dmarkwick 261 Posted November 20, 2007 hello I love Xam explosions and options and I love DMsmoke smoke columns is there a chance to see DMsmoke columns in a next version of xam ? I doubt any mod will want DMSmokeEffects until it is fully MP compatible, which hopefully will be the next major development of it. Share this post Link to post Share on other sites
snake22000 0 Posted November 21, 2007 Do not forget that you can post on XAM forums in the English part for your questions http://time-to-cry.info/xam/forum/index.php?c=2 Share this post Link to post Share on other sites
FL350 0 Posted November 28, 2007 hey guys im downloading now, only 4 hours to go on the armaholic server .... was just wandering, i have queens gambit installed, can xam be run with queens gambit? or is it only arma? also ive seen a few other posts with people having problems with multiplayer? my friend and i often create our own arma servers to game on, as long as where both running the same version of xam it should be fine shouldnt it? Share this post Link to post Share on other sites
naash 0 Posted November 28, 2007 there's no problem with queen gambit. concerning servers, you can play : - on a xam server without it (you'll get the default properties) - on a normal server with the XAM (but, sometimes it gets some lag, and the server might crash if you're really unlucky) Share this post Link to post Share on other sites
Maddmatt 1 Posted December 1, 2007 - on a normal server with the XAM (but, sometimes it gets some lag, and the server might crash if you're really unlucky) No! Bad idea. First of all, most decent servers will block it. You will cause other players and/or the server to crash if you use it. Maybe the next version will fix it. Still, it is a bad idea to use major mods like these on a server that isn't set up for it. Server and clients should have the same version installed, then there will be no problems. Share this post Link to post Share on other sites
naash 0 Posted December 1, 2007 No!Bad idea. First of all, most decent servers will block it. You will cause other players and/or the server to crash if you use it. Maybe the next version will fix it. Still, it is a bad idea to use major mods like these on a server that isn't set up for it. Server and clients should have the same version installed, then there will be no problems. I've already played on several servers without any "error message" or crash, and nobody had some lag. But I agree with you Maddmatt even if it's possible to play on a server, don't use the XAM until it's a XAM server. Share this post Link to post Share on other sites
Maddmatt 1 Posted December 1, 2007 I've already played on several servers without any "error message" or crash, and nobody had some lag. I guess you were lucky. I've seen a lot of reports of it causing crashes. Maybe it doesn't happen as often in the latest version. Share this post Link to post Share on other sites
xr6turbo 0 Posted December 2, 2007 i placed 3 mines and it crashed are there bugs with mines ? because it happened more than once now Share this post Link to post Share on other sites
naash 0 Posted December 2, 2007 do you have more details ? Was it SP or MP ? on a XAM server or not ? Share this post Link to post Share on other sites
kroky 1 Posted December 4, 2007 Can you release a 1.3:05 version that support Solus' extended event handlers please? It's simply because I can't play ArmA without XAM anymore, but would like to use other mods that use Extended Event Handlers. (i.e. ArmAEffects from Maddmatt) It would be wonderful if you would make XAM modular. So that the user could turn on/off features he likes or doesn't like in your mod: This could be done by a .hpp file with enable/disable options. i.e. - unit replacement true/false - explosion effects true/false - weather effects true/false - DSAI true/false - Changed weapon sounds true/false - Changed vehicle sounds true/false Over all your mod rocks, but there are some mods that are bringing even better effects than XAM (FDF_Sounds, ArmAEffects, DMSmokeEffects, NWD Scopefix and NWD Ballistics, Suppression by Second...) and to run them alongside a modular system would be very helpful. I personally run XAM because of the DSAI, ambient sounds in tanks and some minor features. But I really don't like the effect from XAM preventing some other effects from other mods. Please think about a similar approach to the community like TrueMods and ProperMod has done. From these mod teams you can pick the changes for ArmA one by one. If you like it you can include it, if not then leave it out. This would be great to have this possibility with XAM. Share this post Link to post Share on other sites
