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May 10 2016

fragmachine added a comment to T67043: Buildings without Physx too weak.

You could use sony vegas pro for your video and export it as mp4

May 10 2016, 3:04 AM · Arma 3
fragmachine edited Steps To Reproduce on T67017: Ragdoll weapon-to-ground dropping.
May 10 2016, 3:03 AM · Arma 3
fragmachine added a comment to T67016: Rendering smoke on distance.

At far distances it could be just an texture and particles for close-ups. This way even if standing next to burning vehicle and looking up on the sky you will see huge smoke cloud made not of particles but high quality animated texture.

Of course it should blend. If you get close to it lets say in the chopper it must transist to particles but only in client-side said sphere.
No matter what position youre in, smoke down or upper you from a certain distance would be an texture.

Anyway, im not an expert and I don't know what limitations are bounded on Real Virtuality engine.

May 10 2016, 3:03 AM · Arma 3
fragmachine edited Steps To Reproduce on T67016: Rendering smoke on distance.
May 10 2016, 3:03 AM · Arma 3
fragmachine edited Steps To Reproduce on T67015: Rendering smoke on distance.
May 10 2016, 3:03 AM · Arma 3
fragmachine added a comment to T66954: 3D optics peripheral vision problem..

There is also problem with snipers iron sights when you enable freelook with mouse it will stutter and won't allow you for freelook but it isn't dealbreaker for me.

3d scopes could and should be improved if possible, I can't see how PIP could decrease FPS such drastic to not being able to use it only on the client side.

May 10 2016, 3:01 AM · Arma 3
fragmachine added a comment to T66927: Internal error: Rendering command buffer too small.

I could not reproduce this bug while playing with AiA no more. Anyway it can still occur in modded or vanilla game so I would let it open for a while to stress it more.

May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66927: Internal error: Rendering command buffer too small.

Here is the DL link:
http://www28.zippyshare.com/v/62509218/file.html

May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66927: Internal error: Rendering command buffer too small.

Didn't had the time to test it but it mostly happened to me when playing AiA where alot of units are engaging - but it also happened to me in vanilla alpha game. Excessive explosions might be the case of it, as it happened to me when shooting unguided rockets in AiA or detonating satchel charges in vanilla.

May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66927: Internal error: Rendering command buffer too small.

This error does not molest my gameplay no longer so mod could probably set it as resolved.

May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66927: Internal error: Rendering command buffer too small.

I will upload said files after I comeback from job :)

May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66927: Internal error: Rendering command buffer too small.

I've uploaded two dxdiags. I would upload rar'ed archive here but it's about 9mb If moderator or developer could hit me with e-mail then i will send it.
I can try upload it on site like zippyshare anyway.
ArmA 3 runs on 32bit but OS is 64bit.

May 10 2016, 3:00 AM · Arma 3
fragmachine edited Steps To Reproduce on T66927: Internal error: Rendering command buffer too small.
May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66925: jumping/falling off the low height animation.

Updated report with video.

May 10 2016, 3:00 AM · Arma 3
fragmachine edited Steps To Reproduce on T66925: jumping/falling off the low height animation.
May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66924: Confusing door symbol.

Or just make the symbol appear on the doors not the center of the monitor.

May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66921: [Tweaking] More realistic tree/bushes behaviour.

not sure how hard would be to implement it but I saw that Skyrim did it really nice. Things like that would add nice immersion so maybe after release we will see.

May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66921: [Tweaking] More realistic tree/bushes behaviour.

It may or may be not possible with Physx - but not because of Physx, rather because of engine limitation. It also require additional time spent on development on this. Anyway it could be fixed at least after A3 premiere in patch rather than left it how it is right now.

It looks especially weird when helicopter is passing just above trees peaks. Trees start to bend unrealistically to all sides just like bushes.
Again - make the branches much more easier to force than thick trunk, helicopter passing should not have any force to bend trees like grass! Leaves ok, branches a little ok but not whole damm tree ;)

May 10 2016, 3:00 AM · Arma 3
fragmachine edited Steps To Reproduce on T66921: [Tweaking] More realistic tree/bushes behaviour.
May 10 2016, 3:00 AM · Arma 3
fragmachine added a comment to T66921: [Tweaking] More realistic tree/bushes behaviour.

Uploaded an picture of what i mean. Tree should bend only in its highest section when windy weather and in its midsection if weather is really bad.

At least make tree bend that way without branches bending just as a quick fix to this issue. Now trees don't bend but their trunks is moving.

