Birgrim
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Everything posted by Birgrim
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Recently I've been having no luck piloting SU-34's, whenever I mount in the pilot seat I get no cockpit texture; all I see is the sky and the aiming dot at the bottom of my screen. I've tried changing views to no avail, even 3rd person will not work. Gunner seat works fine, Harrier works fine. Only mod I have been running is the Modwar sound pack. Any help could be appreciated. Resolved the problem by some common sense and tinkering around the cfg files. Here is what was written in CfgVehicles_Air inside the Dta\Bin.pbo that came with the ModWarSound addon. I have compared it to the default values of the SU-34 and filled in the missing fields. It ended up as this. Re-pbo'd the file and now its all working as far as I know. I will do more testing tommorow but im pretty confident that despite the pbo being smaller(better compression?) there wont be a difference.[/b]
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Tried support@idea-games.com 4 times so far. First two times when attempting to recover my ArmA CD-Key I got told that I had not bought Armed Assault. Third time I was again reminded that I apparently had never bought Armed Assault and asked where I had bought it from. Fourth time I was told they had no record of my purchase in their system and asked if I had the purchase reference number for my Armed Assault purchase(Nevermind the fact that it was included in my original support request ). Trying again tonight. Went a step further and included the whole Purchase Confirmation email I received back when I bought ArmA in my support request. Hopefully it works this time.
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I've been trying to download Armed Assault again. Unfortunately, because of a glitch in the system, there isn't a download link to Armed Assault in my account anymore. It appears to have been exchanged with a Queen's Gambit download link. I am now stuck with two download links for Queen's Gambit, in two different languages and no Armed Assault. I've tried contacting Sprocket quite a few times about this issue, even going as far as to forward the original Purchase reference email to them but so far, no success in getting my download link back. Help would be appreciated!
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Hello, I just wanted to warn anyone considering dealing or having dealt with Sprocket and Softwrap in the past. My situation is as follows: I had lost my Armed Assault CD-Key so I went ahead and logged onto the SprocketIdea website in order to recover it. Lo and behold, Armed Assault was no longer in the list of games I had bought and had instead been replaced with a second instance of Queens Gambit, effectively keeping me from either re-downloading or recovering my CD-Key. I took it up with them, informing them of this fact and going as far as to include my original purchase reference email from Softwrap - they would not acknoledge any problem with my account. I finally managed to find the actual SprocketIdea purchase confirmation email and gleefully sent it to them, hoping it would fix all my problems and yet, even with the email right in their face, they will not acknoledge a problem and still require more information, such as a Paypal receipt(which I no longer have) etc. So just a little warning, if you were considering dealing with them, think twice about it. If you were a previous customer - you might want to back up your information, never know how widespread this problem might be. Thanks!
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Just installed patch 1.11. Getting no sound whatsoever when I boot the title. Sound worked fine in 1.08 before installing the patch and now the sound will only work when I turn Hardware Acceleration Off. Always had it on before now. ------------------ System Information ------------------ Time of this report: 3/28/2008, 19:35:28    Machine name: BLAH  Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254)      Language: English (Regional Setting: English) System Manufacturer: System manufacturer    System Model: System Product Name        BIOS: Phoenix - AwardBIOS v6.00PG      Processor: AMD Athlon™ 64 X2 Dual Core Processor 6000+,  MMX,  3DNow (2 CPUs), ~3.0GHz       Memory: 2046MB RAM      Page File: 599MB used, 3339MB available     Windows Dir: C:\WINDOWS   DirectX Version: DirectX 9.0c (4.09.0000.0904) DX Setup Parameters: Not found   DxDiag Version: 5.03.2600.2180 32bit Unicode ------------ DxDiag Notes ------------  DirectX Files Tab: No problems found.    Display Tab 1: No problems found.     