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Rg

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Everything posted by Rg

  1. Hell yes, I am. Those are the only guitars I own. Old rg series 6 sting (1st guitar I owned). Then an rg7 string 7621 and a baritone rg7 string 7421xl (27" scale neck), hence where my nick comes from. Me likey 7 strings. Do you happen to have one as well or just know of them? --- I could technically release a beta version of this fix, but in general, I think the less releases the better with all the pbo signing and whatnot. Plus, it's not like anyone else besides you really wanted or was even aware of this, heh. Beta testers rather then a public released beta, hmm...
  2. Arktan, Sorry for the lack of information since I posted a long time ago in an old thread you made saying I was going to fix this when possible. A number of months ago I messed around in some of the "unofficial" mlods, testing and tweaking, then I saw bis released all the models, making it possible for a full release. I've just been busy and a little lazy as of late. It's funny that everyone thought you were talking about FOV, heh. Here's the + and - of this view change.... Positive -------- - More accurate "fire from the hip" (less need for crosshairs) - Greatly increased immersion Negative -------- - This change will be visible when in vehicles. Your view in jets specifically won't line up directly with the HUD, it will be shifted down and to the right. Even though your view won't be perfectly aligned, it's still playable with that, but the UNCHANGED Pilot class should be used for flying jets (Anything with a hud, so jets and ka50). My guess as to the reason why bis chose the view they did was because of the vehicle HUD issue, which is understandable. I would say though that most people would probably be ok with that small HUD issue to have the benefits in all the weapon handling aspects. I have a pretty certain position adjustment that is the best balance all a round for standard rifles, higher sitting mahineguns, scoped weapons, pistols, and launchers. I was going to possibly adjust rifleman, machinegunners, scoped rifleman differently to get a little more precise position, but that didn't make much sense since you change weapons all the time. So, every unit uses the same setting except for the pilot which will remain unchanged. While I plan on releasing this soon, I can't say how soon. I want to still wait for the final arma patch before I update TrueMods that will include this and some "other things". It's up to you if you wanted to release an addon with your changes.
  3. @Ateryu82, I'm really not sure at this point. ============================== @Rubberkite, I don't think there is anything I can do about making a widescreen version, since default arma apparently doesn't fully use widescreen in loading screens and the mission editor. Plus, the screenshots I took/take are 4:3, since I don't own a widescreen monitor. ======================= Any news on a new update? : ) "TrueMods" works entirely with 1.09b. "TrueView" does not. From my first post in this thread - (In red) "PLEASE delete all old TrueView and TrueMods and use only this new release. Thank you." DO NOT use TrueView. TrueView was replaced by TrueFov-Original. It's the same as TrueView, but updated and does not use the bin.pbo (It's just addon form). Now your good to go. ============================ Not quite yet. Once the final patch 1.09 is released and everything is made compatible, you'll see the release. I still have some work to do and so very little free time to do it, so the wait for the patch gives me some time.
  4. Rg

