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Libertine

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About Libertine

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  1. Ability to choose a "default" uniform that overrides other uniforms in single player missions so we can use our favorite looking style of camo or whatever if we want to. (I don't like pant legs not tucked into boots or using bright desert camo in Chernerous!) Better yet, choose a default set of uniforms for general single player play for your entire squad, so you can always be playing the "The dirty dozen", or the crew or "Where eagles dare". You get the idea...
  2. Took some screenshots. Pretty impressive. http://forums.nvidia.com/index.php?showtopic=221677
  3. Libertine

    Automatic Mod Downloading

    THIS FEATURE WOULD BE HUGE!!!!!!!!!!! especially for casual players.
  4. I wrote that, but i just loaded up OA to check if the problem was still there and it is not, the framerate is not significantly affected anymore from the terrain detail setting. If you have input lag, make sure to try forcing off vsync in the control panel. Another thing to try in limiting your framerate via a program like dxtory.
  5. Libertine

    NVIDIA 3D Vision

    LOL, yeah, that about sums up my 3D experience too. Games have a new added value with 3D and its hard, very hard to go back to 2D. Metro 2033 is another game that is just mind-blowing in 3D IMO. Its a shame that the public gets its opinion of 3D from movies, which have very little depth to them to account for differences of screen size (theater vs. home), while games are fulling customizable, allowing your eyes to stare straight on to distant scenery, as they would in real life, which makes the bottom of a deep cliff to appear far away....and dangerous. Staring straight on also allows large things, like an aircraft carrier your standing next to, or your oil rig, appear appropriately large. This makes things that are awe-inspiring because they are large, appear so in real life, like the inside of a stadium or high ceilinged cathedral or a large statue or monument, or tank or large hillside from OA. Holograms aren't going to do that. Movies and especially 2D-to-3D conversion are kind of a gimmick, at least until they solve the brightness and motion resolution problem, but 3D in games, which makes the world appear as though it is laid out before you in jaw-dropping brilliant. I think its the next step toward VR, we just need display manufacturers to get on it pronto with larger displays and HMDs.
  6. Thats OA. (You'll see the menu screens are OA) I left in all the recording up to that point just to be thorough for the sake of troubleshooting and also to show how much time was spent setting that up. I thought is was a vehicle that shot me, but it sounds like an AK and the visual direction from the tracers is towards the jeep near the explosion. In one play of that mission there was a lone soldier patrolling near the fuel station, maybe him. Or like Maturnotin thinks, that its a vehicle.
  7. Watch the video again at 8:54, Its not a BMP shooting at me, look at the direction of fire and note that it is an AK-47 shooting at me by an A.I. without night vision. @Manlyfin, you post this: http://forums.bistudio.com/showthread.php?t=130375 This is part what myself and others are asking for too. Thanks again Sherlock Holmes, I know how the game works, im asking for realistic behavior to be there at 1.0 for Arma3, not 1.53295 two years later... I know for a fact they don't see them, from many tests, and i've said this before. :rolleyes: A.I. can be heading the other direction and hear a head shot from a distance. I'm saying DONT MAKE IT EASY, MAKE IT REALISTIC. In fact the only time they didn't "sense" it was when an A.I. was very close, but behind a concrete wall leading me to believe the trees don't offer enough visual blockage. The guy behind the wall should have had a chance to investigate the shot, for a