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Petko

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Everything posted by Petko

  1. Dear Dwarden and Others! 2 years ago I didn't have had any problem with the policy with retail keys not being able to activate on steam. That time the concept of Arma with the modability, beta patches etc. did not fit well into steam. And the distribution on the steam plattform was just a supplemental method, where we could assume that it would cost a lot for Bohemia to allow retail keys to be activated on steam. But since than lots of things have happened. The Arma games have been streamlined to steam (or steam was streamlined to Arma, or both), Arma 3 became a steam only game, and now even DayZ is distributed on steam. We can say for sure, that Bohemia and Valve are now strategic partners. As for me I have bought Arma 2 and Arrowhead in a retail store, the DLC-s were bought on sprocket (Bohemia Store now), and now Arma 3 too, and activated on stream. So today I was thinking I would like to reinstall Arma 2, Arrowhead (CO), DLCS too, but as having now Arma 3 on steam, I was thinking how awsome would it be to just activate it on steam and spare are the hussle with installing from the DVD-s, patching, installing DLC-s, installing beta patches, installing DayZ etc. So I humbly ask for your kindness to allow to activate our retail games on steam. It would be a nice gesture towards the community too, and I don't think now it would need a lot of effort from the company now. It would help us much to clean up the mess and use steam as a common platform for our games now. So please consider. Thank you in advance!
  2. I just had some time to waste, and thought why not drop here some important development concept (in my thought it's important). I'm 95% sure that this will also end in the infinite void of the forum, but let's try. After years for trying to have fun playing the Arma series, and after slowly lots of improvements were made in the "game-breaking" areas, like the netcode etc., I feel that the (joyful) playability of the game as a military simulator is still limited. I have lots of issues with small technical aspects of the sim, but let's drop those now, because the forum is already filled with that. I finally realized, especially after seeing the success of DayZ, that Arma as a product was never good as a game, but only as an engine and a framework. For a game to work, you need a worked-out entertaining game concept that has a flow and stimulates the players. Even thought thousands of peoples in the community were tinkering and building thousands of missions and hundreds of mods and addons, the military sim part never really worked for me, never felt that this had a working game-flow concept. With the exception of the few thousand people who grouped in organized game communities, the multiplayer part of the game didn't work as an ad-hoc join up thing like with other games. And this is not because it tries to be realistic, or being "hard-core", just because it's not fun, it has no flow. DayZ proved that you achieve the flow with some good concept, and you can build upon the engine to make a good game. But I don't really like zombies, I would like to get back to the military simulator concept, and the question of why did it not work (for me). The best attempt was with project reality, which is a very well made game concept, but after some attempts I still felt that this is far from a war simulator. I waited for more people to join up the server until I played with 100 players but still then it didn't seem like a war simulation because of the lack of a real frontline. I always tried to relive the moment I had with Planetside which even though had an arcade like shooter mechanic, always felt like a real war simulator with frontlines and organized troop movements. I never had this kind of experience with Arma (or any other game), and finally I realized that it's just because you can't simulate a war or a battle with 50 or 100 or even 200 peoples in a vast areas like in Arma. It needs thousands of players at least to ignite the reaction of a war simulation. So I would say that maybe it would be a good idea to consider the direction of going into a massive simulator area, and making the game engine capable of cluster based server systems. I'm not saying that Arma 3 should be an MMO or so, but at least the engine and the server side system should be capable of doing that. Maybe some other company will produce an MMO product with the engine, or the community will do something like that, like with DayZ (even a mod like DayZ could really evolve if such an architecture set up would be possible). My great dream is to play with a massive war simulator, which has the graphical aspects of Arma but the massiveness of Planetside or even exceed that. The only other game concept like that is WW Online, which has a base engine from the previous century. I'm sure the company who will manage to produce such a game, will win over the industry. And also don't forget that maybe the VBS division could benefit from such an architecture too.
  3. I'm sorry too, but as you didn't read it through, you just replied completly off-topic. This has nothing to do with DayZ.
  4. Now with 1.60 patch our crew started to get on some server after a break. We went to XR-DAO to play some C&H and to WASP to play some Warefare (vanilla co). Strangely the game got some very significant graphical lag, low fps (around 10-20) in some spots of the maps. Mostly near towns, bases etc. All of us had this, but a few month ago the game went very well for all of us on these servers and missions. I must also add that a few weeks ago we just joined one of these servers for my buddy for 5 mins to test out his new tft screen with other resolutions. The fps was bad for him with the higher resolutons, but unexpectedly it was also much lower for me with my well established rig, with which I played the game for years. That time I didn't care much about it, thought it's something temporary. The point is, we may have encountered this problem well before 1.60 patch, still with 1.59. Although we (me) played with 1.59 for months without such a low fps. Also, I hosted some games for 3 of us, normal coop missions, and the fps was perfect for all of us, stable 50-70. (with 1.60). I'm not sure what the hell is this. Something happed between september and december what messed up the game, but it was not the patch. I'm thinking on the wierd idea that maybe the Warefare and C&H missions introduced some kind of script in the meantime that casues this.
  5. Ive this problem also with normal Arma 2. When teamspeak 3 is running sometimes the game crashes. (im not 100% sure if its really a teamspeak issue, but it only happen until this time with ts). The soundcard is a normal realtek hd, nothing special. Here is my dump, and dxdiag report: http://www.sendspace.com/file/azp6ia
  6. Petko