May 10 2016, 3:00 AM · Arma 3
fragmachine edited Steps To Reproduce on T66894: AI/Player should walk instead of sprinting around when severely wounded.
May 10 2016, 2:59 AM · Arma 3
fragmachine added a comment to T66891: DRASTIC FPS DROPS.

BIS has no need to fix this as well as have no need to develop ArmA 3. Look - I didn't posted this because I want it to get fixed NOW. As I stated before:

"I know this could happen because of the script itself and that im using some amount of mods from A2 that aren't optimized for A3 - just wanted to share with You some info that could help with incoming A3 builds."

I think it can be useful information for them, as well as it could help handle fps drops in the future A3 build.

Edit: Thx for vote down that's what I needed.

May 10 2016, 2:59 AM · Arma 3
fragmachine edited Steps To Reproduce on T66891: DRASTIC FPS DROPS.
May 10 2016, 2:59 AM · Arma 3
fragmachine added a comment to T66890: Add ability to fire anti-tank weapons while being prone.

I think it is possible and I think ACE 2 did it fine. Also ECP for Operation Flashpoint Resistance if I recall correctly. You dont have to worry about backblast as far as you ain't pointing back of the RPG on your ass ;) As seen on the picture above, or just the proper elevated position for attacking the convoy.

+ !

May 10 2016, 2:59 AM · Arma 3
fragmachine added a comment to T66830: Helicopters not interacting realistically with water.

Also helicopter when hitting surface of the water should behave differently than when hitting the ground. It is not only about the crash but physically water is different than ground obviously.

Do this experiment - get two models of copters (can be some toys of your kids or so) and drop one off the 5 meters on the surface on of the ground.
Next fill the bathtube with enought water and drop it to it from the same altitude of 5 meters.

You would easily notice the difference in behaviour.

Thing the ArmA needs is simulating it, physx could handle it.

May 10 2016, 2:57 AM · Arma 3
fragmachine added a comment to T66830: Helicopters not interacting realistically with water.

Simply add weight to both to compensate effect you've mentioned. Forces should be similar but scaled down.

As particle effects goes that is a must for polished game. I had these splashes and flying debris in my mind too. Right now even sounds for helicopter bouncing off the water surface are placeholders for the same on ground.

May 10 2016, 2:57 AM · Arma 3
fragmachine added a comment to T66830: Helicopters not interacting realistically with water.

Copters even happen to bounce off the water surface. That should be fixed.

May 10 2016, 2:56 AM · Arma 3
fragmachine added a comment to T66653: Poor sounds - Threes and branches.

Upvoted for this after recognising that this way players would expose themselves on open field or/and put themselves into risk of detection by moving throught bushes.
It's also another indicator of possible threat and little touch that adds alot to the game experience.
Bending the bushes branches would be propably too much for this engine but at least couple of leafs dropping off to the ground would look nice.

May 10 2016, 2:50 AM · Arma 3
fragmachine added a comment to T66618: Better/more realistic particles for aircraft hitting the ground.

In most cases planes don't explode when hitting the ground - fire is caused by ignition of jet fuel.

May 10 2016, 2:49 AM · Arma 3
fragmachine added a comment to T66618: Better/more realistic particles for aircraft hitting the ground.

I propose to use some dust and ground particles along with the debris flying caused by the hit to ground. There could be some fire and smoke - but explosion looks way too unnaturally and exaggerated.

Also when helicopter crash, there could be dust and debris flying just a little bit longer till the engine/rotor completely stops working.

As for destroyed models of aircraft I would propose more detailed predefined ones rather than ones with darkened textures.

May 10 2016, 2:49 AM · Arma 3
fragmachine edited Steps To Reproduce on T66618: Better/more realistic particles for aircraft hitting the ground.
May 10 2016, 2:49 AM · Arma 3
fragmachine added a comment to T66595: Stencil Shadows should be fully replaced by Shadow Maps.

Freddy Krueger would be proud :>

Seriously, if BIS thinks about optimising this game and making visualy-enhanced they can't just throw out this idea.

voted up

May 10 2016, 2:48 AM · Arma 3
fragmachine added a comment to T66526: Vehicle Towing.

I remember interview with devs probably on PCGAMER where devs said that it will be possible to get stuck in sand or mud and then we would need help of another vehicle to tow us out of it. That would be pretty neat, it is in VBS II then why not in A3. As for devs, the project lead has been changing quite often which isn't very optimistic for game final consistency. Anyway I would love too see all above.

May 10 2016, 2:45 AM · Arma 3
fragmachine added a comment to T66409: Strange damage distribution.