    Island Yanutha

    Aussie, If you read this, thank you! I love your map. It's these types of maps that made for great gameplay back in OFP and now it's ArmA's turn. I hope you continue map making with other similar or different themes. Thanks again.
  5. *copied and pasted* Once again, sorry for the late update, but yes, TrueRangeAI will be updated “soonâ€. It’s a complete rewrite, so most/all the frustration will cease (as far as bugs go and other tweaks). It will probably play dramatically different from the very first beta. There were tons of issues with that first version that were all happily resolved. Also, a few major bugs recently were resolved thanks to internal testing with ShackTac. Thanks to dslyecxi for that opportunity. - For the people that still use the old version, I sympathize with you. There is probably tons of frustration when playing with it. I can’t imagine going back and using the very first version. If you have dealt with this version for this long, I guess a little longer wait can’t hurt, but that’s up to you. - For those that put this mod aside, just wait a little longer and you will have a new/full/hopefully bug free/far superior version. <span style='color:red'>*To give you guys “somethingâ€, here is a short video I made showing off the air aspect from an on-ground perspective. Even though it’s about a month old, it will still apply to the v1.0 release. This is hopefully one of many videos to come.</span> <span style='font-size:12pt;line-height:100%'><span style='color:red'>TrueRangeAI - Air Destruction (Opfor POV).wmv</span></span>
  6. Are you using the newest released or the old “TrueViewâ€? It could be just a bug if your using the old. If your using the newer version(s), you have to press “optics†all/sometimes when you turnout to be able to move your head around. For some reason, your default view is fixed from the start compared to driving/flying where you have freedom starting, but can fix/lock your view when you press “opticsâ€. Let me know if that was your issue. I personally don’t like that, but I’ll consider an option later on. For now just continue to use the ATOW’s version below that Shadow_Spyder posted. I haven’t looked into creating a dialog for the gear menu yet. I would love for you to press a small button to get “info†and maybe a longer list of “items†while still keeping the gear menu small and compact. I’ll look into this at some later point. You are actually the second one to mention that. It doesn’t bother me at all and it doesn’t seem to bother anyone else, but I’ll consider changing it back to red or another color. I’ll decide that later. Once again, sorry for the late update, but yes, TrueRangeAI will be updated “soonâ€. It’s a complete rewrite, so most/all the frustration will cease (as far as bugs go and other tweaks). It will probably play dramatically different from the very first beta. There were tons of issues with that first version that were all happily resolved. Also, a few major bugs recently were resolved thanks to internal testing with ShackTac. Thanks to dslyecxi for that opportunity. - For the people that still use the old version, I sympathize with you. There is probably tons of frustration when playing with it. I can’t imagine going back and using the very first version. If you have dealt with this version for this long, I guess a little longer wait can’t hurt, but that’s up to you. - For those that put this mod aside, just wait a little longer and you will have a new/full/hopefully bug free/far superior version. <span style='color:red'>*To give you guys “somethingâ€, here is a short video I made showing off the air aspect from an on-ground perspective. Even though it’s about a month old, it will still apply to the v1.0 release. This is hopefully one of many videos to come.</span> <span style='font-size:12pt;line-height:100%'><span style='color:red'>TrueRangeAI - Air Destruction (Opfor POV).wmv</span></span>
  7. I was not a fan of the first two versions, but this release is simply amazing. I'm really glad someone decided to tackle the player movement sounds. These new sounds make the game extremely immersive. I absolutely love them, not to mention tons of other sounds, but I only did a quick test. Just from that you get this.. I also had a look at the config....now that is a full sound mod! Tons of detail.
  8. Rg

    TrackIR Pros & Cons???

    You mentioned this feature being included in the next version. I have similar suggestion. Someone might have already asked this at some point, but... Would it be possible to assign a hotkey to load a profile? While ingame, you can alt-tab and change the "Auto-load Profile" to whatever you want then go back ingame and have it work. So would it be possible to do a certain profile change by the ease of hitting a hot key? I desire this because as infantry most people play with a deadzone. I didn't for a while, but for being able to see movement at long ranges, your screen needs to be still. When it comes to flying and driving, I like to have no deadzone. So, is this at all possible? Thanks,
  9. Glad your enjoying it. So you and others know, it is still being developed and tweaked much further. There will be a pretty massive update in the “near futureâ€. I have no idea when, because there are still quite a few areas we need to adjust and tweak, but the changelog should be quite long. Basically, the beta was mainly just infantry tweaks. Recently, I have been overhauling the air and vehicle element of the game and gameplay will be even more different. If you played WGL before, the fear and devastation of vehicles will be very apparent. Even more so, the air element. Be prepared to run in fear when you see a jet or chopper lining up. ------------------------------------ As far as your comment, That issue is somewhat resolved. Basically, the method for this mod was reworked to give similar results, but going about it in a slightly different way. Before there were some issues, for instance stance and speed didn’t effect spotting much. Now there is a big difference based on the speed you are moving at. Sprinting and walking can be the difference of ~200m. Crawling stealthy will also get you a lot closer unnoticed, but keep in mind, it’s still farther then default. You should notice that the gameplay will be much improved when a new version is released. You also have to keep in mind that it can never be perfect, because our spotting ability is always going to be different based on unit camo and the environment, whereas AI sadly don’t see color.
  10. Rg

    PROPER Mods

    Thanks for all this stuff. There quite a few goodies in these packs. I love that you separated everything to pick and choose. I did noticed a few issues with a couple of the addons... --------------------------------------------- PROPER_Gameplay_Vehicle_No_Eject_Action.pbo ---------------------------------------------- I love it for land vehicles, but this gets rid of the possibility to eject when flying. No way to bail to save your life. I am not sure if it's possible to differentiate which vehicle can have the option or not, but it's something you might want to look into. ----------------------------------------- PROPER_UI_Instant_Map_Object_Zoom.pbo ------------------------------------------ It works, but there seems to be a bug. If you double-click and move the "bigger" object around the screen, you can't double-click to shrink it again. It will always stay big. Not sure if there is anyway to fix that though. Anyways, great stuff
  11. Rg