    ArmA3 Wishlist and Ideas

    Absolutly not. In arma a 10cm light grass is like your in a bambbo jungle. Just check it out, go to north czech republic where the real chernarussia is, lie down in the grass, and check if you feel your in a bamboo jungle with miscanthus all around. It absurd to say that its realistic about a thing that is obviously not. Everyone here in the forum can just get out the house and check the nearest natural field, try to lie in the grass and see if he can see anything. I've tried it, and miraculously I can still look around. Othervise in real life real solders would not prone in the grass, would they? Or you've seen spec force solders with perisopes looking around? Anyway i dont understand what is "prepping" a site in Arma. Use a C4 to blow up the grass?
  7. Petko

    ArmA3 Wishlist and Ideas

    I dont think that anything I write here will ever get to the devs, but the view of foliage from close (I mean when you are inside a bush, or you are lying in the grass) should be reconsidered, because the Arma 2 way that you cant see sh**t when lying down is a no go. Solving this is really simple, just make leaves gradually transparent if they are closer to the viewpoint (eyes) than 50cm or so. It natural when something is very close to your eyes, like a haulm, and your focus point is far away, then the close small objects get outblurred.
  8. As you wish Sir! NosplX4QHdc
  9. wow, this preview is awsome... All my dreams come true with this engine upgrade... trackir 6 dof, better flight phisics, interactive cockpit etc. I just hope all this gets into Arrowhead and Arma 3.
  10. Reezo! Me and my squad mates love this mission. We play it all the time since weeks. We had so much fun on it, that i can't express my graditude! May I ask your permission to modify some tiny things on it only for internal use of our squad, like the checkpoints layout and gear layout? If there would be some major change or we would like to share it with the community, I will ask again for your permission.
  11. Yes. I'm sure the Nomad is just a universal portable computer, and its connected to a detector array. The full kit can be seen here: I'm just curious who produces it, and how is it actually used in the field.
  12. Could you tell me please whats the name of the real life IED detection kit product, where the TDS Nomad PDA is used in the kit?
  13. I'm using a script command "unit setHit ["legs", 1];" to make a unit hurt on the leg and force him to prone (like someone is shot on the leg). But with this command only the groaning and red tinting of screen is happening, the character can still run around. No ACE or BIS_AIS module is enable, just pure basic mission. Is this command bugged? Or the leg bodypart? Then how can I achive the thing which happens when someone is leg shot?
  14. I tested it, but it doesnt seem so. If I sethit ["", x], getdammage unit outputs 0. (it should be x). sethit ["", 1]; doesnt kill.
  15. Thank you, I can see clearer now... the next question would be, what does getDammage read then?
  16. "1" means 100% as i know. Im testing now if the problem is with the unit class. It was a "US_Pilot_Light_EP1", but after changing it still does not work with a "US_Soldier_EP1" I will try it out within an empty mission. ----------- UPDATE: Thanks, now i found out the problem. There was a loop running setdamage for this same unit. It seems setdamage overrides the sethit somehow, and heals the legs. (As i know it shouldnt because the overall damage is independent from the bodypart)
  17. yes i checked that translation list too and used the Czech variants for leg, legs etc., but they dont work... "legs" may be correct because of the pain effect it seems to do something (Czech "nohy" doesnt have pain effect), but it doesnt affect the movement at all
