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hey norsu!I am not a "purist" I am just a NOOB!
With purists I merely ment people (including myself) who want to keep their registry as clean as possible by running only the necessary exes.
Wow guys, very nice update vid!! :)
And as explained, anyone worried about an EXE installer - it only installs the modfolders as they should be installed (noob proof & simple) and then creates a shortcut on your desktop. Remove the shortcut and add the created ACE2 folder to your excisting shortcut or refresh your launchers and add it there.
The installer does not mess anything up or force you to use the ACE2 shortcut. Its all good.
Evil_Echo
Oct 27 2009, 15:25
A quick comment on Sickboy's installer. I've been using this for months now.
1. It's web-based. Setup takes just a few minutes. It lets you manage updates on a whole bunch of mods, not just ACE. You can pick and chose, customise very easily. It'll even make shortcuts for you for the mods you want as an option.
2. It's fast. Installs take minutes not hours.
3. It be purty. You get updates on progress as the files come in.
4. No more full vs update stuff. You just tell it to update/install. It figures out what needs to be fetched and installed for you.
Inkompetent
Oct 27 2009, 15:28
I can agree with some earlier posts that the latin proverb tends to get way too much space. Sure, it can be there to read for the patriots, but I find it odd and tasteless to slam something in people's faces (like the ACE1 trailer) when most of the people not having been in the armed forces (and even some of those who have been, especially depending on nationality) don't have a clue about what it means.
Have it where it fits, but don't wage a battle against good design just to squeeze it in. The ACE logotype sure is enough :)
scubaman3D
Oct 27 2009, 17:13
I guess we must be doing a good job if we have resorted to nitpicking on such highly important things as our motto. :rolleyes:
SaBrE_UK
Oct 27 2009, 18:53
Looks outstanding. I don't know if it's been asked/answered, but is 'camera shake' utilised for simulating shock (e.g. from explosions), or does the game not make it possible?
Looks outstanding. I don't know if it's been asked/answered, but is 'camera shake' utilised for simulating shock (e.g. from explosions), or does the game not make it possible?
From ACE2's feature list:
Camera Shake
Being close to violent explosions will cause your point of view to shake due to the shockwave jarring you.
Or did you mean as a consequence AFTER the explosion has detonated? Like walking with a camera wobble/shake? It seems like its by impact - rumble/shake wich to me seems very nice.
Maybe even if the filmgrain could be used during that shake in a nice way plus desaturate the colors a little. To simulate shock, fear, lack of focus and lack of air gone out of your lungs. And only during that fast shake. Not a prolonged effect. Sounds like a bad idea? Too arcady? I think it would be very nice if made proper with not too much of it all. Just an idea - if possible.
Alex
SaBrE_UK
Oct 27 2009, 20:27
Thanks Alex, I swore I scrutinised that feature list but obviously I missed that. Can't wait to see it in action.
Had an idea regarding helicopters. Since you guys (ACE team) are breaking new ground again i thaught of a little idea that could be tested among yourself and see if it gives any immersion.
Im thinking about the shakes you get when flying in a helo. Anyone that has been up in a chopper knows its a shaky ride. Ofcourse eyes and body compensates a lot, but it is shaky. So my idea is just that - make it shake when being in a started/flying helo.
And to make it good and not give headaches and making people angry etc it should just be slight shake. Very slight. But enough to "feel" it. I dont know how to make it in the best way: World shakes or helicopter model shakes when seen from 1st person. Dont know if the latter will add to immersion though.
So again, not a heavy shake cause that i wouldnt be able to cope with either. just thinking of some nice slight one that isnt too jerky but very small and smooth oscillations kinda.
ACE is always breaking new ground and taking us to places we never been before, and i thaught maybe this could be an idea to test among you. :) Dumb idea?
Alex
Mousewheel would also be very good.
Hmmm. Press button for mills adjustment, it displays at the top/middle of the screen, fairly large, as that is what you'd be looking at anyway (unless you're good enough to not look), hover over either the wind or elev mils display and roll the mouse to change. THAT would be downright awesome, almost as good as reaching up and twisting the knobs themselves. :eek:
No clicking required.
Pegasus7
Oct 27 2009, 23:49
To bounce off Alex72s post above. It would be great.
Allowing the passengers/pilots to "feel" the airframe being vibrated. Perhaps up to a certain speed, the settings could be the same as it is now. (Maybe have the 'head bob' effect?) However once over a certain speed and turn ratio/banking/G-force the passengers will feel the G-force of the aircraft. (slight blur of the screen)
Keep up the great work ACE team.
However once over a certain speed and turn ratio/banking/G-force the passengers will feel the G-force of the aircraft. (slight blur of the screen)
Alternatively the screen could be pulled with of the direction change, You pull up you sink, you turn left you slide left. Along with this, the pitch of the head could me made to try to keep looking in the previous direction depending on the degree of rotation, and amount of G forces applied, will determine how much and how vigorously the head tries to move, once the vehicle has regained a steady course of movement the head snaps back to neutral.
Notice I said vehicle, imagine sitting in the back of a Humvee, or a transport truck on a dirt road. It would add a sense of movement, every bump would be "felt" instead of just sitting in a static position looking at the side asking if we're moving yet, only to find out we're already there. You would know that you were starting because you would slide to the back slightly and you would know when you stopped, because you would slide to the front, you would even know if you had a bad driver because he hit every god damn tree on the way in. :D
mrcash2009
Oct 28 2009, 10:33
Is this not sort of implemented into the tracked vehicles in A2 vanilla?
Anyway .. yes a better version of it for most vehicles would be good, but maybe a little less for pilot/driver depending on how much it impairs viewing.
I saw that new update vid via Armed assault info .. very impressive.
I haven't read through all this thread but have you thought about importing (having) the new WIP glow sticks, flashlight, cs gas and mine mod in the works? (Slap me for being lazy if this is already asked).
Are you sure you saw the latest (http://www.youtube.com/watch?v=tQDhI5sVxNg&hd=1) vid? :) That one shows our glowsticks and flashlight. Also we have our own gas grenades and AP mines.
jhoson14
Oct 28 2009, 11:03
Have seen the videos and has wondering...
I heard the .50 spent casing sound like "hiting" the roof of vehicle when when shooting.
So here is my question: "We gona have the spent shell's on the ground for a while like in ACE?"
Since i saw some people complainig about this, saying that causes lag's on servers, has wondering if this feature has removed or not on ACE 2.
Cant seen if yes on videos.
I am crazy to see the SKS in action :D
mrcash2009
Oct 28 2009, 11:32
Are you sure you saw the latest (http://www.youtube.com/watch?v=tQDhI5sVxNg&hd=1) vid? :) That one shows our glowsticks and flashlight. Also we have our own gas grenades and AP mines.
Im sorry, anyway cool its in, I was referring to the "other (http://www.youtube.com/watch?v=ofmv3tzHJpM&feature=player_embedded)" modders making a pack and wasn't sure, but thanks for posting ... sorry to repeat.
That vid is just a drool fest, much like all the others :)
Is there a chance to maybe scoop up these videos and the specifics with some Q&A (most obvious asked things) through this rather huge thread and place it in the first post? The first post is a bit of a non info section and if you come here late on the thread is massive .. just a small thing, if you have time (I would guess working on this not much LOL)
Did you borrow the ACU soldiers from Binkowski, or they are yer own?
gunterlund21
Oct 28 2009, 12:58
Ah that Elevation and azimuth feature in the video is very encouraging. That means you must have mortars that will be able to do indirect fire as well correct. And with that they will be able to break down and move as in WGL?
Also great rifle models as well. Will the lasers work on them?
sparks50
Oct 28 2009, 16:31
Have seen the videos and has wondering...
I heard the .50 spent casing sound like "hiting" the roof of vehicle when when shooting.
So here is my question: "We gona have the spent shell's on the ground for a while like in ACE?"
Since i saw some people complainig about this, saying that causes lag's on servers, has wondering if this feature has removed or not on ACE 2.
Isn't this feature client side only? :confused:
Alternatively the screen could be pulled with of the direction change, You pull up you sink, you turn left you slide left. Along with this, the pitch of the head could me made to try to keep looking in the previous direction depending on the degree of rotation, and amount of G forces applied, will determine how much and how vigorously the head tries to move, once the vehicle has regained a steady course of movement the head snaps back to neutral.
Notice I said vehicle, imagine sitting in the back of a Humvee, or a transport truck on a dirt road. It would add a sense of movement, every bump would be "felt" instead of just sitting in a static position looking at the side asking if we're moving yet, only to find out we're already there. You would know that you were starting because you would slide to the back slightly and you would know when you stopped, because you would slide to the front, you would even know if you had a bad driver because he hit every god damn tree on the way in. :D
Something like http://www.youtube.com/watch?v=NS4ZLoITTes ?
Thats somethin really, REALLY cool.... add A2 shaders and you have a whole new experience.
http://forums.bistudio.com/showpost.php?p=1442573&postcount=130
Something like http://www.youtube.com/watch?v=NS4ZLoITTes ?
Thats somethin really, REALLY cool.... add A2 shaders and you have a whole new experience.
http://forums.bistudio.com/showpost.php?p=1442573&postcount=130
Pretty much, yea. Only a little more exaggerated would be great.
jhoson14
Oct 28 2009, 21:47
Did you borrow the ACU soldiers from Binkowski, or they are yer own?
Give It a Check: http://dev-heaven.net/projects/show/ace-mod
Binkowski is a ACE Mod Developer, must be he's work on the vid :D.
Isn't this feature client side only? :confused:
Thats wy i asked.
Some people has saying that has a bug on the casted empyt shell who may cause some server lag.That made me confuse :$
WA Lancer
Oct 29 2009, 01:34
Are you sure you saw the latest (http://www.youtube.com/watch?v=tQDhI5sVxNg&hd=1) vid? :) That one shows our glowsticks and flashlight. Also we have our own gas grenades and AP mines.
Yes but what you dont have is ninjas:yay:
Binkowski
Oct 29 2009, 01:36
Did you borrow the ACU soldiers from Binkowski, or they are yer own?
I'm a developer in the ACE team. So yes, they are the projects. I donated them.
Cultivator
Oct 29 2009, 04:33
Something like http://www.youtube.com/watch?v=NS4ZLoITTes ?
