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Everything posted by devilslayersbane
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The Unsung Vietnam War Mod v3.0 - ALPHA Released !!!
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately, due to some changes with arma 3 that many of us are still getting used to we weren't able to port everything. However, we do have ambient radio chatter as a point of discussion thanks to you. We will update everyone on this in due time, although it may not be included anytime soon. -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
devilslayersbane replied to Placebo's topic in ARMA 3 - GENERAL
So, while I don't have a question as to wether or not one or both of my pc's will run ArmA 3, I would like to note that I was able to start up arma 3 on the following rig and got a maximum of 30 frames per second. CPU: Intel i-7 3630K 6 core processor turbo boosted to 3.8GHz Memory: 16 GB of 1600 MHz DDR3 Ram MBoard: Asus Sabertooth X79 Sound: Creative Labs SB Audigy SE GPU: Nvidia Geforce 8600 GTS And here are the general settings No post processing (even caustics) Object, terrain, shadow detail, etc. Set to low (or disabled where applicable) Resolution set to 1400x900 (due to my monitor) Rendering resolution set to 83% of screen resolution It's pretty hit and miss as to whether or not the game actually starts. Sometimes it give me an error about there not being enough resources. Still, I'm entirely impressed that the 8600 GTS can get 30 frames out of this game at all, especially considering it turns 9 years old this coming April. So if anyone was wondering if Arma 3 would run on a 8600 GTS, yes. It will. -
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The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not yet. We're hard at work we promise. Be patient. A moderator would get on to you for this post, btw. It's taboo to ask when it'll be out. -
I feel like a better option to sway would be a recoil multiplier. Maybe not arcady amounts like 2x for a fully fatigued soldier, but 1.5x or 1.4x. BI, would this be possible with the new recoil?
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This has little to do with fatigue. It has been like this since Alpha. The only thing holding your breath does in terms of fatigues is hold postpone your recovery.
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Right. Anyone who's done actual studies or read through them would know that if you have 2 million copies sold and 30,000 active players, 100 voters is a such a small fraction of a decent sample size, that even if these results DID accurately represent the playerbase's opinion on the sway (which I feel like is better in some ways and worse in some ways than the sway with the old system), we wouldn't be able to know that from this sample size. Which means that A: no one really noticed THAT big of a difference, B: they don't know that the survey exists, C: they don't care enough to answer, or D: they don't think that it affects the gameplay any more than the previous system.
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So what you're saying is that the sway is ridiculous. I definitely concede on that. I thought it was stupid excessive with the old system, but weapon resting helped solve it then. I will test to see if it still does. (I.E. i'm grabbing the biggest mg I can). As far as the default loadouts go, yeah, those should be within the weight limits. I'd say that the weight limits be expanded to make sure that default loadouts aren't so heavy that sprinting is unavailable.
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As for the other dissenting opinions, I don't speak for BI; however, I can tell you that I like this system more than the last one. Why? because it makes you think. You have to think about your mission and what you need. You can't just be a one man army and I like that. Yes, the fatigue system CAN be disabled by script (not mod) and BI are (if you'd look at the dev-branch changelog) making sure that works properly in the future. I'm not saying that the system is perfect, but if you take a moment to think, you'll be fine. I'm not trying to fanboy here either. It won't take 4x longer to get somewhere just because you have to jog. It might take 1.5 times as long, but, unless you're so loaded that you can't run, you'll be able to keep up with everyone else. There is an advantage to having a lighter load. Yes, the sway sucks. I admit that. But again, if you keep your sprinting down to when you absolutely have to, it will not be a problem.
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I actually have to say that I like the system. I feel like there are some things that need to be changed, but here are my reasons from my testing. - Sprinting punishes the player and should be carefully planned or used in times of emergency - Jogging for too long in terrain that is too rough punishes the player, while jogging on flat land or roads provides for is less punishing than the old system. - One man army loadouts are no longer possible - The bar is nice, and makes things easier to observe Things I don't like - I feel like the weight system is a bit too restricting and doesn't provide for good gameplay for one man missions (e.g. without a team, be it AI or player) - I feel like passive resting should be a bit more pronounced in order to combat the new sway - I feel like holding your breath should steady your aim faster - I feel like their needs to be specific LMG/MMG holding animations (actual hipfire) - I feel like deployed weapons with a bipod should completely negate recoil. - I feel like increased fatigue should reduce the ability to control recoil, not increase sway (although, I'm sure that would be harder to do) I'll do some more testing, but I feel like this system is overall better than the previous one, which I felt was too punishing for everything. In terms of the criticism, I'm noticing on here a distinct lack of what exactly you don't like. I understand that it's not a perfect system, and I'm well aware that there are probably better systems out there. However, I do like this one for arma, because it's different from COD's or BF's sprint system and provides a more enjoyable experience (imo) than the previous system.
