Jump to content

xxbbcc

Member
  • Content Count

    660
  • Joined

  • Last visited

  • Medals

Everything posted by xxbbcc

  1. Is BIS involved in this new upcoming game (advertised in the forum banners), Iron Front: Liberation? The web site says it's made by Deep Silver so I wonder who provides support, etc. for this game if I buy it. What version of the A2 engine is used in this game? Is it post-1.60 or an earlier engine? Will it receive the same engine fixes as A2:CO? Also, are the units, islands etc. usable in A2:CO? I'm not really interested in the WWII scenario (although I may end up liking it, I used to love Commandos), but I'd buy this for the islands & units, for sure, as long as they're usable with A2:CO.
  2. Ah, sorry, didn't see that. Admins, please move this.
  3. xxbbcc

    [SP] Zero

    Ah, I see - thanks. I found some nice things in there, that was totally worth it.
  4. xxbbcc

    [SP] Zero

    Lol, you are. I've never even used the fuel canister - there are several fuel barrels and fuel trucks. ---------- Post added at 08:43 ---------- Previous post was at 08:35 ---------- Clayman, I have a question: (Others, only read this if you already played Zero - this is a great mission and surprises are worth waiting for.)
  5. markb50k, can you please upload v5.0 to Armaholic or some other host as well? Looks like the Mediafire host is down.
  6. xxbbcc

    [SP] Zero

    You really don't need it. There's plenty of fuel available around the island, just go and find it. I never ran out of fuel.
  7. As the first post says, you need Combined Ops to play this mission. Is that what you're playing or only plain OA? If just plain OA, that could be the reason for your crash - when I played this mission, I had no problems with it, even when I maxed out all mission parameters. Dynamic weather would be nice, indeed, especially if time skip is tied into it as you describe.
  8. If you make your mission into a combination of Abandoned Armies & Fallout (with side tasks & storyline), I'll buy you a six pack. ---------- Post added at 12:45 ---------- Previous post was at 12:31 ---------- I wonder if we played the same mission? I tried similar tactics but all towns I encountered had enemy patrols around them and I couldn't get to any buildings without getting shot at, even though I tried moving both slowly and quickly. Once I got to buildings in towns, I was pretty much stuck - there's no way leaving because there's a lot of open areas and the AI can snipe me off at 300-400m, where they aren't even rendered anymore. Even when I made it into the forest, it didn't matter because they killed me anyway, even though I already put more than 400m between them and me. (Plus there were trees in between - in any realistic setting, there was no way they could've known where I was. My approach may have had mistakes, but I don't see how people finish this mission as it is. I even tried using JTD's Hide addon and they detected me through that, too. Anyway, markb50k is making changes, I'll give it another try.
  9. markb50k, I didn't mean to be harsh and I did give your mission at least 5 hours and several retries, thinking that I was playing it wrong. I want to like your mission exactly because it has qualities of Abandoned Armies and I really hope you drive it all the way. With that said, here's what made me critical of it: on every retry, the friendly army was wiped out within 10 minutes of starting the mission. (Actually, on my first try, they were gone by the time I finished reading the notes, etc. on the map screen.) That left me with no choice - I must've searched houses to find friendly units to join. I played with fairly high settings since I was looking for a challenge: lots of vehicle patrols, units, etc. So on the first few tries, I tried getting to towns, search houses to find some friendlies which I did. The problem is, that none of them ever had any heavy weapons but once the first shot is fired (which is soon, since the enemy knows minutes before I reach town), all kinds of vehicles show up. (Fewest I had on a try was 5.) At that point it's impossible to finish the mission. Of course, it could be bad strategy to go to towns but then I must be missing something here: There are no friendlies left that I can link up with. I can't approach towns because then give away my location (and keep doing so) but that's the only place to find more friendlies. The AI knew when I crawled from one room to another inside an already searched house! Unless I allow no vehicles, most fights end up with enenmy vehicles swarming around with the player having no chance to fight them or to escape them (they know the player's location). Even with vehicles off, the view distance (or fog) forces the player to go very close to places - at 400m most details are not rendered anymore so the player cannot observe towns, camps, etc. from afar. Once you go close enough to see things (even with binocs), the enemy detects you easily. About AI skill: I did a test (several times) - I approached a town the first time (when the door search hint pops up) so I'd get a marker for the door at 200m. I checked to make sure that the door is truly the closest building to my then-current position. Now I started moving towards the building and watched when the AI would notice me - I never reached 100m. Usually when I reach 105-110m, I'm dead (single shot). So if the house gives away my position, it does so at more than 100m and the info is given to the AI immediately who also shoot right away. It also updates this info all the time - I couldn't move in town without the AI knowing about it. I'd suggest that houses only give out a rough location (depending on distance and the number of unsearched houses; 5-10m would be the finest resolution) and only update that information maybe once every minute or two. That'd keep pressure on the player but it'd also be fairer, since the player would have a chance to react: move away, search more houses, etc. AI should also not have the player's exact location unless they learn it through actions of the player. An AI team leader shouldn't be able to shoot at the player at 300m when the player is in the woods and the AI is in town. Again, a rough location (a lot rougher than with houses) would work better. If you think I'm playing the mission wrong, feel free to say so, I don't mind re-thinking my approach but I already tried 6 or 7 times. I don't consider myself a particularly skilled player but I did manage to get through a few tough missions so I believe there are some things that could use some tweaking in yours. Don't take this the wrong way, I know you put a lot of work into it - it shows. As I said, I really want to like your mission, it has great qualities but I think it'd be a lot better if it treated the player more fairly.
  10. I'm pretty sure the mission is forcing 500m view distance - that was the same as Zero. I'm playing on Celle 2 and I have fog starting at 250m and nothing is rendered beyond 500m. (My normal VD is 2000m.) On Celle 2 this makes approaching most towns (at least close to starting positions) impossible. The AI also seems to be extremely skilled - I tried playing this several times and there wasn't a single firefight yet - either I killed them on first shot or the AI killed me with first shot, usually well beyond 200m and mostly among vegetation. Not one exception. I'd expect a ragtag army of various survivors to be somewhat randomly skilled - all the ones I encountered so far were very much like snipers. The only times I didn't die on first shot was when they had no direct line of sight (they still fired countless bullets at my location but the they were blocked). On one occasion, I just started the mission, managed to get close to a town and searched a few houses and ran into a BMP. I ran into the forest but the BMP kept following me, shooting into the forest constantly. I switched into commanding view and saw that no matter what I did, the BMP had its turret pointed at me at all times. I find these very unfair, especially in this mission, since the odds are so much against the player. It'd be ok if the houses give away rough location information but giving out the exact location isn't right. The same with enemy units 'detecting' the player, regardless how well the player is hidden, especially with their god-like skill to shoot without aiming time or without missing. It's not the fact that they do but the distance and extent of their detection ability is what I find problematic. This mission has tremendous potential - just like Clay's Zero, this one is very reminiscent of Abandoned Armies (old OFP mission) but with these problems I wouldn't recommend playing it. I hope markb50k considers changing these because it's obvious he put a lot of work into this mission. Don't get me wrong, I don't expect an easy mission - I do, however, expect a fair one.
  11. I just stumbled upon your mission and didn't have a chance to play through it but I already started with 4.95 so I have a few feature requests if you don't mind: Recognize McNool's Tier 1 Operators if loaded Add time of day at start - all the islands are beautiful and it'd be nice to be able to play in daylight instead of always playing at night. (Unless time is randomized.) Thanks for this mission, BTW, it looks very promising. Edit: did you leave out the Chernarus .pbo from the 4.96 version on purpose or by mistake?
  12. xxbbcc

