Clavicula_nox4817 0 Posted July 8, 2007 Yeah, but North Sahrani != Russia. And not all of their uniform is Russian, only the helmets, webbing/pouches and boots are (or were, in the case of the helmets) in Russian use. The camo scheme and body armour are fictional and American, respectively.Judging from the place's names the predominant language is Spanish, so I'd say give 'em Spanish lingo if possible. Problem is it's not quite that easy to grab Spanish voice files. Even some of the N. Sahrani uniforms have US military insignia on them. The pilots wear Air Assault wings on their shoulders, the officers and prime minister wear us military ribbons on their chest, and there are probably others besides that. Share this post Link to post Share on other sites
Maddmatt 1 Posted July 8, 2007 I hope that the russians (i men the opfor units) will talk in russian language Why would they speak Russian? The Opfor units in ArmA are not Russian. Cos fighting units that use russian equipment, russian uniforms, russian vehicles, and who look like russians anyway, but for some reason talk english, is bit absurd. You don't seem to have payed much attention to the story. Spanish would make more sense, but I wouldn't say it's absurd for them to speak English. Just because they use some Russian equipment doesn't make them Russian, and they don't look much like Russians anyway Would be nice if they spoke Spanish, but English will do if Spanish voices are too hard to find. GRAW on PC had bad guys speaking in Spanish if I remember correctly, maybe those voice samples can be used. Share this post Link to post Share on other sites
Odie3 0 Posted July 8, 2007 Sorry if this has been asked/answered before in the 16 pages before my post. So before I was using Tracers/FDF_Sounds/TrueView and yesterday was on the look out for updated MODs - which I found the "PACK" update. I installed it and started running FDF_Sounds;@TrueView;@SIX_Misc;@SIX_Tracers;@SIX_Blood;@SIX_CRDS and tested it off-line by creating a local host game. These are some rather nice MODs! Love the new blood and the new medical patches! Then I connected to my server, which is not running any MODs. I did not think much of this since at the time. However, I noticed that when I got shot I had the option to heal myself with a small bandage and then again with a large one. After that I started with the hard breathing - then the other player complained about getting errors. Is this normal and the way the MOD(s) should work? If another player does not have it installed they get errors? Also, if the server is not running the @SIX_CRDS, the players that are running get bandages and the ones that are not don't? I figured with this type of MOD even if the client has it, it would not activate if the server is not running. I guess I am just used to how UT handles mutators/MODs... In the DOCs the steps seem to be client side only but perhaps I should at lease install the @SIX_Blood;@SIX_CRDS MODs server side? If I do this, will the clients get the MOD files sent to them so they do not get errors? Also, when I did die last night (had all the SIX MODS active in client command line) my game kind of froze! On my server we mainly play Evolution and my screen was basically stuck on my dead guy, count down stuck to spawn and sound stuck on a note repeating. Share this post Link to post Share on other sites
ck-claw 1 Posted July 8, 2007 Yes it works now, but only if you use the exact names of the modfolder that come with the package. You can't put the .pbo's in any modfolder, as you posted above sickboy. Will check if the savegame bug is still there. Pretty Weird dude, I have here the following setup: Inside the ArmA folder I made another folder: @SIX_Test inside a folder: Addons So: ArmA\@SIX_Test\Addons Inside I have the following files: SIX_CRDS.pbo SIX_Misc.pbo SIX_Tracers.pbo Inside the ArmA\Dta folder I have the following files: SIX_Misc.hpp SIX_Tracers.hpp and some original BIS pbo's etc. ArmA Shortcut Reads: "C:\Program Files\Bohemia Interactive\ArmA\ArmA.exe" -mod=@SIX_Test runs like a charm mate. Tracers flying around, dammage, breathing.. the whole lot. Make sure you don't have any old versions laying around in any of ur addon folders. So make sure you have from the updated package all the pbos. The config files should simply remain in the ArmA\DTA folder at all times. What's ur error or result? Can i add the editor upgrade+blood this way? All in one happy mod folder? Share this post Link to post Share on other sites
