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Everything posted by algrab
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Awesome work with this mod guys!
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terrain [WIP, ALPHA] Jasło, Poland
algrab replied to Mustang_185's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you mean 5 store buildings they were really called khrushchyovkas in ZSRR, no idea how outside, probably the same in PL I know 7 store buildings were called "Leningrads". Not sure if you refere to this. Funny thing about the Lenningrad building was an elevator with ground level marked with number "1" , so called "pyervoy etage". That way to go to 7th store (as we see it now) you had to press "8" :) -
Community Upgrade Project - CUP Terrains
algrab replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
there was such a mission back there... -
The Unsung Vietnam War Mod v3.0 - ALPHA Released !!!
algrab replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Needed SP or MP mission-s for this mod. Have you got any? Meanwhile: -
[WIP] PSZ: Polskie Siły Zbrojne (Polish Armed Forces)
algrab replied to kuIoodporny's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is gonna be badass mod! You will be crying in happyness when you see it B) -
Since I like OFP I would second that. BTW: below a picture of receipt of my OFP purchase on 29th of december, 2001. :)
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
algrab replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Somewhere outthere there is a famous internet little movie saying (or to be more specific singing) "Thank you, Bohemia"... ...Well, no. Thank you Q, and I mean it. And to all other modders who try to push this game anything close to playable state, we salute you! -
Sound mod still hearable after deletion.
algrab replied to wolfsharps's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Key-word: Arma3Sync -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
algrab replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Outstanding work gentlemen. -
Great job as always Winters! Awesome M14's!:)
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Ha hah. We, the "bloody forigners".
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2.0 era already? Darn, I thought it was stlill 1.63.112555!:butbut:
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Yes you have a written permission to bring Tonal to A3 if you promise that following sounds will come along: "Agu-jagu!" "Ogadi!" "Amleykum!" and the similar rest origin from OFP Tonal :)
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Can we tweak the basic.cfg while the server is running?
algrab replied to piffaroni's topic in ARMA 2 & OA - Servers & Administration
sorry I posted in wrong topic, mod please delete this thank you -
ARMA 2: Operation Arrowhead - Linux Server beta 1.63.112555
algrab replied to Dwarden's topic in ARMA 2 & OA - Servers & Administration
FALSE alarm, false alarm. Everything is fine with this - i have been in a wrong testing enviroment. Sorry for the mess. -
ARMA 2: OA beta build 112555 (1.63 build release, not backward compatible)
algrab replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
-nologs. well, that's what happened to me when dedi was run with 112555 (163) and both params in line previously server was beta 103718 (162) with -bandwidthAlg=2 will see after more testing on weekend maybe. EDIT: after weekend testing - all fine, false alarm. Cheers. -
ARMA 2: Operation Arrowhead - Linux Server beta 1.63.112555
algrab replied to Dwarden's topic in ARMA 2 & OA - Servers & Administration
have you used -nologs param together with -bandwidthAlg=2 param? For me on windows server it created yellow chains and "loosing connections" msgs on clients -
ARMA 2: OA beta build 112555 (1.63 build release, not backward compatible)
algrab replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
oh, and don't try to add -nolog param to your server start line if you already use -bandwidthAlg=2 param it will cause "loosing connection" msgs on clients so question here: is -bandwidthAlg=2 param becoming obsolete with this 163 beta ? is -nologs param only for clients and not to be used on server? -
ARMA 2: OA beta build 112555 (1.63 build release, not backward compatible)
algrab replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
In other words there is no need to reinstall the whole game if you want to revert to 1.62 (beta or stable) from 1.63 beta. What's more, if you like you can even use both versions of the betas in turns, by simply moving the "beta" folder around your harddrive. -
Hi, I know this was already posted before, but was mistakenly understood by forum HQ as a request for an addon, which was not. Since more than a year before there is a working and existing modification to RHS Cargo System (ACE compound) enabling troops to embark and ride both sides of AH-64 Apache. Outside of the cockpit. Modification was done by ACPL's talented modder Winter5 as an inspiration from real life stories about real troops and pilots being recovered from shitty situations using that manouver. And those birds. Sorry I cant you provide with direct link right now, but you might stay tuned if you like. The addon is ready as it worked just fine in MP enviroment. If you think it could be valuable for you, please leave your comments in this thread. If the time shows right, download link will be available also in the first post. Thank you.
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Maybe I could take back the "conflicting mod" part of my post, all because of lack of answer to my previous question about what removed the parachutes. All you have to do when using both mods is to keep in mind one can influence other in certain ways. Such as if you have a I44 mission to be played along with Pacific mod you might want to add this to the units: this addBackPack "WX_us_parachute_backpack"; Our dedicated server seems to work fine with both mods as they are.
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Sounds immersive. Thank you. The P51-D is my love bird. In the mean time: What I can confirm from my personal tests is that adding Pacific mod to the mods line altogether with I44 causes the parachutes to dissapear after the drop. At this point it is a conflicting mod, sorry.
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Can you please specify what addons were conflicting? We have the same issue with parachutes since the last mod patch but we have been using constant mod collection alltogether with I44. No problems untill now. What did you remove from your Arma that fixed the parachutes?
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How can I implement the saving system into my own mission. How do I do that? So I can save it at any time and then read the save from RPT? I am trying to look inside unpacked Advance & Secure mission but I cannot see what sections are responsible for this. What do I need to do? Thanks!
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the article doesn't so far cover the usage of following start parameters: -cpuCount= -exThreads= might be important