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Everything posted by domokun
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Fields of War: Normandy 1.00 and beyond WIP thread (formerly The 31st Normandy mod)
domokun replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That seems like the biggest map I've EVER seen in A2. What scale are you using? -
Arma 2 Addon request thread
domokun replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Holy Moly :eek: That's awesome. Now you mention it I do remember it. In fact IIRC there was a quote somewhere in the FoW thread about the size of the map about it being re-scaled. Mankyle: a smaller, dedicated map would be easier for modders to work with and probably more detailed so keep up the good work. BTW may I ask where you sourced your WW2 aerial recon photos of JE and GE? -
Perhaps an interim solution would be to make the DL and install of the latest version more straightforward? Has anyone got a full working version which they could zip and upload?
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Jungle Wars: Island of Lingor
domokun replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It would be an awesome way of introducing characters from overseas. They could even make reference to peoples and places in Duala. That way if and when you create missions in Duala players on your Lingor maps would feel an affinity. -
Our small (3-6) team really enjoys Insurgency because it offers dynamic co-op. So we were wondering if someone could recommend dynamic missions in co-op? Particularly if they're BAF flavoured As a starter, I'd shortlisted the following coop missions because they're either good/popular and don't require addons. Are any of them dynamic? A2 COOP CO08 Terror from the Seas CO12 Eve of Destruction CO13 Red Mercury CO14 Hunt Waldo CO10 Cipher CO10 Insurgent Airfield CO04 Airport Sabotage CO06 Behind Enemy Lines CO COOP CO06 Operation Falcon CO10 Garden of Eden CO06 Call to Glory CO06 Cat and Mouse CO08 =RTY= Immediate Action CO08 =RTY= Delta Force 2 CO10 =RTY= Martyrs Brigade CO10 Cipher: Valleys of the Takiban CO04 Hornet's Nest CO04 Just a patrol CO04 Attack The Outpost! [CAMP] Delta Force 1 (CO12, CO12, CO12, CO12, CO08, CO04 + req Lingor island & units) [CAMP] Ghost Recon - Island Thunder (CO07, 8 missions + req Lingor island & units) [CAMP] Operation Dutch (CO02, 5 missions) BAF COOP CO20 Takistan Force CO10 Sharpur Push CO12 Coastal Raid CO23 Cor Blimey CO04 A Day In The Life CO07 Battle of Zargabad CO05 =RTY= BAF Commandos (req Lingor island & units)
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ArmA2 / OA (low) performance issues
domokun replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
What about "High" ? Have you tried that? Because as Iroquois points out when it comes to Shadows (somewhat counter-intuitively) many users will experience increases in framerates: Low: CPU-calculated Normal: CPU-calculated High: GPU-calculated Very High: GPU-calculated -
PvP Animation replacement/enhancement pack
domokun replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great to see such a game-changing mod reaching maturity so quickly. Respect for your solid commitment and ability to take on-board constructive criticism. Can't wait for this to be released. BTW in MP can it simply be run server-side? Or must it be run client-side? Also what happens if only 1 player uses it? Will other players be able to witness the changes in animations? -
Here is another image that offers further detail on the mansion's location: Courtesy of the Bin Laden neighbours describe Abbottabad compound on the BBC website
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Np mate. The great thing about Insurgency is that since the latest version the code has cleaned-up so its MUCH easier to edit the mission to fit your style. We too have a very small clan (3-6p) so we immediately reduced the number of caches from 11(?) to 2. That allows us a fair chance of completing the mission within our weekly 2-hour slot. Last week for example was the first time ever that we actually got all (both) weapon caches!
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New loading screens for Arma 2 OA
domokun replied to KAAP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice. Much better. Anyone got a Brit version? -
Bon: sorry if this is a dumb question but what is the difference bewteen tfor_cfor_playergroups_v1.05.7z and tfor_v1.05.7z and cfor_v1.05.7z ? I get the impression that tfor_cfor_playergroups_v1.05.7z is somehow better for COOP... Also any chance of BAF version of cfor_v1.05.7z ?
