Jump to content

baddo

Member
  • Content Count

    1295
  • Joined

  • Last visited

  • Medals

Everything posted by baddo

  1. baddo

    Single player Demo

    Well I have played the coop mission in the demo alone a couple of times and there is no problem at all, the opponents are AI and the other team members are AI too, and are in fact quite good fighters so I see no problem with it. Practically it is the same as if you played a "normal" single player mission.
  2. baddo

    Demo today....WOOT

    I recommend updating to the latest DirectX. There is no reason to install old versions.
  3. I fully agree. There is no doubt about BIS not wanting us to start modifying the demo or adding content for it so, if it is not possible then it is perfectly OK for me. Baddo
  4. Hi I used Kegetys' cpbo and unRap to examine the demo's files and those programs seemed to work without errors. I couldn't get a modified MPMissions.pbo loaded into the demo. Must be the .bisign file in the way, it obviously includes a checksum of the .pbo and if you go and modify the .pbo then the checksum doesn't match anymore and your .pbo gets rejected. Removing the .bisign file did not help. I'm curious if someone has found a way around this little problem (other than buying the game). It's OK BIS, we are all going to buy the game anyways so you're not losing anything How are the mission pbo's made in the full version? Does the mission editor create a .bisign file when you export a mission as a pbo, or is the .bisign not needed at all there? Best Regards, Baddo.
  5. baddo

    RIP Turkmenbashi

    May His soul rest in peace. I hope the people get to choose a new President themselfs, in a free election.
  6. baddo

    Merry Christmas

    Hyvää Joulua!
  7. baddo

    Firefight Sounds

    After a couple of sessions playing the demo, I have started to really like the firefight sounds. If I walk some distance away from where the action is going on, the sounds are pretty good imho. The M4's plus BRDM were firing some distance away and it sounded very good! I was getting worried of my team mates, the gun sounds were popping way too much in their direction... I need to get some more experience on the subject until I can give my final judgement, but this far it seems to be well done. In OFP's FDF Mod the RK-62 assault rifle sound was in my opinion very close to the original sound (I have experience with RK-62). I'd say that in ArmA it can be even better so I hope the FDF Mod team is busy preparing to get their work converted to ArmA
  8. baddo

    The Ideal ArmA System

    Yes this is very interesting topic, I need this information too. I have an old Athlon 1.4 GHz and Geforce 6600 GT system and if I am going to play Armed Assault then a new computer is a must. But I won't do any hasty purchases, this needs time, consideration and advice from Armed Assault players to get right. Currently the Geforce 8800 graphics cards are way too expensive, even if you have the money, to be a reasonable purchase (I'm not saying I won't buy such card with today's prices but I try not to). For the processor, it currently seems that only the Intel Core 2 Duo processors are worth of purchasing, but their price could come down a bit too. Hopefully AMD will soon release some competitive products with lower prices than the Core 2 Duo line has. I will delay buying new hardware as long as possible so that A) game be released in my country B) hardware prices hopefully go down C) BIS has had the time to make some patches for the game before I get into it. As playing games is not what I normally do and Armed Assault being the only reason to get a new computer, I have no rush into buying hardware. It would be very helpful and appreciated if the people who have Armed Assault running fine would post their system specifications here. Also people who have had problems with certain kind of hardware (not with old but relatively new hardware) could post their information. Edit: There seems to be an existing thread for this kind of talk: http://www.flashpoint1985.com/cgi-bin....3;hl=pc
  9. baddo

