it, they only needed a "nudge" or at less than 1/4 car width just to pass by. I know this is not GTA or Need for Speed but little tweaks like this would be good. AI cuts the corner a lot. This is ok but to fix it, have them speed up, tap the HAND BRAKE while foot is still on the accelerator, and turning into the corner at the same time. Then let off handbrake, correct steering slightly and full throttle out of the corner. AT least they can induce a small drift in RWD to cleanly cut a corner and it would "feel" nicer, instead of sitting with some new driver. Also, for the love of Jebus, WHY does the AI driver NEVER turn ON the headlights? I took some dusk tours just to see the map but the drivers must have predator vision as I see no NVG or headlights on. Can you fix this so the AI ALWAYS turns on the headlights? At least in the day we won't see it and it makes the nights more immersive.
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OPX - American Building Pack
Valken replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Beautiful. You know, you can use the LEGO design philosophy. Each building floor can be STACKED on top of each other to create bigger and taller buildings, and can stand on its own on the ground. That would allow you to make a ton of variations right away. Just position stairways up and down, and add a balcony to connect and secure the front doors. A little color variation (even just basic primary colors) would allow mission makers to create a town very quickly. If you travel around, you will notice many "towns" are build up at different times, yet each town has a lot of similar looking, but different color buildings due to the way contractors builds up blocks and blocks. Just insert a random CUP or another user town in between buildings and you have a full neighborhood fast. Please make the builds enter-able! :D -
Hi Phantom, Correct. Basically, some of the allies would be cop wearing the police uniforms under civilians,while the rest of the team would be civilians. One guy is a VIP that must survive or get away. The OpFor team can be as is since the movie were gang members. I will PM you a place on Chernarus after I've looked for it but also would request a Tanoa version! There are already plenty of houses such as the hotels/
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Burnes Armories Tanks and Deployment Vehicles
Valken replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Burne - I love the new Foxhound. Beautiful. I was wondering if the doors and rear hatch can be opened? I tried to open it with Vehicle Doors and Lights mod but nothing is shown. It could be that it is still in Beta and was curious since we can view the model in much more details that way. -
Community Upgrade Project - CUP Terrains
Valken replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@ Metalcraze - Fantastic! Now that is the ARMA 2/CO I remember but in way better lighting! @ CUP Team - I noticed when I load CUP Terrains FULL, and play a mission that was not designed for cup, say Altis or Stratis, I would start the game floating in water way above the ground! Is there some kind of incompatibility with older Steam workshop Altis/Stratis missions? There appears also to be a YAAB compatibility issue if you load it off steam and it would END before the benchmark ever starts. I know I can unload cup, restart ARMA, but I am usually switching between maps in EDEN playing around with figures and units. Then I would run a benchmark or test some older mission to compare. Just curious about this weird bug. -
If Bis will one day release a "director's cut" pack, I want to see this included: https://youtu.be/Uyp1OlgW6xY I would pay for a SciFI DLC instead of just another weapons pack!
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Valken replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi TPW. I can do this for maps if you can advise how to dump the classnames into a list or at least list it so I can put together a document?- 5767 replies
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- realism
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