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Everything posted by pvt. partz
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
pvt. partz replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure but think that type of mod is a whole other can of worms. These guys are sorting this type of mod.- 5767 replies
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Well I finally put together a list of issues that I've run across over the past. Some are really quite petty while others are important to one degree or another, at least for me. I've also seen topics and discussions on a few, scattered around the web, but just the same I thought it might be somewhat productive to list them here. I am sure their are many more so feel free to PM me and I will add them. This list is now a few months old so some issues may have been address or may be obsolete for one reason or another so, copy/paste from Word,...here goes... 1) Map: a)... Once the non-painted tab has been selected on the map, keep this option active when reloading a saved game. The map always reverts to the default painted version. b)... To move a waypoint, I have to zoom in very close in order to be able to grab it. In th eheat of battle this can take a long time, especially when the map reverts to a common default possition. 2) Rocks: Enable all rocks to have proper collision support so that no rocks can be penetrated. example: coordinates = 233138 (Walking through). http://<a href="http://s1152.photobucket.com/user/chik1978/media/Arma/Arma%20Issues_Bugs/Lamp%20Light.jpg.html" target="_blank"><img src="http://i1152.photobucket.com/albums/p492/chik1978/Arma/Arma%20Issues_Bugs/Lamp%20Light.jpg" border="0" alt=" photo Lamp Light.jpg"/></a> 24) Glitches: Falling off balconies or any other object that has a railing. i.e: stairs, porch rails, fences, Usually it happens when you try to turn around you end up ghosting through or hanging in mid-air. https://youtu.be/TSGLHyakhvc 25) Injury/death: This is truly in dire need of attention. the following clip pretty much says it all. The reaction by AI to being hit is really in need of being completely reworked. https://youtu.be/a71RZKACPnI 26) Tank or Armoured: Seems the flare decal returns on game resume/respawn. I was doing some double checking recently and noticed that the flare would be gone at certain time but then stuck around at other times. I don't know what I could be doing to make it change. If I stumble on it, I'll chime in. http://s1152.photobucket.com/user/chik1978/Arma/Arma%20Issues_Bugs/Tank%20cannon%20flare/story 27) Grenades/windows: First, when I toss a G' into a storefront the window does not break. Secondly, when the G' does go off, the windows don't always break. I would assume that no window in that particular building wouldn't stand a chance. Thirdly, If a G' explodes and the windows shatter, I would also think that the glass would be flung far in to the street. Instead it just sort trickles to the ground. Every explosion is different but generally speaking. Fourthly, sort of related, If I throw a smoke into an upstairs window, the G' goes clear through the building,...often. https://youtu.be/UpcOYxn6kF8 28) Character Sounds: OMG, That silly labored breathing when you get injured is just awful, yes/no? I much prefer the old groaning and moaning. Here is what I suggest. Record a list of mixed voice sounds, post them in the forum and let the community vote them an a 1-10 scale. Even better, ask the community for contributions as well. 29) Tank Stuff: a)...Is it possible to stop an idling tank from drifting? b)...Tanks can knock over a fairly large tree but some telephone pole stop it dead. c)...A support squad on foot is accompanied by a tank on patrol and stops. Then the order is given to move but the tank decides to flail wildly killing some of the friendly AI. After experiencing the game for a longer period of time I realize that this may unavoidable at times because of collisions with other objects. 30) AI: I wasn't going to start something with AI because the list seems endless with needed improvements but I will insert a topic to get started. a) ...the current flinching is terrible. 6 x 7.62x39 to the torso at 500 meters, and all the AI does is little flinch and then returns fire immediately. Only died after the 6th hit. b)...when a grenade explodes nearby with enough force to knock a soldier to the ground, he should not be able to simply plug a syringe into his leg and jump up to continue along his way. I have also lobbed as many as three into a building while the enemy remains alive! c) ... When unarmed, (weapons stowed away), and you are moving forward, then stop, often times, not always, you belly flop to prone. I do use Em, but have tested this with and without this mod, with the same random sesults This has been addressed. 