supergruntsb78 67 Posted December 4, 2007 Can you release a 1.3:05 version that support Solus' extended event handlers please?It's simply because I can't play ArmA without XAM anymore, but would like to use other mods that use Extended Event Handlers. (i.e. ArmAEffects from Maddmatt) It would be wonderful if you would make XAM modular. So that the user could turn on/off features he likes or doesn't like in your mod: This could be done by a .hpp file with enable/disable options. i.e. - unit replacement true/false - explosion effects true/false - weather effects true/false - DSAI true/false - Changed weapon sounds true/false - Changed vehicle sounds true/false Over all your mod rocks, but there are some mods that are bringing even better effects than XAM (FDF_Sounds, ArmAEffects, DMSmokeEffects, NWD Scopefix and NWD Ballistics, Suppression by Second...) and to run them alongside a modular system would be very helpful. I personally run XAM because of the DSAI, ambient sounds in tanks and some minor features. But I really don't like the effect from XAM preventing some other effects from other mods. Please think about a similar approach to the community like TrueMods and ProperMod has done. From these mod teams you can pick the changes for ArmA one by one. If you like it you can include it, if not then leave it out. This would be great to have this possibility with XAM. second that arma would kick *ss with a combo of those mods. Share this post Link to post Share on other sites
kroky 1 Posted December 7, 2007 really really really hope to see a XAM 1.4 version that supports Solus' extended event handlers very soon. There are so many mods that doesn't work with XAM just because you don't support Extended Init event handlers from Solus Share this post Link to post Share on other sites
manzilla 1 Posted December 8, 2007 really really really hope to see a XAM 1.4 version that supports Solus' extended event handlers very soon. There are so many mods that doesn't work with XAM just because you don't support Extended Init event handlers from Solus Kroky, I'm not sure if you saw this or not but Snake22000 confirmed that v1.4 will use EIEH. If you didn't see it, check right below your post at the very top of pg. 6 Edit: Oops... I see that you did know about Snake's reply. Christ I missed that post, twice. Third times a charm I guess. I get it now, I think, maybe. Hoping for a teaser/update? Try the XAM English forum. I have a feeling he checks their forums much more often then here. Just a hunch but honestly, I ain't got a clue. I think you may get a quicker response so I figured I'd mention it. If know this already, I apologize. (I would love to see a progress update as well. Though, alas, I'm not comfortable asking anybody for em.) Share this post Link to post Share on other sites
skypine27 0 Posted December 12, 2007 Wow. Downloading 1.35 now, to play with ArmA and Queens Gambit. Wonder how playing through the Armed Assault campaign again with this mod installed will be. Any opinions on people who played the original Armed Assault campaign (patched 1.08) and then played it again with XAM 1.35 installed? Anyone tried the Queens Gambit campaigns with 1.35? PS. Does anyone else think the Royal Flush campaign absolutely stinks??! Share this post Link to post Share on other sites
utterslax 0 Posted December 13, 2007 How do you run this and QG together? Share this post Link to post Share on other sites
Mr Groch 0 Posted December 15, 2007 Hi, I want to add XAM to our server, but first, I must to know, if XAM enabled on server, can modifi something in "normal" gameplay such as ECL clanwars, etc. Or other missions are immune to XAM? Second: What files must I copy to server, so XAM can be working OK on client side? (I don't have big upload, so this is important) Thx Share this post Link to post Share on other sites
skypine27 0 Posted December 17, 2007 What happened to the default, right mouse click, "Zoom"? Doesnt seem to work now that Im playing XAM I right click, and it zooms in when Im using rifle optics, but does not work without that. (It used to w/o the mod) Also, when looking at a unit from external view, the zoom toggle also does not seem to work. Anyone else have this problem? Thanks Great mod by the way. Looking forward to 1.4 with patched 1.09 big time!! Share this post Link to post Share on other sites
FriX 0 Posted December 17, 2007 This is not a problem the zoom in XAM i disabled for a better realism. Share this post Link to post Share on other sites
naash 0 Posted December 17, 2007 if XAM enabled on server, can modifi something in "normal" gameplay such as ECL clanwars, etc. Or other missions are immune to XAM? you can choose either run your server with XAM or not Share this post Link to post Share on other sites
Israelieagle 0 Posted January 5, 2008 ok so i downloaded the mod now it requests a password where the hell do i find a password? and i have another question to all mod makers why the hell do you even put passwords to annoy the people who finnaly downloaded and now they have to go crazy to find the password? Share this post Link to post Share on other sites
naash 0 Posted January 5, 2008 what are you talking about ? XAM 1.4 ? Share this post Link to post Share on other sites
rezalt 0 Posted February 17, 2008 Go here.. and get XAM 1.4 armaholic Share this post Link to post Share on other sites
big 0 Posted February 17, 2008 ok so i downloaded the mod now it requests a password where the hell do i find a password?and i have another question to all mod makers why the hell do you even put passwords to annoy the people who finnaly downloaded and now they have to go crazy to find the password? The pass to unpack the file is in the armaholic page naash posted (below the pic and title) and i'm sure is also posted in this topic: Xam 1.4 released. If u check that topic you would see why they used a pass. They did cause they released the mod few days before the official release date to save websites who "mirrored" it from having problems cause of the traffic it generated. (But it failed at armaholic if i recall correctly ). Share this post Link to post Share on other sites