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marcomio

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Everything posted by marcomio

  1. marcomio

    Mikero's Dos Tools

    Have following problem with DePbo.dll files: OS is Win 7 64bit / The Files DePbo.dll, DePbo64.dll and DeOGG.dll are from March 2015 (https://dev.withsix.com/projects/mikero-pbodll) 1) I installed "depbo.dll" into Windows\System32 (and into the folder "...Mikero\DePboTools\bin", where all Tool-executables are located) 2) the "depbo64.dll" and "deOgg64.dll" into Windows\SysWOW64 (and also into the folder "...Mikero\DePboTools\bin") 3) The installation path is "C:\Program Files (x86)\Mikero\..." (as usual); All *.exe-files are in the folder "...Mikero\DePboTools\bin" 4) trying to start any program e. g. like extractpbo.exe (as admin) cause following error-message: ExtractPbo.exe - Application error The application was unable to start correctly (0xc000007b) Click OK to close the application All other programs running without problem. Didn't found a solution on the forums, the error-msg (0xc000007b) itself seems not specific in connection with depbo-files (google), only thing I found was on "http://forums.bistudio.com/archive/index.php/t-160533.html". Getting all the newest MS-NetFramework and visual C++ via windows-update, can't locate the error, which causes this malfunction. Any help? Regards marcomio
  2. marcomio

    Full Screen NVG

    Please don't mind when digging up this old thread, but can someone provide me with a working download link? Find absolutely no other occasion to download this file (searched the entire net ...). It seems, it was the only fullscreen nvg, which was made to work with OA. Thanks alot in advance for support. Rgds
  3. You need the last Version of CWC-Campaign "Cold War Rearmed² CWC Campaign v1.10a". There this problem is resolved. Take a look here, to get the latest news and downloads for the CWR2-Mod: www.armaholic.com/forums.php?m=posts&q=24909
  4. Running the Operation Arrowhead campaign via the "arma2OA.exe" (with last 1.62 patch) is acceptable, running the Harvest Red campaign via arma2OA.exe is not very satisfying in the case of framerates. Surly, when playing it via the default arma2.exe (= without all of the improvements, Operation Arrowhead brought to the game...) the framerates increases notable. I think, I'll give the last beta a try and look, how it works.
  5. Dont tried the beta yet, using the last Nvidia WHQL-Driver 301.42 on my GeForce GTS 450 Graphic card (1 GB GDDR5 RAM). CPU: AMD II X2 with 3.00 GHz, 8 GB RAM, Win 7 / 64 bit. This should be enough to run the game fluently in normal-Settings. Monitor Resolution is 1600 x 1200.
  6. Hey, its me again. Have reinstalled ARMA2 with all addon content and patched this clean new installation uo to actual version 1.62. Like many others, I encounter a recognizable loss in framerates, especially after playing a while. All suggestions like turning all extras off, turn down details, set video memory to default etc. pp. dont work (as told before). Before I patched up to 1.62, the version 1.60 runs fine, also when you had to add the "@otk-noblur" folder to run the game. This patch (1.62) surely has some nice improvements to offer, but you cant enjoy this benefits, if the framerate goes down till the game starts stuttering. Maybe, there is a workaround by manually change/set/delete some values in the config? Never encountered thus behavior before.
  7. Hi Marseille77, thanks for this nice compilation of weapons. Something I found with some of the pistols: - Walther P5: impact-point lies much above the aimingpoint - P99 QA: No optics - P52: No magazines - HK P8: impact-point lies much under the aimingpoint - HK P2000: No magazines Some Error when starting the editor with the two ammoboxes: "Error: creating magazine KPFS_10Rnd_PSL with scope=private" Anyway a nice pack! Rgds marcomio :)
  8. Yep, that is what I want to know too! :( All the mirrors on arma2.com under the headline "Uploaded:24.07.12 / Modified:30.07.12 / File Size:52 MB / Downloads:25861 / Version1.62" contain the "ARMA2OA_Update_162.exe" dated 2012-07-23 17:22 (and not 2012-07-30 :confused: ) . After installed this patch on my 1.60 Version with the "@okt_noBlur" patch, I can start via "arma2.exe" and the vanilla version is updated to version 1.11 and runs without problems. Starting via "arma2oa.exe" gives me the error "Error creating Direct3D 9 Graphical engine", which I already got with 1.60 update, the reason for installing the "@okt_noBlur" folder. This error occurs with and without the "@okt_noBlur" folder. Any solution for that? Or do I have to delete and reinstall the whole ARMA 2 stuff again??:mad: Anyway, regards marcomio
  9. marcomio

