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DrBobcat

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Everything posted by DrBobcat

  1. DrBobcat

    Cold War Rearmed Discussion

    Excellent. Thank you. I hope you did not misinterpret my tone to be negative, either. I am quite impressed with how this project has proceeded thus far and am very eager to see just what this talented team can deliver. Good luck! -dRb
  2. DrBobcat

    Cold War Rearmed Discussion

    By repeating that as many times as you have lately, are you implying that the current resistance camouflage is a work-in-progress? - dRb
  3. DrBobcat

    Gore Limb Dismemberment Mod? WIP?

    Yes, but addon use is not and never has been mandatory. I am certain there are countless addons available for ArmA that people have not used in any significant fashion. What is wrong with offering a choice to the player? Secondly, censoring addon content supposedly for the sake of protecting a game's reputation makes little sense to me and only seems to serve as an example of society's incessant urge to regulate moral law into some universal format that all beings must follow. So please, for the livelihood of new ideas and ethical pursuits, allow people to choose what they want to expose themselves to and try not to impose on others what you believe is right or wrong. Thirdly, the military indeed does breed far more than killing machines and I hold nothing but the utmost respect for them. While we bicker amongst ourselves about whether to implement graphical features into a video game, they continue to fight or train on for our right to do so in the first place. My hopes are with each and every one of them. To conclude, I am eager to see what the product of this discussion actually becomes, even if it results in absolutely nothing at all. It is better to find some sort of conclusion than just chase our tails for weeks on end... - dRb EDIT: And what is stopping a sixteen year old with adequate modding skills from designing his own gore system, or even a nude mod of some sorts? Nothing. In addition, there have been no guidelines given from BIS on whether this kind of mod is allowed or not. Do you truly believe it is completely our responsibility to act as marketing agents on their behalf?
  4. DrBobcat

    Gore Limb Dismemberment Mod? WIP?

    While I wholeheartedly agree with your thoughts on gore implementation in mainstream game design, and while I did not necessarily infer that you implied otherwise, I still believe the choice should still be given to the player on whether or not he or she wishes to have additional levels of gore in their (this) game. For all intensive purposes, someone (or a team) could "easily" create a new mod that does so and pack it all into a single PBO file. If an individual so desired, he or she could place the file in a mod folder and be off in their own blood-filled universe. Conversely, if they did not, they could abstain from downloading the file at all and be fine. I definitely do not recommend any teams working on total-conversion to implement any gore system directly into the underworkings of their product. Otherwise, this whole entire argument will flare up once again and virtual heads will roll onto the message board... - dRb
  5. DrBobcat

    UAV management

    An idea may be to add an AI manned UAV to the player's group and then use the selectPlayer scripting command to give the player direct control. I am unsure if this will work, though, but it is worth a shot! - dRb
  6. DrBobcat

    U.S. Army practicing by playing.

    I do not believe ArmA is allowed to be used in any commercial context. Conversely, that is -exactly- what VBS2 is meant for. - dRb
  7. DrBobcat

    USA 2008 Depression

    Which is the greater sin: the use of crude oil and other finite resources to power our homes and automobiles, or the use of biological fuels at the undesirable expense of other people's lives around the world? Last time I checked, many wars up till this time and to come began over energy concerns. In the twentieth and twenty-first centuries, this has meant petroleum. Additionally, civilian casualty rates in modern war have been increasing, IMHO, due to the changing ways in which war is fought. I believe the only thing we can do, in spite of whatever the costs may be, is to try to stray away from limited resources as quickly as we are able. I anticipate far more violence stemming from an assured loss such as oil than from a perceived loss in food supply. Honestly, I believe a great deal of the African starving nations are in the state they are due to poor governmental policy and leadership, not due to the minute rise in biological fuels 5000+ miles away. Then again, this is all the opinion of a white, handicapped American in California, DrBobcat
  8. Actually, I find BIS' approach to multiplayer scripting to be quite malleable, if not a little complicated at times. Locality depends on many different factors, but the most important one, in my opinion, is where the code is actually being executed. For example, take a trigger that has been placed in the editor by the mission designer and it runs a function named test.sqf. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // test.sqf if (isServer) then exitWith {}; hint "I am not the server!"; Assuming the host is a dedicated server, all the players will see the aforementioned hint in the upper left corner of their screen. However, because the player and server are one and the same when locally hosted, the host would NOT see that message. If we were to revise the condition... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... if ((isServer) && !(local player)) exitWith {}; hint "I could be the server, or I could be a player"; ... ... a local host would still receive the message and a dedicated server would not. For more information, I highly recommend you read this. If you would like to ask a more direct question, please either continue to write in this thread or send a PM. Good luck! - dRb
  9. DrBobcat

