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- Mar 12 2013, 9:18 AM (609 w, 16 h)
Mar 19 2017
Dec 4 2016
Just look up game called Squad. Guy behind FX and explosions did in my opinion amazing job.
It is not just explosions but also dust/water particles picked up from walls when firing a gun or when grenade explodes.
Jul 14 2016
Too bad that there is still no working sound occlusion when standing behind a building or hill and firefight nearby can be heard muffled.
May 10 2016
Can confirm, it is irritating. It happens when scene is dark late evening/night/before sunrise.
It makes sense considering that NATO supports AL-queida and other terrorists islamic rebels in Syria.
But on a more serious note - WHAT A PIECE OF D**KFACE MADE A DECISION.
voted up
I have to take something back. Good to see that BIS is fixing bugs even just after the release.
Keep up on your great work and ignore naysayers.
I can't understand why this wasn't touched by any of the devs. Why devs don't show up interest in fixing their own game based on their community tracked issues is beyond me.
this type of stuff needs to be fixed first.
voted up
This animation looks like placeholder - nothing close to the VBS2 effect.
Many things in A3 looks like placeholders sadly. I believe that this engine is just showing his age. There could be only hope if they decided to make a complete rewrite based on RV4 avoiding mistakes and it's shortcomings. Making it use of modern hardware should be priority. But I doubt they would like to spent next fifty years on rewriting it - it would probably cost double more than A3 too (but that isn't a issue for ArmAfans obviously - but for their sells)
As you probably know AI accuracy is all matter of config tweaking. I don't see any problem how we couldn't get unmanned turrets, while we get unmanned UAVs etc. This system doesn't have to be hyper-realistic, just a possibility in the engine and playable content, that modders could tweak/mod if they want to.
I've created this ticket because one of the modder of A3 is making ship and he wonder if this has changed in A3.
BTW. Hitbox/firegeometry has nothing to do with modern/old technology being able to hit/avoid the target. I just talk about another engine limitation - step back from modding. If for example ACE devs feel that they would like to carry over A3 systems mentioned by you, they would at least have groundwork to start with - and possibility.
Wish I could get an answer from person that downvoted to write down an arguments for why thumb down not up. Maybe I expect too much from some?
Isn't it strange - half of objects in ArmA have fire geometry while other half does not? Well call it realistic but at least bullets should bounce off the missile, higher caliber missile should be damaged and unusable. If you can try in RL.
with simple editor like this it could be possible to create animations not only for the characters but also objects. Would be possible to make decent vegetation animations for bushes and tree branches, maybe even every leaf to move after explosion or when wind occur.
proper wind effect on evironment could enhance it alot
[spoiler] http://feedback.arma3.com/view.php?id=8559 [/spoiler]
Oh my... Thank you for this ticket, I was about to post that too. There is definitelly a need for these animations in A3, so the animation system could be called revamped. Animation where crew takes a shell and put it down the mortar would add alot. There is also a problem with dead crew being unable to ragdoll. Also possibility to tweak animations would help modders but im not so sure to what extent it would be possible.
Thats why it is in dev branch - for testing something that wasn't implemented before by devs.
My two cents: it would be better if doors would stay open until all of the soldiers in cargo left the vehicle.
cant imagine rabbits swimming but im completely certain that cats DO HATE water :)
i didn't care much either but media did fly high with "ArmA 3 physx will be awesome". So it would be better to add this as option for additional physx so none will say that game stay behind games from 2010 when it comes to effects.
If you prefer to focus on your imagination then simply turn off the additional physx in video options. Won't harm you and those that wish to have these.
BTW. there are two tickets on this and that is not good because it draw back attention from each other.
@AD2001 well right now it can be really hard to find it, its been years ago and there were tons of mods made for OFP more and less serious but i can check if google will find out
edit: im on the mobile and looking out for it is pain in the a**.
funnily enought, those who played OFP probably remember peeing animation mod to it was hilarious :p
cool ideas Kol9yN. I hope that BIS would be open to animation tweaking/creating with or without 3d anim editor i created ticket for.
