Dingmatt
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Everything posted by Dingmatt
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Well... hate to burst your bubble but your release depends on BxBx okaying it.
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I'm having the same slowdown with the 1.12 patch, my systems not exactly slow and with the 1.11 patch (which i love) i had the view distance near max (4km +) on 1600 x 1200 with max settings. The 1.12 patch has cause severe lag in almost every instance even when reducing the view distance to 2km (it has fixed alot of LOD issues though, think everythings constanly on LOD 0.00; the reason i think this that even at a 5km view distance the lod of objects don't change when i zoom in on distant objects). I don't know if the lack of tree growth when i zoom in (we all know what it looks like) is a major bug fix or a new major bug lol. My systems specs: CPU: Amd 4400+ X2 @ 2.8 ghz RAM: 3GB @ 400mhz HD: 1.8 TB total (500gb spare on arma drive) GPU: BFG 8800GT OC2 (factory overclocked) SND: Creative SB X-Fi Music @ EAX 5.1 Surround OS: Windows Vistaâ„¢ Business 64bit SP1
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StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
The Latest Beta of the Gates have been delayed due to RL issues, heres some units instead: http://www.megaupload.com/?d=7ZC702WW Enjoy -
that explains why a few ati cards have problems with the addons and crash out.
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Can some on explain the 4096x4096 bug to me? i'm running textures of this size with not problem (as far as i know).
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StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Well i have this: And the promise that i'll be releasing a Beta in the next few days... a week tops. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
A quick screey of progress. -
We at DSF have finally completed our advanced cloaking field, were currently using it in our Unofficial StarGate Simulator as the puddle jumper cloak and Gate Effect. With this cloak you can turn anything inside the field invisible, even partial parts of models, for example, half a tank. Were currently asking anyone in the community if they might have some use for this addon? Its a shame to waste it on one addon, cloaking troops and vehicles are now possible without all the texture changes... Anyway if anyone wishes for more info then leave a message here. Heres a few screenys of what happens when you combine the DSF cloak and gate tech? You all might like this new effect.
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StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
I've been slowely adding preload commands but untill recently they weren't working very well, fortunatly i've just cracked it. Now a player will stay in the wormhole sequence untill the new scenes preloaded, i'll work out multiplayer timing issues later. The Hidden Danger mission is advancing well and i'm currently reworking how the AI react to the gate to iron out there issues. Pretty much i'm creating the dynamic mission and coding the gate around it, this should allow me to fix a number of bug the old OFP gates use to have as they'll be more mission oriantated. If anyone would like me to work in a function or sort an issue then tell me now -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Hi all, thought you'd like to see an update on our first dynamic multiplayer mission. The Hidden Danger mission is based around the idea that you take and keep planets, the more planets you have to more resources are available to you. This clip was recorded during a alpha multiplayer test and shows the attempted invasion of P3X-225. The other team had taken the planet which had valuable minerals we needed. Â -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Theres alot of work to do, the first episode will be released within the next few weeks but its taking a long time to code the MP AI. If lots of people are ready to play it then i can release an AI free version but i'd need a vote to support that. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
lol, you 2 think about things far to much. The name actually describes the gameplay which you'll understand once i release a beta. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
To be different... why do you ask? -
Dsf's unofficial stargate simulator
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: COMPLETE
Go here: StarGate Descussion -
Hi everyone, welcome to the first ARMA release of the DSF gates. Now before we begin i will remind you, this release is ment to help with the creation of missions rather than a full addon so treat it as such. This release only has the following objects available: The StarGate DHD Various Steps All other objects have been removed for recoding, the objects included don't represent finished work as may are still alphas. I have included with this release, ReadMe.txt (amazingly) Short List Of Gate Addresses.txt Simple Gate Setup - With AI Triggers.Intro Simple Gate Setup - With dialing triggers.Intro DHD.jpg dsf_sg_dhd.pbo Symbol numbers.jpg Earth.jpg If you don't have one or more of these files then you have got a tampered download, please report it to [email protected]. Now the example missions should show you how easy it is to give a gate a custom address (glyphs); add triggers which can be used to dial a gate; and send AI units through the agtes via script. The Short List Of Gate Addresses has been included to give you some know address combinations but remember you can always create your own using the Symbol numbers.jpg as a reference. Remember the DHD's are fully working, your Point of Origin (7th symbol) is located top left of the DHD dialog. Download: ---------- THe Addon Can be Downloaded Here <a href="http://www.megaupload.com/?d=UR1J5NL6" target="_blank"> Mirror 1</a> Mirror 2 Mirrors are welcome. Installation: ------------- Just copy into your Addons folder. Disclaimer: ----------- The DSF StarGate simulator is a scripted addon for Operation Flashpoint which has been unofficially created as a way for fans of the StarGate shows to explore the Stargate as it is portrayed in the shows. This addon is completely unofficial and though we have gone through great lengths to mimic its function as shown in the shows; its basis is down to our own interpretation and may not be true to what SCI FI Channel or Metro-Goldwyn-Mayer Studios Inc intended. Please do not host this addon on any other site as our disclaimer does not cover it. This addon is intended as a unofficial simulation only and should be treated as such, please do not edit the contents of these files.
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WIP: stuff you are working on!
Dingmatt replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
True a civi version is not good. I'll see if i can move around the skeleton to sork out the grip. lol in the series they switch between the locked sight and Triple rail varients; so i'm good either way. -
WIP: stuff you are working on!
Dingmatt replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Well i know the StarGate Mod isn't everyones idea of a good time but is development does have its advantages; heres a WIP. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Here's a quick clip of the progress so far: -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Were planning on useing large islands for different planets in multiplayer but have the abillity to use diffrent maps in single. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
The Beta Units are starting to make an appearance. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Its a Good idea D@VÅ but i need to code based on the idea that more than one side maybe on the planet at a time. They'll be fighting over territory; honestly i think this will be an entirely different form of gameplay and i'm eager to find which tatics will evolve. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Yes, by using scripts to populate the 'Planets' with units in custom attire; and balancing the population by spawning civilian / resistance units depending on how friendly the 'Planets' population is towards the visitors. i.e. if there really friendly it would be a 100% civ / 0% res balance, Angry may be a 70% civ / 30% res. But if anyone has any ideas them i'd be pleased to hear them. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Hi all, here's a few new screenshots from the first mission: Go here for the fullsized shots: Moddb Link -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
The OFP SG mod never had any legal issues, the only issue raised was mgm contacting a news site which was getting revenue from ads while attracting in SG fans. None of the Mods creators were evey contacted, we just ran out of time due to RL issues. -
StarGate : Challenged Empires
Dingmatt replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Yeah, a MALP is a must. We've already started its development including a camera feed to be used for offworld reconnaissance and a remote control system.