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JuggernautOfWar

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Posts posted by JuggernautOfWar


  1. The bird noise is WAY too loud, and the thunder is really out of place when there isnt a cloud anywhere in the sky???

    True, that's kinda annoying. You're at an altitude of 600 and a bird is chirping right in your hear lol. Haven't noticed the thunder though.

    Main problem! How can I edit the map file to get rid of the damn fog!? I know it's for balancing but I'd like to use this with my friends only and be able to see when flying planes, lol. I'm not asking you to release a new version with more view distance but I'd like to know how to edit that out of the map myself. Thanks...

    EDIT: Or you could (if you're nice enough tounge2.gif) make a new version, or edit the existing one, and add a separate air view distance than ground view distance. Kinda like in Evolution but have it as a set number. Of course the air view distance would be much higher, maybe 3x or 2.5x the ground distance? I'll post the map I edited when I figure out how to do it.


  2. Damn, I REALLY want to use your mod but it seems as though it's too taxing on my computer. Here are my specs: Nvidia 8800 GTS 640 MB, AMD Athlon 64 X2 5600+ ~ 2.8 GHz, 2 GB RAM, and a Biostar TF520-A2 Mobo. I think what's causing the lag is my CPU but I'm not sure. Even when I'm not looking at it the effects it still lags my computer, meaning it's my CPU right? Because the graphics card isn't refreshing the images when I'm not looking at it, so it must be my CPU. Or so I'd think... Anyone helps they get a cookie.


  3. So with these three packs now is it the equivalent to just 6th sense mod? Also, if I get 6th Sense mod can I take out the hit effects? How it strobes with white and black when hit I mean. I did this in the packs but I don't know if I can do it in the full mod or not. Thanks.

    EDIT: Oh, and are these packs even in 6th Sense mod? Or are they meant as an addition to the mod?


  4. Wow, GREAT mod. I was using Chammy's, his got outdated with the betas, so I switched to yours, had some bugs. So I switched to HiFi and now this new version (1.5). This one far exceeds any of them. GREAT mod, keep up the great work man! Although, this one seems to be almost perfect notworthy.gif. I can only think of three little improvements to be made: UH-60 should sound more... heavy. More of a deep 'thump' sound from the rotors and less engine noise when listening from the ground, but it's perfect for flying in it. Biggest problem is in Warfare there are now no sounds for "City captured", "Voting for a new commander", ect... Whenever this voice is triggered I get an error message I have to click on so I'm drawn away from the action (can't have that icon_rolleyes.gif ). And last but not least, the A-10 sounds spectacular, but the volume needs to be turned up a bit for this sound. Oh man, just thinking of that A-10 GAU-8 makes me want to cry, lol. GREAT sound, well they're all great! I love this mod. I've got some deaf friends who play ArmA and this makes me really feel sorry for 'em sad_o.gif .

    Although when Chammy finally releases his new mod I may change my loyalty tounge2.gif . It sounds perty good from listening to it from other mods which somehow get a hold of the unreleased version. Although there are no vids I've been able to find showcasing Chammy's latest creation exclusively.

    Sorry for the wall of text, but this mod deserves my time thumbs-up.gif .


  5. Minor suggestion: Make a 16 player map mode for new version. It'd help us people who are still a little lacking in the CPU department for AI. The only way to do this now is to manually go through the list of players before the round starts and make sure there are 8 AI per team instead of 16. That's just too much AI for my Athlon 5600+ 64 X2 ~2.8 GHz.


  6. Minor suggestion: Make a 16 player map mode for new version. It'd help us people who are still a little lacking in the CPU department for AI. The only way to do this now is to manually go through the list of players before the round starts and make sure there are 8 AI per team instead of 16. That's just too much AI for my Athlon 5600+ 64 X2 ~2.8 GHz.


  7. Well I kinda wanted the howitzer as well but I guess you can't have everything. It's weird that they don't have it in the game yet they have it in the menu as a background video.


  8. Where can (if I can) activate/download the FLIR sequence displayed in the background when visiting the main menu after installing version 1.14? It seems like it's an AC-130 with the big Howitzer. The fake heat vision is pretty neat and I'd love to call down some "lightning" on some of my enemys pistols.gif. Thanks... Juggernaut


  9. What the hell? I have that section but there are no "*" or "&" sign anywhere to be spotted, and what do you mean when you say "REMOVE the **// COMMENT IN the && with //". That makes NO sense to me what-so-ever. Please help me, lol, I feel like such a newb. I'm usually pretty good at this kinda stuff. hell, I write code for Crysis.

    oh my lord, Crysis? rly? ok then anyways

    the "**" and "&&" characters does not actually exist in the real line of codes. it is not meant to be taken literally, the "**" and "&&" are meant to be used as a marker on the quoted section of codes, it is meant to assist you in pointing what section of the code that needs to be edited. this markers are not commonly used or practiced by coders, it is meant to assist the "casual" coders of the world lol. and fortunately casual coders, despite their lack of coding skills usually compensate with their superior common sense.

    so, whenever you see a **// on the quoted section of code you need to remove the // on your section of code.

    and  

    whenever you see a && on the quoted section of code you need to add a // on your section of code.

    the "//" it self  is a code segment comment function for C++, but of course you know this already right?

    Ah, thank you VERY much. My teacher never used that, good to know. I've actually made a game with C++ before and it's hosted on www.addictinggames.com. I gave them full rights to it though so some other sites might have it as well, I have no idea. Oh and if it involves common sense leave me out of it crazy_o.gif . Thank you again.

