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Posts posted by Subscyed
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I guess you hate BIS then? The SteamWorkshop is the only official tool. It helps make things easy for NEW and CURRENT players.I think you both need to take your issues outside the thread. The first post of this whole thing was already too offtopic...
Perhaps independently of this thread, the github shall continue and prosper in its development of the mod.
Personally, I've grown fond of ACE3, despite having a more futuristic position towards interaction than its preceding versions.
What some in this thread forget is that shortcuts exist not only to make the process more streamlined but also simpler. Opening doors is significantly less cumbersome than it was/is with the action menu. The same goes for tapping shoulders. A suggestion I put forth in this post is that gestures could also have shortcuts so as to make them easier to access/perform.
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I know this post is "relatively" old, but this describes some of my thought about the interface.The interface should help you play game and in my book a interface is always serving the player and the game. The current interface sure "looks nice" but it feels quite awkward and out of place. It feels more like I am serving the interface and not actually playing the game.
As mentioned the text and the icons are very small. Also they can be quite hard to read, depending on the background on your screen at the time. I tried to use it with TrackIR and it was even harder to hit the icons.
I hope that the system will get a overhaul or we can at least get a alternative in a module. The system AGM and CSE use right now may not look cool, but they work just fine and dont interrupt the gameplay.
I can't really fully agree or disagree with that gent, the obvious pro-AGM anti-CSE biased view leads me to (perhaps fallaciously) doubt that his feedback is good.
In the case of realism-inducing or realism-enhancing mods, it matters little which came first, it matters which is the most stable and provides realism not in an appealing package, but one that fits the mold (of realism).
Perhaps there needs to be a balance held between gameplay and realism, but, in the case of the M136 AT-4, I think that with the current community, a lot of people would rather have it be reloadable (unrealistic) than a single-use tube (realistic) simply because you can just reload after a missed shot and have another go at it. Maybe I'm misjudging the community. Maybe I'm not. That's just my impression of the community's evolution since release.
AGM had the most frequent updates, but with them, came bugs that often went under the radar. That's hardly the fault of anyone working on AGM, it's just how modding works. Sometimes, shit happens and no one could foresee it.
CSE had sporadic updates. You could tell, not only by the time elapsed between updates but also by their size that it was a thoroughly tested batch. Unfortunately for most, CSE had a really complex medical system that required either real-life basic knowledge of paramedicine, or a good half-hour parsing their wiki.
The new interface is nothing short of revolutionary.
Sure, it needs work, but that is one of the reasons why it's still unreleased and alpha. It's not a demo. It's not an early access. It's alpha because the people working on it deem it alpha (concept/barebones stage) and not yet ready for public use.
That said, I have no doubt the fact the ragdolls are flaily by nature does impede proper medical treatment, but I'm also sure that's something the team(s) have in mind.
They made the github publicly accessible/viewable to bring in any and all interested in contributing (read: programming) and helping out with the development of the mod.
In short, please be patient and don't have an itchy trigger finger. That's all mod authors request of you.
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And you'll be able to see the exact implementation in the source code when GitHub repository opens up. ;)The suspense is killing me! :P
But I shall wait patiently. I''ve waited longer. We all have.
Many thanks Jonpas and Jaynus for the steady replies, looking forward to contributing with whatever I can!
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Just trust us. We have tested with TrackIR and other freelook methods; there are some off-the-bat thoughts about possible issues which all are fairly simply and this entire system was designed to avoid.Just have faith!
Jaynus, you misunderstand!
I do have faith (or hope, whichever), I was just curious about the method used!
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It doesn't work like that; just hold on until you try it.(it was definitely tested with TrackIR already)
I guessed from the start it works based on where the character is facing (i.e. pointing) rather than where its head is?
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You cunning bastard, NouberNou.
Much love.
(Though you did say that menu of yours that you uploaded on your YT account would likely never see the light of day...)
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We wont know a true answer to that until the dlc releasesI can't find it among the sitreps but I think the devs made a small wiki page for configuring modded weapons for use with the new bipods, didn't they?
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Here's a question: Will this pack be compatible with the new bipods? By which I mean, will the guns with bipods make use of the feature soon to be implemented by BIS?
On that note, will the bipods be used as attachments rather than part of the weapon's model?
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It's not redundant when you see the level of detail of the RH attachments ! and tbh i don't use FHQ because i don't like the texture quality and i know lot of guys are like me !While I'd be happy with the level of detail alone, I can't shake the feeling that MRT accessories does a better job of changing between magnified and unmagnified optics at the cost of a simple rebind while RH's accessories are tied in with the normal optic change. While this may not be a big problem, it shows as the model doesn't change. But hey, that's just me and my nitpicking ways.
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After doing a LALO, tabbing a few clicks with your weight (if not more) in gear, you're more worried about dehydration and catching a breather than shooting at that point.
Suffice to say, the current state of inertia is a bit wonky.
Onto the topic:
- With MRT accessories functionalities in this pack, are there any thoughts for illuminated sights? Those would be lovely.
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However seems that AGM fastrope have a kind of conflict with other mods if I understand well (if not I'm already asking sorry). Indeed I have a problem that my soldier fall from rope after few second he's on it. Hope however they (AGM) will fix it and make compatible with the other mod so u can use itI think the major problem is that making a .pbo or configuring the airframes to be compatible with AGM fastrope would make this specific mod incompatible with the great other majority and narrow down the choices.