31) Arma v160: I want to make a few points on this update because I think BI has merged two completely unrelated issues into one. On this update it feels like we are being forced to look at something we may or may not like. Everyone has a preference and I rarely ever hear anyone complain about what Arma looked like pre-158. In fact, I personally can't see how BI could have gotten it any more perfect, terrain wise. The new VU does improve the water and skies but the terrain, objects, and night environment have failed, at least for now. a) modify the 160 update to include only the fixes, tweaks, and addons that pertain to the game logic only. b)..exclude the visual "upgrade" from the 160 update. c)...continue to develop the visual update (VU) but release it as an optional patch only. Or, insert that option in the UI as choice. Also, allow users to maka the choice whether or not to implement the VU and in addition, do not allow the version of the game to change so that players can still have the range of servers to choose from. 32) Exploding Vehicles Effects): It might be cool to see a tire fly off in one direction and a seat or even a body fly of in another direction and burn/smoke for a period of time,...the parts as I know the vehicles burn, just to be clear. 33) pickables & throwables: Is the Arma engine capable of allowing objects such as rocks, soda cans, or other similar items to be thrown? Secondly, if this is possible, could AI be scripted to be distracted by such actions? 34) Weapons: My weapon is set to full auto. (example=Katiba) I switch to binoculars, then switch back to weapon. Now my Katiba is set to single shot. Weapon setting should remain as set. 35) Water: I think the water should be darker (blacker?) during the late evening hours. (I'm still on Arma v158 so this issue might have been addressed in the 160 visual update) http://i1152.photobucket.com/albums/p492/chik1978/Arma/Arma%20Issues_Bugs/arma3_2016_06_26_20_48_20_185.jpg
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It's been many months since the Visual upgrade which unfortunately for the most part turned out to be a Visual Experiment. However, since 1.66 I can say that imo, it looks (I thought of may words but it really it just comes down to,) perfect! Often I just go into the Editor, change weather, TOD, and location, just to look around even after 3000 hours.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
pvt. partz replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do Mr TPW? I have another favor/request/idea. I use cars in my mission playing. I have it set like so,... // CARS tpw_car_active = 1; // 0 = inactive tpw_car_delay = 30; // delay before cars start spawning (sec) tpw_car_waypoints = 15; // how many waypoints to give each car tpw_car_num = 1; // max number of cars to spawn around player. 0 = ambient cars disabled tpw_car_radius = 1000; // radius (m) around player to check for roads and spawn cars tpw_car_nocombatspawn = 1; // cars will not be spawned during combat. 0 = cars continue to spawn during combat tpw_car_include[] = {"RDS","LOP_"}; // strings to select classnames of custom cars //>< tpw_car_frequency= every 1/5/10/15/20 minutes,.....or something like this. I would like an option whereby the car that would eventually drive by my AO would only do so once every 10 minutes or so. Often times when I am scouting enemy presence, the constant pestering of that driver going back and forth can be annoying. The best immersion for me would be less not more. What do you think?- 5767 replies
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,.....my two cents worth I always wait at least a month before i allow my game to be updated. More often than not, mods and missions can be broken, and so this gives folks a chance to patch stuff. So.....thanks for the heads up :(.
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My two cents worth: This thread is called [sP] Pilgrimage, so, 1) call the new thread, [AV] Pilgrimage .......All variations of Pilgrimage 2) write a brief intro about who created the original mission (with a link). You might even state that the original SP version will stay the way it is per Ryd's vision. 3) continue the intro explaining why the new thread is being started and what you (we) hope to achieve.
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...as the title states. I saw one topic here that comes close to my problem but I cannot seem to get any of those suggestions to work for me. In a nut shell, when I start Bulldozer, none of the controls work. 1) Everything is updated. 2) Verified cache 3) In Bulldozer, I can see my ground scenery 4) It worked before (a few weeks ago, before I got frustrated) but now I want to try again,...on the same terrain.
