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LinuxMaster9
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Mar 6 2013, 12:09 AM (615 w, 4 d)

Recent Activity

May 10 2016

LinuxMaster9 added a comment to T83729: Add Vulkan API support alongside DX12 in engine.

With the evidence that the Linux port client is running really really well, imagine what it would be like to run under Vulkan API instead of OpenGL?

May 10 2016, 11:46 AM · Arma 3
LinuxMaster9 edited Additional Information on T83729: Add Vulkan API support alongside DX12 in engine.
May 10 2016, 11:46 AM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T79457: Controls feel chunky.
May 10 2016, 9:22 AM · Arma 3
LinuxMaster9 added a comment to T75160: Support AMD Mantle.

actually Mantle helps CPU intensive Games more than GPU intensive games. Example being what PC Gamer did in their test where they found that if they underclocked a CPU to 2.0GHz, they say upwards of a 25% boost in game performance. Mantle really helps the weaker CPUs with IGPs over the High-end cards.

May 10 2016, 7:29 AM · Arma 3
LinuxMaster9 added a comment to T74420: Cave Systems and Waterfalls.

Having watched the VBS (Virtual Battle Space/sim) 3.0 feature videos, I have seen all that VBS3 can do (streams and rivers with realistic water and so on. Building underground tunnels etc. This should be completely possible in ArmA 3. If not BI directly implementing it into the default maps themselves, at least make the ability possible in the BI Tools. That way, if a modder wanted to make a terrain that included a cave system and waterfalls etc, they could.
Also, the effects look amazing in those feature videos. I love the snow part too. I hope that gets added.

May 10 2016, 7:11 AM · Arma 3
LinuxMaster9 added a comment to T74420: Cave Systems and Waterfalls.

Thankfully PhysX no longer requires a PhysX card. It can be run on any hardware now. Only Nvidia cards will perform better with PhysX due to hardware acceleration. But there is nothing stopping an AMD Radeon user from sticking in a low end PhysX card to handle the PhysX engine.

May 10 2016, 7:11 AM · Arma 3
LinuxMaster9 added a comment to T74420: Cave Systems and Waterfalls.

I agree with vry. If the PhysX engine is in the new ArmA 3 Engine, then what works in PhysX should work in ArmA III.

May 10 2016, 7:11 AM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T74420: Cave Systems and Waterfalls.
May 10 2016, 7:11 AM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T73094: Engine is running in 32-bit mode when it should be in 64-bit mode.
May 10 2016, 6:29 AM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T72177: Grenades bounce back when throwing out windows.
May 10 2016, 6:06 AM · Arma 3
LinuxMaster9 added a comment to T67256: No Jumping.

plus if you incorporate jumping to the fatigue aspect, you could make it so that you can jump once then you get fatigued.

May 10 2016, 3:12 AM · Arma 3
LinuxMaster9 added a comment to T67256: No Jumping.

"In real life there are all kind of weapons like cross bows, bows and arrows, RPG against infantry, dual wielding guns and tomahawks, does that mean we should add them to the game? "step over" works flawlessly, there is no need to "jump" just so you can imagine you are doing parkour "

Why do keep assuming I am the one who wants this? I am fine with the way it is. I just want my friends to play and they will not unless they can jump. Stupid i know. And "step over" does not work flawlessly. Since when do you stop, then step over a low wall or fence when running? NEVER. I effin vaulted over low walls and fences in BCT and AIT and beyond. The only thing you stopped and climbed was walls higher than chest high. And why would "parkour" have anything to do with this? Parkour is completely different from naturally vault/jumping over low walls. Or from jumping across gaps. Parkour is for doing insane things like flips and jumps all over the place. and FYI, in ArmA you CAN RPG infantry. That argument point is pointless. and dual wielding guns is rather idiotic since you can not aim properly. tomahawks are cool and would be interesting since it would add a melee aspect to the game. Bows and arrows and crossbows are not a necessary weapon for modern combat especially in 2030. The point my friends are making and that you seem to blow the hell out of the water about is that ArmA makes everything very well and leaves everyone behind so well that the inability to jump even the slightest little bit is made glaringly obvious and turns a lot of people off. Almost all the other FPS games out there allow you to jump so it really stands out. so, get off your high wooden horse and look at it from a different angle. Cause, if you go about life like that then not many people will like you and your life will be a sad one.

