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Posts posted by Gudsawn
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Sky full of dust? I tought that the skys there are perfectly bright and normal?In this mod - they are. What I'm saying is - they shouldn't be.
Re-read what I said ;)
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Looking very good so far. However, the lighting for the maps is completely off at the moment. For example, look at the Takistan screenshot - the sky should not be that colour. Everything should feel very brown/dry and the sky should be full of dust. Currently every map has the same Altis/Mediterranean lighting config. I very much hope this get's implemented intend:
http://forums.bistudio.com/showthread.php?157881-tweaked-lighting-cfgs-for-AiA-(give-feedback)
Apart from the lighting, I'm very excited for the release :)
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If I remember reading correctly - one of the SITREPS stated that the max VON codec quality setting in the server.cfg had been changed to 10 (whereas before it was 30). I can't remember correctly though if that was the stable or devbuild but I definitely remember reading it somewhere. May explain your issues.
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Good to see that this is happening. Even better that the map is being upgraded to A3 standards :)
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this work is done very lazily, it's a bunch of simple ports, with little to no effort being put into them, would not recommend downloading, and to the other mod authors out there, don't let the fact that this guy has done them deter you from doing it, you can probably do a much better job.Maybe he's new to modding/texturing? Maybe he made it for himself and thought "Hey, maybe some of the other Arma guys might like to see this". Maybe some other mod-makers-to-be might take a look at these source files for inspiration or improving their knowledge. I'm sure the Arma community would much rather someone release a mod that they've spent time on than not at all. I know I would - why not?
Negative feedback is useless and benefits no one. Be constructive.
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don't we have some secret UK versions on the works... hint hint ?SJ
Hush :p
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RatNL is right, BIS will be including their own MX Blacks in the next stable build.
Thanks to all who downloaded the mod, I hope it quenched your thirst for black MXs. Now we will get to see them in vanilla Arma :)
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Lord Jarhead, thanks again for your brilliant work and keeping us up-to-date with how things are going. A release date now puts me (and the rest of us) at rest :p
How can we show our appreciation for your work? I feel like I owe something to those behind JSRS. A donate button perhaps? Some other form of contribution?
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No, our sounds are pre-designed fitting for certain situations. Ingame we can only affect their loudness and pitch (well, so far), so if you are behind something, you'll hear the same samples until you get out from your cover.Ah, I see. Thanks for your reply. Incredible what you've been able achieve using just pitch and volume.
So when running up the hill how do you handle the change from sound A to sound B? Something like this:
Sound A = muffled (low) sound.
Sound B = original/clear sound.
Sound A gradually increases in pitch and decreases in volume, while sound B gradually increases in volume (overlapping the two sounds together).
The speed at which this happens would depend on how fast you're moving.
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At 3:05 (the part where the camera is behind the hill), will the low-pass filter gradually decrease as we climb the hill and become parallel (in height) with the shooter? Example of what I mean (made in about a minute, excuse the lack of varying gun sounds :p):
Gunshots Running Up Hill (Example)
(Caution: It's a bit loud)
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We run a public server (Invade & Annex/Patrol Ops) and average around 20 players on most nights. Everyone is on Teamspeak with ACRE. Teamwork and cooperation is always brilliant :)
This weekend we had over 30 people turn up to one of our private operations (our greatest turnout yet) and played for over 3 hours straight (with numbers still going strong). A great deal of those that attended initially found us through our public server.
Even though we were playing against AI, frame rate seemed pretty stable throughout.
Just thought I'd throw that in there (for what it's worth) to give a moral boost to some of those that think MP is dying - it's quite the opposite - it's expanding, in quantity and quality. You've just got to find the right servers ;)
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Very cool. Loving how dynamic the sound is, really adds to the immersion. Was very impressed by the difference in sound when indoors or when standing behind a vehicle.
Arma 3 - sound simulator? ;)
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Congrats on the release, been following your WIP thread for quite some time :)
Can't wait to finally give this a go. Will upload to our server soon.