    EDIT: What's wrong with Crysis? icon_rolleyes.gif

    EDIT2: OK, I've gotten the crosshairs to pop up for everyhting but the grenade launcher, vehicles, and rocket launchers. I've taken the liberty of experimenting a little and turned every crosshair area in the coding to follow his example, not just the two he stated. Now the helicopter gun crosshair is there but the other vehicle crosshairs are still gone. How can I enable all crosshairs?

    PS: The infantry crosshair is way different than it was, there's only one line rather than one, and it's off center it seems.


  10. I have some Ligitech X-530 5.1 speakers and they work pretty good. I just have an on board Realtek ALC888 High Definition audio card on my setup but I'm upgrading the sound card to a "Creative 7.1 Channels PCI Interface Sound Blaster X-Fi Platinum Fatal1ty Champion Series Sound Card" and I'm upgrading my speakers to the Logitech Z-5500 5.1 system this summer. If anyone has suggestions which would point me in a better direction please let me know.


  11. What do you guys suggest I do? I have a pretty powerful GPU (8800 GTS 640 MB 128 stream processors) and I did what he said. It improved performance a little, but it didn't fix the problem. It'll act fine, then when I approach a city or a forest it lags out.

    EDIT: I'm downloading the Nvidia 175.16 drivers now, seeing if that'll help. The one I'm using now are 169.-- hopefully that'll fix this performance issue, though I somehow doubt it will.

    EDIT2: Well the new driver improved the FPS in Crysis by a long-shot, but not ArmA.

    JoW, it seems we're in the same boat mate - I juiced up the settings, and actually got an increase in performance, but still the odd lag when turning quickly to look at different scenery, or when spooling around in outside view...

    I'll keep testing, and see what happens...

    EDIT - yep, still the odd annoying lag, it's most pronounced when zooming in to look through the sights of a weapon sad_o.gif I've also noticed that looking at trees will also guarantee a jump/lag if that helps...

    And yeah, I don't think my rig is weak..

    Intel dual core 6600 at 2.4 gig

    Vista 32 bit

    2046 MB Ram

    2x Nividia GeForce 8800 GTX

    279 Gig hard drive in Raid 0, 60% free space

    Hey I found out what caused this issue. It's Service Pack 1. It's a must in any game for Vista. I get 15 more FPS on average in Crysis and in ArmA now the only lagging is from my CPU and the view distance. So you must have SP1 if you want to game with Vista. Good luck. I know how you get around the SP1 bug where it gets stuck in step 3 of 3. If you need any help installing the service pack let me know, thanks.

    EDIT: I'm at work right now so I can't tell you how to install SP1, takes to much time.


  12. I found the 'missing' aiming dot !

    First un-pbo    slx_modweapons_c.pbo

    Find the section <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Rifle : RifleCore {

    // SLX ADD : Access.

    //// access=1;

    autoFire = true;

    reloadAction = "ManActReloadMagazine";

    //soundContinuous = 0;

    optics = false;

    scope = protected;

    **// cursor = "RifleCursor";

    **// cursorAim = "\ca\Weapons\Data\w_weapon_S";

    // SLX MOD : No crosshairs.

    && cursor="\ca\Weapons\Data\clear_empty";

    && cursorAim = "\ca\Weapons\Data\clear_empty";

    value = 4;

    //displayName = $STR_DN_RIFLE;

    nameSound = "rifle";

    //reloadTime = 0.15;

    //modelOptics = "-";

    //sound[] = {""};

    //drysound[] = {"\ca\Weapons\Data\Sound\M16_cock_v1", 0.000316228, 1};

    // //reloadsound[] = {"", 1, 1};

    REMOVE the **//

    COMMENT IN the && with //

    Now re-pbo the file eh voila !  SLX mod WITH aiming !

    Enjoy.

    [TAO] Kremator

    EDIT  If you want the MG to have the aim dot then look for MGunCore and do the same thing as above.

    What the hell? I have that section but there are no "*" or "&" sign anywhere to be spotted, and what do you mean when you say "REMOVE the **// COMMENT IN the && with //". That makes NO sense to me what-so-ever. Please help me, lol, I feel like such a newb. I'm usually pretty good at this kinda stuff. hell, I write code for Crysis.


  13. second that bandares. Suggest you make it bold and cover it in flashing lights wink_o.gif

    not a bad idea maybe I can silence some cry around  rofl.gif

    Ok for those still getting the message:

    "No entry

    '@SLX\bin\config.cpp/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewGunner.initAngleY'.

    The game needs a beta (wether it's 1.09, 1.11 or 1.12) installed on Arma, and you have to write into the shortcut's target line the next:

    -mod=beta;@SLX   +any other mods you want to use...but the beta is neccesary to eliminate the error message

    With this you won't get the error message again, I've just tested it

    Have a good one!

    OK, so does that mean you aren't running 1.14 then? Or does it just trick the game. I'd think it would actually activate the beta which I don't want for MP.

    Thank you for the print screen search function El nino Foxhound.


  14. Great mod guys. Keep it up! Haven't tried MP yet though, will post back later, have to reinstall the game because of above bug. Thanks.

    EDIT: I still get an error regarding the M1A1 Abrams optics or something when the game boots up after following your steps to a tee. How can I fix this? Oh and I don't have Queen's Gambit because I have no idea what it adds to the game, lol. Thanks...

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