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Ghost_Warden

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Posts posted by Ghost_Warden


  1.  

     

    You say potatoe...

     

    It's your impression, right, but with this kind of impression, I really understand why this community is more and more badly commented by new and many old users.

     

    Tolerance is really not the main word here, and it's one of the better element that each community need.

     

    There is new members every day, and when each of you just started, you've all been happy to find others to answering you, and now, you just considering that everybody has the same abilities. Maybe you forget that, but that's not my problem, it's surely a reason why there is so many discussion here and there on internet asking for bad reactions from members.

     

    I have the proof here and now.

     

    Really pathetic, but hey, that's the way the world rules now. Not surprised.

     

    Cheers.


  2. NeoArmageddon,

     

    You know, there is many different kind of players here, and the others are Gamers.

     

    The players just search for mods, don't really try them before asking anything, especially for the fact of CUP mods thare are really large files, so, asking questions is the best way to have informations.

     

    The changelogs are oftenly really long and many of these players can eventually don't know or don't understand the changelogs. Yeah, I know, but many people oftenly asking what is a changelog when I give them the advice to read it.

     

    And for the threads, there is so many differents subjects in one page that we just can't read all the 178 pages (actually) just to see if we speak about texture improvement. And oftenly, useless subjects.

     

    On the other side, I can understand how a modder can feel to answering to the same question again and again, and modders wants us to be tolerant and understand how they feel in this situation, but who asked to modders to be tolerant to understand how a new member or a player that are not familiar enought with specific aspects of the forum or the mod tools can feel to searching about some informations but don't know how to get it. All of us here have already have this period when we started, and there is some nice members at this time to help us. There is new members and players every days, and so, there must be helping members every day too.

     

    After that, it's just my vision of a community. Nothing is never acquired, and this community is the better example of that.

     

    So, if a new member come and ask a question, I think we just have to answering him nicely instead of using bad ironic formulation, it's just the best way to give a bad feeling about this community.

     

    But that's true, even if they are new, they need to start to take the habit to search and read before asking some questions that can be easily solved before asking again and again. But hey, actually, it's not like this question has been asked in each pages.

     

    Thanks for the image album Chairborne, it's really helpful, maybe it be can directly linked to the first post, that can avoid this question to be asked again after looking at the first post, and in that condition, there is not really any other excuses to anyone else asking that again, like we said, a picture mean thousand words. Even with the FB pages and the website, visibly, they need to have visual support here too.

     

    Concerning the mod, it's great to see that it growing and evolve really in the good way.

     

    Thanks to the team for that !


  3. Hey,

     

     

     

    You can always join the team and take on couple of vehicles?

     

    It's not an answer to his question, and is close to mocking and/or flame-baiting answer. He just ask a question, it's not really a good image for the community to answering like that and this kind of attitude is what we just can dislike in a real community.

     

     

     

    Just a curious question after every thing is ported will you guy work on improving the quality of the textures or leave it as is ?

     

    As far as I know, the CUP Team already focused on the most important aspect, so the porting work.

     

    After that, and after a personnal conversation with a member of the great CUP Team, they surely planned to upgrade the general quality to all the content to ArmA III engine standards, yes. But like it's a common mod, they surely need to speak about that when the time as come, and the better thing to do, from my opinion, is to wait until they reach this step and asking them or following their news to have the answer.

     

    You have the right to ask, but I think that it's not already the time to know that for the CUP Team, and there is surely at least two requests, in the first part there is those who, like you and me, liked to see the content upgraded, and in the second part, those who considered that it's a porting mod so that don't include any upgrading in other way than just the functionnalities.

     

    In any decision the CUP Team take about this question, I like the work and the time they take for giving use this content and I will support them in any choice they make  :)

    • Like 1

  4.  

     

    I wouldn't say all against, at the end of the day everyone is entitled to their own opinion. We shall have to see what  haleks chooses after all it his mod  ;)

     

    I just said a truth, and never said that an idea must be used instead another one. Of course haleks choose and do what he wants, he is the author of the mod, there's never been question of opposition to that fact in my posts.

     

    The only thing I said is that everybody wants realistic things but move back for a softer solution when we have the opportunity to have something good for experience. Never speak about refusing opinion, just giving my own  ;)

     

    My answer was not for haleks but for some others who asked for realism and vote for a softer and unrealistic solution.

     

     

     

    Do you see an in-vision focussed outline of your spectacles constantly? Nope.

     

    Yeah... If you read my post instead of just reacting by viewing an image, maybe you can notice that I speak about modify and rework the image to fit reality and that it's just for testing purpose.

     

    Speaking about visibility, maybe you can give a better view to my post before judging and avoid reacting about things that has never been said.


  5. Hey,

     

    Wearing a gasmask impose a reduce field of view, so using a way to show a mask interior view is better than just a simple effect on the screen edges.

