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Gudsawn

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Posts posted by Gudsawn


  1. 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 :)


  2. 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.


  3. 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?


  4. 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.


  5. 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 ;)


  6. 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).


  7. 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 :)


  8. 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?


  9. 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?


  10. 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 :)


  11. @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.

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