May 10 2016, 3:12 AM · Arma 3
LinuxMaster9 added a comment to T67256: No Jumping.

well, like i said, this is coming from guys who wont play ArmA. But I can see their point. What would most likely work would be something like the jump/vault in BF3 where you handplant vault over objects. Also, to prevent the bunny hop problem, you could make it so that the jumping would only happen if you were clearing a gap like off a roof or diving off a cliff into the water etc.

May 10 2016, 3:12 AM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T67256: No Jumping.
May 10 2016, 3:12 AM · Arma 3
LinuxMaster9 added a comment to T64182: Linux support.

The Value of a Linux Native Client is quite large. Another thing to take into mind is that the Linux community tends to have the biggest community support for any platform out there. One thing BIS could do if they released a Linux Native Client is to make the client OpenSource so that the community could assist with support. Linux devs release patches and fixes on a daily(sometimes hourly) basis unlike Winblows Patch Tuesday method where patches are not released until the next Tuesday. As far as hiring people who understand OGL, put the word out in the Linux Dev community that you are looking for OGL coders for making a Native Linux client. I have a feeling you would gain a lot of people looking to help. Plus, if you make a Linux Native Client, you could add in Multi-threaded and Multi-cored support in the Linux Client easily with the help of the Linux community. That alone would improve the lure of switching to Linux for gaming a great deal. Since the Windows client would be coded for Single threading and the Linux client would be multi-threaded. It is much easier to code multi-threading in Linux than it is in Windows. Plus, if you made it so that if you purchased ArmA 3 for windows, the key would still work for Linux, people would be more willing to start using it since they would not have to buy another copy. The Steam OS certainly seems to be getting off to a good start and they are using Debian for the base platform.......an excellent choice. Release ArmA 3 Native client through STEAM (Valve would most likely help you in porting it) for Linux platform and you would see more people buying the game and playing it since it would be one of the few AAA Linux games on Steam.

May 10 2016, 1:15 AM · Arma 3
LinuxMaster9 added a comment to T63875: Make sprinting realistic.

characters also stutter step after sprinting or running. If the character stops to rest, they should be able to spring or run afterwards not stutter step for a while then jog then sprint.

May 10 2016, 1:02 AM · Arma 3

May 9 2016

LinuxMaster9 added a comment to T61848: Missing realistic effects to weather elements.

I believe it is the physx effect we are referring to. Such as water bouncing off the ground like on pavement or glass surfaces. We call it an effect because we look at games like Crysis where the water runs across glass surfaces and we look at our engine and wonder, how can we get ours to do that?

May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 added a comment to T61848: Missing realistic effects to weather elements.

The updated Rain looks very good but there is still something missing......How rain interacts with surfaces such as a glass window on a truck. Why not enable the rain to hit the windshield on a vehicle and act like rain on a windshield? Why not add wipers that work. Perhaps the player could turn them on and off like the lights.

May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 added a comment to T61848: Missing realistic effects to weather elements.

From the Atmosfear engine videos, a couple of ideas popped out. The night sky could have shooting stars from time to time. The night sky could also have meteor showers from time to time. ^_^
Full moon cycles too if not already implemented.

May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 added a comment to T61848: Missing realistic effects to weather elements.

Actually, I finished playing S.T.A.L.K.E.R Call of Pripyat with the Complete Mod and it was epic. The environment such as weather etc, was amazing and if BI Studios can bring this stuff in, it would make ArmA 3 and by extension, DayZ Standalone blow most games out of the water. Here is what I mean.
With the Misery Mod for STALKER.
The Storm:
https://www.youtube.com/watch?v=dRTmnIzl3ug
At 1:21 is the blowout storm

Here is the AtmosFear3 engine for weather and environment:
https://www.youtube.com/watch?v=_dL8H5ViKGs

And another for good measure.
https://www.youtube.com/watch?v=Nc13EQjIES4

May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 added a comment to T61848: Missing realistic effects to weather elements.