I think that smoking animation is great idea, it doesn't always have to be uber-proffesional future combat. And mods like I44, Vietnam Mod would greatly benefit from this one little simple animation that can but doesn't have to be used.
Even old Ghost Recon had this animation and I remember when I made a mission where russians circled broken squad. They were setting up on the hill in the cave and Ghosts were set up to resque them. Little touches like some of them with no helmets, with bandage on their head leaning in the corner, and one of them smoking cigarette build up that immersion level.
It is not i want this idea because i smoke - i don't, but you agree that some do :)
BTW there was one guy on the screenshot of A3 - smoking cigarette:
http://media.pcgamer.com/files/2011/08/artwork_special_characters_Nikos2.jpg
Completely. These can easily enhance mission so game doesn't feel like sterilized from ordinary activities - because soldiers are humans too!
@p00d73 along with ACE2 mod to check out how the real war should look like :>
BIS could make this full-reflective or disable this texture when inside cargo.
Yep, even BF3 predefined animations would be huge step forward for ArmA 3. It should looks more naturally, while APEX is sometimes generating weird effects. With animations that can be polished, easier and less resource eating task to do.
ArmA 3 devs - hope you have this on the list of things TODO
@plutoto74 if you would take time to read all post above mine maybe you could find out @bez meant to add few animation destructions for every side of the building. Wouldn't that look more natural than what is now?
Generating them through APEX seems a great and time-saving idea too.
I agree with bez, it would look much more naturally then and be less resource-eating.
BIS did test this technology for ArmA 2 and it worked pretty well but there was problem with the MP so they scrapped it.
There was mod for A2 that fixed fire and smoke. It was possible for fire to propagate over vegetated areas. I didn't noticed huge FPS drops, only smoke caused some FPS drop but fortunatelly there wasn't much of it on forest.
I think that fire looks really good but close to it loss it's shiness.
@p00d73 which doesn't happen in real life? First OFP had these civilians being shot-dead by soviets...
It can happen not only on forest trees but on other vegetation/grass as well. There is known modder that made an addon to the ArmA II which made it possible, certain ammunition could even ignite the fire. I wouldn't mind moderate after battle fires here and there sometimes.
Dont worry - it will be in ArmA 3. Modder that made addon for this in A2 said on the BIS forums that it will be in A3 - vanilla or made by DMaverick :)
I feel your pain mate. You've made detailed report and I agree on most if not on all of it. It is all dependant on devs what they add and what not, we can only show our interest.
Im afraid that this ground deformation is nothing more than model - but even that is better than texture mark like for instance on craters. Even first OFP had mod called FFUR and it has nice modeled craters.
There is much more what any modder can add to this game, not only explosion sounds. But - again - mods are using scripts which are FPS extensive - and we would rather like something core-engine actually made by devs.
There is really thin line between upgrading parts of the engine and making it unmodable - completely or to some degree - this is what BIS don't want to do.
Of course, If modders could have engine code they would be able to do wonders probably... But it is obvious for anyone that it won't be published, it is Bohemia work and only BIS should get credit for it.
So all my faith I put in BIS - to make these features happen - or to allow much more flexibility in the engine for the modders - hopefully with JAVA implementation maybe it could get better?
I believe that unfortunatelly these changes are not possible to be done by modders, because these need to be done in the engine code - to which only BIS is allowed.
As gameplay goes 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.
Another thing I would like to see are some better craters/terrain deformations. Lower priority for gameplay but still higher for visual-quality which BIS wants to achieve. "Current craters do not live-up to standards" ticket is around here on tracker - suggest you to check it. Infantry could hide in those craters waiting for CAS etc.
For visual fidelity I would like to see better damage models for vehicles. No more exploding boats, ATVs, cars. These could get in fire but should not been layered with "darkened textures" instantly, but rather with time and fire consuming these vehicles, starting from points where fire comes off. It would be easier to add but would change alot in this area - merging original textures and smoldered ones.
There was ground deformation in arma 2? Could you please elaborate with some pictures? Anyway i agree on ticket and upvoting.
Just a small hole that you would be unnoticed but big enought to shoot from.
