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Posts posted by ron533

  1. Hi,

    I've installed windows 8.1 on a new machine and re installed arma2 anniversary edition (via steam)

    Only ArmA2+BAF+OA+PMC

    as was installed before on my old machine.

    ran all of them once, even joined a multiplayer game to verify all is ok with battleye and all...

    Now,trying to load arma2oa with cwr2 MOD results in this error:

    addon cwr2_sounds requires addon CA_Dubbing_counterattack

    followed by another error:

    bin config.bin/cfgweapons/cwr2_bizon/burst/:cannot find base class 'burst'

    and then the game crashes.

    Searching through the web I've found a "solution" to copy all my Addons folder from ARMA2 into ARMA2OA folder.

    it worked - but it sucks... why do I have to add another 8GB of Addons data when it run fine without it on my old machine??

    is there a solution to make it work with no "workarounds" like this??

    I love my pc lean and clean...I hate "solutions" like that...

    many thanks!

  2. It would help me if you could tell me what version you are using. Light flickering on/off can also be due to the inability of the engine to render too many light sources at once. So if there are 40 houselights the engine will be making decisions which ones to display, leading to flickering. I'm afraid there's not much I can do about that.

    I'm using your latest version - MP and Single player addons together (1.09) , with A2 beta (102678).

    when it loads it does say it has over 800 houses calculated...

  3. @ron533 it's a known issue related to light flickering. If there are too many flickering lights in a given area, some of the flickering lights just switch on and off rather than flickering through a brightness range. If it bugs you too much, I suggest turning off the flickering in the config or lowering the distance for flickering to something small like 10m. I might see if I can write a function in to only allow 1 or 2 flicker lights near the player. Thanks for your input mate.

    I've tried it as you suggested with 0 flickers, but I saw no change.

    You can notice it easily in the western entrance of the mosque.

    Thanks again!

  4. It seems to be a bug in the A3 lighting at this stage. Start an editor mission at 2030 and it will be pitch black, even the streetlights are barely visible. Start a mission at 0100 and everything looks great and well lit.

    ---------- Post added at 06:38 ---------- Previous post was at 06:37 ----------

    I did try this in the editor always at the same time... (21:15) and it worked only once...

    changed to 22:15 ans WHAM... :) look great now!

    Thank you.

    P.S. I'm now trying it on A2 OA, In Zargabad in the mosque the lighting looks very strange, heavy flickering, lights go on/off, look buggy... known issue? or my issue... ? Thanks!

  5. Thanks for the addon!

    unfortunately, I saw it load once in stratis,

    but later, after reloading ARMA again it stopped working for although it is loaded (Hint is loaded).

    I use it with Saku lightsfx (also tried without) and selected 100% of houses lighted.

    strange thing is that with NV on I can see as if the lights inside a house are lit, but removing NV - pitch dark.

    Any ideas??


  6. well i suggest you use ingame SMAA as we did some optimizing for our engine ...

    Hi Dwarden,

    Can you specify which optimizations have you implemented?

    Are you planning to embed more options from SweetFX like saturation,

    which I personally miss in game, and even make it adjustable (i.e. slider..) and not only presets??

    Just for those reasons I disable it in game and use the external implementation,

    But I think, and wish, you will implement more in game, to make things tidy and foolproof :)


  7. :yay: It works : D

    One minor thing though: Since i use ACE2 i used the ace one, but for whatever reason it didn't load the textures, so i had an invisible plane with guns strapped to it :confused:

    so i tried using the non ace version and it worked like a charm. Thanks for updating it.

    Same here, transparent plane with ACE2 (1.10) only the ammo loadouts and pilot with canopy visible, but the plane itself pure stealth.... :)

    any workaround??

    Thanks for the great paintjob!

