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r2101

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Everything posted by r2101

  1. r2101

    Operation Cuckoo [SP] WW4

    hey there... just a small SP mission for the outstanding WW4 modpack from Sanctuary. You lead a small team of eastern Shadow Ops to eliminate a high ranking everon Officer before the actual invasion of Everon. Your mission is to weaken the enemies command and control capabilities in an yet undeclared war. http://speedshare.org/download.php?id=2186E7F81 feedback and help (especially with the mission briefing and notes section) would be appreciated, since english is obviously not my 1st language.
  2. r2101

    Operation Cuckoo [SP] WW4

    thanks for your interest tom34 :) http://www.sendspace.com/file/0wwloo just a (very basic) change to make the shadow ops playable in mp.... don´t know if the mission becomes to easy with human players in coop...
  3. r2101

    (MP)DF1 Insurrection WW4

    ha! remeber delta force 1 & 2 ... good games :) onto the mission...like faguss said the island addon needs additionally files. after downloading cuba from opf.info i was ready to start. time compression on... and onto the objective ... ...my 1st attempt was as outlined in the briefing. i landed on the beach, a little bit southwest from the objective. maybe i was too optimistic but me & my team were cut down really soon (note to self... ww4 is quite a different beast than vanilla flashpoint). ...2nd attempt. after the 1st failed beach landing i was going to try another approach...forget the briefing and land on the northern beach and surprise the enemies. we crawled over the ridge, spotted the town where the objective is located in the south and managed to take down a complete squad, spotted a unknown vehicle in the mid of the town, and a motorized patrol. another group of enemies managed to flank our positions and it was again game over... ...3rd attempt... by now i was raging mildly... approaching the objective area by sea...still in the boat... still on the northern side of the island... we were quite close to the coastline... boom...rpg hit takes out the boat and me & my whole team... RAGEQUIT :) things i would like to see... a slightly more elaborate briefing to add to the mood. especially the old delta forces games (1&2) had quite nice briefings and settings (since you mentioned em). maybe faguss is right that 8km is a bit optimistic, but then again there is time compression :)
  4. r2101

    Operation Cuckoo [SP] WW4

    hiho...thanks for the feedback & kind words about my 1st published mission. usually i hang around in the editor and never thought about publishing missions :) thanks for the hint about the end trigger...should be corrected now, although it takes quite a while until the boat arrives at the extraction point. added some ambient fx, and some ambient patrols and thingies a bit outside the mission area - and dabbled a bit with the skill settings for the opfor units. actualized download link in the 1st post again thanks for the feedback :)
  5. r2101

    WW4 Modpack 2.5

    Maybe I am a little bit late... but what a great MOD for good old Flashpoint! :) Can´t wait to see what 3.0 will bring - in the meantime I am really enjoying the experience. Greater engagement ranges & better AI eyesight are extremely exciting & enjoyable... ....thanks for all the work that must have went into this package!
  6. woah!!! this is excellent... in conjunction with "@proper world" a dream came true together with patch 1.15 armed assault finally arrived great work - especially for owners of older machines, like myself - runs beautiful on a pentium d and a ati 3850... me=happy! thanks for all the work that was involved converting these islands... very much appreciated!
  7. well... great!!!! thank you! those islands are excellent... performance is a dream - and in conjunction with ecs armed assault becomes finally what i expected it to be in the first place. at least terrain the a.i. can actually use and navigate. ha! this is actually pulling me away from opf... never thought that might happen...normally i checked patches...played a little while and crawled back to opf again. but this is a really pleasant surprise. ironically this islands are a good showcase for the armed assault engine to be more performance orientated than the older flashpoint version... framerates are better with this than with the original flashpoint version. neat... one can only wonder what would have happend...if armed assault would have been designed around smaller - less performance eating - islands (with less complex objects)... again...many thanks!
  8. r2101

    Arma feedback thread - based on 1.11

    works great over here... no installations worries & performance is better...especially in cities... which were taxing my system more than the northern part of the island. draw-distance optimizations are really neat... unless i choke my system with too many units i can neatly push the draw-distance comfortably beyond 3000 m the usual nitpicking follows... tanks still bounce around like easter-bunnies... the odd thing is... why exactly? never seen this in opf146? was this introduced in opf res...or is it an arma original feature? anyway... thanks for the patch... good work... me likes
  9. r2101

