- User Since
- Apr 18 2013, 7:50 PM (393 w, 1 d)
May 10 2016
Have you tried to start the discussion in the BI Forums with the AI developer?
Hopefully it could happen "soon" and before ArmA4... :-)
Yes on night showcase at the lighthouse area
The mod community can only do it, if its doable with current scripting commands and FSM knowledge. Also performance impact by scripting, rather than beeing hard-coded and BI-Dev optimized, has to be taken into account.
IMHO: Don't rely on the community every time to fix lacking features and bugs.
Hi, isnt http://feedback.arma3.com/view.php?id=2766
also related? It has 415 votes BTW :-)
Mr Death, look in my Videos. Proof enough?
What there are people voting against a realism feature???
Tracers DO ILLUMINATE THE ENVIRONMENT in real life, some more, some less depending on caliber, color and obviously distance to objects/ground.
In ArmA1 (yes ArmA1!!!) this was done by the infamous ACE-Mod without any performance loss. A light source was added to every tracer round fired and did the job quite well.
And remember: ArmA1 had a very old engine state compared to ArmA3 with low to none love for lighting at all. Imagine this with ArmA3s Lighting improvements.
Proof Videos RL:
Can this be in the expansion please?
Updated screenshot link for Sahrani+Rahmadi
In Theory not, as the whole engine (RV) uses a streaming technology since ages.
However i am not sure for the Satmaps though.
The rest is actually in your own hands by your Viewdistance setting (and possible distance between Altis and Stratis).
By the way, just to make it clear again:
I DONT mean that both landmasses should be merged, no.
I mean that both ISLANDS (Stratis + Altis) should be on the same "map", divided by water obviously.
Just the way you can see it on my linked image with Sahrani and Rahmadi from ArmA1.
Yes a built-in "editor update" (as they were called by modders in previous versions of ArmA) would be a veeeery nice addition.
Yes i also like it and i believe it could be done.
Question is, how long does it usually take to get a "full" eye adjustment in dark, lets say when no other lights are visible?
Also it has to be done to AI too, but since they seem to consume even less CPU the more there are of em, it shouldnt be a big performance hog.
Is there any information about the new released map editor? More userfriendly?
So you can do so in real life too. Whats the issue? Just keep that pesky little trigger finger under control xD :-)
Absolutely needed. We begged for it for ArmA1, we did for ArmA2, we did even for OA, but nothing since 7 years... The Title is called "Most realistic Military Simulator", so please do it.
Nice Video used often as showcase since times before ArmA1 came out:
Hi, i have added two screenshots from a "different game" that shows the increase of vision on a properly set-up game for 21:9 screens.
Mulle, have you watched the Video above? I have not seen this quick flashing behavior ingame yet...
Yes, but as long as there is a simple hitpoint system in our "most realistic military simulator", i doubt it will ever change.
I mean, coding a workaround for this, you can also start to code a full realistic solution.
If so, then some mod/edit should mark it as resolved/feedback.
ACE does this quite perfectly since ArmA1. You check it by weight with a mag-check key. Also on more modern transparent magazines, or magazines with transparent windows, you could see by your own eyes how much shots are left.
Still i think such a feature should be a difficulty option - but i very welcome it since its HIGHLY unrealistic and a leftover from Arcade-Shooters.
Yes its needed. Also i had a hard time to find out how to walk "slow" in non tactical pace mode.
I couldn't find a key for it, like i was used to in previous ArmA series.
I don't know why this would be so hard on performance actually...
Wouldn't just a little method be sufficient, were a little texture is spawned at the impact point. Doesn't have to be High quality with large size, also doesnt modern Graphics Interfaces cache multiple equal textures, etc??
I mean, i know that over 10 years ago, with Duke Nukem games or Half-life, bullet-hole decals were an issue, but i doubt they are in 2013.
Such little things would all help for immersion and believable battlefields.
