xxbbcc
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Everything posted by xxbbcc
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Thanks for creating the lowpoly addon - it's a must have to the game if someone wants to actually play and not just take pretty pictures.
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I thoroughly enjoyed your campaign - thanks for making it. I hope you'll make a sequel to it.
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While I fully agree with everything said above about ArmA and the shady business "tactics" of BIS, I must also say, that a few addons that I just recently (this past weekend) tried: - Kegety's low poly plants - Milkduster's ironsights - Q11's recoils/rate of fire really made a world of difference playing Arma. With the new plants I get better (more balanced) frames-per-second. With the ironsights addon, it's now actually possible to *see* the ironsight. And to me, the recoil seems better (don't know if it's more realistic, but feels better in-game.)
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Q1184, I just tried the recoil mod - I must say that it's a must. It dropped my frustration level with Arma by ~20%. Thank you for making it!
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I mostly agree with you Q, but I don't think "more realistic" would be a problem if all the rest were not there. I deeply despise ArmA by now (haven't played it for a long while), but not because of "more realism", but because of all the other issues which make the game nearly unplayable. I'm at a point where I don't care about even 1.09: it likely won't fix a lot of major issues and it'll probably be the last patch. Because of this, there isn't a lot of chance that I'll even bother downloading it. I might be wrong, but I rather spare the time it takes to download/install than to waste it on this pitiful game. Coming from OFP, it really makes me sad.
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Well, if that's what they're doing and they also fix the bugs, then it might be a good game. It's quite understandable, though, that many here are concerned, seeing the state of ArmA as it is.
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That whole mission is buggy. I played it a few times and I had these problems: 1. No marker at all. All objectives checked, prince told me to kill her, but nothing happened. Queen escaped. 2. All objectives checked. Had marker moving on map. Caught up to it, passed the marker on the map, yet I never saw any vehicles on the road. (Again, on the map, my position was shown several times that I already passed it, yet I never saw a vehicle in game.) Queen escaped. 3. All objectives checked. Had the marker over that gas station and it never moved. Queen escaped. Spoiler!!!! The queen has a team waiting for her near the big hotel in South Sahrani (east of it.) I once killed this team, but it changed nothing (this was in case 3, when the marker was there but not moving.)
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I'd like to play your mission, but as someone else said above, the massive number of addons really deterred me from doing it. Would you consider releasing it with less (preferably no) addons?
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Thanks for this mission! I played it sometimes back but I enjoyed it a lot. Very well done, OFP needs more like this.
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Image Since several people on these forums question that this problem even exists, I decided to post this here. Mods: I'm sorry if this is the wrong forum, feel free to move it. I was thinking about Troubleshooting, but there is not much to troubleshoot with this one. The image shows the path as I was running (not walking) from the right, towards the yellow X that was my intended target. The run was from crouch->run->crouch, so it wasn't an evasive move, etc., just a bit of running. The way I play is that I use the mouse to turn and use the keyboard to go forward/backward. What happened is shown on the image: I released the running key roughly at the green line, give or take a few pixles. Seeing how much more I ran, the exact position really doesn't make a difference. Because this is a relatively frequent problem with run, I was afraid that I won't stop, so I took a right turn, to be in cover after the run, but expected only a short extra distance, so I immediately started turning back - this is the U shape around the yellow X. When I realized that I won't be stopping soon, I kept close to the building and kept moving (remember, I released the run key at the green line.) At the end I thought it'd be better to be at the corner so I turned back, this is the U shape at the end of the red line. My keyboard works fine and even when this problem happens, it's not normally this bad (this is actually the reason I even switched to commanding mode, because I had a feeling that this time it was a lot worse than usual. I normally play in first-person mode.) No other key was pressed on the keyboard during this.
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I only have the Queen's Gambit addon, so the problem described above is a "feature" of the game itself. This was a particularly bad occurence, normally the extra distance is less. DMarkwick: that's what I tried to do: stop short of my destination, as shown by the green and yellow marks. According to your advice, I should've stopped at a point that's actually outside the screen. (The screenshot has been edited, but the right edge of the image IS the actual right edge of my screen. I only removed the left/top edges for a smaller file size.) -Puma-: you're missing the point: one cannot get used to it, because it happens differently every time you try it. So in some cases when you run to cover and release the key, you run waaay more (behind and immediately out of cover) and in some cases you stop short of it. Getting shot this way is quite annoying, because it's fully out of your control because of a bug. plaintiff1: you're missing the point, too. In some cases, if the animation cycle is close to its end, you can actually hit the ground very soon after the end of run. But in some cases you'll run an extra ~5 meters before it happens. How do you plan for that? You have no idea when you're going to go prone because you have a ~5m uncertainty. My problem is not with a bit of extra distance but with the complete inability to plan for it. In real life you have a full feedback from your body and environment and you can control your prone position even after running within 20cm-s! How does that compare to within ~5m?
