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Everything posted by Balschoiw
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There came a T-Shirt with the German collectors edition. Still the size is "M" and therefore I never used it as it´s simply way too small. Don´t ask me why the german publisher sent out M size T-Shirts. It´s simply stupid, but if you are something like a dwarf or even worse, a female , you probably would have fun with it.
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Gore Limb Dismemberment Mod? WIP?
Balschoiw replied to =Spetsnaz='s topic in ARMA - ADDONS & MODS: DISCUSSION
No. The 7.62 doesn´t fragment that easy. It simply goes through and it does not rip off your arm. That´s simply nonsense. It´s easy to kill someone with a G3 if he´s hiding behind a little tree as the projectile simply goes through, this also applies to human bodies. With G3´s you often get 1 shot, 2 kills if an unlucky guy happens to stand behind the initial target. Please refrain from posting things you are not sure about or simply don´t know. -
Yes it´s overclocked but that shouldn´t be a problem as it doesn´t produce any errors when stressed badly overnight with CPU loaders. The heat is neither a problem as I really have a fat CPU fan and 2 80mm case fans plus a 120mm fan blowing directly over CPU and GPU. The temperatures don´t show any abnormal peaks neither are they higher than average. Needless to say that I had no issues like that with the last beta patches.
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I guess by now we can say that Arma will most likely never be 100 percent working in many aspects. There are simply too many unadressed things and bugs or missing gameplay features in Arma that will most likely never be adressed as BIS focus is more on producing Arma 2 now. The problem I personally have with all this is that Arma in the first place was up to now never as "finished" as OFP was and most likely will never be that "complete" as OFP was. BIs twiddles here and there and for some users this means better performance while for others it means less performance and less stability. The AI is still only acceptable when on foot. If the fly or drive you can experience funny things but most of the time they end up getting stuck or killed somewhere. Either the Arma territory is too complex for AI (Towns, hills, etc) or the AI is too weak for the surrounding. What I´m really concerned about is that all BIS games base on evolution means that the core stays the same and new modules are added or modified. If this is the case I don´t have my hopes up high for Arma 2 to be honest as Arma certainly is no good base to start from with all of it´s problems, bugs and missing things.
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Need two lane bridges, not one for sake of AI
Balschoiw replied to ModaFlanker's topic in ARMA - GENERAL
I´m not sure but I guess the major problem for AI is the raised object density along roades and their tendency to do evasive maneuvers when braking. This is what ruins any convoi through a village with a crossing or a town. Bridges are like a gameshow, you never know what will be left of a convoi if you send one over it. Sometimes it works great, next time one AI decides to evade the vehicle in front of it and either gets stuck on the bridge or drives through the bridgewall to drown itself in agony. It´s a pure pita like that, but all the "improved AI" things that came with the patches didn´t really solve all those problems. Bridge crossing for infantry units seems to be "ok" in most of the cases but vehicles crossing a bridge are still solid drama. Using limited speed, sophisticated placement of wp´s strict combat modes, whatever. Tried everything, little effect. 10 out of 50 times AI drivers waste it. It´s really unsatisfying, especially if you create a mission that demands AI to cross a bridge. At some point you simply give up and scrap the mission as there is no way to make sure that it will work 100 percent. -
After testing the patch for some days now I have to retract my previous statement of raised performance. In fact the performance is worse now. This is most noticeable at misions with many AI units or smoke sources. The game turns into a slideshow then and I experienced 7 CTD´s so far while playing the 1.4 patched version. LOD issues specifically in towns are still there. My System: Athlon XP 3000+ @2,4 Ghz Leadtek 7600 GT AGP 256 MB 2 Gig Geil DDR -Ram No Pagefile Lots of HD space Soundblaster X-Fi Previous versions gave me better performance and stability.
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That´s most probably a result of your hardware that is at the lowest line of minimum specs. As a result pathfinding calculations are very limited.
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While playing a mission I realized that searchlights do shine through solid terrain. I was behind a hill and could see the shine of the searchlight through the hill with no problems. It did not blind me but it is clearly visible. If you need a screenshot or demo let me know. Needless to say that it looks very strange.
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Okay. Overall nice patch, good performanc, thx for the extra units. Can´t comment on the Mp updates as with Arma my internet connection is too slow to play online while it worked with OFP. Still: There are still things in Arma 1.4 final that haven´t been fixed since the release of Arma. 1. Kamov gun is not aimable via guncam. Worked perfectly with OFP but with Arma it´s a dead duck. 2. Thx for not implementing a consistant method of steering vehicles up to now. This feature or alternative to using a joystick or gamepad has been asked for since Arma has been released by a big number of players, still nothing has been done to support keyboard+mouse players. Big letdown from BIS here. 3. AI is still shaking in place. Wasn´t this supposed to be fixed ? To be honest, performance is good now and I thank BIS for that, but simply ignoring basic gameplay wishes and fixes is beyond my understanding. For a final version this one still lacks too much.
