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Everything posted by artisanal
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New French Civil mod / Nouveau mod Civil Francais
artisanal replied to francis's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Why so rude man ? -
JSRS: DragonFyre -- WIP Thread
artisanal replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes it is supported by the engine, but not by all effects. For example : engine sound ... -
The Enhanced Vehicle Features Mod
artisanal replied to CommuneCode's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Good luck with the interior lights, for the (dynamic) lighting engine couldn't care less about obstacles. If you find a way to put interior lights into vehicles, without turning them into ambulant torchlights then "chapeau monsieur". -
Wow, if that issue get's fixed, a huge improvement is made ! I can only hope that BI kinda retakes this solution, so we can have smoother gameplay on vanilla multiplayer servers, like KOTH and co
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Islamic State & Guerrilla Units Pack
artisanal replied to NIN3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I gotta agree with this guy. Don't get me wrong : I love realism, I love to play with real factions and this mod barely affects me. But this is about present stuff, I mean really really recent and ongoing stuff. -
True Ultra Shadow settings [Mod]
artisanal replied to kiory's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is one awkward part of Arma 3. I think this only counts for the ultra and very high setting, but every shadow is calculated by the GPU (soft shadows), except those casted by players/entities and vehicles (stencil shadows). Why that so is? I don't have any clue. -
JSRS: DragonFyre -- WIP Thread
artisanal replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Okay ! Something I wasn't actually aware of :) Thx for the info -
JSRS: DragonFyre -- WIP Thread
artisanal replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's simple : if you want to use a mod in arma 3, you have to activate it. This means that your client is "modified" a.k.a. "moded". I think there are mainly 3 categories of servers right now. The first type is the server which only allows vanilla clients to connect (no mods at all), the second type would be the one which allows some specific mods (restrictive) and the last type is the server which doesn't care what mods you installed (with all the anomalies occuring in this case, like naked guys running around with phantom guns etc...). PS : you can see which mods are allowed on a server by checking the bottom-right corner of your screen when browsing. Edit : I didn't really get your question at first sight, but I think that every mod isn't 100% client-side, for the server has to contain the signed bi keys in every case! -
This + JSRS DragonFyre = happy ArmA 3 user :) Can't wait !
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JSRS: DragonFyre -- WIP Thread
artisanal replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yep that's true. The best example is the situation of a not so far helicopter crash : the engine sound ends instantly but the explosion has the speed of sound simulated, so there's everytime a more or less long gap between the shutdown of the engine and the explosion. -
Toadie's SmallArms and Animations for Arma3
artisanal replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
go for mp5's ;) Also huge kudos for your outstanding work. -
:cheers:
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You can run mods by adding the startup command in Radeon pro, for arma3.exe (-mod=@XXXX;@XXXY...;)
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Well, I don't know how it is for you but in regular difficulty I can only save once or twice (can't exactly remember) per mission.
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Just Three Very Indepth Suggestions and Feedback on Long Range Precision Marksmanship
artisanal replied to Emryse's topic in ARMA 3 - GENERAL
PIP scope anyone ? :P -
Authentic Gameplay Modification
artisanal replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love it :') -
Imagine What Next Gen In Arma Would Look Like
artisanal replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
Yeah well, grass rendering is most certainly the hardest part for any engine. There are really few games out there who make something near to convincing but for Arma's needs, all the solutions would'nt really fit, as for this game it's in the distance that grass rendering would be the most profitable. See link : http://feedback.arma3.com/view.php?id=3505 -
What features are fundamental to the Marksman DLC? (no speculation)
artisanal replied to RushHour's topic in ARMA 3 - GENERAL
Well ENJAM, I also suspected that the PIP render would be too blurry/unprecise to be usable for scopes until I saw this video : -
Toadie's SmallArms and Animations for Arma3
artisanal replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:hypetrain_is_online: -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
artisanal replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Distortion effect ? -
Will we see something like this ?*dreaming*
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Sukhoi-22M4, Soviet attack aircraft
artisanal replied to teacup's topic in ARMA 3 - ADDONS & MODS: COMPLETE
10 on fricking 10 This is a reminder why we love arma. Thank you -
Dynamic shadows possible in Real Virtuality?
artisanal replied to JuggernautOfWar's topic in ARMA 3 - GENERAL
I'm still wondering if the solution found by the dayz devs is actually usable without having to play at 3 fps... , Also, I don't exactly see why this feature could'nt be integrated into arma 3 (yes, yes, RV4 isn't Enfusion, but still), because Dean H explained that it's mainly because the new engine is going to support DX10/11 that dynamic lighting/shadows will be possible. And as you know, Arma 3 is directx 11. Edit : on the fact that dynamic shadows are secondary, I don't completely agree, because this feature would finally permit us to use flashlights in towns, behind walls at night without getting spotted by the whole island! -
Mobile Arma 3 Map Viewer
artisanal replied to democore's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
3 words : MAR VE LOUS -
Though, I have to admit that this kind of feature is really secondary. You're right on the handling part, but we have to acknowledge the fact that BI made some HUGE improvements! À propos "physx" affected elements such as walls or fences, I'm wondering if the new renderer, which the dayz sa developers are working on, could make something like that possible...