

Icer_Jag
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Everything posted by Icer_Jag
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Yes, I have an SBLive! But it's never done this before. If I fly a helo, it cuts out for a moment, but that's it. This time, when I'm on the ground, it wipes it completely.
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It's cool Mehman, grump happens ^_^ It's strange, my sound just dies whenever the helos start firing, or sometimes during combat that includes BMPs.
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Wow Mehman, you really explained it. Now I understand the issue, everything was written over with different songs using the same names so the game engine would be such a PITA to deal with. Sorry x125, I was a tad confused. But Mehman, if you're going to correct someone, at least give the right answer.
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Dude, they're the original soundtrack, they're a game song. They're not from a movie or album. Supposedly the composer that did OFP's music was Ondrej Natka, but good luck finding a CD.
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Frost and Mixdown are the names of those two songs.
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I can answer your question: the Army made their camo that way. It's light greens with tan boots, and yes, it is the ACU uniform. I have a problem of my own: Every time the Frogfoot fires its rockets, the sound dies. Gone. I have to close OFP and re-run it to play again. Is there a sound issue with the rockets, perhaps?
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The only thing I want to know is, what is the music from the main screen?
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I love the newest version, the BDU woodland doesn't look desert at all, and the seemingly lag-free design is making me drool incessantly when I play. The only things I've actually used for additional addons are the SJB weapons and SafetyCatch's Marines, and some Mapfact objects. I like this new GUI way better, because the cursor is actually... well, I can point with it All I want to know is, what are the tracks you used for the music? I almost want to use the main screen as a screensaver because the music and visuals are so nice.
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Please, please tell me there's no more fade-in and fade-out and obstruction at the main screen when I'll be trying to open a map in the mission editor... pleaaaase!
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Sorry if I sound like a foolish noob, but all I'm getting is an error that there is no entry '.modelSpecial.' I got the latest SJB pack downloaded all over again, and still... no dice.
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I get an error message in a box when the main screen loads, and whenever I first have a window to insert a unit: No Entry 'Config.bin/Config.NonAIVehicles/default.scope'. Or it may be instead of default.scope, 'BWMOD.MG3.Panzer' or something else. I don't know what's wrong, perhaps my addons or something..?
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Did that. Removed ALL the addons. I can't even use just the BAS addons and JAM3, all of it brings up a config error.
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Well, can this pistol anims pack be used with your other replacement anim sets, such as 1.7 Patrol? I want the pistol abilities and all, but I still want the nicer stance and the higher weapon, with the patrol hold on the weapon when at ease. By the way, I'm lovin' the patrol style, that looks so much more... real!
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Any possibility of some interesting objects, such as the crated Beta Gate or the mount for a UAV? It would be fun to see some of the other props used in the show And how about a woodlands version of the gate, built in a dirt mound rather than sandstone? It would fit with non-desert isles a little better... or so in my opinion. Thanks for the awesome work, and good luck with perfecting the code on this wild-ass endeavor!
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I used to be able to get rid of the oval. Using DXDLL, I'd push the N key and the oval wouldn't even appear, I got a full screen.
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yes, re-run the Y2K3 Skypack & More but before running, go to the new data folder and remove the labled files: night_sum (thats 01 to 05). that will just remove the night vision veiw.. the model will still remain the modern ones, the veiw will be reverted to the grainy hard to see type. then run the skypack and more.. and then install johns fire and smoke fx (listed in my downloads) about the bn_880 tracers you just insert the line [_this select 0,2]call loadFile "\bn_tracer\addTracerUnit.sqf" in the init line in the mission editor of a soldier. (it will figure out what side your on and give u the approprate color. west = orange, res and east = green) Uhhh.... well, I didn't want the oval. That's what I wanted to get rid of. Do I have to remove NVG Proxy or something for that?
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Ah, great! Thanks so much, I'll be able to see everything much better now with dxdll. I never relly noticed a difference with the sky pack... or maybe I didn't actually get it installed right. All in all though, I like the compatibility level. Thanks!
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I love the mod. Lots of gore when I start firing large weapons, and the tracers are beautiful. But the only thing is... is there a way (would you allow me to?) to use the old NV Goggles effect so I can use DXDLL with it? It's the only thing I use DXDLL for, so I can get a good view and it looks sooo wonderfully... kickass. If you wouldn't mind telling me how, I'd appreciate it. Oh, and this has indeed become my default mod to play... I can actually aim! (Unlike FDF, which is awesome; but I know I can aim better than Honka can.)
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Ah, here's a few good ideas... perhaps the Resistance team should be the Tok'ra ...and add the Tollans to that..... *Drools over Ion Cannon*...
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Beautiful. Absolutely beautiful. Any chance of seeing Azrael and Ezekiel in the future as HQ?
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On the bikes, do you plan to have a Ravenwing version of that? I'd love to see the whole lot of Dark Angels, including the Deathwing Terminators.... And, as seen in the Codex, perhaps a teleportation device. That is, if the game engine will allow it...
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I like this mod. Really... it's kickass. Finally I get to kill Goa'uld myself, instead of just watching... oh, these truly -are- the days!!