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Everything posted by wipman
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Hi, yeah man, i've 'em installed, but i was meaning an updated version of that one with the same M14/M1A versions than for the last OA/CO release; juts for us, the not OA/CO users. Let's C ya
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Nogovan Armed Forces Project WIP
wipman replied to R0adki11's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi, if you can, i'll give the NAF Paratroopers this boots: Are less tall than the usual paratrooper boots... but they're the closer ones on the game. Let's C ya -
Hi, there's any possibility of you (Robert) releasing an ArmA2 version of your M14's pack?. Let's C ya
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Any mods that radically change how helicopters fly?
wipman replied to burnov's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi, im not aware of any Mod/Addon that changes the flying dynamics of the choppers, maybe the ACE mod improves it a bit... but im not on the ACE mod as i don't use it and it requires the OA/CO that i don't use neither; so im 95% sure that there isn't any Mod/Addon that improves the flight model of choppers or planes. Let's C ya -
Hi, about the past, and the last things happening on Egypt etc too... - A Night In Tunisia. - A Night In Tunisia (Part.II). A good reading, and for free!!: - Martin Bormann - Nazi In Exile. A lighter reading, free too!!: - "Democracy, Muslim Brotherhood Style". I see the news in other way after had heard and readed those things. A good part of this is directly related with the U.S. internal and international policy, dating from the early 20s and early. Let's C ya
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Hi, another wonderfull bug still present on the v1.08! the C-135 whells clipp through the doors. I still remember the moaning about the C-135's presence on the game... . Let's C ya
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Hi, there're are small things that could be improved, the IFF patches on the sleeve pockets, they are on the shader but not in the texture, the threads of the BDU are not really noticeable and the camo seems very strong and without any dirt trace; they don't look bad at all to me... but i think that they'll look better if they had a M1 helmet (from the ArmA's Queen's Gambit) and ALICE suspenders, ALICE ammo pockets and PAGST flak best instead the russian vest and ammo pouches that they've. But the camo is not bad and works in Chernarus and Uthes, i'll make add it a bit of dry mud on the knees, the vest's chest, and the elbows to the wrist; aside of mark a bit more the details like the pockets, the BDU's threads and the shadows on it's wrinkles too. Let's C ya
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ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
wipman replied to Placebo's topic in ARMA 2 & OA - GENERAL
- Mike Bart's Mana Island NZ Beta v0.7. -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
wipman replied to Placebo's topic in ARMA 2 & OA - GENERAL
- Mike Bart's Mana Island NZ Beta v0.7. - Vilas West Weapons. - Mike Bart's Mana Island NZ Beta v0.7. - Vilas West Weapons. -
Hi, i've seen today civilian AIs driving a pickup as the invisible man; the man with brown jacket and cosak hat that appears in the screenshot up there right in the corner. I was as gunner in a M1A2, the man was at between 140 to 180m from me in his pickup, i only was able to see his hat & jacket; his skin parts (eyes, mouth etc included) was invisible. Will be great if BIS could tell us if the ArmA2 is dead and they work only for the OA and have leave us to root. There're bugs so obvious and that has been there from the 1St day... that i can only think that BIS don't gonna work no more on the ArmA2, no bugs fixing, no code fixing, no models fixing.. nothing. There're other silly bugs that still there that are more than annoying, like the binocs stances; this is the thing: - Binocs (OR LD) on the hands and you're standing. - Go to crawl, then you switch to the main binocs, then to your main weapon and finally to binocs (or LD) again. - Try from crawl to prone and you'll get the same. A silly forced secuence that don't makes any sense; other silly bug: - Leaning; when you're leaning you can't sprint. You should be able of automaticaly stop leaning when you hit the Sprint key that should overwrite the leaning and allow you to sprint. This simple thing will save your life many times. But... looking at the comercial policy of BIS regarding the ArmA2... i've loosen the hope of see some more work on the ArmA2; why..!? because they seem happy with the OA and the DLCs. I'd bought the ArmA2 for 9.99 bucks, and the OA for 21.99 and i only play to the ArmA2, haven't bought any LDC and don't gonna buy it. Seems to me that's pointless to report about bugs on the ArmA2 other than to show how bad and whata few care BIS did put on the ArmA2. Damn, i want to hear something from BIS about what they gonna do with the ArmA2, is the v1.08 the last ArmA2 patch or not?, they gonna let the ArmA2 die and focus on their uggly money machine called OA & OA's DLCs?, how much we'll have to wait for a patch in case that they (by miracle) keep working on the ArmA2?, a year?, two years?, another life maybe?. Let's C ya
