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digitalgeo

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Everything posted by digitalgeo

  1. digitalgeo

    Squad (PR:BF2 Devs)

    Don't get me wrong, but I am all in for Arma 3. It's the only paid game in my Steam Libary. The title "Arma 3 Killer" is just to catch people's attention. In fact, Squad really makes me panic. Will people choose Squad over Arma 3? Will we stop seeing a flow of new players because of thier brand new, awsome looking PIP scopes which Arma 3 players have been dreaming off since Operation Flashpoint? Will Arma 3's dream end of being the only military sandbox, to one of two, with Squad as an alternative? GODDAMMIT PEOPLE!! I need assurance here so I can stop rocking back and forth in my little corner!
  2. digitalgeo

    Squad (PR:BF2 Devs)

    Yep. Some obvious bias. But here's something else: Comments in Arma 3 trailers - Lots of hate about engine optimisation, AI, sway etc. - praise towards BIS devs Comments in Squad trailers - people looking forward to alpha - praise towards devs If I were a new player choosing between Arma 3 and Squad, I'd see that the Squad trailer has more promising comments. That makes me worry
  3. digitalgeo

    Squad (PR:BF2 Devs)

    Was not aware of that. In my defence, did use the search function on forum, and nothing revelant came up :) I posted because I wanted other people's opinions (and because it was Greenlighted a few day ago). Here's what I've found so far: In Squad's forums, majority of people say Squad is better, and Arma 3 is crap. In Arma 3's forums, nothing so far. I posted this thread to find out :)
  4. digitalgeo

    Squad (PR:BF2 Devs)

    Squad is a game in pre-alpha stages and is one of the first games to really compete with Arma 3's realistic gameplay. The developers, who also developed Project Reality for BF2, promises a rich military experience and large-scale combined arms warfare in thier decently sized maps. Squad website quote: "Squad is an online, team-based military experience where high levels of teamwork and communication are crucial to success. Built from the ground up in Unreal Engine 4, Squad pits teams of up to 50 people against each other in intense modern day combined-arms combat scenarios. In this realistic environment, the flow of the game is dictated by the players, with organic and emergent gameplay reigning supreme. Communicate. Coordinate. Conquer." People are already comparing Squads early state with Arma 3. What does Sqaud offer which is different to Arma 3? Will Squad eventually overtake Arma 3's in terms of features and content? Can Arma 3's expansion dlc set even higher standards for Squad to follow? Well, we'll have to wait for Squads full release. (Squad's Greenlight trailer) (Showcase of some features, including picture on picture scopes)
  5. digitalgeo

    Weapon Resting & Deployment Feedback

    Lol I'll script up the concept in editor and see if it's satisfying. I'll share here if I can
  6. digitalgeo

    Weapon Resting & Deployment Feedback

    I also included this in my post : No new animations required. I'm assuming the dev can manipulate the players camera/view to give the impression that the weapon moved.
  7. digitalgeo