Imagine you have an Online MP game and you visit with your squad a town that has tons of bulletholes all over the houses, fences etc... you know instantly what happened there and you know the enemy you are looking for might be not far away...
I Agree. Further down the road i would like to see a short animation played whenever i take something out of the backpack into the vest.
Yes needed! Small tweaks like that could enhance immersion significantly.
IMHO, all those "Foregrip not an attachment", "Grenadelauncher not an attachment", etc etc etc tickets should be put into one single one, like this here.
Or at least somebody should list them as "Relationships"
See this RL footage detailed over time!
It has 524 votes right now, if they dont consider it, well.....
So i wouldn't worry.
I cant see any big improvements in latest build either. This what is suggested here is strongly needed. BIS needs to listen to it, as they have flawed it in all previous releases of the engines, despite lots of people were crying about it. Now we have 2013, and full release might even close to 2014. Blurry textures have to go.
The engine in this regard has to be worked/coded on, not just a sharper texture replacement. It must be coded and advantage over previous engine iterations.
Wont that deffered lighting/shading resolve this issue?
May 9 2016
I guess the real issue is not only time to develop it, but the own "professional" competitor inhouse, called "VBS" - which doesn't even have a system as complex as wished for by many of us.
Imagine ArmA3 more realistic than VBS, i guess they would hate that....
Love it, its a lot of work to make it proper though (remember ACE1&2 wounding system code, despite being just a "lite" version of what was proposed at the beginning).
Also it should be optional by module in editor and/or difficulty switch.
A real solution would be only a new grass rendering method with lower performance impact, yet still leaving the impression (on mid to high distances) that there is grass at distance.
This often referenced "Super-Engine", which simulates the whole earth, can do this quite impressively
Just my opinion.
Should be really done, but the short range part around the scope should be blurred out, so like in RL where your eye is focused at in the scope but you still have some little situational awareness whats going on around you.
I like it, and the players view should be lowered/tilted 90° too then, making it not possible to see where youre driving (assuming you are driving while getting shot and do this action).
Solution has to be found when driving from 3rd person view, to make it not to unrealistic.
At least, if all those high wished features wont be added by you, give Modders the Opportunity to.
@ChrisReaman: If this is true (do you mind share some sources?), we have to immediately set-up a new ticket with a vote for a better Sound Engine.
Jesus no, this cant stay that way, a huge simulator with a 3D Audio feeling like its 15 years old... Only Stereo useable in ArmA3? Please not again :-(
but required better blending of left, center and right channels. (To include rear channels as well.)
>For example with a noise making source in the front and turning your head right, you would only hear audio on the left channel, with very little if any audio on center and right channels. Kind of funny sounding, as if one simply turned off their right ear. Hence, my thinking blending needs tweaking.
Exactly what i was writing 3 posts above. So there was no change since ArmA2, because its the same there. Hopefully channel widthness and blending will be optimized so i can switch the 5.1 Sound again for the final game.
I agree and i bleive this was introduced with ArmA2.
i Have true 5.1 Headphone which works very well for dolby digital and worked like a charm in ArmA1. Now in ArmA2 i noticed that the "channel width" is to small. And there is no "0verlap" of channels.
Let me think how to explain it....
In ArmA1 when a sound source was lets say 45° to your viewpoint you would hear the sound in both same loudness in the center speaker and the right speaker.
In ArmA2 when the sound source was also at 45°, you suddenly would only hear it in the right speaker, which made you believe the sound comes from 90° (right). Then you turn to the right and there was nothing.
This was so confusing for me that i switched the game and windows sound setting back to "Stereo"
I have yet to check it for ArmA3 too and will report back.
Btw, this was independent of Soundcard chip and Windows Version (switched from Vista to Win7 during ArmA2 times with new hardware but no change)
Strongly needed IMHO. Also it should be combindes with the ticket about more weapon mod possibilities. Imagine be able to fold/unfold/remove a bipod when needed.