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Hi, the GL4 makes the AI be much better as a whole and adds another good things, here it's: - Group Link 4 Special FX Edition. I don't know if it works for the OA/CO, but it does work for the ArmA2 and makes it much better; but you've to keep something in mind... at least on the ArmA2, you still see AIs at 5m from you not aware that you've parked your HMMWV behind 'em and you have time to kill up to 5 out of 12 NME AIs before they gun you down, AI with the skill level set at the 50%, this always talking about the vanilla's AI, with the GL4 it changes for good, but i don't know if it works in MP. For what i remember of the OA/CO... the vanilla's AI was as dumb (maybe more) as the vanilla's ArmA2 AI. Let's C ya
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Hi, as not OA user... i preffer to not use the replacement and have the MARPAT(D) Marines as addon units instead as replacement(addon) units, so i can have and use booth depending on the terrain. Let's C ya
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ShackTac Fireteam HUD (STHUD)
wipman replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, i was playing in MP yesterday and some weird things happened with the STHUD, shudently some blue banked lines appeared on the HUD, but it keept working; also (after a few respawns) half of the hud background appeared as white banked to the other direction. First it was like this:' / ', all the HUD background with blue lines. Later was like this: ' \ ', 3/4s of the HUD's background was solid white for the upper right corner to the middle's circle of the HUD. Booth things happened a few times each, aparently at random while playing and fixed on it's own while playing too, also aparently at random. The STHUD improves the gameplay in squad a 300% and it's F-great, i can't live without it now. The only bad point that i see with it is that the friendly units that are not on your squad don't apprear on the HUD, and will be great if they'll too, because that will make much easyer to work side by side with other players that aren't part of your squad. I love this addon, is great. Let's C ya -
Fields of War: Normandy 1.00 and beyond WIP thread (formerly The 31st Normandy mod)
wipman replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi, i'll like to know if the FOW: Pacific Theatre will be OA/CO free, so we (the ArmA2 players) can enjoy it. Let's C ya -
Forum Template Design/Update/Removal
wipman replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
Hi, i preffer the old one in blue tones, it's more clear, with the red/white one... im not sure where a post ends and another starts and what i'd seen already and what not; but the style wasn't bad at all. Let's C ya -
ArmA II: Operation Arrowhead discussion thread
wipman replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Hi, the OA runs at 10fps on the 8th or 10th mission of the campaign in my computer while the ArmA2 runs at 23fps in the middle of the bigger city, during the campaign; the OA vegetation looks like taken from the Operation Flashpoint while the ArmA2 vegetation and grass looks much better and natural. There're the Marines on the ArmA2, you've the army on the OA... why do you need the army for when you've the Marines...!?. I'd felt swindled after install the OA, so i'd uninstalled it and never gonna install it again, so when the ArmA2 dies... the BIS games would had died for me. Let's C ya -
Hi, in the ArmA2 is the rvmat that screws up the lighting of the .jpg custom faces and there isn't any way to compensate this in the .jpg texture; use a .paa may solve the problem, but there isn't any way of get a 512x512 .paa texure to take less than 96Kb keeping the quality. Do you remember the Armed Assault: Queen's Gambit partisan medic skin? that it glowed in the darkness? well... the same happens on the ArmA2 with every unit if you use a .jpg custom face. With little effort you can use an ArmA custom face on the ArmA2, but the arms are problematic (more than the hands) as there isn't any wire frame so you've to use the all life's method, trial and error... . Let's C ya