Sound Tab 1: No problems found.     Sound Tab 2: No problems found.      Music Tab: No problems found.      Input Tab: No problems found.     Network Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D:   0/4 (n/a) DirectDraw:  0/4 (retail) DirectInput: 0/5 (n/a) DirectMusic: 0/5 (n/a) DirectPlay:  0/9 (retail) DirectSound: 0/5 (retail) DirectShow:  0/6 (retail) ------------- Sound Devices -------------       Description: C-Media USB Headphone Set  Default Sound Playback: Yes Default Voice Playback: Yes       Hardware ID: USB\Vid_0d8c&Pid_000c&Rev_0100&MI_00     Manufacturer ID: 65535       Product ID: 65535          Type: WDM       Driver Name: usbaudio.sys     Driver Version: 5.01.2600.2180 (English)    Driver Attributes: Final Retail       WHQL Logo'd: Yes      Date and Size: 8/4/2004 00:07:56, 59264 bytes       Other Files:     Driver Provider: Microsoft     HW Accel Level: Full        Cap Flags: 0xF5F   Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0        HW Memory: 0    Voice Management: No EAX™ 2.0 Listen/Src: No, No  I3DL2™ Listen/Src: No, No Sensaura™ ZoomFX™: No        Registry: OK    Sound Test Result: Not run       Description: SB Audigy 4 [AC00] Default Sound Playback: No Default Voice Playback: No       Hardware ID: PCI\VEN_1102&DEV_0008&SUBSYS_10211102&REV_00     Manufacturer ID: 1       Product ID: 100          Type: WDM       Driver Name: ctaud2k.sys     Driver Version: 5.12.0001.1196 (English)    Driver Attributes: Final Retail       WHQL Logo'd: Yes      Date and Size: 8/11/2006 14:45:38, 499584 bytes       Other Files:     Driver Provider: Creative     HW Accel Level: Full        Cap Flags: 0xF5F   Min/Max Sample Rate: 4000, 192000 Static/Strm HW Mix Bufs: 64, 62 Static/Strm HW 3D Bufs: 64, 62        HW Memory: 0    Voice Management: Yes EAX™ 2.0 Listen/Src: Yes, Yes  I3DL2™ Listen/Src: No, No Sensaura™ ZoomFX™: No        Registry: OK    Sound Test Result: Not run --------------------- Sound Capture Devices ---------------------       Description: SB Audigy 4 [AC00]  Default Sound Capture: Yes  Default Voice Capture: Yes       Driver Name: ctaud2k.sys     Driver Version: 5.12.0001.1196 (English)    Driver Attributes: Final Retail      Date and Size: 8/11/2006 14:45:38, 499584 bytes        Cap Flags: 0x41      Format Flags: 0xFFF       Description: C-Media USB Headphone Set   Default Sound Capture: No  Default Voice Capture: No       Driver Name: usbaudio.sys     Driver Version: 5.01.2600.2180 (English)    Driver Attributes: Final Retail      Date and Size: 8/4/2004 00:07:56, 59264 bytes        Cap Flags: 0x41      Format Flags: 0x440 -------------- System Devices --------------   Name: Creative SB Audigy 4 (WDM) Device ID: PCI\VEN_1102&DEV_0008&SUBSYS_10211102&REV_00\4&2BE4B97F&0&4030  Driver: n/a WDM Streaming Mixer Devices: Microsoft Kernel Wave Audio Mixer,0x00000000,0,0,, BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,0,encdec.dll,6.05.2600.2180 Encrypt/Tag,0x00200000,0,0,encdec.dll,6.05.2600.2180 XDS Codec,0x00200000,0,0,encdec.dll,6.05.2600.2180 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,,5.03.2600.2180 Audio Renderers: C-Media USB Headphone Set  ,0x00200000,1,0,quartz.dll,6.05.2600.2749 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.05.2600.2749 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.05.2600.2749 DirectSound: C-Media USB Headphone Set  ,0x00200000,1,0,quartz.dll,6.05.2600.2749 DirectSound: SB Audigy 4 [AC00],0x00200000,1,0,quartz.dll,6.05.2600.2749 SB Audigy 4 [AC00],0x00200000,1,0,quartz.dll,6.05.2600.2749 WDM Streaming System Devices: SB Audigy 4 DirectMusic Synthesizer [AC00],0x00200000,1,1,,5.03.2600.2180 SB Audigy 4 Sw Synth [AC00],0x00200000,1,1,,5.03.2600.2180 SB Audigy 4 Synth A [AC00],0x00200000,8,2,,5.03.2600.2180 SB Audigy 4 Synth B [AC00],0x00200000,1,1,,5.03.2600.2180 SB Audigy 4 [AC00],0x00200000,10,2,,5.03.2600.2180 USB Audio Device,0x00200000,4,2,,5.03.2600.2180 BDA Receiver Component: BDA Slip De-Framer,0x00600000,1,1,,5.03.2600.2180
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Hello, this morning I started having weird problems with the in-game multiplayer browser. 1) It takes about 1-2mins to even load into it, whereas before today it did so instantly. 2)It takes another 1 or 2 minutes to start responding, during those 1-2 minutes it is officially frozen whereas before today I had zero problem with it 3)Defaulting to lan, switching it to internet will still list zero game servers, worked fine before today. Note that I can still add and joinservers using the remote option. I have changed nothing about my configuration, firewall, hardware in the last week. Checked the firewall and it certainly isnt the culprit. Anyone else having trouble with gamespy?
