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mcbane

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Everything posted by mcbane

  1. mcbane

    **** Performance fix!!! ****

    You should probably give credit where it's due, bro. Glad to see it's working for some people! Need to try it out myself.
  2. Yeah, a complete ACE version would be amazing. This is the main mission my friends and I play.
  3. mcbane

    [CAMP] Chesty Puller

    These missions are GREAT...but is there anyway you can make it MP/Coop compatible? Would LOVE to play this with some friends.
  4. Whoa, I must have missed this, because I would LOVE this feature. I made a thread with this in mind exactly, actually. Of course, I have no coding experience, so it was just an idea. I definitely want a mod like this. The "animation-bound" movement is too clunky for anything CQB-related.
  5. Thank you, exactly what I wanted to hear! Now I wish I had some modding talent...this feature alone would GREATLY improve immersion.
  6. Okay, whatever, a "physics" model. The OP was able to apply a basic physics system to a "static" object. I was wondering if the same could be done to other objects in the Arma2 world.
  7. Just watching an artillery strike on the forest, got me thinking... How exactly are tree "deaths" handled? They seem to have preset ways of falling, but is there any way to apply a similar physics/ragdoll effect on them once they are destroyed/knocked over?
  8. Wow, haven't tried it out yet, but going to. Ragdoll is one of the few little touches that would make ARMA2 feel so much more modern.
  9. I didn't want to just put this in suggestions, as it's more of a question to the edit-savvy... One of the great things about ArmA is it's infantry simulation and movement. Realistic point of view, realistic gunfights, etc. But the movement/engine seems to be set up for imprecise movement, in favor of generalized group movement/tactics. Some thing (leaping over fences, leaning, shift to walk) have improved and make urban fighting more plausible, but it's still pretty "groggy" and sluggish. Much better than the original OFP, though :p Would it be possible to code/script in a mode where, upon clicking the action button, you can enter CQB mode, where your movement is not as exaggerated/floaty as normal? For instance: Normal ArmA 2: -Floating crosshair -Using sights enables zoom -Using sights slows you down -Only one way to throw a grenade (overhand) Now, entering CQB mode (these are just a few ideas): -Crosshair is locked to middle of screen (for quicker shot alignment) -Using sights does NOT zoom (aimpoint and iron, at least) -Using sights does NOT slow you down (to cater toward a fast paced CQB environment) -Underhand grenade toss (shorter range) -Tighter movement. Movement in ArmA 2 simulates marching/running, not so much quick movement in confined spaces. Is there a way to change the movement to be as precise as it is when walking (holding shift), but still move a bit faster? Most infantry engagements in ArmA2 are at 25-50m or more. CQB demands different tactics. Anyone given this a thought?
  10. mcbane

    Tools Released

    So...are there any updated tutorials for this stuff? Or do the old ones still apply 100%?
  11. mcbane

    Tools Released

    Any idea why I am not getting a P drive generated?
  12. How mature. The expansion has been in development since January. If it's going to be ready to release by the time they want to release it, then why not? BIS is not working on ArmA2 any less. The design bugs are close to being fixed, the bugs that either team (ArmA2 or the exp) finds will be fixed for both games, because they're engine problems.
  13. mcbane

    VopSound 2.1

    vo.2, loving the new realistic silenced weapon sounds! Great job!
  14. Dev already stated in this thread, when someone stated the same thing about different nationalities' military, to wait until next week. Involvement of military other than US? You will be able to use the expansion pack units (US Army, etc.) in Arma2 Work on expansion pack started in January 2009; when ArmA2 was finished, art team went to the exp pack; programmers/designers now working on ArmA2 fixes. When design bugs are fixed, designers will move to exp pack. Programmers working on the expansion will be, by the nature of their work, be fixing ArmA 2 bugs as well. More surprises at the press conference next week?
  15. To all those complaining that this will "split" development: In almost all cases, game development companies are split into teams: art, design, modelling, coding, bug finding, bug fixing, etc. Of course some of these overlap. Just because there is an expansion, it doesn't mean the entire BIS team is split up. Development on games also have phases, INCLUDING a bug testing/fixing phase as a priority. Do you really think all the artists/modelers/designers are still working on ArmA 2? ArmA 2 is still obviously going through a lot of concentrated bug testing/fixing, and I'm sure the expansion is not yet to concentrated testing yet. Has development on Left 4 Dead 2 caused Left 4 Dead to stagnate? Hell no...it's almost the same situation here. In short: chill out.
  16. mcbane

    Non-blinding sun mod

    Out of curiosity, what makes this different from the GDT HDR mod? Also, is more of a "middle ground" possible? As in, ArmA 2's default is 100%, yours looks to be around 10% (just throwing a figure out there). Is there any way to get more of a glare but not nearly as much as the default--something like 50% the norm?
  17. I was wondering if, with the ArmA2 engine, is a "real" scope possible? Something similar to Red Orchestra: I've never liked the traditional "screen is black except for reticles" model of sniper rifles/scoped weapons. Even if the area outside the scope is blurred, it would be great for immersion, and even better for situational awareness.
  18. Spam? Why? Well, I was going to put it in the suggestions section, but I was curious if anyone knew if it was even possible with the engine. Unlike Red Orchestra and Insurgency, it doesn't look like ArmA uses separate 1st and 3rd person models, so the magnification would have to be realtime. Hope that makes sense.
  19. My friend is having the exact same situation. We checked the threads on this before, doing the netsh winsock thing, adding all the ports, enabling upnp but it didn't fix it. The tests we did: My Created Server: -His brother (on a modem + router) could connect, but he couldn't (also modem + router), ping was 2500, got connecting failed His Created server: -Neither I nor his brother could connect (same thing, 2500 ping, connecting failed) His Brother's Created Server: -I could connected, but he could not connect to it (same thing, 2500 ping, connecting failed) He CAN connect to other servers from the server list in multiplayer. He also tried connecting directly to my IP address and that didn't work. He and his brother are located in the same area, I believe. I am a few states away. Any ideas?
  20. mcbane

    GDTMod_HDR

    From those vids it just looks like you completely removed the HDR lighting--there is no adjustment/simulation of real eyes. Is there anyway you can just lessen it? Middle ground?
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