nominesine
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Everything posted by nominesine
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ArmA2 1.03 Impressions - ALL Impressions/Videos/Screenies Here
nominesine replied to Placebo's topic in ARMA 2 & OA - GENERAL
That's the spirit :) -
ArmA2 Demo Release Today - 2PM GMT - 3PM CET - 6:00 AM PST
nominesine replied to Placebo's topic in ARMA 2 & OA - GENERAL
Thanks :-) -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
nominesine replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Reading this forum thread before I bought the game made me feel reluctant at first. Playing the game on a low end computer for one week has made everything better. I am very pleased with how the game behaves with specs that are no better than: Intel Dualcore 6600 @ 2,3 Ghz/6600 @ 2,3 Ghz Nvidia GeForce 7900 256 Mb 4 Mb RAM I play on low-normal settings with little or no lag in any of the included single player scenarios. I have yet to finsih the final stages of the campaign, but so far I am more than pleased with the performance I've seen. I wrote this because a lot of posts in this thread gives the impression that you need a super computer to enjoy the game. That is simply not true. All you need is a little patience and some tweaking in the Options department. -
ArmA2 1.03 Impressions - ALL Impressions/Videos/Screenies Here
nominesine replied to Placebo's topic in ARMA 2 & OA - GENERAL
From my humble point of view: This game is superb! Admittedly, I have a low end computer and I'm forced to play on low-normal settings with 3000 meters view distance. The world around me is still amazingly beatyful with a life like scenery and very atmospheric colour tones. The rainy grey autumn setting fits the genre perfectly. With so much going on in the world around me I've learnt to appreciate the shift=walk button, as well as the q=drive slow button. In earlier releases I often found that running and driving at very high speed was the best way to avoid getting hit. In ArmA 2 I've found that caution, stealth and careful planning pays off much more. That's exactly the way I want it to be. I also appreciate the fact that the developers has listened to the community and produced a game that contains so many easter eggs in it's vanilla edition. Ambient life, Artillery, first aid system, injuries, blackouts (or should I say red outs). These are things that I (and others) have tried to script into previous versions of the game, with varying degrees of success. Now I don't have to do that any more. I can focus on mission building, without having to learn a new addon/new script solution every time I want to play a new episode. On the whole, I am more than pleased with ArmA 2. Numerous small issues and bugs exists, of course. But since these have already been reported by others I will not delve deeper into that. On the contrary: Well done BIS. My hat goes off to you. :bounce3: -
Random enemies - any scripts yet ?
nominesine replied to Armin2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is complexity really a good thing? ;) I consider Kronzkys script to be THE dynamic ai creator. It's easy to use, but that doesn't mean it is simple. -
aircraft carrier and editor upgrade
nominesine replied to shark-attack's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you sure it isn't a submarine :) -
Description.ext (sounds, rsc etc.) the same as before?
nominesine replied to laggy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do you mean: a) They require a different file format than the ogg-format that was used in OFP and ArmedAssault? or... b) The syntax required in the description.ext has changed??? -
Unless my eyes are decieving me this comref contains compeletly "new" commands, said to have been available back in the good old OFP-days. Nevertheless many of them are unknown to me, despite seven years of OFP editing. Example: FSM handle getFSMVariable name I never encountered commands like that before, despite seven years of OFP-editing. Did I just miss them? Were they always hidden inside the aged OFP warhorse, even though they weren't in the public comrefs back then? Or are they actually new commands, listed as OFP commands by mistake? Or do I just have a hopelessly outdated comref on my harddrive? It's not really that important. I'm just curious.
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Unless I've received the wrong information you are now able to make MP campaigns. Then it's not really a problem if the naval vessel is only available on one Island. You can start your MP Coop on the smaller island, and then proceed to Chernarus in the next mission.
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Morten's ArmA Dialog Designer
nominesine replied to MulleDK19's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It looks perfect for us semi-competent scripters though. I have a basic understanding of dialogues, but can't put one together from scratch, no matter how hard I try. With this tool it looks like I could do it. Exactly what I need. -
A.C.E. Advanced Combat Environment Public Release!
nominesine replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks. And good luck. You did a fantastic job so far. You've even managed to lure an old dinosaur (i.e me) back to the community. -
Forgive my ignorance, but I've been wondering about this for quite some time and it still remains unclear in all threads: Is the Dynamic Conversation System textbased or sound based? Do the AI units actually speak with proper sound and lip sync?
