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Everything posted by CameronMcDonald
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Should like to see this released so I can flatten Sydney in the name of Brisbane. Good work insofar, guys!
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Agree, the lack of an M2 is sorely killing me, and my 1ID blokes. Plus uparmoured HMMWVs are in the works by IMWM, that much we know.
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By artifacting do you mean it's turning into that mushy mess (in the "after" pic) you posted over at ArmAholic, or is it causing something else? Just asking before I get too involved.
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If you can get them looking this well (and even better with slats! I'll be quite satisfied. I'm looking forward to the MGS, to tell you the truth, especially if it has a random-rollover script! Strykers
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Dynamic destruction, who needs it anyway?
CameronMcDonald replied to funnyguy1's topic in ARMA 2 & OA - GENERAL
Yar, it's all a bit hazy there. All it truly means in sooth is that you can blow a hole in a wall approximately where you want it to be and hopefully walk your TAG dudes in there. I doubt whether it's truly dynamic, for example, I expect to see some interesting bugs concerning gravity and defiance of physical laws (i.e. one sided houses still standing, floating chunks, etc). -
MK19 and AGS-30 No Recoil Replacement Pack
CameronMcDonald replied to frederf's topic in ARMA - ADDONS & MODS: COMPLETE
I thought it would be possible to create a custom tracer using the grenade model, however, I'm not sure whether this is feasible ingame - one would be best asking tracer gurus like Sickboy. -
WIP: stuff you are working on!
CameronMcDonald replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Not bad, USSRSniper - though I'd like to see the rear textures matching the BIS ones in terms of wear, etc. Keep up the good work. -
I find it helps to write down what an addon is and it's PBO name each time you copy a new one to a folder - tedious, but it helps.
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I find disabling EAX helps, I have never gotten it since. Otherwise the game was freezing everytime I highlighted a button in the menu and GUI for about 5 seconds.
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PC Discussion Thread - All PC related in here.
CameronMcDonald replied to Victor_S.'s topic in OFFTOPIC
The Ultra is just an 8800GTX overclocked, usually by around say ~60/~200MHz for engine and memory respectively, so there isn't much difference, maybe a couple more FPS. And, in my case, where my GTX is at Ultra speed, well, then there's no discernable difference excepting heat generation, which I have pretty well under control. I'd say the GTX is a wise choice at this point in time. - And I must warn you off a P4, those things are slow and HOT. -
PC Discussion Thread - All PC related in here.
CameronMcDonald replied to Victor_S.'s topic in OFFTOPIC
Cancel the entire 9 series, IMHO they're just a redux; nothing groundbreaking, just higher clocks of that non-groundbreaking G92 engine. If you've got an 8 series card, definitely wait and skip the 9 series, at least until NVidia releases something worthy of the "next-gen" label. My GTX is perfect right now. EDIT - And to the GTX vs. Ultra question - no. For example, my GTX is clocked at Ultra speeds. Thus, buying the Ultra = ripjob. -
MK19 and AGS-30 No Recoil Replacement Pack
CameronMcDonald replied to frederf's topic in ARMA - ADDONS & MODS: COMPLETE
Nice work. I would like to see "nade tracer" functionality built into this, however. That way we can have the visible nades without the damned recoil! -
Looking great mate, I always hoped this would appear. Well done, I hope you get this finished. Can't wait to throw some 1ID blokes in them (despite the fact the 1ID has no Stryker brigades, heheh).
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Hmmm... I get kicked from servers running Battleye with the message: Battleye: client not responding. This a firewall issue? Is there a port I should open or summat?
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Hmmm... I get kicked from servers running Battleye with the message: Battleye: client not responding. This a firewall issue? Is there a port I should open or summat?
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Screw the ALICE pack though, I'd like to see much more modern CamelBak equipment in there, e.g. Motherlode, and the combination hydration/assault pack carried by the medics.
