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Everything posted by Valken
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Group Link 5 Special FX Edition
Valken replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looking forward to moving my A2/CO GL4 setup over to ArmA 3 with GL5! Great work ZB and LP!!! -
I would like it if you kept the battle dust, as that was incredible feature. Optimizing is great but I really like the over the top effects in Blastcore! Each battle feels so much more epic, in a good hollywood way.
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OK to use Screenshots from Arma 1 and 2 used in Briefing and Diary?
Valken replied to johnnyboy's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
If you made the mod for ARMA 1, then technically that is your asset and you should be able to use just those resources to tell a story in ARMA 3. As long as you are not porting BIS' original assets over, you should be fine. -
[SP/CAMP/CO] Real-World Operations (RWO)
Valken replied to h34dup's topic in ARMA 2 & OA - USER MISSIONS
I played through WakhanCorridor Part 1 yesterday in preparation for Part 2 and it was totally awesome, albeit a tad hard @ veteran level with GL4 AI mod. :D Great job guys! -
This map is incredible. I was wondering if this map will be AEG compatible? So at night we can have working street and house lights? I'm sure it would be beautiful view looking down from the sky.
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@RealSound - REAL Weather - What are your thoughts?
Valken replied to LtShadow's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome! I just tried it with my headphones on! Wow... -
[CO-5] The Lost Osprey - Addon free zombie rescue mission!
Valken replied to boriz's topic in ARMA 2 & OA - USER MISSIONS
@ bassgojoe - can you post your ToH version for others to try? I have ToH and would love to try it. @ Boriz - would be awesome if you took the helicopter attack idea and port to Arma 3. You can use the standalone AIA mod to get A2 assets into the ARMA 3 engine. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Valken replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have tested CRW2 from ARMA2 with AIA and ARMA3 and it does work with some error messages. I think the CRW team will not support this, but it is somewhat playable. We can only hope they will consider doing a native ARMA3 port later. I have also tried SHJ Studios' ARMA Rearmed Mod (ARMA campaigns for ARMA 2) with AIA/ARMA3 but it does not work as it it is dependant on CAA which I think may conflict with AIA/ARMA3. None of the ARMA2/CO campaigns work fully with AIA/ARMA3. The fault is not .kju at all but some broken or unsupported compatibility issue which BIS can only fix. However, a lot of user made campaign or missions do work but you have to test it yourself. -
Group Link 5 Core (AI Enhancement)
Valken replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
wow! I was just playing ARMA2 with GL4 and remember the walls on fire. Would you be able to make the fire effects looks more like Blastcore For Arma 3? Would like to have the GL effects but on the same fidelity as Blastcore. Please post a screenshot and keep up the great work LB and ZB! -
Group Link 5 Core (AI Enhancement)
Valken replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome. When you get to this portion of the mod, can you crosscheck compatibility with Blastcore for ARMA 3? It would be great to use both. I love GL4 in A2OA thanks to ChrisB's suggestion for it. -
Fantastic Video!
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A Alien Reticulan in Arma 3 ??
Valken replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since someone found the texture, can anyone for the model? Perhaps it can be ported into an independent faction for some Sci-Fi near future war mod?! :D -
Have no idea but does mean an Arma 3 version is in the works?! Oh Please?!?! :)
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So cool! Must try this!
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Valken replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The A2/OA campaigns don't work correctly in AiA. I believe .kju said BIS basically broke some functionality. I would love to replay all the A2/OA campaigns in AiA A3 also, updated with replacement units and etc... but thats just not going to happen. Many single player missions do work, except some that are ACE or other A2 mod dependent so don't give up. -
Your system is fairly anemic by today's standards. 4 GB of ram with a slower GPU. I believe you have bottlenecks holding you back from maximizing SSD benefits. 16+ GB of ram with 8+ GB ramdisk shows significant improvements for A2 and A3. Stutter free and while not maxed out FPS, it is much smoother experience. There is another thread that shows fast cpu (3.8 - 4 + GHZ Intel CPU) with high speed ram 1600 DDR3 yields more FPS, provided you have a strong GPU setup. It all boils down to having a well suited system for ARMA games.
