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This is a quirk from just how the mod and arma function. There's a few reasons i have no intent on making a workaround specifically for this. there MIGHT be a setting combo to make it better, maybe messing with the brightness offset value?
@elpedrochicoraulalfonsotejada (had to copy paste that name)
Not currently planned but could be added to the mod yes.
played around with everything and a BW + chromatic aberration combo seemed most compatible with ace and other mods (everything uses blur) while seeming an accurate gameplay representation.
question though, im fiddling with the settings and having a real hard time with something
the loss of night vision due to NVG use seems extreme, really NVGs aren't that bright and while you will have to re-adapt a bit if you remove them its not on the same level as if you got beamed in the face with headlights, or if you entered a bright room etc, problem is with settings set to achieve a realistic adaptation time every time i flick NVGs on for a second i end up waiting 10s of minutes to get it back haha
am i missing a quirk of the settings I can take advantage of? or is this more a limitation of the mod itself?
Loading a save... like a campaign mission? Thats an interesting one ngl. Which mission from which campaign? (hopefully not one of the 2 CLDCs i dont own)
You can now turn on the HINT system without ti resetting the mod. So if somethings broken you can enable it and grab a screenshot/clip.
In previous versions this would reset the mod and usually fix the issue (DW, you can still turn the mod on and off again from in game using the addon setting just above hints. )
Fixed the glaring issues with the last version and continued off that, then:
- Switched allot of manual math out for BIs linear convert command. Also allowing automatic clamping to reduce how often we could get 'stuck' and trigger the antistick system.
- Got a better understanding of, and made better use of, the final brightness value. TLDR the effect is smoother and looks more like vanilla when it should.
- Fixed a bug where the cheat system could be circumvented by having a slightly negative cheat value with lower brightness, Then turning shadows off.
- Fixed some minor cleanup issues when changing settings.
- Edited and added some cases in the large loop, helping us adjust at mission start, AND avoid getting stuck so we dont gotta unstick as often.
- Antistick is smoother.
it brings back arma 2 vibes tho, just realize that it wasn't even in the features of the arma 3.
Bad news: I cant for the life of me find out WHY, and make a patch.
So for the time being im rolling back an update for the weekend, so old bugs will resume but alteats the most mostly works.
While it isn't a 'total' rewrite. I have restructured the entire mod (this may effect server keys, im unsure). TLDR:
- mod is much more stable, nolonger should get 'stuck'.
- Mod nolonger runs in 3den when it shouldn't.
- While settings are untouched, changes may happen slightly slower but much smoother then before.
If im reading this right, this issue has been found and tested within the unit i play with and the latest update likely fixed this issue. (where aperture gets 'stuck' and stops adjusting)
Ideally, youd want to jack up bloom as your aperture decreased to make the much brighter illuminated areas really washed out and 'glowing'. Which would be a nice blinding effect. But AFAIK you cant edit some user settings like bloom with a mod/script.
I will say, though, that if you crank the brightening of dark scenes to 5, you get a nice representation of helmet LLTV like IVAS with your mod. Putting it at 4 and adding back some of the color gives you what they can do with a shoe box size partial color LLTV apparatus. Arma 3's NODs have never really faithfully portrayed phosphor NV devices, but amazingly your mod does a good job mimicking LLTV digital chips.
Because aperture viability appears visually exponential, anything past a certain brightness is effectively indifferent from vanilla. If your on about the post process effects (black/white and abbe ration) then thats settings you can configure, but by default they die off at around sunrise/set brightness.
Without more information as to what your experiencing in what conditions i can only guess either:
- Your experiencing this while in 3den editor, see known bugs or my last comment
- or you found a new bug. Please post an image or video in the bugs/issues discussion. May also help if you mention the map, time of day, weather, other mods in there aswell.
- If your accessing any of these arsenals while in 3den editor (before you hit 'play), your still in the editor space. See the known bugs part of the description, 3den editor interface doesn't work right but theres some fixed /workarounds till i find a solution.
- If you want to exaggerate the 'eyes adjusting' effect for leaving NVGs and such. You can turn the range and multiplier down to 1 and leave the check frequency at 15. Keep in mind you aperture in nods is 11@15 depending on mods so itll never really be THAT dark when you leave them during day unless i add an additional effect (which isn't a bad idea), It does however make night super dark when you leave NVGs
Ill make a discussion/Thread here on the workshop page for bugs. While video is king, even screenshots with the hint system enabled can help me loads in debugging and making improvements.
However this is only used if you enable the anticheat system, so disabling that may fix it for you.
Next non-launch function was introduced in 2.04 and is part of core functionality.
I will keep an eye on this and try and implement and automatic fallback of somesort in the future, in addition to fixing it if it is a bug. For now ill update the known bugs in the description.
No its not intentional. I also just updated the mod so its also nolonger an issue
UPDATE NOTES:
- Fixed postFX staying on when you turn on NVGs.
- Fixed/Improved postFX when update frequency is not per-frame.
- Added a new setting to control the After-aperture brightness value.