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fubarno1

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Everything posted by fubarno1

  1. Thats a shame :( I remember seeing so many WIP shots even some ingame shots but they never seemed to make to the finished MOD's Wish I had the patence and skill to Model and I'd give it a go myself, but I'm lucky enough to remember to breath first thing in the morning, never mind remembering anything else :) There was a nice feature I remember from one addon and that was with containers and paratroopers where the chutes would lay on the ground for about 20 sec's it just made the scene more real, anything like that implimented in this mod?
  2. Anyone working on a Horsa for this mod? I seem to remeber back in OFP there was one being worked on, but not sure what WW2 mod it was?
  3. fubarno1

    Final 1.12 in mid May? Read it here.

    It didn't stop them from releasing a pile of crap at the start did it, they wernt too concerned about their reputation and product when they released what was supposed to be a working package many moons ago, its a two way street in my book. I know that I wont be buying into Arma 2 until much later into the game (unless there is good user reports). when they released OFP they could be forgiven for their short commings as they were a new developer with a surprisingly new product for that time but there was no excuss for the poor standard of release for Arma, they may have needed funds but to get that they certainly tarnished their reputation by releasing before it was ready.
  4. Nope when I checked it wasn't in the Beta folder only main Arma folder, copied the dll direct off the CD into both folders Arma & Beta did a power down reset still no joy, removed dll from Beta folder did a power down reset still no joy, swore at the computer and launched Lock-On instead flew around for a few hours turned off computer and went out, come back home turned computer back on thought I'd give it another bash to get the Beta to load............"Lo & Behold" the damn thing loaded with the first click, absolutly nothing different from the last failed attempt, Dll file only in the main Arma folder ruddy strange error this? Appriciate you help though FritzDaKat
  5. Installed patch last night gave it a good test run everything seemed fine, tried starting it again this morning I'm now getting the "Can't find IFC22.dll error" Yes I'm starting it from the beta shortcut as I did last night, starting Arma normally is fine, its only when trying to start with the Beta version I get this error. Why is the beta version having a problem with the DLL yet the main version aint, why should it now have a problem when it was working fine last night, whats changed since the system was powered down?
  6. fubarno1

    Real Life Photography/Photo Editing II - NO IMAGES >100kb

    Packed lunch Sir....... Canon 400D Sigma 150mm F2.8 Macro TV 1/100 AV 5.6 ISO 400
  7. fubarno1

    107 HotFix issues

    I'd check again if i was you, because that error has only been reported when 3rd party addons have been loaded, go through your addons folder to double check that there are only official pbo's in there.
  8. fubarno1

    Hard drive performance questions

    you could always go for the hyperdrive a little faster than a raptor
  9. fubarno1

    Cant install 1.07

    are you selecting the Cezch option from the patch install procedure? also do you have ArmA installed in the default location or on another partion or drive?
  10. fubarno1

    Patch problem 1.00 -> 1.05 ->1.07b

    Depends, What time did you download the file. You posted May 11 2007 17:12 Your file was created May 11 2007 17:01 So maybe your created date and time is actually your download date and time (after all it was first created on your computer at that time)
  11. fubarno1

    1.7 beta impressions

    Please remember that this is a beta patch and the only way to test the patch is without any user addons being loaded too, then any issues that do show up can only be from either the Patch/Game/Hardware and not related to an incompatible user addon. Lets help ourselves here and at least test the damn thing correctly without slamming the patch because of issues caused from 3rd party addons.
  12. In all honesty unless BIS manage to pull a show stopper out of their magic hat that helps rescue ArmA I'm afraid it is already dead in the water its just sinking slowly. The best thing they could do today is release the tools to the moding community let them add the extra content that this game is crying out for, that would leave them to work on the engine and improve other aspects of the game. The extra content is what made OFP such a success, the more content there is the better, the players can build interesting missions that keeps other players interested in the game other than playing with the same units time. and time, and time, and time again with only slight differences in the mission make-ups, that is what is killing this game everyone see's ArmA as OFP/Res 1.5 so were expecting the same game type but on an improved engine with added visual improvements what they have is basically the same game that has improvements but actually offers a lot less that OFP/Res does. I see the same recommendations from ArmA owners to OFP owners to stick with OFP for the time being, this is not what BIS should be seeing or had planed for, they need to turn this around where players are encouraged to change to ArmA then that will keep the cash cow fed which feeds the continued development costs of both ArmA and Game 2, either that or they can go cap in hand to a big name and bow down to their demands for funding of Game2.
  13. fubarno1