logical period of time, with a specific intensity. However the code still simulates a coordinated squad. They pull out RPG and fire on vehicles, that requires communication in real life. Both!!! They should have a chance to if its not a headshot. Headshots should not have a shout. The fact is that when people are shot in real life, even in the chest, they sometimes just drop lifeless to the ground. It isn't often heroic or dramatic like the movies. Did you see the depressing video on youtube of the 20 or so U.S. soldiers being sniped by insurgents? I've seen depressing amount of footage of people just dropping, many were not from headshots. NO S!! WE KNOW! THUS THE REQUESTS!! They should if its realistic!!! Absolutely :rolleyes: Im asking for a different balance, take away some of their super human powers and give/strengthen up others in to make their behavior more realistic. Never played it. Also, Im a realism junky and have been since day one. Arma 2 not being realistic in a way that supports my place style is why i don't play it. As it is, it has elements of its detection behavior that are either too easy, or too hard, when trying to carry out a realistic play style. This is your worst oversight yet. ---> My answer to that is WHAT YOU REPLIED TO: "Only sound checks, bullets whizzing by and/or hitting something very close to them is enough." How it works isn't the point. Its not often realistic when the A.I. detect you, thats the point, and its a problem if it prevents you from carrying out realistic actions that you want to do. The A.I. seems either blind (too easy and not fun) or super-human (too hard and not fun). Neither of them realistic. This can be coded into it current system. Im really not into the general combat stuff anymore, i been there and done that too many times. How they expect adult to keep signing up for this stuff, i don't know. I don't think it's going to happen either. Eventually i think people will stop playing and Bis will have to make some changes. The A.I. is the main thing that would breath life into the world, with better idle animations, realistic and more random behavior and better voice acting. @Igneous01 Thanks, but there are a 1000 more things that could be done with the A.I. to make them more alive. The psychic network is just one problem.
  8. Your reaction to my video "all completely realistic and normal" just about completely invalidated any, and i mean just about any, respect for your opinions. Well, it wasn't that he was seen, i tested that many times. He might have been seen by the current code, but he shouldn't have been seen in real life, and thats the point. I don't want group A.I. to be psychically binded to one another in such a way that they know unrealistically when, and where they someone was shot. That clear enough? The player is also not allowed to plan things out with his A.I. teammate, or talk to them or hand gesture, or nod up and down. Or tell them not to F'ing get up and start running around lol, when sneaking around. But even putting in a shout, doesn't get me the realism im looking for. If your not lookign for that type of behavior, good for you, that explains your post count, you like the game, it supports your interests, good, good job.:DIf they made a poll in the New York Times titled, "What do you think of Armed Assault", do you think that poll would do better there, or if placed in this forum? You like the game, i get it, it suits you... Whatever you want to call it, get rid of the link. No interest in modding, but I can join a BF2142 server and have a more realistic stealth experience stealing enemy helicopters or whatever...speaking specifically about the I would not even bother checking if they see a bullet land. Only sound checks, bullets whizzing by and/or hitting something very close to them is enough. It does, but obviously, then make any auto fire draw different -realistic amount of attention. The result is too simple and others, plain and simple.
  9. Libertine

