malick
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Everything posted by malick
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Wolfrug's Dynamic Sound AI (RUG DSAI)
malick replied to Wolfrug's topic in ARMA - ADDONS & MODS: COMPLETE
I think I have Extended Event Handler v1.1 installed. Well, I hope next version will be compatible with the newest XEH1.2 ! Tnaks for the answers anyway Malick -
Wolfrug's Dynamic Sound AI (RUG DSAI)
malick replied to Wolfrug's topic in ARMA - ADDONS & MODS: COMPLETE
Sorry for adding a post, but I can't get the addon version to work I tried it without any other addon (except for Extended Event Handlers), but no luck so far. What am I missing here ? I just copied RUG_DSAI.pbo and RUGDSAISpa.pbo into a @DSAI\Addons directory, and correctly added it into my shortcut. No sound, no voices... Help ! Malick -
Yeah, I know, that's already a start. In fact, I'd like to see this behaviour in SAFE and/or AWARE mode, when units are idle. The chance and frequency of a unit doing an idle animation (as cited before) would depend on its state and the type of waypoint. In AWARE, the chance and frequency should be much lower. Well, I'm day dreaming, as this should be default anims, not an addon. Malick
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Hi DMarkwick ! I have a slight problem with these grenades, the first time they are thrown, an error message appears. Then, everything works fine. The exact error message is : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No entry 'bin\config.bin/CfgModels.default'. Any update on this ? Malick
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@Sickboy : hehe no prob It's also a good news you might have a look at some suppression scripts/addon. I know you are a far better scripter than me, so I hope you'll come up with something less buggy. Regarding CWR, I just retested it and I find that it lags much more than ArmA, on my computer. Is it because of Malden's vegetation ? I use low poly plants from Kegety, maybe that's the trick ? But, as far as I know, even without Kegety's addon, Vanilla ArmA has better performance. Units details or any other influence, maybe ? Are there any scripts added to CWR ? Thanks for your hard work, all team ! It's gonna be a looong wait for v1.0 Malick
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Hehe, it's ok, I'm french too Well, once you have the agreement from Charonos, I hope to see a release and try it. How does ArmA handle all the scripts you added : I would advise to make everything as modular as possible, by setting variables in config.cpp (like ECP Blood, which could interfere with 6th Sense Blood). Malick
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Hmmm, I don't think you have suppression scripts as default ? Or am I mistaken ? Anyway, if CWR's goal is to bring back OFP, it does not include ECP, which is a specific addon, even if it doesn't break gameplay (in my opinion). Malick
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Good news ! I love zombies. That might even convince my girlfriend to actually try ArmA She loves zombies too, she's almost as weird as me. Anyway, I'd really to see how things are going and if the lag is gone. I once modified Charonos zombies for my personal use, but can't find them anymore... Bah By the way, which country are you from ? Just curious, because of the accents and ', etc.. Keep us informed Malick
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This campaign is still the very best I've played so far. However, I haven't replayed it yet with all the new mods (6th Sense, ArmA Effects+Rain, Sound mods, Suppression etc..). I fear some of them would break the gameplay. Anyone tried it with several gameplay mods ? Malick
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That would be even better if these anims were included as default "iddle" animations, in Aware or Safe mode. For example, you can see that sometimes, the soldiers randomly check their weapon or stretch their neck. It would be quite cool to see them smoke, turn round, gather with buddies, walk a bit... This would make them less robotic. Malick
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I believe ECP was all about features and effects that were left out the initial game. With ArmA, I don't think it will be needed, as several mods already exist on the same spot : ArmA Effects by MadMatt, DMSmoke by DMarckwick, 6thSense Tracers, Blood and various effects by SickBoy and DSAI by WolfRug. A big, all in one, compatible combo would be more than welcome, though ! Malick
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OK, GranQ, any update will be welcome No prob with the door, it's just cosmetic, in my opinion. Malick
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AACF SoundMod Version 2.0 released
malick replied to ONI.au's topic in ARMA - ADDONS & MODS: COMPLETE
Excellent job on this one ! I love it Some sounds still need some work, like the shell fly by or the distant impact of bullets. Otherwise, it's nearly perfect ! This deeply contributes to immersion ! Keep up Malick -
Wolfrug's Dynamic Sound AI (RUG DSAI)
malick replied to Wolfrug's topic in ARMA - ADDONS & MODS: COMPLETE
Hey, I never saw your DSAI had been released as an addon ! Now, that's a good news ! Going to try this as soon as possible... I liked the script version, although as some said, the units tend to cough and burp too much when they don't know what to do I eagerly await the updated version ! Thanks Wolfrug Malick -