Thats somethin really, REALLY cool.... add A2 shaders and you have a whole new experience.
http://forums.bistudio.com/showpost.php?p=1442573&postcount=130
Njaminjami... This would be awesome, never noticed a mod like this in ArmA1... so it would be great to see it in ACE2.... :yay:
Regards Culti
Halochief89
Oct 29 2009, 04:59
Great job I love the flashlights and the flares on the ground. Very promising. You guys think ACE2 will work with OA? I mean with the updated engine and added features. Also will King Homer's M1A2s make a comeback or are OA's M1A2s just going to be modified?
please keep the youtube vids of ACE 2 features coming. great work.
a question. will it be possible to carry a rifle and shotgun at the same time, just as troops do on the battlefield?
you could use your M4 as normal, then switch to the shotgun for a hard entry to clear a house.
after all, if i can carry a rocket launcher and M4 at the same time, why not a shotgun?
thanks again. and please keep the youtube previews coming.:)
Sky_Line
Oct 29 2009, 10:04
pete10, damn right, man! I think it'll be great to use the second weapon slot not only for the grenade launchers:)
mrcash2009
Oct 29 2009, 11:46
Njaminjami... This would be awesome, never noticed a mod like this in ArmA1... so it would be great to see it in ACE2.... :yay:
Regards Culti
Missed this addon too, this is a MUST to finish off air flight, I mean this pretty much nails exactly what flight sims do .. must get that code past over and inserted direct into ACE :yay:
Christian.1987
Oct 29 2009, 11:47
ACE-Mod Team, please builds a 120mm Mortar system. This would be a cool idea.
http://defense-update.com/images/TDA120mm_rifled_mortar.jpg
http://defense-update.com/images/2r2m.jpg
http://www.murdoconline.net/pics/strykermortar2-thumb.jpg
Video:
http://www.youtube.com/watch?v=8hID4xK2Fo0&feature=related
please keep the youtube vids of ACE 2 features coming. great work.
a question. will it be possible to carry a rifle and shotgun at the same time, just as troops do on the battlefield?
you could use your M4 as normal, then switch to the shotgun for a hard entry to clear a house.
after all, if i can carry a rocket launcher and M4 at the same time, why not a shotgun?
thanks again. and please keep the youtube previews coming.:)
That was possible even back in the first ACE for ArmA1, you could carry any 2 weapons you wished. Like a SCAR and an MP5 etc.
KrAziKilla
Oct 29 2009, 14:56
Great work so far guys!
Loved ACE1 already, was impossible to play Arma without it, after i tryed it once.
Few things to the Blur effects near heavy MGs etc.
I think the effect is far too much, and would be happy about bit different solution.
1. Maybe make the Blur just at beginning, the 1st few seconds, but then weak it very much down. (like you are frightend and not used to the loud noise at beginning)
2. Is it possible to add items like earprotection? Dont know if/how its used in realwar.
So dont make the blur so massive but make ear-ringing more intense. And if you are longer time near loud guns, let the effect stay like 30sec to 1min, until its vanished.
If you use earprotection you would have no effect at all, just all noises quitend down.
next thing:
Will there be anything like in the SLX mode or JTD?
With combination of this mode its much more athmospheric, because hole cities and forrest can burn down, much much smoke is over the battlefields, people can catch fire and run around, the engine of your vehicle can catch fire etc.
Would be a very good thing to have this effects together in ACE2
Fincuan
Oct 29 2009, 15:19
Some people has saying that has a bug on the casted empyt shell who may cause some server lag.That made me confuse :$
I'm pretty sure it was client-side "lag" only, the game slowing down after a while because the empty casings kept piling up. IIRC there was such bug in one version of ACE but they got rid of it pretty quickly.
Evil_Echo
Oct 29 2009, 16:56
WRT - zombies, ninja, gore. No, that stuff is for other mods to provide.
Banderas
Oct 29 2009, 17:58
a question. will it be possible to carry a rifle and shotgun at the same time, just as troops do on the battlefield?
you could use your M4 as normal, then switch to the shotgun for a hard entry to clear a house.
after all, if i can carry a rocket launcher and M4 at the same time, why not a shotgun?
If my memory doesn't fail me there was a feature in ACE 1, weapon on back option, wich way you could bring two primary weapons with yourself, only the weapon wich "was on the back" wasn't visible. So in ACE 1 you can already bring and M4 and a shotgun with you. My guess you'll be able to do that in ACE 2 too.
Edit: sorry, I see Cole answered it already :j:
Blechreiz
Oct 29 2009, 18:09
Are the teamleaders icons going to be fixed? Means they are not that big and maybe textured?
:)
If my memory doesn't fail me there was a feature in ACE 1, weapon on back option, wich way you could bring two primary weapons with yourself, only the weapon wich "was on the back" wasn't visible. So in ACE 1 you can already bring and M4 and a shotgun with you. My guess you'll be able to do that in ACE 2 too.
Edit: sorry, I see Cole answered it already :j:
thanks guys
jhoson14
Oct 29 2009, 20:18
Since Scubaman sayd about a less weapons on ACE2, but since ACE focus on arming the soldiers with equipment deployed with troops in real life...
We can spect some news weapons to Russian Factions?
Like a AN-94 in use by Spetnaz, or a change on a already existing weapon; like those M4and M16 showed on the new video?^^
Or some change in Uniform.
Something i missed on both ArmA's and ACE is the absence of very used gun, the RPD.Would be awesome if you guys make one or if some one dante to the MoD.
Remembered a post somewhere here on BIS forum, where Pufu says about him modeling a SKS, really hope its on ACE2 :D.
We can spects new factions or ACE will use the game armys only?(Maybe in future new faction add's)
With those new blur's effects would love to see how is the new efect when hit by a backblast :3.
Awesome job as aways.
Cheers guys ^^
----
Edit: Hope you guys change the PSO scope like done with the Acog.
In game PSO:
http://img688.imageshack.us/img688/4674/arma22009102919451458.jpg
Real PSO:
http://img203.imageshack.us/img203/300/pso13.jpg
Since Scubaman sayd about a less weapons on ACE2, but since ACE focus on arming the soldiers with equipment deployed with troops in real life...
I guess the idea would be to have all weapons of the same quality (quality over quantity)...
We can spect some news weapons to Russian Factions?
You never know...
or a change on a already existing weapon
What kind of change do you got in mind?
The M4s/M16s have been done by panda for ACE1, so it was easier to have a port over...
Or some change in Uniform.
Why would one change a uniform that has been done properly in the first place? Just for the sake of it is not gonna cut it...
Remembered a post somewhere here on BIS forum, where Pufu says about him modeling a SKS, really hope its on ACE2 :D.
From the weapons i got started, and none finished, neither is a SKS. It was either daSquade or Scuba i guess...
We can spects new factions or ACE will use the game armys only?(Maybe in future new faction add's)
Give an example of factions...Not sure why more would be needed...
Hope you guys change the PSO scope like done with the Acog.
In game PSO:
http://img688.imageshack.us/img688/4674/arma22009102919451458.jpg
Real PSO:
http://img203.imageshack.us/img203/300/pso13.jpg
Indeed the ref images for Dragunov looks like the one you posted (it has been designed for 7.62 rounds).
Still, like ACOGs, there a huge number of models out there...
DRAGUNOV PSO - note that ingame PSO is a 6x magnification
ref1 (http://www.dragunov.net/pso.html), ref2 (http://www.binocularsmart.com/scopes/svd-rifle-scopes-pso-1.shtml), ref3 (http://www.kalinkaoptics.com/detail.aspx?ID=904), ref4 (http://www.kalinkaoptics.com/detail.aspx?ID=64), ref5 (http://www.kalinkaoptics.com/detail.aspx?ID=62)
AK PSO - note that ingame PSO is a 4x magnification
ref1 (http://www.kalinkaoptics.com/detail.aspx?ID=644), ref2 (http://www.kalinkaoptics.com/detail.aspx?ID=563)
mortyfero99
Oct 29 2009, 22:27
We can spect some news weapons to Russian Factions?You never know...
An idea could be also a FAL for the guerrilla side .. It could use the same ammunition and mag of the m14 .. like in "Jam" ..
jhoson14
Oct 29 2009, 23:34
What kind of change do you got in mind?
The M4s/M16s have been done by panda for ACE1, so it was easier to have a port over...
Some Russian soldiers use the 1P29 Scope.Has just asking...maybe we see some diferent equipment we havent seen on ACE1 or ArmA II has coming to ACE2 ^^
Or maybe the Add of a RPD to insurgents
Has just curious
PS: 1P29
http://img264.imageshack.us/img264/1249/ak1p29s.jpg
http://img88.imageshack.us/img88/1930/1p29.jpg
It was either daSquade or Scuba i guess...
So, my bad!
Give an example of factions...Not sure why more would be needed...
Like Afghan Insurgents, Civil Militias and so on.
--
Havent got it very well...
Since Pufu sayd there's a lot of Types of PSO, so you guys are sticking with the Vanilla one?
The posted pic has from a PSO-1 wich is really 4x, this one is sayd to be the Dragunov standard.
scubaman3D
Oct 30 2009, 03:01
An idea could be also a FAL for the guerrilla side .. It could use the same ammunition and mag of the m14 .. like in "Jam" ..
Fal is already in and has been since ACE1. They use different mags than M14 though.
Basically, ACEX will have approximately the same weapon content as ACE1, but without the SCARs. The HK416s and HK417s might not make it either, depending if I have the time or the will to convert them - but both of these commodities are in short supply right now.
There will hopefully be some new, tricked out M4-based weapons, with a custom (Magpul) upper/lower receiver, RAS, and new accessories.
Elric de Melnibone
Oct 30 2009, 03:27
Whaaaaat, no HK's?
z0r.de Loop #842 (http://z0r.de/?id=842)
But they are my favorite weapons in A.C.E :butbut:
Ah well. It's not set in stone yet.
By the way, big shiny congratulations on A.C.E 1, it's a masterpiece.
Brought me back to ArmA after a long absence.
Fudgeblood
Oct 30 2009, 03:46
ACEX will have approximately the same weapon content as ACE1, but without the SCARs. The HK416s and HK417s might not make it either I just died a little inside :(
Either way, the mod looks great and I can't wait for release.
RobertHammer
Oct 30 2009, 05:31
@<hidden> tell me why without Scars?
Fansadox
Oct 30 2009, 05:38
WowowowowowowowoWOWO No hk416/7 !!!!!!! ............................ thats just wrong imo those rifles are awsome :( The scar i dont give a fook about but the Hk family are the best rifles out there atm.
Hope you can create some time to get these beauties in
thomas82
Oct 30 2009, 05:53
will the ACE-Mod make CQB enjoyable? *hope so*
@<hidden> tell me why without Scars?
The answer is a bit more complicated than this, but it resumes to the same in the end: there will be SCARs in OA.
Hope you can create some time to get these beauties in
Can you PM with your formula for creating TIME? I'd love it, since i am short on it lately...:rolleyes:
will the ACE-Mod make CQB enjoyable?
What is CQB enjoyable for you?
Elric de Melnibone
Oct 30 2009, 08:17
The answer is a bit more complicated than this, but it resumes to the same in the end: there will be SCARs in OA.
And what is the answer to the possibility of no HK's in A.C.E 2?
I'm not demanding anything, really, but the HK series are really popular rifles, many people use them, and in addition, they are a welcome change to the in my opinion overused M16/M4/M14 weaponry.
I just really do hope that the HK family will find it's way into A.C.E 2
Used them whenever I had the chance to in A.C.E
And what is the answer to the possibility of no HK's in A.C.E 2?
scuba already answered:
The HK416s and HK417s might not make it either, depending if I have the time or the will to convert them - but both of these commodities are in short supply right now.
