Shift to utilization of multiple (n>1) cores for both server (preferred priority) and client (if possible at least used by engine for multithreaded file R/W operations) Dwarden
Weapons Vehicles & Units[ | ]
3D Iron Sight for grenade launcher M203 (M16A2 + M203, M4 M203, M4A1 203 ACOG, M16A4 GL, M16A4 M203 ACOG GL) and also GP-25 (AK-74+GP-25) (GL in mode w/o crosshair is nearly useless) Dwarden
Dedicated Server[ | ]
Please add string gamename with value armedass into server's GameSpy 2 protocol query. This allows filter different games w/o gamename using same query port over longer timeframes (easier for coding query software). Dwarden
Audio[ | ]
Ability to set number of 2D/3D sounds manualy via config files (1.00-1.05 hardcoded to 16 2D + 16 3D sounds ) to utilize power of high end audio cards. Dwarden
Native support to uncompress (within ArmA engine) archive formats GZIP, ZIP, 7z downloaded by ArmA engine from server or external source (smaller = faster + lower bw hit at server) Dwarden
Data downloading info
add actual download speed information (in Bytes or KiloBytes per second ) Dwarden
add approx time to finish download (in Seconds / Minutes) Dwarden
anti-TeamKill wishes: please create a TK counter with following features --Dwarden
1) there should be points for TeamKill, TeamDamage, TeamVehicleDamage, TeamVehicleKill, TeamStructureDamage, TeamStructureKill etc. (each as server options) increasing TK counter Dwarden
2) TK counter decreases over time (server option) Dwarden
3) when TK counter reach max threshold value (server option) then player is auto-kicked (1st time, 2nd kick results into ban XY min. (server option)) Dwarden
4) include victim vote (server option) Punish / Forgive / Nothing (empty vote), where punish double TK points and forgive removes TK points for that action against voting victim Dwarden
5) each violation (counter increase) gives offending player warning via chat (no counter values given to avoid abuse) Dwarden
C) Engine messages only (switchable via menu same way like Options) Dwarden
new key bind to show/hide this GUI window on the fly (of course can be closed by mouse or call by mouse, needs new menu entry Chat for mouse way) Dwarden
improves aim precision in similar way how "hold breath" but with way better stability Dwarden
there will be no breath penalty but resting prevents player from fast movement away from spot (similar delay like when standing up after laying on ground) Dwarden
this could be expanded to include deployable bid-pod (sniper rifles, LMGs, MGs) and tripod (HMGs etc.) with similar effect on aiming and similar penalties Dwarden
Ingame there is already possible 'get over' for certain fence [Sahrani Eg,75] (yet it's nearly 1.0 m high) so similar animation may be used or improved from Dwarden
user then may trigger this movement at any obstacle/object lower than 0.5m Dwarden
Compass & watches in 3D mode (scenarios w/o map available, type of weather w/o visible sky): Dwarden
Ability to change theirs size & position on screen in 3D mode (similar like with map interface ones) Dwarden
Simple way example: 1st time pushed K = brings up Compass, 2nd time pushed K = minimalize and move to side, 3rd time pushed K = disable compass
Or even better full scale animation where soldier looks on watches & small compass on his hand Dwarden
Unfinished[ | ]
MP - Mission downloading informations ( as now users are in 'blind' status while downloading mission or updating server data and that need change
add maximal size of downloaded mission / server data block etc. (in Bytes or KiloBytes) [already in wishlist]
Grass effect on horizont for distant observer--Dwarden
main problem became horizont - e.g. You are at hill peak but can't see anything due to grass yet AI/human in MP can clearly see Your head/body, solution: Dwarden
to avoid this problem game could utilize "blur" effects above such edge (hill top, terrain shift etc) for distant observer (no option to disable this in same way like grass) Dwarden
or faster and simple way : don't show anything from unit until it reach certain "value" e.g. ~0.5m above hilltop edge Dwarden
both ways needs game engine to check if there is any 'grass' rendered around targets which are observed by AI / player at that hilltop edge Dwarden
AI reactions need to be more chaotic with longer RND response times (instead of just do nothing / instant precise response) Dwarden
AI aim at longer distance `should be` less accurate, especially if target is moving or close/behind trees and bushes instead actual insta precision hits Dwarden