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Everything posted by laggy
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I'm so extremely !*#%@% tired of Windows Vista... Poor you, BIS.
laggy replied to laggy's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks, I'll try it. EDIT: Okay so looking at the dates, I only have 5 potential suspected updates, regarding: -Microsoft Silverlight -Windows defender -Security update for Internet explorer 7 -Security update for distributable package for Microsoft Visual C++ 2005 Service pack 1 -Windows defender Which one/s could it be? -
I'm so extremely !*#%@% tired of Windows Vista... Poor you, BIS.
laggy replied to laggy's topic in ARMA 2 & OA - TROUBLESHOOTING
@ SWAT BigBear But there is no way of knowing which stuff in the Windows jungle that's causing it. ---------- Post added at 16:20 ---------- Previous post was at 16:18 ---------- Well, since Nvidia drivers weren't changed when it happened, I guess they aren't to blame? Could be wrong, I'm not a programmer or computer specialist, just a simple mission designer. -
I'm so extremely !*#%@% tired of Windows Vista... Poor you, BIS.
laggy replied to laggy's topic in ARMA 2 & OA - TROUBLESHOOTING
Yeah! Sorry... in my angry state I forgot Linux. Well put my friend. -
Some serious ideas and suggestions from a mission maker
laggy posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Dear Addon makers, Before I start my list of ideas and suggestions I would like to make it clear how much I value and respect your work. The community addons are what will keep this game alive for a long time, just like they did (and still do) with Armed Assault and OFP. Addon making is a field where I have very limited experience. I made an island for OFP with the WRPtool and that's about it. What I do have some knowledge about is the usage (or lack of usage) of addons, and this is where I have some input. I think that alot of addons are way too small and limited and the use of them therefore become very specific and insignificant. Often they are also useless without other additional elements. I would say that alot of addons are useless without a fitting environment (island). My favourite addons have always been COMPLETE mods like: ACE, Finnish Defence Forces Mod, BAS Tonal Mod and ECP. Why? Those addons came in a complete and seemless pack where you had environments (islands) in which new characters (units) could run around and use new stuff (weapons, objects and vehicles). Often the mods also came with additional sounds, music, animations and scripting functions to enhance the gameplay and atmosphere. This meant that you would have a useful combination of absolutely everything you needed to take the game to a new level. How fun was it not to play a rock throwing african insurgent, fighting corrupt government forces in a varied and beautifully designed country in chaos. Who didn't enjoy playing a finnish policeman going after a "Car Stereo BMW" carthief trying to cross the russian border, handcuffing him after a long carchase and teaching him a lesson with the baton. I think that some addons can be useful even without a whole mod (i.e nukes and zombies), but some things are not very useful. Here are some questions. *Why would you create a NYPD S.W.A.T unit if you don't have an american environment to play in? Would they be stationed on Chernarus? Not very likely. An American environment would be needed first. *Why would you create Palestinian insurgents without any Israeli soldiers to match them? Who are they going to fight... The Russians? *Why would you create anything that doesn't have a real purpose in terms of gameplay: environment, enemies or new functions? In many cases I think that these things could be fixed by simple team work. Work together with someone that is creating similar addons, that way you could join your capabilities and maybe construct a COMPLETE mod like the ones mentioned above. As a mission maker I really enjoy feedback on my missions, and I'm pretty sure that you as addonmakers want feedback as well. My problem with addons though, is that I would never use a single "new sound AK47" or "retextured Marine" unless they came as part of a whole mod. It's simply not worth the effort in my opinion, and I think that many share my view. If you really want people to use your creations thay have to be either extremely inventive and useful or part of something larger. Like I said in the beginning, I really love your work and enjoy trying out new addons, but many of them end up in the trash bin, just because they are not useful enough. Meaning: They don't really change or add anything to the quality of gameplay. With some thoughts spent on the actual usage of your addons I think the work you do would pay off much more. Otherwise: Keep up your great work :cheers: Laggy -
Some serious ideas and suggestions from a mission maker
laggy replied to laggy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thinking about it some more, I've come to realize that maybe the real problem is not the abundance of useless addons, but rather some mission designers' way of including all those addons in their missions, without questioning the actual enhancement of gameplay. Maybe I'm missing the best mission ever, because I don't want to download 10 new "retextured" weapon models with "cooler" sounds. That is really my and the mission designers problem, not the addon makers'. In that sense I fully agree with Defunkt and rest my case. Laggy -
@ shark-attack and CaptainBravo Thanks dear buddies... but please stop... If you continue you'll make me cry :cry2: I wouldn't want that, it would destroy my image as a masculine intro maker , forever. Really appreciate the positive feedback, just hope you'll like the next creation as much. Love you guys... In a manly, macho, just friendly kind of way of course :blush: Could you brief me on this experience? Would really appreciate it, since I might consider a night time option in the MP lobby. Laggy
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Really long and "story-driven" MP missions. Are they wanted???