Don't take the bait, Gnat... The entire community is glad you spend countless hours working, for FREE, on innovative and very useful addons. You are not making 10 different versions of a M4 or a millionth reskin of BIS soldier. There will still be critics, but don't get fooled : the vast and silent majority waits impatiently and drools in wonder. Now, back on topic, I truly believe you are working on the limit of the ability of the ArmA engine. As you said, not even BIS took the time to develop what you are doing. So each addon you manage to release is a great step forward for all of us ! I hope you still find motivation to improve the gaming experience for all of us, for free Malick
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Hi GranQ ! OK, I believe the problem with the window is limited to my computer. As I recently reverted back to older nVidia drivers, that may be the cause. One RACS version would be nice, too Malick
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This looks top quality ! Guns, rockets and free fall bombs : that's what ArmA knows best Fits perfectly in SLA airforce. Malick
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Yep, the suppression scripts do use a lot of CPU... I had almost +50% in FPS without it As of now, I can't really tell the difference with sqf, as I'm still trying to make it run without bugs ! Some things seem to be easier in sqs Malick
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Hi all, I'm currently updating this addon/script pack with sqf langage, as well as squashing some bugs with my own version I still have some problems, as I'm not really used to sqf yet, so I'll keep you informed and may ask some questions. Malick
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Thanks for this update ! The planes are nice, especially the UN and US versions, which are good place holders (waiting for a certain C130...) I think most bugs have been fixed and improvements seem quite good. I have one problem though : as pilot, the windows of the aircraft turn all blank when facing (even remotely) the sun. Is this is a problem with rvmat, maybe worsened by ArmA lighting defiency ? Other remark, the door at the back of the plane should open in the other direction : currently, if you open the door in flight, it should get torn away. It should open forward instead of backward. Malick
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Hi Mr_Centipede ! I think it's a good idea. What I'd really like to see is an AI commander assigning 2 or 3 men team to a task. Like sending 1 AT escorted by at least 1 other guy to take out a tank, etc.. Do you think that would be possible to code, somehow ? Malick EDIT : However, I believe this should belong to ArmA : Mission Editing, no ?
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People should stop throwing dirt at each other for a while... This is a forum on addons or a game, let's not get too serious and personal, shall we ? Regarding your addons, Gnat, I must pay some respect to your work ! ArmA definitely needs some true naval force, eitherr as static or as fully functional, that's up to the mission designer (i.e. us). I see that some other addon makers are starting working on naval vessels, like aircraft and helicopter carriers, fast landing ships, submarines, even battleships ! Is it possible that all these addons coexist peacefully ? That would be a great thing that a kind of standard in ship's addon configuration be set, for compatibility reason. Even scripts could be shared, when possible. Aaah, well, I'm day dreaming here. Malick
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I already saw that program some months ago, but ArmA was at a very low point in my interest, so I didn't try it. May give it another chance with 1.09b, as the game experience is getting better every day. It sounds very simple configure and very useful in the end. Usually, I don't like commanding AI in ArmA because of the insanely complicated keyboard commands, where you have to stop playing and concentrate on the correct key combination... Thanks for (re)sharing with us Malick PS : how do girlfriends/wives react to this tool ? Mine is already sick of ArmA, I guess it won't do any good !
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With 1.09b, I get visual artifacts like huge dark triangles/polygons in the middle of the screen on Sahrani. Didn't happen in 1.08. Running 1.09b with WinXP SP2, GeForce 7900GT with 169.21 drivers, 2Go DDRAM. Malick
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Suma, you never cease to amaze me ! I've been following many threads like this one, with dissatisfied players raging about specific aspect of the simulation. Even if ArmA/ArmA2 will never be complete simulations for every available vehicle (car, bike, tank, plane, helicopter, ship) , the fact that you correct bugs or improve/tweak the simulation proves your and your team's dedication to the game. Now, I hope you won't be too offended by some of the comments on most of these threads. People (me among them) tend to forget what size BIS really is, and how hard it is to develop a program. And I will gladly take any improvement over the flight model you can come up with ! Â Malick