Panda_pl
Oct 30 2009, 09:30
Sadly, once you're out of hischool TIME becomes a consioderation. :D
However before you're out of hischool you usually lack the skills and inteligence to produce addons of appropriate quality.
It's a well known paradox, which also explains why the avarage quality of addons leaves a lot to wish for ;).
As for EAST weapons:
We've had this conversation over and over again.
If people who requested East weapons year ago got to work they would allready have had finished.
If all of them started working we'd have entire East side covered. :D
Evil_Echo
Oct 30 2009, 12:02
The possibility of delay in HK weapons is a bummer for me too. "Sasha" [1], the HK417L with Leopold scope, is my favorite weapon for infiltration/recon.
Just remember, ACE2 1.0 is not even out yet - it's still being worked on. If a feature does not make the 1.0 release then there is the 1.01 release.
Sooner or later HK's will get out there. No one touches Sasha. :smiley-evil:
[1] Yes, that is a nod to TF2. I tend to rattle off weapon's specifications like the Heavy Weapons Guy and and quite protective of my toys.
Spec_Ops_Sniper
Oct 30 2009, 12:06
Can you guys consider using RobertHammers M249s, There AMAZINGLY accurate and of high quality.
http://i647.photobucket.com/albums/uu195/XSpecOpsXSniper/RHsM249Para.jpg
http://www.armaholic.com/page.php?id=8056
They look so good.
Dead Kennedy
Oct 30 2009, 20:13
It's no secret, that the animation of soldier movement in the game speeded up about five times compared to the real world.
It is understandable, added dynamism to People are not bored.
Nevertheless, there is an idea - to bring the speed of movement in the game in line with the realities of life. No need to explain that this will give a more protracted battle, the more important maneuver, and so on. In the end, a completely different experience of the game, especially in urban combat.
So, question. This is possible? Make the soldiers arms and legs waving as fast, but at the same time, does not overcome the ten meters in four steps.
Every movement animation in ArmA2 has parameter "speed" in anims.pbo\Characters\config\sdr\config.cpp. It is not hard to twick about 20 movements...
ace team:dont forget claymore!!!
Evil_Echo
Oct 30 2009, 21:20
With regard to the time alteration idea.
Umm.... no.
Dead Kennedy
Oct 30 2009, 21:35
No time alteration. Just improving speed of soldiers to real one.
Run with 25 km\h and walk with 9 - this is not normal human speed :)))
Simon C
Oct 30 2009, 21:35
It's no secret, that the animation of soldier movement in the game speeded up about five times compared to the real world.
It is understandable, added dynamism to People are not bored.
Nevertheless, there is an idea - to bring the speed of movement in the game in line with the realities of life. No need to explain that this will give a more protracted battle, the more important maneuver, and so on. In the end, a completely different experience of the game, especially in urban combat.
So, question. This is possible? Make the soldiers arms and legs waving as fast, but at the same time, does not overcome the ten meters in four steps.
Every movement animation in ArmA2 has parameter "speed" in anims.pbo\Characters\config\sdr\config.cpp. It is not hard to twick about 20 movements...
I think the ingame speeds are fairly accurate actually, no idea where the 'five time faster' thing comes from here. :confused:
Maddmatt
Oct 30 2009, 21:49
No time alteration. Just improving speed of soldiers to real one.
Run with 25 km\h and walk with 9 - this is not normal human speed :)))
I believe they're about 25% faster than real life. Varies of course since not everyone runs at the same speed. At least I have a vague memory of a develper saying that.
If you have a look at how fast they run you can see it.
I think the 5 times was just an exaggeration. I don't get why people exaggerate things like that though....
Have you decided what will be the default FOV when aiming with ironsight?
Have you decided what will be the default FOV when aiming with ironsight?
AFAIK, just like in ACE1, there will be no change to FOV, and vanilla values will be kept
Sky_Line
Oct 31 2009, 06:22
I've already asked 'bout the WWII in ACE. But I guess nobody noticed that - everyone discussed the vid. So, I just wonder is ACE is dedicated only to the modern warfare or there'll be some WWII or Vietnam stuff?
Dead Kennedy
Oct 31 2009, 08:24
Varies of course since not everyone runs at the same speed.
21,62 km/h is a world record in real life :)))) Every soldier in ArmA2 sprints about 25 km/h with weapon, armor and vest.
sparks50
Oct 31 2009, 10:52
I've already asked 'bout the WWII in ACE. But I guess nobody noticed that - everyone discussed the vid. So, I just wonder is ACE is dedicated only to the modern warfare or there'll be some WWII or Vietnam stuff?
I doubt it, they have plenty of work with the modern day setting.
But since ACE is now more modular, it will be more attractive for ww2/vietnam etc modders to specialize their mods to the ACE mechanics.
Simon C
Oct 31 2009, 10:59
21,62 km/h is a world record in real life :)))) Every soldier in ArmA2 sprints about 25 km/h with weapon, armor and vest.
25km/h? Not at all my friend, they're far slower than that.
I've already asked 'bout the WWII in ACE. But I guess nobody noticed that - everyone discussed the vid. So, I just wonder is ACE is dedicated only to the modern warfare or there'll be some WWII or Vietnam stuff?
NO.
ACE scope does not include either. There will be no content in ACEX for that.
That said, there are a lot of features that ACE will come with (rucks, stamina, wounding etc etc) that are not linked to a certain time age...So any 3rd party mods/addons (with proper BIS inheritance) will take advantage of those, if run together with ACE.
21,62 km/h is a world record in real life :)))) Every soldier in ArmA2 sprints about 25 km/h with weapon, armor and vest.
You are right, here are the values for movement in vanilla A2:
Slow Crawl - 1.81
Crawl - 3.41
Crouch Walk - 4.67
Walk - 6.00
Sights Up (without having Walk Toggled) - 8.95
Crouch Run - 14.84
Run - 19.8
Sprint - between 18.35 - 25.35 (depending on stamina level
25km/h? Not at all my friend, they're far slower than that.
He is right, please check the values yourself before posting around saying he was wrong. I thought the values were high as well, but i did a small test before posting, and he was spot on :)
Dead Kennedy
Oct 31 2009, 13:03
Simon C, hint format["%1",speed Unit] :)
SaBrE_UK
Oct 31 2009, 22:15
Blimey! about the movement speeds. Realistic values might be a downer for some, but I think it'd be my cup of tea, especially if it slows the AI. Also the sped up animations include some of the crawl and ladder animations, which are highly exaggerated in order to make it less boring for the player (I guess).
Fincuan
Oct 31 2009, 22:18
Wow, quite some speeds there :)
It'd be nice to see those toned down a little bit. It's ok if they are a bit faster than whatever real-life reference speeds you choose to use, but those are just outrageous.
AFAIK, just like in ACE1, there will be no change to FOV, and vanilla values will be kept
Hm.... thanks. :)
Just wondering if we can expect something along the lines of Nice_Boat's armour penetration system? It wasn't perfect, but it was miles ahead of ArmA2's default behaviour.
I know that ACE had tweaked values for shell damage and armour, but it caused oddities elsewhere (like SABOT being better at bringing down buildings than HE or HEAT).
Anyway, looking good. This is pretty high on my watch list.
Hey,
ACE - Couple of Features 4 (http://www.youtube.com/watch?v=wU-om1eEHeA&hd=1)
Callsign
Nov 1 2009, 20:51
Awesome work as usual!
lol the breathing in sounds like Darth Vader
Very nice :thumb:
I especially liked the gasmask-simulation. Finally someone makes it so that it actually feels a bit like wearing the real thing.
Having recently spent more time with ACE1, I must say I can hardly wait. Looking back I particularly hope the "weapon handling" design ideas carry over as shooting in ACE feels more natural and significantly more interesting than stock Arma(1).
Having said that I have a fear of a bazillion new buttons. Has any thought gone into optimizing spread/feature range of said buttons?
-K
Nice video! Love the breathing. :)
Buttons extra for ACE isnt that bad. You get the hang of it fast. Ofcourse i dont know how much more there will be in ACE2, but i never had problem learning ArmA (old flight sim guy here) hehe.
EDIT: That beeeeeep is really well made when you go temp deaf, but i cant stop wondering if its so good that it might have a real impact on your hearing if you play with loud volume? Its really "annoying" and i feel im kind of tensing my ears when hearing it. Might end up with a whole bunch of deaf guys after release lol. :D
Impressive, especially the teargas simulation, i've read before that you guys had problems implementing the blurred vision, but seems you did a pretty good job here, maybe we can expect something for the stamina thing? ( ops i'm opening the can of worms again :rolleyes: ) Keep up :yay:
EDIT: That beeeeeep is really well made when you go temp deaf, but i cant stop wondering if its so good that it might have a real impact on your hearing if you play with loud volume? Its really "annoying" and i feel im kind of tensing my ears when hearing it. Might end up with a whole bunch of deaf guys after release lol. :D
"When realism matters" :D
What about earprotection that protect you from that? Just like gas mask protect from smoke-tear gas ( suggested this like 20 pages ago :p)
jhoson14
Nov 1 2009, 22:07
Who made the SKS Rifle?
Would like to know to send a PM to him, asking for 2 thinks about the model thats got myself confused here now :$
What about earprotection that protect you from that? Just like gas mask protect from smoke-tear gas ( suggested this like 20 pages ago :p)
I foresee that everyone would be wearing them if they would be made available (mainly because most mission makers are adding all the gear and items available to their missions).
Since i don't think you could alter ones sound volumes via configs if those would be worn (as a side effect - lower sounds = less awareness), you can always behave like having those earplugs by turning down your volume :)
Who made the SKS Rifle?
Would like to know to send a PM to him, asking for 2 thinks about the model thats got myself confused here now :$
You can post here just as well..
and no, it wasn't me who did it
Sniper121
Nov 1 2009, 22:23
If guys aren't wearing eye-protection, sure enough, they're eyes are gonna blur, but with the tactical glasses/eyeware worn by many on the ground, as seen here, http://www.esseyepro.com/Military-and-Tactical_1_category.html?utm_source=Google&utm_medium=ppc&utm_term=Military+Eyewear , I don't know why it's so important for the mod team to focus on the blurring sight effects, after all, this is modern day combat, not WW II, Korea, or 'NAM, where eye=protection wasn't worn by our soldiers as prominently as they are today.
I believe and have experienced that by wearing tactical eye-protection will not blur your vision as depicted in the videos we've seen released unless you're fool enough to stand in the danger zone of the muzzle of armor and shoulder-fired AT weapons. End of that suggestion.
Here's another suggestion for ArmA 2 ACE. One area I certainly hope to see implemented in the ArmA 2 ACE release, this one is for aircraft, is that the A.C.E. team will display that the aircraft have hydraulic landing gear, designed to absorb the shock and stresses of some harder than normal runway landings. With the ArmA 1 A.C.E. version, it seemed that the pilot was treated like a wheel having a hard landing, and slumped over in the cockpit like a flat tire. Please provide a little more realism in the effects of landings for pilots, after all, our backs aren't wet noodles or toothpicks, but are surrounded by muscle, they're sitting on a cushioned seat and the gear absorb the majority of the landing anyway.