laggy replied to laggy's topic in ARMA 2 & OA - USER MISSIONS
I see your point, but that kind of kills the immersion (I think). I wouldn't feel much for my character if he had just died in the previous mission, to then just resurrect in the next one. That was the immersion killer in original CWC, if I remember correctly. One solution would maybe be to include a cheat (like endmission) in every part. Great idea and I have considered this option before, just didn't think anyone would care for it. Good feedback. Great idea as well, how about a standard action or radio channel for this option? WHAT!!! Thanks for the interesting and informative feedback everyone. Laggy -
Some serious ideas and suggestions from a mission maker
laggy replied to laggy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
WHOA :couch:!!! If you read the thread title it says: Ideas and suggestions and not Do as I say ! I am merely bringing up a topic that would be good to discuss. Laggy -
Really long and "story-driven" MP missions. Are they wanted???
laggy replied to laggy's topic in ARMA 2 & OA - USER MISSIONS
How about a cymbal crash for atmospheric music and your leader screaming "FIRE" to get you into the story ? I think that's doable in 2 seconds :292: -
Was the campain even bug tested?
laggy replied to OddballWDI's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I haven't read all posts in this thread, got tired after three pages of bitter complaints. I have been playing the campaign as hosted coop and we are currently on the "Manhattan" mission. Is the campaign bugged ? - yes Have I been frustrated with it ? - yes Is it still playable and mostly enjoyable ? - yes Maybe I'm just very forgiving when it comes to bugs, I design many missions myself and I have an understanding of all the problems involved with making a huge, complex, unpredictable mission with a good storyline and atmosphere. Expecting it to be completely bug-free is unreasonable. I sincerely think that "Manhattan" (so far) is the most magical experience I have ever had in a game. It feels like the whole world is out there and you have to find a needle in a haystack - Lopotev. You have complete freedom and multiple moral choices dealing with the civilians. Everywhere you go, something happens and there seems to be and endless range of options. This is what I always wanted and I find it very spurring to see if I can create something of similar quality and immersion myself. Go ahead, call me a BIS spy or whatever, just bear in mind that I have even been banned from this forum at one point. TAKE NO PRISONERS :coop: Laggy -
Thanks, Seems like you have had more luck with the random elements than me. I have only succeeded ONE single time myself, part from the cheating mode during beta testing. Either I'm extremely haunted by bad luck, or I just suck as a player in ArmAII. Maybe a mix of both. The 0.96 version (most likely final) will however make the mission somewhat less inconsistent in terms of difficulty. Not too much, since the tension, unpredictability and surprise element is needed. I think. Cheers
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Really long and "story-driven" MP missions. Are they wanted???
laggy replied to laggy's topic in ARMA 2 & OA - USER MISSIONS
I am speaking mainly of COOP yes, even though I don't think a deathmatch would be non doable either. Laggy -
Really long and "story-driven" MP missions. Are they wanted???
laggy replied to laggy's topic in ARMA 2 & OA - USER MISSIONS
1 -Thank you *bow* Thank you !!! 2- That is exactly it, in a story-driven mission with few players it is always nice to get to know your character, I think. I'm quite surprised (in a good way) over the poll results so far. -
Really long and "story-driven" MP missions. Are they wanted???
