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ArmaVidz

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Everything posted by ArmaVidz

  1. Sounds like you need Durg's help. Whatever happened to Chris. I'm lurking btw. You sexy sound making love machine Chammy. PS: Bananaphone
  2. Hey fellas long time. Been out of contact for a long time. Any plans on improving the stock disembark animations / visuals?
  3. Depiction = Immersion. In this case the game is trying to depict a group of human beings getting out of a vehicle. Disembarking (from what I see in ARMA2 videos) appears to be the same 'ol wonderment of: "I mysteriously appeared through a solid metal plate" - or something to that effect. Good God, how this looks in it's current state, and, how this function remained unchanged from ARMA 1 to ARMA2, is beyond me. Complete immersion killer considering an alternative that depicts a more-correct visual of disembarkation. A little bug in the ear for anyone interested in listening. Vidz :bounce3:
  4. ArmaVidz

    HWM ADDONS PACK V4.0 - WIP

    Just out of curiousity, has BI helped you with any conversion info for ARMA2 so that you can start converting before the engine is out?
  5. ArmaVidz

    Khyber Pass (SP)

    This may sound daft, but are the Taliban units and Desert Wasteland required if you're running the ACE version? First post says Jonny's units are not for the ACE version, but doesn't mention if the other two are required. Looking forward to it  Vidz
  6. This happened to me quite a few times as well - although I couldn't (at the time) reproduce the 'actual' problem. It was like the clientside config was getting corrupted after being edited (notepad) - although there were no visible problems in the file itself. A simple fix is to use the ace_clientside_config from the 'backup' folder in the same directory.
  7. ArmaVidz

    Omaha Beach

    When I first launched the map in MP (non-dedicated machine) with some other mods, namely 31stWWII, ACE, QG, and a couple others - the whole shibang locked my computer right up. When I have more time I'll try to post back.
  8. ArmaVidz

    ArmA Editing Guide - English Version

    <span style='font-size:13pt;line-height:100%'><span style='color:blue'>Thank You!</span></span> <- Another massive banana moment! You sir, are a professional.
  9. Simple: Unity. And: Because they can. Monty, it's seriously time for you to depart posting in this thread if you cannot actively control the manner in which you type. It's rude, and not appreciated. Your personal issues considered, it's still rude and ignorant to be posting in such a manner. Are you drunk?
  10. ArmaVidz

    OH-58 Kiowa Warrior

    Long awaited, highly anticipated. I am trying this right now, thanks Southy!!! Edit #1: The flight model is fantastic - you've really outdone yourself on this one Southy! Not that I consider myself a pilot in the least, but I can put this beauty down on a rooftop (for testing purposes only). Man, if you ever get a chance to alter the BI default flight models/characteristics. There are minor issues, as I am sure you aware. -Some areas of cockpit are transparent (left/right sides) -No damage textures for fuselage. -Main rotor sound: sounds distorted at times. -Cockpit guages still a wip(?) Fantastic work!
  11. Further discussion on the matter is not necessary, folks. The concern has been raised and I am sure the ACE Dev Team will address it. Vilas, can you check your PM's and reply via PM? Â
  12. ArmaVidz

    Suburbans

    Cool rides.
  13. Wicked ride, dude. The North American vehicles really go a long way to change the scene of ArmA. Are the doors going to open and close? An outstanding example of door usage (imo) can be found in NZXSHADOWS' Up-Armored HMMWV's here. Vidz
  14. ArmaVidz

    How big is your ArmA Directory?

    what a coincidence, mine is 18.3GB's as well. I've been able to downsize alot since Advanced Combat Environment hit the scene.
  15. ArmaVidz

    F-15 Eagle/Strike Eagle

    Eble. Love it. Yeah, little details someone pointed out are off - but the jet itself is fantastic. You and the fellas who are helping you out should be very happy with your efforts. All these planes are awesome. Thanks. Vidz
  16. Even stationary trains would awesome, sitting on the tracks. Other possibilities might be making long areas of tracks where the train travels out of view(into or under something) and then is deleted, replaced elsewhere. Train tracks are looking fantastic. Any chance of having some dead horses (even stationary, non-moveable models) available? Cheers Vidz
  17. Yep, I'm in agreement. I think a little hue adjustment would be good enough to the custom grass you made. I'm not trying to bog you down with major changes, just a slight change to the texture hue, actually.
  18. LOL Oh okay. It looks good, I like it, I just wasn't sure, by the screenshot it looked like many crossed dark textures or stems. No worries, it's lookin good. The best grass looks a little disorganized anyway...random.
  19. Looks like it's coming along nicely Rip/Beton. I've attached a pic that is slightly edited in hue, of the long grass you made. It's not bad at all, especially mixed in with the long grass and yellow flowers from stock armed assault. I like it. I would say it just needs a different hue to look slightly more yellow/green. In the grass, there are a couple crossed lines, maybe they are stems or something, they just make the "crossed" look a little too busy. Love the new sounds, they have lots of reverb, very cool.
  20. I have to agree, these would be nice to be included in future patches and releases. Even if they are not "todays" Seals. These Seals were fantastic. I hope everyone sees ACE for what it is, what it stands for, and what it will be: THE unification package that Armed Assault was waiting for. Once all the third party addons are integrated, there should be at most, one other addon needed to be downloaded/loaded in order to get on any server. The development team from what I can tell, is working (almost feverishly) their butts off despite many bumps in the road - and their doing a fantastic job, I might add.
  21. If you navigate to your ArmA installation directory, in the \Dta\ACE folder you will find the file "ace_clientside_config.hpp." Open it and change the Class Hidding section from hidden to visible. I cannot post the string to change in the forum, as the forum truncates the string. It is the ACE SCOPE SHOW BIS hidden string under "ACE MOD" - "Class Hiding" Note the two underscores before the word "visible" or "hidden" This will show all default BIS classes.
  22. If it makes a difference to beta test the map, before making suggestions then yes, it would be preferable to try; if only to validate my suggestion to add Porto or Afghan Village grass.
  23. Would this cause a QG requirement? I am pretty sure it would, yes. This is a personal preference of course, but I just think that grass would be the absolute perfect grass for the bluffs. edit ...or the grass in Opteryx's Afghan Village. Another option to consider Rip, is to use Proper Plants? Just a thought, I haven't tried them...might help with a further performance increase.
  24. Personally, I would really like to see Porto's long, flowing grass on the bluffs just above the beaches. Mixed in with the long "north sahrani'ish" long yellow flowers mixed in with grass. I've seen from screenshots you already have that. Some variance in terrain, like pseudo impact holes in the plateau above after the bluffs, would be wicked.
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