dr_eyeball
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Everything posted by dr_eyeball
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Ok, here's the mission anyway, with all of the objects layed out in a grid, if you want to rearrange it or walk around in some of the more detailed buildings (like Tovarna1). Note: this might stress your system due to all the textures. ArmA_mission_ObjectsAndRuins_v1.rar (13kb) - Turn on markers (F6) in the editor to see the labels (but they overlap unfortunately). - The ruins are also included, but they're up far north with a big gap. - I tried adding all the objects under the "buildings" folder from: furniture, misc and tents, but they didn't work. Maybe they use a different prefix than "Land_". The marker is still there though. - Some objects which couldn't be found were replaced with Hut01 in the file.
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That's excellent. Coincidently, I was doing the same thing today. I just created a mission (programmatically) today, containing all those same objects in it, each with a label. Wish I had waited 1 more day now. Edit: It works fine in IE, but original version might not work fully in FireFox. I tried both the online and downloadable version and the images seem to stop at "Land_budova1" with the rest of the images appearing black. Is it just me or is something missing? Also, you might be able to reduce the download size, by deleting the duplicate *.png files, since it appears to only be using the *.jpg files - not positive though. I often need to do that myself.
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Edit 1: Updated to ver 2 - 15.Jan.2007 Here'an infantry-only coop mission, intended to be more fun than difficult. It is designed to be a long mission to keep the squad busy with lots of enemies and to keep everyone together by using a relocatable spawn point. It also maintains focus by dividing the town up into 7 regions which become the objectives and highlights regions with enemy activity to provide guidance. It's a night mission but has many camp fires to illuminate the town, so NV goggles are almost redundant. Please provide feedback and constructive critisism for improvement. Street image Map image Download sites: armaholic armamods New bugs v2.0: None yet. Fixed v1 RespawnDelay. - - - - - - - - - - - - - - - - - - - - - - - - Readme file contains:
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One thing that needs fixing is the 'Reverse Y Axis' (for mouse) control option, especially if you don't have a joystick. I use this option reversed so I can fly a chopper (using the mouse), but when you switch back to being infantry, it also reverses it's Y Axis too, so I'm constantly having to toggle the option, which is a problem. This 'Reverse Y Axis' option perhaps needs to be separated for infantry/free-look & air-craft or maybe just don't reverse it for infantry/free-look, since only a rare few games allow that option for infantry/free-look.
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Yeah Pierrot, accessing the color teams via keys like that would be great. So what are the details regarding the 'Quick Command System' Placebo mentioned here? I wonder if that has improved control over the color teams?
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I'd be more concerned about detecting rotor blade collision.
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Official Multiplayer Maps made by BIS
dr_eyeball replied to Frantic's topic in ARMA - OFFICIAL MISSIONS
Edit: info found elsewhere -
Q: Has there been any word on anyone (like Prima) developing a Strategy Guide for AmaA? OFP had a simple Prima Strategy Guide, but it wasn't that useful. It was more of a SP & MP walk-through guide with tiny grey-scale screenshots and no maps at all. It was rather small too, being a novel-sized booklet, compared to the large glossy magazine-sized guides with lots of maps they developed for other games in later years.
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I see a lot of people simply asking for a Sahrani map, but not always what type. We've seen the satalite view type map that came in recent releases and I presume that's what they want. But I'd also like the chart-style contour map (similar to the in-game one) with: contour lines, roads, city names, forest regions, landmarks, etc and possibly the buildings too. I'd also like a multi-page booklet with similar regional maps of all the major towns or maybe regions, so it's divided into maybe 12 major regions. These close up maps could be used for planning purposes. Or a PDF file map (like in OFP) would probably achieve the same purpose (via printing).
