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Polygon

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Everything posted by Polygon

  1. It's not about fatigue, it's about the results that fatigue brings - disgusting annoying breathing/moaning sounds. they're overdone, period.
  2. Polygon

    Buildings devoid of life....

    So, wise-guy, do you have any actual Arma modding experience to counter Milkman's point of view? I bet not. That renders you incompetent enough to not make hideous assumptions about what is being worked on, priorities set by BIS, etc. Calming the tits may be the best idea instead of attacking a passionate modder.
  3. Polygon

    Buildings devoid of life....

    I was never against bringing normal interiors back into A3. populating empty buildings by placing misc and other objects in editor is a torture. so binarized proxies were always a better choice. In case performance suffers on Altis with furniture added to buildings, it shows that BIS went for a marketing friendly approach to their game with too much scale for a single island (which you can label as "HUGE" to the public easily), and would've better created multiple islands (OFP style) instead. More detail, less size.
  4. bardosy, use Dropbox for direct DL instead of other services. many benefits.
  5. Better add this to the first post. BTW, going to try your campaign! The concept sounds great and I'm sure the execution is solid.
  6. With the recent influx of Dayz objects into devbranch ver. of A3, I decided to check most of the useful objects in the editor. To my surprise, I found almost no selection in: barrels, tent sizes / forms / colors (only 2 small tents available atm. are you kidding?), wooden / metal towers, no effect object templates as offered by some mods in A2CO, no seachlights, SAM sites, so on. Instead there's tons of Dayz misc items added that nobody will end up using, except maybe for Wasteland. So a question: what objects do you miss most and would like to be brought back? List.
  7. Polygon

    Buildings devoid of life....

    Bad Benson, you're one of the most sensible users on BIF. Congrats. priorities, priorities... quality mid-range terrain tex > internal furniture. I'd prefer less detailed building models with immersive furniture inside. However, as the game's scale rises, BIS has a lot do and keep with both themselves, games industry, modders and consumers. One hell of a challenge to any non-billion $ studio (watching at you, Rockstar).
  8. Tell me this when you'll be able to hear MBTs roaming in. Atm, they're very silent, almost unnoticable. Tank gameplay is really bad and armor showcase demonstrates that with no tactics required. When sound engine is outdated and doesn't work as intended, nobody cares about better quality records for single shots/bursts etc.
  9. Polygon

    CSAT and NATO are not believable

    Yes, just like with Bioshock Infinite ending of alternative timelines with multiple alternative events existing.
  10. I like how GTA5 handled this issue by forced camera acceleration beneath / above a surface. When bigger tents will be added back? There's only small atm. BTW - player cannot climb up H-barrier watchtower fort. object. Maybe it's time to make it functional?
  11. You can't upload mission packs or campaigns to Sweatshop. Only single missions.
  12. Door simulation in Arma is terrible. All of them - metal, wooden, etc. - animated the same. And there's no open/close sounds for anything. Also no anim for doors/shutters from a character's perspective. You can't hold your weapon / shoot while opening / closing. Ridiculous.
  13. Just make a feature request ticket on FT.
  14. Your approach is workable and simple, but not on the scale BIS / other studios operate where diff. departments must communicate with each other constantly and QA approve an outcome of a feature X/Y added. Surely all these "officialities" slow down actual development and idea generating for any dev.
  15. With primary weapon collision geometry still missing, nobody will use revolvers / pistols anyway. No reason for a pistol sim.
  16. Polygon

    Dedicating a GPU to PhysX

    How about we understand that different engines have diff. architectures? RV isn't similar to UE that mostly utilizes corridor gameplay with many splosions on screen. For exampke, 4a engine (Metro games) utilizes Physx nicely for eye-candy, but it's also a corridor shooter. Anything that requires interaction must be passed to CPU otherwise the game-world won't be affected. I suspect putting interactive calculation to GPU doesn't work because GPU, upon calculating on its own, must transfer results back to CPU.
  17. What if RV engine, if not rewritten from the groundup, will become the main obstacle for technically more advanced and smoother future Arma titles? GTA4-5 engine is mostly optimized for consoles, as on PC it was rubbish (worse than A2 or anything). If everything is well within the engine, why rewrite it? } You assume that RV in its scalability and potential will never be outdated thus requiring a >50% low-level rewrite or such? Not an engine programmer, but with every iteration RV seems to improve, and I'm quite satisfied with its current state, excluding MP performance and focus on polycount/renderer scale, instead of actual functionality that improves / affects gameplay - the most important element - heavily.
  18. Polygon

    Fatigue effects

    OTOH, I hate current A3 fatigue implementation and it's outright horrible to anyone with a sane mindset. Soldiers, under any loadout weights, run like old grannies and get tired in halves of mins. I removed player fatigue altogether from all A3 instances because it's annoying, kills immersion and any enjoyment of play.
  19. too bad Splendid Cam doesn't fit for making cutscenes (not so splendid after all...). forcing tilted cam animated as in screenshots would look great. setVectorDirandUp doesn't work for cams.
  20. Polygon

    PhysX Discussion (dev branch)

    How about a PVP driveby-only gamemode with this feature in A3? Could be hell of a fun.
  21. [ An elaborate ] briefing is one of the essential features of Arma missions. In theory. In practise... Do you actually read and analyze them? Honestly? I read, depending on entry lenght / number and if some entries (for example, personal insights of soldiers) interest me. I feel there's too much emphasis put on official briefings in BIS missions that 0 interesting personal insight from those who are part of the battle. This thread may help mission makers to see what the audience thinks. My suggestions: - instead of boring digital text, present briefing more personally as in OFP - hand-written, on an actual note, not your smartass phone. There goes the future (2035) setting... - to get the player more "emotionally involved", present diary entries more often instead of official military jargon throughout
  22. I find links [to map icons] in briefing text hard to notice. Shoulda differentiate them with some color.
  23. I'm surprised at how little SFXs are available in A3 compared to previous games.
  24. SOLVED: using nearestObjects. Couldn't find anything on google. Is this possible? a lazy try: {_x setdamage 1;} foreach in _triggOne; not working, though.
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