The cockpit surrounding the pilot of the A-10 is a titanium tub, but I also hope to see the armor value will be revised there as well.
Thanks for what you're doing, ACE Team, and we all look forward to seeing the results of your tireless efforts, knowing that you will continue to make our ArmA 2 experience better than we ever imagined.
jhoson14
Nov 1 2009, 22:32
About the Iron Sight, need to a little more bigger the range adjustor:
Since my english sucks, better a pic:
http://img145.imageshack.us/img145/8799/sks.jpg
http://img264.imageshack.us/img264/2220/sksadj.jpg
The Rear of gun on all model i have seen on all my life has been like this:
http://img202.imageshack.us/img202/4906/sksruss.jpg
Russian, Yuguslavian, Chinese.
And the pics are from a Russian one:
http://img441.imageshack.us/img441/6357/russiansks.jpg
Or his made the rifled based on other gun, more older or newer version?
Das Attorney
Nov 1 2009, 22:44
Wow! Gas masks, tear gas and untold extras! This mod is looking better and better all the time. I was hoping there would be some CQB and hostage rescue style stuff and lo, there it is!
It would be nice to see breaching charges and the ability to open doors gradually - would really add to the experience. If only I could get OPFOR to play nice in the editor and stay in buildings for some CQB fun! I know the primary focus of ARMA 2 is mainly focused on open combat, but still, it does lend itself well to experimentation and more niche styles of combat.
Are there any plans to have smoke/tear gas grenades available for the revolving grenade launcher?
Good work guys - just wanted to add a note of support
I foresee that everyone would be wearing them if they would be made available (mainly because most mission makers are adding all the gear and items available to their missions).
seems reasonable :)
It's nice to see that lot of ACE1 weapons made it ( Fal, m79, MGL ecc ), i read that the SCARS/HK will not make it, but hopefully there will be at some point :rolleyes:
Nice vid tpM, can we see something on backpack or wound system in the next or it's classified stuff? :bounce3:
guiltyspark
Nov 1 2009, 23:20
i know this is a little silly but will it be possible to adjust your sights for assault rifles?
would be cool little feature since the code is already there for sniper rifles
scubaman3D
Nov 2 2009, 00:15
Nice vid tpM, can we see something on backpack or wound system in the next or it's classified stuff?
These are not working yet. It is uncertain if these two core features will make the initial public beta release but both of them are planned.
These are not working yet. It is uncertain if these two core features will make the initial public beta release but both of them are planned.
Thanks for sharing ;) I hope to see those working soon :) If it was up to me i would not release anything without backpack/wound sys implemented ( people don't flame me now :j: ) Take your time and polish every aspect, no rush :bounce3: i think it would be worst if a beta is released and people start moaning about this and that missing while you guys try to implement that into the next patch, just my opinion. :)
scubaman3D
Nov 2 2009, 04:25
Who made the SKS Rifle?
Bush Wars Mod gave permission to use their SKS. I do not know who, specifically made the model. ACE will not be modifying it.
The teargas effect looked nice except for the very bright flashes. They made my eyes bleed which isn't very funny when playing a game. I think the blur effects are confusing enough :).
That crew served weapon dialog is just what is needed for sight adjusting too. Not overly complicated and clumsy to use quickly but still gets the job done. I especially like how you have maintained a similar look when compared to other A2 menus. That makes it feel more completed and professional :cool:.
impressive stuff, look forward:icon_eek::pc:
love it. please keep the vids a-coming.
can you show more detailed pictures of SKS and M79 i saw in your videos ?
for example mesh of SKS, M79 in oxygen ?
NoRailgunner
Nov 2 2009, 09:59
Nice teasers! How good does the AI operate with ACE2? Is it possible for players to override AI when in vehicles and aircrafts?
Sky_Line
Nov 2 2009, 10:11
Great vid!! Just awesome!! Nice SKS, and the sound is cool. Keep it up!:)
RobertHammer
Nov 2 2009, 10:16
Hmm , very nice effects and stuff :)
,but some sounds doesnt sounding like the real ones - for example the M2 HB , M60 MG and others are like fifty-fifty :p
btw FN Fal , MGL-140 , M79 , SKS don't have ArmA2 super shader rvmats - they will look alot cooler with them ;)
The M60 sound is palceholder. The M2s is quite realistic IMO :P
RobertHammer
Nov 2 2009, 10:33
If you look this video http://www.youtube.com/watch?v=n0kuXwe1VCQ
you will hear the difference :p
and this is how m60 mg sounds like http://www.youtube.com/watch?v=n0kuXwe1VCQ
DaSquade
Nov 2 2009, 11:03
can you show more detailed pictures of SKS and M79 i saw in your videos ?
for example mesh of SKS, M79 in oxygen ?
M79 wires:
http://users.telenet.be/EEChome/M79wire_side.jpg
http://users.telenet.be/EEChome/M79wire_pers.jpg
3801 tris - 2116 mixed (quad/tris) - 2172 O2 vertexes - 1 section - 7 res lods - 1 2048x2048 texture.
wow, very detailed, much much better than mine, very realistic to single milimeter, what about SKS ?
i would like to look at it if it possible, even on PM
amadieus
Nov 2 2009, 12:54
Awesome mod but myn biggest concern is: Will the servers run Ace2?
I play mostly only warfare on the HS-clan server or the suiciedsquadUK and that makes me wondering if they will intergrate ACE2 in there server?
Awesome mod but myn biggest concern is: Will the servers run Ace2?
I play mostly only warfare on the HS-clan server or the suiciedsquadUK and that makes me wondering if they will intergrate ACE2 in there server?
Nothing to with this topic, take it up to those servers administrators
ACE2 will provide all the tools to make this as easy to stay up to date, as well as get the mod around. It is not ACE fault some servers will not like the added features, or will prefer vanilla for whatever reasons...It is gonna be there, and free...
Pufu, is it possible to disable the blurred vision from nearby cannon fire/machinegun fire effect? That's the only part of the whole mod that I don't agree with, very nice overall. :)
KrAziKilla
Nov 2 2009, 15:29
Great work so far guys!
Loved ACE1 already, was impossible to play Arma without it, after i tryed it once.
Few things to the Blur effects near heavy MGs etc.
I think the effect is far too much, and would be happy about bit different solution.
1. Maybe make the Blur just at beginning, the 1st few seconds, but then weak it very much down. (like you are frightend and not used to the loud noise at beginning)
2. Is it possible to add items like earprotection? Dont know if/how its used in realwar.
So dont make the blur so massive but make ear-ringing more intense. And if you are longer time near loud guns, let the effect stay like 30sec to 1min, until its vanished.
If you use earprotection you would have no effect at all, just all noises quitend down.
next thing:
Will there be anything like in the SLX mode or JTD?
With combination of this mode its much more athmospheric, because hole cities and forrest can burn down, much much smoke is over the battlefields, people can catch fire and run around, the engine of your vehicle can catch fire etc.
Would be a very good thing to have this effects together in ACE2
any answers for this?
(the effects when standing near a shooting tank are very good btw. blur and ringing :) )
DragonBaron
Nov 2 2009, 15:51
any answers for this?
(the effects when standing near a shooting tank are very good btw. blur and ringing :) )
The noise may be realistic, but it hurts my ears. The tone is very high and therefore I do not like it so much.
Nevertheless, You're now done a great job.
Looking foward to ACE2 more than any other mod, feel this is a must addon, used ACE in ARMA and am looking forward to its release for ARMA2, incidently would ACE2 be something i could be using round xmas or later, wondered about expected release time. Anyway excellent work so far cant wait, thanks to all the team and their hard work.
SiC-Disaster
Nov 2 2009, 16:37
The noise may be realistic, but it hurts my ears. The tone is very high and therefore I do not like it so much.
Nevertheless, You're now done a great job.
Yeah, this exactly.
I like the feature, however i don't like how highpitched the sound is. Normally sound of any nature doesnt really bother me in movies or other games, but this is just abnormally high and actually hurts your ears in real life.
Simulate it in-game but dont recreate it in real life please :p
The problem is that Arma's soundengine distorts/shifts the earring sound's pitch for some unknown reason. Thats why its so bad :(
amadieus
Nov 2 2009, 17:27
Nothing to with this topic, take it up to those servers administrators
ACE2 will provide all the tools to make this as easy to stay up to date, as well as get the mod around. It is not ACE fault some servers will not like the added features, or will prefer vanilla for whatever reasons...It is gonna be there, and free...
yes i know i was just pointing myn opinion
luckyhendrix
Nov 2 2009, 18:14
Did I saw the Sight of the M79 come up ?? It would be awesome to be albe to shift the M203 sights on m16/m4.
I find the aimpoint view in first person restrain too much your field of view that's sad as the usefullness of aimpoint is to to have the wider FOV.
Anyhow I really liked ACE 1 and ACE2 seem to be heavy stuff ;), can't wait
Did I saw the Sight of the M79 come up ??
Yep worked like that in ACE1, you could fire it like a normal rifle or press SHIFT F and fire it like a GL, very useful:)
CannonousCrash
Nov 2 2009, 20:45
Changing topic slightly, and im sorry if this has been mentioned before, but 112 pages is alot to go through.
Reguarding weight issues, and running speeds etc etc, Does ACE2 allow you to drop your backpack and use it as 'limited cover', Thus allowing you to move quicker and more effectively engage the targets as your movement is alot easier, Also in doing so, you would feel lighter than you actually are, prehaps ace could increase a players 'stats' for 20-30 seconds
(not trying to start an arguement about how much rounds a back pack can take (with live ammo in and grenades etcetc) before it blows up killing a fireteam
richiespeed13
Nov 2 2009, 22:21
Changing topic slightly, and im sorry if this has been mentioned before, but 112 pages is alot to go through.
Reguarding weight issues, and running speeds etc etc, Does ACE2 allow you to drop your backpack and use it as 'limited cover', Thus allowing you to move quicker and more effectively engage the targets as your movement is alot easier, Also in doing so, you would feel lighter than you actually are, prehaps ace could increase a players 'stats' for 20-30 seconds
(not trying to start an arguement about how much rounds a back pack can take (with live ammo in and grenades etcetc) before it blows up killing a fireteam
Considering the sheer amount of features this mod is planning to bring, i think you bring up a very valid point! I have heard a few stories of soldiers putting their backpacks on grenades etc to save their squads.
Rare, but nonetheless possible!
I just hope after all this work, that ACE 2 is fully compatible with Operation Arrowhead!
Regarding OA. I think its pretty safe to say that it will be even though the need for tweaking is necessary. Thinking of what OA brings to the game i at least think the ACE team will make it compatible.
I have a dream and it involves OA+ACE2 (and ARMA2 ofcourse). :)
Inkompetent
Nov 2 2009, 23:02
Did I saw the Sight of the M79 come up ?? It would be awesome to be albe to shift the M203 sights on m16/m4.