sickboy 13 Posted July 11, 2007 Thanks to DMarkwick to post my release while I was PR'ed. Read the READme's boys 'n girls... Misc is required by Tracers, CRDS and Blood. Always make sure you combine the same version with eachother so make sure all modules are up2date EditorUpdate can be installed independently of any of the addons. You can place all in 1 folder or in seperate folders as long as you keep the hpp files in ur arma\dta folders. After my return from Holidays I will look into your replies! Share this post Link to post Share on other sites
ck-claw 1 Posted July 11, 2007 Thanks for reply! but in your sig says? "Pack1" v0.2 (Misc, Blood, CRDS, Tracers, EditorUpd) but original post says v0.1? Am i missing something? Share this post Link to post Share on other sites
sickboy 13 Posted July 11, 2007 @Odie: About the Errors on ppl's computers that are not running any of the 6thSense modules: Please note the errors and reply them to this thread so I will have a look into it and will make sure the errors don't happen at other's computers any longer :-) When it comes to fairness because of ability to heal etc: As you bleed and are able to bleed to death, I guess the medipacks aren't too bad as they rebalance you with the other players... BUT maybe I should only make it able for you to stop the bleeding but not really heal... I will also look into making some checks to see if the server has the Blood/CRDS running. Thanks for reply! but in your sig says? "Pack1" v0.2 (Misc, Blood, CRDS, Tracers, EditorUpd) but original post says v0.1? Am i missing something? Yes you are missing something hehe... v0.2 got released just before I went on holidays, but I was PR'ed at the time so DMarkwick released it inside a post 1-2 pages ago. I will update my first post :-) @Kroky: About Solus his work. I will contact him and see what we can do together. Last time I checked, he worked still a lot with SQS, which would be unacceptable for me ;-) Also, I think his Mod will be a required mod on every system that plays on the same server, where-as most of my stuff should be playable without others needing the modules. Anyway, we can still look at sharing technology or whatsoever :-) Share this post Link to post Share on other sites
dmarkwick 261 Posted July 11, 2007 SB, I might suggest making the addons into one addon mod folder. Or, if not that, then can you package them so I can drag & drop the extracted folders all at one go It wouldn't be a problem if you were a slower worker but you release so fast it seems that I'm always burrowing for folders, DTA files etc I suspect that anyone who knows enough to install one module but not another will also know how to delete one addon PBO within a single folder to achieve the same result. Just IMO but I think 6thSense addons belong together in one place. Anyways, as you might have read in another thread elsewhere I'm rewriting my smoke effects to be MP friendly (it didn't work, obviously there's something about MP scripting I don't know) and to make the smoke weather reactive. I can muddle through the code OK it's the getting the settings right that takes the time that means sitting through a whole battlefield's life, each unit has at least 2 different smoke effects that happen one after the other. It's fun for me, but it also takes a long time Also looking into changing the default building collapse smoke effects, that will involve config changes as I cannot capture building collapses, something else I am learning about. Share this post Link to post Share on other sites
sickboy 13 Posted July 11, 2007 It's not really the speed im working at that pumps out this many releases. My choice for development does. The RC's should "officially" only be used by ppl who want to test, help me develop it and resolve problems etc. The final releases are meant for ppl who want stability and not fiddle around with pbo's every few days :-) Anyway, I will think about adding them into 1 folder, but i'm sure I did have my reasons (That are not that apparant to me atm drinking this huge CZ-beer in internet Cafe) :P Will be checking back about your Smoke Effects, maybe we can get on ICQ or sth and discuss some when im back. About Voices from GroupLink etc. I will think about a voice system, but it will not be GroupLink. As replied more often, I have my own version of GroupLink in the AI-Manager, and I intend to do all sorts of Enhancements with it, not only available to mission makers but also standard functionality available in the missions. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 11, 2007 Will be checking back about your Smoke Effects, maybe we can get on ICQ or sth and discuss some when im back. Roger dokey I'm not too worried about it right now, just a little miffed that using "Drop" instead of "setParticleEtc" commands didn't magically fix it Using "Drop" command is more work, but I'm finding that I get much more control over the look. I guess that's the way it always goes, but I haven't got the look as good in the new version as it was in the old yet, it seems to me that each method treats the same parameters differently so I can't just use the same arrays. I'm pleased with the progress generally, slow as it is. Anyways, continue with your holiday and have a great time Share this post Link to post Share on other sites