    1.07 - Content, not when

    Sorry Boot I think I edited out the wrong quote
  14. fubarno1

    1.07 - Content, not when

    You seriously need to get off that "cloud 9" you seem to be floating on. Facts are: The early takers of this game paid more for less content. The early takers of this game were (are) being used as beta testers for a unfinished product. BIS have made such a shamble in how they have marketed and released this game that they have more than likely caused more damage than good to the community as a whole. ArmA will never capture the same large audience as OFP/RES did. back in 2001 OFP offered something that no-other game did, there were bugs but back then I think everyone knew that this was something to be expected with something so new so were more patent and understanding, and they had a damn good campaign they could play through while waiting for updates. ArmA is OFP in a new skin with an absolutely dismal campaign that no-one wants to play or can enjoy so all they are left with is a virgin ArmA with the hope that patches do get released to fix the bugs so that may be why most people seem to be crying out for the patches, they can see the potential in ArmA but because of the amateurish way BIS are addressing this game people are getting frustrated. BIS had probably hoped to make a lot of money from ArmA (based on the sales of OFP/RES) but because they tried to go it alone without the backing of a big name I would be very surprised if ArmA even makes 30% of the sales that OFP did in its initial release, add that to the discount sweeteners they have got to have offered those companies that agreed to take on board ArmA I would be surprised if BIS even manage to break even, which then could even affect the future development of ArmA. I have never expected ArmA to have too many new features especially with "Game 2" in the planning but what I did expect was a workable and usable game from the box with minor bugs that needed addressing, not something that required you to be a scripting expert (or rely on a scripting expert) to give solutions to problems that should not even be in the game, 6 months since release and only now it looks like they may have addressed the problem of AI aircraft reliably engaging ground targets, and what Muppet thought they could release a harrier with no STOL/VTOL and not expect the community to moan about it to me simply displays that BIS may be good on the idea front but without someone (like Codemasters) pointing them in the right direction as to what is acceptable and whats not, what will work and what wont, then they really don't have a clue and unless they can sort themselves out the respect and following BIS had earned over the years will dwindle to nothing and they end up as a game developer that once released a game that took the market by storm but could never follow it up with anything just as good. I know I'm not alone in this thinking but once "game 2" gets released (if it does) I wont be jumping on the band wagon of early adopters again I can bide my time until I think its ready not when they think its ready this may result in picking the game up from the bargain bucket for 9.99 rather than the suggested price of 39.99 which unfortunately means BIS don't make the type of money they would like to but they are the ones that shot themselves in the foot by proving they couldn't manage a piss-up in a brewery never mind develop a game and organize a suitable release plan that does not disrupt the already dwindling community.
  15. fubarno1

    US Demo Crashes before startup..

    I dont have an answer for you as I also tried the updated driver route and reinstalling a drive image of a clean XP install and neither worked for me. I was also building another computer at the time and reinstalled XP from scratch again on another HD and that worked, so I dont know what was wrong with the XP image I was using as I am sure it was only XP SP2 with most of the updates so that should not have caused a problem. my recommendation is to format your HD reinstall XP, update it, install up to date drivers for your chipset and audio then install ArmA again.
  16. fubarno1

    US Demo Crashes before startup..

    just for a test disable your sound card so you have no sound then try running the game again. I had a similar problem where 1.02 was working fine but when I installed 1.04 it broke something to the point where even reinstalling 1.02 had the same problem. I never found out what was causing the problem but I suspect it was a codec or something that 1.04 did not like.
  17. you need to use the following to make crew board with a get in command. in the init field of the crew members driver: this assignasdriver tank1 gunner: this assignasgunner tank1 commander: this assignascommander tank1 (tank1 is name of your tank)
  18. fubarno1

    Operation Flashpoint 2 officially announced

    Codemasters made a lot of money from OFP (which must have helped bring a smile to the shareholders faces) I don't think they are that stupid to dumb down a proven money earner. If anything I would not be surprised if OFP II bares a close resemblance to the original but with substantial visual improvements. I'm looking forward to the anticipated release, competition in our area of gaming only benefits us in the long run, it will add drive to the developers of these type of games to add features that better their completion so hopefully its a win win situation for us.
  19. fubarno1

    Cold War Rearmed Discussion

    What I don't understand is why the recruiting started Dec. 06 2006 and to be closed Dec. 13 2006 (supposedly because all positions had been filled) that only gave 7 days for people to respond to the call because of this short time frame there may have been many more better skilled members that could have complimented this adventure but missed it because they seen the posts too late. The recruiting phase should have been run for a minimum of 30 days before closing the door to those that may be interested. I think it is very naive to just close the doors to any further applications to join especially as 4 months down the road it would seem that all the CWR group have are a group of people with mixed skills just sitting around waiting for something to happen. I think every modder or script writer worth anything would accept that there are maybe better people out their in the community that are more skillful than themselves, but denying those members access to what is supposed to be a community based mod is stupid to say the least, all your doing is slowing the inevitable where you are going to have to ask for assistance again because you put too much hope in the skills of the early takers only to maybe find that they just don't cut the mustard (no disrespect intended to those currently in the CWR group) I would have thought that having more members at the early stage of the mod would be a benefit rather than a problem, then you would have had everyone reading from the same song sheet then as members leave or get kicked then it has less of an impact to the mod progress. Considering this is a community based mod I also don't understand why it needs to be behind closed doors, you could have made a separate forum where everyone has access but only CWR members had posting privileges then everyone could see how things are progressing and any details tricks tips are shared with the community that in turn benefits the community and the game as a whole.
  20. Please post you system specifications to see if this error is linked to a particular driver set-up. (posting my alternative computer specs) XP Pro (SP2) Asus A8N SLI Delux AMD 64 3800 1024 Memory 7950GX2 (1024 memory) Nvidia chipset and display drivers. (All up to date) ArmA 1.02 Installs without issues, ArmA 1.04 has the winmm.dll error just after disk checking.
  21. fubarno1

