AGM - Authentic Gameplay Modification

Espacio para postear addons, sonidos, modificaciones o elementos relacionados.
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<A2>GuS
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por <A2>GuS »

En el foro muchas veces se malentienden los tonos y se saca un lio de donde no lo hay. Hablar por TS mejor.
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Fillo
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por Fillo »

I'm also happy to announce that Lord Heart was kind enough to integrate LHM Glasses into AGM, which is also going to be included in v0.92.
http://forums.bistudio.com/showthread.p ... ion/page40
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Fillo
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por Fillo »

Changelog:
v0.92
- Fixed: "Prevent Insta-Death" didn't actually work. -.-
- Fixed: (Medical) items couldn't be added using VAS.
- Fixed: Grenades using the "precise throw" setting were thrown in head direction when freelooking.
- Fixed: Some third-party addons using miniguns lost their ammunition.
- Fixed: Tweaked the way the maximum distance for interaction with vehicles is calculating, allowing proper interaction with long vehicles, such as the HEMTT
- Fixed: Users were able to press buttons while unconscious in vehicles
- Fixed: Weapon resting while having your weapon lowered would result in weirdnesses.
- Added: ACRE support for Medical and Hearing
- Added: Box with miscellaneous items (earplugs, UAV batteries etc.)
- Added: Incorporated LordHeart's LHM Glasses.
- Added: Made the small dot the default marker
- Added: Mission makers can now define their own interaction menu entries (https://github.com/KoffeinFlummi/AGM/issues/244)
- Added: Option to reopen the medical menu automatically after treatments
- Added: Self-Interaction menu option for equipping ear plugs
- Changed: Burst configuration of the GAU-8 (using the original sound again).
- Changed: Notifications now use a custom RSC element.

http://www.armaholic.com/page.php?id=25779
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Fillo
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por Fillo »

Video de las bondades del AGM
Última edición por Fillo el 01 Oct 2014, 21:42, editado 1 vez en total.
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<A2>Perotte
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por <A2>Perotte »

Si llego a ver esto en su momento cierro el post, me sorprende que no lo hayan visto los compañeros moderadores.
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Fillo
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por Fillo »

AGM - Flashbang Test
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Dybite
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por Dybite »

Nueva actualización v0.95 como os dije en la reunión han reescrito el sistema médico, con lo cual no sé como habrá quedado de diferente.

Al parecer puedes tirar una cuerda sobre una azotea y puedes subir arriba jajaja, me gustaría ver eso.