    The trouble with getting people into Arma

    Well I've been complaining about A.I. and other stuff, so i should at least pipe in here to point out that IMO Arma 2 has some great sound effects. The movement sound effects are wonderful IMO, the breathing sounds seem perfect as well and footstep sounds are among the best i've ever heard, although a little loud with my headphone setup. Having made footstep sounds, I've looked into a lot of different games to find nice ones. The fact that there is a delay between when you see an explosion and hear it is phenomenal. I know that was on my OFP patch wishlist. The distances that you can hear things is nice too, neither of those are featured shared by other games, at least that im aware of. I also like the 203 grenade explosion sound. As i understand it, BF3s sound designers focused not so much on improving the effects themselves, but on how the sounds interacted with the environment around them.
  10. Libertine

    How Many Hours?

    Yup, 4 hours for adjusting the controls sounds about right to me. :D I really hope they just make it how it usually is where if you quickly double click on a key assignment, press a key and any action that had previously been assigned just goes blank, no having to look through the list to find all the red you want to unassign. If i were in charge of making sure Arma 3 succeeded, i'd make sure that when the player got set up and started playing, he had 1. plenty of cool single player missions to get his feet wet with and 2. That he was not so frustrated and angry that his teeth were in danger of breaking because he was snarling so much [like i was].
  11. I think if you look back, metalcrazy and muntinman fired the shots in the rude department, I fired back, but in the sarcastic department. I don't believe i've gone into the rude dept. Yeah, i agree. Its one of the reasons i didn't jump into Arma 1 or 2, as i knew from experience with OFP and many, many other games that robotic, lifeless feeling from A.I.I'd be more than happy to animate some high quality idle animations for Bis for a small wage...
  12. No, we are now having an unpleasant conversation (that i wish we could have in person) about a specific aspect of the A.I. Your larger immature point that your opinion and desired gameplay is greater than mine? THAT POINT? In the video i hear a soft groan, that is not a scream. Its possible BIS meant it to be a scream, but neither its volume or its tone reflect a real scream. Certainly not one that would cause a running BMP to rush over instantly.Heres some screams for you Sherlock Holmes: Thanks for that slice of common sense Mr. Holmes. Should they all have an open radio link is the question, i obviously don't think so, its not realistic for general troops to have. I think its ok if they do in general, but lets have some realistic use, you have to pull it out and use it, not be an auto-alarm bell for the entire south side of an Island. War is often boring for troops and they say it all the time in documentaries, you should know this if you watch them, or even youtube videos. If you want to simulate highly aware troops, thats fine, you should be allowed to do that.....and...that would be cool to try and overcome. State of awareness aside, an MP5 with subsonic ammo should not automatically be perceived as a gunshot. Especially not a single shot, which is all i think I would dare to do in real life. If the shooter is super close to other soldiers, then i agree soldier should go into danger mode, even call out to other soldiers if the roll of the dice gave them knowledge. Short of that, it should prompt various levels of investigation.I also completely disagree with the idea that bullets hitting objects should be interpreted as a landing bullet. Having used guns outside often, they really don't make much impact noise in soft surfaces or hard, thick surfaces like concrete that won't produce vibrations, more of a "tick" sound. Sheet metal on the other hand... is loud. BIS can ever easily add attributes to sound files, that if played trigger sound detection code. Please do Mr. Holmes. I said the whole point of a suppressor is to NOT sound like a gun. NOT.... I've never used the word cheat, for one. My argument and concern is that its too simple. Obviously. But by all means, lets keep going over and over this S...---------- Post added at 01:50 AM ---------- Previous post was at 01:48 AM ---------- I think i basically covered what im asking for in pages 1 - 11. :D
  13. Right, im asking for things NOT in the game. No, asking for relatively simple simple code here. You can vary behavior easily. Speaking specifically about hearing a single Mp5 shot: -you can give A.I. a varied chance to hear it or not between a range of distances, with less chance the further away of course. -At any range, there could be a specific chance just to look in the direction of the noise instead of starting to wander in that direction, smaller chance the higher the difficulty level or A.I. state. -You could give unaware A.I. that heard the noise only a chance to know the exact direction the shot came from, if they fail, then they investigate in a direction 1 to 15 degree off from the noise, but still look around. -You could vary the distance traveled to the player. -You could vary the time spent stopped at the final search point -You could add chance to add another search path in a random direction. -If the A.I. are in a group, but the Mp5 shot occurred far away, you could randomly assign only a given number of A.I. to respond and break away and investigate the noise. And you could do this at any distance, and assign a +1 and +2 and +3 modifier, and so on the closer to the player they were. -You could give a chance to solo soldiers to just stay in their search spot and have a smoke. (I'd be happy to create high quality idle animations for a small wage...) Easy stuff for a programmer. Keep in mind its very easy to generate a random number, here it is in c++: rand() % 7 + 1; Wow, that was hard! Nor do you have to commute this all at once. All the other things here are easy too as all the values involved are known values. You want to know how fast your computer processes stuff? Download a program called process monitor and run it, there you go... All Armies in real life have radios, but not each soldier carries one unless something recently has changed. It might be more likely for the future, i'll give you that, but even that is a stretch according to my knowledge of the military.