    xx NEW Forceware 101.02 2000/XP xx

    101.41 drivers actually show the new cards expected from Nvidia in the ini file. so get your DX10 cards soon hopefully they will have better drivers by then.
  22. ***Updated with changes and some cosmetics that were suggested*** 2nd edit: Added some temp sound placeholders. Would like some feedback on this mission and maybe some help along the way. You start off as an SF Recon tasked to target a Radar tower for the fly-boys (here i have cut a couple of corners due to my lack of knowledge and the bombs are spawned rather than dropped) you then need to make it back to your group to help in a diversionary attack while the main group gets dropped off by helli's. one of the main problems I am having is setting a trigger that should the SF unit (you) get shot on his way to his objective then its end game, but if you complete your objective of destroying the radar i need that trigger to be disabled somehow so you can select another unit to continue with the game. Anyhow give it a look-see Operation Northern Star
  23. fubarno1

    Operation Northern Star

    sly *bump* to let you know it has been updated but still WIP
  24. fubarno1

    Operation Northern Star

    Hotshot, I really appreciate your feedback, this was why I wanted to post it before it is finished some of the problems you have highlighted I have to admit I was blind to, I suppose as I was building the mission and knew what was going to happen and what was next to be done then i missed the extra hints of guidance that would be required for someone first playing a mission. I did not even consider allowing for a selectable load-out, but I think your right it will restrict the Rambo in us all if you know your limited in ammo, so i think I'll leave that as it is. Yea 7 platoon is really slow in moving onwards from the top of the hill, (I think they are still in combat mode) so I'll play with the unit condition and see if it can be improved on. I noticed that last night with the enemy huddling I'll check it out and see whats making them do that (it may be that I have stuffed up their waypoint conditions) I have actually placed waypoints in the mission to take the helli's far enough out to drown their sound (just not got around to setting the trigger to switch them from search and destroy to move) It should only end once all the enemy have been killed I'll check that again to see if something is triggering it prematurely. With regards to ending the trigger....its always the simple commands that stump you the longest, I have racked my brains trying to figure that one out I haven't worked out how to detect if the laser is being used I have just manipulated the timings in that you should be able to reach the laser point in plenty of time before the harriers show up, then spawn the bombs to drop on to the targets, but I have found that although the harriers do not actually engage on their first pass, because you are lazing the tower it does register as a target, so they turn to engage that target, by that time you should have moved it off to point at any of the planes and 7 times out of 10 they will drop onto the laser (word of caution though there have been plenty of times during testing that I never noticed that the laser was actually reflecting off the rock face and they have dropped on me ) Thank you again for taking the time to check the mission out and especially for the great input and suggestions, I'll do a bit more work on it then post it again, and if you dont mind I would like you to review this mission again, for a comparison as a WIP mission (I'll send you a PM when i post it again) I'll see about getting some radio sound in but that was low on my list of things to be done (was going to address the cosmetics once I was happy that the mission was playable) Cheers Fubar
  25. 1. Anyone been able to make the helli's make a fast insert? At the moment irrespective of the condition of the unit the helli's seem to really take their time finding just the right spot to put their baby down (even if its slap bang in the middle of a runway with no objects near by), and gets even worse if they start taking incoming fire if they are already unloading they still take off and the AI continue to jump to their death. I'm looking for something that will let the AI pilot ignore enemy fire and drop like a stone on to the invisible H / transport unload waypoint, dump their cargo of AI and take off again, I have tried setting the pilot to careless/never engage/ flyinheight 0 but it just aint right the pilot still dances in the air while giving "the bird" which antagonizes the enemy AI even more to shoot him down, Its like when they designed the game they have never considered that helli's would have to use hot LZ's. (the game needs a new waypoint condition called "hot transport unload" that gets the helli's on the deck asap and back off the deck asap) 2. How to delete a trigger of a unit not present? I have a unit that needs to complete a task if he gets killed on the way to that task its end game, but if he makes it through the task I need the trigger that covers him to become disabled so should he die rather than mission over the player can switch to another unit and continue with the mission. I have a trigger that detects if a building gets destroyed so I suspect I need to add something to that trigger which then disables the trigger that detects the player is alive or not?
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