Or there will be Codie meme soon: "I recieved shot to the legs and my head is bleeding badly..." ;)

May 10 2016, 2:40 AM · Arma 3
fragmachine added a comment to T66303: AI to not take cover (tree, rock, bushes, prone etc.) when given a "move there" order..

AI doesn't use natural environment as a cover and most times they don't even spot an enemy fast enought when walking middle of the road towards the threat. In most cases it will irrationally expose their positions gathering in groups of few on the side of my muzzle - crossing line of fire and being killed by mine and enemy bullets. They will climb onto hill exposing their asses to the enemy in the valley 100m far - resulting in whole squad KIA. Of course much depend on the mission design, but MD has nothing to do with AI acting stupid.
It seems that AI is the reason why there aren't many features that could be in game since A2. So, or we'll left AI as it is and start to add features the AI won't probably never use correctly, or start adding features and 'teach' the AI how to use them correctly... Which will prolly take next 10 years. Not very optimistic view.

May 10 2016, 2:35 AM · Arma 3
fragmachine added a comment to T66290: Make Tracers A Light Source.

If not overdone then it would look much more realistic. +

May 10 2016, 2:35 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

They could buy it from Oovee or implement it by Physx i don't really care how they would implement - but I want to see it in game :) Now some folks getting excited and their jaw drop on the floor when BIS publish some new vehicle or gun - but what really matters and what make this game are the features that can't be done by modders - features that are gameplay - changing.

Craters in which infantry can hide waiting for CAS - and ones that aren't embarrasing no more in the gaming community - but rather giving you real reason for dropping your jaw to the floor - and then instantly visual fidelity going along with gameplay opportunities.

I would mostly appreciate some surface simulation like slickness, mud or sand in which wheeled vehicles can stuck. Then we would need another vehicle to tow us out. This would give priority to roads and would put an accent to control them. No more truck running mindlessly through plowed field. It would also add more depth into tank combat.

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

I remember FFUR mod for OFP which added modeled craters. Even these modeled ones would look much better than what we have now. It's been like that since first OFP and it would be nice if ArmA 3 would open up new era in Virtual Reality history.

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

For some reason I can understand why vegetation in A3 have limits but I would like to see at least proper craters and mud simulation in final game. Imagine, what vehicle would you choose if there would be muddy terrain - wheeled or tracked? Obviously i would choose tracked - slowest, more expensive in exploitation than wheeled but at least will take me to the missions location. If there would by sunny, dry day i would probably go with wheeled to get as fast to the location as I can. There is countless of possibilities.

BTW: You can actually download demo of Spin Tires:
http://www.oovee.co.uk/spintire-download-mirrors/

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

I think that this could be much easier to implement than physx based building damage. Anyway im surprised that it was one of the most wanted features for A2 and now it gets only 21? I think that people are tired of waiting lol. Texture craters really doesnt fit right to ArmA 3 beautiness. Even modeled ones (like aftercrash ground bruise) would be better, but if mud is possible with physx 3 implementation (one of its features is simulating different surfaces) terrain deformation probably too.

see this:
http://www.youtube.com/watch?v=VHn3GsBsGRM ;)

graphically this isn't as good compared to ArmA 3 but physically... well check for yourself, swinging antennas on the vehicles, environment is reacting to force, not only ground is deformable but also bushes, trees are reacting much more realistic to the force than in A3 Alpha. You can even get that rustling sound we heard in 2001 OFP when passing through the bushes and trees. There is even a river with running water. ArmA 3 could easily became game of decade with these features on map size like Altis.

1:40 http://www.youtube.com/watch?v=CqWG3DgPYx0

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66044: Visual Damages for Vehicles.

upvoted.
Didn't really like darkened textures on destroyed vehicles either.

May 10 2016, 2:25 AM · Arma 3
fragmachine added a comment to T65956: Inclusion of a (more) user-friendly map editor.

I am competely agreeing on this. We need 3D editor and tools like upgraded Oxygen for Physx LODs. Also some tool for making vegetation.
VB-Edit is a nice example for 3D editor - but the same with ability to import sat maps @ masks, xyz and on-fly terrain modification.

Easy access to all ingame and custom user made objects and vegetations etc.

+

May 10 2016, 2:22 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Ok. So then give railgun for T-100K in that case :D

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

I've made an mission where Marids and couple of enemy squads are defending the coast of the airport. Marshalls are storming from the side of the really wavey ocean. Marids have no chance to stop them, grenades wont explode on the surface of the water making it even harder to tweak aiming to hit the Marshalls. Marids grenades are missing the target and Marshalls AP rounds are making swiss-cheese of the Marids :)

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Hope that it is going in the right direction. Marshall still have much more firepower than Marid and few AP rounds are enought to kill crews of Marid.