  18. Hi! I have two issues to solve with markers. 1. I would like to force off the self showing map marker for a certain player unit without regards to the difficulty settings. 2. I would like a certain player unit to be not able to place double click map markers global, which means i dont want him to be able to place markers for his side to see and also backwards i dont want him to see markers placed by others on his side. He doesnt have radio, but when i tested even without radio he can see the markers placed by others, and also others can see his markers.
  19. thank you both! the truth is, he wont have a map at the beginning of the game, because he is a hostage, but after a while he may get one... thats when i dont want him to send his position to his side
  20. Arma 2 original had a localized version in Hungarian language. Arma 2 OA didnt have this, and anyone who bought it here had an english (locked?) version. This isnt a big problem for me, im ok with english and didnt like the localized version with original Arma 2 either. BUT... As I am making a multiplayer mission now, i would like to make it localized for english and hungarian language too with the stringtable.xml. I wrote lots of briefing text in the stringtable with english and hungarian records. The only problem is now, that there is no way to activate this text.. i cant switch the game to use Hungarian entries in localization files. I even tried to change the language section in ArmA2OA.cfg, to "language="Hungarian"; but the game doesnt give a damn what i set it to. I have even placed an issue to dev-heaven here: http://dev-heaven.net/issues/16546 Thankfully it was moderated from Bug to feature, by a very helpful moderator. Of course this is a giant feature request to be able to used the very extensive localization support of the game, which is disabled at the moment for us, because some unknown stupid reason. I would like the devs to activate the Hungarian sold serials to be able to switch to hungarian localization in the next patch, because there is no reason to not let it. Or if anyone knows a way to switch the language settings somehow please tell me. If i cant do it, it will be very nice to relase the mission in different versions for different languages because the localization support is out of order.
  21. Petko

    6dof

    I placed an issue on the CIT ages ago and it still has only 18 votes Vote it up ffs: http://dev-heaven.net/issues/12795
  22. Thank you for your previous help! Now i still have problem with the wounding sys. Im using something like this, to constantly wound the hostage. [] spawn {while{true} do { sleep 20; [hostage, 0.1] call ace_sys_wounds_fnc_addDamage; };}; The first loop cycle goes ok, the hostage gets wounded and bleeds... but after that the next cycles have no effect. If i heal the hostage, nothing will happen further. Is "ace_sys_wounds_fnc_addDamage" only usable once?
  23. Could you please help me? It would be to damn hard for me to reverse engineer the ace scripts without any help.
  24. Sorry, i was not clear enough. I meant i read through all the information that exist on dev-heaven.net, and thats what is not enough on this matter for me.
  25. Hi! Where can i find a more in depth information about ace_sys_wounds? Especially about a mission makers point of view. The overhaul at http://ace.dev-heaven.net/wagn/Wounds_Overhaul is not enough for me. Im building a mission with a player hostage who is meant to be wounded. I want to achive some kind of scripting method to require the hostage taker team to repeatedly examine and treat him, in about 20-30min intervals, or he will die. From a players perspective i dont even know the basics of the ACE wounding system, what is the connection between wounding - bleeding - unconsciousness - pain - cardiac arrest? What effect does bleeding have besides making a mess around you? I assume you slowly loose health, but in what extent? Whats the main bad effect of beeing in pain? Thats whats making it harder to aim? And when should someone use the CPR? When the death counter is counting on somone? And what are the scripting commands to produce these different effects for someone? If i use call ace_sys_wounds_fnc_addDamage to damage someone, does the bleeding/low blood pressure/pain effects arise?
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