insomnianshadow
Member-
Content Count
27 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout insomnianshadow
-
Rank
Private First Class
-
Pistol Mag Reloading
insomnianshadow replied to insomnianshadow's topic in ARMA - ADDONS & MODS: DISCUSSION
Thanks for the quick reply guys. This seems to be a very odd issue since it happens occasionally on vanilla AND addon loaded ArmA installs. Will take me a while to exactly figure out what is causing it since it also seems to be affected by whether you are connected to a dedicated server or not. ***UPDATE*** Adding a Server Game Logic to my mission resolved the issue -
I just noticed that in ArmA you cannot reload half emptied pistol magazines. Unlike with assault weapons it seems to be impossible to load a new mag if you haven't fully emptied the current one (it will play the reload animation but the rounds number stays the same. Anyone having any idea on how to change that ? I have noticed that it seems to be "type" dependant. Assault weapons are type "1" whereas pistols are type "2". Setting a pistol to type "1" makes it reloadable with a not fully emptied mag but screws all pistol based settings. I'm curios if there are any server/difficulty settings that let you set this up ? Thanks for hints in advance
-
Well the key point here is to be able to port ArmA to another machine without having to reinstall from the dvd..... If you got (due to game-modding) 11 computers like me and regularly restore windows installations from custom backup images it really gets a pain in the ass having to reinstall all the games from the dvds .. whereas a quick registry import fixes that issue for most games quite quickly.... that's why I am looking for a way to be able to do that for ArmA too.
-
Hey folks .. I tried to port my arma 505 version from my first laptop to my second, but arma crashes everytime on startup when I try load it up with the following error signature: I have copied the entire arma folder and exported the "HKEY_LOCAL_MACHINE\SOFTWARE\Bohemia Interactive Studio\ArmA" registry entries (and adjusted the paths to the new game dir) and installed the latest directx9 version. any ideas what I could have missed ?
-
Problems resizing Blood Particle effects
insomnianshadow posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hey folks .. I am running here into a problem trying to resize the blood impact particles. Blood particles are handled in the "Ca.pbo" of Arma's "AddOns" folder. So I decompiled the "config.bin" and edited the "ImpactEffectsBlood1" class in "CfgCloudlets.hpp" and created a "blood.pbo" with all the other hpps and config.cpp included. I have put that "blood.pbo" in the folder "@blood\AddOns" Arma directory and started the game with the parameters "arma.exe -mod=@blood" Unfortunately the changes are not applied. I have then refined my changes by using/including only the "CfgCloudlets.hpp" and "config.cpp" also adding "requiredAddons[] = {"CAData","blood"}; to the "class CfgCloudlets" but still the changes won't work Applying those changes to the original "Ca.pbo" on the other hand works without problems.... Help is highly appreciated.... -
Setting Vehicle Names After Creation
insomnianshadow replied to thegunnysgt's topic in ARMA - MISSION EDITING & SCRIPTING
After I got "respawning vehicles being renamed to their initial editor name" working with my respawn script I then ran into troubles getting it to work while being a client connected to a dedicated server... But thanks to sickboy it finally does the trick   (your contributions to this forums are amazing, so keep it up) He proposed me to change this part of the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vcl setVehicleVarName _name; call compile format["%1 = _vcl", _name]; to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vcl setVehicleInit format["this setVehicleVarName '%1'; %1 = this", _name]; processInitCommands; Works like a charm now being distributed to all clients So hand this man a beer I take the bill  -
Also what we should focus now on, is to get the explosion effects synced over the net on all other clients.... Right now only the guy that lauches the missile sees it traveling and exploding (mushroom and flash).. all other clients just get updated some moments later in terms of damage information done to the map's units, trees and buildings by the bomb....