BTW I noticed that penetration is much more pleasing and realistic than in A2 but still needs work and tweaking.

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Hitbox? It's not 'funny'! ;] But on a serious note - i understand decision and apologize on this.

Let there be love and penetration (for the vehicles) !

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

I wonder why this ticket didn't get more votes like over five or six hundred. I think that people don't understand matter of this, they may not notice difference in gameplay if they didn't tried it. If some of you tried ACE mod, or some other games with penetration system for tanks - you may understand. Also if your'e a tankist in army.

But sadly casual players don't gives a damn about hitpoint system or ballistic penetration system. Still if we go for realism then why in first place we concentrate ourselves on things like female soldier models being added or melee system while there is much more important things to apply - like said in this ticket?

Why the hell things that are rather not hard to implement for BIS (if system as basic as ACE wasn't) but may be too complicate for modders to implement - don't have priority in the community - while female models can be made by any moderate skilled modder that been using Oxygen for years? That is no problem - but we should really focus on things that have rather more impact on gameplay.

I understand why gore won't be in the final build, but you won't cover the argument over penetration system with rating boards. Also "it would be nice but it takes time" isn't an argument in here either. Everything takes time - hey, lets waste it on less important features?

And please don't tell me that penetration system for armor doesn't have an impact on infantry.

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

I suggest to shorten the title to make it easier to spot and to make it more complex ticket regarding armor - maybe update it with some examples. I think that there isn't need for another ticket for TROPHY, SHTORA systems that will get lost through bilions of other tickets, and as far we have some amount of votes to start build from here.

As for visual representation of damage don/penetration - I think it is possible to script some effects - link some effects with multiple hitboxes - for different hitboxes being activated - different effect appears. It is not truly what ArmA deserves but close to the actual engine I think.
http://www.youtube.com/watch?v=Il0ZWxjwb3Y

Imagine - different textures for different hitboxes being hit with different kind of weapon. Hitboxes could be linked to the textures and give an damage effect. That could work on infantry too.
http://www.youtube.com/watch?v=LZLe-tObCeQ

But I really think that ArmA 3 deserves better system than HP/Hitbox.

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Im afraid that it's not a priority for BiS infantry based simulation, but are they sure that there arent any space for proper armor simulation that would affect the infantry behaviour drastically too? Almost everything that could be updated in this game - lighting, audio, ragdoll, animations, graphics - was updated - but we are left with old hitpoint system that fit better some old CoD game than ArmAverse? This should change.

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

@Noodle Is ACE3 confirmed? I didn't heared about that nowhere could you please give me the source?
Anyway depending on the mods for the features that should be core-implemented isn't the best option we could do.

Hitboxes RIP in game industry - I hope that in ArmA 3 too.

May 10 2016, 2:21 AM · Arma 3
fragmachine added a comment to T65701: engine sounds pop in/out from far distance.

It might be sound occlusion - objects and trees are blocking the sound, but they shouldn't block it completely, there should be remains of low frequency - not no sound at all!

I also believe that sound occlusion doesn't work no more on weapons firing and explosions which is a shame.

May 10 2016, 2:09 AM · Arma 3
fragmachine added a comment to T65558: No or little reaction from enemies when hit/killed.

Well, nope because when we talk about lethal shots bodies ACTUALLY DO drop like a sack of potatos. Brain is dead so self-preservation is out of question. But actually most of shots in A3 are non-lethal (wrong health system is an different topic) which means that brain is ok. If so then it should prevent the body from taking further injuries. I can't imagine someone catching an .50 cal bullet and still being able to run afterwards - what happens quite often in A3 - and note that i didn't even mentioned no reaction to that .50 cal. But yeah, that might be too lusty to ask for

May 10 2016, 2:04 AM · Arma 3
fragmachine added a comment to T65558: No or little reaction from enemies when hit/killed.

Well, if made realistic it would not be boring. For me personally - sack-of-potato ragdoll is boring. But rest of the game looks amazing and I really enjoy it.

May 10 2016, 2:04 AM · Arma 3
fragmachine added a comment to T65558: No or little reaction from enemies when hit/killed.

@sarlac - and what THEY do when shot not-dead? Move their hips back for half of the milisecond - just like when having quickie?