Hammers for A3 added to the list +
Also, most veh would explode in A3 - and that is wrong. They should get fire and became darkened with time - not the other way around.
Problem was with trees being too dramatic on rotor downwash - grass layer and bushes were near ok but still too rough. Now there aren't any downwash effect on vegetation - maybe BIS is sorting it out?
@ProGamer - so now we have to pay for the fixes - not just for the content? Ridiculous. It should be fixed in patches along with added features. Not split the players on those who have nice ocean and those who have ugly version. One of the latest ArmA3 interview with Dev proves that they don't want to go that way.
DLC and Expansions only for new armies and campaigns (for example Chinese & Russian modern army with story plot in Asia or whatever)
Really decent looking water but not perfect implementation of it (and its physics too). At least for now, hope that it will change.
We need fire geometry/hitbox for missiles so we can knock them out using autocanon or other missile.
Would be good if armament, weaponry could be destroyed.
voted up
dont forget about SHTORA system for T-100k - which is counterpart to TROPHY and ARENA. upvoted
We haven't seen any armament for marid to conquer marshall. It is pretty obvious that an additional firepower to Otokar is a must. 8 wheeled with AP autocannon makes difference than anti personell hmg on both - irfit and marid. Especially when taking into consideration fact that marshalls AP rounds pierce through frontal armour of marid like red-hot knife on butter.
I agree. Right now Marshall is overpowered with its AP rounds against Marid. Opfor actually have two vehicles with 12.7 armament - marid and ifrit and no AP armament on any.
I have dedicated sound card device M-Audio ProFire 610 with AKG k240 Studio. On firing drill showcase it sounds really bad. When up to 5-7 meters (which is fairly big distance if speaking of voiceovers) sound comes like from everywhere. Soundsource of talks/voiceovers should be smaller, at best on the height of the head and more precise. Leaning prone next to voiceovering unit would make a difference than standing next to it. Sound should also be more directional, it should be heard much better at front of the soundsource (which should be face at this case) than at back of it. In fact all sound sources should depend on direction and their position fairly equate.
And it is aware of who killed or shot. Especially when you're a player, enemy will ignore rest of the squad and focus it's fire on you even if it didn't seen you shooting.
Try with the grenade launcher, couple ai groups and enemy Ifrit 300 meters away. Shot grenade launcher towards Ifrit (as close as possible) - Ifrit will smack you down but will ignore rest of the squads/soldiers.
@CXN2615 yep, but I mean it to be used mostly by AI in combat situations.
Player should have an option to do this too.
Well put Marshall on the airfield stripe and you will notice that left side of the vehicle is obviously hovering little bit above the ground.
voted up
It was possible on ArmA 2 engine, it's been done by BIS devs, it is possible on A3 engine. There is only need for clean implementation, but first I would like to see improved rain, puddles and realistic surface like mud, sand to get stuck in. Making things from scratch is harder than implementation of the known system, anyway this plus fire propagation and we have ultimate life simulator.
voted up
I agree that this window on airfield tower is broken. There is also constantly looped window crash sound.
Sounds really good man! Does it work also for rain?
I've been thinking loud before release about this feature, nice to see it coming to life.
ACSE dev said that he have plans to move his work onto A3. There is nothing really confirmed in here, it is not an easy tasks to implement such system on ArmA engine with such limitations. I believe that A3 sound engine just got some enhancements and nothing really worked out much, anyway it would be nice move towards sound-modders to implement some better audio - system for effects like reverbering and echoing.
Taking into consideration BF4 sound environment as example of good sounding engine. Sounds outside building are different than inside building with echo not being overdone, outside sounds being obstructed by the building, giving nice, cold feel to the sounds inside building (no furniture just empty rooms) and meaning to the outside sounds, especially gunshots. Way the engine generates distant shots is great too. Can't be sure about echo and reverbation but it doesnt sound like any flat-recorded wavetail but much more lifelike. There are mods in progress for A2 that make possible dynamic rev/echo by scripts. For starter BIS could add different classes for urban, airfield, fields, forests, ocean, indoor for reverb and system for echo that would calculate distance from reciever to environmental terrain, forest, buildings and play echo soundfiles. Positional reverb and echo is important. Or make everything dynamic. Last is the best.
