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geezer

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Posts posted by geezer


  1. (Reposted a more acceptable thread)

     

    I don't think the current modified version of the Far Cry engine that is being used in Star Citizen has an official name yet but it seems to have all the requirements that a ARMA 4 engine is looking for.

     

    Modified for huge areas (Talking star system size with full transition from planet surface, to space, to planet surface, more than ARMA needs).

     

    Advanced AI system (No doubt not up to ARMA standards but can be worked on)

     

    Incredible animation system (Scale-able facial animations as the finest point).

     

    Awesome light source system (More than one sun is impressive)

     

    Point of source projectile mapping (With true 1st and 3rd person view system).

     

    Multi crewed vehicles etc (With vehicle within vehicle capability (more brilliant than you might think)).

     

    Awesome net code (as yet not seen in its fullest state).

     

    Ability to create a persistent universe (opportunity to run long wars, possibly stretching for months or years).

     

     

    We haven't even seen what this modified engine can really do yet but it seems like a real contender for a ARMA 4 engine to me (or maybe 5 if Bi is already committed to 4).

     

    So many () i apolagise.

     

    Well, check the engine out and see what you think. I'm not real techy and I'm sure there are many more elements to the engine that have merit.


  2. I don't think the current modified version of the Far Cry engine that is being used in Star Citizen has an official name yet but it seems to have all the requirements that a ARMA 4 engine is looking for.

     

    Modified for huge areas (Talking star system size with full transition from planet surface, to space, to planet surface, more than ARMA needs).

     

    Advanced AI system (No doubt not up to ARMA standards but can be worked on)

     

    Incredible animation system (Scale-able facial animations as the finest point).

     

    Awesome light source system (More than one sun is impressive)

     

    Point of source projectile mapping (With true 1st and 3rd person view system).

     

    Multi crewed vehicles etc (With vehicle within vehicle capability (more brilliant than you might think)).

     

    Awesome net code (as yet not seen in its fullest state).

     

    Ability to create a persistent universe (opportunity to run long wars, possibly stretching for months or years).

     

     

    We haven't even seen what this modified engine can really do yet but it seems like a real contender for a ARMA 4 engine to me (or maybe 5 if Bi is already committed to 4).

     

    So many () i apolagise.

     

    Well, check the engine out and see what you think. I'm not real techy and I'm sure there are many more elements to the engine that have merit.

     

     

     


  3. Hi,

    Can anyone provide a link to an up to date and working set up guide to get ARMA 3 to run with the CV1?  Or tell me which post number on this topic has a link to one?

    And i mean a complete idiots guide that leaves nothing out or assumed knowlege etc?  I know nothing about Opentrack, LIB0VR etc and only got my Rift 2 days ago?

    Many thanks.

    Towards the end of the second page you will find all you need


  4. Well i thought it was the resolution of the HMD but it seems that each eye does in fact render at 1080x1200.

     

    I think the problem is that there is no Anti Aliasing when using the Rift causing the image to have jaggy edges which

     

    is amplified by the fact that the screens are so close to your eyes that the pixels are more noticeable (a lot like running in a lower resolution).


  5. This isn't true. Arma 3 more than delivers with async timewarp on the Rift (I gather the Vive has something similar). The issue has nothing to do with performance, more stability and image clarity. Those are the only things stopping Vorpx being a completely workable solution for Arma as it stands right now. 

     

    I keep seeing this myth crop up every now and again and I really want it to go away because it just puts the devs off making a few tweaks to make Arma stable in Vorpx. I've spent hours playing Arma in the rift but the constant crashes and (to a much lesser extent) lack of stable AA made me stop. The immersion is phenomenal though. 

     

    Seriously, right now for Arma to be one of the best VR FPS games out there, we just need:

     

    - Better image clarity (geometry 3D ideally, but VR-compatible anti aliasing would do)

    - Crash fixes

     

    All this talk of "Arma has really bad performance, it will never work in VR" is an unhelpful load of bollocks. 

    As Incontinentia  says ARMA runs fine in VR at FPS lower than 90...

     

    For me the trouble is that the lowered resolution seems to affect ARMA much more than other games i have "hacked" with Vorp X.

     

    For some reason ARMA seems to suffer from a lack of graphical fidelity much more so than other games.

     

    I cant put my finger on what it is, but its certainly not the lower FPS.


  6. Thanks for detailed report, I checked and optics *makes* a difference. Put two riflemen, 500m from you, kill one, observe the other. Do the same with two squad leaders, note the difference.

    I believe higher ranked soldiers have better spotting skills.

     

    A fairer test would be the same two riflemen but with optics


  7. Hi genesis love your work thought id let you know about this bug.

     

    I made a mission that ends with two helicopters flying in to pick up the players. This works fine until i enable the Vcomai script at which point they seem to fight over the landing pads and end up crashing into each other.

