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Everything posted by Megiddo
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Congrats on this new release and thank you very much :) Will give this beauty a good try! Considering that the LITE thread is closed for now, and what you said earlier, can we assume that this version is the new "stable and unified" one you'll work on in the future? As you brought the distant sounds or interior sounds via config, and wish to work with optional Pbos if i understood well, can we consider the "old" JSRS3 scripted version as obsolete and delete it? Thanks again. Keep up the great work :)
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Still around here :) This will to continuously improve your work and the mod is impressive. Thanks for this dedication. Can't wait to try the new lite version. keep up the good work!
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NATO SF and RUSSIAN SPETSNAZ VEHICLES for A3
Megiddo replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update! Keep up the great work :) -
Congrats on the release! Great new faction, and top stuff as usual. directly into the @mas file :D Thanks for the hard work :)
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Fww2 - finland at war 1939-1945
Megiddo replied to Von Rundstedt's topic in ARMA - ADDONS & MODS: DISCUSSION
oops wrong topic my bad. please disregard -
Wish you a prompt and good recovery. :)
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NATO SF and Russian Spetsnaz WEAPONS for A3
Megiddo replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great update! Thank you :) -
NATO SF and RUSSIAN SPETSNAZ VEHICLES for A3
Megiddo replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update ! -
NATO SF and Russian Spetsnaz WEAPONS for A3
Megiddo replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great update, Massi, as usual! Really like the new Pso optics. Thanks for your work and continuous improvements :) Just a little issue to report : in some rare occasions, the muzzle flash stays "on" and freeze. have seen that on AK series and scorpion for now. didn't get this issue before the last update. -
Maybe Holiday time for almost everyone been using the mod since some weeks now, and this last version is very satisfying!
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ALiVE - Advanced Light Infantry Virtual Environment
Megiddo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
+1 it would be kind of you guys...spent some hours trying to build a simple Template like this, fitting Stratis island...have tried various settings in the modules without obtaining a good result. have seen the wiki and understood the main things (module placements, synchronizations), tried SpyderBlack example missions (simple and very well done), but there are many things i can't set up nicely for now (i'll keep ChronicleDude's example) -size of armies : virtual ai system (spawn at 1000/1500, between 15-30 active limiter), BLU_F (occupation ai commander, size of military placement? civilian placement? size?), IND_F (invasion commander spawning at a map corner with its own -blaclisted- taor, size of MP and/or CP?), OPF_F (asymetrical commander module in agia marina, linked to CP (size 30, place units?), MP (size 30, objectives only?), civilian CQB (5%chance, pair, dominant/static?), and IED) -civilian placement/population : tried various settings regarding density (low or medium usually), active limiter set between 25 and 50, spawn at 700m...don't see many of them, and even less interacting with asymetric forces (never seen the events wiki talks about, except some roadblocks)...am i doing something wrong? all this to say that some basic templates should be more than welcome, along with some advices (maybe in the wiki?) regarding the values needed in the modules to obtain good results on different islands (stratis/small islands, altis/big maps) Please don't get me wrong, i really, really like your valuable work and the whole mod, which i consider as a must have for all those who don't have the knowledge or time to build proper missions. and i thank you for this. Best regards, keep up the good work :) -
RHS_Dragonfyre Unofficial Patch
Megiddo replied to haleks's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ok thanks for your quick reply :) -
RHS_Dragonfyre Unofficial Patch
Megiddo replied to haleks's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Glad to have RHS and DragonFyre working together again! i guess it has to be installed in both @RHSAFRF and @RHSUSF folders? Thank you for this nice fix :) -
hehe, not very surprised to find some "hardware warriors" around here :D yeah i found many articles and tutorials stating it was safe to get it @3.8 GHz without problems. i'll probably take a closer look at this option as i can have it done for the cost of a beer, giving it a second youth before changing it for good. Thanks for your opinions and advices guys, and sorry if it was kinda off-topic (related though).
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Interesting details. You seem to run quite a crowded scenario easely thanks to a 4770k @4.5ghz. if you don't experience some unexpected/unreasonable delays with echoes, then it would explain the problems i encountered since the first DragonFyre version, or even with the lite version + L_ES. (running an old but reliable i7 920 @2.67 GHz, and wondered about overclocking/getting a new one). Thanks for sharing :)
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Yup, your Mods line should look like : @CBA_A3;@BC-Phoenix;@DragonFyre you should always keep CBA at first place in your load order, as it is often a preriquisite for other mods, and indeed, you can probably uncheck the starting parameters box. hope this can help
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- Can confirm the lack of distant effects for GBU rounds and the missing impact sounds for aircrafts. - Concerning the M2A1 slammer sounds, noticed that the M200 coaxial machine gun sounds kinda strange...you can hear the echo/distant sound well, but not the shot itself, which seems to become hearable in a very short radius from the tank (appearing abruptly at approx. 50 meters). - About the echo system, noticed some more delays between the shot and the echo, mainly appearing when the player is near the buildings (Streets, cities). it's more a question than a report, if you guys don't encounter the same, maybe it's time for me to invest in a better CPU :rolleyes: On a more general note, this version is simply epic : distant gunfights/explosions are great, gunshots, new vehicle/aircraft sounds, the whole thing reaches a new level of sound immersion. Very, very nice job :)
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Hey there, File acquired, will give the beast a good try. Thank you very much for your work and congrats on the release :)
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Glad to hear you made some changes with the echo system. with much respect for laxeman's great ideas and valuable work, those performance improvements are more than welcome. Yeah, that first SP update could be a win/win, single players could enjoy the new version and you could benefit from some feedback while you advance towards the full version, if it's not duplicating the work as you're in the process of importing the MP script...it's up to you! Thanks for the efforts :)
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In any way and if your hardware config is not from NASA you'll end up making some choices :) Alive, ACE, ASRAI have a performance cost, content-only mods (RHS, Massi's, RH acc/weaps) have little to no impact, then there are "cosmetic" mods, which are a big part for arma, and among them Blastcore and JSRS certainly have a special place^^
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Megiddo replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, Maybe this has already been reported, but i noticed a bug with the editor : If the player dies when previewing missions through the editor, he sometimes respawns dead/unconscious when you restart the mission. maybe i missed something, perhaps a module to prevent that? apart from that annoying little bug, the depth of gameplay brought by the mod is very pleasant. Thanks for your work and efforts :) -
Just what it takes to set up some bloody ambush ;) Very good idea, which could have a serious gameplay value! Can't wait to see more random action with those kind of features
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Real Light V5 - ReShade Preset
Megiddo replied to Solano's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ouuh, my bad, you're right : i'm used to launch the game with the official launcher (arma3launcher.exe in admin mode), and the battleye box is, indeed, unchecked! i'll correct my previous post, sorry for that mistake guys:j: @Abuser : the print screen keyboard button saves a .png screenshot in your main arma 3 folder, taking in account Real light/Reshade changes -
Real Light V5 - ReShade Preset
Megiddo replied to Solano's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Finally managed to make it work! Had to install the file from post #1, then overwrite it with solano's files from post #9 (the fact to overwrite seems important). Battleye is DISABLED in arma 3 official launcher (arma3launcher.exe in admin mode) Brought some pics to say thank you, trying to show some lighting and colors : http://imgur.com/a/4zTD3 Thanks, keep up the good work :) -
The result is absolutely great, and the fly-by at the end is icing on the cake. Rolling noises sound fair, very authentic and can be quite interesting regarding gameplay. Thanks for this. now i just Wonder what kind of black magic you use to build up such an athmosphere :)