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May 9 2016

MakeLoveNotWar added a comment to T58859: Mixed shadows on "High" and "Low".

@Ruthberg: Yup, they did but the problem we're describing with shadow edges persists. According to this gentleman (http://feedback.arma3.com/view.php?id=1353) it's an AA issue.

May 9 2016, 4:04 PM · Arma 3
MakeLoveNotWar added a comment to T58859: Mixed shadows on "High" and "Low".

The engine is switching between two completely different methods for calculating shadows between "low" and "high". I believe "low" isn't even processed on the GPU. In any case, I agree that the jagged shadows cast by buildings and other structures look unattractive. The "low" shadows actually look much better in this regard. Would it be possible to draw shadows cast by blocky, rectilinear objects using the current "low" shadow technique - although soften the shadow edge trandfer and run it through the GPU versus CPU - and reserve the more advanced methods for organic objects such as vegetation?

May 9 2016, 4:04 PM · Arma 3
MakeLoveNotWar added a comment to T58718: Jagged shadows on highest quality.

Also see http://feedback.arma3.com/view.php?id=492 and http://feedback.arma3.com/view.php?id=1353.

May 9 2016, 3:27 PM · Arma 3
MakeLoveNotWar added a comment to T58626: You can walk straight through balcony guard rails.

Can confirm that "House 2 (big inhabited) v1" has this problem (a few example IDs: 81549, 81550, 81762). "Shop 1 (inhabited) v1", for instance, is OK. Haven't checked other structures.

May 9 2016, 3:23 PM · Arma 3
MakeLoveNotWar added a comment to T58616: Unable to spawn on the pier of Agia Marina.

Same here. Units clipping through model.

May 9 2016, 3:23 PM · Arma 3
MakeLoveNotWar added a comment to T58579: AI over-uses grenades, especially underslung..

Love that the AI is using both hand grenades and GLs effectively. OTOH, the OP is right that this is overkill. Both Chromium and MordeaniisChaos make good points.

May 9 2016, 3:21 PM · Arma 3
MakeLoveNotWar added a comment to T58472: [Steam Alpha] Leaning prevents fast sprint.

Agree with Javelin. Very easy and elegant solution.

May 9 2016, 3:16 PM · Arma 3
MakeLoveNotWar added a comment to T58463: Better support for binding modifier keys with mouse buttons / wheel.

I see this has been assigned which is awesome! Along with adding SCROLL WHEEL+MODIFIER key support would it also be possible to allow for re-binding of the stance change keys? Note, that I'm not refering to the STANCE ADJUST key itself, but rather the use of "move forward/back/left/right" (ie. WASD) keys for the stance changes. By allowing the player to choose which keys will determine the direction of stance adjustments it will be possible to, for example, use STANCE ADJUST+SCROLL WHEEL UP/DOWN for adjusting stances up and down without forcing MOUSE WHEEL UP/DOWN to be bound to "move forward/back". Also, if we could get two new key bind commands named "speed up" and "slow down" (or something along those lines) players could then use MOUSE WHEEL UP/DOWN to transition up and down through the sprint-run-tactical-walk movement speeds.

May 9 2016, 3:15 PM · Arma 3
MakeLoveNotWar added a comment to T58459: [Steam Alpha] Going prone from tactical sit makes you stand up.

If you're using the default keybindings, then your prone and crouch keys are actually toggles. When you're in the tactical sit stance, you're actually in the high prone position. Hitting prone at this point will toggle you from proning (even though you were sitting) to standing up. So, technically this isn't a bug and everything is working as designed. Of course, I'd contend that this is horrible design, and was one of the primary reasons why I immediately switched back to using the ARMA2 style z/x/c keys for prone, crouch and stand respectively. Also, the keybinding names in the Controls Menu are also confusingly mislabeled and should be renamed ASAP.

May 9 2016, 3:15 PM · Arma 3