    Interview with Ondrej Spanel ( Suma )

    1st... jerry h. & suma thanks for doing the interview kinda funny... i tuned in to the stream and was expecting some kind of "marketing bubble"... and was completely surprised as i listenend. at first it was a little strange (for the lack of a better word, probably because i still waited for the marketing/promoting aspect)... but then i thought... well that is really cool! a completely non-marketing/pr related interview. dunno if i ever heard something similar from a software company. but i thought it was quite a change nice personal interview... without all the usual buzz-word phrases and uber-hype... p.s. should have sent in a question myself... when to expect fairytale 2?
  10. r2101

    Arma feedback thread - based on 1.09

    might be old news but i am somewhat puzzled by the ai right now... pre 1.09 weak movement patterns but deadly sharpshooters 1.09b better movement (imho) but can´t hit anything somewhere in between would be nice right now it is almost to easy to destroy whole squads imho....
  11. r2101

    Hardware and settings for ArmA

    7300 doesn´t sound too good... 3850 is "available" as agp aswell... well available that is if a store has it already in stock... i am afraid that below nv 7800 line or ati1800 series armed assault is rather... slow... and even with my 1900gt i was kinda dissatisfied
  12. r2101

    Hardware and settings for ArmA

    good evening allthumbs i run a similar setup (pentium d 3ghz, 2gb ram blah...). i exchanged my ati 1900gt with an ati 3850 512 mb thingie (not expensive & mine has a non stock cooling fan sitting on top of it... so no problem to oc the ram to around 2000mhz and the gpu to 750).. 1st... patch up all the way to 1.09 beta... 2nd... exchange that graphics card you have... won´t cut it for armed assault... my settings sofar... - 1280x1024 - viewdistance 900 (stock opf1.46 settings *lol*) - terrain detail normal - object detail very high - texture detail low - shading detail very high - post process low - af normal - shadows very high - aa low - blood high runs like a dream. no more lag. bushes/trees/forests are very playable (in fact i don´t feel a difference between playing in a deserted area or a full-blown nothern sahrani forest)... didn´t actually measure my frame rate... but my "felt" impression is that it runs more fluid than old opf does... the only thing that irks me is that i get the occasional texture lag with textures on high or default...that is kinda odd...given the fact that the 3850 has 512mb video ram *sigh*... more probably that my aging pentium d system isn´t up to the task to feed the gpu adequately... hope that helps... a new graphics card did the trick for me...armed assault is quite enjoyable... compared to the expirience with the ati 1900gt that is
  13. r2101

    A.I. =  Very hard

    fish44 thnx for the nice words funnyguy.... well... right... once your positions...or plan gets compromised (ha these little people have a mind of their own *lol*) it is usually game over... one of the downfalls of opf / armed assault... it is very difficult to order an ai squad to "break contact" *sigh*... without loosing 3/4 of your squad whilst doing so about just "running around" with your squad well i try to roleplay being a squadleader... and that includes imho to (at least) try to keep those virtual toy soldiers alive... and not "rambo-ing" it myself... had a weird moment in opf lately...trying to clear a village... one squad vs one squad... almost managed to destroy the other squad without own losses...almost... one guy died ... he tried to throw a handgrenade (HE TRIED...AARGHS) ...instead hitting the enemy positions he hit the housewall direct infront of him and blew himself up... i was like ... oh... huh? but that is what makes opf/armed assault interesting and fun to play imho...
  14. r2101

    Expansion: Arma: Queen's Gambit

    well...maybe the new content, which got included in the latest patch already, was initially thought to be included with the expansion pack? so... i got something for free... which isn´t bad imho... anyway... 15 euros for a new island and a couple of new units is ok in my book... for another similar system it would have been a "terrain pack" and slightly more expensive speaking of terrain... once wrptool/visitor gets released for armed assault the available content doesn´t look too bad the terrain features included in sarani are quite versatile imho... with those models & textures almost every landscape can be modelled ... imho... ok... a winter texture set is missing... apart from that it is quite complete (european woodlands, rural areas, southern european arid landscape, middle east/desert settings etc.) if bis would release "themed" island expansions that would be great imho... e.g. south american stuff, asian landscapes etc... more material to build own islands and a good idea to generate some income to further develop armed assault
  15. r2101