    Finally the PedagneMOD Italian Pack!

    Given both my strong Italian heritage and my interest in their military, I had been waiting for these units for quite some time. Thank you for releasing them! - dRb
  10. DrBobcat

    Hifi Sound FX V1.00 Released

    This is most definitely my favorite sound mod released for ArmA yet. However, there is a bug with the Harrier's 20mm sound. Instead of looping continuously, it plays once every so often whilst firing. Quite annoying. Thank you for all your hard work. I will gladly download the new versions when they are released. -dRb
  11. DrBobcat

    ArmA 2 Press Coverage

    Agreed, and we must also remember that ArmA underwent a majority of its most aesthetically pleasing changes later in its development, not earlier. I remember seeing the game look not much prettier than elite one month, only to see it as it is now a few months later. However, I am not considering this game for its graphical prowess, but rather the changes to AI and user friendliness.
  12. DrBobcat

    PKW_Pilots

    My friends and I discovered a fix to the skeletal errors we have all been receiving. Simply place another unit that uses that skeleton on the map so that it will be loaded into memory by the application. Those that work with our tests so far... SoldierEB (OPFOR Rifleman) SoldierWB (BLUFOR Rifleman) SoldierGB (Independent Rifleman) SoldierMTeamLeader (QG Mercenary Team Leader) - dRb
  13. DrBobcat

    Music player - HULK_OggPlayer

    @ Thingamajig I had originally planned on not writing in this thread anymore, but I can see this is really frustrating you and I wished to help. Essentially the entire game's music structure is made up of one giant cfgMusic entry very similiar to the one seen in description.ext files for mission editors. What you need to do in order to get your custom music to work is create a music addon. Here's a simple visualization of the concept... (ArmA official music) + (CfgMusic addons) = (Newly generated track list with custom music) Personally, I have not ever made a music addon before, but I imagine it's not all that difficult. You'd need a config.cpp and all your songs encoded in ogg vorbis format. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches {       class PersonalMusic       {       units = {};       weapons = {};       requiredVersion = 0.100000;       requiredAddons = {};       }; }; class CfgMusic { class CTrack1       {       name = "Track 1 Name";       sound = {"\directoryInAddon\track1.ogg", 1.0, 1.0}; // First 1.0 is db rating. Raise to raise volume, etc. Second is pitch.       }; class CTrack2       {       name = "Track 2 Name";       sound = {"\directoryInAddon\track2.ogg", 1.0, 1.0};       }; }; Should look something like that. Good luck! - dRb
  14. DrBobcat

    Some official guns from 1.08 are removed

    Would it be possible for an addon maker to use these models in his or her work and have it still be legal? I am curious as to what BIS' standpoint is on unreleased official content...
  15. DrBobcat

    Music player - HULK_OggPlayer

    Or do that. Really, you just need to make a music addon with a cpp entry for each song. This will add additional tracks to the game's cfgMusic class and your new songs will automatically show up afterwards assuming you did everything correctly. While I'd rather not explain how to do that here, I would recommend you go to ofpec.com. They have more than enough resources to help with any editing question. - dRb
  16. DrBobcat

