Jump to content

domokun

Member
  • Content Count

    2733
  • Joined

  • Last visited

  • Medals

Everything posted by domokun

  1. Now that topas mentions it I did notice that the winter version of the MG42 gunner seemed to have an extra arm!? Also the in-game visuals interface (great feature BTW) doesn't seem keep your selection, e.g. I bring it up by pressing the "H" key and, by default, it displays the highest setting (Smooth?). I then select a lower setting (e.g. Multiplayer). I can see that the quality on my screen changes slightly (so it appears to be working). However later when I activate in-game visuals interface again, the setting I selected seems to have returned to the default, i.e. the highest setting. Is there anyway to fix this? Apart from these minor details, the mod is simply brilliant. The sounds are especially terrifying. It's the closest I've seen to H&D3!
  2. Thanks but I was thinking about the auto-init (pbo) version of your brilliant mod.
  3. If you have never run the patch then how can you know? The fact is that if you are running the latest official patch, then all the subsequent betas are compatible with v1.60. So you have no incompatibilities to worry about in MP. Plus as Jedra pointed out the beta patches do not interfere with your A2/OA install as they are installed in parallel...
  4. Maybe but both of the missions that I tried I seemed to be part of a squad [i44 - Paras] and [i44 - Op Heisenberg]. In both cases the STHUD doesn't seem to work. Maybe it only works with human squad members?
  5. [/color] You're right Denco, something's not quite right there (you should be getting much better performance). Try these tried and testing recommendations. We'd be interested to know how you get on...
  6. @ Doveman: thanks for the feedback. I found it very interesting as I'm due to upgrade my R4890 to R6950 this week! In the meantime, have a look at these tips.
  7. domokun

    AI improvement in Arma II from beginning to now

    I couldn't agree more with the chaps above. Get OA, install the latest official patch (1.60) then install the latest beta patch as well as the ASR AI mod. Just these 3 steps will bring you smart, quick and realistically accurate AI who automatically re-arm. The general consensus was that Armed Assault was a rushed product whereas A2/OA were good but buggy. Thanks to BI Studios unrelenting efforts and the community's constant feedback, OA has finally achieved satisfactory stability, performance and quality.
  8. Does anyone know if this would work with the recently-released Invasion 44 mod?
  9. Does anyone have any problems getting the STHUD to display properly? I've tried pressing Alt+Shift+H but it doesn't seem to display at all!? I've also noted that the HDR mod conflicts with the moonlight and snow effects of the Heisenberg mission. You can run the HDR mod but as soon as you try and increase/decrease the HDR the wonderfully atmospheric lighting and snowflakes disappear!? Also in the Heisenberg mission, at the start some poor Wehrmacht chap collapses at the base of one of the tall chimneys. Finally on exiting the Heisenberg mission I once encountered an error message "JTD reinforce.sqs" or something like that. But it didn't seem to affect the gameplay... Other than that I'm having a great time! Can't wait to play this coop!
  10. domokun

    ASR AI Skills

    Anyone know if this is compatible with i44?
  11. domokun

    ASR AI Skills

    Good to hear that there's a simple explanation of it. Even more satisfying to hear that you've been beavering away again. I can't wait to try your new version. I understand your frustration when it comes to releasing news but I'd suggest regular small increments rather than occasional "big bang" announcements. Let me know if you need any help with the documentation.
  12. domokun

    ASR AI Skills

    No I'm not using the latest beta (89647) but a beta from 2 releases back (89223). I'm well aware that the latest beta interrupts many mods, that's why I've stayed away from it...
  13. domokun

    ASR AI Skills

    Last night an AI team member emptied his machine and could not resupply from other team members because no-one else in the squad was carrying MG boxes. Moments later a fellow team member was killed. I was hoping that the machine gunner would simply take his dead comrade's weapon and ammo. He didn't. I even tried ordering him to but for some reason it didn't show up in the list of commands (other weapons from dead opponents did appear). In the end I switched to him and grabbed the dead comrade's rifle. It got me thinking, was this a bug? Or is it a new feature? i.e. if your weapon empties AND you have no more ammo AND your squad carries no compatible ammo, then grab a new weapon from the nearest dead body
  14. domokun

    COWarMod Release

    Do you mean "SLX_RemoveFirstAidAction" and "SLX_RemoveHealAction" because IIRC they don't work for me...
  15. domokun

    COWarMod Release

    I'm really enjoying using a sort of SLX "lite" which consists in running slx_anim_death, slx_cartridges, slx_cloud, slx_findcover, slx_netcode, slx_ragdoll, slx_shout, slx_wounds but is there any way to get rid of the double display of certain commands in the in-game menu? e.g. First Aid, First Aid and Drag, Drag ?
  16. domokun

    [CAMP] Joint Operations [BAF]

    Played this last night and although I enjoyed it I got stuck on the Village Patrol. Despite driving around for over an hour, only 1 of the 5 villages showed as being "secured" (grey circle next to the task became green). Any ideas why I couldn't secure the other 4 villages? Oh and I'm using Robalo's ASR AI mod and DAP's First Aid mod.
  17. Likewise looking forward with baited breath...
  18. domokun

    RUBE Weather Module

    Maybe this is a dumb question but does this mod ensure that weather effects are synchronised in MP?
  19. I think that's a great attitude, i.e. let's stay focused on getting the campaign out of the door and, if and when we have resources the "DLCs" can be developed at a later stage Avoiding mission creep is vital. Too many mods fall victim to it...
  20. Try these settings and let us know how you get on
  21. I think that problem may be solved. Now we have to get this script integrated with that mod...
  22. domokun

    RUBE Weather Module

    FYI there's a chap called TPW who developed a script that simulates the fogging that appears on breathing at dew point. I think that integrating this script with this mod would really improve it as it would provide an easy visual cue as to the temperature, not to mention that it could also indicate how hard a character is breathing...
  23. I'm no moderator but I'm fairly certain that it's OK as I've seen others employ this practice...
  24. domokun

    AI accuracy question

    I agree with Jedra but I'd go further by saying, ranking them in order of priority: a) ASR AI mod - tried and test b) Enhanced Skills Slider - promising but barely published so prolly could benefit from a few optimisations and/or bug fixes c) Zeus AI - hasn't been updated in over 6 months (which is an age given there dozens of AI-related improvement brought by official patches releases since then)
  25. domokun

    RUBE Weather Module

    Sounds like Rube needs to implement the "British weather" module, where you can experience 4 seasons in one day ;) Seriously I can't wait to try this. I've been waiting for realistic weather for SO long now (wind, rain, fog, etc), e.g. Does anyone know if the wind has an impact on ballistics and/or aircraft? Also does fog limit's AI visibility? Finally does rain limit AI hearing?
×