     

    You want realism on many things in the mods, but when we speaks about adding realistic things like HUD elements that can clearly reduce the visibility like in real life, you're all against that idea and prefer a soft option.

    I'll never understand this contradiction.

     

    I still think that using a realistic view of a gasmask interior is far better than a simple soft edges effect.

    • Like 2

  6. Hi haleks,

     

    Concerning the GasMask effect, why don't you use a gasMask point of view photo and add a transparency mask, then use the gum tool to retouche it and add the image with transparency on the HUD ?

     

    I take the liberty to modify an image that I find and I share it here if you want to test the thing before, maybe, doing one yourself or rework and use this one. It's a really basic work, but that can be used for testing. It's just an idea, of course.

     

    jB2elQf.png


  7. Hi,

     

    I have the same issue that hoghtar, still this error message with the latest version of each mod.

     

    And trying to adapt the mod to the base rifle (LRR) using the line given in the Armaholic download page won't work. Replacing the animation name by the one used for the HLC AWM weapons works, but the anim' is not fitted for other weapons.

     

    It's a really good idea, but like you said, that can only be really implemented by original modders or by a modder who know how to make custom animations for BI weapons.

    And if the issue already reported by hoghtar can be fixed, that can only be better.

     

    Thanks for the work !


  8. Hi,

     

    That's great. It's a nice addition to this mod.

    Having the ability to open doors on vehicles is a plus for the realism in missions.

     

    I think that I can ask to a developer from BI Team for this thing with the wheels orientations, but I don't know any of them. Maybe they can help ?

     

    Thanks for all the considerations and time you take for each requests. There is so many modders that just drop a stupid "I don't work for you, if you want it, do it" that finally find a modder that don't act like this give back some hope for this community !  :)

     

    I don't release my mods, but if that's the case one day (but I really doubt about that), I will take all considerations without any animosity as well.

     

    Thanks again !

    • Like 1

  9. Hey,

     

     

     

    if it's at all helpful, it looks like RHS has included some of those options for some (not all) of their vehicles - for example, rhsusf_m1025_w_m2:

     

    Exactly !

     

    Thanks for this screen, I don't already have the time to test the mod.

    I'll look into that when I have some time.

     

    It's already included for some RHS vehicles so, thanks, it's really usefull and good to know.

     

    Just waiting to see if there is a solution for the wheels orientation, and for a similar action for some other vehicles.

     

    Thanks for all theses informations !


  10. Hey,

     

     

     

    A few attributes have france and italian translation, everything is translated in English and German

     

    That's nice ! Maybe I can help for the french translation if you want. I'm not an expert like you can see in my post, but I think I can easily translate the content for helping those who are not really good in english. Thanks for this answer !

     

     

     

    I'll look into something like that

     

    Oh, that's really a great news ! I just download and I'll try the mod when I have some time (I'm on Dragon Age : Inquisition actually), and in it's actual form, this mod permit already many things and really make the work for what you make him for. Really helpfull and gain of time.

     

    I'll keep an eye of it !

     

    Thanks for your work !


  11. Hi,

     

    I'm really interested to test this mod. Not that I don't have some scripting knowledges, but it's always a great idea to use each tools we can to optimise the time for editing.

     

    I have two questions.

     

    Is there a language support ? English is not my mother tongue, and like the translation can often be wrong, because we think about a translated word that is not the exact meaning, having a language support can be really usefull.

     

    And is there a possibility to have some advanced actions available for vehicles ? I've already read the changelog, and I don't think I have missed anything, it seems that we don't have the possibility to open doors for vehicles that permit it, or even changing the wheels orientation, with the example of the case of a vehicle attacked, in the border of the road, all doors opened and the wheels locked in a direction, that is seems more realistic than a vehicle parked with all wheels straight and all doors closed. I actually use a trick with a script to achieve that, but if it can be done with this mod, maybe it can be more easier  :)

     

    Thanks for the info and this mod !


  12. St.Jimmy,

     

    I use the same parameters with a GTX 970 Phantom.

     

    All max, 1920x1080 144Hz and x4AA with ATOC to all grass and trees. That's why I said that theses benchmarks from many sites are not representative of the real potential and in many times exagerate the potential of many GPU. At the time I choose the GTX 970, the GTX 980 was highly recommended, but with 200€ more expensive and just 5/6 FPS more compared to the GTX 970.

     

    The GTX Titan X have the Pascal generation and 12Gb VRAM, thing that is missing in the GTX 10 Serie, and like the performances are really close between the GTX Titan X and the GTX 10 Series, I prefer to choose the one that give the better VRAM quantity, especially while looking at the actual games that need more than 4Gb VRAM and all those which will be released later.

     

    Like in many of tests done in real time with the real comparison made on a nice Gaming rig and testing each GPU on the latest games, the GTX Titan X stay the best for us, and we are seven different Gamers that tested these GPU and ended to this same conclusion.