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.... found out it was just out of gas ! Thanks for the tips bud, runs like a champ.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
pvt. partz replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
...I have had issues trying to change settings that don't seem to have any effect but only when "continuing" a mission. If you restart a mission from the beginning, it should take hold. I'm not saying this happens all the time or with every mission but has happened to me in the past.- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
pvt. partz replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
...works for me.- 5767 replies
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[WIP] Terrain "X-Cam-Taunus"
pvt. partz replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Soon? :D -
... The objective coordinates may be off just a tad. I'll look at those this weekend and check to see that those points are right on top of the objectives.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
pvt. partz replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello TPW Here is idea number,..............ah shti who's counting. If the wind speed exceeds, oh say 10 or 15 mph, create a falling leaf cluster around the player when near deciduous trees. I was thinking the other day, if they can make butterflies and bugs, zig zag around randomly, I was thinking a couple of different leaves could be made to float to the ground. I'll check back in an hour and see what you've come with!!! :D- 5767 replies
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As for setting up your folders and such, CAPTAINCAPS has some video tutorials that are clear and concise. https://www.youtube.com/watch?v=7HtpIfxB78c&list=PLUiViqS-dLHq0o7IM7_5u6tCMy-F3CVW6
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When one of gets killed, yes folks, it does happen, Stiffy more than me,... :icon_hm: :icon_hm:,...we lose our clothes. If the respawn option is over the (2km??? limit???) distance away, then by the time I get back to where my body is supposed to be, it's gone, and so is the possibility to get my fatigues back. Is there a way to script our clothes to stay with us,......or, just to keep it a bit challenging, could you make a it a little more available in the loot crates, even though we have that set on low or sometimes, whatever it is. I don't care about loosing guns and ammo but it seems silly to run around in underwear.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
pvt. partz replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fricking brilliant !- 5767 replies
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- single player
- realism
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[WIP] Terrain "X-Cam-Taunus"
pvt. partz replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I wonder if Ryd' would be willing to mod his Pilgrimage mission to work with this,... :P -
@Tonto Your .lbt file should be in... P/yourprojectname/source/TerrainProcessor/yourprojectname.lbt You should also have a yourprojectname.tpp along with it, if in fact you have run the Terrain Processor at least once. --------------------------------- Can others confirm?
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Tutorial: Making roads in Terrain builder
pvt. partz replied to granQ's topic in ARMA 3 - TERRAIN - (BUILDER)
So many great tips in this short thread. Thank to the more experienced for hanging around! ...You don't even really need to right click/snap, all you need to do is drag one point in close proximity, and it will "snap" right to it. New feature in the latest update? Note: for those just learning (like me), the "snap" feature in on the top bar menu and looks like a magnet. question related to this thread: I am drawing one of the main roads, which is quite long. As I am clicking my point, my shaky mouse finger suddenly "creates" the road before I am finished laying it out. Since I have snapped all of the segments together, is it possible to group them so that it becomes one road, and if so, how? or......if I accidently create the road before I am finished, how can I resume that road? I wonder if it would be possible to disable the "double click to finish" feature and change it so that you have to hit "enter" to finish a line or shape poly in futer BI tools updates? Maybe I'll drop a hint on that forum. -
A few km's of test roads and it works great so far. The only issue I have is creating mountain road switchbacks without the terrain getting buckled.
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Aha,......as I lean my head into the keyboard!
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I'm do new at this but can't help posting this little tid bit. I'm just now also trying to get this figured out and if there is missing information, the indicator buttons at the top will show blue... If all information is entered you will get all green,......even if the fields are incorrect. @Richie,.....or anyone for that matter I too do not see anything changed, but then again as I posted above, I can enter the information into the fields but I am really just guessing, (by looking at the file type extensions that are acceptable in the browser buttons). Have you gotten this to work, and is it possible to jot down or record a tut' so grateful
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It seem that the most difficult part of creating a terrain is getting everything set up properly. At least for me. I would like to reach out and ask anyone to meet with me while logged onto my PC to go over everything and ensure/correct/offer tips as I move forward. The reading and studying has been helpful but agonizingly slow. I'm a bit older and I'm not to proud to admit my limitations. To me the easy part is going to be the weeks and months of time I will need to spend populating the terrain. Please PM me if anyone can spend a little time to get this project off the ground and I promise to reward the community with a stunning project. I am on EST and available on weekends pretty much any time.
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Black Box of Shadow Around Player?
pvt. partz replied to Ben Harris's topic in ARMA 3 - TERRAIN - (BUILDER)
I am now having this issue as well. Fix? -
Almost there,...need help with final step
pvt. partz replied to pvt. partz's topic in ARMA 3 - TERRAIN - (BUILDER)
Update: I have managed to find fixes for my issues. PBO can be made and I am able to go in game. I have spent way to much time trying to import the road data as a single complete operation via QGIS. I think a person would need to be much more experienced to be able to successfully accomplish this task. I do have questions. When I go in game, the terrain is black in a small radius around the player. What is the mask image, how do I get it, and how is it used? note: Know that when I ask questions, I have spent a lot of time looking for answers. If I do find answers, they are usually to difficult to understand and therefore I might need it explained in simpler terms,...if that's possible.