    DMSmokeEffects Beta 4

    About the "Hide functionality", I'm not sure what to think about that right now, but it's definitely an interesting idea. My only quick impression is that the VB's should only be as high as the grass. ------------------------------------------------- About the smoke grenades (Absolutely awesome btw! A must have for everyone), I am not a huge fan of the specific wind info. Instead of getting rid of it as you said above, just simplify it. The wind info serves an important purpose. Just keep it simple and realistic. - Delete wind direction degrees. - Keep rough wind direction, but not quite as accurate (ex."North-East", instead of "East-North-East") - Keep wind speed, but make it simplistic (ex.Light/Medium/Strong) - Change priority for wind info action, so its at the bottom of the list. So, for example. When you press "Wind?" action. You get "Light North-East Wind" or "Strong South Wind". Simple and realistic Anyways, thanks again for the awesome smoke mod!
  12. Awesome stuff! Can't wait to fly those bad boys. I noticed you are using the older TrueInGameUI. Do you know why you are seeing the green box on the upper left? Are you using widescreen? Is this a bug I am not aware of? http://www.rkslstudios.info/images....007.jpg
  13. Sorry for the late replies, it’s been a long week. <span style='font-size:17pt;line-height:100%'>=====================================</span> This will put back the small crosshair on AH6 variants for the machine gun for pilots, as there is also a crosshair on some other vehicle guns that you do not have an ironsight for to look over. I didn’t want to give BH machinegunners a crosshair when using TrueCrosshair-Veteran because I assume you aim with the tracers, not looking down a sight. But getting rid of this also gets rid of the Ah6 crosshair. Maybe you have a different idea then just putting both back in? I made it smaller so you are not completely blind when in gear view. You can still see above and be aware of your surroundings. I personally like the size right now. I didn’t think there was a real need for that info. I figured people would know what goes with what, but I guess if your using other addons, there might be some confusion. I guess my thinking is that it doesn’t make sense to put both back in, because you would basically have the old big gear menu. I would love if there was a way to put a button on there to pop up a info box. That would be the best solution, but I don’t know if that is possible. Did not even consider that. I guess I will position them on top of each other and see how that looks. Thanks for the input <span style='font-size:17pt;line-height:100%'>=====================================</span> Sadly, it’s a bug in the original game. There is nothing I can do. <span style='font-size:17pt;line-height:100%'>=====================================</span> Yes, it will work. There are no conflicts. <span style='font-size:17pt;line-height:100%'>=====================================</span> Yes, they do the same thing, but have different zoom values. TrueFov-Original is less zoomIn and less zoomOut. I made this version for people that used TrueView and wanted to keep using it. TrueFov-Accurate is the one I would recommend though. <span style='font-size:17pt;line-height:100%'>=====================================</span> Thanks, but please use the TrueRangeAI thread in mod discussion. It is still too early to make a comment on later AI fixes. <span style='font-size:17pt;line-height:100%'>=====================================</span> <span style='font-size:11pt;line-height:100%'>@Manzilla,</span> Yes, TrueView had binoculars that started zoomedOut and let you zoomIn. I got rid of this, because I didn’t want any conflicts with NWD’s scopefix. Check your pm. The dot issue you have is weird. Off the top of my head I can’t think of why there is a conflict when you disable my crosshair mod, but I’m pretty tired right now. Send me a pm with a link to that mod and I will have a look when I have some time later. <span style='font-size:17pt;line-height:100%'>=====================================</span> Can you please expand on this? I don’t understand what you are saying. <span style='font-size:17pt;line-height:100%'>=====================================</span> To the above and the rest of the posts, thanks again for the feedback and compliments.