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Nice video dcal! First part was disturbing to see armed forces murder civilians like that but war is not fair or pretty...Really shows off the Blastcore's effects well.
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Nice to see you back!
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Looks amazing! Great updated! I can't play ARMA without your mod (and JSRS or SoS for A3). It just feels so different without it. Keep up the fantastic work!
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Not just yet. But Next Gen is Possible.
Valken replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
I watched the video in the first post and WOW... I love the lighting, the model details (look at those interiors which are lacking in ARMA3), water shaders, and etc... Just wow... From a business standpoint, I have to agree a lot with Roshnak. There are no viable reasons that "features" of VBS should not be in ARMA 3 game engine especially if they are game centric, despite the price. If you look at the evolution of the CryEngine and the commercial application version, it is much closer than VBS and ARMA. The high price contracted to commercial entities is usually way beyond the game "engine" needs such as support, custom content and specific feature requirements. Think of it as basically hiring your own development team based on a subscription model for x time and it justifies that man power costs. For a multiplayer based game engine, more features would draw more buyers, increase the user base and more community (non-pro) developers and in return, would increase player count and again possibly more developers. The end goal is a sustaining eco-system of end user clients and non-pro developers. Look at UT engine, idgame engine, source and other game, game engines that has mod support. Those game engines have paid for itself with updates and a growing user base. That is one way to amortize game features by spreading the development cost having more eventual consumer level buyers. Sure it will be slower to get updates than a commercial version (due to lack of source code and hacks required) but it should not be a reason why ARMA 3 would not be able to have better shaders, particles, or multiplayer client / server architecture. You can't tell me VBS would be limited to less than 100 player clients while ARMA 3 is less restrictive but cut down on the fidelity. What kind of PCs would a contractor use vs hard core ARMA players? If the engine can scale, there should be no cap on fidelity if the consumer will pay to play. It is already obvious with all of the high end systems users on this forum asking why their performance is low vs other high end games such as BF4 (up to 8 cores and multi GPU) or Metro LL (6 cores cpu and multi GPU). If you build it, we will come (pay). :D -
1985 Nostalgia XMAS atmosphere ArmA2+CWR2 Domination for Winter Kolgujev and Malden
Valken replied to [csla]zerxen2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great job!!! Is there a server up hosting these missions now? -
Video of how Iron Front 1944 might look like in 2014
Valken replied to fabio_chavez's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Fabio, Kju and others... if you guys are porting or building missions within the ARMA 3 engine, please make sure you add HC and other "tricks" to improve MP performance. I can see a LOT of players on a well maintain server playing WWII with this project. Users with multicore specs playing in single player missions or campaigns can get a big boost connected to a DS and HC if they have enough cores to support it. -
Video of how Iron Front 1944 might look like in 2014
Valken replied to fabio_chavez's topic in IRON FRONT: LIBERATION 1944 - GENERAL
So this is IF ported to ARMA 3 engine? Wow... Just add JSRS, Blastcore FX and ACE also and it will be perfect! -
Lags A Consequence Of Having A Populated Mission - Measures To Reduce It?
Valken replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am not sure of the limit for ARMA3, but this link suggests HC for ARMA2 can support up to 300+ AI concurrently. Note if you want to test DS, HC and yourself as a Client on the same machine, you must unplug yourself literally from the internet. Supposedly there is a cdkey issue where any cdkey can support only one client (HC is a client) from one machine. So DS no cdkey required but a HC and an actual player client are two separate clients. Here is the tutorial for setting up missions in ARMA 3 with HC enabled. Note the good thing is that in absence of a HC, the mission still works. Its just that with a HC, you can offload the AI to another dedicated process for better performance. Here is a good post about "multiple" HC for A3 if anyone ever wants to make a MMO within the ARMA 3 engine. I can see a huge war or survival type persistant servers with this kind of setup. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
Valken replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If someone set up a 128 player server, with AI teams of what you mentioned, plus Turkey, GCC and Western forces coming in later, maybe add a little Russian, I think that would totally own all the COD, BF and CS game servers. Just the YT videos coming out of the game would be picked up by all the news media across world. But that server would be crazy powerful to simulate all that. Probably a dual hex-core running 5 HC and the DS process just to keep the server from crashing. :D