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Arma 2 Addon request thread
domokun replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Last month, the first major WW2 mod arrived for A2 (i44). This combined with the ever-increasing quality of the islands that are released, got me wondering... Is anyone working on an island for Jersey and/or Guernsey? The reason is that it seems to be perfectly suited to A2: a) Jersey & Guernsey are relatively small (14x8km & 14x5km) b) Both islands were occupied by the Wehrmacht during WW2 c) Significantly they were the only part of the British Isles to be invaded since 1066 d) Despite its small size, the islands offers a wide range of terrain (beaches, cliffs, reefs, fields, pasture, woods, small valleys, moorland) e) Their relative isolation sits well with the geographic restrictions of A2 (20kmx20km max?) Historically, although there was no active resistance one could easily imagine SOE setting up a network to compromise the massive German defences in preparation to eventual recapture Thoughts? -
This sounds VERY intriguing. Does anyone have a short clip resuming its integration (editor), field (in-game) deployment and operations (player use) ?
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Tupolov: thx for that but how exactly does MSO work? Is it a framework for mission designers? If so, does it simply (not derogatory) allow missions to be persistent, i.e. players can pick up where they left off? (syncronisation of weather/units/player state/civilians, etc.) Or is there more to it?
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jonneymendoza: np, you'll find these coop missions and dozens of others via my site here (32M) For missions suited to 5-20p simply look at the name of the mission. If it has been named accordingly to the community's accepted syntax the number of maximum number of players that it supports is indicated in the name, e.g. CO16 Insurgency that the game is CO-OP and supports up to 16 players. Obviously the closer you are to the maximum number the more likely you are to enjoy the mission, i.e. 2p playing CO23 Cor Blimey are likely to have a hard time Velocity: np mate those missions are available here but bear in mind that I don't know how many of them are dynamic. From what I've seen and what others have said, only a small minority are dynamic, e.g. CO16 Insurgency, CO07 Battle of Zargabad, CO20 Takistan Force, CO10 Cipher, CO10 Cipher: Valleys of the Takiban JuggernautOfWar: I'm very interested in your custom version of Takistan/Chernarus Force, particularly if you've been tweaking the BAF versions. Mind sending me a copy of you work?
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jonneymendoza: most, if not all of those missions, are available from Armaholic or other such sites (Armed Assault). If not, I'll zip em, upload and flick on the URL SaOk: good to hear it because I gave it a try and it was very intense! Plus I've read so much good feedback on your missions :o
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Played this again the other night I and it was brilliant fun. Just 2 small bugs: 1) Certain players seems to incur negative scores 2) Occasionally you cannot re-spawn. Your only option is to quit the game and re-join the server I understand if adding AI is too complicated. But we're really looking forward to more civilians and IEDs!
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Suggested mods for only arma 2 (no OA)
domokun replied to Kleep's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good advice on the going vanilla but very quickly I reckon you'll be ready to try a few mods. Here is a short-list of my personal favourites. I'd start with Aesthetic addons, before progressing to Minor ones. Both of these should allow you to enjoy all the SP missions and campaigns without radically changing anything. Major or TC addons should only be tried once you're really familiar with the game. Aesthetics CBA - building block essential to many of the community's addons WarFX - Particle and Lighting Effects Mod (makes explosions look purdy) Sound mods - JSRS (general), Tango Romeo Tracked Vehicles (TRSM), Robert Hammer (RH) Heli Sounds Oktane's noBlur mod - removes nausea-inducing and performance sapping blur RH weapon packs - better models & textures which, combined with appropriate replacement pack, replaces default weapons with RH version JTD Flies - adds flies to bodies JTD Fat Rain - rain looks doesn't look weird Andy mags - offers accurate magasines LandTex- satellite surface map re-texture Pistolfied Tracers - nicest tracers outside of OA (if you've got OA tray WarFX Blastcore) DFS FPS counter - activates in-game display of Frames Per Second, helps you tweak your graphic settings to that sweet spot between eye candy and fluidity Minor (think of these as fixes rather than significant