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A.C.E. Advanced Combat Environment Public Release!
nominesine replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
The CTD bug when AI soldiers fire a disposable AT-launcher is still there. Unfortunately. I also encountered another strange bug when I tested 1.09. Some AT-launchers now seem to have unlimited ammo. After firing seven missiles from the RPO launcher I found myself surrounded by emty tubes, with a new one respawning in my hands whenever i fired. I did the testing in the editor in SP mode. The ACE mod is by far the best conversion I've seen since OFP:s ECP and Tonal projects. I hope you can make ACE stable again. Right now it's unplayable, wich is very unfortunate. -
High Definition Tropic Island
nominesine replied to Linker Split's topic in ARMA - ADDONS & MODS: COMPLETE
I don't know anything about LODs and map making. I do know a bit about artificial light, color settings and contrast/brightness though. I'll stick to what I know in this post. Trees popping in and out of view makes the whole island quite bizarre, as others have mentioned. This feeling is enhanced by the strong contrast between the vegetation (bright green) and the ground below (very dark green). I think that your Island would benefit from thourough paint job. Make the colours blend together more smoothly. Avoid contrasting colors as much as possible. I did enjoy watching the water towers and small huts fall apart, though. The animations are super. Looking forward to the finished product. -
<span style='font-size:11pt;line-height:100%'>Part: I - The Heart of Darkness</span> By: nominesine In the summer of 2002, following a severe drought, starvation kindled the fire that led to civil war on the Tonali islands. US troops are being sent in, on request of the elected president Teremesha Paki, to reinstate order. In one week the US Army Rangers of the 75th Ranger Regiment, 2nd Bn, secured the Tonali airport and all major cities. You are among the troops that arrive a few weeks after the invasion. Joseph Conrad, the main character. You play Joseph Conrad, US Army Ranger, away from active duty for one year due to studies at MIT. The rangers are kept on the islands as a fast reaction force and you are assigned to the 2nd Bn's Company C, team Charlie. Your task will be maintenance of the satellite field radio, advanced optics and operation of the portable laser designator. This campaign focuses on large scale battles, short fierce firefights in unusual environments as well as the every day life of the soldiers in Company C, team Charlie. Download (22 Mb): http://rapidshare.de/files/5803911/BlueSkies.zip.html http://www.ofpec.com/missions/mission_detail.php?ID=1320 ftp://www.gamezone.cz:8021/ofpd/campaigns/BlueSkies.zip Type: A 13 mission campaign on the Tonali islands. The campaign is not linear and may divert along two different paths, depending on your actions. Features: Voice acting in every mission, custom SFX, and some kick-ass rock music for the sound track. Reguired version: Made with OFP 1.96. Installation: Place the bluesky.pbo inside your Campaign directory. AddOns... Here is a list of all addons needed to play the campaign. It's quite large, but most people should have the BAS stuff anyway, right? Islands: BAS Tonal+OPFOR 1.20: ftp://www.gamezone.cz/ofpd/islands2/bas_isleopfor1.2.rar Units: BAS Chinooks (MH47E) 1.20: http://www.gotf.net/download.asp?dl=76 BAS Blackhawks(MH60/SOAR) 1.00: http://www.gotf.net/download.asp?dl=78 BAS Air Weapons 1.00: http://www.gotf.net/download.asp?dl=19 BAS Delta-Ranger 1.55: http://www.gotf.net/download.asp?dl=25 BAS Pavehawks 1.10: http://www.gotf.net/download.asp?dl=32 Eye candy: General Barron's editor upgrade: http://www.ofpec.com/includes/download2.php?id=730 BIS Camel: ftp://www.gamezone.cz:8021/ofpd/unofaddons2/BISCamel.rar The above mentioned are all the addons you need to play. However, I do recomend that you download and install all BAS addons. Weapons and special effects called from scripts may need these addons to work properly. If you want to be safe, download... Other BAS units (not used in Blue Skies): BAS Kiowas 1.10: http://www.gotf.net/download.asp?dl=75 BAS Littlebirds 1.10: http://www.gotf.net/download.asp?dl=77 BAS Tonali Special Forces 1.00: http://www.gotf.net/download.asp?dl=34 BAS Russian OPFOR 1.3: http://www.gotf.net/download.asp?dl=20 Credits: Nominesine (mission design, voice acting, camera scripting, scripting and pretty much everything) Laggy (additional voice acting, scripting advice, bug hunting) www.ofpec.com (for always being there, even in the middle of the night) Play Testers: Laggy (alpha testing and bug hunt) Mikero (main beta tester), Bardosy, Delta 5-1, John_Clark, Student Pilot and Greg147 (from Ofpec's testing board) Thank you: Olga (for putting up with me during these months) Laggy (for the inspiration) Mikero (for being brutaly honest about stuff that didn't work)
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I second that opinion. I've produced a numerous amount of campaign missions for OFP. I estimate there's over 50 on my hard drives. But all in all I haven't released more than three campaigns consisting of (maybe) 20-30 missions all together. The main reason is that with my slow production rate, patch after patch (and addon after addon) is released; thus forcing me to go back, change stuff, and discard a lot of ideas along the way. That's not a problem to me, becaus editing is my hobby and not my livelyhood. But I suppose if I did design missions for a living, then I would feel tempted to release stuff that doesn't quite work NOTE: I have (of course) released a lot of crappy stuff, but that is because of my own scripting inability and it has nothing to do with my lazines or me being greedy