It is easy to do for the M79 because it has a one-round magazine. Sights cannot be animated, so it simply deletes the current weapon and puts a new one in the soldier's hands to flip the sights up/down. This however automatically makes the weapon load the most full magazine available in the inventory, so if you do it for a normal rifle the rifle will get magically reloaded.
It *can* be worked around for rifles with some ugly methods, but the question is if it is worth it considering the strain the mod puts on the average computer anyway.
SuperRat
Nov 3 2009, 01:23
i know that crosshair wont be in ACE2 is there a way to enable it as option or somthing in config. when you guyz realese your mod
CarlGustaffa
Nov 3 2009, 04:14
If crosshairs, please diagonal cross which is hard to directly see center of, and make it bigger with increasing barrel sizes. Selecting an MP5 for CBQ operations will now have a tactical advantage since you can better "hipshoot" using crosshairs. I have no objections to crosshairs for sidearms as well.
Weapons with optics (ACOG, not aimdots) should never have a crosshair at all. It makes aimpoint a better selection for CQB than ACOG.
And no way should there be crosshairs on DMR and sniper rifles.
Well, that's why I think anyway.
Edig: Oh crap, misread that a little...
there was a m14 varient that I used to use all the time in ACE 1, it had a fully working laser site. hopefully that will get incorporated in ACE 2 :D
there was a m14 varient that I used to use all the time in ACE 1, it had a fully working laser site. hopefully that will get incorporated in ACE 2 :D
A lazer sight?
I'm sure you are trying to say 'Aimpoint' :)
Inkompetent
Nov 3 2009, 09:09
there was a m14 varient that I used to use all the time in ACE 1, it had a fully working laser site. hopefully that will get incorporated in ACE 2 :D
Correction: You had a bug with parallax effect of the the Aimpoint sight making you see the red dot even when not looking through the sights.
No weapon in ACE1 had 'working laser sights', and not red dot either ^^
Yeah i remember that one. Was pretty good in CQB with that bug though. :D But yes, it was a bug and no lazor excisted in ACE1.
Sky_Line
Nov 3 2009, 10:22
Well, I think that such features as crosshair should be optional. If you want it - you'll have it and if not than switch it off:)
Agreed, optional sounds good, ps any estimation of release date?
Elric de Melnibone
Nov 3 2009, 11:19
Agreed, optional sounds good, ps any estimation of release date?
"When it's done" ?
Don't worry though, we're not talking Duke Nukem Forever "When it's done" here.
In addition:
Well, I think that such features as crosshair should be optional. If you want it - you'll have it and if not than switch it off
It should be set by the server, if we're talking multiplayer.
One person running around with a crosshair and another without wouldn't be very fair, now would it?
If we're talking singleplayer, yeah, should be optional.
luckyhendrix
Nov 3 2009, 12:38
It is easy to do for the M79 because it has a one-round magazine. Sights cannot be animated, so it simply deletes the current weapon and puts a new one in the soldier's hands to flip the sights up/down. This however automatically makes the weapon load the most full magazine available in the inventory, so if you do it for a normal rifle the rifle will get magically reloaded.
Ye but M203 is also one round magazine. Maybe it could be done that by default the M203 sight is down , but when you switch to M203 it comes up ?
RasdenFasden
Nov 3 2009, 12:40
It is easy to do for the M79 because it has a one-round magazine. Sights cannot be animated, so it simply deletes the current weapon and puts a new one in the soldier's hands to flip the sights up/down. This however automatically makes the weapon load the most full magazine available in the inventory, so if you do it for a normal rifle the rifle will get magically reloaded.
It *can* be worked around for rifles with some ugly methods, but the question is if it is worth it considering the strain the mod puts on the average computer anyway.
I thought they already use the same method for rifles when you switch to the CQB sights.
Clawhammer
Nov 3 2009, 13:13
Small ask, whats up with the scar and HK416/417 Weapons, will they come back in ACE2?
Thanks for answere :-)
(Hope it, these Weapons rockZ!!)
Banderas
Nov 3 2009, 13:42
Well, I think that such features as crosshair should be optional. If you want it - you'll have it and if not than switch it off:)
It's optional already. Just take a brush-pen and put a dot onto the middle of your monitor:D (anyway make sure to set the floating zone to zero :D)
GiorgyGR
Nov 3 2009, 14:00
It's optional already. Just take a brush-pen and put a dot onto the middle of your monitor:D (anyway make sure to set the floating zone to zero :D)
TELL THEM-TELL THEM!!...
(a bit off-topic but..)
I can see a whole bunch of servers in MP they have Crosshair=off
Who is to guarantee ME that they are NOT using "custom" dot?? :p
Sky_Line
Nov 3 2009, 14:05
Lol!!!
Raptor13270
Nov 3 2009, 15:11
there was a m14 varient that I used to use all the time in ACE 1, it had a fully working laser site. hopefully that will get incorporated in ACE 2 :D
yeah, those ebr's are lovely.
Correction: You had a bug with parallax effect of the the Aimpoint sight making you see the red dot even when not looking through the sights.
No weapon in ACE1 had 'working laser sights', and not red dot either ^^
lol even if it was a bug it made shit easy as hell to hit.
I heard that you guys are searching Beta testers for the A.C.E.2 Mod (rumors spreed fast among german forums)
Well I´m in if you still need somebody
EDIT: By the way, my Dev Heaven Nick is also tonci87 and I´m a Member of the 4players Arma2 Group
jhoson14
Nov 3 2009, 15:52
I heard that you guys are searching Beta testers for the A.C.E.2 Mod (rumors spreed fast among german forums)
Well I´m in if you still need somebody
I guess that 100% who posted on this thread till today would love to be a beta tester too :D.
-----
Will be a system like Inko disposable come with the mod since launch?
Its awesome to have the AT-4 and RPG-18 discarded after a shot like in real life.
Will be possible to carry more then 1 tube like ACE1?(Realy hope this feature stays)
Have seen some pics from Russian AT soldiers on Georgia, some guys has carring 2 RPG-18 on the back.
CarlGustaffa
Nov 3 2009, 19:57
The M14 parallax bug forced me to remove them from missions.
Agree on optional crosshairs, but only according to server or mission policies. Meaning, if server or mission allows you to, you can turn on/off custom crosshairs as you see fit. A more realism based server might deny this oppurtunity completely, without sacrificing lock indicators (which is the case if you turn off vanilla crosshairs).
The server can deny you from using 3rd party crosshairs by disallowing certain addons.
You better half might disallow you from putting a nail in the center of the screen. :) Also, it wouldn't work with floating zone in the first place :)
Edit: Oh, realize now "custom" dot ment a painted dot, not a custom addon dot :)
Panda_pl
Nov 4 2009, 12:58
Ye but M203 is also one round magazine. Maybe it could be done that by default the M203 sight is down , but when you switch to M203 it comes up ?
M16+M203 is not a one shot weapon thou. You cannot do the tirck without reloading the M16 magazine for free.
Unless we're talking about stand alone M203. ;)
So... I see it mentioned that ACE2 will focus on the US vs Russia kind of things. Any new and exciting hardware for the russkies?
-k
scubaman3D
Nov 7 2009, 06:02
Quick teaser. I'm making some "tacti-cool" versions of Panda's M4 which were in ACE1. The shortdot is Dasquade's.
http://img18.imageshack.us/img18/7319/m4shortdot.jpg
Haha, that scope looks like it belongs on a bb gun.
Trauma.au
Nov 7 2009, 09:22
Nice model skuba.
Really nice Model. I like this dirty painting
Sky_Line
Nov 7 2009, 14:08
Like after days in desert fight. Nice model!:)
Indeed nice model, do you plan to make the frontal grip hand anim "right" ( christian M4 to say )? Because i'm quite sure that there are troubles to make that "look good" when the grip it's too close to the body ( so works better with longer weapons ) but maybe you got that covered already ;)
scubaman3D
Nov 7 2009, 15:37
do you plan to make the frontal grip hand anim
Its already done.
Its already done.
Does it looks "good" enough ( no broken wrist or misplaced arm )?
Binkowski
Nov 7 2009, 15:39
Great work Scuba. That'll look real nice on my Army units :D!
Any idea whether it will be out before or after AO?
It better be out before OpAH releases ;)
SilverBlue
Nov 8 2009, 04:33
Both. :D
I don't know if it has been discussed before in this thread but I think that beside original ACE weapons the default russian weapons should also be included, for a balance of power and East missions more interesting. They were not in ACE either, East didn't have any 7.62 scoped weapon.
I am refering to these weapons: http://www.armaholic.com/page.php?id=1712
Panda_pl
Nov 8 2009, 09:51
Ballance is a very loaded term. People throw it around lightly.
Yes, it's been discussed.
I think you have no clue how many modelling people work for ACE.
Perhabs you think there is a dozen?
We are stretched thin to bring at least some ACE1 gear into A2. Which in case of HK pack means reworking all models to be in par with the M4/M16 quality.
It's been brought up so many times I will block next person who asks this question.
I've had enougth of this "will eat apple but will not plant a tree" attitude.
Ballance is a very loaded term. People throw it around lightly.
Yes, it's been discussed.
I think you have no clue how many modelling people work for ACE.
Perhabs you think there is a dozen?
We are stretched thin to bring at least some ACE1 gear into A2. Which in case of HK pack means reworking all models to be in par with the M4/M16 quality.
It's been brought up so many times I will block next person who asks this question.
I've had enougth of this "will eat apple but will not plant a tree" attitude.
I hope you will have a nice attitude with the rest of the users.
Panda_pl
Nov 8 2009, 10:48
Does it looks "good" enough ( no broken wrist or misplaced arm )?
I can testify to that. :)
I was haressing Scuba and Rocko to get it right.
Apart from BIS flat hands (soldier model and skeleton) it looks natural.
The foregrip is so close to magazine because this is how I liked it IRL. It's good for handling.
I don't know if it has been discussed before in this thread but I think that beside original ACE weapons the default russian weapons should also be included, for a balance of power and East missions more interesting. They were not in ACE either, East didn't have any 7.62 scoped weapon.
I am refering to these weapons: http://www.armaholic.com/page.php?id=1712
1. balance is overstated (weapons regarding)
2. the weapons you linked are not made by ACE. Yes, there have been several models included (call them donations or collaborations or exchanges) in the past from external sources, but unless there is a will from both parts to do that...
3. ArmA1 addons are not working as they are in A2.
that said, i don't get how your post is suppose to be taken...suggestion? request? neither fits since your linked page has no relation to either ACE2 or ArmA2
I can testify to that. :)
I was haressing Scuba and Rocko to get it right.
Apart from BIS flat hands (soldier model and skeleton) it looks natural.
Thank you for the answer :)
The foregrip is so close to magazine because this is how I liked it IRL. It's good for handling.
Yep, i was just worried for the above, i've seen that having the grip close to the man body ( not related to kind of rifle and such ) may cause problem, but it's good to know that they are already solved :D
:yay:
Geronimo
Nov 8 2009, 14:57
Will ACE modify AI engagement ranges, when they have scoped weapons? So far they can be easily picked off from more than 200m in ARMA 2. I think that would make for more interesting COOP firefights.