Lightning would be epic to see strike the ground from time to time during a storm!! maybe cause a small fire or something... Just having the lightning effects upgraded to awesome and scary would be cool

May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 added a comment to T61848: Missing realistic effects to weather elements.

perhaps, when you fly a helo/plane, in a heavy windstorm, it would be more difficult to control? Also, I have noticed the boats are a pain to control now too. Go back to ArmA II controls.

May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 added a comment to T61848: Missing realistic effects to weather elements.

The next thing the effect of the environment on the objects in the game should be fixed is of course the way boats interact with the water. At this point, boats don't react like they should. An excellent example is when you accelerate the speedboat. The back half of the boat disappears into the water for no apparent reason. Last time I checked, boats that are covered in more that 50% of their mass with water, sink. Make the boats CUT through the water, bounce from swell to swell. When the boat crashes into another wave, let it break over the bow not submerge the back end. Also, for a speedboat, there is no signifying wake of a motor that would categorize it as a speedboat.

May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T61848: Missing realistic effects to weather elements.
May 9 2016, 11:29 PM · Arma 3
LinuxMaster9 added a comment to T60525: Xbox360 Locked control scheme issues.

I would like to state my control setup from ArmA II.

Thottle up/down: Left and Right trigger
Pitch: Left stick
Roll: left stick
Turn Left/Right: right stick
yaw: L/R bumper
Auto-hover on: Left D-Pad
Auto-hover off: Right D-Pad

These settings worked fine. The only thing I was unable to set was fire triggers and weapons switching.

These controls seemed to make sense to me.

May 9 2016, 9:48 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T59213: Water vehicle lights do not show when on.
May 9 2016, 6:44 PM · Arma 3
LinuxMaster9 added a comment to T59209: Water Craft do not displace water correctly.

I have created an unlisted video of the issue. here it is: http://www.youtube.com/watch?v=7uwt4tCq4mk

May 9 2016, 6:43 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T59209: Water Craft do not displace water correctly.
May 9 2016, 6:43 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T59177: Mission editor lacking invisible objects placement, missing SOFLAM for CAS and Arty.
May 9 2016, 6:42 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T58913: Ammo types not clearly defined for weapons.
May 9 2016, 4:06 PM · Arma 3
LinuxMaster9 added a comment to T58889: Unable to place weapon/ammo crates.

issue resolved

May 9 2016, 4:05 PM · Arma 3
LinuxMaster9 added a comment to T58889: Unable to place weapon/ammo crates.

I agree that one player unit should be present when defining objects since a player unit is necessary when testing the mission. With the lack of a 3D editor, I would want to preview the mission to ensure objects are placed where I wanted them.

May 9 2016, 4:05 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T58889: Unable to place weapon/ammo crates.
May 9 2016, 4:05 PM · Arma 3
LinuxMaster9 added a comment to T58889: Unable to place weapon/ammo crates.

If that is the case, it should be tweaked to not have to go through all those steps to have the objects show up. Also, the fact you are seemingly unable to place crates down if there are no players seems odd. Some people like to place objects down before placing characters.

May 9 2016, 4:05 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T58886: AI fails to recognize enemy is nearby.
May 9 2016, 4:05 PM · Arma 3
LinuxMaster9 edited Steps To Reproduce on T58883: Unable to Customize Controller.
May 9 2016, 4:05 PM · Arma 3
LinuxMaster9 added a comment to T58799: Deploying a weapon / proper use of bipods.

I agree with OP. The LMG kicks like no other without a bipod function. Why should you be unable to lay down suppressing fire from a low wall with an LMG if your rifle shows it has a bipod but there is no keybind to deploy it on the surface to steady the shot.

May 9 2016, 3:33 PM · Arma 3