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Ah... we are wary curious
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Hifi Sound FX V1.00 Released
Balschoiw replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
There has been a bug in Arma. If you start on a surfacetype and keep walking or running onto a different surfacetype the sound doesn´t change. Once you stop on the new surface and move on the right sound is played. Don´t know if this bug has been fixed yet. -
Gore Limb Dismemberment Mod? WIP?
Balschoiw replied to =Spetsnaz='s topic in ARMA - ADDONS & MODS: DISCUSSION
Apart from the engine limitations of Arma that will always make an implemented feature like this look stupid, I don´t really see how a mod like this would be contributing to gameplay. As others have said there is currently no proper implementation of field MASH or medical treatment as a whole. Additionally a wounded with missing limbs is most of the times a thing that can´t be handled with by field medics. The only thing you can try to do is to stop the bleeding more or less and call for medevac. It´s not only the loss of the limb but the state of shock that puts the guy in life danger. Apart from that, mutilations are not that frequent in the daily life of an infantry soldier. Fragmentation grenades are overrated in that aspect by both, movies and games. You will have dismembered limbs if you hit a body with really large calibers from tanks, helos, etc but usually the result of such is a total pizza. The typical limb loss happens when stepping on AP mines, driving over mines in a vehicle or hitting a hidden charge and not with regular infantry weapons used in Arma. Again I don´t see the gameplay relevance. To me it is at least worrying that people do need such in a game to make it "better" for them. Personally I don´t want to have a reminder to what I´ve seen in real life when I play a game. But that´s maybe because I´m old and fed of the overdone damage display in games and movies. Much more often death in combat is a quiet rat that comes and gets you whithout much drama bang and puff. -
I don´t like Post-Effects that much. They always make me think that I need glasses. While I see the reason to approach these things with the natural limitations of humans eye I don´t see why things displayed on the monitor should artificially be blurred to death as the monitor FOV already represents a focus. In fact I find using the post-effects hindering and only little contributing to a game in general.
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I´ve seen an interesting documentary lately that showed an old couple that actually managed to get their land separated from australia and now they have their own currency, poststamps, law, etc. They are running a souvereign country within Australias borders. The story was funny as the old man officially declared war on australia and handed his declaration to the australian government. They didn´t take him serious, but he used a loophole in the australian constitution that states that if the country does not win the war within a certain time the land is free to go. They all laughed at him when he declared war and did nothing relying on courts decisions. In the end it was ruled that australia has "lost" the war and the country was separated from australia. The government was in shock but the old man actually was right and had the smartest tactics that finally suceeded. Now tourists go there to visit them and buy some souvenirs. Apart from that a lot of companies have their residence there (mailboxes) because of the cheap taxes for them. Quite some smart old man, isn´t he ? If anyone here knows the name of the country let us know. I don´t remember the name. This story is actually true. Edit: Found it. It ´s the nation of "Hutt River" Check out their history, it´s quite entertaining Hutt-River homepage Here´s a picture of Prince Leonard, the founder of the kingdom or province : The even have their own national anthem
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Help!! why addAction shows the acction!??
Balschoiw replied to blackgrain's topic in ARMA - MISSION EDITING & SCRIPTING
You took the wrong approach. Check this thread for a way to solve your problem: Limit addaction for one player only -
Doing a recon style mission?
Balschoiw replied to mechastalin's topic in ARMA - MISSION EDITING & SCRIPTING
Additionally you can use the eventhandler killed for a large trigger covering the base or zone you´re operating in. Once someone from the enmies side is killed you can do things like raising an alarm, changing the combatmode of the units in the trigger, have the enemies mount vehicles to search for you, etc... I use this in a stealth operation - mission I´m working on. You have to blow a radio tower before you attack a camp. This way they are cut off from communications and can´t call for reinforcements. If you kill someone before the tower is blown there will be an alarm, they will call in helo support and a blackhawk full of high-skilled Spec-Ops will land in the village covered by smoke who will end your life pretty soon. Of course this only happens if you do not act according to the plan. Some may think it´s overdone for something many people who play the mission by the plan will never see, but I like such stuff as it actually portrays consequences for the players ingame behaviour and it´s better than just ending the mission with a "mission failed". -
Nonsense. You simply need all of the slots in your gear for the explosives. That´s why you have no ammunition. Would be kind of funny to see the threads that say that you can´t blow up the bridge because you have only 3 of them with you... Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side.
