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tinter

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Everything posted by tinter

  1. I'm experiencing micro stutters when running certain scenarios in the editor, I've isolated the problem to ACRE and found the frequency of the stutters relate to the amount of units in the scenario. Does ACRE have any recurring loops that run on all units, or were recently added? I didn't find these micro stutters happening before updating to the latest version of ACRE.
  2. Modern equipment mixes well with past equipment as it's used by insurgents and less modernized armies.
  3. tinter

    AI Laying explosives

    ACE makes changes to the explosives system and removes the vanilla actions in favor of it's own system, which causes it to lose compatibility with AI. This is why ACE doesn't recommend using ACE for missions that are not designed with it in mind, like the campaigns for example. You should ask in the ACE thread, I think they would be interested to keep their mod compatible with AI in most cases.
  4. Also, if suitable for multiplayer use, it should have a key.
  5. Sounds interesting, but it could use a better explanation for people who don't know much about low pass filters or how it will affect sound in game.
  6. i5 2400, 12gb ram, GTX 760.
  7. Is there any chance of getting the amount of vegetation lowered? While it's not very thick at the moment, it does cause my fps to halve due to the size of the groups they appear in.
  8. Can someone confirm that the rain has no sound?
  9. If the devs had the same attitude as you, your mod would never be a thing. Best to stop threatening people for trying to see what can be done with the engine eh?
  10. I've noticed the sandbags used for the outposts on Da Krong have an odd color. I was trying to tweak it, making it less saturated, but looking at the texture, it doesn't match up? https://vgy.me/jXLozL.png I've tried to tweak the uns_buildings\data\sbag.rvmat, but that seems to have no effect either. How is the color being controlled for this model?
  11. tinter

    Apex Weapon Feedback

    I prefer it with the stock, since it already looks like the hand is really close to the shoulder. Any closer and it would probably be uncomfy.
  12. tinter

    Apex Vehicles Feedback

    Regardless of what the real life characteristics of VTOL are, it would most likely be out of scope for Arma to implement something like that.
  13. I have a problem with FRIES. It seems to automatically attach itself to helicopters without my input. Using the CUP UH-1D which has been configured to support FRIES. Is there anyway to stop it or remove it?
  14. It could also be possible for the ramp to open automatically once someone tries to enter or exit the aircraft. That would at least keep the functionality without having to confuse people with why they can't get in or out. As long as it doesn't close automatically afterwards, as that would lead to a silly loop of opening and closing once a lot of people get in or out.
  15. tinter

    EDEN Editor BUGS

    Just posting some stuff that seems to have gone unnoticed for a long time now. There's no longer a "Show info" equivalent for modules, meaning figuring them out is much harder. Guard waypoint is broken, there's a ticket here. https://feedback.bistudio.com/T86121
  16. tinter

    Tanoa discussion (Dev-Branch)

    The problem is that there's no consistent way to tell working doors from non working doors.
  17. tinter

    Tanoa discussion (Dev-Branch)

    Except the problem is that the game doesn't communicate properly that the door isn't functional. Lack of action menu entry is not reliable and it's a bad way to go about it. There's lots of times where the action menu does have the capability to do what you want it to, but it's just being fumbly. So how do you know whether the door you're trying to open can or cannot be opened and it's not just the action menu being fumbly like it is sometimes? You could look at the windows, remember that the rooms in this particular building can't be entered or do whatever, but the problem is that there's no consistent way to be sure. The idea is that you shouldn't have to fumble with the action menu until you realize it can't be opened takes, at least personally, me out of the game and is a slight, but annoying waste of time. It might seem like a minor thing, but it's one of those details that impacts it negatively. Communication is important in keeping the game functional and immersive. If I can't open the door then the game shouldn't give me the signals that I can open the door, which it does by making them look like normal doors in most circumstances.
  18. tinter

    Tanoa discussion (Dev-Branch)

    Arma isn't real life. In real life you can pull down on the handle and check it. In Arma, all you can do is open the action menu and wave your gun around to see if you can get the action and even then you're not entirely sure. It takes you out of the game. Not to mention, doors in real life are locked because they don't want people inside, while in arma they're locked because there is nothing behind it. In real life you might want to get inside anyway, while in Arma they should be disregarded by the player completely and you shouldn't have to fiddle with the action menu. They should either change the appearance, or make an action which makes a rattle sound like a real door would.
  19. tinter

    Tanoa discussion (Dev-Branch)

    Not to mention, if you're not knowledgeable about the map beforehand then it will confuse even more.
  20. tinter

    Tanoa discussion (Dev-Branch)

    This is not true though. https://vgy.me/exhZJc.png There's three doors here, but only the one that leads outside is enterable. Of course it has some logic to it, in that no rooms are enterable, but it should feel natural. There's no clear indication that these doors are any different. For more examples, here's another pairs of doors that look alike but differ in functionality. https://vgy.me/8mILE7.png And these two. https://vgy.me/IHa6AA.png There's also the doors on the wall here. https://vgy.me/kAEF8k.png They actually removed the door handle on the door that can't be opened, but it's not really a clear indication as it's not consistent with all other doors. Again, I'm personally fine with buildings not being fully enterable, but I just want it to feel natural. As someone has said it's a problem when you walk to a door and the only indication it can't be opened is on the other side of the wall you're standing in front of. You're gonna waste time thinking the action menu is acting up. Bottom line, you should know, from any side, whether or not the door you're trying to open can actually be opened, without having to try to open it or look at the windows nearby, which aren't even always a clear indication, mostly when lacking windows.
  21. tinter

    Tanoa discussion (Dev-Branch)

    I think the gameplay considerations are worth noting. Approaching a door that is locked is not only disappointing, but more noteworthy, it's confusing and it's not obvious which ways you can or cannot go through. The buildings should be designed so that they make sense even if they're only partly enterable. Also, I've mentioned this a few times, but I'm worried about it and have not heard from BIS, I hope they will make the rooftops compatible with AI, they cannot maneuver up there at the moment and it's a shame. The rooftop is more interesting for combat than the interiors., but they really need to be usable by the AI. I hope BIS will work on this.
  22. tinter

    Tanoa discussion (Dev-Branch)

    Has anyone made a ticket for this or is it a feature request? I think someone said that the top of the building counts as building positions.
  23. tinter

    Tanoa discussion (Dev-Branch)

    I know people have been complaining about enterable buildings, but I think the added rooftop accessibility more than makes up for it. The real problem is that AI has no real way to access those rooftops. You'd have to manually place them on rooftops and then use a bunch of commands to lock them in place. It'd be nice if BIS could find a way to remedy this.
  24. Usually this is the case, but not always. There may be times where things are loaded into requiredAddons, in which case you'll need to remove them manually. There was also recently an update that changed the way profiles work, when this change was on dev branch it meant that it was not backwards compatible with the stable branch. However as far as I'm aware it has only happened once and it's also not an issue anymore. So in short, the worst thing likely to happen is that you need to remove some things from requiredAddons section in your mission.sqm, it's a good idea to not binarize your mission.sqm if you're on dev branch.
  25. tinter

    Tanoa discussion (Dev-Branch)

    Using game updater to download, but it still says purchase for me in the editor.
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