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Everything posted by KKB

  1. It's alive! Dude, I'm waiting for the Blender -> Mlod Eporter since I first stumbled upon this thread months ago, any idea how long it will be until a release (a Ballpark number would be fine, weeks, months, a year ...) ? Anyway, looking forward to it :)
  2. With the frequent beta releases I found it tiresome to make new language patches all the time, so I wrote a little script. It will also make a langauge patch for non beta versions. Maybe it's useful for some of you too, if you're interested, get it here: http://www.sendspace.com/file/z9gi5v Check the readme, you need to put your arma2 path in the bat before the first run. I'll answer further Questions here, if there are further questions. KKB
  3. Yeah, sorry about that, that wasn't exactly helpful. :o ;) Looking forward to it! Just pm me once the release rush dies down a little. KKB
  4. It does. As I wrote, I love the Idea. I think what I miss most in the current state is a simple "Download and install ACE2 mod now" option, optimally in the first console menu that opens. I wouldn't mind configuring and setting up things with the server later on. I'll check it out
  5. If you have to release 3 youtube vids of how your installer (not even the product itself!) works, then I'm sorry, but you're doing it wrong ;) I develop Software myself, and I know how an idea can grow into something you love, which makes sense and everything, but in the end you lost your users. Guys, seriously, you start a server which people access with their webbrowsers to manage your mod?! Are you kidding me? :eek: I'm actually sitting here laughing, it's that bad. I love the idea of the whole mod manager idea, ease of update etc, but holy shit, please start again from scratch. With the reputation of the ACE mod this thing has the chance to become the de facto standard way of mod distribution, please don't force _this_ down the communities throat. I'd love to discuss some ideas with those in charge of the updater now, if you're interested drop me a line. KKB
  6. Thanks If you want to, sure. The air raid siren sound is built in the game, just a matter of activating it when something happens.
  7. Vanilla Arma 2. Modules are another class in the editor (besides Units, Triggers, Waypoints etc.) I think it does, IIRC I read something about artillery calculations being done on the server. Don't know for sure though.
  8. Artillery Module at work: It's all gameplay, no scripting. Effects are awesome. Mad props to the "Arma2 is just OFP with better Addons" crowd ;)
  9. I made a little video based on the example mission by Headspace.
  10. KKB

    Change the Language in Arma 2?

    Thanks Meek! Looks like I've been wrong, if you are suddenly a seagull then that indeed might be FADE. I always wanted to see the fabled FADE myself (how about a -fade command line switch so we paying customers don't miss out? ;) j/k), maybe I try messing with the files in Dta... :D As stated in the danish forum, overwriting original content is always a bad idea (FADE or not, there will be the issue of BIS sign keys no longer working which might give you grieve trying to play online), always use modfolders and/or custom PBOs, this way you will always be able to start the vanilla version. You can change everything without touching the original files.
  11. KKB

    Change the Language in Arma 2?

    I doubt that, since any addon could trigger FADE if this where true. Actually, AFAIK FADE was never mentioned post OFP - CWC, end even back then I suspect it has been more FUD(1) then Fact (I don't know for sure, but my money is on FUD :p ). If you tell someone his illegit copy will slowly degrade, then it will. Suggestion is a powerful thing. Just look around in more recent threads of people having smoother gameplay with -maxmem4096 than with -maxmen2047, even though the devs have clearly stated that 2047 is the limit, higher numbers won't change that. But I have to admit, FADE might be the best copy protection ever, wether it is indeed implemented in the game or only in the pirates brain. Pure genius, illegit copy holders never know if FADE is at work... :D (1)FUD: Fear, Uncertainty and Doubt
  12. I get "Out of range", regardless where I click on the map. Tried with Mortars and M119. Any Idea what may be the issue?
  13. A lengthy discussion about this can be found here. I think the conclusion was that binarizing the p3d puts rvmat info into the ODOL, but only the first set, injury/damage materials need the rvmat file itself present in the pbo, the "primary" rvmats probably don't need to be present in the final pbo. A reliable way to put the secondary rvmats in the pbo is to add *.rvmat in the copy files list (which will copy the primary rvmats too, but they are small so whatever). It's important to get the path infos right though, check the thread I mentioned above, Sy gives good instructions how to do that.
  14. When in UAV control mode (at the terminal) call up the map screen and left click on the village or whatever, it will circle that area (you can also see the waypoints of the uav on the map). Anyone here had any luck getting a steady view of the area? It's impossible to keep the camera on the target with the mouse when the uav makes a turn. Some kind of target lock is essential to make it useful. It helps if you let it fly higher, but there is no way you can reliably use the laser marker. You are lucky if you are able to mark an interesting spot with B. The all or nothing zoom is kinda bad too. If there is a "lock camera on one point" option I have missed please let me know. Oh, and one last thing, where do the missiles go the MQ-9 carries? Am I supposed to mark a target with the laser pointer after firing a missile?
  15. Thanks! :) I see! Thanks so far, more infos will be apreciated, allthough I reckon that documentation is not that high on the BIS todo-list at the moment ;) That works of course, but even if I move it to the extreme sunny side I still get a greyish sky. That might have to do with my slightly outdated gfx card though, will buy a new one anyway. BTW, the included Logic Modules are: Alternative Injury Simulation Ambient-Combat Manager Artillery Artillery - virtual UAV First Aid: Action Functions Construction Menu Act of War (not sure if thats right, it's Kriegshandlung in the German Version, but some translations seem fishy) Garbagecollector Military Symbols High Command - Commander High Command - subordinate Preload Manager Secondary Operations Strategic relation layer (? Strategische Bezugsschicht, not sure what thats supposed to mean, so my translation might be off) Surrendering Animal Module Carrying injured to safety Weather Civilian vehicles Civilians Zone restriction Thats quite a lot to figure out :)
  16. KKB