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How to play CZ/GER version completely in English
dr_eyeball replied to sickboy's topic in ARMA - GENERAL
That's a clever way of doing it (plus obviously keeping the text string length the same). I would have written a program to transpose the Czech & English text in the stringtable to be sure. So that must imply that the stringtable does contain the English (& other) languages in it too, right? Can someone confirm that there is a StringTable.csv file that has contents similar to the following (but with only 5 languages instead): (taken form OFP) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">LANGUAGE,English,French,Italian,Spanish,German,Czech STR_MONDAY,Mon,Lun,Lun,Lun,Mo,Po STR_TUESDAY,Tue,Mar,Mar,Mar,Di,Út STR_SERGEANT,Sergeant,Sergent,Sergente,Sargento,Feldwebel,ÄŒetaÅ™ STR_HOLD_FIRE,Hold fire,Ne pas tirer,Non sparare,Alto el fuego,Feuerpause,NestÅ™Ãlet STR_EDITOR_ADVANCED,Advanced,Avancé,Passa a semplice,DifÃcil,Fortgeschritten,PokroÄilý If so, I might start work on it now... -
I was thinking about a similar thing the other day of how far Flight Simulator X has come for mapping, texturing plus adding statics to many parts of the real world. Mainly geographical features like: mountains (land height), rivers, lakes, forests, etc. plus cities, roads & landmarks. Then I thought how good it would be to pass an enhanced version of all or part of this map info on to a future version of Arma or it's successor so that real world locations could be used instead. Eventually we'll have a standardised detailed map version of the world to share between multiple games. It will happen.
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Australia Don't blame him for leaving it off the list. He's from The Vatican City. Also, it probably doesn't make sense to list non-English speaking countries in that list (since I'm guessing, they use other forums?)
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A bit offtopic, but http://www.bistudio.com/ currently has 5 recent VBS2 screenshots on its News Page, which are really good. I was interested in how crisp they look. With the lack of news lately, I thought any related news might be good. pic1, pic2, pic3, pic4, pic5
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I remember your previous maps on CD question post. It seems to me that a lot of the posts being locked are ones asking questions or confirmation about what is in the game before the game is even out and requiring speculation to reply. I'm not justifying it, but I suspect if you had worded it as a discussion topic rather than requesting confirmation, it would not have been locked. That seems to be the trend and there's no chance to rectify it after it's locked. I like your ideas about printing out particular towns & it's surrounds and your sitting at the table planning stage.
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A printed "tactical" island map would be ideal, much more useful than a colour Google Earth satalite-view map. I'm hoping they at least provide a PDF file with a map of Sahrani island, like they did for OFP (everon.pdf, kolgujev.pdf, malden.pdf). Those maps were very detailed and were suitable for printing. A coloured variation, like the William Porter geographic mountain height map, could be useful too, but a more detailed one. An map printing/exporting utility would be useful, so that all new islands which are created could also be printed too. I would have liked the in-game map to include a bit of colour in it to highlight mountain regions. It was a bit tricky to read the contours by themselves. A bit like this one with the green shaded regions.
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Try running the triple head graphics card with this triple width LCD screen. Could be good, except poor response time of 16ms. Resolution: 4800x1200 LCD Image Seamless Display site
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Here's a quick example of what building destruction is possible in CoH (RTS) game. It takes about 25 tank shots to bring it to the ground. It generally results in the remaining roof structure finally collapsing onto the gutted interior. The final result leaves a heap of debris. There are a lot more than 6 stages, but just to visually give you an idea of what we could wish for in future. (I've minimized the resolution on it.) Building Destruction Sequence Example
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No, the Icon is just the Default Action from the same old Action Menu. Eg: Reload weapon. The Action Menu will still remain the same as before. There won't be something on screen all the time, only when you're in range of a suitable context sensitive action. Eg: Open door. The only other change to the Action Menu is the removal of the long inventory handling list into a dialog. Eg: picking up items from a dead player or crate is now done in a dialog.
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What do you think the Demo should have to best....
dr_eyeball replied to linx310's topic in ARMA - GENERAL
For us hard core fans, the demos are simply to keep us occupied until it's released, but for new players, it needs to promote its scale & potential plus system compatibility. For SP ArmA, any single mission will do. Maybe include the new tutorial missions too. For MP ArmA, I'm wondering what will be available: - what MP game modes (including new modes)? - how much of the entire island will be accessible? - what types of areas: urban, rural, mountains, forests, etc? - seeing the new urban areas will be great - which weapons? - which vehicles & vehicle types? - the editor wasn't included in the OFP demos, from memory. Initially I figured they would not include CTI game mode because it's one of the new features of the game, but seeing how ISP's set-up demo servers these days, this probably would be a good mode to run continuously, in order to promote the game for all the totally new players. A single map region and a regular game mode probably wouldn't be sufficient to promote its scope. -
I haven't seen this Team Switch dialog before at the 2:20 mark. Do you think that be part of regular MP or MP Coop? Presumably you're switching with an AI player. It's different to the Switch To Character dialog we've seen in SP.
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Along the lines of the quote: -- "If you see the flash, it's already too late." we now get: -- "If you see the trigger finger squeeze with your binoculars, it's already too late."