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wipman

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Everything posted by wipman

  1. wipman

    ArmA Photography I - No images over 100kb.

    - Johnn's SF v1.0RC. - Opteryx's Afgan Village v1.5. - SF Det. Alpha Weapons v0.8.
  2. wipman

    ArmA Photography I - No images over 100kb.

    - Johnn's SF v1.0RC. - WIP-M4A1's Pack v1.7.
  3. Hi, his face may match without too much problems into the ArmA's head model, but he've the nose too sharp for the head model i think, that's not a good image for make a custom face out of it, a picture taken from the front and with him with the mouth closed is what may work; that one don't serves. Let's C ya
  4. wipman

    Razani, N. Waziristan Map

    Hi, i wasn't unable to run decently enough the ArmA2 Demo before, but after drop the Nvidia 8800GTS that i had and replace it for a Nvidia 285GTX, i can run the demo with a view distance of 3000m and everything on high + AA x16 - posprocessing; high or very high, with 27FPS acording to the Demo's benchmark, so you may not need a whole new computer at all nicky... only a Vcard with 1Gb of VRAM. But as i don't gonna buy the ArmA2 anyways... plz.. could you keep working on the ArmA version?. Let's C ya
  5. Hi, who is that hoot?, im no good passing a real photo to a game's face, there're many problems with it, like make distinctive features match, the eyes size.. the nose size and shape.. in many if not most cases is just impossible because the photo or just the man on the photo don't matches with the ArmA's head model so the resoult is a mutant ugglyer than Camilla Parker Bowls; i know that's hard to belive.. ugglyer than Camilla Parker Bowls?? is that possible...!?. Yes, it is. So i should see a good photo before say reply. Let's C ya
  6. wipman

    Editor added equipment and ammo loads

    Hi, as i'd said i don't knew about that feature of the I0n0's RTE that i've, i only used that cathegory to put some weapons and magazines in the ground and over some objects in various mission projects kinda like 'atrezzo' or atmospheric stuff; but's good to know it. If my pot head memory don't betrays me... in the OFP Swedish Armed Forces mod they made units support others, one carry the tripod legs for the Carl Gustav, other the tube and other the cucumbers and they worked together, they also had magine gunner asistants, but i never had the chance to try 'em in MP, i only used 'em to take some pimp screenshots of all that sweirdos stuff because most of the coop missions required the damn FDF mod and that was something that i wont gonna install in my HD. Maybe in OFPEC.com they may have some script that could serve you to make X unit support Z unit if the X's unit ammo reachs a certain number of magazines... i don't know, but sure that they may have something usefull there, they've lots of good things for those who know how to use 'em. Let's C ya
  7. wipman

    Editor added equipment and ammo loads

    Hi, i didn't knew that the RTE (at least the v.3.4 or v.4.something that i've) had that feature, i though that it was an ACE's mod feature... i can't help you with there, sorry. About the player side or the OPFOR AI resupplying 'emselves with the ammo or weapons from the deads or vehicles in the field... maybe the ACE mod or some other have that feature, i readed something about it someday, but i don't know why; the vanilla units don't do it for sure, there must be some script to make the unit out of ammo run to the nearest body and take it's magazines or in case that the nearest body don't have the same weapon (that uses the same ammo) then it takes his weapon, for example a US rifleman will take an NME's PKM; but as what i seen for do this was a script that had to be runned in the mission and you had to add the variables yourself... i gave up with it because im not a missions maker and much less a scripter. As far as i know, the AI priorices to reload intead look for a solid cover and then reload; maybe some mod did changed this, but as far as i know the (default's) AI can and will reload under a nuclear cucumbers rain without even blink and much less think about it. Let's C ya
  8. wipman

    No Official 1.18 announcement? Why?

    Hi, then Jim... is your thread's name what's wrong, you should have asked for a Thread where discuss the v1.18RC or start it yourself; i couldn't start it as i've said... im still on the v1.14, the moderators could.. but they seem to have few interest on it. Maybe as they released the v1.18RC so few time after the v1.17Beta so they may think that's pointless to start a specific v1.18RC feedback thread or yeah, maybe they don't care at all because they're more worry about the ArmA2 and the expansion pack (for economic reasons) and keep the ArmA alive and work on the last official patch, only delays their work on the ArmA2 and their profit chances. In any case and leaving speculations aside... you could start your own v1.18RC Feedback thread. I don't gonna install any Beta on my game, that's the feedback that i've for BIS or anyone that asks me about it. Let's C ya
  9. wipman

    ArmA Photography I - No images over 100kb.