I remember devs said that active ragdoll is possible in the engine. That would make things much more realistic than just - shoot and see the bot falling and collapsing itself - like there is no bone structures. Good thing is that there is option for the body to fall and still be alive. Now neccessary would be some animations for hits, so when player or AI gets hit swoon/it loose it's balance and then fall on the knees or so - it would look much more varied and realistic.

Even simple simulation of skeletal system can make ragdoll looks better and much more realistic, especially when falling preventing body from taking weird positions.

May 10 2016, 2:04 AM · Arma 3
fragmachine added a comment to T65427: AI won't attack/hunt down the player inside the building..

It happened to me few times when I was inside the building and the enemy AI didn't knew about my presence was entering the house and shoot dead after making whole way through the passageway to the next doors... pretty neat, considering how horrible AI was in A2 when it comes to pathfinding inside the buildings.

Also, note - there weren't any waypoints on the building itself for the AI - so it is quite possible to work out AI in that area.

May 10 2016, 1:58 AM · Arma 3
fragmachine added a comment to T65196: (Graphical tweak) Vehicle physics isnt very realistic (maybe add visual damage?).

Too bad it isn't possible to run all the things at the same time on 270 square km island. I really hope that all of those crazy awesome ideas will be possible in ArmA 4 on much better-fitted multi-core-threading GPU efficient RV engine.

May 10 2016, 1:51 AM · Arma 3
fragmachine added a comment to T65145: Water raised up on shore looks dumb!!.

The problem still appears in the latest development build. Also, underwater when you inspect shoreline you will notice it goes little further down under the line of water too.

Will attach the screenshots after my comeback from work.

May 10 2016, 1:49 AM · Arma 3
fragmachine added a comment to T65063: Vehicles should not explode by gunfire.

problem lies with simplicity of engine. When 100% damage is done - then vehicle explode. it requires more advanced changes into engine - that would be usable for damage modeling and penetration system (check 0007587) further.

May 10 2016, 1:46 AM · Arma 3
fragmachine added a comment to T64897: Vehicles explode even if they do not have fuel and ammo..

They should rather became unusable wrecks than exploding by themselves.

May 10 2016, 1:40 AM · Arma 3
fragmachine added a comment to T64875: Kill / give damage to the player who is inside a house that collapse..

but - using then buildings as defence positions will be unpossible. In fact it isnt as easy to make building collapse in real life by just two shots of rocket launcher
i agree on the op point but arma engine have limitations when it comes to destruction. Charges could effectively take down building - in armaverse as well rockets/tank rounds - normally would have harder times

May 10 2016, 1:40 AM · Arma 3
fragmachine added a comment to T64673: Feature: Backblast.

Realism = Balance.

Think about it when Youre in village and you hear a tank. You cant just simply pin yourselve to wall or fire an RPG from inside a building without killing or at least wounding yourself and rest of your team.

Right now if you have AT weapon youre almost like in godmode against armored vehicles.

May 10 2016, 1:33 AM · Arma 3
fragmachine added a comment to T64604: Water currents and flows.

Water still isn't polished when we talk physically. Bullets do not penetrate water surface, choppers bouncing off the surface etc.

Im afraid that AI would have hard time with currents but im ALL for the idea so.

+

May 10 2016, 1:30 AM · Arma 3
fragmachine added a comment to T64454: No sound when landing after fall.

0004313 http://feedback.arma3.com/view.php?id=4313 Submitted: 2013-03-12 13:43

May 10 2016, 1:25 AM · Arma 3
fragmachine added a comment to T64427: Falling animation needed.

Yay its assigned! It's time to celebrate with pivo :)

Good to see that it is going to change - animations itself should be polished, even if it is just an visual and not a gameplay-breaker issue.

May 10 2016, 1:24 AM · Arma 3
fragmachine added a comment to T64427: Falling animation needed.

I made similar ticket for this but just for low height jump offs. Indeed we need animations like these so +

Related: 0008563

May 10 2016, 1:24 AM · Arma 3
fragmachine added a comment to T64163: Puddles and Wet Asphalt/Tarmac.

Now every modern game have good looking rain and puddles. As for wetty look of ground surfaces it is possible to make SOME textures exposed on sun like ground textures, especially tarmac, tin roofs looking little bit glossy - and textures used on uniforms (btw. im not sure what materials are being made uniforms in A3?) more darkened - wet looking.

BTW. I wonder how it is possible to add different layers made for example in photoshop like - muddy layer on alpha channel - to activate it after vehicle ran into mud - so when it goes out of it there would be nice "mud effect" on the vehicle.