  14. If you were getting engaged from over 1km away and it was infantry AI, it has to be a sniper. Machine gunners will engage up to 1km, but they are very inaccurate. If you were getting killed by one bullet, that must be a sniper or snipers. If that is the case, which I am assuming it is, unless you were exaggerating or incorrect in your observation, snipers are actually deadly now as they should be. In default ArmA, snipers would only engage at a relatively short distance. Now, you can be dead in a second and have no idea where the shot came from. Snipers are VERY deadly now. Not because they're accuracy (this mod does not alter dispersion), but by the fact that they can engage at much longer distances and you might not be able to see them unless you have optics or binocs. Like we said before, AI seeing through trees has nothing to do with “this†mod. It is a problem in the original game. That is basically what they do. If an AI infantry rifleman kills you in one shot at 600m, it’s total luck as it would be for you hitting him at that distance. If your being engaged at 500-600m by AI with a non-scoped weapon, bullets are going to wizz past and land all around you. If your prone, it could be up to 30 rounds or more before your hit (if one on one). -------------------------------------------------- Thanks Mr. Vidz
  15. I know the slightly longer zoom time compared to TrueView is frustrating. I really wish there was a way to adjust the speed/time of zooming in/out. That is one major gripe I have. Since, I want to treat ArmA more as a sim then a game, I want the zoom to be instant or at least a fraction of a second in transition time. The reason is, full zoom = real-life size and you should be playing zoomed in as much as possible - for immersion and for level playing against AI. Having zoom take 1-2 seconds kills immersion and can actually get you killed. I will suggest this to BIS.
  16. Thanks, but it is up to you to determine whether or not to use this mod in the campaigns. Some missions might be near impossible depending on how they are set up. Since you can’t change the missions themselves, you could either turn down Enemy AI in the difficulty options (I assume that would work, but I never tried it on a campaign) or use NWD’s Dispersion Mod as mentioned in Durg’s post, which makes AI less accurate. I tried to test your scenarios, but I did not see the same results. 1) AI squad with a line formation stayed in line. 2) AI squad with hold waypoint engages enemy at a distance, then one soldier runs off to flank. I assume this is due to the AI squad leader sending out orders which overrides the waypoint order. My guess would be that after the threat is eliminated, they would return to the hold waypoint, but like I said, that is a guess. Please post test missions, since different scenarios sometimes give different results.
  17. Thanks for the nice comments so far. I am glad people like these modifications. You can still distinguish some classes from others, but I agree it is hard to. I do have a solution to this while still keeping the command list at the bottom small. Next time I update TrueInGameUI, this will be included. I didn’t even think about QG, since I don’t have it yet. I should have assumed they would have updated their UI/Intro/Loading Screens. You will just have to deal with QG for now. Can’t be bad though, right? At least it is something “newâ€. When I do get QG, I will probably update my mods work with it. I left TrueFov-Original in there for people that liked the old TrueView. There are both good and bad for each. I can’t remember if you had TrackIR or not, but TrueFov-Original (same as TrueView) is great for fast response CQB with less disorientation. That is why I really liked it, but you sacrifice zoom and being able to identify somebody from farther away. With TrueFov-Accurate, I measured the size of a person standing X meters away and matched it up to the size of a unit ingame on a 19’ monitor. There is of course a small margin of error, but it is very accurate. To compare the two (Default/TrueView), TrueFov-Accurate is about halfway in-between the default zooms (0.4 is initial zoom and 0.22 is the full default weapon zoom). TrueFov–Accurate is at a consistent 0.3. So, with slightly more zoom compared to TrueView, you get real life sized units, which is very immersive (as if your monitor was a frame to the real world), but it takes a fraction of a second longer to zoom in. For TrackIR users, CQB becomes a little bit more disorienting, but long distance sight makes up for this. Also, your profile probably needs to be adjusted for the increased zoom/sensitivity if you were using TrueView before. <span style='font-size:10pt;line-height:100%'><span style='color:darkblue'>- Here is MY TrackIR Profile that I use with TrueFov-Accurate. It is still linear, but sensitivity was adjusted for the increased zoom. Remember to change the hotkeys.</span> <span style='color:blue'>TrackIR Profile</span></span>
  18. Rg