Notice the slight echo/reverbation off nearby buildings at 08:36
08:42 indoor echo, 08:45 muffled outdoor gunshots (floor up), 08:53 these are transforming also at 08:55 same gunshot sounds different
http://www.youtube.com/watch?v=U8HVQXkeU8U
Of course these sounds are balanced for typical mainstream game but think about what possibilites could have ArmA 3 with such engine tailored to its needs.
Advanced Combat Sound Environment. Of course it doesn't sound as expensive as BF4 system, which anyway have more samples - but isn't this mod just briliant?! It is working idea, it shows that it indeed is possible within the engine and with more powerful sound engine A3 posses it would sound absolutely stunning. I believe that A3 devs can come up with something like this:
Video presentation of EAX in Halo:
http://www.youtube.com/watch?v=BPfVHwrq8-4
Raven Shield:
http://www.youtube.com/watch?v=30fTc5t5QNU
Americas Army:
http://www.youtube.com/watch?v=ppsHi6XsO4E
EAX comparison in Thief 2, Mafia and Jedi Outcast:
http://www.youtube.com/watch?v=Vmk3dFQHX0I
bottom line is: it would be beneficial for BIS to create their system with EAX possibilities that could be used and further improved in next titles. Dynamic audio system that works on its own would be the best choice. Things that are solely missing is dynamic echo and reverbation - and would be next step in development to add after distance filters, 3d sound positioning, doppler and occlusion effect.
Especially 3d sound positioning for echo would sound neat.
Too bad that EAX is hardware - only. Looking for the future (and present)good move for BIS would be to develop their own decent audio system. Of course they could go with 3rd party program they could not understand or fix it if necessary, but developing their own sound system with capables of EAX or even more - could be deployed standalone in the future for other game developers - so they could get money from it too - two roasts broiled on one fire :)
I'll post what was written on BIS forum by me on "Audio Tweaking" topic:
Before going to beta there was an update to sound engine with doppler and occlusion and even without doppler being fixed occlusion effect on gunshots sounded very promising.
I hope that it is possible for audio engine to PP the sound samples not only for doppler, occlusion but also terrain/building/tree or any given object reverbering and simulating the soundwave being reflected off the buildings and trees... If this could overload CPU then this could be an option in Audio-tab menu which lacks adjustability anyway.
http://www.youtube.com/watch?v=rOVBvaT_8qs
Recorded samples with reverb attached to them can became boring, simulating reverbation/echoing could give us bilions or so different sounds. Just one sample that can sound so much different in different environments. It is possible by scripting so for sure it is possible in the engine:
http://www.youtube.com/watch?v=u0syEeeHSjY
http://www.youtube.com/watch?v=jlL_DO8WoNs
With stereo sounds it should be possible to simulate positional reverb/sound reflecting/echoing. It definitely would improve the soundscape, giving it sense and depth of space in environment plus mentioned before possibility of bilions different sound results. With doppler, occlusion effect and mentioned above this sound engine would became really POWERFUL.
Thanks,
I heard about that too - but I didn't heard about implementing some kind of system to it. So, when BIS said that it will be possible - they said something obvious like spawning the object way the SLX did - or something actually upgraded? They didn't covered that - so we don't know.
Well I think that corpse and dismemberment body part should then act as independent object - or ragdoll is handled after damage has ben set.
I don't know how hard it would be to implement it in this engine that is almost fully moddable - but woundings we talking about are present for example in infamous OFP: DR. I know that DR engine sucks - is unmoddable etc.
But - just a big no no to the quake style flying meatsteaks. Human body is much more resistant to the force than we think.
So, for example typical grenade would have no effect on dismemberment because mostly it is fragmentation one and secondly - there's not enought power to do that kind of damage.
Hovewer, mines, artillery/mortar shells, rockets, bombs - that would definitely have an effect on the target. Same to high caliber rounds - but there are rather much less effect on the dismemberment/body wound than bomb itself.