kroky 1 Posted July 11, 2007 About Voices from GroupLink etc. I will think about a voice system, but it will not be GroupLink. As replied more often, I have my own version of GroupLink in the AI-Manager, and I intend to do all sorts of Enhancements with it, not only available to mission makers but also standard functionality available in the missions. I'm really eager to see what you crank out, to improve the AI. That's also the major reason of my suggestion to work together with Solus, since his mode will meliorate the AI a lot from my point of view. (Based on the impressions from OFP and what I already know will be added to SLX in ArmA) Or maybe first you bring your AI enhancement mod and then you or we will see, what potential there is to merge some features between your mod and Solus'. I think this could become the most important improvement for ArmA. I'm really excited about it and ready to do a lot of testing for it! Ok, have a nice holiday sickboy. I'm getting on my holiday from the next monday on. And BTW what is a CZ beer? Share this post Link to post Share on other sites
sickboy 13 Posted July 11, 2007 I'm really eager to see what you crank out, to improve the AI. That's also the major reason of my suggestion to work together with Solus, since his mode will meliorate the AI a lot from my point of view. (Based on the impressions from OFP and what I already know will be added to SLX in ArmA)Or maybe first you bring your AI enhancement mod and then you or we will see, what potential there is to merge some features between your mod and Solus'. I think this could become the most important improvement for ArmA. I'm really excited about it and ready to do a lot of testing for it! Ok, have a nice holiday sickboy. I'm getting on my holiday from the next monday on. And BTW what is a CZ beer? Roger that A CZ Beer is a beer from Czech Republic :P Pilsner Urquell to be exact, really nice stuff, im staying in Czech Republic atm, meeting my 6thSense.eu Buddies (We do this every year) :-) Have fun at your holidays mate! Share this post Link to post Share on other sites
Winters1807 0 Posted July 11, 2007 Just wondering, is there a way to disable the use of med kits? Share this post Link to post Share on other sites
sickboy 13 Posted July 15, 2007 I am proud to present to you: 6thSense.eu "Pack1" v0.2 Final(ly) Download Here v0.2Final Changes All Addons are now grouped together in a @SIX_Pack1 folder, you can remove (/leave out) any addon you don't want to use except SIX_Misc.pbo SIX_Misc [*] Fixed "play_Init" not passing on Dedicated Server SIX_Blood [*] Removed some unnececairy code+variables SIX_CRDS [*] Added ability to configure through hpp file in dta folder for Single Player, or in Mission for both SP/MP. ATM only the option: allowHeal is available. Future versions will include full set of settings There are still things to add, change and optimize. I will do so in a future Release. A full set of Effect Replacements and Additions are on the way aswell by yet to be announced contributors ;-) Quote[/b] ]...Unnececairy. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 15, 2007 I am proud to present to you: 6thSense.eu "Pack1" v0.2 Final(ly)Download Here v0.2Final Changes All Addons are now grouped together in a @SIX_Pack1 folder, you can remove (/leave out) any addon you don't want to use except SIX_Misc.pbo SIX_Misc [*] Fixed "play_Init" not passing on Dedicated Server SIX_Blood [*] Removed some unnececairy code+variables SIX_CRDS [*] Added ability to configure through hpp file in dta folder for Single Player, or in Mission for both SP/MP. ATM only the option: allowHeal is available. Future versions will include full set of settings There are still things to add, change and optimize. I will do so in a future Release. A full set of Effect Replacements and Additions are on the way aswell by yet to be announced contributors ;-) Quote[/b] ]...Unnececairy. Nice one SB As an aside - can you also (in future releases) mention whether the DTA files have changed? That way people can keep their settings easily between versions without worrying about using old out-of-date files Share this post Link to post Share on other sites