     

    without the script running they fly to there predesignated pads in an orderly fashion.


  8. Can anyone tell me if its possible to turn off this script mid mission?

     

    Im trying to fly two evac choppers in at the end of my mission but Vcom is messsing with them.

     

    despite putting 

    this setVariable ["VCOM_NOPATHING_Unit",1,false];
    

    in both choppers ini but they just wont land right.

     

    If i dont run Vcom they behave perfectly but when running the Vcom script i can only fly in one chopper as bringing in two confuses them and they go awol.

     

    So if i could switch the script with a trigger off just before i call for evac i would be very happy

     

    I tried putting this in my init.sqf

    [] execVM "VCOMAI\init.sqf";
    my_script = [] execVM "VCOMAI\init.sqf";
    

    and then this

    terminate my_script;
    

    in my trigger but it doesnt work.

     

     

    Anyone have any idea?


  9. (group this) setGroupId ["Assault squad Alpha"]; this setVariable ["NOAI",1,false]; removeallweapons unit1;  removeallassigneditems unit1;  removeBackpack unit1;  removeVest unit1;  removeUniform unit1;  removeGoggles unit1;    unit1 addWeapon "ItemMap";  unit1 addWeapon "ItemWatch";  unit1 addWeapon "ItemCompass";  unit1 addWeapon "ItemGPS";  unit1 addWeapon "NVGoggles_INDEP";  unit1 addWeapon "Binocular";    unit1 addBackpack "B_TacticalPack_blk";  (backpackContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",1];  (backpackContainer unit1) addmagazinecargoGlobal ["3Rnd_HE_Grenade_shell",1];  unit1 addWeapon "arifle_MX_GL_F";  removeBackpack unit1;    unit1 addPrimaryWeaponItem "acc_pointer_IR";  unit1 addPrimaryWeaponItem "muzzle_snds_H";  unit1 addPrimaryWeaponItem "optic_Hamr";    unit1 addBackpack "B_TacticalPack_blk";    removeBackpack unit1;    unit1 addBackpack "B_TacticalPack_blk";  (backpackContainer unit1) addmagazinecargoGlobal ["16Rnd_9x21_Mag",2];  unit1 addWeapon "hgun_P07_snds_F";  removeBackpack unit1;    unit1 addBackpack "B_AssaultPack_rgr";  clearItemCargoGlobal (backpackContainer unit1);  clearMagazineCargoGlobal (backpackContainer unit1);  clearWeaponCargoGlobal (backpackContainer unit1);    unit1 addVest "V_PlateCarrierGL_rgr";  clearItemCargoGlobal (vestContainer unit1);  clearMagazineCargoGlobal (vestContainer unit1);  clearWeaponCargoGlobal (vestContainer unit1);    (vestContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",5];  (vestContainer unit1) addmagazinecargoGlobal ["1Rnd_SmokeGreen_Grenade_shell",1];  (vestContainer unit1) addmagazinecargoGlobal ["16Rnd_9x21_Mag",2];  (vestContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",4];  (vestContainer unit1) addmagazinecargoGlobal ["1Rnd_SmokeRed_Grenade_shell",1];  (vestContainer unit1) addmagazinecargoGlobal ["3Rnd_HE_Grenade_shell",2];    unit1 forceAddUniform "U_B_CombatUniform_mcam_tshirt";  clearItemCargoGlobal (uniformContainer unit1);  clearMagazineCargoGlobal (uniformContainer unit1);  clearWeaponCargoGlobal (uniformContainer unit1);    (uniformContainer unit1) additemcargoGlobal ["FirstAidKit",1];  unit1 addItemToUniform "HandGrenade";  unit1 addItemToUniform "HandGrenade";  unit1 addItemToUniform "Chemlight_green";  unit1 addItemToUniform "Chemlight_green";  unit1 addItemToUniform "SmokeShell";  unit1 addItemToUniform "SmokeShell";  unit1 addWeapon "ItemRadio";  unit1 selectWeapon (primaryWeapon unit1); (backpackContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",0];  (backpackContainer unit1) additemcargoGlobal ["FirstAidKit",0];


  10. So im using custom loadouts in the init lines of each individual soldier (i know its not ideal).

     

    when i run the mission in multiplayer everything is fine except for the 2 hand grenades... they show in my inventory but are not selectable or throwable (they dont show in my hud) same for all my squad.

     

    Now if i take 1 grenade from a crate i suddenly have 3  grenades, they show in my hud, are throwable and strangely my whole squad now has 3 grenades.

     

    Any ideas as to whats going on here?

     

    Thanks, Geezer


  11. I have searched for a solution to this but found nothing that works.

     

    How do i hide waypoints in a multiplayer mission?

     

    I have tried    [group player, currentWaypoint (group player)] setWaypointVisible false;

    and it works fine in the editor but once i create a coop mission it no longer works.

     

    any ideas?

     

     

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