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l337acc

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Everything posted by l337acc

  1. So is it just me, or is damage hyper sensitive now? I mean, if a car lightly taps you, I die - and it only takes a single shot to kill enemies. Also, can the AI use the medical system or will this not work in SP?
  2. Brilliant! Worked for me, thanks. Quick question, the new UI seems to be pretty big. Anyway to make it smaller so as to not cut off the text?
  3. Unfortunately I'm unable to load my save after the latest Arma 3 update. Says the save file is an incompatible version.
  4. Question: Will BI continue to develop the sound scape with more samples and features, or do they consider it to be completed and it's up to the community now? I personally would like to see an improvement to explosion sounds and distant fire fights without having to use mods that may not be accepted on certain MP servers.
  5. So, I'm experiencing invisible animals. Is this an issue with TPW mods, or is the problem elsewhere?
  6. Thinking of starting a series with this. I'm still trying to get the format down:
  7. I wish more server admins would turn off 3rd person for the PVP game modes.
  8. Very likely. Speaking of which, do you think the new changes to how objectives are created/viewed via End Game will require an overhaul of WLA?
  9. Thanks for getting back to me. Aside from that problem this mission is one of the best experiences outside of the campaign. I've come across another bug though. I'm not sure if this has been addressed, but it appears that when you complete an objective the icon for the task is still present. For example, after setting up a guard post for a town, the red icon is still there and if I do more missions after a while I will see a huge amount of icons everywhere.
  10. This may be a dumb question, but how do I stop enemies from constantly spawning into an area I just cleared, or even directly in front of me?
  11. The new Release Candidate is a big step in the right direction (regarding the sound design). When I fired my weapon I couldn't believe how realistic it sounded. Firing off my pistol and I can almost smell the gun powder. Firing inside a building or in close quarters is also incredible, and rivals JSRS in a big way. Great job, BI. With that said, there are a few areas that can use some improvement. Sound clipping is still an issue, and I believe megagoth1702 is going to make some waves (no pun intended) with his philosophy on sound design, and I think BI should take note. Furthermore, I really really hope that BI continues to improve on the sound design and that the explosions/sonic cracks are very much WIP (or they have something up their sleave). Right now all the explosions still sound the same, and I can't stand them. And the sonic cracks sound artificial. What they need is to also utilize the weapon tailing so they actually sound like they exist in the environment. But other than that, I'm really happy to see the overhaul of the sound design.
  12. Sounds great! Now all it's missing is the high end 150db crack. Of course you can't produce 150db in a game, but the high end crack could be "simulated". LAxemann's showed some of his samples for his Dynasound WIP that I thought were the most realistic, based on my experience with guns both with and without ear protection.
  13. l337acc

    Arma3 Videos

    Got me some more Tactical Battlefield PVP! And some co-op with the group I'm in:
  14. l337acc

    Arma3 Videos

    Nice! Yeah the community has grown a lot more since a few months ago. The servers fill up almost every day now!
  15. I can't imagine that they would be building a new engine and not eventually use it for future Arma games, though.
  16. l337acc

    Arma3 Videos

    PvP in Arma 3 really shines when there is some actual structure to it, i.e. a squad system, roles/classes, no 3rd person, etc. This is all on a public server, btw:
  17. l337acc

    Arma3 Videos

    JANFU Tactical - Team Amurrrrrica!!!
  18. l337acc

    Arma3 Videos

    My top 7 mods for Arma 3:
  19. l337acc

    JSRS3: DragonFyre

    I think I may have found a bug in the mission "Attention Deficit" from the Adapt Campaign. After leaving the boat, I hear the boat engine no matter where I go as if it were right next to me. Edit: I just tried reloading the auto-save when you land at your destination from the boat, and it takes off, taking its sound with it :) So I'm not sure if its JSRS or the engine itself.
  20. Wow, I feel like an idiot as I just found out about this mod a few days ago. I can't believe I've been playing Arma 3 this whole time without it. Feels like a completely new game. Oh well, at least by now its matured a bit. Question: If I wanted to use an AI mod in conjunction with this, such as bcombat, FFIS, etc. (just found out about those too), all I would need to do is disable EBS?
  21. l337acc

    JSRS3: DragonFyre

    PSA: You might want to turn down the Effects in the Audio Settings to around 25-30% if you're using headphones. Your underwear will thank you.
  22. l337acc

    JSRS3: DragonFyre

    Yes! Congrats on the release LJ! I've been waiting 6+ months for this mod, so I can wait another day for it to download.
  23. l337acc

    JSRS: DragonFyre -- WIP Thread

    I wonder how long you could reasonably wait for BI to implement the needed features, if they even do it at all. I hope LJ could come up with a workaround in this case. And while we wait for BI to stop sitting on their hands it could just be called JSRS Dragonfyre v0.9999 JustWaitingForBIToAddAmmoEventHandlers
  24. l337acc

    JSRS: DragonFyre -- WIP Thread

    If you ever need someone to beta test Dragonfyre and upload video's of the mod mixed with user created missions, I'm your Huckleberry ;)
  25. l337acc

    JSRS: DragonFyre -- WIP Thread

    Wooow. Some feedback from the video: 1.) Those bullet snaps are absolutely amazing! Not too over-the-top and not too weak. 2.) Explosions are a work of art. Every time I hear one I think it's a good thing you weren't anywhere near it. 3.) Suppressed weapons sound about right, IMO. Unless you're using subsonic ammunition, the weapon can still be quite loud. 4.) And speaking of loudness, I think the distance effects should be played at greater distances as guns are quite loud. One thing about source material is that the microphone usually doesn't pick up the raw db of the sonic boom leaving the barrel and you're left with most of the weapons "character". Depending on how much realism you're going for, most weapons should sound the same up close (i.e. a giant sonic boom that you can almost feel). It's not until you get to greater distances to where the distance effects are played that you would hear a weapons "character" - and I think the raw loudness is missing at the moment. Firefights in the town should technically be a giant soup of pure noise and chaos until you get a few hundred meters away. But that depends on how "authentic" you want to go (which is why I voted for more hollywood sounds). 5.) I can't wait until this releases, it sounds amazing!
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