A Friend of mine would like to know if the HK416 will be included in ACE 2. I know that the Hk Modells probably won´t be included at release, but will they come later?
I have 1 quick question for the ACE team. there was a weapon in ACE 1 (M109) I think it was Light armor piercing (could kill the crew inside a BMP)? is this a possiblity in ARMA 2?
I don't care what weapons ACE includes in this version. More weapons can always be added on later, and I'm sure it will include plenty stock ACE weapons to hold us over for awhile. I'd rather see them working on all of these badass new features and other gameplay elements than just shiny new rifles.
Cool story bro, but that really didnt help answer my question.:rolleyes:
Inkompetent
Nov 8 2009, 16:19
I don't care what weapons ACE includes in this version. More weapons can always be added on later, and I'm sure it will include plenty stock ACE weapons to hold us over for awhile. I'd rather see them working on all of these badass new features and other gameplay elements than just shiny new rifles.
Query: How are modellers supposed to help code new features when their proficiency is making models and not write scripts?
1. balance is overstated (weapons regarding)
2. the weapons you linked are not made by ACE. Yes, there have been several models included (call them donations or collaborations or exchanges) in the past from external sources, but unless there is a will from both parts to do that...
3. ArmA1 addons are not working as they are in A2.
that said, i don't get how your post is suppose to be taken...suggestion? request? neither fits since your linked page has no relation to either ACE2 or ArmA2
The only problem I see is that textures should be redone (which I didnt know about). Otherwise I guess a collaboration with the creator would have expected results. So it's a suggestion, I can ask him too but I am not part of the ACE team.
On the other hand, I have modified a bit ACE1 as I tried to add those weapons to my custom configuration as well as some new uniforms. It worked fine but I discovered that ACE configurator is too tight, its not enough just to place new pbos and have the new soldiers listed and usable. So flexibility for new packs would be another suggestion but I guess this is already done through CBA system.
EDIT: what you mean balance is overstated? In ACE 1 there was no high caliber (7.62) assault rifle with a 4x optics on the east side, thus making East less appealing to play. While West used to have SCAR, HK417, M14 etc. In real East uses 7.62 and West 5.56...
Cool story bro, but that really didnt help answer my question.:rolleyes:
In ACE1 you cannot penetrate vehicle to kill the crew, or kill whoever was behind it, but with .50 cal weapons you could penetrate walls, and that was quite awesome.
Query: How are modellers supposed to help code new features when their proficiency is making models and not write scripts?
Answer: They make models for said features and hold off on the shiny new boomsticks until further notice.
Panda_pl
Nov 8 2009, 18:37
Answer: They make models for said features and hold off on the shiny new boomsticks until further notice.
You missed the point. The original post was asking for modellers to be transferred to script and config task, which is impossible.
The ballance between models and scripts is not determined by any strategy, it is a derivative of actual personal reasources at hand.
That is, everyone who can script is busy scripting, everyone who can model is busy modelling, anyone who can texture is texturing.
Requests like "we want more scripts and less weapons" make no sense at all... even if models were not being made at all it would not accelerate the works on script and config. And the other way around.
Perhabs we need a FAQ page to explain how the team works and why there is no influence over the number of scripts/models made, other than throwing people off or declining contribution offers. ;)
th3flyboy
Nov 8 2009, 18:39
In ACE1 you cannot penetrate vehicle to kill the crew, or kill whoever was behind it, but with .50 cal weapons you could penetrate walls, and that was quite awesome.
bull.. I remember plenty of times of vehicles getting penetrated by high caliber fire and the crew inside getting killed.
I understand that, but there is no point in trying to rush and cram as many models as possible into the first release just to have a huge armory.
bull.. I remember plenty of times of vehicles getting penetrated by high caliber fire and the crew inside getting killed.
You were shooting car windows? :rolleyes:
Evil_Echo
Nov 8 2009, 19:58
1. Models.
The ACE team is quite diverse, but we are largely specialists. Some are coders ( scripts ), some sound gurus, some special-effects wizards, model makers, etc. Coders can collaborate fairly easily, but model making is largely a single person's effort since you can't have one work on the front half of an APC and other work on the back expecting it to come out right.
When a model maker starts on a project it largely takes up all of their time, you just work on that model or family of models and nothing else. Doing a good model takes a lot of tedious work and testing. Even porting an existing weapons group like the HK's takes time since ArmA2 changed so much. ACE stresses quality over quantity in models, so we'd rather release good stuff slowly vs. give you all a huge number of crappy weapons in a hurry.
With such limits, you have to prioritize the assignments. Not everything can or will come out as fast as some would like. Let us get an initial release out, then we can focus on additional models. As it is, there are plenty of goodies in the pipeline.
2. Balance.
"Balance" and game statistics are the plagues of combat games. War is never balanced, every faction throughout history has had strengths and weaknesses that made it unique. Part of being a good strategist and tactician is to make sure the battle is unbalanced in your favor. How that is done differs according to what you have available.
Traditionally - the former Eastern Block ( WARPAC ) countries largely counted on masses of largely unskilled troops controlled tightly by central command. Weapons were simple, cheap, and fairly sturdy. The US and allied countries countered the numerical superiority with a flexible command structure and higher tech systems that allow for greater efficiency - albeit at higher costs and limited availability.
There is no balance at the equipment level. An Apache has better avionics than a Hind. But a Hind is darn tough and there are a lot of them. The optics on a TAC-50 are more precise than a Dragonov. But the Dragonov sights are easier to interpret.
ACE is a set of tools to make ArmA/ArmA2 more realistic. You as the player should take those tools and use the one weapon we can never provide - your mind. Think creatively and you can beat anyone. Fail to think and someone else will kick your butt across the map and back just for giggles. I've played on ACE servers and done just that using vanilla weapons as a lesson to those that mistakenly thought über weapons would counter having their brain in neutral.
Inkompetent
Nov 8 2009, 20:01
You were shooting car windows? :rolleyes:
ACE1 DID have armour penetration. The crew damage system for armour piercing munitions. It was there to simulate penetration with shaped charge and kinetic mass projectiles, damaging crew through overpressure and spalling.
Was fully possible to kill the entire crew in a tank with a single sabot round and the tank still being operational.
ACE1 DID have armour penetration. The crew damage system for armour piercing munitions. It was there to simulate penetration with shaped charge and kinetic mass projectiles, damaging crew through overpressure and spalling.
Was fully possible to kill the entire crew in a tank with a single sabot round and the tank still being operational.
Yeah, but Drew was asking about xm109 and there wasn't armour penetration for that, just walls penetration, am i right?
Inkompetent
Nov 8 2009, 20:50
No idea about the XM109 specifically, or at what calibers the crew damage system kicked in. If it was at .50 special purpose rounds, 25mm sabots, or 120mm sabots.
scubaman3D
Nov 8 2009, 22:45
The M109 could kill crew inside of vehicles. You could easily kill the crews of BTR80s and BMPs with a couple well-placed shots. I think I even managed to kill the gunner of a T72 once.
Steakslim
Nov 8 2009, 22:54
twas a fun gun to have lol
The M109 could kill crew inside of vehicles. You could easily kill the crews of BTR80s and BMPs with a couple well-placed shots. I think I even managed to kill the gunner of a T72 once.
Indeed, thank you for prooving that I'm not talking out of my ass :D. Does this mean there is going to be a m109 in ACE 2?
There should never be forced balance in a realistic environment by making weapons and other gear similar in numbers/power/armor etc. Real life is not balanced. The balance comes from as said above - strategy wich = using your mind. There are ofcourse ways to balance the game. The same way its made in real life: High tech will be faught by numbers and tactics (flanking, sabotage, mines etc etc). Its all good.
Lots of weapons is always fun, but im really eager for ACE2's features - the way it changes how we play the game. The awesome weapons we've seen so far is the icing on the cake. :)
Balance is mission releated.
Well I know what balance is not, well it is not having the best equipment for one side and miss the best for the other side. AN94, AK101, AK103 which are top russian (and world) assault rifles were missing from ACE1.
I guess the team has to concentrate on something. Its a rather big mod. Creating equal amount of new things on both sides require twice the work load. I think everyone wants the latest gear on all sides, but the scale of getting that done is pretty massive.
And in the end - its all about what the guys in the team wants to create and play with nothing else - its their mod. They create ACE2 for them and then share it with the rest of us. They are not creating ACE2 for us so we can sit here and tell them what to make for us. We have no say in this. However its not like they never listen/ed to outsiders before either.
If someone wants more weapons in ACE2 and they know how to put together addons they could maybe show the guys their material. If they think its good enough there might be a chance of it getting in(?). Dont take my word for it though.
jhoson14
Nov 9 2009, 05:31
Would be nice to have a AN-94 but is used only by Spetsnaz and some polices on russia.
About AK-101, its a export version, she is chambered to 5.56x45mm.
There's the AK-103, use the old and good 7.62x39mm, and is sayd to be only to export, but saw some pics from trainee's with em.There's some AEK-971 on soldiers hands too ^^
But...
Someone from ACE mod sayd some post's ago at some way, that "Maybe" we see new Russian equipment on the Mod.Must not come on first release but who knows in the future :yay:.
And would be a lot of work to do all those weapons.
---------
Edit:I love guns, would be nice to have a lot of em to choose... But what metters is the new gameplay wich ACE 2 will provide to us!
Just it is more than enought to me :D
I think the more suggestion are made, the better, ACE creators will see what people wish. In the end the decision is taken based on priorities and time.
@<hidden>: AEK would be great too, of course. Missed it :)
andersson
Nov 9 2009, 07:51
For me WGL, ACE and ACE2 has always been about gameplay features. New weapons and models are very nice and appreciated, but thats a bonus imho.
Panda_pl
Nov 9 2009, 08:32
Someone from ACE mod sayd some post's ago at some way, that "Maybe" we see new Russian equipment on the Mod.Must not come on first release but who knows in the future :yay:.
It gets a bit silly how people say features are more important and then it's back to the East weapons and how cool it would be in the same single post :D.
I know it's in fashion to pretend graphics are not important and we are so cool and tactical and pro and what not, but then everyone launches game and gets a boner... ;)
Back to topic thou: that someone ment "if someone comes forth and donates or makes those weapons we will put them in". Making them ourselves is at this moment out of question. Would require someone to drop his current project.
The export versions of russian weapons are... well russians will not adopt them and other countries will not equip their armies with them. There are cheaper/better alternatives.
AK101 etc are mostely popular ammong west gun enthusiasts.
If you build a house, you need to look for the best materials, no producer will come to you and offer them. So maybe a Public Relations department may exist in ACE team to contact good creators.
Its easier to give someone credit on some good stuff instead of redoing it from scratch. Maybe the creator will upgrade / update the product too.
Indeed, russian fancy export versions have a small spread area. But some others are in use, like AN94 or AEK, just like SCAR for US SOCOM or HK416 for Deta Force.
