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sholio

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10 Good

About sholio

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    Lance Corporal

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  1. the mod is very outdated as is i think you can detect light levels and NVG state with script functions now, so i would write it very differently if made today and i think it got integrated into ACE(?) and i haven't played arma in a while now but i'm getting back to it (damn you dayz!) if it bothers me i might take another stab at the addon, but this issue is finally fixed for good in arma3 (look at the glorious light show in the E3 demo, staring at car lights and seeing the world behind it too!) i claim no ownership over it so feel free to modify it
  2. looks good, but i'm sure it's a framerate terminator aswell? there's a lot of unnecessary detail there take out all unnecessary small indentations and reduce corners on round surfaces it doesn't need to match perfectly you can fake all small bumps and indentations with normal maps and round surfaces iron out with smoothing groups you will never survive to see it that close anyway especially places like the inside surfaces of the arms and the chest plate could be very low poly as you can never see them in detail even if you're right next to it the feet could just be sticks with normalmaps the thin wires could just be four sided, corners outward - smoothing will make it look round focus detail on the head as that's what people look at instinctively the model looks quite good, but i would rework the head.. it looks somewhat silly
  3. hear hear! even more so now that there's already talk of an addon, when even the primary game is in such an unplayable state
  4. sholio

    ArmAlib v1.0

    also, the hdr is a damn nightmare in A2.. any chance of adding a readable light-level variable for A2, so a proper hdr disable mod could be made? and/or a 'getAperture' that would return what the hdr engine currently wants it to be so it could be polled for comparison to get an idea of the real situation
  5. nope gmj_sa, and any addon using displaySetEventHandler will overwrite all previous displayeventhandlers A2 introduces displayAddEventHandler, which instead of overwriting the old ones, adds to them, and should be used instead however, this still gets lost when you load a savegame, so BIS didn't really fix much you could have a loop that removes and re-adds the displayeventhandler, like i do in my nvg addon but CBA will have a proper implementation of this that everyone should use instead, once it's released this was a proof of concept i wrote for A1 as A2 added displayAddEventHandler, it is not anymore required also, using it would demand everyone to use it - which i don't think is a good idea as CBA is coming out with their own, proper version
  6. -breaks any addon loaded before it using custom key assignments -won't carry over savegame -would be nice to have the config files at /userconfig/sightadjustment (range cards, key assignments, moa/mil switch) probably worth waiting for CBA key/savegame framework for the fixes though
  7. yay \o/ but should use displayADDeventhandler instead of set, which overwrites any previous key assignments, and put remove and add in the loop so it works over savegames or wait for CBA's keyhandler framework which would solve this more elegantly
  8. i was PM'd this bug about my nvg addon; i can't see how anything in my addon could cause this behaviour, other than using extended init eventhandlers?
  9. mine shouldn't any addon that doesn't use extended eventhandlers (like GDTmod) is going to have trouble with the game and other addons
  10. if someone does port this, please add XEH support aswell we don't need any more addons that break eachother
  11. another thumbs up would really like to see a proper slow paced large scale fps like the one for ofp was for the sake of getting the thing done, i would recommend to first focus on getting the guns into the game and completely functional and release those and then start working on the soldiers and then later other stuff if motivation holds up doing and releasing stuff in the order of importance there was a samurai addon for ofp so you could try see how melee was done there - if it's still applicaple for A2
  12. i'd like to see a proper XEH version of this also or has anyone tested if the A1 version works reliably?
  13. sholio

    Coop Zombie Mod

    well obviously you should only have slow ones in cities so that the player is safe outside the city area, but has to go in to find supplies and there should be tons of them draw a fog at 50 meters and spawn them only at that range for framerate too bad A2 urban areas are still so damn tiny
  14. sholio

    Coop Zombie Mod

    the point is that the atmosphere of the mission is completely different when it's got running things, it's a game of whackamole when it's got tons and tons of slow things it's less about shooting fast and more about planning your approach to not get cornered just like the films they're slow, they're dumb, they're unarmed and easy to kill, but they will still kill you i do like the running sort missions aswell, but i rather see both i really liked the epic missions in ofp, scouring for fuel and ammo in a dead city
  15. here ace1 used same code - ace2 probably aswell
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