Franklin
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Everything posted by Franklin
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Best servers to find mature/teamwork?
Franklin replied to Niftyeye's topic in ARMA 2 & OA - MULTIPLAYER
Nice to have a mention for the 506th PIR up there! We typically run a Domination server as a source for recruitment. We are a realism unit, but in our public server are somewhat more relaxed than in unit only operations. We have sigchecks on to prevent cheaters, and when the server gets full we lock it to keep lag down from too many people joining at once. We employ some rules to keep the map fun for all, and dont mind people playing how they want to play on our server to an extent. However our members will typically organize and work as a team to accomplish the side missions, or clear the town as a sort of advertisement of what we do. We advertise our TS info in server, and encourage all to join it and work with the team. 506th PIR Baker Co Public Server -
NVIDIA video card(s) owners read here!
Franklin replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
Ive tryed almost every combination of every suggestion made here in this forum, and nothing seems to do much more than improve by a few FPS or more. I dont believe that there is some magic combination that everybody is looking for that will make the game run smooth and fast. I have spent the past 2 days properly testing all the Nvidia drivers from 169.25 all the way up to the newest beta drivers, and even tested the SLI patches from EVGA and Nvidia with the proper drivers they match. I have found that version 180.48 works best for my computer, the graphics are crisp, and the textures load the fastest. All other drivers make the game look very blurry, and LOD load times are very slow. im getting around 30FPS flying around the map, but it drops down to around 12FPS flying over chernogorsk. here is my ArmA.cfg for those whom it may help... and for those who are actually "in the know" about what this stuff means... i sure as hell dont, and have been playing with this file like mad over the past two days. If anybody that knows better spots something wrong as i suspect i have input wrong numbers for the local and non local VRAM anyway... ARMA.CFG _____________________________ language="English"; adapter=-1; 3D_Performance=100000; Resolution_W=1680; Resolution_H=1050; Resolution_Bpp=32; refresh=60; Render_W=1680; Render_H=1050; FSAA=2; postFX=0; HDRPrecision=8; lastDeviceId=""; localVRAM=2791728742; nonlocalVRAM=2491728742; sceneComplexity=400000; soundEnableHW=1; ___________________________________ Basic system specs ____________________________________ Vista x64 X9650 quad core extreme 3Ghz Nvidia i790 FTW mobo 8 Gigs of RAM @ 1333mhz 3x GTX260 OCE2 Video cards running physx disabled because the game doesnt use it anyway, and with SLI enabled. -
NVIDIA video card(s) owners read here!
Franklin replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
I tried the new drivers with the evga SLI patch, and not only did i not see an increase in FPS, the whole game was flashing purple. needless to say, i rolled back to my old drivers. and for the record, I'm not getting that great of FPS anyway, and im pretty upset at that fact since i have a pretty nice rig. basic stats are as follows: quad core extreme 3 gig proc 8 gigs of RAM @ 1333mhz 3 GTX260s in 3way SLI running the game with the -winxp or not doesn't do jack to help the FPS either. whatever monkeys yall have at BIS tweaking your settings need to get fed another banana... that or have some taken away for the crap work they're doing. -
no problem, i understand that there are a lot of people who are that dense on these forums. no offense taken. ill look around for the notepad built into your map. thanks for all your help Spooner.
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it must be the program im using to edit the stringtable with. ill try using a different program. still, is it possible to get the notepad, GPS, and radio working in your map? **EDIT** I was using excel, and it was putting those quotes in, but not showing on the spreadsheet itself. im using a different program now that shows all those extra quotes. ***EDIT*** I got the stringtables working together, excel was adding those quotes in, so i used texview and i could see them and delete them. everything is working now, except i still neww the notepad/gps/radio, all three are very important to the mission and the way my team operates.
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i did. the example you gave for making your stringtable work with BAS_f's shows the quotes around each string. i assume this is wrong and i only need to delete the quotes from each string to get it working.