  13. Hey,

     

    Now, I know why users always choose the wrong GPU, if you taking care about the "benchmarks" from sites, you'll never can choose the better components for the differents purposes.

     

    I only take care about what I test with others, our own comparisons, and I don't trust about the benchmarks made by sites that are payed by manufacturers.

     

    So, the only silly thing here is to give credits to sites and not to experiences.

     

    A GTX Titan X is completely better than any GTX 10 GPU Serie, tested and approved by many people that tested it too.

     

    After that, do whatever you want of course.

     

    capblackshot,

     

    No problem, it's always a good idea to investigate and like you can see, a new component is not always fully functionnal  ;)

    • Like 1

  14. Hey,

     

    Concerning the BSOD, it's not because it's a new GPU that it's free of issues, new components can be damaged too. I've bought a GTX 970 Phantom a year back, and the first one have an issue with a DisplayPort and the second one has the same issue and a physical problem. I've must too wait to have the third one from the SAV to have a functionnal GPU without issues. That's why I think about that, like it's a new GPU.

     

    But the BSOD can be caused by anything else, like an antivirus. It's just because your GPU is new that I suggest to beginning with that.

     

    Concerning the error message from ArmA III, I don't think your RAM is in cause, it's more like an application error, I have this message rarely, but have it too, and I think that other users have it too.

     

    I just said that after my own researches, I'll never buy a GTX 10 Series GPU and prefer a new generation GTX Titan X that is clearly much better, still my opinion of course.

     

    No problem, it's just an idea and it's always cool to help each other by sharing our feedback, and hope you can fix this BSOD issue soon !

    Try to find the minidump file generated by all BSOD, it's somewhere in the user or system files, don't reminding where exactly. That can help to identify the problem  ;)

     

    Normally, it's located inside the local disk, System\minidump. You can use the BlueScreenView utility to read the file and identify the problem, a driver, a file, anything. Ater that, you can isolate and solve the issue  :)

    • Like 1

  15. Hi,

     

    I don't want to say that I have the answer, but the fact that you face a BSOD can be a proof of a GPU issue, or maybe a bad or corrupted OS installation, but not specific to ArmA III and/or the error message.

     

    I think that this error message concern more an issue with the RAM and ArmA III, I sometime have it but that stay rare.

     

    The error message and the BSOD are not specifically linked.

     

    Check your OS installation, and try to test the GPU with another configuration if you can.

     

    A little of topic, but instead of buying a GTX 10 Series GPU, maybe you should buy the new GTX Titan GPU. It's just an opinion of course.

    • Like 1

  16. Hi,

     

     

    My apology,

    I did mentioned wrong about duplicated class UGL_F, in fact, it is to duplicate the whole SMG_02 class (which this method, the modded weapons that use UGL can still compatible with other mods, however we have to sacrifice the compatibility of SMGs instead).

     

     

    I don't have to do this in fact.

     

    Like you probably already read in my signature, I have find a way with the UGL_F class that completely solve the issue.

     

    I don't have to sacrifice anything, tested ingame and in Virtual Arsenal.

     

    The thing that I still don't understand is that the UGL_F class is define as scope=0 in the config' file view ingame but the scope=0 line is not visible at all for the class inside the config' file itself. And the modification I've done is effective only if I duplicate the GrenadeLauncher and UGL_F class, if I just add the line I want, it's not take in consideration.

     

    Well, in any case, if you just want to have the file I've done, you just have to place like any other mod, in a mod folder, then launch the game and don't have this message anymore, or even just for see what I said about for the UGL_F and scope line.

     

    The other thing is that you surely already see all that I mentioned and already have your own fix. Even if you mistake what you said, you helped me to find a solution !

    • Like 1

  17. Hi,

     

    And what have you done exactly to being able to get your mod working without having the error message popping at start ?

     

    I have some mods that don't generate this issue, majorly weapons ones. Some big mods, like ACE or RHS don't pop it at all. It just happened with some little ones, and strangely even with weapons that don't even have any element refered to UGL_F, not even a useless External Class Reference in the config.cpp.

     

    But if I correctly understand what you said in your answer, I'll have to copy/paste the entire UGL_F class from the BI files to the mods file cpp to get this error out ?

     

    EDIT : Just tried to copy/paste the content of UGL_F, GrenadeLauncher and define the Default External Class Reference inside one of the file that causing the error to pop out and don't change anything.

     

    I know that deleting the UGL_F : UGL_F {} line in the SMG_02_Base inside the weapons_F config/bin file change something for some mods but clearly not solve the entire problem. And like I don't want to use an original BI file modifed for multiple reasons, I replace back the original one.

     

    I actually tracking each error messages because I want to use an error free modded version, and check often the RPT files, but unfortunatly, the RPT file don't mentioned any file for the origin of this issue.

