windies
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Everything posted by windies
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Day Z Announced as standalone title.
windies replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Yeah it's great having your four-five suddenly lose half it's recoil from a suppressor meant for another .45 handgun. -
More like a crazy guy holding up a "repent the end is near sign" and then the world ending the day after he dies.
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Good luck to you guys in 2014!
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Honestly at this point I don't much care about proving my points anymore as it's all just pointless bickering and speculating between defenders and critics, but I will have to search for it again as it was on this forum somewhere.
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Plenty of sources about how they don't have full documentation on the source behind their engine. I think that plays a big role in if they can even being to fix it or not.
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I've never gotten the transport to work right in multiplayer CK.
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They need to fix this engine but the question is, can it be fixed? If it can't be fixed then what? You're only other options are a brand new engine or a pre-existing engine that you license. The third alternative which I wouldn't consider much of an alternative is to stick with RV, assuming it can't be fixed, and dealing with the limitations in place as your player base gets smaller and smaller as people leave in frustration for engine's that are just as open ended as RV, only not in the same "scripted" sense.
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I've had this happen before as well, whereby a unit reacts to being hit but takes no damage unless you hit them in a certain area. I've seen a soldier take 6 .50 shots from the GM6 in the face and keep going, and I think I reported it back in alpha or beta but was told it was just me. Doesn't seem to matter the unit type or anything, it just simply happens for no reason.
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New Update...custom mission starts with all task states as complete....
windies replied to Rammer's topic in ARMA 3 - TROUBLESHOOTING
Created a ticket on this at Morickey's request and forwarded it to him in a PM. http://feedback.arma3.com/view.php?id=16840 -
He means that the purpose of dev branch and stable branch have become interchangeable by introducing changes that produce a buggy or reduced performance environment to stable.
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Pretty much echo's how I feel and the major question I have which is why the AI can't be multithreaded if they are this big of a performance drain.
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Early alpha one of those Barrett .50 weapon addons had visible bullets in thermal but didn't actually use tracers so it should be possible though I honestly don't know how.
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Path planning happens all the time outside of editor set or predetermined set waypoints. So basically, combat between up to 96 AI units is considered "too high"? There's plenty of area's I can see this so called path planning/collision detection limitation causing problems, not just on spawn but even in normal missions with normal AI counts. Also who's to say it's not an issue with 10 AI units or 20 AI units and so on. Hell set 3 choppers to fly into each other and watch your performance drop like a stone as they try to path plan and collision avoidance around one another. That's just 3 AI units.
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Even still, it's 96 AI, it's not some god awful amount like 400 or 600. How long does path planning take, is it simply that they spawn simultaneously or is it the fact they are RUNNING simultaneously? If this basically means that we can't have 96 AI concurrently running, well I'm sorry but that's pitiful and I fully agree with the guy. Seriously, lets get off the defender bandwagon around here and actually stand up for better limitations and a better experience overall rather than settling for what's just thrown at us no matter how pitiful or sad.
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There's issue's with AI collisions detection and pathing causing lots of performance issue's, but I can't really submit a ticket cause there's no other repro accept for "run a mission with AI" and I'm pretty sure they would say it's not specific enough. *edit* and according to the latest sitrep, that's exactly the case.
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Everything round these parts is too much work these days :rolleyes:
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Yeah it's pretty bad but what can you do?
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I can still find many instances in single player where performance goes to crap TBH. While some very light scenario's are quite fine, I get slideshow frame rate in plenty of missions.
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All good.
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Love the radial context menu idea. Truth be told, ArmA's action menu UI and interaction needs a serious overhaul and has needed it for quite awhile.
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Just curious but you have heard of such a thing as a parabola right? Even if you're heavily weighed down, a jump from two even height buildings would be possible since it relies much more on forward inertia than vertical, depending on distance of course. It's not like you just drop right after you jump. Just make the animation have a vertical inertia = to the weight the unit is carrying. It's not like soldiers are physically incapable of jumping, which is how most make it sound.
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You do realize that I was directing most of that to Neurofunker himself right? I was agreeing with you and quoted your post to agree with you. Goes to show you how text is devoid of emotion and how people read responses based on their own.
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Blasphemy!!! HERETIC!!! J/K, that's pretty much the exact point he is making. I don't understand how you, Neurofunker, can say you support criticism by pointing to a tool that is used for critical feedback and then get all snippy and bent out of shape when someone does the exact same thing on the forums. Double standard much or just deep denial? I'll let you decide.
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Bohemia Interactive's ambitions are always set too high.
windies replied to sayjimwoo's topic in ARMA 3 - GENERAL
Rose colored glasses are rose colored for a reason for people sometimes. -
Soldier protection (dev branch)
windies replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
This too which again makes combatants seem more "terminator" and again less fun.