  8. Thank you for inspiring me to learn how to snipe,

    Your campaign made me seriously study and really enjoy the sniper role for the first time!!! :)

    Currently I'm during the "Red October" mission, Ver 0.92, latest Stable ACE 1.10, with KH_OA_ACE Addon pack (used on the "kelly's heroes" Clan server)

    Now I've Stumbled upon upon some issues here:

    1. whenever I fire when I'm sniper - I immediately and automatically switch to spotter position, on every shot using rifle or hand gun... I have to manually switch back to sniper which I assume is not meant to be played that way. spotting mode was off.

    2. On the Hog mission, I really have to get close to the AA sites to make them recognized. I can spot them from ~500m or more, but I had to get as close as 200m the the northern AA site and uselessly risk my self just "find" it again at 200m...

    I spot them as a "Tank" though you can see it's a Tunguska at 500m out or father. seems like trees or bushes partially obscure the games ID logic or something...

    maybe you can "actively" ID them somehow??

    3. I've tried to range stuff with the "range me" action and it replies 5123 m... or so sometimes, I guess it is related to the above issue when bushes partially obscure an object.

    4. The radio commands Spotting mode ON and Disable AI movement seems to do them same thing - the spotter just freezes in his place. what is the difference? why would I need the spotter scope for? is it just for the spotters use? I can do well with the Rangefinder Bino...

    5. I can take in my gear only 1 item like earplugs or kestrel (and another stuff I cant remember now) and it shows in my gear as 2 items, i.e. I take 1 Kestrel and it show I have 2 kestrel's, and it would replace the earplugs I have taken before which also shows as 2 items even though I took only 1.

    Maybe it's an ACE related issue, but when I played online with the same mod I have no such issue.

    Thanks again for a wonderful immersive campaign!!



  9. Hey! That was back when I was brand new to video making. :(

    Nah, I should really look at making a 2.0 of that some time. One that doesn't suck. :p

    LOL Zipper ;)

    I didn't mean your video (thank you 4 that) was not friendly or intuitive - but the way to activate the camera script is (for someone like me at least. BIS could have just added a "Camera" function...duh:p)...

    You did great and it worked for me after some trial & error.

    I still wonder if there is a way to move way faster (as fast as a jet)???:confused:

    because it is real slow to tour a big island like that.

    (And a plane is not a suitable/comfortable way to tour like I want to).


  10. Hi,

    Sorry if it has been asked before (and answered),

    I couldn't find a tool/utility/mod that I can use to freely roam new (and old) islands

    and just check them out quickly without really flying, like the "slew" option in flight simulator,

    or even Google Earth for that matter. Google ArmA...

    (It's probably there for the Islands dev's, but I'm not looking for SDK)



  11. Easier solution than even wearing headphones: Turn up the FX volume slider ingame or turn down voice volume on TS, result is less radio/more action for the same volume level

    Thanks, but that is not exactly what I meant....

    I want to hear the other person on the radio with HIS background noise of shots/fire/heli engine or wherever he is when he presses the PTT to talk. his FX to my headphone when he speaks over the radio...

    Thus you get a sense of what and where he is now.

    If he is under heavy fire and reports to me that he needs support but I hear nothing around him when he speaks, well... for me it kills the immersion to hear him in a sterile environment...

  12. I've been testing it shortly and liked it allot!

    I've noticed that the PRC I carry looses quality at very short range,

    that even direct talking is better than using it over a distance of 50-100m or so,

    lots of static on flat terrain short distance and no obstacles?

    A civilian device I have for short range - sounds better IRL for me, with no static in the same situation for about 400-600m ( also 2.4 GHz)

    I will test it further but that was my impression now from the PRC.

    The other thing that came to mind is that one can be under heavy fire or in a loud environment like a Heli, but the other side will only hear the clear player's voice without all the shooting/firing/engine noise (even dubbed down), too sterile I think.

    I don't know if it can be implemented but it can add to immersion allot I think.

    (one low tech override for this is playing without headphones and get all the noise coming from the speakers...)

    overall a great job, thank you for this addon!

    Cheers :)