Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by KKB

  1. 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.


  2. Anyone can distribute the mod however he wants. Anyway, Does seeing the big picture here change your mind?

    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.

    Anyway, don't use the web-client if it despises you :) http://dev-heaven.net/wiki/ace-mod2/Lazy

    I'll check it out

  3. 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.


  4. 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.

  5. You also trigger FADE (=copy protection that starts degrading the game).

    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

  6. 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.

  7. OK, so ive set up a UAV and can access it, how do i control it, to say, spy on a village?

    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?

  8. Moving to the all new editing forum :)

    Thanks! :)

    Some of the modules need to be synchronized to a unit (its group), like the Ambient Combat Manager. You do this by synchronizing F5 between the module and the unit. Some other modules are stand-alone and require only to be placed in the mission, like the Functions Manager.

    We hope to provide more detailed info later :)

    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 ;)

    @KKB Go check the good old intel box to the top right I think, click there and draw the wheater slider to sunny instead of middle or rainy, cloudy

    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 - virtual


    First Aid: Action


    Construction Menu

    Act of War (not sure if thats right, it's Kriegshandlung in the German Version, but some translations seem fishy)


    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)


    Animal Module

    Carrying injured to safety


    Civilian vehicles


    Zone restriction

    Thats quite a lot to figure out :)

  9. not sure if it's implemented yet, even with the beta patch, so no one with the game current may be able to show you a proper example of it yet Xav.

    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.

  10. 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 ;) ).

  11. 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?

  12. KKB

    The skill level of the AI is the same as in every other mission, too. Just that there are patrols everywhere in the AO. As far as I can tell the mission is the same as it was in OFP. Can reduce their skill level here too though.

    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.

  13. 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:

  14. did you binarize it?  smile_o.gif

    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 smile_o.gif

    Not a good sign on the part of BIS that it's up to paying customers to repair their product for them.

    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?  wink_o.gif

  15. 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.


    >>> armedassault.info <<<

    >>> armaholic.com<<<


  16. 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.