    J.S.R.S. 1.5

    Guys, is there an alternate download link to the KSVK fix? I tried the link in the download post but that keeps timing out. I don't have SU installed and I'd rather not re-download the entire patch 1 if I can get just this fix. Thx. LordJarhead: thanks again for your mod, it pushed A2 to an entirely new level. Edit: Boxter.dk & LordJarhead, thank you, got it.
  13. xxbbcc

    [SP] Zero

    I have to say this was a pretty fantastic mission, I hope you'll keep adding more detail/hidden tasks to it. It reminds me of Abandoned Armies from OFP - well done. (I only played 1.30 but I'll replay 1.40.) I'm looking forward to other SP missions from you. Oh, in 1.30 I ran into a few bugs - you may have fixed some of these but FYI (warning, may give away details): Thanks again for this mission, great job.
  14. Thanks guys for the new release - CBA is awesome.
  15. Thank you for updating Everon - I really like all the old OFP islands; they have a fantastic mood.
  16. I said this a few times already, but I'll repeat it to keep it on people's mind: I wouldn't mind paying for an A2:OA addon that brings A2 (and even A1) stuff up to A2:OA standards. Optimized maps, units, etc. (After the release of A3, up to A3 standards.) I'd like to have a single game installed that is capable of loading everything released since (and including) OFP. I know it's a lot of work but it'd give us the best (latest) technology and all the content from all the games.
  17. xxbbcc

    Celle 2

    Wow, thanks Mondkalb! I loved the original Celle and this remake just turned it into pure awesomeness.
  18. It seems that the 1.2 version link is dead. Is there another mirror somewhere?
  19. I, too, had a few freezes with this beta. When it happens, the game just stops responding. On one occasion, Windows stopped as well but on others I was able to pull up Task Manager and kill the process. It happened in SP games (PMC campaign missions) and when it happens, nothing goes into the RPT file.
  20. With 295.73 I get constant crashes in both ArmA 1 and ArmA 2 OA - game crashes, blue screens (dxgmms1.sys) every 1-10 minutes of game play. (The duration wildly changes.) When I set Multi-display/mixed GPU acceleration to Single-display performance mode, I get blue screens upon the first in-game 3D scene. (The title screen comes up because I have no island loaded.) Windows 7 Ultimate, 64-bit 16 GB RAM (13 GB available) GeForce GTX 560M, 6GB VRAM (3GB on-card, 3GB shared) Render frames ahead: 1 V-sync: off Full-screen resolution: 1920x1080 (native LCD resolution) Render target: same as resolution (100%) Which driver are you using?
  21. xxbbcc

    [CO] ANZINS Upgrades

    I'm using the latest beta patch and I have the crashes in PMC. It could be a bad combination of addons & PMC, since I have a fair number of other addons. I'm fairly sure that the crashes are not related to ANZINS weapons - the 1.5.3 seems to be working fine.
  22. I've had this problem in this beta several times in various towns.
  23. xxbbcc

    [CO] ANZINS Upgrades

    Thank you - I didn't get it from there before because the link says 1.5, not 1.5.3 - I thought it was an old link. I'll try 1.53 and see if it works. Right now I'm getting routine OA crashes (probably unrelated to your addon - my guess is the latest patch.)
×