laggy replied to laggy's topic in ARMA 2 & OA - USER MISSIONS
Thanks for your opinion guys. Agree, forgot to praise Norrin's creation regarding respawn Not even a short teeny-weeny "get in the mood" kind of intro ? :couch: Laggy -
[FAR]-Reaper and alpha-kilo, Thank you so much for all the feedback and positive words. The mission is indeed very random, since it uses the ACM module quite a lot. During the last sessions me and nominesine just couldn't make it any further than 1 km away from the crash site. We really did our best three times, but always ended up being surrounded in a forest or stuck in a barn somewhere with UAZs roaming outside. Once a local or villager with a hunting rifle got me from 1 km away while I was desperately reading the map, trying to find out where we were. I recommend playing this mission in veteran mode, then you really have to deal with the realistic problems of getting lost and loosing track of enemy positions. The dog tracking groups are also a real threat, until you shoot the dogs they will continue to hunt you down. Them closing in behind you and anything being expected in front of you creates a panicky feeling when choosing between two evils: Run for your life without a real plan or stop and neutralize the followers with the risk of being surrounded. You might think that the mission designer always should be able to beat his own missions unless it is physically possible, but definitely no. I have no idea where the next threat will appear and part from knowing in which areas to stay extra aware I still have a hard time beating this, unless the mission loaded turns out to be a somewhat "walk in the park". However, that has never happened to me so far. Am I born with bad luck or what? Unless anyone has a bug/annoyance report I think I'll release the 0.96 version in a couple of days. Hope you try it and enjoy it because it is most likely final. Cheers, Laggy
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Hello all of you, Thank you so much for all the positive words and serious feedback on this mission. I could never have hoped that it would get this kind of response. Thanks to nominesine and The Outcast, for answering questions while I was away and keeping the dialogue alive. Now, I'm currently working on a 0.96 version and I intend to make it the final version. I just wonder if anyone has encountered any additional bugs, not previously discussed above. Version 0.96 will so far fix the following issues: - No possibility of enemy spawn during outro, this was sometimes caused by a faulty ACM module setting. - No more weird conversations with friendlies, this was caused by the setCaptive command in combination with the built-in conversation system. - The difficulty and enemy presence will be a little more even through out the mission. The last part in the south can/will now be more eventful. Please let me know if you have any other bugs or annoyances to report. I would be very grateful for your input during the last polishing stages of this mission. Thanks again everyone, you all made this mission designer very happy Sincerely, Laggy
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I take no responsibility for this video... Not for the weak hearted.
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I have no idea... Maybe an adult could explain to us...
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Download public beta version: http://www.ofpec.com/forum/index.php?topic=33587.msg231472#msg231472 Hope you enjoy it :)
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Thanks for the interest ATsoldier. I'm still touching up some stuff, I'll supply a link when it's ready for testing, just a few days... ;)
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NVIDIA video card(s) owners read here!
laggy replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
Dell XPS 420 Intel Core 2 Duo E6850 (3.00 GHz and 2.99 GHz) 3 GB RAM 8800GTX VD 2400 All on NORMAL except Shadow HIGH PP LOW Just tried disabling PhysX and the "load stutter" seems to be gone YIIHAAAAHHHH Have only tested briefly yet, so it is hard to know for sure at this point. However this trick seems to have solved my stutter issues and FPS are now much steadier. ~25-30 in the Chernarus countryside, which is smooth in my opinion. ~17-23 in Chernogorsk "lag-test = big editor battle", which is still playable. My FPS used to continously drop down to 10 in that same battle, which was a players nightmare. Must test some more before I'm really sure it improved FPS in all gameplay situations, but so far: Thank you BIS :) -
Are you the guys who made "Rebels without cause" for FDF/OFPR? If yes, I'm a huge fan of yours. If not... I still might become one...:icon_hug:
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Humor... :confused: I was dead serious... :D Thanks!!!
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@ cuppa I did and it worked.
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In version 1.00 the ambient civilians (module) would sometimes get in a vehicle and drive, but not in 1.01 or 1.02. This was a nice immersion ingredient and I hope it returns. After 1.00 the big cities don't get populated either, at least not from my experience. This is also something I wish for.