Changelog:
v0.95
- Added: Fast Roping (#336)
- Added: Damage system for land vehicles preventing explosions for unarmed vehicles and introducing cook-offs to tank (#1122)
- Added: Basic climbing functionality (#1782)
- Added: Inventory resize (#1576)
- Added: Weapon Safety (#71)
- Changed: Completely rewrite medical module (#1224)
- Moved damage handling into non-scheduled environment
- Consolidated treatment functions
- Allowed prone treatment
- Allowed individualization of module options
- Added alternative pain effect
- Allowed unloading of FFV cargo positions
- Custom EHs for unconsiousness etc.
- Added usage of fn_doAnimation
- Synchronized carrying animation
- Made AI scream on hit
- Enabled AI unconsciousness
- Fixed translation issue in fn_takeItem
- Moved fnc_isMedic to Core.
- Changed AGM_Unconscious to AGM_isUnconscious
- Reworked animations
- Added MEDEVAC option (synchronize triggers and vehicles with module)
- Made AI treat themselves and others
- Treatment in vehicles
- Always allow treatment of everything
- Add blinding effect to waking up
- Made use of arm blood texture
- Added: Ability to push boats (#1487)
- Added: AGM_Aircraft functionality to new helicopters (#1548)
- Added: Air burst ammo for AA vehicles (#1264)
- Added: Allow certain interaction options in vehicles (#1666)
- Added: Different generations of NVGs with different image quality and FOV (#1585)
- Added: Enabled aiming in side-prone stances (#1670)
- Added: Option for respawn module for deleting the bodies of disconnected players (#1546)
- Added: Option to "Check PBOs" module to allow checking all mods (#1749)
- Added: Option to disable autocentering the mouse for submenus (#1498)
- Added: Paradropped boxes are now marked with smoke (#1642)
- Added: Possibility to carry out certain issues underwater (#1580)
- Added: Realistic names for the 3 new helis (#1519)
- Added: Removed flares from Greyhawk, gave them a realistic name (#1597)
- Added: Select elements in list-boxes with double clicks (#1443)
- Added: Show current channel when placing markers (#1578)
- Added: SwitchUnits module, allowing Insurgency-style unit switching (#1276)
- Added: Weapon shortcuts to planes (#1448)
- Changed: Better way to estimate bullet mass when value is not set (#1668)
- Changed: Brought back vanilla "twitches" (slightly modified) (#1780)
- Changed: Disabled FCS zeroing when in 3rd person (#1792)
- Changed: Don't throw grenades unless the player explicitly selected one (#1435)
- Changed: Improved wind calculation (#1732)
- Changed: Improvements to BFT, allowing recon icons and fixing maintenance ones (#1595)
- Changed: Interaction menu and progress bar now close when entering/leaving vehicles (#1633)
- Changed: Modified how the Kestrel looks at night (#1764)
- Changed: Moved some self-interaction options to submenus (#1428)
- Changed: Open altimeter with watch key (#1366)
- Changed: Optimized the way default objects in AGM_Logistics are handled (#1623)
- Changed: Rebalanced vest protection values (#1664)
- Changed: Removed AGM_GetIn (#412)
- Changed: Removed HUD displays for altitude and speed for parachutes in higher difficulties (#1467)
- Changed: Renamed "Lase Target" keybind name to reflect it also being used for rangefinders (#1456)
- Changed: Replaced smoke effect with refraction effect for overheating weapons (#1460)
- Changed: The Kestrel now shows the temperature instead of the position (#1393)
- Changed: Zeroing indicator now fades out (#1391)
- Fixed: "Bad move" rpt errors (#1674)
- Fixed: "Error - unit is dead" rpt errors (#1747)
- Fixed: "forceWalk" would always be false after releasing (consult GitHub wiki) (#1739, #1744)
- Fixed: "Radio message XXX not found" errors (#1475)
- Fixed: AGM_Interaction_fnc_addInteractionSelf didn't work (#1516)
- Fixed: ALIVE compatibility issues with the respawn button (#1553)
- Fixed: Animation issues with ladders (#1701)
- Fixed: Collision LOD of spare wheel (#1439)
- Fixed: Dead units could be taken prisoner (#1440)
- Fixed: Discrepancies between FCS zeroing and the display (#1555)
- Fixed: Error in respawn module (#1617)
- Fixed: FCS calculation would bug out when alt-tabbing (#1566)
- Fixed: Grenade selection issues with vehicles (#1534)
- Fixed: Issue with passengers in helicopters/planes getting excessive gforce (#1511)
- Fixed: Issues when using the FCS at very low distances (#1794)
- Fixed: Issues with name tags in "panorama" mode (#1620)
- Fixed: Issues with preloaded rockets/missiles for disposable launchers (#1455)
- Fixed: Issues with running AGM_Captives_fnc_setCaptive from init line (#1758)
- Fixed: It wasn't possible to enter Zeus when unconscious (#1748)
- Fixed: MX SW wasn't able to use silencers (#1457)
- Fixed: NameTags module was broken (#1616)
- Fixed: Players were unable to use their map while controlling a UAV (#1762)
- Fixed: Radio transmissions would go on indefinitely when falling unconscious (#1529)
- Fixed: Resting would make player stand up when resting in transitional animation (#1535)
- Fixed: Script error in interaction menu (#1536)
- Fixed: Script error in temperature calculation (#1659)
- Fixed: Various "Updating Base Class" errors (#923)
- Fixed: Various issues with Blue Force Tracking (#1170)
- Fixed: Various issues with FFV (#1512)
- Fixed: Various JIP problems (#1382)


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Fillo
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por Fillo »

Buff,ahora mismo no se entré cuál escojer,si el cse o este.
Habeis visto el nuevo menú? Curar dentro del vehículo? Empujar los botes?
Que gran trabajo por parte de la comunidad.
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Dybite
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por Dybite »

Personalmente me está gustando más AGM, le falta un puntito de dificultad al sistema médico, que desconozco si en esta última versión se lo han dado, pero tiene muchas y buenas cosas para jugarse, aunque también está sujeto a cambios, porque con cada actualización de bohemia han tenido que cambiar cosas y supongo que cuando salga la DLC de los tiradores también habrá modificaciones, luego tiene una cosa importante y es que las mejoras son mediante repositorio con lo cual si sale un parche en el mismo momento que hacen el commit del código es descargable y se puede incluir en nuestro repositorio si fuera necesario, cosa que el CSE va por versiones, es decir hasta la siguiente versión tendrías que esperar a que lo publiquen.
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<A2>Pescadorr
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Re: (ACE - MOD ARMA 3?) AGM - Authentic Gameplay Modificatio

Mensaje por <A2>Pescadorr »

Hay que seguir testeando y probando.
Caja: DEEP COOL MATREXX 70 3F CPU: Ryzen 7 5800X P. Base: Gigabyte X570 Aorus Elite RAM:Team Group T-Force Dark Z Alpha 2x16 gb ddr4 3600 Mhz CL18
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