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I see what i was doing wrong, hopefully i can get this right this time, i dont think i can take another 7 hours of pullin my hair out! lol any word on how to enable the radio/gps/and notepad? Thanks again Spooner! **EDIT** trying to avoid a meltdown here... here are my two stringtables, i dont know whats going on. BAS Stringtable SPON MAP Stringtable
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well i went into my stringtable and deleted all the extra languages i wont be needing, and double checked the changes i made. Still, no titles on the buttons. ive checked the demo mission for any discrepancies and cant find any. **EDIT** OK, i just read your post above and it clicked, i understand that the stringtables need to be in the same format, that has to be the issue, im reformatting my stringtable to match yours since i like the organization of your more anyway, its very easy to read. also, i had another question. In the map, the Notepad, GPS and Radio do not show, is this something that is simply not possible with SPON Map, or is there a place to enable these items? ***EDIT*** I tryed to convert the BAS_f mission condition selector stringtable over to your style, and i got nowhere with that. I then copyed over my modified stringtable with a fresh one from the BAS_f demo folders, and attempted to convert your stringtable to their format and include all the extra bits for the extra languages as you said. without the #include SPON\Map\stringtable.csv, the BAS_F mission condition selector works. when i load the map in multiplayer, i see the titles for all the conditions that i can select ie: night|heavy Fog. as soon as i put the #include in to link the modified map stringtable to the bas_f one, the options for the mission conditions dissapear, and obviously the modified stringtable for the SPON MAP doesnt work either. I honestly dont know enough about this stuff to know the exact format things need to be in, is there anyway you could take a look at the BAS_f mission condition selector stringtable and see what it would take to make it, and your stringtables compatible? an example would be great, once i see the right way i can do the work.
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I am using ACE 1.01, and the map i am making is ACE specific. I do have LShift as vehicle turbo, i understood that the actuall key pressed is less important than the function bound to that key anyway. Still, it was as if SPON MAP wasnt even installed until i added that line disabling the BIS Map. It works as is, its not too difficult to mash grey boxes and figure out what they do, there arent many, but it would be nice to have them labeled for speed and accuracy. but the most important thing, is the functionality of the map is there. ill play around with the #include SPON\Map\stringtable.csv part and see if theres some other things in my stringtable that are interfering with it. Here is a link to a screenshot: Screenshot
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just in case you didnt read, i did edit my last post with more info. also, i didnt keep all the files from the CORE, just the UI folder, but of course i needed the correct file structure to keep things easy. Ive looked around through the scripts and cant quite put my finger on why the text for the buttons arent showing up. Everything else seems to be working great and i gotta say im loving this map!!!
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ill try adding the CORE folder back into the mission and add that line into the description, if i cant figure it out from there ill let you know. Thanks for the Replys! PS. wouldnt the best workaround just be to get all of your scripts/addons into the ACE mod? EDIT: adding the core folder back in and using just that one line of code youg ave me, got the map working. allthough it seemed to not work before i used this bit of code: before i added that line i could see the BIS map, but pressing LShift + M didnt do anything but open the BIS map as well. Once i added that bit of code, when i pressed M, the SPON MAP opened. However now it IS working this way, it seems like some of the text from certain buttons are missing, things like "ok" or "cancel" maybe, im not sure as i have never used SPON MAP before. but it is definitely something from the UI, possibly from the SPON CORE that is missing.
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I installed the spon map folder into my mission, the SPON folder is the start, inside it is the MAP folder and everything is there. in my description file i added: #include "SPON\Map\ui\map.hpp" in the init i added: [] call compile preprocessFileLineNumbers "SPON\Map\initMap.sqf"; [[west]] call SPON_Map_setResistanceAllies; [] call SPON_Map_useAction; and in the stringtable i added: #include "SPON\Map\stringtable.csv" now i try to select the mission in the editor and before it even loads there, to where i would be able to place units and whatnot, it crashes the game to desktop and i get this error: missionname\SPON\MAP\ui\map.hpp, line 50: /SPON_dlgmap.DisplayNumber: Undefined base class 'SPON_rscBackground' im looking through the readme to see if i missed anything to add into the description, init, or stringtable, and the only things that i havent placed there are the lines of code that would call on the SPON CORE. I do not have the SPON CORE logic in the mission as of yet. should i disable the SPON MAP so i can load the mission in the editor, place the SPON CORE Logic, and then re-enable SPON MAP?
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I have a question for you Spooner. Since the SPON CORE is now incorporated into the ACE Mod, its in addon form on the server along with all the clients. so now i dont have to include it in the mission scripts, this is good... however i do not wish to use SPON MAP in addon form. my server runs sigchecks, and i dont use Yomas addon synchronizer so people wouldnt be able to tell which addon was added, and i really dont want to get into all that. My question is, how to i get SPON MAP to work in script form in my missions, while the SPON CORE is in addon form?