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I was talking about the very first encounter. Oh, no 1 is down, 2 is down, 3 is down... etc. All of the merc team was vaporized shortly after the chopper went down. Yet they were present in the next mission and I didn't loose any more team members after that. Hmmm... I will revert and replay it one more time. Maybe it was just a script or a trigger that didn't fire as intended when I played. In that case I retract my point about character survival. My views on character development still stands though
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I think that the Royal Flush campaign is well made. It also introduces some story telling, wich I've been missing since OFP. It has good cut scenes, voice acting and a lot of eye candy. My main gripe is that the story is a bit linear and that players actions have no or little effect the next mission. I.e team members that are killed in front of my eyes in the first mission return as healthy as ever in the second one. There's only one word for that sort of neglect: Crap! It's fairly easy to make a campaign where the health of your team is carried over between missions, and this also makes it important for me as a player to fight for the well being of my entire team, not only to "beat" the mission at all costs. Yet this is not incorporated into RF. To me it's an important aspect of any military game. If it were included, it would allow for character development and deeper immersion into the game. The dramaturgical effect I'm missing here is increased willing suspension of disbelief. The six personalized merc units forms a great backbone for anyone who wants to make a story driven campaign, based around six characters (as oposed to being based around six cool looking units). My point here is very simple: If you take the time to develop a peronality for the AI team members in the players squad, then the player will develop feelings for the characters. This, in turn, puts everything that happens in the game in a context, wich make every single event that occurs to feel more substantial and more important. That's what I'm missing in all official campaigns except the old OFP masterpieces: Cold War Crisis, Red Hammer and Resistance. Carefully developed characters are a common element in a lot of well written user made campaigns, though. Take a look at OFP classics such as Retaliation, the FDF-campaign or Abandoned Armies (the longest and best single mission ever made) if you want to see some good examples.
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*sigh* I'm not pointing a finger especially at you, Bravo6. But your comment pretty much sums up the discussion in here these days. It's almost making me nostalgic. Because the critique aimed at ArmA (and QG) today is exactly the same that OFP recieved back in the good old days (pre Resistance). And as far as I can see, OFP and ArmA are being handled in exactly the same way. Think about it: 1) The original game contains a lot of bugs 2) Numerous patches arrive, and yet the bugs remain 3) A Campaign & Addon pack (produced by hirelings) is released mid way (Queens Gambit is essentially the ArmA version of Red Hammer) 4) After a few years BIS release a newish game; part of it's content being new - part is just old stuff. The OfP/Arma comparison would be Resistance/ArmA2 The main difference in release procedure, as far as I can see, is that Codemasters are not involved in ArmA. Instead of using a reliable (but strictly commercial) producer, BIS is now relying on a small and newly established network of independent gaming companies. The benefit being that the developers are now in full controll of the finished product. The downside is that the final product retain a feeling of being home made even after hitting the shelves. As a side note, I also suspect that the wonderfull story telling elements that made OFP - Cold War Crisis my favourite game of all times were added by Codemasters. Because that's what an executive producer does to make sure that the final products comes in a nice and apealing package ; one that make you want to buy more, and more, and more...
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Does anyone have a list with the classnames of the new units that comes with Queens Gambit? There are several new units included in the expansion that are not visible in the editor (ships, static objects and a couple of mercenary units). I also need help to unPbo the missions that came with QB. The mission.sqm's seem to be encrypted somehow. Can anyone direct me to a program tthat can open them? I'm still using Amalfi's old PBO-maker, and I suppose it's outdated by now???
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Queens Gambit: Classnames
nominesine replied to nominesine's topic in ARMA - MISSION EDITING & SCRIPTING
Not so strange. The Merc's are personalized models, with custom head models, different body sizes and so on. The Eastern equivalent (the partisans) are basically just reskinns of the original ArmA soldiers. Oh... and thank's for the list -
Embassy object placement
nominesine replied to icebreakr's topic in ARMA - MISSION EDITING & SCRIPTING
Check out Ofpec's excellent COMREF for a complete listing of ArmA-buildings. Click on the class name to see an image of the building in question. Good luck! -
Can you make a unit 'Scan Horizon'?
nominesine replied to jimbojones's topic in ARMA - MISSION EDITING & SCRIPTING
The only method I know is to give the unit "dowatch" or "dotarget" commands repeadedly. Place 5-6 game logics in a circle around the unit (100-150 meters should do the trick). Then make a looping script that forces your loon to watch the game logics in a clockwise or counterclockwise pattern. -
Queens Gambit: Classnames
nominesine replied to nominesine's topic in ARMA - MISSION EDITING & SCRIPTING
Thank's, that makes sense. All the other files (.jpg, .ogg, etc) was completely normal after unPbo'ing the campaigns in QG with Amalfis old program. Will try Kegety's program asap... EDIT: I'm still looking for a list of classnames, if someone's got 'em -
Don't be afraid to use a camp fire if you think it looks good. I've done it once or twice recently with good effect. Only comlpete noobs are afraid of being mistaken for what they are - noobs