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oo that's it, but is there a way to get the facefile lower?? I can only get it to 40kb with photoshop ... If your face.jpg is 1024x1024 then resize it to 512x512. Either that or use a genuine cd-key.
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I voted yes. Nothing keeps server admins to configure PB for certain mods. You want to play Modwar? Join a Modwar server. You want to play FFUR? Join a FFUR server. While I strongly believe the ability to mod this game is its bread and butter, the modding situation in multiplayer is getting way out of hand. Im pretty confident that most people here would voted "No" play coop exclusively on private servers with a handful of friends and such. Good for you. Now theres the rest of us, the competitive players, CTF, TDM, C&H. Have you thought about the new leagues being organised? How are they suposed to keep mods in check. What currently keeps people from having sound mods explicitely made to give away enemy's location? Hearing other people's footsteps from a mile away? What keeps people from modding their soldiers to be running around in neon pink camo? There has already been a mod to change the angle in 3rd person. Where do you think this is going to stop? Either PB or a similar feature needs to be implemented before any competitive gaming can take place in ArmA. Dont be selfish, if you dont want to run PB just turn the damn thing off on the server you play on. Just dont prevent people who want PB from getting it.
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Personally, I've stopped using the Sprocket client altogether and im officially using a different version which requires no authentication I've gotten on bittorrent until they get their shit together. I paid for this game and I intend to play it, by whatever means necesary. They can sue me, but not until after I get a refund. Try their tech support and maybe you'll get the same copy/paste response I got.
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Authentic sound & weapon Mod
Birgrim replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Copy/pasting what I wrote in my other post about the topic. Since I am not familiar with addons and all that, is there an issue if the new pbo file I have made is smaller? Resolved the problem by some common sense and tinkering around the cfg files. Here is what was written in CfgVehicles_Air inside the Dta\Bin.pbo that came with the ModWarSound addon. I have compared it to the default values of the SU-34 and filled in the missing fields. It ended up as this. Re-pbo'd the file and now its all working as far as I know. I will do more testing tommorow but im pretty confident that despite the pbo being smaller(better compression?) there wont be a difference.[/b] -
View first post for problem resolution.
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Authentic sound & weapon Mod
Birgrim replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Hey Pred, I've been having issues with my SU-34 and im pretty confident I have the cause narrowed down to your sound-only mod. Currently using the latest version, whenever I run ArmA with the mod loaded I cannot pilot SU-34's. All I get when I board the pilot seat is a white screen with the little aiming dot at the bottom. I see no sky, ground, trees, cockpit, nada. Gunner seat works perfectly. I tried loading ArmA without it loaded and voila, fixed. This is the errors I get whenever I load a mission containing a SU-34. Any idea what the issue might be here? Thanks. class 'bin\config.cpp/CfgVehicles/Su34B/ViewPilot/' is not defined ('initAngleY' accessed) class 'bin\config.cpp/CfgVehicles/Su34B/Damage/' is not defined ('tex' accessed) -
Do you use @ModWarSound?
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Its currently deemed fair for tanks, aircraft and helicopters. I dont see how a higher view distance would advantage someone with a TOW anymore than it already does with tanks and aircraft. Come again? How do you think anyone in an APC, car or on foot is going to survive with 2000m view distance against tanks with 3000m? Considering the only things that will be able to engage anything at those range will be tanks and aircraft? I know you guys REALLY love your tanks but really, unless TOW Strykers, HMMVWs and their opfor equivalent are given the same effective range that tanks have, the game will degrade into nothing more than a glorified berzerk airport. Tank sitting on a hill 3000m away shooting everything that moves in the base? In berzerk it was manageable until now because they were still within shoulder-fired AT weapons, but what at 3000m?
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Thanks for that info mate, I've sent them an email hopefully they can help. I've given up trying to email softwrap, their customer service is quite the joke. The reply I got below wouldnt seem so bad if I hadnt emailed them my license holder name and purchase reference in the first place. Oh and I got the exact same reply twice to two different emails from 2 different people. Got to love outsourced and/or automated support.
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Hey Karr, with the upcoming 1.06 patch and the fix to the viewdistance you have any plans to mod the TOW and AT-5s to include a better optics? 4x would go a long way. Or something like this Got to give infantry a fighting chance with 3000m viewdistance and all that. Might even make strykers and BMP's more popular. Shouldered AT weapons dont cut it anymore at these ranges.