May 10 2016, 1:15 AM · Arma 3
fragmachine added a comment to T64163: Puddles and Wet Asphalt/Tarmac.

Puddles, mud - all that stuff would add new depth into A3.

May 10 2016, 1:15 AM · Arma 3
fragmachine added a comment to T64136: Object "Fireplace Burning" doesn't burn.

I can confirm that this bug still exist

May 10 2016, 1:14 AM · Arma 3
fragmachine added a comment to T64136: Object "Fireplace Burning" doesn't burn.

I am using the same developer version 0.61.106371

To light fireplace i must put this into init line: this inflame true

Reproduction:

  1. Put yourself on the map as infantry
  1. Put object "Fireplace (Fire)" and "Fireplace"
  1. Preview

In my case it won't never be on fire if this inflame won't be included in init line

I may upload an mission im working on with fireplace (fire) without the init line (on the coast after divers go off the water)

One with the init line is firing near building with damaged roof occupied by BLUFOR, second one without init line near HUNTER

I uploaded the mission, it might recuire CBA A3 - maybe there lies a problem? Im using also landtex but I think it shouldn't affect it as far as it only change mid-range textures.

May 10 2016, 1:14 AM · Arma 3
fragmachine added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

There is mod called German Army Forces, one of its creators is BISim dev and is working on walkable ships. What he said that it is possible with physx if not then theres scripted alternative. In my opinion it is one of the most vital features that must be added to A3 - heavily linked with shooting from vehicles.

May 10 2016, 1:05 AM · Arma 3
fragmachine edited Steps To Reproduce on T63819: Snakes on steep slope terrain.
May 10 2016, 12:59 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

All explosions in ArmA looks terrible mostly because of one thing:
Explosion blast continues for HOURS (not literally of course).

Like in this video posted by NordKitchen, at first attempt I didn't even noticed a blast - but I knew that something bad happened ;)
http://www.youtube.com/watch?v=VW9c0jDiADY

It doesn't even stay a second. This blast stays in miliseconds, the same time stays for lighting to disperse. In the meanwhile we have meaty slappy BOOM - not the earthquake - fitted with alot of grass and ground flying from the epicenter of the explosion to the outside forming an irregular conical shape.

The smoke/dust start to takeoff RAPIDLY and is slowing down it's expansion rapidly either. Then wind starts to play it's role and blows the particles.
(smoke/dust expansion doesn't exist in A3 - it looks really choppy and at the beggining of the explosion point of dust kicked up should be much smaller, increasing rapidly it's expansion - the higher it goes the more it starts to slow down and wind takes full control over it)

I think that's enought of explanation :)

May 10 2016, 12:58 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

@NordKitchen Fact is - to generate a good looking explosion is IMO same resource consuming for PC as a terrible looking one. In fact - if one (of devs) would like to - could do some optimisation so amazing effects could run ever better than the terrible one.

Using same quantity of particles but in proper way - how that could be more resource-consuming?

May 10 2016, 12:58 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

@JSNFARRELL wow such an offtop we see in here. Sure, I am agreeing with you but that doesn't change the fact you're postin in wrong ticket.

To be funny - OFP had much more varied destruction model than any ArmA game. It had vector deformations. Yea, every vehicle that been destroyed looked like origami but every wreck was unique at least.

Physx is not soft body physics engine - it is better to expect it in ArmA 4 than 3 because changes into engine it would require would be too deep.

May 10 2016, 12:58 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

i would be only afraid of FPS impact on effects like in BF4. Problem is what you describe - cow-size particles in A3 let breath the engine but i have bad feeling that explosions won't look as dynamic as in BF3, 4 - without significant frame lost. Unless BIS will do wonders to the engine. To add dynamics like these explosions have would nicely merge between slow-paced tactical and instant run for your life feel - the immersion. Even first Crysis, game from 2007 had very believable explosions with shockwaves (not sure if these are in A3 since i cant spot any, and do not affect the environment, bushes, trees, grass)

May 10 2016, 12:57 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

Something like 09:10 http://www.youtube.com/watch?v=U8HVQXkeU8U

Would be enought, I could live with it :) not to mention the awesome sound engine.
gameplay though is the weakest part of BF compared to ArmA, if we only could get best of both worlds :) Too bad that we have to choose - big a** maps vs sugar.

May 10 2016, 12:57 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

BIS take note from the great examples showed by community on this page. You need more smaller particles but do not throw away big ones. Also there is need in more black, dark brown and white/gray mixed together - so the explosions will look more natural.
Typical tank round will be more roundish like it is now in A3 but artillery strike impacts should look more conical-like but upside-down with more disperse.