    Weapon Resting & Deployment Feedback

    This post concerns the feedback during resting state. Currently there is no way to know when your weapon is rested, apart from the reduced sway. Most people have suggested to display an icon when rested. While this is a simple, obvious solution, I am nay for the icon idea. It's kinda dull. It would be more satisfying to see the weapon raise up on the players screen, upon entering rest, to give an impression that the weapon is being lifted over the object. And when the player moves away, the weapon lowers to its original position. The actual weapon itself does not move, but moving the players view can make it seem like it's moved. However, this only seems effective in first person. Imagine this. The player has his weapon raised (& assumed in first person) Next he approaches a barrier, enters rested state. As he enters rested state, the weapon (on his screen) rises to give impression that he's lifting it over the fence. The soldier leaves the fence and rested state. Now his weapon is lowers on his screen. This approach would be more authentic than an icon.
  8. I know. But it seems kinda pointless for me. One of my other reasons for making scripted system was to prevent my group relying on external VoIP program's such as teamspeak. This JVON mod accomplishes this perfectly. However I might continue making a scripted radio system if there's enough interest. I've lost interest (for now)
  9. Task Force Radio (TFR) is a mod which adds realistic radio to the game. What I'm looking for is a SCRIPTED radio system (like TFR) which uses sqf files (not mods) to make the chat more realistic. A scripted version would be great, as it means the feature is automatically available to everyone, and players can use the feature without relying on mods, unlike TFR. Also I can use add them to my missions, keep their vanilla statues and get more downloads. I have surfed the internet for such a script, but have found none so far. So I'm planning to make a realistic radio system like TFR, but as a script rather than a mod. This way mission makers can just paste the script in, and get all the features for free. The script will include factors such as weather consideration, distance from radio, radio static, radio beeping, radio channels and more. Arma already has radio objects, which can be used too. I would do it, but I don't know if it's worth doing because players may not even use the feature, or are maybe comfortable with the vanilla chat system. So I want to hear your opinion Do you think it's worth doing? Would you use the features? And How does the vanilla chat system appeal to you? Vanilla = mod free
  10. Yeah I just heard about it too. Looks very good. No need for a script I guess :)
  11. Then I'm excited when it's release :D But fingers crossed. I just really hope script effects, functionality and features I'm working on will satisfy. - again, good point. Noted
  12. I have found solutions for range limitation and separate channels (& frequencies) for the vanilla system, so no worries there. But I have to admit audio quality will be harder to affect as I cannot touch how VoIP sounds directly. However I am trying a few things. Some good points. Your suggestions - Make the vanilla radio optional I don't know about this. It's true some players may not prefer a radio system, but I want all players to have the same commuinication capabilities to keep the gameplay fair. Maybe the radio should only replace group chat, and leave all the other channels untouched. This way players can use radio or the default channels. But what's the point of radio when you have side channel, which is always clear and never affected by distance? players are unlikely to use radio then. Or maybe the radio should replace the all channels, so your left with the radio channel, direct chat and vehicle chat. This way all players are equal in capability. But players may not even like using a radio. Maybe I should just leave to the mission maker, and let him decide which channels should be disabled in the radio script, so it meets his intentions the best. As for longer range radio in vehicles, that's an authentic idea and would definitely make the radio more immersive. I'll start working out the mechanics of this. Thanks for your feedback, very useful
  13. That's an interesting concept. Do you think many people like yourself are willing to use features you describe in Arma 3, rather than the radio script being developed?
  14. It's decided then. I'll start the Vanilla Radio script I'd like to emphasise that everything here will be created using scripts, not a mod. This is so every single server and mission, vanilla or modded, has access to an authentic radio system by just pasting the scripts in. Here's my proof of concept so far: - The Radio itself can be accessed by opening your map. I want to avoid attaching radio access via key press, as Arma 3 is already overflowing with key binds and buttons. Those buttons should be left for other mods and more important actions. Anyway, it's how the radio was accessed in Arma 2. The radio is where channels can be set, and where all the radio info. is and will provide the number of listeners, what channel your on and the statue of your connection. - I will not include radio frequencies. This is because to simplify functionality and ease the use for players. I think this will be best as players can learn how to use the system quickly without confusion over what frequencies do. They'll have less to worry about, and more functionality to focus on. However frequencies will still be included as a cosmetic on the radio, for authenticity. Instead, there will only be radio channels . Players can only hear and chat to players in the same channel. You can create as many channels as you want. - Distance will also be considered. But there are problems. Vanilla Arma 3 only has 1 usable radio model, which is short wave. In reality, this type of radio can't transmit very far. You need a heavy duty, and much bigger radio for far distances. Since we are limited to ONE usable radio, we'll just pretend this one can transmit long distances as well ( because radio technology is better in the future :P ). As a result the range of the radio will be huge, but will be finite. Also The further away you are, the more static is produced and the worse the quality of VoIP becomes. - I may also consider terrain, which can also worsen the quality of VoIP. But I predict it will impact on performance (and seems very complicated), so I will not include this. If you disagree, please provide a solution. - I may also provide the option to increase or decrease your VoIP and direct chat volume, but I don't think its necessary. However I want to see if you disagree - I can also link the radio through to teamspeak, so that you don't have to use Arma's laggy VoIP. Plus many people prefer Teamspeak. However that would require creating extensions, which I have no clue how to make. If you can help, please message. And that's what I've come up with so far. I'm aiming for a broad radio experience. I'm not aiming for a hardcore Mislm radio with all possible aspects of a real life radio, but one which takes the important aspects of it into the system to make it as authentic as possible, and appeal to as many (hardcore and casual) players as possible. EDIT: I was mistaken, there are multiple radio models. Only one is usable
  15. So can I assume that's a "yes, make the script" answer ? :) ---------- Post added at 23:01 ---------- Previous post was at 22:52 ---------- Yeah that's a really good idea. Maybe put radio UI underneath chat, so it seems like chat messages are on radio screen? Or have the radio appear every time VoIP opens? Need to brainstorm, must write down :P
  16. Thanks for the reply From my (amateur) point of view, you can't override VoIP :( BUT! If you can, you barely need to touch it. You can use other code which can make the radio more realistic.
  17. Ezcoo are you sure about this? Kindly elaborate. It is definitely possible to replace VoIP with scripting, I have done and tested it before. ---------- Post added at 20:19 ---------- Previous post was at 20:00 ---------- You are absolutely right. I have nothing against TFR, it is a great system. In fact, I believe all servers should be using something like TFR. So much so that a scripted version should be available, so that all forms of servers and missions ( vanilla or modded) can have a realistic radio system, without excuses.
  18. Valley Death Run by Renz. Description Blufor is restricted to a valley, and must reach the safe zone at the end. Opfor must prevent this by exhuasting thier respawns. Once at the safe zone, Blufor has access to vehicles and heavy weaponary to help thier cause. Blufor wins when all their members are inside the safe zone! Prepare for lots action! Designed for up to 30 players. Rules BLUFOR - All players must reach the safeZone to win - Restricted to valley area - No vehicles - Access to automated vehicles at SafeZone - Access to motars around places - Respawns are propotional to players in the team OPFOR - Must kill Blufor until they are out of respawns to win - Has armed offroads - No AT - Infinite respawns No mods required. MediaFire Download Valley Death Run PVP (V1) Steam Subscribe Link (must be logged into steam to subscribe) (Steam) Valley Death Run (V1)
  19. digitalgeo

