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tinemem

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Everything posted by tinemem

  1. tinemem

    Dolphin Slaughter... Disturbing

    correct. only primitive people with malfunctioning brains think that animals should be killed in that way. furthermore, japan continues to hunt endangered species. south park actually made fun of this point some time ago. it's like they hate dolphins and whales so much they want to cause as much pain to them as possible. and dolphins and whales aren't like lobsters, they're sentient and far more intelligent.
  2. tinemem

    No Women=Disturbing

    yep. it's like saying lets leave out the guns because they can be used to grief and tk
  3. tinemem

    Fade protection in Night showcase?

    the weak damage may be exacerbated by the fact that you're using a silenced weapon. again, damage values and armor values in this game are fubar
  4. tinemem

    Soldier protection (dev branch)

    yeah it's pretty hilarious they only wear load bearing vests yet can deflect 2-3 rounds center mass
  5. random chance is the best. i don't want to get stuck with either walk. do people really only have one walk? no, sometimes they'remore relaxed, sometimes more tense.
  6. tinemem

    SOC WIP Thread

    this helmet from dayz actually looks kind of like astat or jeffer pang's mich http://static3.wikia.nocookie.net/__cb20130920121735/dayz-standalone/images/3/3c/Survivor_in_Military_clothing.png
  7. tinemem

    VBS3 snow... in ARMA 3?!?!?

    yep, gotta love people who think that just because they don't need or want it, nobody else should have it either or be allowed to ask for it.
  8. tinemem

    Soldier protection (dev branch)

    actually, you're wrong. bullets are designed to kill, maiming is a secondary side effect. there are weapons where the emphasis is placed on maiming, like grenades and mines, but they should still be considered lethal as they can still cause death. and the game doesn't simulate wounded soldiers being carted off so your entire argument is moot.
  9. tinemem

    No Women=Disturbing

    that's regarding female soldiers, but what about female civilians? maybe the lack of resources comes from splitting the team off to work on dayz?
  10. tinemem

    VBS3 snow... in ARMA 3?!?!?

    yes we do
  11. tinemem

    Fade protection in Night showcase?

    it's because helmets cover the entire face, and the opfor are wearing some type of super armor.
  12. tinemem

    [WIP] USAF Air Asset MOD

    it's because they're the best looking and most technologically and militarily advanced
  13. tinemem

    Campaign Essentials

    not the arma/ofp way. in the arma series, the emphasis is always on the fact that you're a small fish in a crisis you don't fully understand, but will experience first hand, and contribute in small ways, but always with the support of others either fighting with you, or presumably far off. that is why many times arma games have character switching mid-campaign to show that while your infantry character is off winning the battle elsewhere, your tank commander is winning the battle here, or losing and retreating, depending on narrative.
  14. the mod community is active only for as long as their interest can be sustained. there is an adage, don't celebrate too soon. hopefully bis can uphold their end and meet the mod community half way. one of those things is releasing content(check), releasing tools(check), but also making sure the game itself is satisfying enough for people to stay. this is something on which bis routinely misses the mark. simple things like bipod and weapon resting, simple optimizations, more fluid animations features that have been asked since arma 1, but have sadly been delivered at a wip level in this game. if they can't finish their work on these fast enough, people aren't going to be around when they do become complete.
  15. tinemem

    No Women=Disturbing

    yeah, so worng of the to satisfy the realism and immersion crowd. best to just satisfy all the people who don't care if they're playing as engineered super soldiers. did you buy the wrong game? wolfenstein is that way>>>
  16. tinemem

    Stencil shadows vs Shadow Maps

    yep, the hybrid system works perfectly fine, and if you prefer cpu shadows, it can be toggled off since it's linked to the shadow options. easily changed in options menu. but now they will need to add that shadow=hybrid value in all their models, unless there's another way to do it via config. but i still prefer the latter method that gets rid of shadow volume altogether. i can't stand that boxy look. oh and i made a mistake earlier. i said you can get rid of shadow lods, that's not true. the game still uses those to generate shadow maps, so best still keep them around. there's another method that they use for the plants, it uses a different shadow lod name, which has a longer draw distance, designed for use with vegetation. those use a special alpha texture to generate shadow maps. stil i'm not too keen on the terminology, but i've found a good resource discussing the shadow system: http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:shadows apparently this has been a pretty old feature of the engine since the first arma days. ---------- Post added at 19:49 ---------- Previous post was at 19:20 ---------- edit: damn, discovering something new every time: there is also a method that does not require shadow lods(meaning you can delete them), keep property name "prefervolumeshadow=0" in geometry lod, then go through all the visual lods and delete any "LODNoShadow=1" entry, then under geometry lod put "sbsource=visual" and now shadows will be generated from the visual lods. to be honest, i don't notice a huge difference, but some smaller things are more detailed, and some flaws are gone. i don't know if there is a big performance difference though. there is one good thing about shadow maps generated from shadow lods though, in that you can make them larger then your model (reverse face to avoid shadows bleeding through visual lods), and the shadows will be larger.
  17. tinemem