Evil_Echo
Nov 9 2009, 11:58
...
So maybe a Public Relations department may exist in ACE team to contact good creators....
Funny you mention that, given a number of the people on the ACE team who post here are the PR folks.
We do recruit developers that catch our eye with high quality work. Just in the last 2 weeks three very recognizable names have either joined or are in the process of joining ACE.
KrAziKilla
Nov 9 2009, 12:57
i really hope that
solus (SLX)
JTD (Fire and Smoke)
OpticalSnare (WarFX Particles + Tracers)
are one of those who are just joining the ACE team^^
Inkompetent
Nov 9 2009, 15:56
Also, regarding Russian gear, it is much more difficult to get good information and reference material in English about those things than it is about US equipment. Both because the US armed forces are more open with the stuff (or at least the soldiers are), and because most people don't understand Russian.
If you want Russian stuff you will at the very least help provide the ACE team with very good information about the stuff, and even then it is up to their available time and will unless you also can find a skilled modeller to make the stuff ^^
jhoson14
Nov 9 2009, 18:21
I would like to help on providing pics and such thinks to model Russian guns, but to do this we must know what must be found ^^.
Like a list wit possible Russian equipment to be used on mod.Since we have so many guns on russia that will get the Devs crazy if everyone start spaming with guns they would love to see some on the Mod and currently being used by the army.
---
Panda you dont got what i has trying to say!
Here are some resources in my favorites:
http://world.guns.ru/assault/as08-e.htm
http://www.pixagogo.com/5710214125
http://guns.wikia.com/wiki/H&K_417
http://www.modelguns-worldwide.com/rifles.htm
http://www.sturmgewehr.com/bhinton/
http://www.moddb.com/tutorials/texturing-the-scar-l-rifle
Its all about guns, for vehicles, rockets etc there is not so much info or you need to check russian sites. But I think overall the game is played at least 60% in gun mode.
jhoson14
Nov 9 2009, 19:11
when someone ask for references, first link i post:
http://www.pixagogo.com/DeicideNBF
There's a good list of weapons ^^
Barely-injured
Nov 9 2009, 21:32
Personally I don't care about "new" weapons and I am perfectly happy about Vanilla Arma2 weapons for east and west. However the important thing is all the new features the ACE2 is bringing will work on every weapon where it is applicable. Features such as sight adjustment, bipods resting, and backup iron sights. I must admit that I was a bit disappointed that in ACE1 I was not able to use the backup iron sight on the dragunov or PSO-1 equipped AKs, however in the grand scale of things i guess it is not a big deal.
Also I apologize if this has been answered recently (have not been reading the thread for a long time) but is there any word on the current performance foot print of the mod ?
Winchester Delta_1
Nov 9 2009, 22:08
This is awesome... truly awesome.. Can't wait for it to come..
CarlGustaffa
Nov 10 2009, 08:33
@<hidden>: In case you didn't know, it is illegal to post link to porn sites on this forum :D THAT, my friend, is simply porn :D :D
can i beg another youtube update of coming ACE features?
i was quite getting used to my weekly updates:p
when someone ask for references, first link i post:
http://www.pixagogo.com/DeicideNBF
There's a good list of weapons ^^
wow, what a source, shame i haven't seen it before, great resource for details
andersson
Nov 10 2009, 08:59
Yeah! I instantly thought that this is something for Vilas :)
Good site!
Fudgeblood
Nov 10 2009, 09:04
when someone ask for references, first link i post:
http://www.pixagogo.com/DeicideNBF
There's a good list of weapons ^^ Wow... that is pure sex.
Rumpelstilskin
Nov 11 2009, 17:26
What I'd really to see added as new feature would be...
-Tall Grass on distant landcape like in arma 1(Grass looks really great around you in this game but It but dissapears way too quickly , or even better, use the fur shader to make distant grass: http://forum.unity3d.com/files/furshader_153.jpg
-this one is very difficult to add, because I dont know how the engine handles the zoom, but Scopes like in SMOD tactical or insurgency: http://media.giantbomb.com/uploads/0/4843/825721-ins_scope_super.jpg
This one would be sooo cool but I don't think the engine can handle render to texture (or that's how I think it was done...apply the viewport linked to a distant camera to the 2nd lens of the scope) Anyway this coupled track IR can be imho a very nice feature...:yay:
-some new animation, especially when you hit the ai, modern warfare is a very good exemple for this. Now I now MW is faaaaaaaar from being realistic, but not even blinking when you are hit by a 7.62 isn't neither :j: ...you could use euphoria for this since it is free for non commercial aplication and since ACE is a mod ;)
Just put a force against the character add stagger behaviour and export the animation( or at least that's how I think it works...)
http://www.youtube.com/watch?v=QOsVMLf_180&feature=player_embedded
-Always keep the weapon low like when you press two times ctrl and raising it only when using the aiming button, replace the vanillia reticule with the projected red dot or eotech crosshair...to make it more fun, once again imho, maybe even so in cqb sight...
-enhaced 3rd person view, get it over the shoulder, give the animation to the 3rd person camera the one of the 1st person like if a camera man is following you...;)
-no more motion blur when you run, nore blur if you are tired, instead increase the camera sway to simulate the "fatigue"
-depth of field...for real this time...at least blur the weapons sights...
And that's about all folks ... la France vous salue...
Sorry for my bad English..Oui, oui la Baguette...
sparks50
Nov 11 2009, 17:52
-Tall Grass on distant landcape like in arma 1
Already added by BI in the new beta patches.
Panda_pl
Nov 11 2009, 19:33
Hello Rumpelstilskin. Wellcome to Arma.
I suspect you are accustomed to engines like UT3 or Source and this is what led you to believing every engine is like those.
With ArmA the situation is more difficult, if not hopeless...
In case of Arma any engine function that is not in use by BIS made addons is deemed unnecessery and you should assume it is not there.
You should realise BIS does not intend the engine to be used for any other purpose than their own game, so there is virtually zero possibility to modiffy or expand it (other than by breaking EULA). This involves shader, adding texure projections or whatever.
The standard answer to any request to improve game mechanics is therefore "no".
If a function is not utilized by the base game out of the box then the function is not included. And if function is not included by BIS you cannot do it yourself (EULA and apart from that it's difficult).
Sometimes you can work your way around the limitation with brilliant scripting or using some engine glitch, but not often...
In short the engine is only possibly capable of things that are necessery for armA2 out of box game.
Rumpelstilskin
Nov 11 2009, 22:07
Damn, too bad ...
I understand, but that's not a problem, I have faith in the great feartures that are already in arma 2 and that can be brought by ace 2, plus my biggest problem was about the grass whitch seems to have already been corrected with the beta patch so it's ok ^^...
Can still some animations be added for when you manage to touch some one, when you run on 3rd person and replace the the crosshair jpg (or whatever is used) with a red point or eoTech crosshair without breaking the EULA...The first ACE brought the "jump over obstacles" features in the first ARMA so I believe it is still possible, no?
Aalso thanks for the greatings, it is more pleasant then on most forums, an excuse me for butchering English, but I'm french, plus by the time I write this, it's soùmething like midnight... -_-
---------- Post added at 11:49 PM ---------- Previous post was at 11:39 PM ----------
Also, before I fall asleep and forget, is it possible to add some directional movement to the AI for when the move like in SLX, this quite important imo 'cause it's a killer for immersion when then Ai stops to turn around because-it-does-not -..zzz...-compute...^^
Oh and if you want I can start working myself on those "getting hit animation" piece of cake...
I'll try to make them available soon...I'll try...We'll see oO
---------- Post added at 12:07 AM ---------- Previous post was Yesterday at 11:49 PM ----------
Ok just tried one little animation, which still looks good...
Try to exporte it and endorphine tells me to go to hell...
I dunno how I'm gonn do nice animation in Blender...It's going to look like crap, still can be fun...But if anyone can explain to me how the hell did I ended up trying to do this?
I realy need some sleep...Sorry
Can still some animations be added for when you manage to touch some one, when you run on 3rd person and replace the the crosshair jpg (or whatever is used) with a red point or eoTech crosshair without breaking the EULA...The first ACE brought the "jump over obstacles" features in the first ARMA so I believe it is still possible, no?
1. Animations - there are very few ppl (i only know about 1 or 2 ppl) that can do new animations for ArmA. That said, not really sure what you mean by "when you manage to touch someone?
2. Crosshairs - cannot have 2 different crosshairs (1 for 1st pers and one for 3rd). ACE is about realism, features and models connected to that, so having a red dot point...well. Most ppl playing ACE don't even use crosshairs (settings - OFF)
3. jump over obstacle is already in vanilla ArmA2.
Aalso thanks for the greatings, it is more pleasant then on most forums, an excuse me for butchering English, but I'm french, plus by the time I write this, it's soùmething like midnight...
No worries, your english is fine. And again, as panda said, welcome to this community
Oh and if you want I can start working myself on those "getting hit animation" piece of cake...
I'll try to make them available soon...I'll try...We'll see oO
Ok just tried one little animation, which still looks good...
Try to exporte it and endorphine tells me to go to hell...
I dunno how I'm gonn do nice animation in Blender...It's going to look like crap, still can be fun...But if anyone can explain to me how the hell did I ended up trying to do this?
Good luck with that :P. You can search for teacup RTM Maya tools if you really wanna start messing with animations. There is little documentation about those afaik anyways...
touch means hit (when talking about bullets) in french (literally translated).
Sky_Line
Nov 12 2009, 16:08
jump over obstacle is already in vanilla ArmA2.
That is pretty shitty in vanilla ArmA2. It was better in ACE1. In ArmA2 you have to stop and then climb over a fence - thats annoying. Hope it'll be as in ACE1:)
Steakslim
Nov 12 2009, 16:50
That is pretty shitty in vanilla ArmA2. It was better in ACE1. In ArmA2 you have to stop and then climb over a fence - thats annoying. Hope it'll be as in ACE1:)
Isn't that how it was exactly in Ace1? It's not like you were hurtling over a fence while running.
That is pretty shitty in vanilla ArmA2. It was better in ACE1. In ArmA2 you have to stop and then climb over a fence - thats annoying. Hope it'll be as in ACE1:)
The system was exactly the same in ACE1 as it is in A2. The only difference is the actual animation.
The jump over anim will be executed faster or as it is? Cause its a bit slow atm.
Mandoble system's will be implemented as it was in ACE1?
Inkompetent
Nov 12 2009, 18:44
The jump over anim will be executed faster or as it is? Cause its a bit slow atm.
Mandoble system's will be implemented as it was in ACE1?
I'd love to see how fast you can climb over a fence in 30kg not-overly-freedom-of-movement-friendly gear without landing on your butt, back or face while trying to not get your gun into the dirt :D
ok prepare yourself...big noob question incoming from me....
will ace2 be compatible with the other unit-addons?