-
@BIS: Revert the HDR changes in 1.08 or at least for Christ's sake release a SDK so I can do it myself..... Everything in 1.08 now looks way undersaturated and undercontrasted..... Practically you turned ArmA visually into OFP  From a GFX point of view, with each new patch BIS keeps destroying more and more of ArmA's initial beauty  http://doom3.planet-multiplayer.de/5.56FMJ/images/visual_decay.gif
-
ArmA 1.08 makes me want to throw up
insomnianshadow replied to insomnianshadow's topic in ARMA - GENERAL
@ spectre I think you cannot compare the "investment" of about 20% of the general performace into better gfx with the serious bugs of the early ArmA versions.. I remember 1.02 running just fine for about 5 minutes till obviously caused by a memory leak it started to run abnormally slow.. alt-tabbing to windows magically fixed the slowdown for another 5 minutes (clearing the vram of the gfx card)..... IMHO it simply is a bad thing to lure customers with a demo making them buy the final product and then slowly but surely cutting down one feature after the other with each new patch.. while the reason you actually bought the game was just exactly because of those features ... -
ArmA 1.08 makes me want to throw up
insomnianshadow replied to insomnianshadow's topic in ARMA - GENERAL
I don't need to get A life.. I have many lives .. I'm a gamer btw ... in the changelog it says under "Main New Features".... -Increased contrast of light for all weather conditions I actually think quite the oposite is the case .. they have reduced brightness of the Sunlight and increased the overbright values for the HDR effect...... Well anyways .. I think I have made my point of view clear .. Over and Out -
ArmA 1.08 makes me want to throw up
insomnianshadow replied to insomnianshadow's topic in ARMA - GENERAL
oh boy .. first of all the brightness slider in version 1.08 is limited to the value "1.6" which isn't enough to recreate the version 1.05 visual appearance... and even if you override that value manually over the cfg file you get absolute wrong results since you completely overbright the HDR bright values.... not to mention that things like the sky and other non light recieving elements are being rendereing just wrong with those high settings........ I kinda get the feeling that the majority of users here are using TFT screens actually not noticing those fine changes ....... -
ArmA 1.08 makes me want to throw up
insomnianshadow replied to insomnianshadow's topic in ARMA - GENERAL
@KJAM... I am the last person that would do so ... If it were up to me games would always run a bit slower but looking better (since every 6 months a new hardware generation is evolving, speed was never a valid reason to justify dramatic cutdowns in new patches.... @troop the 'digital color vibrance' method would not be an ideal solution since that way you would get an even higher overbrighted HDR correction..... You know .. probably I wouldn't be so pissed if I wouldn't have developed my own game (based on another company) there being provided with a proper SDK and tool basically giving me the freedom to mod and change a game to my desires...... I actually wouldn't make such a rattle if I wouldn't care about this game seeing all it's potential and all the hard work put inside it......... But being forced to swallow all those changes (without any way to change them back or let the devs know about my grief) makes a gfx-whore like me see red.... -
ArmA 1.08 makes me want to throw up
insomnianshadow replied to insomnianshadow's topic in ARMA - GENERAL
moved to initial post -
ArmA 1.08 makes me want to throw up
insomnianshadow replied to insomnianshadow's topic in ARMA - GENERAL
I don't see anything wrong with my post nor with the way of its composition .... If you enjoy being treated like a brainless consumer than it is your problem .. anything I wrote is based on facts that passed days of extended testing and comparing.... I prepare myself very well before posting and any word of the inital post has been chosen with care..... -
BIS finally did it .. they completely fubared the visuals of the game... The new light contrast/brightness/gamma and HDR settings screw up the "color brilliance" of the game (which initially was the reason I bought the game and started modding for it.....) 1.05 was just fine from the visuals point of view .. why .. oh why did you have to change it ? The new nightvision is just a laugh .. why did you remove the noise from the nv google display destroying the whole night atmosphere ? And all this without releasing a SDK so none of us actually will be able to undo these cruel changes.... Thank you BIS for turning one of the greatest games into a joke..... I am actually now forced to rollback to 1.05 and basically desync from the rest of the community While not being the best example.... I have put these 3 shots together documenting the unstopple decay of visual quality with each new version released ... keep in mind that all 3 shots have been taken with absolutely the same gfx settings.... notice how first the shadow range is dramatically changed .. lod models replaced with "ugly versions"... and last but not least the dramatic change of brightness in the new 1.08 version..... Most of the time when you walk around now the brightness of the landscape caused by the sun is heavily reduced..... at the same time the new HDR effects are overbrightening in a extreme way rendering basically all vehicles (especially helicopters almost useless) http://doom3.planet-multiplayer.de/5.56FMJ/images/visual_decay.gif The limit for hotlinked pics is 100kb - 683.29 KB is totally unacceptable - Fubar