Smoke could have more grey/white in it so it wouldn't look so plain being just black.

Particles and smoke should be also affected by lighting.

May 10 2016, 12:57 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

@brainz80 we ain't wishing for more hollywood explosions. Right know at night it looks rather like tank-fuel explosion rather grenade one.

Lighting is beautiful though. Blasts from rocket artilery looks amazing.

May 10 2016, 12:57 AM · Arma 3
fragmachine added a comment to T63774: Unreal Explosions In ARMA 3.

In my opinion ArmA 1/2/3 HE explosions looks like they take too long. There should just be a blast of light and dust. Blastcore approach is good in this matter, blast and a huge chimney of dust.

May 10 2016, 12:57 AM · Arma 3
fragmachine added a comment to T63769: visual injuries (animation).

@gotmikl most grenades are fragmentation ones and it would not dismemberment the body. Mines, mortar shells etc - of course. In fact grenade does not posses such force to rip the head off, maybe only if you put it to somebodys neck.
Also, no head will explode - it isn't filled with explosive charges! You can completely destroy skull/head itself if you hit it with the 12.7 cal but don't think it would end up bilions of tiny pieces.

If gore would happen to be in ArmA make it at completely realistic - not some quake style flying meatsteaks. Remember that blood effects are also part of realistic wounds.

Gore should be core-engine implemented but unactive for the vanilla game - modders could grab it so both sides are happy - gore wanters and rating boards.

BTW. Vote up :) +

May 10 2016, 12:56 AM · Arma 3
fragmachine added a comment to T62805: Clouds don't seem to cast shadows as they drift over the landscape..

Yeah it's assigned! All hail Dazhbog! Slava!

May 10 2016, 12:16 AM · Arma 3
fragmachine added a comment to T62805: Clouds don't seem to cast shadows as they drift over the landscape..

Clouds casting shadows would look awesome. Even if it would be just a texture wrapped over satmap, and middle or close to the player it could be rendered as a real shadow.

Altitude of the clouds + their position, type, dispersion - does it have to be supercell or not?

Intel tab definitelly needs more advanced options for mission makers.
upvoted

May 10 2016, 12:16 AM · Arma 3
fragmachine edited Steps To Reproduce on T62681: Heli crash on water surface.
May 10 2016, 12:11 AM · Arma 3
fragmachine edited Steps To Reproduce on T62680: Ground-to-sound.
May 10 2016, 12:11 AM · Arma 3
fragmachine edited Steps To Reproduce on T62650: Sound kill when "Team Switch" to another soldier.
May 10 2016, 12:10 AM · Arma 3
fragmachine edited Steps To Reproduce on T62647: Ragdoll animation is slightly delayed when killed by an explosion..
May 10 2016, 12:10 AM · Arma 3
fragmachine edited Steps To Reproduce on T62646: Object dropping of height.
May 10 2016, 12:10 AM · Arma 3
fragmachine edited Steps To Reproduce on T62645: AI in buildings.
May 10 2016, 12:09 AM · Arma 3
fragmachine edited Steps To Reproduce on T62644: Fishes freeze in place when shot dead.
May 10 2016, 12:09 AM · Arma 3
fragmachine edited Steps To Reproduce on T62643: Static crew = unable to ragdoll.
May 10 2016, 12:09 AM · Arma 3
fragmachine edited Steps To Reproduce on T62642: AI crossing bridges.
May 10 2016, 12:09 AM · Arma 3

May 9 2016

fragmachine added a comment to T62266: Lack of sound options causes audio problems for those with certain 7.1 headsets..

Agree BIS should go with better sound engine for A3. The one we have now is very limitating.

May 9 2016, 11:51 PM · Arma 3
fragmachine added a comment to T62030: Terrible sound immersion.

@Lapsa - not bad but I prefer classic OFP version of this song. Have much more soul to it ya dig? ;) IMO music should fit to the war game - which is dirty. Another great example - Ghost Recon 1 soundtrack. But that A3 theme would be great for some futuristic Flashpoint race game theme mod - and that's not pun intended, as it sounds good but for me - too sweet.

A3 devs should really let this sound engine breath fully without cutting it's abilities like occlusion.

May 9 2016, 11:42 PM · Arma 3
fragmachine added a comment to T62030: Terrible sound immersion.