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Most of your replies (high momentum, need more distance to stop, etc.) would be correct, if this problem didn't happen completely randomly. And it is random, because depending on the distance ran, the animation cycle is at a different position at the point of releasing the run key, so it takes a different time to finish it, which means that the extra distance varies. Your running speed is msotly constant (or gets lower over time because of tiredness, which means that there should be no such variation in stopping.) When I tried reproducing this, I ran again for about the same distance and stopped almost right on the spot when I released the run key.
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The word cool doesn't even begin to describe your oil rig. One suggestion (which was partly mentioned before): add more pipes, but not only to the tanks on top, but on the lower parts, too. If I were you, I wouldn't increase the size of those containers, because they present significant weight to the supports. Most oil rigs probably wouldn't have huge containers on the top, but in the base, so that all the weight of the stored oil doesn't have to be supported. Also, you can try adding ladders that lead on top of those containers.
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Yes, taking them to the dealer works fine. However, if you try to sell something to the dealer from the Ural without having a primary weapon, the dealer doesn't pay, just takes the items. Also, in the last mission where you need to chase the queen, it's possible to catch up to and then outrun the queen and yet, you never see any vehicles. I have multiple map screeshots where my player icon is far ahead of the queen and yet she got away - I never had a chance for an ambush. Is this part of the mission in some way I cannot comprehend or is this just a bug? In this last mission it's also possible to get to a situation where objectives are not checked even though they're completed. Because of this, the mission cannot be finished.
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Yep. The Rahmadi Conflict is made by BIS, while the Royal Flush is made by Black Element Software . That explains it then. RC is quite bad in my opinion. RF was mostly ok - I wouldn't go as far as calling it a masterpiece, but at least it had consistency and a storyline. It also has some replay value and some of the cutscenes are done nicely, especially at the end. The islands are ok, too, although I fully agree with those who say that in general, the whole Sahrani thing is a weird place. In OFP, all the islands had a very consistent, believable look and feel. In Sahrani, there isn't any kind of a consistent architecture and the whole place looks strange. Also, all the various climates in such a small area is out of place. These bother me a lot because it makes immersion in the game very hard to begin with, at least for me. Hopefully someone (or even BIS) will re-release all those OFP islands for ArmA.
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Ooh, those sliding storefronts - try to hit them in big cities with a machinegun! It's hilarious. No wonder ArmA is the most realistic military sim ever. Hahaha.
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It's not about being hard, it's about being realistic. In reality you don't lose an island like a keyring. Can you imagine a colonel looking at the map at a briefing and saying "Hmmm.. there is this new island, Rahmadi. When did it get there?" Frankly, I don't think I like this mission. I played much better (and free) specop missions before.
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I have the Atari download version and it works fine.
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Hmm, I cannot imagine a geographical map (I'm not asking for enemy positions) and a compass would compromise anything. And we far surpassed the technological possiblities of WW2, so I don't really see your point there. Along your logic, I could say why even use night vision? In WW2 (or in the 15th century) no one used such a thing. One more thing: according to your example, in WW2 they had a chance to rehearse (and to learn the layout that they had to infiltrate), but in this mission, nothing is there - you're placed on the island somewhere with a lot of enemies everywhere and good luck. I cannot imagine any sane military leader risking 5 special soldiers like that, when all it'd take is to give them a $10 compass and a map printout. In this mission I don't even know which way I'm facing, so even if I remember every point of Rahmadi (which I don't and have no intention to), I still wouldn't know where I am, because I have no reference point. Am I missing something with this mission?
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Added another bugtracker entry for the Gear action command which I find next to useless. Since the gear command is completely unpredictable (no way to tell where the AI soldier will go to bring up the gear screen), the whole thing should be revamped - simply go back to the OFP behavior. Here is the entry, vote for it if you, too, think the Gear command is atrocious: Gear bug
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Well, there are at least X tanks and Y Shilkas and more that I saw right away, so yes, having a map (and a compass to tell which way I'm looking) would help with planning. And in principle: can you even imagine a planned specop mission where the soldiers are sent ahead without such basic equipment? It's a different matter when the mission is not planned (for example you have to escape from somewhere, etc.) And the GPS map doesn't seem to come up either. I didn't write out the numbers to avoid spoiling it for others.
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Well, I just started playing the specop campaing in QG and I really cannot pass this without a comment: who in their right mind (at the devs) thought it's a good idea to have a specop team without a map, a compass and a GPS. (Granted, GPS is just an extra, one could do without it.) Here is what you see in a specop mission (where stealth and planning is of the essence) when you try to bring up the map: screenshot I don't know if this is a bug or they seriously thought this is right.
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Ok, I didn't know that. I don't have it installed.
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I got mine from metaboli and it worked without any problems. The price was also acceptable (on the upper limit), $20. This is the link I used (found it somewhere else on these forums): Metaboli QG
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There IS a patch after 1.08, which is the 1.08 Hotfix. It's possible that QG contains that which would explain the difference. It's just a guess, though.