enhancements) FNC Ballistics & Scopes - tweaks mechanics (inc muzzle velocity), replaces optics JTD Fire & Smoke - realistic smoke trails, fires & flocks of birds STHUD- HUD for fireteams from Shack Tactical clan ASR AI Skills- enables AI to independently equip themselves with weapons & ammo from dead bodys as well as throwing smokeshells when hit GLT RAW - Real Air Weapons tweaks default values for more realism ASR Grenadier Fix - stop AI grenadiers from overshooting by 10 yards RUG DSAI - AI suddenly speak a lot more often & with richer repertoire TBR Grenades - modifies grenades & launchers to increase carrying capacity Major (severely influence or even break built-in missions) Zeus AI - massive improvements to AI (enemy & friendly) via increased spotting distances, quicker reactions, better bounding over-watch, etc. Mando Missile - tweaks mechanics of and visuals for all missile systems (amazing) Total Conversion ACE2 - mother of all mods which changes pretty much every aspect of the game. As a result people either love it or hate it Multi-Player A.C.R.E - accurate radio comms inc. signal attenuation to range and topography Together or on their own they make the game more fun and/or realistic. FYI Gunter Sverloh has put together a very nice package called WarMod2 which combines the best and tweaks them for total compatibility. You can find out more here. -
Sure the engine isn't as optimised as it could be but it also does WAY more than another out there. So try these settings: Visibility: 1500m Interface: 1920x1200 3D res: 1920x1200 Tex: normal Vid mem: default Anisotropic: normal Antialiasing: disabled Terrain: normal Objects: normal Shadows: high Post-proc: disabled That should provide you with half-decent framerates (30-40 fps) without compromising the image quality TOO much.
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Sure but rather national preference, I prefer historical accuracy - credible sources suggest that more Commonwealth troops landed on D-Day than Americans. 83,115 Commonwealth (61,715 Brits + 21,400 Canucks) landed with 24,970 on Gold + 21,400 on Juno + 28,845 on Sword + 7900 airborne troops. 73,000 Americans landed with 23,250 on Utah + 34,250 on Omaha Beach + 15,500 airborne. It may sound like detail, but its important to remember particularly when so many people's impressions these days are heavily influenced by Hollywood (US).
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Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
domokun replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Try changing: 1) Video Mem from Very High to Default 2) AF from Very High to Normal 3) Objects from High to Normal 4) Vsync from Off to On To be sure, change them gradually, i.e. #1 then test, #2 then test -
ArmA2 / OA (low) performance issues
domokun replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
The first part is good advice but the second is somewhat flawed since a an E8600 is a dual core CPU. Unless "mult-core" means "quad" ? Seriously I have almost identical system (E8400 overclocked to 4 GHz + 4GB DDR3 + 4890) and everything runs pretty well. Here are my tips: 1. Forget about 200% fill rate and 10000 vd (currently impossible at smooth framerates 2. Overclock your E8600 (should be able to reach 4.0 GHz without too much sweat) 3. Download the latest beta patch (currently 79600 and very stable) 4. Tweak your Video Settings: View Distance: 2000m Fill rate : 100% Texture : High Vid Mem: Default Anisotropic : High Antialiasing : Disabled Terrain : Normal Objects : Normal Shadow : High Post-Proc : Low <= but use Oktane's mod to remove nauseau-inducing and performance-sapping Blurro-vision 5. Disable AToC (open your ArmA2OA.cfg and change "AToC=7;" to "AToC=0) Together the above enable me to run A2 and OA in 1920x1200 @ 30-50 fps. To be honest I'd like to enable AA and increase the VD slightly but that'll have to wait until I have enough cash for an i5-2500k and a GTX-560 Ti... -
FRL Airforce Addons release thread
domokun replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can someone confirm that the difference betweeen the GLT Missilebox 3.4 and GLT Real Air Weapons can be summarised as this? GLT Missilebox : realistic performance, re-textured existing missiles, new loadouts for existing aircraft + new weapon system systems GLT Real Air Weapons: realistic performance -
PROJET FELIN - [R3F] Armes
domokun replied to ~Vagabond~'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Gotta agree with you there. It's high-quality, varied area of operations, different weapons, long sequences and well-edited. Impressive what a modern helmet-can do! -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
domokun replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Try changing your Video Memory to Default to improve your framerates. No worries about your English - it's fine.