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Everything posted by durg78
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x2. Had a mission earlier in the week with my team, approaching a firefight in bounding overwatch while taking fire is a fantastic experience! Â Thanks! Umm... Did you just say that taking fire is a fantastic experience??
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@Tori, When you say the AK sounds like an airsoft gun, are you refering to the sound of the AK74 or the AKS74U? I've noticed that in the mod the AKS74U does sound the way you described. Either way, correcting the sounds for the whole AK family is already on our current task list, and has been since the Beta 0.2 release (so, no this mod is not focused on BlueFor weapons only). The GL reload sound in on that list as well as a proper reload sound for the MGs (with the sound of the pulling of the belt and all).
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I agree, keep up the good work! BTW, the task list leading up to version 1.0, does it include the 3 different soundpacks mentioned by chammy? Think it was hollywood style , no echo and chammy default sounds. The tasks leading up to V1.0 will not include any hollywood style or urban style sounds. At this time, the plan is to begin work on those sometime after the 1.0 release.
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Well, adjusting the volumes of all the sounds is one of the tasks scheduled for the V1.0 release. Â So, it is in the works. Â You can always check this progress of this mod by clicking on the "Status" link in my sig. (requires a google account to access it however)
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Thanks for the input. Keep in mind however, that this is just a beta (or even alpha) release. Â Since the first video of the work in progress was released several months ago, there has been alot of demand for the team to release something. Â What you have now is basically just an appitizer, and is in no way a complete and polished release.
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That error message is my fault. The mod folder should be called @CSMSound and not @CSM. I am by no means a veteran modder, so I'm still learning. Â Simply rename the folder and the error message will no longer appear. For a technial explination: I've named the mod CSMSound as seen below, Therefore the mod folder name must match this as well, or you will receive the error message as described by bensdale. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class CSMSound { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; I'm still unsure when/if I need to place anything in the "requiredAddons" section. Â Perhaps a more experienced modder could answer that for me.
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I just tried playing evolution (got the same message) and all the weapons where messed up. I have access to weapons i shouldnt be able to use do i leave your edited weapons.pbo in arma/addons or should i put that back to the original for this mod folder version? which is what I have done Yes, put the original BIS files back in place. I guess this was never clearly stated. You should never place any 3rd party PBO's in your arma/addons folder. Those instructions were given earlier, prior to my joining the team, and prior to this becoming a standalone mod. As far as evolution goes.. you may have been playing on a modified version. Some servers play an "unraked" version, so you can have access to nearly everything rather quickly. If this is not what you meant by "all the weapons were messed up", then please clearify.
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I've seen this message before as well. Of course, it never showed up untill after the release. I'm looking into it. As far as I can tell it doesn't effect the mod or gameplay at all.
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no no no, dont touch anything, delete what you've done. Reinstall the mod, just place the @CSM folder into you're arma directory. Add the target line to you'r games shortcut, done. To clearify, place this in your shortcut: -mod=@CSM if you have other mods, seperate with semicolon: -mod=@CSM;@othermod;@3rdMod
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Thanks for all the feedback, even the negative ones. Â It helps us alot to have these bug reports. Â And to show that we're taking them seriously, I am posting a link so everyone can check the status of the current list of bugs, as well as see our progress towards release V1.0. CSM Status If you've posted a bug in the forums, and don't see it on the list.. just give us a little time.. we'll get it listed.
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My first guess is that you are running a version other than the US release, or other than V1.08, as I believe that provided the A10 also. If you are running US release or 1.08 let me know.
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Yup, my first screw-up. Hopefully there won't be any/many more.
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Thanks! Well, after seeing pages and pages of people trying to figure out how to install the beta... I knew I had to do something. Thanks again.. I hope you all enjoy.
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I know it sounds like an odd request, with everyone trying to get as high a frame rate as possible, but is there a way to limit the frame rate from going above, say, 40fps? I know about the vsynch deal (a refresh rate of 40 would be horrible anyway), I'm looking for something along the lines of an arma.cfg option. I've looked through the forums and the Wiki with no luck. thanks!
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Duffers, I've been having the same trouble as was reported by Colt.1911. Â I use the left mouse button to move forward and right mouse button to move backwards. Â I've used this setup in FPS games for as long as I can remember. Â With Arma, however, binding the right mouse button to move backwards just didn't work. Â I verified that it wasn't already bound to another command, yet It still didn't work. It wasn't untill I ran across your post in this thread that I managed to get it working. Â Your suggestion of editing the profile and setting <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">keyMoveForward[]={63357}; Â helped! Â (although for me I changed "keyMoveBack[]). Just thought I'd post this incase anyone else runs into this issue. Thanks for the tip!