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Well AGM fastrope is quite good, would be nice if people could pick what they want via optional pboA similar question has already been answered.
From the looks of it, the airframes will be in separate .pbos but nothing else.
My advice to the developers of this mod is to maybe release an AGM fastrope compatibility .pbo after release.
That way you have a reduced workload and something on the side.
Or, better yet, integrate. That way there'll be a lot less compatibility problems with other mods like CSE et al.
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I think that's biting off a bit too much than one can chew.
The scripting made to implement that in AGM (soonâ„¢) basically has the 1st person camera have two viewports when aimed in. One that's unaimed (the one around the scope) and one that's 4x (the actual scope).
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Marital Aids? Is that what they call collimated sights on a HUD, now?
Will the Chinook be able to be boarded via a ladder system, akin to pictured?
http://i.imgur.com/UESTuWw.jpg (528 kB)
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Sorry if I sounded a bit aggressive, Tsark. That wasn't my intention.
The reference picture that I used (the last one I recall using) when bug-reporting for Spectre was this: http://i.imgur.com/7J7QRnB.jpg
I'll also post these two to further reinforce what I meant about the shades of green in blotches and black and orange in dots:
http://i.imgur.com/76PFMCf.jpg
http://i.imgur.com/Nt94Vnf.jpg
Worthy to note those uniforms are a bit worn out and faded.
Also noteworthy is that ArmA 3's lighting plays a perhaps all-too-important role in how camouflage looks.
Sunny days bring out the warmer colours and cloudier days just dim the whole thing.
I'd imagine that has something to do with how the RVmats are set since NATO clothing in the game doesn't have the non-reflective feel to it. (Oddly enough, AAF uniforms do)
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Have to be careful opening those bin files. The author might not like it if you change something and practically start resubmitting a modified version (sometimes, even in a closed environment). It can also constitute intellectual property theft.
Gutting and having a peek is generally fine though (it's common courtesy, friendly and respectful to ask the author for permission before messing with his files)!
Besides, as long as code-farts don't interfere or generate logs, they're essentially furniture decorating the modder's "canvas".
Doesn't hurt for them to be there at all (unless you want to be super nit-picky about what essentially amounts to 2-3KB of extra text).
"Programming is much like decorating. No matter how much you try to please others, you end up giving a piece of yourself. To that end, as the author, only you know what is and isn't useful, where to find it, and why it exists."
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-Flecktarn: I think that the dark green is a bit too predominant, there should be a bit more of the light green.Out of curiosity, are you speaking off real life experience being near to/examining/wearing those uniforms?
Personally, I cannot vouch for your point. Flecktarn looks spot on from my experience. Olive Green backdrop with OD green blotches, orange and black spots/dots.
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Woah! You got your dream to come true!? You sly dog, you.
*applause*
Well done, you really never cease to amaze me, Spectre. 100/10
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Personally I don't mind either buttstock.
The second one is the out-of-the-box one, iconic to the HK416 family and I've rarely seen anyone exchange that for the M4's telescopic tube one.
Guess the rubber padding is that good, huh?
Anyway... take it as a vote for numero dos (2).
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You got a double "http://" going there, Warlord.
Thought I'd point that out.
Glad the GPNVG-18s are or will be featuring the green projected light! I thought the game engine would be a limitation and such wouldn't be possible.
The M4s are looking really nice with that rail furniture and the (different!) BUIS.
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Just popping in to say hello and great work Spectre!
Sorry for not submitting much feedback, swamped with work.
In case I don't pop by until next year, Happy Holidays and Happy New Year!
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Thanks Sub. Its fixed.No problem mate,
I'll keep an eye out for more things.
As always, thank you for your time and patience!
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Just posting this before I forget.
TFA KHK RS (TGR) has the wrong pattern (DCU instead of Khaki) and they're switched, jersey is tigerstripe and pants are DCU.
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Hi SpectreRSG, congrats on the release! Whish i could' ve helped more.The camos look absolutely great now, i still think the french CCE looks a bit too dark and the pattern a bit too small, making it look a bit too much like the US Woodland from afar, and i second what Subscyed said about the Tropentarn.
And i don' t want to sound too demanding, but would it be possible to maybe have atacs go the way of multicam and come flagless in tfax? They seem to be used by more and more units worldwide.
About the shiny area above the velcro where the us flag used to be, have you thought about texturing it to make it also look like velcro? i think that it would look better than having a place on the camo being more shiny than the rest of the uniform for no apparent reasons. It would of couse still look shiny, but at least we could tell ourselves hey it' s because it' s velcro.
About the issue mentioned above by Subscyed, i haven' t ran into it, but i haven' t tried it with only TFAX loaded and not TFA. I' ll of course report any eventual issue i may ran into.
Great work once again Spectre.
If I'm not mistaken, the shiny part is either the rvmat or the actual model itself (I'm thinking the former).
I can comment on other camouflages as I've met people wearing them (and the respective armed forces that employ them) but I choose to keep quiet to avoid mistakes in colouring, shading et al.
German camo I'm a big fan of and have spent a decent amount of time in Germany as part of my duty so I'm quite familiar with it.
UK camo goes without saying.
However, I can say that the difference in shading between the uniforms themselves and the MICH helmet is very noticeable (and a bit disruptive).
I'll keep poking my friends and see if they want to talk about their uniforms. :p
ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
The PAK (ACE3) is the same as the Medikit in ACE2.