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madine75

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Everything posted by madine75

  1. The AV-8B Harriers max vertical take off weight is around 20,000lb, whilst it's standard loaded weight is around 22000lb.. With a combat load on board, the Harrier needs a short roll..
  2. I'm currently using the Cat 10.4 drivers (old, I know) and can report that VSync is working via CCC.. FPS maxes out at 60 fps with the odd dip below that..
  3. I was building a 1KMx1KM city map for Arma2 but abandoned it due to the complete lack of variety of enterable buildings. It wasn't much improved if I included all the buildings. I mean it was supposed to be an Eastern European city with a strong Soviet influence - but even they had some variety. I don't have OA yet, but when I do, if I can mix the buildings or OA has enough of it's own, I'm likely to revisit the project.. Have a look at some screenies here If there are sufficient buildings, I may enlarge it to include either a large military base or a Mil/Civ airport.
  4. There are many non-Valve games available on Steam that DO NOT require Steam to be running. Hell, with a little tweaking you can get games that require Steam to run without it.. You're not likely to have much success getting a refund.. Don't mean to be rude here, but have you been living under a rock? Steam has been around for quite some time and it's mode of operation has been discussed widely.. But as I said earlier, many games don't need Steam to be running..
  5. I was in a Gametraders recently and saw a brand new copy of Queens Gambit for AU$4.95! Arma2 was $90..
  6. madine75

    JTD Fire And Smoke

    Then I'd suggest you have another issue, as CBA is a required addon for Fire and Smoke. Maybe check the order you're loading your addons.
  7. madine75

    Ground deformation [Feature request to BIS]

    The craters in ECP were just crater models that were "created" above ground at the impact/explosion site. Or he has no idea what he's talking about at all..
  8. I'm currently building a 1kmx1km urban map using only the stock assets and I've got to agree with you here.. The lack of different buildings has led to a lot of work to stop things looking the same too much. I'm no modeller, so it's all stock and that's part of the challenge. I've created a bit of a backstory for my map, which explains some of the weird clashes in architecture. Ahh, Plazas, the one thing missing from my urban map. This gives me further inspiration! As I mentioned above, it's been hard to avoid too much repetition, and plaza's are the perfect answer - an a way. My map has one of those dreaded industrial areas, however, it's been designed with combat in mind. There's also a large park, but that may yet become a housing estate.
  9. madine75

    3D Max..Map

    I can't supply a video, but I will say, keep plugging away.. What specifically is causing you problems? May be I can help. Also see if you can find Allie's tutorial over at OFPEC as that helped me quite a bit. I've been trying to make a map since the OFP days and have on recently been able to create something that would actually work. It's small, but attractive, but I don't think many will use it, when it eventually gets released.
  10. madine75

    Traffic MODULE [Feature request to BIS]

    Why should BIS have to include this? It's already available and BIS do release the OFP/ArmA series with the intention that the community will create Mods and addons - why should they do ALL the work?
  11. madine75

    Dynamik water [Feature request to BIS]

    Actually, he's only created 18 threads, but all of them are asking for features that have been discussed previously. None of the threads show any sign of rene.obermann having done any searches to see if the issue was covered previously - which they all were - and gets quite touchy when you suggest this to him.. Also, rene, almost all of the "suggestions" you have made are either achievable now or would require either a major rewrite if the existing engine or a completely new engine. A new engine is not the answer, as it would make all existing content incompatible. Nor is a major rewrite the answer, as it will likewise cause issues with existing content and is likely to introduce more unintended bugs.
  12. madine75

    BETA download page issues

    I can't download the beta's at all. It will proceed to download around 30%-40% of the file and then stop, giving a server-related error.. I've only ever managed to download 1 beta. :(
  13. madine75

