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th3flyboy

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Posts posted by th3flyboy


  1. Hi, I decided to pick up A2 CO off of steam (I have a 505 version of A2, but I figured I'd install the steam one because I wasn't sure if it would mesh with OA from steam) and it gives me the message: "Bad Serial number given in setup". I had uninstalled the A2 from my 505 copy before installing A2 Steam, but I'm wondering what could be causing this and how to fix it, as it is blocking playing A2.


  2. Yeah - you still see the cars because the EU Commission dropped a fine on Microsoft a few times ... other browsers, other mediaplayers would have died otherwise.

    Microsoft attacked the freedom of the market, the freedom of the customers - and had to be stopped and fined by the EU Government.

    If you see other cars than Fords on the street, than you are not a software developer with a good idea:

    He sees only one sort of cars - Fords.

    If he would start to develop for other cars, he would be ruined fastly - for "defacto", there are no other cars than just Fords around.

    That's what you call freedom? Freedom of choice for software developers?

    What are the problems with Linux other than OpenGL ?

    (That part I cannot evaluate - it might be a big hindrance. Though I posted OpenGL is making big steps .. .. recently.)

    Speaking as someone with experience developing for both DX and OGL, I can say that the effort put in to learning OGL is well worth it.


  3. Honestly the only two potential problems I see with PR, are licencing and ignoring community standards.

    I don't see it as a good idea, or right, to restrict what servers can run PR, as that will harm smaller units that can't afford dedis. As for ignoring community standards, that can cause all sorts of issues with working with other mods the player wants to use. This community is about freedom to do what you want, however if the mod team decides to do things that throw standards to the wind, that can cause issues which will only cause headaches later on for everyone. Please remember that standards are there for a reason. If you don't do things the proper way, things can come back to haunt you. While it's good to do things stand alone, if you are going to do it that way, do not do something which breaks established standards, or you will wind up having people complaining about people not being able to do things they would have been able to do if standards have been followed.

    I respect you want to do this your way, and I believe you should, however please do not throw the bird at units that can't afford dedis but want to use your mod, and please do not do something which can throw a monkey wrench in things for everyone else. In the end, while you should operate as standalone, I'm 90% sure that it's allowed to include CBA with a mod, and remember this, it's a Community designed library, meaning you guys are allowed to contribute as well, and it will prevent some issues that will cause un-needed issues for those who are doing things like making missions or mods to work with yours.

    Good luck with the mod, but please don't do anything to go and throw the bird at the community in any way, as we don't need a civil war to break out because people get angry at each other. There is a reason there are standards, it's to prevent people from doing things that break other people's work. While you should make it stand alone, it should not be designed in a way that has an obvious potential to break other things. I hope you guys do well, but at the same time, I hope you guys remember to do things that will ensure that people have the freedom to use your mod along with other mods they may like as well, and not require a licensed server to host.

    Good luck guys, and I hope you guys succeed, the community needs a mod like yours.


  4. I'd stated

    1. Do not by-pass the EASA system.

    2. Release authority logic was on the way.

    I did not say that just to be obstructionist. ACE's sys_nuke is coded the way it is for a reason - there is a grand plan for this system. And code changes were already in the works. By-passing this new code is likely to cause situations that can be nicely described as "unfortunate". :eek:

    Cannot promise any support if you violate the warranty on a nuke. Sorry.

    where's the kaboom, there was supposed to be an earth shattering kaboom!


  5. I would like to see more realistic HDR, along with seperating blur from the rest of post processing, and a major toning down of the blur in the first place (even with it at lowest settings it's too much).

    Furthermore, I wouldn't mind seeing true volumetric lighting and god-rays, but that's something that would most likely occur in an engine update, not an ArmA 2 update.

    One thing that would be nice however is that after a while raining, surfaces would appear wet. As far as other things goes, it would be nice if BIS would add a scripting command to allow for modification of number of rounds in a mag, so that you can script a combat reload setup in, which is currently not possible, along with an option to script in ammo impact detection, with inclusion of velocity, angles of impact, and other key things. Furthermore, they need to fix the problems with the missile lock setup as it is now, it's just far too easy to exploit with the way it is now. Finally, I would like to see them fix the ballistics a little. It is currently set up where the bullet velocity leaving the barrel is determined by the mag config, and does not account for the length of barrel, this has been addressed in ACE 2, however should be in the base game.


  6. I wouldn't mind seeing most of these, however the losing remaining ammo is a no-go. A better option, and one which can not be currently scripted in ArmA 2, is to be able to set it so that you can reload, and the bullet in chamber remains in chamber, and is removed from the old magazine's count, but is added to the new magazine, so unloading a fresh mag, and loading in a new fresh mag would result in this:

    Mag 1: original count 30 rounds

    Mag 1: count after reload 29 rounds

    mag 2: original count: 30 rounds

    Mag 2: count when loaded in: 31 rounds, base mag+ bullet in chamber

    Oh, and bullet physics may be a better option than havok.

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