    No Women=Disturbing

    that's the one i was talking about. i don't think they have a problem with it.
  18. tinemem

    Arma 3 Photography : Questions and Comments

    just some private tinkering. i don't have time to port over entire factions. besides, many of them have the vests grafted onto their bodies so wouldn't work very well with the new clothing system. also, i made those vests specifically for the flight suit, since the vanilla vests are too small for it. ever looked at the vanille flight suit from the side? he is wearing a Cosette? tiny waist.
  19. tinemem

    No Women=Disturbing

    bis always included females, both military and civilian. in their first game, they even showed a female soldier getting killed so i doubt it's political, cultural, or financial reasons. if it's controversy they fear, then i just don't get it since there's so many other more popular games where females can get killed or worse. and up until arma 3, they never skipped on female civilians either. remember arma 2? a women was gang raped in that game until she was rescued by force recon. there were also so many different varieites of both men and women civilians, even different body shapes in both arma 2 and its expansions. don't tell me the prospect of having to do one or two undergarments has put them off the idea entirely? none of this makes sense to me, considering they had no problem with females before.
  20. tinemem

    No Women=Disturbing

    yeah i'd like to see some tourist civilians who wear normal underwear and not that underarmor stuff
  21. the wrist seems to bend awkwardly in those wip shots like the bone is sticking out. any way to fix that or is it an engine technical issue(lack of bones in that area)?
  22. are you using those models of buried artillery shell ieds recently released to the public?
  23. arma 3 needs more multi-actor animations to enable handshakes, hugs, hand to hand, etc.
  24. tinemem

    An Honest Review

    what type of people played games in the late 90s and early aughts versus what type of people play games today? as the market opens up, there is more and more types of people playing games, and generally, as with other forms of art and media, those who lack completely the ability to appreciate complexity are the more common types. so advanced ai, simulation, and realism, etc become less prioritized as time goes on...and whackamole, chest high walls, dubstep become the norm. game companies must broaden their consumer base if they ever want to sustain their business, much less expand it. the side effect is that more games franchises belonging to niche genres will gradually become mainstreamed/dumbed down. this only happens to big names, like arma, ghost recon, splinter cell, hitman, etc because they need to sustain their expanding company. so they need to always raise the bottomline. while some(generally newer) franchises are suffering minor side effects, but keeping tradition strong, see red orchestra 2. some never suffer from this problem (dcs series) because they know they cannot compete with action game #45453, so they use other methods to generate increased income, like higher prices, nickle and diming(sorry to say, but this is true. dcs charges you 60 dollars for one flyable aircraft, and if you want to enjoy optimization, and multcore support, you need to buy their new map). i'm not saying bis needs to be more like either examples. but if they continue down their path of trying to please too many types of players at once, they risk pleasing no one instead. it really is all about money in the end.
  25. tinemem

    Stencil shadows vs Shadow Maps

    here's what i found after researching old threads from 2008, you can apply a shadow hybird system. you have to add a named property called "shadow" with its value as "hybrid" then you will have a hybrid system, like for some of the vehicles. here's a picture, notice how the shadow map of the arm blends perfectly with the shading. no more out of place, jagged angular shadows. now i need to figure out how to get rid of stencil shadow altogether. i.imgurdotcom/sEsWaoA.jpg ---------- Post added at 05:17 ---------- Previous post was at 04:55 ---------- found a simpler way to enable shadow maps. go to the geometry lod of your mlod, go to windows>named selection(ctrl+L), and add property name "prefershadowvolume" with its value being zero. now the model will disregard the shadow lods and use gpu shadow buffer. unfortunately, every other piece of equipment still uses prefershadowvolume=1, and we can't open those up in oxygen to fix them. the onus is on bis to make an option for this. i wonder if the mlod editing method is the only way, if so, tough luck ever seeing this happening since they'll have to open them all up, and you can't do a simple option menu toggle, and after that, there's the problem of steam lacking binary patching support, so unless they want to fragment the bin files even more badly, they'll have to replace the 400+mb bin files meaning huge downloads again. to me, this is a clear case of lack of foresight. bis screwed up.
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