Jump to content

Fushko

Member
  • Content Count

    604
  • Joined

  • Last visited

  • Medals

Everything posted by Fushko

  1. I've never missed a single report since the Alpha... and I'm not exactly proud of it.
  2. Why is it not like this... we can do it when jogging, why not walking too?
  3. Fushko

    Official BIS servers?

    http://arma3.com/servers
  4. Are you guys aware of the fact that none of the reloading sounds are properly synced with the animations? Any plans of fixing it? Info and repro here: http://feedback.arma3.com/view.php?id=22990
  5. Great video - but the UI really clashes with it.
  6. Fushko

    DirecxtX 12 for ArmA 3?

    Brisse, Bratwurste, the names are vaguely similiar :rolleyes:
  7. Fushko

    DirecxtX 12 for ArmA 3?

    SSAO is not limited to DX11 and is not even used. "Improved post-processing" is vague as fuck, and basically all PP effects and HDAO can be turned off. So your argument that DX9 is a better idea has no point.
  8. Fushko

    DirecxtX 12 for ArmA 3?

    Only if you use DX11 specific features, then no shit Sherlock, the performance is going to be lower in comparison to older API versions. Arma 3 doesn't use any specific DX11 visual features it seems (like tessellation), so having Arma 3 on DX9 would be nothing but a downgrade.
  9. Fushko

    DirecxtX 12 for ArmA 3?

    How can the old and obsolete DX9 be of any improvement over the much more modern DX11? Explain yourself.
  10. Any chance of vehicle and aircraft sounds travelling at the speed of sound as well? Instead of being instant like they are now? Is occlusion going to be improved based on open windows and whether doors are open/closed? (Might be probably super hard to accomplish, but we could do with some approximation at least) Are rockets ever going to have 3D sounds attached to them? A rocket flying past your head is completely silent as it stands. Are tails going to be implemented for explosion sounds? And while we're on that topic, are explosion sounds themselves going to be overhauled? Is a loudness equalization like in modern Battlefield games a possiblity? e.g. firing a gun drowning out other sounds (like environment ones) for a short period of time, as well as quiet sounds getting louder when there are no loud sounds.
  11. Great! Tbh I'd have another hotfix with this fix. I was playing a Zeus scenario in the Ghost Hotel the other day... needless to say, not being able to hear the enemy's footsteps and gunshots was extremely game breaking. I don't think I'll be playing much until this bugfix hits the stable branch in a couple weeks.
  12. What about door and footstep sounds?
  13. What the fuck. That's a lot. I've gotta try this.
  14. Fushko

    Blastcore: Phoenix 2

    Os, when you talked about lights affecting clouds, did you mean something like this?
  15. Fushko

    Nvida GeForce Experience and Arma 3 Beta

    Well thanks for your constructive, helpful and informative post.
  16. Fushko

    Nvida GeForce Experience and Arma 3 Beta

    It's a bug which happens in some cases when you join a server, or maybe just a silent acknowledgement that the game is still in heavy development.
  17. No more injecting invisible morphine inside myself when healing other people? Hallelujah! To top it all of, you could also have a dedicated animation for repairing vehicles (if I'm not mistaken there are some already in the game!)
  18. If by "when the HUD starts" you mean when you equip the tac glasses, that's not what I was referring to. In the case I explained before, I didn't even have the glasses (tpw_hud_addtac = 0), yet there was no trace of binoculars. I'll do some more testing tomorrow and let you know.
  19. I have reason to believe that TPW_HUD causes some issues with binoculars not showing up. Happened in two missions so far, one of them being Drawdown 2035 (first mission of the campaign). When you get to the part where you can see Kamino, I remember having binoculars the first time I played. I replayed the mission today with TPW_HUD and I don't have them anymore. Perhaps it's the setting tpw_hud_addtac = 0 that's causing problems? I'll do some more investigation.
  20. Fushko

    JSRS3: DragonFyre

    This is pretty much how Battlefield games do it. No wonder they sound amazing.
  21. Fushko

    Texture Tearing

    I believe it's a limitation within the engine, happens to everyone. Something to do with precision maybe.
  22. This MP game mode is good and you should feel good. Super fun with no boring moments in-between. Few bugs: -Objective E (if I recall correctly), where you have to retrieve intel from the officer, has no officer in the compound. Me and my squadmates have searched the area in every possible way, but we've had no luck in finding the intel. -There's a chance of cars spawning on top of each other it seems. This happened next to the NATO FOB: http://steamcommunity.com/sharedfiles/filedetails/?id=424135516 -Sometimes there's a chance of intel failing to download, with the progress bar being stuck until you respawn: http://steamcommunity.com/sharedfiles/filedetails/?id=424135857 (you can clearly see the progress bar even though I was far away from the objective A) -When incapacitated, you can move the camera freely, allowing you to see the insides of your neck. Very immersion breaking. http://steamcommunity.com/sharedfiles/filedetails/?id=424146367 http://steamcommunity.com/sharedfiles/filedetails/?id=424146238 In addition, there could also be some sort of subtle blur/red out effect, having super clear vision when you're wounded on the ground looks weird.
  23. Fushko

    JSRS3: DragonFyre

    Feedback time. -Direct echoing sounds very convicing so far, good job. You say it's heavy WIP, can't imagine how it'll sound like when it's done :) -Vehicle sounds are quite nice. -DLC weapon sounds are great as well. -The weakest part of the video for me started at 5:51. The soundscape transformed in an horribly loud and distorted mess there. The round impacts were SUPER loud, but not in a good way. There was no punch at all. They should have a brief loudness peak, instead of being loud throughout all the sample (which results in a flat sounds). Same thing with the gun reverb there. Edit: given that BI has yet to fix the reload sounds being horribly unsynced (noticeable in your video as well), I was wondering: can you make something like a simple script that makes the reloading sounds start in conjuction with the animation, rather than as soon as the reload key is pressed? I believe this is the reason why sound desync happens there. http://feedback.arma3.com/view.php?id=22990
  24. Fushko

    Marksmen DLC Weapon Feedback

    KOTH is not made by BI in the slightest.
  25. Sounds great. The indoor reverb also sounded pretty believable. And btw I'm one of those users with speakers (my doctor has prohibited me from using headphones for a while, problem with tinnitus). Just wanted to inform you that not everyone is on heaphones :)
×