Odie3 0 Posted July 15, 2007 ....About the Errors on ppl's computers that are not running any of the 6thSense modules: Please note the errors and reply them to this thread so I will have a look into it and will make sure the errors don't happen at other's computers any longer :-) .... Sorry I missed the reply above (I wonder about the forum software they use here) - I'll install the newer version, enable Blood/CRDs and attempt a test with pop-up errors with other clients that do not have it installed. Share this post Link to post Share on other sites
Winters1807 0 Posted July 15, 2007 Quote[/b] ]...Unnececairy. no need to have a dig, i was just bumping the thread so my question wasn't forgotten Share this post Link to post Share on other sites
Odie3 0 Posted July 16, 2007 Sickboy - Error issue is still there - here is a screen cap from a client that did not have it installed (matter of fact three others got it too). Click for larger view Share this post Link to post Share on other sites
sickboy 13 Posted July 16, 2007 Quote[/b] ]no need to have a dig, i was just bumping the thread so my question wasn't forgottenI was simply on holidays as was replied a couple of times in the thread. Aswell as the answer to your MediPack question was a few posts back already.Sickboy - Error issue is still there - here is a screen cap from a client that did not have it installed (matter of fact three others got it too). Click for larger view Thanks for the report mate, I reuploaded the v0.2 Final package, this new version adds a check on the Client computers if a certain module is available on the client's computer, if not, the message will be discarded. The person that got the error as you described in the picture, near certainly was at least using SIX_Misc, otherwise the error could not have popped up on his computer as computers without the SIX_Misc will fully discard messages sent by my modules on clients that DO have SIX_Misc. In that light, all players that HAVE installed SIX_Pack1 or parts of it, should upgrade to this updated version; Old clients will display the message. The updated version also contains some more optimization fixes for Blood as I had numerous reports of slowdowns. The included SIX_Blood.hpp was updated with DMarkWick his settings, aswell as tuned object_pause arrays to put the amount of spawning objects a little lower. PS. I feel a bit lame with this extremely weird Release Schedule that was displayed the past weeks. I will however in the future try to get more Organized in those aspects Share this post Link to post Share on other sites
Odie3 0 Posted July 16, 2007 I am not sure if the guys are using *any* your newer sixpack addons. I believe they are currently using FDF_Sounds and perhaps your stand alone tracer Addon (not the one that requires the SIX_Misc addon). However, I will inquire about that tonight if at all possiable. Question: what if they have it installed but no in their command line - would that still get them the error? Edit: Player that did the screen cap: Losus uses modified data file - CA;@TrueView;FDF_Sounds The other Player that saw the error, no Modified data listed in the ArmA Console. So unless they have SIX_Addon installed (which I doubt) and not using it in their command line, there is something else causing the error... thoughts? Share this post Link to post Share on other sites
sickboy 13 Posted July 16, 2007 Question: what if they have it installed but no in their command line - would that still get them the error? No it would not. Share this post Link to post Share on other sites
Odie3 0 Posted July 16, 2007 crap, I edited my post after you posted: Player that did the screen cap: Losus uses modified data file - CA;@TrueView;FDF_Sounds The other Player that saw the error, no Modified data listed in the ArmA Console. So unless they have SIX_Misc installed (which I doubt) and not using it in their command line, there is something else causing the error... thoughts? Share this post Link to post Share on other sites
dmarkwick 261 Posted July 16, 2007 If the addons are in the ArmA\Addons folder instead of their @SIX_xxx folders than that might cause it without shortcut command switches. Share this post Link to post Share on other sites
Odie3 0 Posted July 16, 2007 That is very likely with Losus but I am thinking not with Loki (I am pretty sure he has not installed any addons). Share this post Link to post Share on other sites