    Demo today....WOOT

    Dear All, I tried the demo on this kind of system: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Athlon 1.4 GHz 768 RAM Geforce 6600 GT 128 MB VRAM 4xAGP bottleneck WinXP Home with latest updates from Microsoft DirectX9.0c "some edition" This system does not fullfill the minimum requirements set by BIS, so low framerate and graphic errors mentioned below are not complaints, just observations what happens on a system like this. Lets see what happened... When trying to start the demo for the first time I got an error that file d3dx9_30.dll is missing. OK so there is a need to update DirectX then! No problem I can do that by downloading the latest DirectX runtime from Microsoft Downloads website (no need to go to a 3rd-party website to fix this, better download straight from MS). I think the readme of the demo has an error, or at least very misleading text when it says: included with demo well for me the installer did not install or upgrade DirectX so clearly the readme was trying to fool me into thinking something which was not true, or did not work like intended. Maybe the installer sees that some version of DirectX 9 is installed so there is no need to install a new one, even if the installed version is not recent-enough. Only BIS knows. OK now I got DirectX upgraded and yes the demo started quite nicely. Loading times were not too long. At this time the demo had 800x600 resolution, which it had determined to be good for my system. I switched it to 1024x768 though, to see an improvement. Then off to start a mission! Well I chose the coop mission and looked around at the start and everything looked just fine, except the frame rate was way too low to do anything close to playing. So back to 800x600, then! Well... what happened next was some very fancy graphics effects: all the buildings in the view crumpled into weird shape and some even lost textures completely (turned white). Well doesn't look good at all at this point... then I switched back to 1024x768 resolution and expected a change to even worse but no, it mostly stayed the same this time, all the buildings were crumpled and some of them were completely white. Also the ground looked like it was on the lowest level-of-detail it can go down to. At this point I was thinking, this system is just way too bad to be able to run the ArmA demo. After a thinking and drinking break I restarted the demo. Now it was right from the start in 800x600 resolution and you know what? Things started to look just okay in the mission! It could even be played! Now things started to get warm... okay the visual quality is not good because the settings have been tuned down but hey it can be played! I had two pretty long-lasting sessions in the coop mission and I didn't run into any weird errors or problems with the gameplay (other than trying to keep my character alive). When a BRDM starts moving the framerate drops quite significantly (can't give values, didn't measure) but when the vehicles do not move then the framerate is acceptable, when it is known in advance that this computer is not anywhere near of being actually capable of running the demo with decent framerates. It is not possible for me to judge the quality of the gameplay or the visual quality with this computer, but I can say the demo is giving me a good feeling of what ArmA can be on a better system. Thanks for the demo, BIS. I'll look forward playing the full version sometime next year with a much better computer. Cheers, Baddo. P.S. I played on my own, locked server. No other players in the sessions.
  10. baddo

    PC Discussion Thread - All PC related in here.

    Well some time ago I changed motherboard to a different make and model due to a failure in the old motherboard. The computer has both Windows XP and Debian GNU/Linux installed. Windows XP gave me Blue Screen of Death in reboot. Debian gave me a nice startup, everything worked fine except hard disk drives were working in a slower PIO-mode instead of faster UDMA-mode (that I got corrected, forgot how). So a motherboard change can indeed make booting into Windows much harder... I think it's because Windows expects to see the same chipset in the motherboard that was there at the time of installation of Windows, and if it is not there, problems will arise. But a Linux with a generic kernel (not compiled for a certain chipset only) will detect the chipset when booting and thus has less problems, if any. This is only speculation about Windows, I don't know for sure if it will detect new chipsets or not, but it certainly didn't do it with my computer.
  11. baddo

    official complaint to BIS

    I understood very well what they were saying. I was not directly referring to them only, there are other posts around these forums too. I believe that at BIS, there are no special development team for the "dev tools" but they are the same people who work with the game engine. Probably there is no ready "dev tool" package to be released right now, so somebody must do some work before a release can happen. I'd say, work on the game engine and not on the "dev tools", if you have to make a choice. Thanks, Baddo.
  12. baddo