Edit: Looks like Serjames is already on the case :p
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Believe it or not, those colours are exactly the same as the CTRG that the Brits wear in the game.Really? Odd. I haven't played much of the campaign yet so I've only seen the CTRG camo once. I suppose if it's consistent with Arma 3's vanilla Brit camo then it makes sense - I've just always had a weakness for the Brit-green colours (like the L85).
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Is this released yet? It's the 30th (at least it is in the UK) and I can't wait to try Patrol Ops 3.
Edit: Seeing as it's only 46 minutes into the 30th, I now see how desperate this post looks :p
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I'm not too sure if it's just the image, but the new camo seems to be more two-tone browns as opposed to the previous grey/dark brown and green.
In all honesty I prefer the more greenish textures - just seem to have more of a British feel to them.
Perhaps I need to see them in-game for myself to make up my mind :)
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There are new Black MXs in the devbranch update. I haven't finished my download just yet so I can't tell you how they are, but I thought that it was something interesting to note.Looks like BI got the message :p
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That's some very useful info there Fabio, thanks for sharing.
In relation to your AiA lighting config mod - do you think you'd be able to release a version that changes the default Altis/Stratis lighting to something that looks more desert-like (e.g. your dry_haze addon).
@Alex - What are you planning to use those colours for? That pallette looks very desert-like to me :)
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Ah yes that's right AlexVestin. Your method is also simpler :)
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From the latest SITREP:
Barring any showstoppers, we will next week be releasing data from pretty much all Arma 2 content. This will be done under new licenses, that make it possible to use the data to release within Arma games. It will no longer require case-by-case requests to use Arma 2 models and textures for Arma 3 mods for example. Things should be clear and accessible for anyone!Now, just so I don't get my hopes up too soon, does this mean we'll be able to port all Arma 2 content into Arma 3 natively (without needing to own Arma 2)? For example - Chernarus, Apaches, Humvees etc?
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This is brilliant news, Isla Duala in Arma 2 was a great map :)
I particularly like this part:
Since you know that BIS didn't include any new assets except Mediterranian type buildings, I plan whole new assets to go along.:D :D :D
Lets hope those new map-making tools get released pretty soon.
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well, I can't use the Xeno Domiation mission to test it as the author don't allow us to host it ...Then use any other popular mission that is used by most public servers - just look at the server browser. To name a few:
Invade & Annex
War Storm
Occupation
Hope this helps :)
Edit: Why can't you use Domination? I thought we just weren't allowed to record or publish footage of it on YouTube. Surely you're allowed to play/test it the same as everyone else can?
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Is it really the standard Red, Geeen, Blue?I've tried lots of different combinations, number of zeros and the like. I can't seem to have the fog change to my desired color. In-game I've gotten results like really intense white fog and no fog but a dark horizon and other weird results.
Anyone know the correct way to get the right color in there? I've tried copying over simple RGB values from my pallet, but it has not turned out good in-game. Or if that is how you do it but I am doing it wrong, please advise.
The Arma config RGB values range from 0 to 1. Normal RGB values range from 0 to 255. Therefore, we have convert regular RGB values to Arma's values.
1 / 255 = 0.00392156862745
(We'll call this our baseValue for now)
Now we have our base value which we can use to convert any RGB value to an Arma value. For example,
Orange = 255,158,61
255 * baseValue = 1
158 * baseValue = 0.62
61 * baseValue = 0.24
So in Arma 255,158,61 would translate to 1,0.62,0.24. I haven't tested this so I may be mistaken, but by logic this is how I'd assume you would go about converting RGB values to Arma's format.
Hope this helps :)
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@dry_haze reminds me very much of Takistan/Zargabad and would probably improve the look and feel of Stratis (although that may be a little biased as I prefer dusty/desert maps over mediterranean maps). I've messed around before using "ppEffects" to try and give the classic Arma 2 feeling to Arma 3's maps but with no luck. Looks like this mod hits that sweet spot.
Very much looking forward to trying this :)
Is there any way this can be released without being dependant on AiA? For our guys that don't have A2 I'm sure they'd very much enjoy an A3 only version of this mod.

Community Upgrade Project
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Fantastic. I'm glad someone has taken the step up and decided to coordinate this - will greatly benefit the entire Arma community for sure ;)