    ArmA II's infinite land

    At the edge you have a aproximately 20m grey stripe, and then the texture from the edge returns, as for hills, it keeps the height it had on the edge, so it is not flat, but the heightlines run parallel to eternity. Can't provide a screenshot at the moment, since I'm at work, sorry. I'd say as of now (Version 1.00) land that borders the map bounds behaves like every "no surrounding ocean map" in Arma 1. There are enough of those out there, try one.
  17. I'm not too concerned about bugs, it installed fine on my system, it never crashed so far, and patches are on the way. I haven't tried the campaign yet, so I can't speak for the quality of that, so far I tried to fiddle around with the editor a little bit and I landed on the spot in the parachute training mission. Translation quality hit's sometimes the japanese toy manual mark, which is a little embarassing, since the texts are not engine related. Google translation? ;) The real shocker is the manual. Nearly 100 pages, shiny paper and all, but the Infos about the editor (the only thing I read so far) are rudimentary. Remember OFP? They put a tutorial on the CD which guided us step by step to a complete mission, intro, outro triggers, everything. That was a great starting point. Now the possibilities are magnitudes bigger, but no explanation of the advanced stuff. And to be honest, if I didn't already know the things they do explain I'm not sure if I would have been able to learn them from the manual. I forgive glitches, I know that getting the game one month before the rest of the world gets it comes at a price, no problem (and to be fair, at least on my system it's not nearly the bugfest some folks here claim it to be), but the Stuff that's not really software related like the Translations and Manual, thats kinda rough. Can't wait for the international version after which I guess the German version will feature the English texts anyway. Don't care for dubbed US movies or TV shows, and I sure as hell don't care for translated Games (if the original is in a language I actually understand of course ;) ).
  18. I think it's time for an editing Subforum ;) OK, I've tried to make the fabled Modules work. The Manual is not very helpful, exept for stating that you place them with F7, which you don't, F7 does nothing in the editor. I placed the Artillery module and a mortar, I grouped them, I synchronized them (F5), I grouped the playable unit with either the mortar or the artillery module, all to no avail. How does it work? Same goes for wildlife, Civilian Life etc. Also (might be not exactly the right thread for that), I placed the weather module, according to the manual it will give nicer clouds, wich is awesome, except the clear sky looks greyish to me, instead of blue (it's like constant overcast), so how am I supposed to se these clouds anyway?
  19. No worries mate, it's cool, you're doing a great job :) I just tried it in original OFP, and there is one thing I didn't take into account at all, grass! In OFP you can happily snipe away from the prone position, if you do that in Arma you don't see anything because the grass and other clutter is blocking your view. And once you stick your head out... :D I wasn't too hot in OFP now either, so as I suspected I need more practice.
  20. I'm playing the CWC Campaign and I can't get past the Camping mission :o AI falls like flys (of course only my side), and me shortly after. It's a little ridiculous to see them watching every direction except the one the enemy is firing from (but thats an Arma thing ;) ). Maybe I'm too old for these games, it's been nearly 10 years and I'm over 30 now, but I don't remember this mission to be so hard. I guess it's a mix of AI being able to see more in the new engine and the old missions simply not designed to account for this and me being a little rusty :) Oh well, the fact that I care enough to write this should be testament to the outstanding work you guys did with the conversion, I love it, the old Islands are beautiful in the newer engine, two thumbs up :bounce3:
  21. Hi there Used the search function but didn't find someone else fixing it, if it is old news apologies. Ever noticed the difference between the 2nd and 3rd LOD of the two Artillery Guns? On closer inspection in Boldozer I found this: So I fixed it. Since it is a small download I thought why not release it. It replaces the BIS Models with my fixed ones, nothing else changes, besides the fixed 3rd LODs you shouldn't notice it is there at all. If someone official is interested to include it in a future patch, I can send the MLODS (or detailed description of what was broken) over. Anyway, I hope someone finds it useful. Download: >>> armedassault.info <<< >>> armaholic.com<<< KKB
  22. Thanks to DeadEye and Big for picking it up and providing Download Mirrors on their sites  I am not aware of that, can you elaborate? Screenshot would be nice.
  23. Yes, of course. Why do you ask? If there is interest in the MLODs, I'll upload them somewhere. I just didn't think they were interesting enough to include in the download I wouldn't put it like that. I don't think many people did notice it all, and it's not a major bug. Besides, if I reported it I'm sure they would have fixed it eventually. I just thought that since it was possible to fix myself, why wait for an official patch? Â
  24. KKB


    I'm pretty sure that a lot of the problems are caused by pathnames, I've yet to figure out when and where case sensitive pathnames are required, BIS pathnames are not consistent (grep the unpacked config files for 'ca\', you'll find 'ca\', Ca\ and CA\) so I guess it doesn't matter all the time. I haven't figured it out yet, but when I tried to solve the mysterious ladder issue last year that was the point where the plot thickened, BIS buildings work in 'ca' rooted islands because the pathnames work.
  25. KKB

    destructable doors

    Destroyable door, great idea, I can't believe I haven't thought of that... Looking good. Is that the backdoor-entry to Wolfenstein?