    - Johnn's USMC v1.6. - WIP-M4A1's Pack v1.7. *Screenshot taken during a MP Hohei Evolution using replacements.
  10. wipman

    Custom face textures in ArmA 2?

    Hi, i've try my ArmA's custom face on the ArmA2 Demo and well... as Nvidia user, i just can say that seems that the ArmA2 is not .jpg friendly, so seems that now it only allows to work well the .paa or maybe .pac files, as 512x512 keeping enough quality it takes arround 253Kb with the alpha channel wich makes it completly inutile for MP use and i'll bet that the ArmA2 camapaign don't allows you to use your custom face or even voice, in SP. The ArmA2 seems to have a problem with the black colours over the model's skin, i bet that something about the properties in the O2, wich makes the black become transparent when in a .jpg and for file size reasons useless when in a .paa or .pac . So no, the ArmA2 (at least the Demo) don't allows to do a custom face that looks well enough as for use it with pride enough. Let's C ya P.S: For those who think that use a skull look alike custom face is "unrealistic" i must tell 'em that has been a very common thing in many SF units and savages groups arround the world and that in green and black tones or just with green tones it works and gives you that extra second that you need to gun down an enemy while he try to figure out what's a skull doing down that bush and if it's a skull or a simple funny nature shape. In few words... learn a bit more before open those big mouths of yours.
  11. wipman

    No Official 1.18 announcement? Why?

    Hi, i seen the v1.18RC (or Beta..) patch anounced in the ArmA related pages that i view, i also seen it on this forum too when it was released, maybe the servers admins don't want to use it until it becomes a true patch instead a Beta, or maybe they're happy enough with the v1.17Beta as for install the v1.18RC, BIS don't have the blame (this time) on what the servers admins do, install or use on their server; i still on the v1.14 and i don't gonna install any dirty Beta or damn RC on my 11'6Gb ArmA's install, i fear that if i do it something, all or almost everything gonna be ruinned by their latest Beta, giving me the ArmA2 FOV when im inside a vehicle as driver, or the FOV of the ArmA2 for the riflemen; wich it sucks, with the rifle pasted to the right side of your face in the same way than the pillow when you awake after go to sleep drunk like a dirty dog, when you open your eyes you only can see the pillow at your right and you've a bad taste in your mouth. Just the same as when you try a demo and you realize that you can't even do a custom face because the new "thing" sucks. BIS did an official anouncement of the v1.18RC release and is there on the ArmA's related pages that i view; i don't see what's wrong. Let's C ya
  12. wipman

    PMC OV-10 Bronco

    Hi, they fly good and they look better than the original unsigned ones by Cheyenne56, but they also have the same bugs than the reviewed OV1-Mohawks, the cockpit don't have some of the glasses, there isn't unit icons and the LGBs don't track or even recognize the Laser Designator. Let's C ya
  13. wipman

    moving grass and fps?

    Hi, i don't know if there's an ingame way of check the FPS, as far as i know the people uses the FRAPS or similar freeware programs to check their FPS and also to take screenshots; there isn't any way or mod released to make the grass don't move with a simulated wind, in fact, there's the only place (aside of the smoke) where you can think that the wind is pressent in game because the game (like the ArmA2) don't simulates in any way the side wind. There's an addon/mod called: Kegtys Lowplants v1.1 wich reduces the visual quality of the grass and bushes on the game's default islands that saves many FPS in comparison with the default grass, check in Armedassault.info they've it there somewhere under the Addons or Mods dowloads cathegory. Let's C ya
  14. wipman

    Medic not responding.