     

    But like the error message informed that there is an error creating UGL_F with scope=private, I assume that it's because of the line already mentioned in the base class for SMG_02 (don't really know why a SMG has a UGL section in fact, so don't understand why BI Team do this) and like the base class is on scope=private, that's surely the origin.

     

    EDIT 02 : By following your answer, I tried to copy/paste the content of UGL_F and GrenadeLauncher with the External Class Reference needed inside an alternate config file for fix this issue and adding the scope= 2; line inside the UGL_F class and it seems to be fine. No more popping error message. Thanks for giving your idea.


  18. Hey,

     

     

     

    It's a bug in BIS' base shotgun ammunition class ShotgunBase where they have.

     

    That's weird to speak about a shotgun class issue from BIS considering that BIS not adding any shotgun weapon or ammunition in ArmA III. And like using the RHS other ammunition fix the issue, I just supposed that it's a little error forget inside the RHS file, and like the other ammunitions used for the M590 don't show this error, I supposed that's an issue coming from RHS.

     

    There is no ferocity at all, don't misunderstand what I said. There is many posts in the topic and mine can be easily not viewed at all. I just said that it happens many time, that's all.

     

    I just see another thing, that's not really an issue, it's just a little weird rendering problem, that happens when a character hold the TR-8 scope in lowered position, speaking about the lowered weapon in Safe Combat Mode. The right wrist is completely turn back and the hand makes me feeling pain for the character  :lol:  I don't really think that there is a fix for that, and it's a detail because I suppose that nobody hold the TR-8 in lowered position.

     

    It's just to report it, just in case.


  19. Hi,

     

    I'm sorry, but like I already report it several times and never been take in consideration and fixed, I'll have to make a configuration file to fix the following error message appearing while hitting an entity with the M576 Buckshot Round :

    No entry 'bin\config.bin.hitArmor'

    I define the round to use the buckshot ammo used by a shotgun in the mod.

     

    Again, I'm sorry to have to do it myself, but like nobody seems to taking my report in consideration for any reason, and that I often use the M576 round, I'll have to do something to avoid the poping error message at each time.


  20. Hi,

     

    I'm agreed with onetwo9th.

     

    And i've never ever asked for a fast update, maybe you should understand what I write, not to interpret it. Interpretation leads to misunderstanding.

     

    If you read again, I just say that this update take time to come, and like one of the "NIArms PR Guy" already said it, Toadie works alone on the files. I don't really see the advantages to be in a team if you are just reporting things. Maybe help him with the files can be better, and not for those who waiting for the update, but for Toadie himself. he don't have any obligation for anybody, he makes the work when he want and when he can, but helping him can be better than giving answer with elements that have never been said.

     

    Again, I've never said that I've waiting for a (to use your own words) "the 24 hour turnaround on patches you seem to be expecting", I just said that some members that using a NIArms signature should stop to just do like onetwo9th said and help Toadie.

     

    And where am I being not polite ? I report the facts, that's all.

     

    But like always, speaking about things here is really useless since the community has really change, and not always in the good way.

     

    Good continuation.


  21. Hi toadie2k,

     

    I don't read the entire thread, so I just come to report an issue.

     

    The issue has for object to don't display the inventory icons for some weapons.

    The HLC AR15 and HLC AK packs have some weapons with this issue.

     

    Until here, I don't already check for other packs if some weapons have the same issue.

     

    The weapons classnames :

     

    AR15 :

    hlc_rifle_M4
    hlc_rifle_m4m203

    AK :

    hlc_rifle_aek971worn
    hlc_rifle_aek971
    hlc_rifle_akm
    hlc_rifle_akmgl
    hlc_rifle_rpk

    Visibly, there is no problem in the configuration files, the lines are correct, and the files are in the folder. While replacing the original line with another one that belongs to a weapon that don't have the issue, the inventory image is correctly shown.

     

    For example, the AEK-971 don't show the image and display this error message while opening inventory : Picture \hlc_wp_ak\tex\ui\gear_x_ca not found

    But while replacing the picture line with the inventory image for the AK-12 for example, so a weapon not concerned by the issue, all is well and when opening the inventory while holding the AEK-971 displays the AK-12 inventory image.

     

    That's why I can say that there is no problem with the configuration file.

     

    I explore the image from the AEK-971 and the AK-12 (for example) and it seems that there is no differences between the two of them, in TexView and in GIMP after converting into PAA file.

     

    I don't really know what can cause this problem. If you have some time to check that, that can be really nice.

     

    And I'd like to know if you want some help to make the APEX fix with the ItemInfo since the APEX update, that's since a long time we wait for and I suppose you are alone to do this, even if some members shown a "NIArms member" signature, and it seems you're not really helped with the mod. So, if you searching somebody to help, don't hesitate.

     

    Thanks, and good continuation !

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