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Fushko

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Everything posted by Fushko

  1. Fushko

    Speed Of Sound Pure

    Great, you're finally back :) I was wondering, does SOS still make non audio-related changes to the game? I remember stuff like different blood particles back then.
  2. Amazing. And the fake motion blur on the snow is just brilliant, makes it look so much more real. Good job.
  3. This has never been a priority for them
  4. "cpu frames" lol it's the GPU that renders this kind of stuff bro and it's not like we don't have graphics options or anything
  5. Variable, windmill sounds are also missing.
  6. Fushko

    DayJ

    Interesting, dinosaurs instead of zombies :) I wonder if you are considering a custom, jungle map, maybe one that's already been made? Altis doesn't really have that Jurassic Park feeling :D
  7. Thanks for this, the shadow quality in this game is just meh, also I don't understand why it's tied to shadow distance, it's like the horrible shadow mapping in Skyrim (the higher the shadow distance, the worse the shadows look).
  8. Are you sure? The poll results tell us the opposite. Anyways... Can you tell us something on the reload sounds? I'm asking because in vanilla they are terribly out of sync. It's very noticeable, sometimes more in some stances. You can notice when you have a launcher and you take a rocket, the launcher reload sound starts instantly, even if the player has yet to switch from gun to launcher. I was wondering, can you do something to make them sync perfectly everytime, in every situation?
  9. Fushko

    Feedback tracker administration

    This is likely a very easy fix Iceman, please consider looking into it: http://feedback.arma3.com/view.php?id=15209 This is also another little but annoying issue (which also got reviewed by you): http://feedback.arma3.com/view.php?id=18946
  10. The situation improved a few patches ago, but they still vibrate like crazy, even on flat ground.
  11. That's not a delayed sound, that's an instant shockwave effect. The screen shake happens instantly and doesn't follow the speed of sound. They should be able to fix that I think, a modder has already done it.
  12. Fushko

    Texture settings problem

    I think they've considered removing this limit that the game puts to your settings, unfortunately I don't think it's going to change (ticket is old and reviewed, no dev has said anything). http://feedback.arma3.com/view.php?id=15161
  13. Fushko

    Cosmos Engine 0.41

    Extremely impressive. When I saw Stratis and then Altis in front of you in the video I was like, woah.
  14. Fixed: Minor bug related to desynchronized animation sounds Interesting. I wonder if this truly fixed the desynced sounds. All, and I really mean it, ALL gun reload sounds are somewhat desynced in the stable build (I think it's been like this since the alpha), and with some guns it's worse than in others, like the Katiba. Being in a particular stance when reloading sometimes makes the sound desync even worse.
  15. Now that's pretty fucking vague, isn't it?
  16. Fixed: Sound: Explosion sounds in first person (in vehicles) Can anyone do a quick check if this addresses the problem of the ticket in my sig.?
  17. Fushko

    PhysX Discussion (dev branch)

    Those would all be features, except the last one. And features are always free, as they said.
  18. Can we get a better explanation for this? Thanks.
  19. Really eager to hear the new sound effects, especially the rain samples when inside a vehicle :D BTW, just came up with an idea, something that I think it's missing and would add a lot to the atmosphere. 3D insects sounds that come from the actual 3D model of the insects. Imagine the BZZZZZZ of a bee flying past your character's ear!
  20. Hatch opening/closing sound seems to be missing.
  21. Because it really sucks and doesn't make sense. It has been introduced since the light shafts were added and has been bugging me since then.
  22. Fushko

    Blastcore: Phoenix 2

    Are you kidding me you even fixed the cloud rotation bug? How did you do that? Boy this gonna be good.
  23. Always reproducible. I seem to have found the culprit. After trying every setting possible, setting FSAA at 4x completely removes the visual issue showed in the first video I posted. Setting AA at anything below 4x (2x or disabled) makes it appear again for me. There's a chance that this might happen to only some graphics cards. Mine is a GTX 750 Ti (drivers 337.88). This card already has exclusive visual issues with Arma 3 (http://feedback.arma3.com/view.php?id=19926), I'm not very surprised. But then again this still happened back when I had the 550 Ti, so I don't think this issue is esclusive to the 750.
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