    Piper Warrior II

    Awesome man! Lots of stuff being released today, hehe. I'm going to go joyriding......
  19. The videos below pretty much explain everything. Even though I only show certain weapons and vehicles, the changes apply to everything except.... - Optic / Scoped Weapons (I left the default BIS values for those) - Shilka / Vulcan (can’t see past 90 degrees because the back isn’t rendered) <span style='font-size:12pt;line-height:100%'>*VIDEOS*</span> (I made these videos for people with A.D.D. that don’t want to read words or try the mod out, but it turns out that this is a very effective way to showcase this mod to anybody. Make sure you watch both videos in full (You can spare 10 minutes, can’t you?). There is also a tiny bit of plane action in the second video for you A.D.D.’ers out there. <span style='font-size:12pt;line-height:100%'>*DOWNLOAD LINKS*</span> <span style='font-size:12pt;line-height:100%'>*TrueView v1.0 ReadMe*</span>
  20. Rg

    TrueView v1.0

    I am going to ask to lock this thread, since I chopped up TrueView into two different mods. This thread will just add confusion for the newest release. As for a TrueMods update....... ...you know the old saying.....shit happens? Yea, that's about all, but I am trying to get the newest versions and the beta released as soon as possible. Worst case would be to just release all the updated TrueMods very soon and release the RangeAI beta a little bit later, but it would be nice to release everything at the same time.
  21. Rg

    Realistic AI firefight

    It's good to see people finally experimenting with the AI. I wasn't going to post, and I don't mean to hijack your thread, but it turns out that Durg78 and I have actually been working on an AI mod for over a month now that is almost identical to the premise of this mod (TrueRangeAI). With a lot of testing, we have had some great success. This mod, the first phase of our upcoming AI modifications, will adjust only AI engagement and ranges, with AI "personality" changes to come in later phases. We were both fed up with the fact that the AI would not engage us (or even see us for that matter) at ranges where we could easily spot, identify, and engage them. We are shooting for realism, and trying to make AI engagement ranges much closer to those of human players. So, now you have AI that will spot movement much farther away, and become aware of an "unknown" presence. As the unknown presence gets closer, they can identify it as friend or foe (this identification is easier with long distance optics or when taking fire). As well as AI that will engage you from 500+ meters away, just as us human players would. Firefights now can last a VERY long time. Durg78 also solved a very important bug in the game that relates to this mod, but I will keep that secret until the release. We are planning on releasing a public Beta in the coming "days".
  22. ------------- <span style='font-size:12pt;line-height:100%'>UPDATE</span><span style='font-size:10pt;line-height:100%'>- If you already installed this mod, there is a **HOTFIX** for TrueInGameUI. If you haven't downloaded this mod yet, the download links are updated with the hotfix included.</span> ------------- TrueMods is a combination of various mods that make the game more immersive, polished, sim-like, less "arcady", ect... These are personal changes that I wanted to do for a long time and I have a feeling others will appreciate some of these changes as well, but like usual, it is not for everybody. ***NOTE*** If you want to pick and choose which mod you want to run, just drag the unwanted pbo's into the "Disabled PBO's" folder. This way if you ever want to give it a try/again, you have them stored there safely. <span style='font-size:12pt;line-height:100%'>*TrueMods Feature List*</span> <span style='font-size:12pt;line-height:100%'>*DOWNLOAD LINKS*</span> <span style='font-size:12pt;line-height:100%'>*ReadME*</span>
  23. Rg

    TrueMods

    This zoom issue with ironsight/grenade is now fixed. --------------- To all, I will be releasing an update of TrueMods in the next "days". Other then some random fixes and TrueView separated, there will also be a new mod included.
  24. Rg

    08 U.S. Presidential race

    Hear about the man...... ------------------------------ Hear the man...... ------------------------------ http://www.youtube.com/watch?v=tQ5WrBhXI7c See the man....... ------------------------------ "Neo-Conned" - speech by Ron Paul on the House floor on July 10, 2003. ---------------------------------------- Text - http://www.house.gov/paul/congrec/congrec2003/cr071003.htm Video - http://video.google.com/videopl....index=0 All I will say is that he is the one candidate that wants serious change in America. He is not in this race for money or power, he wants the best for America and it's people. He doesn't accept any money from special interest groups. He has been preaching this humble message for over 30 years. We need a wise / honest / truthful / founding father type candidate and he is this. His message speaks for itself. I won't get in a discussion here, but if anyone wants me to post more videos, I would be glad to. There is still some hope left for America.....
  25. Rg

    ArmA 2

    Thanks, ---------------------- I remember reading an interview with someone from BIS saying that, paraphrasing here.... "What is the point of making games if they are not innovative". Where's the innovation? To me, this looks like it will be closer to an expansion then a new game (compare BF2 to 2142, it's basically a full conversion mod sold as a new game.) Of course all we get is some pictures, so I will hold my judgment for later, but my first reaction was not of joy or anger, but shock. I hope there is more to this game then just some new content. I want to see something innovative! I hope that desire has not left you BIS.
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