    Music player - HULK_OggPlayer

    This is because you must unpack the main PBO, place the new config.cpp in the generated folder, and repack again. Alternatively, you can also edit the original cpp and add what you wish. - dRb
  17. I too have been trying to host my own dedicated server and have not been able to clear the same obstacles mentioned by those here. My server shows up on the gamespy master list but all those trying to connect receive the message "connection failed." after a few seconds. However, connection through an IP works correctly if I make sure the server is private. I wish for this to be a public server, though, so the previous "solution" is not much of one. All port forwarding and DMZ approaches have been tried, but there has been no change to the situation. Has anyone else made any progress? If so, please share your knowledge so we can all progress past this peculiar plight. Thank you, dRb
  18. The comment came before the problem became properly understood. This may be redundant but as Joker has already tried to explain a solution has been found and should not impact other mods. We are in testing to make sure all is well before we release the fix (ECS). We did not build this mod with the intention that it would be used with other mods, but that it should not interfere with or cause issues as such, though when we started this project we did not concern ourselves with what others were doing with thier mods. Perhaps if we had known it would be so popular we would have made an effort to contact everyone and work things out ahead of time. Â As it is we are sharing it with the public, as it is a great addition to a 'bare' ArmA, that seems dry and unanimated. If all can be resolved (and it appears the solutions are in hand) we can all sit back and have a great time playing ArmA ! Please give us a few days to post the results and the fix. Thank you for your patience. And thank you for continuing to work on the project. I'll definitely be downloading it again once the compatiability issues are addressed. - dRb
  19. I wholeheartedly agree. Having downloaded the original mod a few days ago, I very much enjoyed it. However, when I found out that it is almost completely incompatible with other mods, I immediately uninstalled it. Now, why would you want to isolate yourself so severely, ECS team? If you truly wish for others to download and use this in any significant fashion, you must consider integrating the extended event handlers mod by Solus. That's all I have to say on the matter, dRb
  20. DrBobcat

    Arma feedback thread - based on 1.09

    Disable hardware acceleration and you will be fine. To reemphasize this: If you have HARD REBOOTS (computer reboots without warning), all you need to do is disable hardware acceleration. That will stop the hard reboots. It has been 100% effective from what I have observed. That is not much of a solution, honestly. Without hardware acceleration, I cannot play with surround sound and I get overall worse performance. Sure, it may fix the hard reboots, but I hate how the game sounds without HWA. Oh well. Thank you for the advice. - dRb
  21. DrBobcat

    Arma feedback thread - based on 1.09

    Audigy 2 ZS and consistent crashes with VoN as well. No blue screen. No error messages. I am simply playing, my sound output becomes a high-pitched screech for a second or so, and then the computer resets. I thought these crashes were fixed. Or were those listed on the wiki of a different type? Either way, I would like to see the problem addressed as I cannot reasonably obtain a new sound card right now. Other than that, loving 1.09b, dRb P.S. Do anyone else's strelas simply not lock? Stingers work just fine, but not the strela launchers.
  22. DrBobcat

    Sprint and Animation fixer

    What I would like to see more than anything is custom animations for the different weapon types, including the positioning of the hand atop a machinegun whilst prone or the placement of the hand onto the underbarrel of a grenade launcher. This same-animation-for-every-weapon-mentality has gotten old quickly. While I understand there are differences between the ArmA engine and others, it is ridiculous that we were told back in 2005/06 that we would no longer have to suffer this plight and yet are still forced to "deal with it." So please, Sakura, do what you are able to help make ArmA somewhat more of the game it deserves to be. - dRb
  23. DrBobcat

    Patch 1.08 doesn't boot thread

    Yes, the new executable did work! Huzzah! - dRb
  24. DrBobcat

    Patch 1.08 doesn't boot thread

    As another side note, I am using an imported German DVD copy of ArmA, -not- the Atari release. - dRb
  25. DrBobcat

    Patch 1.08 doesn't boot thread

    *sigh* I've never installed any emulator software, so that .sys file, and any other files affiliated with it, are not on my system. I am running Windows XP professional /w SP2. Unlike many others here with the same problem, I have a 7900GTX video card. I've updated to the latest nVidia drivers and the newest DirectX version. In addition to these things, I have done all the securom fixes mentioned thus far and nothing works. No one has even identified what the source of the problem is. It's frustrating to be able to boot up up 1.05 with no issues, only to have the game never start once 1.08 has been installed. Find the source. Fix it. Play. Why is it so difficult? - dRb
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