I just hope that occlusion effect for weapons and explosions will comeback. Combat isn't anything like it used to be with it :)

May 9 2016, 11:41 PM · Arma 3
fragmachine added a comment to T62030: Terrible sound immersion.

there is no occlusion effect for weapons firing - when standing on the other side of the building rounds sounds the same as next to it. There was obstruction of sound but right now it is rather too marginal. It could sound better with soundwaves being not only obstructed by nearby objects but also dynamicly reverbered. Any soundwaves which should actually reverb/reflect off nearby and more distant objects. This way you get much fuller, lifelike and more believable 3D soundscape in the environment. Mixing it with filters could give amazing result.

May 9 2016, 11:41 PM · Arma 3
fragmachine added a comment to T62030: Terrible sound immersion.

It is getting in the right direction with the doppler effect added but it still needs tweaking. There are dramatic changes to the pitch when helicopter is passing above the head. Firing sounds one time believable and other too muffled, or too silent like it was dependent on distance rather than position of the player.

Also sound reflects/dynamic reverbation could be get into consideration because it could make everything easier, saving you time with recording tons of samples. I see it being used for various open terrains like fields, airfields but also urbanized areas, forest, indoors. It could be used along with other sound filters to affect ALL sounds in given environment. For example: when inside the building giving it "cold" feel - echo, short reverb that would affect footsteps, reloading, firing, talking or even when it is raining outside some random raindrops could be heard in that pass filter indoor etc. along with filtering the outside sounds like when we are in vehicle.

Looks like sound engine is getting the treatment it deserves, but certainly ArmA is big living-room to enhance it even more.
With latest tweaks it starts to feel less murdering to the ears :)

Edit:
Before update to beta - last alpha build had these gunshots changing much more excesivelly, somehow giving it nice immersion effect. Right now it is much less of this effect, but the sound balance is better. Will look forward to see how it is going to be resolved because ArmA always been lacking in dynamic sound environment.

May 9 2016, 11:41 PM · Arma 3
fragmachine added a comment to T62030: Terrible sound immersion.

Now there is positional audio but the volumes aren't right. I don't know if it works also for choppers and planes flying over your head or not - must to check it.
There is not much of variety to the little touches in sounds such as

  • noises of leaves and branches when passing through the bushes
  • street lights, electricity pylons etc making buzzy sounds
  • different sounds for various wind intensity in forests and open fields
  • different sounds for rain hitting various material (rain hitting tin roofs, water, asphalt or leaves, forests or metal)
  • etc.
May 9 2016, 11:41 PM · Arma 3
fragmachine added a comment to T62024: Different body shapes and body heights for soldier models.

Thats whats up +

May 9 2016, 11:40 PM · Arma 3
fragmachine added a comment to T61848: Missing realistic effects to weather elements.

What about adding the possibility for mission makers to choose where, how big and what type of clouds would be present at the beginning of the mission?

Personally I would love to have a mission where it is close-to-evening, a beautiful clear sky over your head and 10-15 km away off you a incoming storm with thunders.

Also adding possibility to "shape clouds", making supercell like this:
http://lowcyburz.pl/wp-content/uploads/2012/03/classic_supercell.jpg

or like this beauty:
http://withfriendship.com/images/g/30865/Supercell-pic.jpg

when there is storm it doesn't mean that clouds are hovering over your head all the time:
http://www.clouds365.com/blog/wp-content/uploads/2012/10/10-13-12-Olney-TX-Supercell-lightning-Twilight.jpg

Also making "Intel" tab in editor more advanced, powerful with features like this, density of lightings, rain etc. This game would definitely look beautiful with realistic cloud dispersion/fronts.

May 9 2016, 11:29 PM · Arma 3
fragmachine added a comment to T61848: Missing realistic effects to weather elements.

Too bad that we aren't able to touch clouds with wings, look like these are rendered just few hundred meters sphere from our position.

Enhanced rain, raindrops, muddy terrain, puddles - all of this would look gorgeous on Altis.

Mud, puddles: SpinTires http://www.youtube.com/watch?v=m11cDRVG8MY

I also want to see fire propagation at drought or after the battle that could spread pretty quickly on dry weather.
0:40 http://www.youtube.com/watch?v=kSTgkMSP2zQ

of course with better looking effects, maybe a little less dense smoke but going higher:
http://www.youtube.com/watch?v=erejzly1h5c

And floods, floods, floods:
https://dl.dropboxusercontent.com/u/6891307/arma2oa%202012-08-01%2022-27-17-54.jpg

http://www.youtube.com/watch?v=gdliwotf-p8

May 9 2016, 11:29 PM · Arma 3