    What's my bottle-neck?

    you could try to change your scenecomplexity manually... that should give an extreme boost to your fps... should be located in your arma profile file... in my documents arma greetings - r2101
  16. r2101

    What's my bottle-neck?

    cpu definitely... but you shouldn´t walk around in slowmo with that graphics card ... 1)disable shadows (kills my framerate with ease *lol*) / postprocessing ... 2)maybe set terrain detail to very low (no grass)... but you should be able to keep it on normal... same with object detail... 3) maybe shaders to low...? turn everything from catalyst to application controlled... (actually 1st step) 4) drop viewdistance to 900... if it still crawls...try changing your mipmap detail level... and/or turn textures to low *sigh*... 5) last resort...drop viewdistance to 500/terrain&object detail to very low... shaders low...texures low... pprocessing low... should still look better than good old opf... 6) still more modern snail simulation than modern combat? shaders to very low *sigh*... by now should be over 20 fps....? 7) didn´t help??!!! umpf... buy a new cpu & 1 more gigabyte... or even better new computer 8) forget big cities and massive battles... enjoy the rural activities p.s. download drago island... should be much lighter on your puter than sarani
  17. r2101

    AMD.ATI Catalyst 7.8

    works well with my ati 1900gt to bravo6... if nothing else helps try lowering the mipmap level (either from high quality to quality or performance)...should boost things a bit...disable shadows, shaders on low, pprocessing on low...everything else on normal... works quite well with my card ... i did a quick test scenario with the urban patrol script in the northern part of the island... random units (100something to 200something) on a large marker-sector (2000x2000)... mostly woodlands... my fps were normally between 23-40... apart from the stuttering as the ups script started up... too bad bis dropped the multi-texturing for the ground terrain *sigh*... otherwise i would run all the time with shaders on very low....
  18. r2101

    Expansion: Arma: Queen's Gambit

    "...If I choose to buy any of their products, it'll be because I think it's worth it..." agreed... but i think if buying the expansion allows bis to further patch armed assault and add new "content" it is (for me) worth it. i was truly shocked with the initial release...but 1.008 was - for me (again) - a big step in the right direction... actually i am not interested in new missions or a new campaign at all... the editor is the game for me... but as i said...if selling expansions generate enough income for bis to further patch the game then buying makes sense (for me)... and at an estimated 14.something euros... it will not make me starve for a month... ...vbs2 would *lol*
  19. yop...the wbuffer thing just sat there in the ini/cfg file... i guess the biggest boost was archived with the scene complexity setting... there is a fine line between reduced scene complexity and eye candy imho. too much of too little scene complexity and armed assault turns into an abstract piece of art *lol* but it can definitely help people with lower spec machines imho... since 1.008 i don´t feel the need to manually change stuff in config files anymore ... i guess once the tools are out we will have a completely new gaming expirience... less complex islands which still look pretty = less lag... (ah dream would come true with an specialized wrp tool edition for armed assault ) i would suggest to anyone who doubts that the engine is good to download the pmc tech demo islands.... maybe not visually pleasing but an amazing proof of concept... great job! that would have been impossible to archive in opf! anyway apart from the scene complexity value there are only the standard things to change to get more performance out of armed assault... ...low texture quality (isn´t that bad), shaders on low (not that bad either), shadows disabled *sigh*...postp on low... terrain and object detail to normal.. if your framerate still crawls along reduce terrain detail to very low... right now i am gettin the worst fps in the bigger southern cities...northern sarani works beautiful... odd but true... seems as if the vegetation problem got somehow solved with 1.008 for me... but then again cqb in cities isn´t what i would call the special strength of armed assault anyway
  20. r2101