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Tooting into the same horn. I have a 7600 GT AGP and these drivers are actually the fastest and most reliable ones for my card. Newer NVidia drivers do not support any specific changes for the older generation cards. Using a 6xxx or 7xxx card you simply do not benefit in any way from using the latest Nvidia drivers. I´ve tested them and my performance was even worse, so I chose to stay with the excellent Leadtek 94.24 drivers for my card that are recommended by the manufacturer.
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And what did the Tibetians gain from it, apart from supression, removal of their religious freedom and distributing their belongings among the chinese ? Seriously guy, put your propaganda nonsense to where the sun doesn´t shine. That´s the right place for it.
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Unfortunally this is just PR and not the truth. Pinnacle made up some of the test-results and have already been proven wrong. It was a blatant lie from Pinnacle to label the SOV 2000 vests as being NIJ certified Level III armor. That´s one of the reasons why the Air Force expelled them from participation in government contracts with the service. Read the transcript of the inquiry that depictures the failures of the DS armor produced by Pinnacle here Apart from the failing in tests the DS is simply ouright too heavy to be used in a suitable manner. The system currently being shipped to Iraq, the MTV (Modular Tactical Vests) produced by Protective Products International is also in question as it´s extremely bulky and it´s 30 pound of weight put an additional burden on the soldiers. To make it even more funny the vest has an emergency cord that can be pulled when a soldier has fallen into water or got stuck with the vest. The problem is that often this cord gets pulled by the equipment or when leaving or entering a vehicle by accident. Then the hole thing simply drops off, leaving the soldier in the field with his pants down. I´m all for improving Arma ´s armor system, but you have to be aware that improved armor also means reduced agility, reduced endurance, reduced speed, reduced ability to carry equipment. If this is portrayed along the new armor systems in the game I´m fine with it. If not, it´s simply a joke, as people would uparmor them to their teeth without having to face the reality consequences of such. If it does influence all the above it could be an interesting addition to certain gameplays, as for example agile units wouldn´t wear heavy body armor but at the same time would make themselves more vulnerable to enemy fire while uparmored units with heavy armor would play the price by being slower, sooner exhausted and unable to carry much euipment as a price for their increased bullet-resistance. I don´t see how this should be practicable with AI though, unless BIS comes up with a Gear setup screen in the editor that allows you to distribute equipment to a group of soldiers at once, as a mixed euipment platoons will simply fall apart when moving through terrain, given the restrictions followed by the use of different bodyarmor types.
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Thank god it was a joke. Keeping in mind what list of bugs 1.11 still has or produced I was seriously shocked to see a final announced as this would have meant an overall bugged final version. So... puh...
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Actually not. It´s the biggest nonsense they have served us. Go play the Delivery boy mission with mouse and keyboard and you´ll understand. It´s simply stupid and what I like most is that BIS does absolutely nothing against it while it´s one of the most wanted fixes since Arma has been released. I don´t take washy excuses anymore as they seem to have all the time in the world to embedd new features like VON as it will certainly be a new part of Arma 2 while we still have to wait for bugfixes that are so old that they are falling over their own beard. If this "control" system isn´t extended or fixed for Arma 2 I certainly won´t buy it. I have no interest in unguidable vehicles anymore. I simply have enough of it.
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Waypoints and conditions [not working?]
Balschoiw replied to icewindo's topic in ARMA - MISSION EDITING & SCRIPTING
You can use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname assignAsDriver carname; [unitname] orderGetIn true This will assign "unitname" as driver for "carname" Problem in your setup is that GetIn waypoint is number 0 on the list, that means the unit will go there no matter what. Use the above code in your OnActivation of a timed trigger that fires when the conversation has ended. Do so by inserting a time delay into the 3 center timeboxes according to the length of your sample. -
Wearing a backpack should come with a movement limitation in speed, dexterity and agility. Just like the real deal. Additional weapons are imo a bit nonsense as you hardly ever will be given a second primary weapon in real life. Additional equipment, yes. Additional ammo, yes. A shovel for digging foxholes (me wants to make use of deformable terrain), yes, but no 2nd primary weapon. This would simply turn Arma 2 into a comic.
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Did some further testing on the sky and found that using the set overcast in a script often does at some point feeze the sky. I have a mission where cutscenes are spread over several days and weather situations. These skiptimes and weather changes are done by scripts and I found that at some point the sky tends to freeze. It also seems to happen with raw 1.11 sometimes but more often with the mod. Looks like an engine problem though. Cheers.