    City Of Elenagorsk

    I thought I was having issues with the AI and roads, however, some observations of the AI in and around Chernagorsk show the same kind of behaviour. So I thought I'd let you know that it has been progressing and slowly approaches the point where an alpha release will be in order. I've mostly competed the residential and retail/business sections of town, the parkland area is fairly complete and I've not done any of the industrial section yet.
  14. Welcome to Elenagorsk. Elenagorsk is 2km x 2km urban/industrial environment. It's primarily an urban environment with a largish industrial area and a small park. Due it's history, the architecture is a mix of old European and "newer" Soviet-style. The road network in the urban area is fairly regular, with a few laneways thrown in for good measure. So far I think I'm about 1/3 done.. About half the roads are done, the "urban" section is about half done, however the park/industrial are is still bare earth. I'm still yet to go add scenery things like lights, benches, greenery anf other misc bits, but it's coming along slowly and surely. It's a long process... Here's a screen shot or two: The Town Hall. Old Soviet housing. Older European architecture. No ETA, but it's coming along much faster now that I've sorted a few issues with the config. I'll also use this opportunity to state that I refuse to believe that BIS used V3 to create Chernarus..
  15. I hope this is true and that the AI know what to do with the roads, as the map I've been working on is being held up by roads the AI refuse to use..
  16. As we are in the Visitor section, this is not really the answer.. In order to have lakes and dams, you'll need to place one of the pond items in the \ca\structures\pond directory. I would assume that you would place it as an "Artificial" object. I've not used them at all, so you may need to experiment a bit..
  17. I'm working on an urban map using currently.. But I'm having issues with roads that is delaying things.. Screenshots are here: http://antspace.wranga.com.au/gallery.html
  18. madine75

    Town markers for ALICE mod?

    I've also found that I get animals in my forest area without the Amb Animals module being placed..
  19. madine75

    Town markers for ALICE mod?

    I've got Ambient Animals working on my map and haven't defined anything other than a type = "NameVillage".
  20. madine75

    Roads?

    Here's a question I've been unable to answer, either from searches here on the Biki.. Does a Road Network for a particular road type need to be a single contiguous Network, or can it be made up of smaller networks? I ask this as I've gone with the second option and the AI seems unable to use the roads correctly..
  21. madine75

    JTD Fire And Smoke

    That video looks great, BUT there is a limit to what can be achieved within the Arma2 engine, without causing performance issues, so maybe be a little more constructive in your criticism. 3D animation is great, you can achieve anything - given enough time and render power.
  22. madine75

    All Weapons

    Hmm, I think your search skills need work, or you didn't actually try to search, as I just did a search for "ammo crate" and found these threads, all of which contain the answer: http://forums.bistudio.com/showthread.php?t=23566&highlight=ammo+crate http://forums.bistudio.com/showthread.php?t=73825&highlight=ammo+crate http://forums.bistudio.com/showthread.php?t=87280&highlight=ammo+crate Besides which, pufu gave you the links you need, if you can't make it work, then maybe you need to stick with the stock Crate loadouts. I mean, adding something like "this addWeaponCargo ["G36a", 100];" or "this addMagazineCargo ["30Rnd_556x45_G36", 100];" to the init of an existing ammo crate isn't rocket science, nor is it that badly documented. It also hasn't changed since OFP, except for the ammo and weapon names.
  23. madine75

    The best way to add roads?

    Or maybe they could give those of us that are interested the opportunity to acquire the non "Personal Edition" of Visitor3/Oxygen2 - ie the VBS2 Dev Kit.. It appears that some of the features in V3PE get munted somewhere along the way.
  24. madine75

    City Of Elenagorsk

    Gallery software is fixed, and there's a few more screenies. I think I'm going to need to make some changes.. The regular ""city block" lay out seems to confuse the AI. As I'm not anywhere near finished, I was wondering if anyone had any requests for a particular feature or "area".. EDIT: The screenies are here: http://antspace.wranga.com.au
  25. madine75

    Any news or information about....

    You can find all the info you need to create any of these vehicles, in fact some were in Arma, but built by the community.. BIS released the Arma MLODs because they were forced to, that's not the same as doing it by choice.. And if BIS did buy the models for Arma2, as suggested by pufu, they may not have the right to release them. We should consider ourselves lucky that BIS even release tools to create content - not be demanding more and more from them. I felt that Arma2 needed a map with a large urban and industrial area, I didn't go whining about the lack of such a map, I got the tools and started to build it. If you feel these vehicles need MLODs released, you could always build and release your own.. Or wait and see what happens after OA is released, and the BIS guys have a little more time available for such things.
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