    official complaint to BIS

    Sorry I can't do anything else but cry and laugh at the same time when I read the posts you guys are making here about how BIS should do their job – I mean come on now, people, â€GIVE US THE DEV TOOLS AND THE COMMUNITY WILL FIX THE PRODUCTâ€!? Stop that ******** talk right now! BIS is supposed to be a professional software development company and not a bunch of hairy and smelly open-source maniacs who release a half-***** product and then give it to others to finish it. Do not encourage them, in any way, to become hairy and smelly open-source maniacs. I repeat: do not encourage them! Did you understand?! If not then read again until you do. And the talks about â€it is enough for the engine to be good, rest is not that importantâ€!? Hey what if I were a car manufacturer, sold you a thing that looks like a car and walks like car but doesn't really work like a car when you try to use it for what a car is meant to be used. Then you come cry to me that this car you sold is not working, what's wrong? Well hey I could then say that â€Yeah but the engine is perfect isn't it?! See, here is a drill, here is an angle grinder, here is a welding machine, here is a hammer, here is a sheet of steel, build the rest of the car to look and work like you want I am out of here bye!†Now, how does that sound to you? Oh by the way, I have not seen the product and thus I will not judge it. I can only judge the product after spending countless of hours crawling under trees, watching out for enemies and freaking out when they surprise me with my pants down – until I have done that plus something else I don't know about yet, I can't say anything about the quality of the product. If the product gets me sucked in like Operation Flashpoint did, then I can start talking about the quality. What really sticks to my eyes here in these forums is the unbeliavable attitude of many people who are saying that the community will fix the product if only they get the â€dev toolsâ€. Now, in your dreams maybe that will work, but in the reality it is not an option. Step down from your fantasies for a moment and look what you are saying. I think when you are asking for the â€dev toolsâ€, you are only talking about wanting to get the community adding more content to the product, but that is totally different from fixing possible bugs in the 3D engine or in the scripting engine, you name it, I don't know what bugs there are in, if any. If BIS rightfully thinks that fixing the possible bugs in their product is way more important than rushing to release some â€dev tool†package, then I thank them very much for being such a professional team which actually plans what they are doing. If this post offends you then good. Maybe it is needed to get you realize what you are saying, what kind of backhanded favour you are making to BIS when you are talking about community fixing their product. I think that the worst thing BIS could do now would be to trust the quality of their product into the hands of the â€communityâ€. Fixing the product is BIS' job, and they know it **** well because they are not hairy and smelly open-source maniacs, they are professionals. That's why they are working their ***** off trying to improve the product. Now, give them pros some time to do their job and stop harassing them. I have full confidence in BIS that when I get the product some time next year (I don't care much exactly when, take your time) it works well and it sucks me in, just like Operation Flashpoint did. Thanks, Baddo.
  13. baddo

    What do you *HOPE* will be in ArmA modding?

    Well... as I don't have ArmA yet (possibly a very good thing ;) I can only speculate what could work... of course The Mod of all times, FDF Mod should be converted. Of all the addons and mods I have tried over the years, FDF Mod has been and still is the most balanced and working mod. Many other addons and mods are simply unsuitable for good gameplay because of not balanced configuration values, or create too much load for the computer, making especially multiplayer sessions an unpleasant experience. Yes it is true, my opinion is a little bit biased 'cause I belong to real FDF reserves but I can't hide the truth can I? It's still teh best mod out there and it would be a shame if it wasn't converted to ArmA. Most other addons just don't give the same feeling of realism. Maybe it has something to do with the fact that I fired the assault rifle RK-62 many times in reality and when I go do the same in a game, it gives me such a great vibe that I must go back once in a while just for the kicks. The quality of weapon sounds in FDF Mod still impress me (raises hat to the sound team), the sounds do sound realistic I can confirm that for sure. There is some serious talent in the FDF Mod team which should be kept utilized. After FDF Mod has been done for ArmA, then we would need troops from other countries with config values matching close enough to the FDF Mod config values. Bundeswehr Mod is also very promising and it should definitely be co-ordinated too with the other quality mods to get the configs close enough to allow enjoyable gameplay. Also I think a good quality mod modeling the Bosnian War during the 1990's would get many fans from Europe and from North America too. It was quite unsecure and frightening time even up here in Finland, you could never say how much the war would spread out from there (like happened before) or would it just stay as a local conflict. Thanks, Baddo.
  14. baddo