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The Unsung Vietnam war MOD
Franklin replied to Warrior Xâ„¢'s topic in ARMA - ADDONS & MODS: DISCUSSION
Ive never been a big fan of vietnam games/mods but this looks so good ill be downloading this for sure! Major Kudos on your work guys! -
full colored cloth are NOT allowed!!! nor are full color IR flags. The Hajis sell subdued flags that fobbits buy and wear for whatever reason, but they are just as unauthorized as any color flag. the color flags obviously stand out more, and would be corrected ASAP.
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IR flags- black and tan in color, are what are used in theater. Poughes and remfs can be seen wearing subdued cloth flags, but thats only because their senior NCOs would rather eat ice cream in the DFAC than inspect their troops. Full color flags are forbidden in theater.
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thats why i asked about possibly larger squad sizes... if its just southern, it wouldnt be much fun.
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what version of warfare would be used? the 506th has a version that has included the mando missile scripts into it. it makes the map MUCH more fun to play, and makes the defensive turrets actually useful. obviously some teams would feel we would have an advantage playing on a map we created, but the map could be made available to all teams participating, and it is designed to be 100% fair to both sides. if you want to check it out, join the 506th PIR Baker Company server. most of the time its on our warfare map. current version is 5.1b
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i agree with you on this 100%!! unfortunately im no scripter and have no clue how to do that work... allthough i think 1-2 minute timer on switching the camps would be too short.. something close to 10 minutes would be better. I love the ideas about who controls the town can instantly cap a camp the enemy holds.
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506th would be interested. any posibility of having a 6 vs 6, and something a little larger (12 vs 12, or 18 vs 18 utilizing 2 units per side possibly?)
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Su-25 Â Flaspoint to Arma conversion
Franklin replied to eble's topic in ARMA - ADDONS & MODS: COMPLETE
Shadow that SU is Beautiful!! i cant wait for that to be released!! Eble, you did a great thing in converting this model and leaving it open to the community to toy with. It WILL get used since its one of the few opfor aircraft out there, and a vital one to have as well. Thank you for what youve done, and thank you to everybody else that is working on the config and skins! -
Jonny you rule! I have been using your doodz as replacements for the sucky BIS SF guys and i love them. I find myself running around the map and stopping mid assault to stare at these badass models you made. thats no joke! i think i might have a problem... or your units are just that damn good! Today i went into the editor and began making a mission, i plan to only use for creation of an arma music video. I wanted a SAW gunner in my team and i liked the look of the SAW gunner Light version. then i saw the evil blue gloves! at first i didnt like it, but then i thought... what if these guys had the oakley gloves? well they would be too much i think, and green aviatior gloves (Not law enforcement gloves... whoever called em that is a tool) would look too plain... on top of that, SF units dont really have to go by every regulation in the book when it comes to uniforms. if some SF dood wants to wear hot pink gloves with purple dots... nobody can really tell him otherwise. im sure he would get some strange looks from his team, but nobody is gonna quote AR 670-1 to him. mabey if he was a pfc in some reserve unit that would be a no-go... but then again some reserve nco's wouldnt know better. anyway.. rock on with the blue gloves Jonny! Your addon is far above the status quo, and your blue gloves are the proverbial middle finger to all those who wont dare to break the mold in fear of some overly mouthy kid ranting on a forum. and in all honesty, i did orginally come here to see if anybody had caught the issue with the reversed flag... it does bother us NCOs...(the stars facing towards the rear of the soldier means he is retreating) but its so minor of a detail that ill overlook it and continue to stop punishing nubs to stare at your models as they run past me in game.
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I put all the AI improvements along with a select few additional .pbos from this pack on the 506th's warfare server, i gotta say its a great improvement over just the truerange AI which i was running before. The AI do respond better to an attack in thier general area even if they arent directly engaged. i did notice the Ai would go cyclic at close range like mentioned before, i like it! makes it seem like they are fighting for thier lives and are a bit scared. im already running VFAI so no probs for my Ai running low on ammo. also the dispersion addon is excellent! i hate dumb AI that stand there as you shoot thier buddys, so your AI improvements were much needed. But at the same time every shot the AI takes shouldnt hit, kinda ruins the gameplay the same just the scores are opposite from before. big thumbs up on this!