    Hi, the right command is: Fwhatever/6. Actions/call for medic and then you'll see how the OPFOR kill your medic because he run standing and makes four stops, standing, instead go prone to the unit that you want him to heal; the best thing is go forward and look for a good shooting possition and do what your AI don't do or do with the a**. Let's C ya
  15. wipman

    Tons of problems with my tank's gunner

    Hi, the best way of have a better control or reply from the AIs on your tank is to swich to the driver's seat and use the tact view, when the AI that takes the commander's seat advise of a T72 or BMP contact... then as driver swich from the M240 to the main gun, the gunner AI will adquire (or should) the armoured contact. Also advance really slow helps alot, this AI is more A than I; much more. Let's C ya
  16. wipman

    PMC OV-1 Mohawk

    Hi, any plans to add 'em the cockpit glasses that they don't have or to review too the OV-10 Broncos pack that Cheyenne56 also imported to ArmA?. Let's C ya ---------- Post added at 09:00 PM ---------- Previous post was at 08:18 PM ---------- Hi, i've seen a pair of bugs, the LGB armed Mohawk don't tracks the Laser Designator, it don't even recognices it or knows that's there; and non of the Mohawks have an icon if you've it as AI under your command. Let's C ya
  17. Hi, this is not the most bugged game that i've seen, you should try the AAO 3 and then we talk; the ArmA haves bugs, many bugs, that's true... but it don't haves many bugs that unables you to play it with a reasonably enough graphic quality and still allows you to have a more relistic war like experience but, for that you need to be a scripter to make the missions look and work well even with the "yeltsin pathfinding" of the AI. The AA2 seems to have a bit better AI but that's the real king of bugs on my opinion, when i seen the "pop corn night sky" on the demo and that dirty "preternatural glowing" on every surface... then i uninstalled it and i said f*** you AA2. Let's C ya
  18. wipman

    ArmA Photography I - No images over 100kb.

    - Johnn's SF v1.0RC. - CH M1 Abrams v1.01. P.S: Gung Ho for the replacement packs.
  19. wipman

    Operation unknown wip

    Hi, that CH-46E Sea Knight looks very pimp, can we (the ArmA 1 users) spect to see it on the ArmA 1 too?, the Johnn's USMC units still needing a ride. Let's C ya
  20. Hi, seems that the Release Candidate speaks by it self, is not the final patch but the release candidate; the final patch will have the fixes of the v1.18RC plus some more fixes depending on the feedback that BIS receive plus their own testing. Let's C ya
  21. Hi, the difference between Sahrani and the QG Sahrani are a few new buildings and changed places, it looks a bit better than the normal version and there isn't any significant FPS lost between 'em. Look into Armedassault.info into the Addons/Islands section, someone did a entire dry version of Sahrani (the standart version) but keept the green bushes and trees, so it must looks weird and possibly don't have any big FPS gain over the BIS one. I don't have the ACE mod so i don't know what may be the differences between a noraml island and an ACE one, i guess that objects or working things, like garages, repair shops, added enviroment sounds to certain places, different street lamps lights and things like that; but is pure speculation, i don't know it. Let's C ya
  22. Hi, good to know it, im from spain so i speak more spanish; i don't know if the ArmA engine combined with my new GTX 285 1Gb could have problems running addons that were built to be used into the OFP; i store good memories of all the CBT addons on the OFP, i used 'em alot (the USMC related ones) on my Mod folders so i gonna miss this M977s on the ArmA, they were really pimp and well done on the OFP, just like the rest of the CBT addons. Let's C ya
  23. Hi, ok man, but A) or your english is worst than mine's... or B) you're more drunk than me. Let's C ya EDIT: Same resoult, putting it on the ArmA/Addons/ folder without run any other mod folder or addon.
  24. Hi, i get this message when i try to run ArmA with this trucks on one of my mod folders, the error message is this one: If i delete it then the ArmA run again, it stops after load for a while, i use the -nosplash command in the shortcut for that mod folder; and i don't use any part of ACE mod or anything related to it, other than a pair of scripts that only affect the weather to transform the fog into volumetric fog. On that mod folder i only have stand alone addons like weapons, units, vehicles and some planes like the über pimp MIG-15s pack, so i don't think that it comes from any incompativility between the addons that i use on that mod folder and the Combat M977s, i think that's a problem between my NVidia GTX 285 1Gb of VRam and the M977s. Let's C ya
  25. Hi, they look very well in that screenshot, can we spect woodland versions too? or USMC versions?. Let's c ya
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