Some folks get their jaw dropped on the floor dying in excitedness when BIS publish some new vehicle or gun - but what really makes a game is how much you can do - with so called vehicles and guns. I would prefer BIS to spend their time making engine more powerful - something the modders cannot make properly as devs. Features is what MAKES the game - and are always welcomed.
Yesterdays update changelog:
- Damaged static weapon now look damaged
I guess it is resolved now?
upvoted
If not enabled in vanilla then atleast disabled in core-engine.
Almost month from posting this issue, 43 votes so far 100% for vote up - and we don't even get "reviewed" status. Devs wake up!
@wUFr I have to wake up to do what? If you would be dev it would be hard for you to read the ticket and hit "review button"?
Get a life or you wake up.
For right now all we have are blood splatters on the ground ( it looks nice though, given a direction of round penetrating ) and strange balloon like blood effect after AP round on the body. BIS might have problem with implementing blood on other objects but right now it looks silly if you can see lake of blood on the ground but none on the wall or tree.
Simple tex-overlay would make the thing and I believe it works the same way on blood on the ground surface.
@Grezvany13 Well VBS 2 engine is not ArmA 3 engine but i see what you mean. Im afraid that it's not as easy as copy/paste but that shouldn't be argument either to not implement foundations for proper wounding system with ability to dismemberment it for the core engine.
Model based gore was working out approach in SLX but what I would like personally see in ArmA 3 gore mod is stick to realism as much as possible with details involved like bodies of dead soldiers still having their original uniform along with parts of their equipment. Thats the VBS 2 way to go.
That means if one lost half of his legs still have its own uniform, same face. Lets say that half leg with boot would fit his uniform too just for detail - case.
If I would have enought time, patience and not being enought lazy to learn modding - i would make it myself. But wouldn't be it easier with basics, foundations standing behind it? Im sure so.
@Crierd seriously, the average age of ArmA player is around 25yo. At least enhanced blood effects would be welcomed.
Dismemberment will this time be possible and supported by the engine but not in vanilla game (at least this is what devs said).
Thanks for the support.
I think that also bloodmist if not overdone would look nicer than just pieces of meat flying after 12.7 cal hit the body. Im not talking about getting rid of the gibs but rather fill the whole effect with proper tiny but visible bloodmist. Volume of it could depend on the hitpoint, type of ammunition used etc. For instance artery would have more effect on it than upper chest. Sniper rifle would have more effect on it than pistol. Of course it have to be transparent mist not flush of blood.
As dismemberment goes with full respect to SLX mod which have great features gore part wasn't quite realistic.
We not talk about pre made model when BIS stated that dismemberment will be possible in A3 - did they said something obvious as pre made body model for it? We don't know. We know that ArmA engine seems to doesn't like shape changing materials. What we need is dynamic body for dismemberment. While I try to think realistic that gore won't make it into final build BIS should at least laid the foundations for it in engine to help modders with implementing it - the same to various animations.
I don't believe in so called "psychopath effect" - I believe in marketing and as far as it would cut BIS sellings I would not implement it in vanilla - BUT - I would gave it strong foundations in core-engine for modders.
That way both sides are happy - it is not in the vanilla game - but it is in the engine. It should be much more versatile and easier to implement than in previous ArmA games.
and there is a reason - for this bug tracker, os and build version - so for me to post a ticket. Thank you for useless post
Ok so the problem with errors was addon skarikiska radomly put in addon filedirectory. I've deleted it and have no more problems with errors - but still there are some missing features.
good idea that way it would be easier for helis to drop transport even without landing
I've reinstalled whole game to updated version and now there are "chunks of meat". When update was published I've also seen something as blood mist but im unsure if this was in build update or did I had @BloodMist mod ON. Had to turn it off because it gives weird effect on my dev build.
Flat ground textures? Well then maybe you mean ground tesselation not the textures itself? I would recommend making a ticket on this.
I've been talking with Jarhead and he said that there might be possibility to adress some filter/filters made by BIS when indoors - not only for gunshots but for ALL sounds ie. steps, casings, reloading, voice talk etc.