  14. Of course not, im asking for realistic A.I. behavior, where do you not see that? I didn't write an essay on every detail because i figured the devs could fill in the blanks. I want difficult play, where every move must be perfect. Im asking for realistic behavior. I didn't think i had to write "war and peace" for [some] people to understand what im getting at. You DON'T pull out your weapon, you react first by running for cover because you have no idea when the next shot is coming or how many enemies there are. For all you know, the next shot is RIGHT NOW! You get cover, or run. Thats IF THEY MISS. If its an MP5 [and were dealing with a regular soldier who went into the Army for the college tuition and who's main hobby is stamp collecting and who secondary hobby is collecting photographs of 19th century telegraph polls] and you miss -then he might not have the faintest fucking clue what an Mp5 IS, let alone SOUNDS like...:rolleyes: IF THEY HIT, there could be another set of rules, but you can't shout if its a torso shot ...or a head shot. You can grunt, or have a chance to be able to shout, both of which should be detectable within various ranges. Save the teamspeak for special forces who are btw, often dumb as a donut. Falling down should make a noise that draws the curiosity of nearby guards, that would be great too of course. Again, didn't know i had to write up a how-to guide on trigonometry to fill in the blanks, but ok. How do you know ANY body has an "open, constant" radio link. Do you think this is reality btw? You don't know, your just another guy pushing his opinion on me in a rude way. If the bullet hit something hard, even a wall on the otherside on the soldier, then yeah, all noises should have a chance to alert soldier into a "wtf is that" state, but not into "i heard a noise, now its time to seek out the enemy soldier who made the noise" mode... This is the trick of a suppressed weapon, it doesn't sound like a gunshot...and im not sure who's asking for gunshots not to be detectable from 300m because i haven't seen it in this thread. A suppressed "click" should not be considered a gunshot, but should have a chance to draw attention, not Arnold S's attention, just curiosity or more fervent, concerned curiosity. If you happen to to shoot someone and others notice the sound, but you hide the body well, then they shouldn't see it in that case, but should have a chance to continue investigating, or they say "F it" and go back to thinking about women. All of this depends on more realistic A.I. vision. Is there a "virtual reality" setting?Anything else i can help you with cupcake? :icon_ohmygod:
  15. In the real world, "silencing" and "suppression" are the same thing. Based on my reading, in the military, "silencing" is considered incorrect terminology brought about by movies. Although its pretty wide-spread at this point. Like "Bondo"... http://www.silencerresearch.com/ When suppressors are with subsonic ammo its purpose it to sound unlike a gun shot and be somewhat quieter, especially pistols. When suppressors are used with supersonic ammo to retain the power of the rounds, but help mask the direction the round came from. ---------- Post added at 11:33 PM ---------- Previous post was at 11:00 PM ---------- Yes, and still deadly btw, especially when you consider that pistol rounds travel near that speed and under. To compensate, you can use heavy bullets that impart more force to the target, like the .45, which is why my AR-15 (semi M4) was converted to 9mm(which i'll never use because im a peace-nick gun owner - image that). If Bis wanted to simulate a real like take on suppressors, then the player should compelled to do everything in his power to make a single shot kill via headshot. If you watch on youtube, you'll notice that an MP5sd in full auto sounds very "gun'ish" and should draw attention. IMO, a single shot should have a small chance to draw the attention of nearby guards. Multiple shots or automatic fire should have a much higher chance of drawing attention of nearby guards and have a slight chance of getting the attention of medium ranged guards, who are between 100 and 200 meters away (not soldiers in running vehicles :rolleyes:). This doesn't mean these soldier should go into combat mode, they should have an "investigation mode" where they're just going to check the noise out, NOT home in on the player or have terminator vision. Maybe two different levels of "investigation mode" where some soldier are more cautious than others and spend more time looking around for whatever caused the noise. By all means, make it challenging (id be disapointed if it wasn't) and complicated and even a bit unpredictable for the player if you want via a random chance of "a lucky spotting". A.I. shot with a round shouldn't get right on their radio, they should dive for cover and pull out their weapons first, and eventually, when they come out of shock, yell for help or get on the radio, with the appropriate animations.
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