-=seany=-
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Everything posted by -=seany=-
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Yeah, I noticed this vehicle does not sound very nice. It's missing something and there seems to be distortion on engine sound when you are moving with throttle on. Sounds unfinished.
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Yeah your right. Wonder why they did that then? mistake? Jeez only owned the damn thing for less than an hour and already have to make Dev heaven report! lol :D
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Had a go of the DLC. As usual, first thing I try is spawn all the new vehicles in the editor to test them. I get to the APC and see the water jets so head straight to the river(Bystrica) to get to explore the other side, but alas : :( Any chance you can be faithful to your defence forces equipment and give us some amphibian action :) ? Or is it not possible with Wheeled vehicles in the Arma engine? Bystrica is nice, but you can't help think how nice it would have been to have the whole of Chernarus re-textured, or even a few more enter able buildings. Noticing the latest LOD problem quite badly here too. It also seems to be causing performance problems. Not all complaints though, the content seems good, the detail on that T810 is excellent. Haven't finished looking at it all yet or tried the missions. Cheers BIS
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Escape Chernarus (Mission Release)
-=seany=- replied to engima's topic in ARMA 2 & OA - USER MISSIONS
Fun Mission, thanks! Only played a handful of times, but it's one I can see myself and a mate coming back to. -
LOD switching issue since 1.62
-=seany=- replied to .kju's topic in ARMA 2 & OA - BETA PATCH TESTING
So what changes exactly are in the new patch that are just for DayZ that have ruined Arma2 the Milsim? I personally can't think of any. People are disappointed that the Linux server patch is taking longer than we would like to be released, some folk don't like the changes to the weapons(non DayZ related) and finally there are some LOD problems with the recent patch. Nope....I still can't see the connection to ruined Arma milsim, this patch and DayZ....hmmm -
[1.62] Frozen after clicking multiplayer
-=seany=- replied to Debo's topic in ARMA 2 & OA - TROUBLESHOOTING
Arma "hangs" if you try to open the multiplayer section and no network is found. It will respond again after 30-60sec (rough guess) though. -
Add a "Exclude" option to server browser, can't find servers because of DayZ
-=seany=- replied to zamani532's topic in ARMA 2 & OA - SUGGESTIONS
....And as if by magic.... :party: http://www.arma2.com/beta-patch.php -
ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Woah, its out! Epic change log, thanks BIS! -
Welcome to Arma/Forums. I don't think it will be a problem. We used to use the injector with Arma before it was added officially.
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Printable Chernarus Maps for free :)
-=seany=- replied to Starscrye's topic in ARMA 2 & OA - GENERAL
Another mirror would be good, please. I already bought the Chern map, but it's getting worn very quickly. I don't want to destroy it, so this will be great for me, if it is what it says. -
They will also drive more straight if you issue the "safe" or at ease command. They swerve around when the are in "Danger" mode. ^ Clicking the map works quite well too.
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The game slow down while i look at vegetation
-=seany=- replied to Inexorable's topic in ARMA 2 & OA - TROUBLESHOOTING
I find most games do, although I haven't used XP in a few years now. I'm on Vista at the moment, forced to run it for DX10/11/ 3d vision/ etc :/ . M$ seems to not understand the concept of releasing an OS that actually performs better than the old one, not worse. They just expect you to throw more hardware at it to solve the performance problems. I do find Arma's own AA quite demanding. For example Arma's LOW AA uses more resources than forced Nvidia 2x AA, but unfortunately this doesn't work with Arma any more, for some reason. I use FXAA now instead. -
Improved tone mapping for 1.61 proposal
-=seany=- replied to maruk's topic in ARMA 2 & OA - BETA PATCH TESTING
I think part of the overly dark problem with the Tone map changes is that it makes the "HDR Adaptation and eye adaptation" seem worse. Although, I haven't tested those recent settings mentioned in the last few posts. But that is what is causing people concern. My best analogy for it, is that it is like wearing sun glasses. That is based on the most recent beta 94444. -
Your welcome, glad it worked!
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Doubletapping nupad -, does not always work, why?
-=seany=- replied to johanna's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
In my experience you can only "lock" zoom when on foot and not in vehicles, which is disappointing. -
Try turning off AToC: Go to the ArmA2OA.cfg file in My Documents/Arma2/ and set AToC=0
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So...we are getting Dog related things in this DLC then..interesting!
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The old receiving-data-while-already-in-world-bug/feature
-=seany=- replied to roguetrooper's topic in ARMA 2 & OA - SUGGESTIONS
If your seeing that now I'd say it's something to do with the server -
Who's attending : REZZED - The PC and indie game show ( feat, DAYZ )
-=seany=- replied to jerryhopper's topic in ARMA 2 & OA - GENERAL
Nice, did anyone film the talk? -
Who's attending : REZZED - The PC and indie game show ( feat, DAYZ )
-=seany=- replied to jerryhopper's topic in ARMA 2 & OA - GENERAL
True, it's nothing new. Previous examples are Desert Combat for BF1942, that generated sales way beyond 1942's life span (of course EA failed to grasp this and stuck their corporate head in the sand). And then of course, who could forget CounterStrike? The HL games are great but they owe a hell of a lot of those sales success to CS. -
Who's attending : REZZED - The PC and indie game show ( feat, DAYZ )
-=seany=- replied to jerryhopper's topic in ARMA 2 & OA - GENERAL
Looks cool. I want to see more info about it on here too. There are plenty of Dayz fans on here. Just a few noisy people who don't like it. -
Look down and the world begins to glow
-=seany=- replied to Sc0r's topic in ARMA 2 & OA - TROUBLESHOOTING
Yep, this is annoying all right, but I believe the method that causes this is a limitation of the Game engine. It is trying to simulate the way your eye reacts, like the exposure setting on a camera. Closing the iris when it gets bright (looking at the sky/sun) and opening it when it gets dark (looking toward the ground). Recently there have been some changes made to the colour/brightness "tone" that is making this seem worse (although only if your using a beta patch). I think it would be nice if they could ease back the amount of this exposure change and maybe make it react a bit faster. I sure this must be possible. Anyway, welcome to Arma and the forum. :cheers: You can look in this thread to see more opinions on the recent tone changes : http://forums.bistudio.com/showthread.php?135667-Improved-tone-mapping-for-1-61-proposal -
WarFX : Blastcore
-=seany=- replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cool to hear about the new car! Sounds nice, hope its going well. I have noticed a bug where the bullet impact effects don't show some times. I would say it could be as much as only 4 impact effects for every 10 rounds fired. The thing is, it only seems to happen online, I tested offline and couldn't get it to happen once. The gun I was using was M4203RCO 30rndStanag (it happens with all rifles though). I turned Blastcore off for a few games online and never noticed one missing impact effect. Is this a known issue, or could it be fixed/looked at some time? Thanks! -
ARMA 2: OA beta build 93965 (1.60 MP compatible build, post 1.60 release)
-=seany=- replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I don't mind bloom, Blur and DOF. But I do think we should have much more control over the Post Process options. It does suck being forced to use Bloom and blur if you want SSAO and you don't like those other effects. My biggest problem PP effect is Bloom, I really like the effect, but I don't like how over done it is, the option to turn down a couple of notches would be nice.. Also, I'm no programmer but I can't see "engine limitation" being a reason to not allow us to have more control over these effects. Still, good to see some more .cfg options making it into the UI. -
Force AI driver to hold position after human commander disembarks
-=seany=- replied to Zellfisch's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
If you Re-give the command to stop after you disembark, will that not make him stay halted?