    Some ArmA tools

    Great work One thing about the Paaplug: it would be very, very nice to be able to use this plugin in GIMP (http://www.gimp.org/). For those of you who are not familiar with GIMP: it is a free open-source alternative for Photoshop. I had a look around and couldn't find a plugin hack which could make Paaplug work in GIMP. There is a Photoshop-filter-plugin-to-GIMP hack called pspi (http://www.gimp.org/~tml/gimp/win32/pspi.html) available but that doesn't help with Paaplug, it handles different type of plugins. Please help us poor GIMP users and port Paaplug to GIMP, for both Linux and Windows.
  15. baddo

    trigger for spawning

    I think it is not a very hard way to get a variable pointing at the spawned unit by initializing a global variable in the init string of the createUnit function... it is no more complicated than if the function returned the unit. You do either this when you only want to access the vehicle from the same scope only (a script for example): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bemu = "BMP" createVehicle getmarkerpos "BDO_ruskibase" or this when you want to access the vehicle from the global scope: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BDO_bemu = "BMP" createVehicle getmarkerpos "BDO_ruskibase" or this when creating units (now we must use a global variable): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierECrew" createUnit [getMarkerPos "BDO_ruskibase", BDO_geoutrobmp, "BDO_bmpdriver = this;removeallweapons this", 1, "sergeant"] In the last example we get global access to the created unit via the BDO_bmpdriver variable.
  16. baddo

    Keyboard input problems

    A shot in very dark: try to adjust the character repeat rate and/or delay. I am lucky enough to not have ArmA yet so I don't know what settings, if any, are present there for keyboard speed. But try fiddling with the Windows keyboard settings.
  17. baddo

    Passing Variables By Reference

    Hi, just a thought about the "how many rounds in mags" problem: in my opinion it does not matter at all for the gameplay if you give re-spawned AI units full magazines even if they had fired some rounds already. The players will never be able to find out how many rounds there is supposed to be in enemy soldiers' magazines. Only if you see the enemy soldier all the time right from the mission start maybe then you could count how many rounds were fired but this is about re-spawn so that can't be the case or can it It might be a different matter when you are dealing with player groups. Maybe even then trying to count the rounds is wasted effort. Edit: Well at another look at kutya's post it seems like he's only talking about the number of magazines, but can that really be a problem shouldn't it be fairly easy to find out and restore later...? But then again it still doesn't matter if it is not about a player group.
  18. I think this program could look like a virus to the virus scanners, because it modifies another program and that's what rootkits and other such crap created by complete morons tend to do. Or because this program is based on some common cracker program template and gets flagged because of that. I ran a scan to the file using newest F-Secure and did not get any kind of warning. I did not get any warnings from F-Secure scanner about this program at the time of my first post into this thread either.
  19. baddo

    Schumacher announces retirement!

    The move ahead of Räikkönen (ahem, not Raikonnen) in Brazil was nothing spectacular, quite normal overtaking to my eyes. Great drive from Schumi anyway, it was fun to watch how he climbed back to the top. I'm glad Schumi understood to retire when he is still alive. He's got so much to do in his life and by taking yet another season of F1 could've ended his life, not worth the risk when he already won it all.
  20. baddo

    UralRP

    Looks ok. I was going to download the island for testing but hey I see no link How big will this island be? Heavy on the computer?
  21. baddo

    Schumacher announces retirement!

    Well not quite Benetton Williams. You mean just Benetton, let's not combine two different teams into one, OK? Great driver, but. Unsportsmanship behaviour too often. I will always remember Schumacher the best from what he did for Damon Hill and what he did for Jacques Villeneuve. Just to mention two most notable incidents. And especially what he did at Monaco GP this year... that was absolutely ridiculous, he parked his car in the middle of the track to block others! Thanks for the great races against Mika Häkkinen, though. You put up a great show with him. I will always remember how Schumacher stalled his car on the grid in last race of 1998, when the nerve pressure was at the peak. The other guy didn't lose his nerves when it was important.
  22. I didn't use buildingposcount (have to look into that function) but my AI script orders AI into buildings. Open the getcover.sqs file to see how its done, it's pretty easy really. Link to relevant thread with download link You can improve your script by using the buildingPosCount function.
  23. Hi Check out move ai to 2nd floor positions in a bulding at OFPEC, there is some more info about using the indexed positions in buildings. Mainly the buildingPosCount function which can be used to find out the number of the indexed positions so you don't need to know that in advance in your scripts. Combining that with nearestBuilding, you can make a script which looks for suitable buildings and then orders AI soldiers into them.
  24. baddo

    Paatool 1.1 released

    Paatool 1.1 mirror.
  25. Hey WhoCares, I think you are in no hurry. Study every pixel carefully: but I made my entry alread
×