    WARMOD release

    Hi Günter, something I encountered so far is a problem, when trying to load a saved game. Following error-message pops up: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.warmod_loading". Anyhow it is a nice one! Could it be, that one of the included mods increase the walking/running -speed, which is actual a good thought - but it looks a bit too floundering, when looking a the player in 3rd person view. But thats indeed no bug - I only want to list it. If I find something other, I will report back. Nevertheless thank You for your hard work! Rgds marcomio :)
  10. Hello! :confused: Didn't find a answer to this (my?) specific problem: Nowing enough about modding and mission editing, e. g. where to put unpacked missions in ARMA, ARMA 2 (and in the former OFP GOTY) for editing, I can't find the location/Folder, where my ARMA: CWA unpacked mission files has to be stored now! Also the hint to take a look at "OFP Vista Problems" an the different path to "...AppData\User\.....and something like "...virtual store\Program files..." didn't help (they don't exist). Things I only have are in the "My Documents-folder" = the both "My Documents\ARMA" and "My Documents\ARMA2" folders. No folder of ARMA CWA. Can anyone help?? Thanks in advance and for reading :) marcomio
  11. marcomio

    WARMOD release

    Hey Günter, nice to hear about upcoming release! Still have ARMA and OFP installed on my HD, along with a number of Mods. Diskspace already reserverd for your WarMod 1.5. By the way: I think, there are numerous players having OFP, ARMA and ARMA 2 (OA) installed together on their drives. Sadly, ARMA itself has not as much stuff and reputation as OFP had in former days (and still have new things to add today), because everybody was fascinated by the very new abilities and functions ARMA 2 (OA) has to offer. Anyway, nice to see some very good new stuff for ARMA coming out. Best regards and :cheers: marcomio
  12. Thanks for Info, I will replace the files (night_sum.01.paa to 05.paa and nightvisiontl.paa) with the original files of the FFUR'85 (2008 Edition).exe. I hope, that works. I didnt found any other paa or pac-file, which has a relation to the nightvision appearance. If nothing goes, I'll report back. rgds
  13. Got this problem after making the NVG-files „Clear“. Modified the night_sum.01.paa up to night_sum.05.paa and nightvisiontl.paa. After repacking the dta\hwtl\data.pbo of the mod-folder, I only have a complete green screen when activating nightvision (see picture). When starting OFP vanilla version, I have the old standard BIS Nightvision, so it can’t belong to the dta or the res\dta\Hwtl\dta.pbo file. Other mods running with their specific Nightvision. The mod with the Nightvision I like to change is the last “@ffsx85â€-version of the great FFUR Mod-Series. Its small and flickering design I like to change in a more clear and bigger field of view, e. g. like the GRAA-Mods by Sanctuary had. (It looks like a optic used for binoculars…?) Can anyone help? I tried to install a pack of “newdata†files, but it obviously don’t work. I did it several times and it worked fine, this time I have absolutely no clue, what the reason could be for that: http://www.mediafire.com/?g7w5a2bj5aup4cw
  14. Thanks for quick answers - problem solved by manually creating the "user\my name\missions"-folder inside the ARMA: CWA -folder. Cheers, marcomio
  15. marcomio

    Another day in Avgani...