    A.I. =  Very hard

    it all depends i guess the most promising (imho) tactic against "normal" bis ai squads is to surprise them (well it is the best tactic they have against me too...surprise meeting engagements are messy) scout ahead... bring your squad in good firing positions... know where the enemy is located... pray to god that your virtual squadmated don´t loose their nerves and actually hold fire til you say them to open fire higher ground is also very nice to have... a good concealed sniper on higher ground is a perfect spotter for the rest of your squad... keep the medic away from the actual "frontline"... in order to give injured soldiers a chance to actually move away from the hot spots ... otherwise they might think it could be a good idea to cross right into enemy fire to reach the medic spread your squad out... (remember old opf cwc... "keep your intervalls... i don´t want one handgrenade to take out half of my squad") if all works out you don´t have to fire a single shot yourself and the enemy squad will be destroyed within seconds... if all works out *sigh*... downside... extremly slow approach towards enemy positions... best bet to keep your squad away at a safe place and scout ahead... use the terrain to mask your approach... and well uhm...micromanagment... the horror... like...1st step...all get down... and then for each and every squadmember... 1 goto that bush at twelve oclock...2 goto blablabla... when they are all in position you better tell em where to look ... uhm...in which direction to look... or even better whom to target... (it is a bit like setting up units in combat mission) take out snipers and officers first... that will seriously disable the enemies squad ability to orientate themselves... and as a bonus adds confusion whilst switching to the next squadleader use squad-members according to their "useful" weapon range... works best against stationary targets... e.g. attack that village, that defensive position etc... and is as already mentioned a nightmare to manage...but quite satisfying...when it works timewise it is somewhat funny... you spent twenty minutes to get your squad into position and watch a firefight which will last only seconds moving your squad thru open terrain...is somewhat exhausting...imho... if you know there will be no enemy contact until you reach the area close to the target/objective it is kinda easy...jog along otherwise... uhm... micromanage a bounding overwatch theme into your squad ... put a sniper and machinegunner into a good position to overwatch your squads movement... or send a sniper ahead in stealth mode + hold fire... works (imho) quite well against unmodified bis ai... throw the brilliant urban patrol script into your missions and things will become ...complicated... to say the least... i find myself beautifully outflanked time after time *lol*... yop krontzkys (spelling?) ups script makes the ai quite tough... extremly tough to be honest... fighting against a couple of enemy squad in the northern part is difficult ... anyway... i wrote a book *sigh*... my twohundred cents *lol*
  21. r2101

    Expansion: Arma: Queen's Gambit

    i think bis were quite honest about publishing and financial issues. in order to further enhance and develop armed assault they need some kind of steady income. this could be acomplished by selling expansion packs. apparently armed assault was only able to "produce so much" income for them... (at least that is what i understood from the last interview)... so buying the expansion would be like an investment in the further development of the game. so i am going to buy it...when it hit the shelves
  22. r2101

    Ebud's SF's

    after spending years converting opf resistance addons to work with opf 1.46 it is absolutely amazing to install those marvelous addons without a hassel great work!!!!! THANK YOU
  23. r2101

    Chammys Sound Mod

    just passing by on my thank you round... really love your sound mod... very immersive
  24. r2101

    Russian Federation Units V.1

    brilliant...nothing more to say... well ok...couple of words..looking forward to the special units in v2 ... and well of course also thanks for the wonderful mi24 collection
  25. r2101

    What to upgrade?

    to the initial poster... the x600 is killing your performance with armed assault... i would be quite surprised if you get more than a slideshow with that card and armed assault... armed assault likes video ram & texture and shader units get a ati 19xx with 512 mb or similar 79xx setup... those should be quite cheap nowerdays... but keep in mind that these don´t support dx10 techniques... just to compare... i got an pentium D 3ghz, ati 1900gt 256mb (yuck) and 2gb ram.... and there are several options to get the game "up to speed".... the bare bones opf lookalike approach: disable postprocessing, disable shaders (very low), object & terrain detail very low...texture low.... shadows on normal...antialiasing normal, af normal to high.... runs faster as opf ... but then quite a lot of armed assaults visual magic get lost *sigh*... it never occured to me that shadows..no matter what quality setting they were on literaly ate my fps for breakfast... for now i disabled shadows, set object detail and terrain detail to high, shaders to normal, texture to normal ...postprocesing is low, antialiasing = normal and af=normal... view distance around 900ish... works pretty good on my good old pentium d so my advice would be... 1st) new grafx card 2nd) one more gigabyte 3nd) maybe check the upgrade options for cpus but option 1 should give you an immediate boost in your armed assault expirience hope that helps....greetings - r2101
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