    Disappearing Bridge Act

    Cross the bridge before it disappears completely! DO IT FOR SCIENCE! Subscribe to it here: http://steamcommunity.com/sharedfiles/filedetails/?id=316508498&searchtext=bridge
  20. Hey all! This thread is for people who falsely claim Arma being the "Military Simulator" genre. I find an increasing number of people using the term "simulator" to describe the Arma 3 in forums, video comments and even in the feedback tracker. I want to make it clear, BIS has never classified Arma 3 as "Military Simulator" genre. If you check out any of the official BI websites and game description, they do not mention Arma 3 being a "simulator". Instead they mention it being "authentic". Virtual Battlespace genre is "Military Simulator", which is a true simulator made by BI specifically for military simulation. Arma 3 genre is "tactical shooter". Not "simulator". However, BI describes Arma 3 as "authentic" and a "massive military sandbox" which fits it perfectly. BIS says its "authentic". IT IS. The MEDIA says its "Simulator". It's not. The media can be misleading. Arma 3 wiki- says genre is "tactical shooter". Does not say its "Simulator" genre. http://en.m.wikipedia.org/wiki/ARMA_3 Arma 3 description- does not say Arma 3 is "simulator". Its "authentic". http://www.bistudio.com/english/games/arma3 Virtual Battlespace wiki- says genre is "Military Simulater". This is a real simulater by BI, not Arma http://en.m.wikipedia.org/wiki/VBS1 Correct me if I'm wrong ^^ - Renz I hope this clears things up.
  21. digitalgeo

    Do you have a monster pc?

    I run Arma 3 with the worst graphics card here, not designed for intense gaming And yet I get 20-30 FPS in multiplayer. Its because I use this secret weapon ;) Specs: Nvidia GeForce 410M (not overclocked) Intel Quad core 4 GB Ram No SSD Without it I could only run 15 FPS max in MP. So no, I don't have a monster PC or meet the minimum specs to run the game (by far). But it does extremely well for my weakling laptop
  22. Is it just me, or do weapons bounce up and down unrealistically when walking, weapons raised?
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