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My activation number is also not working anymore. Tried emailing softwrap and im getting this lovely message. "Your message Subject: "Armed Assault activation issues." has been delayed for some or all of the intended recipients. The recipients that were affected are: support@softwrapsupport.helpserve.com Your message was received 21:12:15 Tue, 03 April 2007. The mail system will keep trying to deliver your message for another 55 hours 57 minutes." Aint that lovely? :|
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Bump , anyone?
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Reinstalled my OS, drivers, ArmA and it stopped doing it.. then my ArmA locked up in multiplayer and it started doing it again. God damnit.
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I have something similar occurring, the game will lock up and vehicle sounds will go on yet, my in-game cursor will keep moving and I can still alt-tab out. Oddly enough, it only happens in multiplayer on some select servers. Never on others. I can play for hours at a time on Karillion's server, but I'll be damned if I manage to play 15 minutes without crashing on BDA's server. Same map, game version, drivers, computer, you name it, its the same. But only one causes me to crash. Any ideas?
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Oh and I keep getting those error messages when I load the editor with a SU-34. class 'bin\config.cpp/CfgVehicles/Su34B/ViewPilot/' is not defined ('initAngleY' accessed) class 'bin\config.cpp/CfgVehicles/Su34B/Damage/' is not defined ('tex' accessed)
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I think something that could be of use would be encampments - I would have called them Forward operating bases but unfortunately, you already have those in the game. Anyhow, you could call them whatever you wish. These encampments could be made the same way the current ones are - with a truck - difference being, they would not require a ressource point. You could use them to stage attacks from behind enemy lines and/or ressuply helicopters. They could serve as respawn points and also give people the option of spawning SF units. You could limit them to the number of energy points a team has. Selecting them as a respawn location under the current system would list them as: Forward Operations Camp EF-45(that being their position on the map. Any idea if this is at all possible? It would give a more prominent role to the infantry, which is currently very limited. Could make them look like this, too:
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Actually he hit the guy's back he was carrying on the first shot. Might not have been a kill but it certainly was a hit. Lets see, the M24 record depicts an insurgent sitting still in a window at 1200 meters, missing that shot would be a joke. Canadian record was on an insurgent who was walking 2430 meters away. Try hitting a moving target with a bullet flight time of 4 seconds. At that range a simple gust of wind puts your shot way off target. Its canyons and mountains, after all. They say 60% skill 40% luck. 2 shots work for me. Canadian snipers > all. End of the story.
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((Range * mils) / size) / 100 = Magnification ((350 * 6) / 1200 = 1.75 ((400 * 5) / 1200 = 1.66 ((500 * 4) / 1200 = 1.66 ((600 * 3.5) / 1200 = 1.75 ((700 * 3) / 1200 = 1.75 ((800 * 2.5) / 1200 = 1.66 Seems pretty close. Of course when I calculated ranges in game I wasnt doing it precisely to a tenth of a mil, so results may vary, works for me though. :P *Edit* Ok I went back and got it down more precisely. ((300 *7.2) / 1200= 1.8 ((400 *5.2) / 1200= 1.73 ((500 *4.3) / 1200= 1.79 ((600 *3.8) / 1200= 1.9 ((700 *3) / 1200= 1.75 ((800 *2.6)/ 1200= 1.73 Makes even less sense now. *Edit again* Modified the mil values above so I would achieve a 1.8m target height, thats what the exact mil readings should be. ((300 *7.2) / 1200= 1.8 ((400 *5.4) / 1200= 1.8 ((500 *4.32) / 1200= 1.8 ((600 *3.6) / 1200= 1.8 ((700 *3.08) / 1200= 1.8 ((800 *2.7)/ 1200= 1.8
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Well does anyone know the exact height or soldiers in ArmA? I've been trying to make the Mil formulae work in ArmA and so far it hasnt been working out too well. If someone has managed to make it work I'd be interested in hearing about it. Despite the fact that I cannot get the official Mil calculations to work in ArmA, I still managed to create myself a table to calculate distance to target and elevation required in order to hit. What bugs me is not being able to make any sense of it. It seems pretty random so if someone could look at it and come up with an equation, it would be nice. Targets Height / ~Distance / Elevation to Hit 7mils / 300M / 0mils 6mils / 350M / 0.5mils 5mils / 400m / 1mils 4mils / 500m / 2mils 3.5mils / 600m / 3mils 3mils / 700m / 4mils 2.5mils / 800m / 5mils I get the feeling im going to get sniped alot more now that I've given up my tricks.