odjob
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Posts posted by odjob
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So I just went through the entire process and it went very smooth using SIX. However, all my tanks don't have any driving sound - They just keep using the "idle engine" sound when running.Thats a limitation with AiA i belive.
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Think the problem starts with patching to 1.5 - 1.6 cuz of all those error message I getHave you tried to run the patcher as admin (rightclick run as administrator)?
Maybe the patcher fails to create the new files since its in the program files folder.
Värt ett försök :)
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Thanks to all people that made this possible.
I successfully got it working by following the steps at Dev-Heaven.net.
I have Arma 2 and OA disc versions installed in D:\Games\Arma 2
I have Arma 3 and Iron Front Steam versions installed, steam folder in d:\games\Steam
Could some of the problems people are having be related to having Arma and/or Steam installed in "c:\Program Files"? Sometimes that path needs admin rights. Just a thought.
The only error i have had is "No entry config.bin/CfgMagazines.LIB_15Rnd_762x33" when launching Iron Front in Arma 3.
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FZ.se (Swedish)
http://www.fz.se/artiklar/recension/20130912/arma-iii/?page=3
4/5 "Very good"
+ Realistic
+ Intence firefights
+ Beautifull open world
+ Support for modifications and user created missions
- No campaign at release
- A bit akward controls and ui
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"TERMINAL M26α". From Wikipedia: Alpha (uppercase Α, lowercase α; Greek: Άλφα Ãlpha) is the first letter of the Greek alphabet. In the system of Greek numerals it has a value of 1.
Found this in the source:
var _gaq = _gaq || [];
_gaq.push(['_setAccount', 'UA-38769010-1']);
_gaq.push(['_setDomainName', 'node-42.rv4a3.org']);
_gaq.push(['_trackPageview']);
Could "UA-38769010-1" mean something?
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I am also joining in on the praise for the Neaville map, its just beautiful. The colors are great, the fairly flat landscape with subtle hills are really realistic in contrast to other maps, great for armor.
The placement of trees/bushes/houses and so on is very realistic and perfect for concealment, and also allows great spotting possibilities.
I would love to see this map being expanded for future updates.
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Amazing work guys!
Really enjoying this mod and it keeps getting better.
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Awesome, fantastic work by the i44 team.
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I can appreciate both views. Personally I agree with you that it would be good to have VON sound radio-like (maybe even with end transmission sounds like ACRE) and it would be even cooler if it could transmit the ambient sounds around the player along with their voice. It should be an option though, so that servers can set it to work as it currently does if that's what they prefer.ACRE's great but a lot of servers don't use it for whatever reason and it is somewhat complex (having the right radio, setting it to the right channel, etc) compared to VON so I can see why some server's prefer to just use VON if they're not going for total realism.
A cool feature would be to have samples of a chopper/car/tank/plane interior noise mixed in, dependent on what type of vehicle you are in. Remember something like this from BF2, although radio messages was prerecorded.
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Such articles/ratings doesn't matter until A3 is released/"done"....It helps to spread the name "Arma 3" and wake peoples interest
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Cool, FZ is one of the biggest (gaming) news sites in Sweden :ok:
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Editor:
-Preview window in unit properties to see its model/selected texture.
-Dropdown menu in unit properties with most used "This" commands (setunitpos/allowfleeing etc). Addition to scripts window for easier basic scripting.
-Dropdown menus in unit properties for kit slots, select individual items or complete kits.
-Ability to select multiple units and bring up a property window to alter items etc on selected units.
-World preview window when selecting time of day/weather to see actual light/precipitation.
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It says Arma III Alpha in the watermark. So is the Alpha ready for us :p
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You can lock the cargo positions with 'Lockcargo True' in the init field and it will lock all cargo positions of the vehicle.T(h)anks alot :cheers:
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I have a question: How do you prevent infantry from riding on tanks (when inf are grouped with a tank)?
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I dont know if it has been mentioned but PhysX 3.0 sdk promises multi-core support. Witch (should) mean better performance for Ati/Amd users.
Previously i belive only 1 core was used for PhysX.
"In generally, SDK 3.0 will automatically take advantage of however many cores are available, or the number of cores set by the developer, and will also provide the option of a “thread pool†from which “the physics simulation can draw resources that run across all cores“. – adds THINKQ.co.uk"
http://physxinfo.com/news/3414/physx-sdk-3-0-automatic-multi-threading/
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I belive the absent of leveling/+XP/Unlocks/Achivements and other 1337 stuff is what makes ArmA series what it is.
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Goto 174.143.27.200 and type Father as login, gives a slightly longer "teaser".
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- [2.51] Added: new German and US voices
Are these the "radio" voices or an addition to Dac?
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Perhaps BIS is trying a new copyprotection and lets us betatest it.
Ofcourse no discussions about that on the forums ;)
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Its undecided yet as I don't think anyone on the team actually has BAF so we're only played briefly with the BAF Lite voice pack. We are looking at producing our own language sets for troops but its an awful lot of work, we had hoped to include something for the Germans in 2.5 but rather than hold the release back for it we decided we'd patch it in later, it was going to be a surprise but well so many people have asked about it or complained about the russian voices I though it was worth addressing. So yes one day the germans will speak german on the ingame radio.Is it possible to "enable" BAS voices for the brits in a optional config? (For those of us that have BAS) I think they sound really good.
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This is superb, loving it!
In my opinion the Arma2 engine is better suited for WW2 gameplay with all eyeball detection than modern hitec systems.
A question: Will the Brits use voices from BAF?
And while im at it: are you guys making a German voicepack?
(Sorry if this has been asked already)
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1 thing i noticed is that the muzzels are not at the top of the weapon there are like some cm. more in the gun. PLS fix that tooJust read the post above yours :rolleyes:
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Same for me.