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Issue has been fixed. Greatly appreciated :)
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Hi, I would like to bring attention to the issue addressed in my latest Feeback ticket, It seems as though something happened with this particular mission and the supports available. I realize this has been assigned, but considering that it is a game crash, it could affect players wanting to replay the showcase missions (as I often enjoy doing).
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General Discussion (dev branch)
devilslayersbane replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
4-five reload animation clipping (nice trigger discipline though!): (spoiled due to image size) -
Jester814's arma 3 editing tutorials are here. This is where I started. https://www.youtube.com/playlist?list=PLmfRxJX4Bs7FkhsducKrEmH5TBphUYzJV Killzone kid's website has some awesome scripting tutorials and stuff. http://killzonekid.com/ Also, when you place something in the editor, hit the "More Info" tab at the bottom of the box. It's really helped me out recently. Keep in mind, there's an entire section of the forums dedicated to this. https://forums.bistudio.com/forum/161-arma-3-editing/
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Fatigue Feedback (dev branch)
devilslayersbane replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Personally, I think that this new system should be somewhat layered over the old one. Sprinting would absolutely kill your endurance after a 25-75m and certain kits could completely eliminate it. Jogging would reduce your endurance for an overloaded character, but only stagnate your fatigue with medium and light loads. Walking or sitting still would regenerate fatigue. Anyone who used ST stamina bar knew how to cope with the old system. And I feel like this new system is only an improvement if it becomes an optional layer over the old.- 1930 replies
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What's wrong with the official MP Missions?
devilslayersbane replied to fn_Quiksilver's topic in ARMA 3 - GENERAL
It also doesn't help that only a few of the official servers have the [official] tag. Nor does it help that some of the older official servers without the tag aren't updated. http://arma3.com/servers -
Problem texture or lights at night
devilslayersbane replied to nikoaton's topic in ARMA 3 - TROUBLESHOOTING
Did you verify your game cache? Uninstall and re-install? Latest video drivers? etc. If none of those work, please post a feedback tracker ticket with a link to your video and maybe an rpt. Other than that, I don't know what to tell you. -
Problem texture or lights at night
devilslayersbane replied to nikoaton's topic in ARMA 3 - TROUBLESHOOTING
looks to me like you're running a mod that conflicts with lighting vectors. Try it in vanilla, and then see if there are any mods that could be causing this issues by turning them off one by one. Any shadow (shadow texture, not ENB) mods you may have or community made lighting configs could be the issue, so if you knowingly run a mod like that, I'd start there. -
Food for thought, and a rant about "Context"
devilslayersbane replied to p-hienz's topic in ARMA 3 - GENERAL
You're very right. Not that Arma III's and Arma II's campaigns don't include some context. In the first episode of the Arma III campaign, you fight for the most strategically advantageous base on the island besides the airbase only a few missions after making your way to friendly forces. Unfortunately, it ends up being a "waste of time" due to Miller's team sabotaging the comms equipment in the base to call for reinforcements. Later, you meet up with some guerilla's in order to establish some supply lines, which ends poorly. The last mission of the same episode has you fighting for a beachhead for NATO forces to land in Agia Marina which fails due to CSAT's invasion of Stratis. In the second episode, you're called to scavenge for supplies in order to supply the FIA with fuel for their vehicles, and keep an airfield busy for NATO's actual invasion. When NATO forces take the international airfield, you're tasked with taking down enemy camps to hamper reinforcements coming from the northwest, which would end up being behind the main attack force if left unchecked. It's not that there's no context in the ArmA games, is just that you have to put it there (or play the campaign). Arma III's campaign, while limited, actually doesn't focus on Captain Miller and his UKS- sorry, CTRG team. You're a Corporal, a grunt. Only one of the few surviving members of a NATO peacekeeping force in an island nation which (as far as we know) is the closest island for CSAT to stage an invasion point to Mainland Europe. Altis' location and it's abundance of Airfields, really improve the islands overall strategic value both as a deterrent to NATO forces, and as a staging point for an invasion. -
Cannot make my mission first person only
devilslayersbane replied to mrcombatturtle's topic in ARMA 3 - TROUBLESHOOTING
There's various ways to do this. Setting your own difficulty to Elite will lock your camera to first person. The same goes for the server difficulty. There's also probably a way to do so via scripting, but I don't know how to do this. -
The Helicopters DLC has the slingloading showcase, and new helicopter time trials in the challenges. Also, in multiplayer, there's a handful of multiplayer support missions that have you and your teammates supporting via helicopter. Anything that was put in with the DLC should have it's respective DLC icon next to it.