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Hi, i was playing in MP today and i'd found another bugged building, this one: The Building: After take a bit of damage from the DsHKM of a T72... shudently i wasn't unable to fire to outside the building anymore, seems that the AI didn't seen me neither after this (afther that the building had taken a bit of damage) or if they did... they wasn't able to shoot at me once inside the building; this happens too with other enterable buildings. The Thing: There are the impacts of my shots "hanging in the air", the impacts are the same ones than when you shoot at a window glass; the thing is too that if you keep firing... you'll take down a part of the building or the whole building, depends on which enterable building you're. Also, depending on the angle that you're looking by the back doors... the threes and the other buildings dissapear, aswell as the vehicle wrecks, alive (on foot) units, and alive vehicles. Let's C ya
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Hi, every flying thing portrayed on the BIS games (OFP, ArmA2, OA) is just a poor representation of the real life thing, with less than a 10% of the real thing capabilities on all aspects; look at the AH-1Y... it don't even haves a damn HUD... ask BIS to add something is like pray to God, he may be listening, but you'll never know... and if a change happens... then you think and scream miracle!! miracle!!. But was a funny casual spark on the Murphy's law. If you really want to try to make yourself heard, your only chance is to create a ticket on the CIT and pray and wait; the update or fix will only for the OA in any case, BIS has forget about the ArmA2, so good look with the prayers. Let's C ya
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Hi, if im not wrong... the yellow Objective indicators that you're talking about, are the waypoints (F4 in the missions editor), there's an option on the waypoints (aswell as in the triggers) to show it (the yellow marker that you said) allways, never or in cadet mode only; if you're playing on the last degree of difficulty it don't shows up by default, but it'll show up by deffault in any of the other difficulty settings. If it dissapears... then open the map and close it, it'll show up again for a while. Let's C ya
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Hi, i've found a rock that the AI have problems with, they tend to get stunk on it during various minutes when they go in a MBT or on a IFV/APC; i haven't try yet on wheeled vehicles as i don't know how to make an AI board as 2Nd gunner (on a Vodnik, i.e) here it's the rock and it's location on the West shore in the GPS. - Rock that blocks the AI on MBT/APC. *EDIT: Only the AI's tracked vehicles get stunk for some minutes on that rock, all the AI's wheeled vehicles have problems to pass by that point; but the AI leaves that road (the closer one to the shore) on various places no matter what vehicle they're going. Let's C ya
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Hi, for hit a M24 alike chopper, a UH-1 or a MH-60 alike with a LAW-72 you're told to try it only at less than 100m from the target, and with distraction fire as cover; only a valid tactic if: A) It's hovering very near the ground. B) Exactly when it touchs off or when it's between 3 to 5m of the ground/water. You've to aim to the main rotor and will probably hit an engine, it's enough to damage it to the point of make it leave the zone, your goal is to get rid of it, make it leave is also a score; overall if it don't leaves the soldiers on board or don't leave 'em in good condition (read: wounded) or don't leave 'em where they were needed by the NME. Let's C ya
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Hi, for get something fixed it haves to be reported with the entire thing's reproduction steps in an accurate way with you entire system specs too, on the CIT; but they only seem to be supporting the Operation Arrowhead. The ArmA2 won't ever get another patch probably. Let's C ya
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Hi, im glad to know that we've identify the source of that error message, but i hope that you don't make the island OA dependant as the OA/CO is something that i don't use or gonna use, because of the performance; less than 10FPS during some campaign missions. Wich makes the OA a useless thing for me. By the way... have you think in add some puddle arround there?, a pair of 'em on the higher parts could look pimp, not deep enough as for unable the wheeled vehicles to cross 'em... removing the grass on the deep end of the puddles could make 'em look better; that's one thing that could look good, in my opinion, in the island and that wouldn't it make it 3Rd party addons dependant or OA/CO dependand. Maximizing the possible users number of you amazing island, just an idea... but please, don't make it OA dependant. Let's C ya
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Hi, i've try the island without any Mod, just the island and the -nospash and this is what i'd get when i'd placed two Marines on the editor and then did exit from the editor: Again, the intros sequence was running well after hit continue; just with the: 'C:\ArmA2\arma2.exe -mod=@mb_manaisland_v0.7beta; -nosplash' DX Diagnosys: I don't know where the problem could be. Let's C ya