It would be awesome if the same approach that was made with vehicles - to filter out the outdoor sounds - would be taken indoors.
Funny thing that I've wanted to make same ticket for this :)
Im a bit pesimistic and i think we wont never get bf3 quality soundengine - its art in itself and it require people, resources, and money. Its doable of course. There is just too many things to
address - bis focus is visual-vise apperance right now. I hope that sound will be addressed so in final release we will have decent sound engine. Not predefined samples but sound reacting to environment - its possible with scripts- and every sound never sounds the same.
I had exactly the same request on my mind. Not really a major thing but a little touch that adds immersion to the game.
Lets say, in BF3 there are parts of the tank that are moving physically undependant to the tank - even if itself BF3 is super arcadey - some more immersion that would allow players to blend into game environment would be nice if possible.
BTW on this video you can see that there are also other parts on the tank that are movable. Unfortunatelly i think that this level of detail would be hard to achieve in so complex and endless of possibilities game like ArmA:
http://www.youtube.com/watch?v=7Ipg0Vqqtr4
Anyway I think high. Devs made some nice optimizations to the engine - maybe they will bring even more of it?
I've created similar ticket with AI in mind. I think it could help AI with their "prone-stand up-make few steps - and then run" problem.
http://feedback.arma3.com/view.php?id=10125
Double forward key should stay for A3 and prone-to-run as an additional movement for AI in combat when moving to cover for example.
voted up
Well, actually BI Studio made vertex snow layer for VBS II so mud is possible in A3 engine.
Myself I would prefer that "new layer of bug" than none of both honestly.
Questionable neccesity? You mean an argument - that it has to be infantry-centric game with elements of simulation - so proper vehicle simulation isn't needed? Sure, it would balance vehicles in the game and would make advantages and disadvantages for both - wheeled and tracked vehicles...
Vehicle simulation always was poorly executed in ArmA games. Even simple slickness of the road on rainy weather - would be welcomed.
Ivan Buchta said that he hopes there won't be the next ArmA game :) Mud could be just tires penetrating through the surface without any graphical candy eye + parameter that would slow down or immobilise the vehicle. That would be really low on CPU and none GPU impact. Maybe only wet-ground overlay texture and for me that would be sufficient.
well in fact devs started talking about this feature long time ago in some interview before update to physx 3.0 so i consider it as possible. havoc engine isn't physx engine and we still dont know what devs can pull out of it. It could have completely different approach than in spintires.
also remember that wheeled vehicles should avoid beaches to not stuck in sand. Wet and soft sand, mud should make drivers to think twice before making some mistake. Btw that exhaust smoke looks beautiful for kamaz in spintires - any possibility to add that effect for A3?
No more riding mindlessly through the plowed fields with trucks. It would make controlling the roads and crossroads vital part of the gameplay. Stuck in sand and you will need another vehicle to tow you out.
It would also add more depth into tank combat.
I believe that devs in 2011 said in PCGAMER interview it will be possible - but how it looks ATM we don't know.
Here is some insight into SpinTires:
http://www.gamasutra.com/blogs/PavelZagrebelnyy/20130613/194247/Rendering_and_simulation_in_offroad_driving_game.php
This game even have running water. Hope that it would be possible to implement both with JAVA at least!
It would easily turn rainy mission into hell when carrying all of this equipment, you would fatigue much quicker, walk/run slower. Wheeled vehicles would stuck in the mud so if HQ did wrong choice of forces being used that would turn against these forces preety quickly. Honestly, if the mud would be pretty nasty even tanks would stuck in place - but i don't believe it would happen that much on Altis, much often on some modded Central/Eastern Europe map probably ;)
For that one who disliked, and for those who are interested. Wheeled vs Tracked:
Wheeled
http://www.youtube.com/watch?v=u_E25Yyv0ZE
Tracked
http://www.youtube.com/watch?v=TCXwgPZXScM - none of the wheeled vehicles would be able to get out of that s**t :)
Who wouldn't like mud in game. As a part of gameplay, not only visual candy-eye - tracked vehicles would gain real advantages against wheeled ones.