Sky_Line
Nov 12 2009, 19:07
A you sure that in combat soldiers carry all that 30kg stuff? And what about insurgents? Most of all the only thing that they carry is an AK:)
zenith777
Nov 12 2009, 19:29
A you sure that in combat soldiers carry all that 30kg stuff? And what about insurgents? Most of all the only thing that they carry is an AK:)
It's kinda hard to shoot at enemies with AK without ammo.
Tonci87
Nov 12 2009, 20:14
Even with some extra Ammo you got ca. 10kg that you have to carry
Ain´t no big deal
Callsign
Nov 12 2009, 20:31
not another spat about wieght issues, lets just say that people during combat don't normally ninja over fences
Said a BIT faster, cause the soldier looks like floating in the middle of the animation right now.
Bit, no "noclip" mode...
A soldier will often unclip his pack when he goes to ground so depending whats going on, the actual combat wont include all the weight.
Delta 51
Nov 13 2009, 05:56
A soldier will often unclip his pack when he goes to ground so depending whats going on, the actual combat wont include all the weight.
Which is why when the packs are released with the mod, people can hit the deck and drop their pack, as it were in the first ace
Sky_Line
Nov 13 2009, 09:46
I just wanted to say that in vanilla ArmA2 it was too clumsy.
TOTAL22
Nov 13 2009, 11:33
I just wanted to say that in vanilla ArmA2 it was too clumsy.
This should be pointed out in the DevHeavens issues page, because discussing it here will not come to a conclusion.
Spend all the time you can use to make your ideas clear as possible and make a new ticket about your idea at DevHeaven, then you should ask everyone to vote for/against your ideas.
Everyone should be taking that extra time to make clear of what you are exactly wanting to be done by ACE team, and use DevHeaven instead of presenting your ideas in this forum.
There is a voting system at the DevHeaven which you can use to gather other peoples opinions and know what others think about your idea. Please use it where applicable.
ArmA DevHeaven => http://dev-heaven.net/
If your think you are too lazy to do that, then I personally think your ideas are not worth being discussed.
Don't assume that I'm disagreeing with your ideas. I rather do agree that the clime over obstacle animation is a little clumsy. But I don't know how you are wanting this issue to be solved. That's why I can't say Yes nor No about it.
Think about it once again, and take your time to sort out what you are exactly wanting to be done.
Sky_Line
Nov 13 2009, 13:22
TOTAL22, DevHeavens, huh? Sounds good, I'll try that. Thanks!!:)
Sky_Line
Nov 14 2009, 08:07
That's it http://dev-heaven.net/issues/show/5827 everybody who agree with my suggestion - you're welcome to vote:)
Alpha-Kilo
Nov 14 2009, 09:12
I have just registered at dev-heaven in order vote for your suggestion.
I have participated in a discussion about the wounding system in ace. If you are interested in my opinion, here is one of my posts in this matter: http://forums.bistudio.com/showpost.php?p=1287406&postcount=2212
sparks50
Nov 14 2009, 09:27
How can you make such suggestions before you even know how the wounding system will be like?
Alpha-Kilo
Nov 14 2009, 09:34
Purely based on what ace1 was like.
TOTAL22
Nov 14 2009, 09:53
Purely based on what ace1 was like.
exactly.
Uglyboy
Nov 14 2009, 09:56
Scubaman said that at this state, the wound system doesn't work, he don't even know if it will make it in the first release.
Purely based on what ace1 was like.
1. The system will be redesigned from scratch, as said before.
2. You posted in the ACE1 project on dev-heaven. ACE2 is not accessible yet to public. SO i guess that is ok for now
3. feedback is welcome, but bear in mind that scripting has its own limitations
Alpha-Kilo
Nov 14 2009, 11:16
I see a difference between a suggestion (which is directed at some future development) and feedback (which is a comment on something which already exists).
In my opinion voting on suggestions makes sense because it may influence the development process at an early stage. Trying to change something based on feedback is often more difficult.
It was not my intention to complain about something which has not even been published yet. If it is too early to discuss the wounding feature in ace2, then its probably best to disregard the discussion at this point in time.
Sky_Line
Nov 14 2009, 17:09
My copy of dev-heaven post:
Looks like you didn't uderstand me. I mean that if somebody wants this "advanced wound system" he can enable it in the settings. And if not - disable and have a chance to die from a single bullet:)))
The thing that really pisses me of is that soldiers in ACE1 were like "T-800"'s that could fight,run etc after 5 hits:))) So the system will be redesigned? Great! I hope that it won't have such problems as in ACE1:)
pepsifx357
Nov 14 2009, 22:55
Is it done yet?
Steakslim
Nov 14 2009, 23:03
Is it done yet?
:mad:
Is it done yet?
Yep, just search for it in google, you will find it :p
Manzilla
Nov 14 2009, 23:31
Is it done yet?
Check the thread. This has been answered a million times. It's done when it's done.
I have a question. In the Developers' opinions, what "percentage" of A.C.E. is done? I don't care so much as when it's going to be done, I want to know how much has been done. :)
stebbi92
Nov 15 2009, 00:09
I have a suggestion, i saw here (http://dev-heaven.net/projects/show/ace-mod) that you have "Loading dead into vehicles" This caused me to remember when i was sometimes playing as a medic, and trying to arrange medevacs on some missions. How about being able to load someone wounded, and not having him fall out of the vehicle when he dies, but instead send a message to those in the vehicle that he is dead, or critical, so that medics may attend to him. This would open up a whole new world for medic fans such as me, i could now have a pilot working with me extracting wounded and taking care of them on the way back to the base where perhaps there would be a field hospital where they could be fully healed (so players won't have to wait until they get better :P). I always found that there was a certain atmosphere to helping the wounded and simulating medevacs and such, and now that I'm remembering all this stuff i remember the intensity of getting to someone that was injured before he died, and helping him, or being injured myself and trying to get help.
PS. I just watched the features videos, and there was one thing that didn't seem right, the gas mask sound and overlay while in first person. I know this is alpha, but i have a gas mask, and while wearing it it doesn't reduce my FOV that drastically, it's more like blurred edges, and i don't hear myself breathing that loud (although that is kind of cool), only when i run with it on (btw that is also really, really uncomfortable..) do i hear myself breathing almost that loud. This is only meant as a suggestion, not as criticism :) as i think you guys are doing a wonderful job, and it seems many people here don't realize that you're putting your own free time into this.
Alpha-Kilo: In my opinion voting on suggestions makes sense because it may influence the development process at an early stage.
I dont know. This is a bit arrogant - to me. You are correct in saying this if it has to do with BIS or some other product you paid for. However ACE2 is developed by gamers and regular people that do it on their spare time, and for someone to put up votes and trying to add people to these votes without asking the team if thats ok or even knowing how the ACE2 functions will work is just a bit whack - to me. Maybe you have to had been part of a bigger addon's creation from idea to finished product to really understand how much work it is. And to see all the people involved and how often they dont have time to sit in front of the computer to create as they have wifes, kids, want to play themselves, train, shop, work etc etc etc.
Im sure your intentions are good. I dont doubt that, but it feels many times like some doesnt seem to grasp how addons are made, and by whom they are made. This is again people that want to bring the game to new heights, and they do it because they want it. Not because we crave it. We are damn lucky to recieve it for free (IMO anyway). Not saying we cant give them ideas - that we do all the time anyway lol. But it kinda seems like a bad idea to make votings for how the ACE2 team are supposed to create their mod - by people that have nothing to do with the development, and that have nada insight so far in how the parts work.
I guess you already started your voting so i wish you luck. I will keep myself out of votings for this though until i have the first ACE2 running on my pc. As only by then i can have a real opinion on how things are, and be able to give ideas on how it could be improved. Im sure there will be a bunch of beta's this time around as well so there should be room for ideas and improvements once its out. Remember - it might be awesome right off the bat. We just dont know that yet. ;)
Alex
stebbi92
Nov 15 2009, 00:58
If guys aren't wearing eye-protection, sure enough, they're eyes are gonna blur, but with the tactical glasses/eyeware worn by many on the ground, as seen here, http://www.esseyepro.com/Military-and-Tactical_1_category.html?utm_source=Google&utm_medium=ppc&utm_term=Military+Eyewear , I don't know why it's so important for the mod team to focus on the blurring sight effects, after all, this is modern day combat, not WW II, Korea, or 'NAM, where eye=protection wasn't worn by our soldiers as prominently as they are today.
Oh my, look what i found on that website, are we going to have those ingame too? :p
http://www.esseyepro.com/Asian-Fit-Series_110_category.html
sparks50
Nov 15 2009, 01:12
Goggles
There are a number of masks and eyewear you can use during gameplay. Using this feature requires some setup in the ACE user config.
* Balaklava.
* Gas Masks.
* Tactical googles. To protect you from dust kicked up by weapons fire or engine wash.
* Sunglasses.
http://community.bistudio.com/wiki/Features_of_ACE2
No mention on what brands though. I want my Bolle X800t :)
stebbi92
Nov 15 2009, 01:13
http://community.bistudio.com/wiki/Features_of_ACE2
I know that, my post was meant as a joke, open the link and enjoy:
specifically designed to fit Asian faces.
sparks50
Nov 15 2009, 01:20
Guess they must have skipped the political correctness meeting :p
TOTAL22
Nov 15 2009, 04:09
I was reading the list of features(http://community.bistudio.com/wiki/Features_of_ACE2) and thought...
Sandbags
... You are also able to build sandbags while prone or kneeling, but in these stances it takes more time. ...
Shouldn't this be corrected so that when kneeling, it will take the least time to build?
I can't imagine someone filling up a sandbag while standing up right in real life. :D
luckyhendrix
Nov 15 2009, 12:25
sorry to ask but english ain't my native language : What is a Balaklava?
Callsign
Nov 15 2009, 12:27
balaclava:
http://images.google.co.uk/images?hl=en&source=hp&q=balaclava&um=1&ie=UTF-8&sa=N&tab=wi
Kristian
Nov 15 2009, 13:53
Is it done yet?
sure it is
Uncle Imshi
Nov 15 2009, 15:22
I was reading the list of features(http://community.bistudio.com/wiki/Features_of_ACE2) and thought...
Shouldn't this be corrected so that when kneeling, it will take the least time to build?
I can't imagine someone filling up a sandbag while standing up right in real life. :D
Umm since sandbags are usually filled with the aid of a shovel I would say they have it correct.
balaclava is a term for a ski mask - named after a battle in the crimean war.
Here is the new vid showing some armour and stuff... (http://www.youtube.com/watch?v=Osb8HrMW8FE&hd=1)
Steakslim
Nov 15 2009, 17:46
Here is the new vid showing some armour and stuff... (http://www.youtube.com/watch?v=Osb8HrMW8FE&hd=1)
*giggles with joy like a little girl seeing there's a new video up*
stebbi92
Nov 15 2009, 17:46
Here is the new vid showing some armour and stuff... (http://www.youtube.com/watch?v=Osb8HrMW8FE&hd=1)
That is so darn cool, keep up the good work :)
MQ-9 Reaper
Nov 15 2009, 17:47
Simply awesome !
luckyhendrix
Nov 15 2009, 17:53
Will you marry me ACE dev ?
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