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Arma 3 Co-op: Vietnam -Devil's edit-
devilslayersbane posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Arma 3 Coop: Vietnam -devil's edit- So, today, I'd like to present to you an new version of the A3C Vietnam modification. I got permission from Alduric to continue working on it and to release my work as I see fit. That being said, I want to not only improve it, but add to it as well. Overall, I want your experience with the Arma 3 Co-op Vietnam mod to be as authentic to the war as possible so I have begun getting help from other community members as Alduric had done before me. Here's what you're getting: Current Features: 2 NATO factions: The US and Australia 3 PACT factions: The NVA, and northern and southern segments of the Vietcong. 4 Land vehicles 3 Helicopters 15 weapons Planned Features: More land vehicles, including tanks More helicopters More factions Planes, including but not limited to: F-4, F-86, Mig-21, Mig-17 Support weapons, such as mortars and artillery Please note that a lot of this can't be done without some outside help, if you would like to do some modeling, texturing, configing, etc. it would be much appreciated Known issues: - MCC incompatibility: will cause all Blufor units to kill each other when spawned by the MCC console (I know how to fix it, just give a little bit of time)FIXED in 1.18r >A work around would be to use the Zeus function in MCC, however you cannot just simply use Zeus - MCC incompatibility: Blufor units show up as EAST (related to the previous MCC incompatibilty)FIXED in 1.18r - The M113 does not like to drive on the maps (this is a map issue, not an M113 issue) - The UH1H still shows the M240 model (however the weapon characteristics are that of the M60) - The CH47's ramp does not animate, nor does the landing gear - There are no wreck models - Both helo's still use the little-bird sounds - US uniforms all have the airborne patch instead of their relative unit patchesFIXED in 1.18r - There are no spawnable groups yet - All PACT factions are under "Vietcong"FIXED in 1.18r - FN-FAL sounds missing FIXED in 1.18r - Reload sounds missiong - No Keys or signed files (well, the maps have gone untouched, but that's it) Changlog: Legal info: @A3CV is (Not all content) under Arma Public License Share Alike (APL) A3CV is created (Not all content) from ArmA 2 samples pack based on APL License. A3CV does include some 3rd party mods; thanks and credit goes to the respective authors. Certain PBO names were changed in order to help organize the modification (with permission) This modification and it's contents may only be used with the ArmA series of video games. This modification is for NON-COMMERCIAL purposes ONLY. Any commercial gain from this mod is strictly prohibited and will be punished under U.S. or International law. By downloading this modification, you are removing any liability of the author(s) of this mod completely for any damage to your computer. Special thanks to: - Vilas: for great M16A1 models. - Makhno: for cooperation and permision to include Vietnam style maps. - Freelancer: for great PBR model. - Mondkalb: for great MBG Nam map. - Berghoff: for African Foliage req by maps. - Alduric: for compiling the mod together and releasing it first, as well as giving me permission to edit it. - Lord Jarhead: for his awesome weapons sounds and any sounds he may provide in the future. Please use this thread for feedback as it can be inferred that the other thread is dead (nor does that thread belong to me) If you would like to contribute work, please email me at [email protected] with details. *note: Picture is not an actual screenshot and does not represent gameplay. Image is used as historical reference and is under public domain. Requirements: Arma 3 Map Pack or AiA Terrain Pack (recommended) Download Here! As of 1.18r you need this PBO to replace the old A3CV_config_base.pbo It's not a hotfix as much as it is an "I forgot to include this one little detail". This will not happen in the next release. Arma 3 Co-op: Vietnam -Devil's edit- v1.18r -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@scott: Ultimately buying Arma 2 (and Operation Arrowhead) just to play 2.6 is a bit much in my opinion. That being said, If there's other things about Arma 2 that you feel like you'd enjoy and would be worth the $25 investment, it's your money. On the model question, you can import the following file types: .3ds, .obj, .fbx, .asf, .bvh. If you have any more questions about what formats models should be in, reference this page or this portion of the forums. -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've pm'd you. -
That's for mortars, however Artillery pieces have much more selection of shells: All artillery ammo (SPG edition): 155mm HE shells - standard shell. Good against Infantry, and light vehicles. May disable heavy armor with close hit 155mm smoke shells - Used for concealment, no damage to anything 155mm guided - HE shells again, however I'm not sure how to guide these 155mm Laser Guided - Still HE, should be able to guide with laser, but have been unable to do so. 155mm mine cluster - throws a lot of anti-personnel mines on the ground in an area of effect 155mm AT mine cluster - same as above, but these mines will work on vehicles instead of infantry 155mm Cluster - Highly effective shell, excellent for large concentrations of enemies, but you only have 2 of them so use them sparingly Then for the MRLS, you have the 230mm HE rockets. Extremely devastating.