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Alternatively, keep your other tanks back at the very start of the mission, watching for that afore-mentioned T72. My advice is to switch into the driver's seat, as being the commander is truly useless. Creep forward, using the rocks for partial cover until you sight the BMP2. Get your gunner to axe it before it fires its ATGM at you. Then, call the remainder of your tanks to you (skirmish line formation) and desigate infantry targets to the front - those RPG7s can be dangerous! You should see the T72 coming down from the hills to your right sometime right about now. Light it up. If any of your tanks are hit, send them right back to the support group and get them to heal there - a good rule of thumb is not to call your support team up until the first base is cleared. In any case, you shouldn't have to most times, unless a wayward PG7 gets a hit. From now you should be able to push forward to the southern perimeter fence. Beware the BMP2 hiding near the field hospital - use your tank to take it out (don't trust the AI with intimate situations like this). Then parade around the base killing whatever you please until you get your first objective completed. En route to the second base, several Ka50s fly overhead; have fun hitting them (if you can). For the second base, I recommend pushing a hole in the western fence and decking the infantry AT gunners as they waltz through. Then, via command view, creep forward and hit the T72s and BMPs waiting in the western part (beware of the BMP2 hiding near the field hospital, again!. Once the armour and AT dudes are history, you should be right to roll on in. It takes a bit of practice to get the right level of recklessness and micromanagement that makes an effective ArmA tanker. Good luck, and I hope this helps.
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1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
I know the cause of the bug concerning the aircraft HUDs, I had hoped that nothing would happen, since riflemen don't usually fly in aircraft, but it seems that the default man class has been overwritten in the replacement. - My units have the POV point (camera) moved from where BIS originally had it, which was anatomically wrong, to the level of the eyes, which is where it should be (and is why the weapons look better, at least IMHO, when using a 1ID bloke instead of the standard BIS dudes). I will return the point to normal in the next update, when it happens. - I will also look into those face wounds too. Please, pardon my lack of updates, but I've been working my arse off away from home for the last 2 weeks; hence, I haven't had much time to spare for modding. I will be back in the game once I return home; fear not. Thanks for your continued interest. -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the kind words, all, alas, but I am flat out at work at the moment, so replies to your PMs will take me until this afternoon. Sorry about those bugs. I will also do my best to take a look at them, I knew I should have paid more attention to night-time stuff. Should also be able to get the Wipman config out too, god willing. So, stuff noted insofar: - Glow in the dark goggles. - Wrong model on light M240er. - Some patch resizing necessary. - LOD problem with leg on one of the units (can be fixed though, used to annoy the hell out of me when it happened). - Lense issues with the goggles. Thanks for the mission too, snafu, and the replacement pack beta as well, ColonelSandersLite! Also, nice work on the Iraqi Police, Pauliess! -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the kind words, and once again, thanks to all who helped out. If I missed someone, please, a swift kick up my virtual rear will be greatly appreciated. Heh, well, first of all, most US dudes nowadays use the M4. And, as such, I have given them M4s, not M4A1s. Only the DMR has the full length M16A4, which I believe is correct, although I suppose an M4 with a suitable sight would perform only slightly worse. Note: M4A1s have semi and full auto trigger groups. M4s have semi and three round burst. -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Look above. -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Well, you were accurate in the fact I'd been working all day. Close enough for mah. So the addon's working, and I haven't accidentally put the semi-finished Wipman config into it? -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
...Batdog is indeed accurate. ...first post updated. Please, give feedback, view NSX's nice pictures, and enjoy. Hope they work. -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Yep, the bloke's got a 45 degree pad mounted on his IOTV, if you look closely you can see the corner of it. @Batdog: Yep, that's an ACU-flavoured gogglecover. -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Truly. Ta for the kind words. I'm giving everyone the new boot texture now, with varying degrees of wear + dirt, so at least they won't look like jungle boots, even though they're a bit short. :P @icehollow - I wouldn't despair about the Marines, Jonny's still working on them, and they'll run even BETTER than my dudes when he's done. Â