    Nice to see somebody still doing things for ARMA! :smile: Do You remember the nice DMA-Dynamic Afghanistan missions for OFP, where you played as Delta Force or russian VDV on CAT-Afghanistan Island? Nice to have something like that in ARMA now! rgds marcomio
  16. I also downloaded the latest version. After installing it, I got the errors "Include file extended_eventhandlers\script_macros_common.hpp not found" and the game dont start at all. Now I installed a older version of CBA v0.7.6 (160, including the two files "cba_diagnostic_enable_logging" and "cba_diagnostic_enable_perf_loop") and game starts without nagging. Maybe, those two files made the difference? Anyway, now it is running fine again with CBA 0.7.6. I downloaded my cba 0.7.6. version from http://dev-heaven.net/projects/cca/files
  17. Hi together, :) don't want to dig out rusty things, but I'm looking for a solution to get some UKF-Addons to work correctly. Also, I found enough threads telling me, to create or convert Addons for ARMA, use the appropriate ARMA (1) tools to get rid of the error-message" Bad version 48 in p3d file 'XYZ\XYZ.p3d'. Concerning the last downloadable weapons, I also got this message. (An older version of ukf_ukweps.pbo runs without errors). Dto. for the Challenger: Bad version 48 in p3d file 'ukf_chally2\cr2_bare.p3d'. tank. Means, they were created by using ARMA 2 tools (=creating pbo-version 48). I looked at this thread: http://forums.bistudio.com/showthread.php?t=86474 Do I "only" need to open these p3d-files with ARMA(1) tool, saving them (should create a pbo-version 40) and they will work? Don't mind, I'm a p3d-cripple, thats the reason for my question. :o Cheers
  18. marcomio

    ArmA3 Wishlist and Ideas

    What about a simple wire cutter to sneak into locations without the necessity to use the main entrances? :)
  19. marcomio

    ArmA3 Wishlist and Ideas

    As already mentionend, a knife or fist-usage / use of hands in general would be quite useful. E. g. for carrying some stuff around (loading, unloading) or clearing the path from little obstacles (free a door of some crap to get into the room behind....). Some other thing to get rid off: If your only have a handgun, you always running around with the drawn weapon - like always beeing in alert-status. So please make something like "holster sidearm" available as default.
  20. Hey, petrtlach! Very nice work on this quality addons. Downloaded it and took a quick look at it last night and I have to say, it is impressive! Especially the pistol-animations with the "Rollenverschluss" are something well done of many other good things included in this download. Maybe, I missed something or overseen it: Will there also be some heavier tanks like the T-34 and some staff-cars of the czech/russian/german side as well or do you concentrate more on ARMA 2 now? Hope, that many of the ARMA-screenshots of your blog will be released before switching to ARMA 2. Anyway, thanks for this great stuff. Keep up your nice work. :)
  21. marcomio

    Realism VS. Arcade style fun

    @ SamB and @nightsta1ker: Thanks for info, must have skimmed to fast over the text . So only thing I can say at the moment: Consider this Game bought! :ok:
  22. marcomio

    Realism VS. Arcade style fun

    Some suggestions for the upcoming "Take On Helicopter" -simulation: What about making a difference to other flightsims out there? My suggestion would be the oportunity to enter/leave the aircraft and walk around e. g. for preflight-check like in real life. In this case, you can kill two birds with one stone - getting more realism by applying features like inspecting your aircraft before take off as real life pilots has to do so every day and making a nice difference to other flightsims without the chance to leave the plane for some activities. There, the pilots are always glued to their seats, they never leave the seats or the plane - not even for visiting the lavatory (and that during an tranksatlantic flight...:butbut:). As an civil flightsim, it has not to cover the wide range of different walk/drive/fly/shoot -abilities as already shown by the OFP/ARMA-Engine in a very well done manner. Personally, I like (and use) both: The realitic flightsims and the great ARMA-Combatsim. Now it would be nearly perfect to have a civil flightsim with the players ability to walk around outside the aircraft - maybe for solving a problem or fulfil a given task. In other words, don't cut off this capability already provided by the engine. Make both - and many people happy (including myself). :D Walkable areas with enterable buildings only need to exist in some special locations/parts of the scenery (like airfields, hangars etc.), which are of interest for the missions. I think, this aspect should be taken in consideration.
  23. marcomio

    Operation Dead Fox

    Nice! ARMA Campaigns are rare stuff (in comparison to OFP and ARMA 2), so good Luck for this project.
  24. Nice one! Your project already develops into direction "must have".
  25. marcomio

    Ultimate Flashpoint Mod Previews and Videos

    Nice! I think, good old OFP may find a place on my HD again.....:)
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