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Everything posted by pathetic_berserker
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steampunk
pathetic_berserker replied to WingedSerpent1969's topic in ARMA - ADDONS & MODS: DISCUSSION
I think youve done a great job here keeping the list small and relevant to your senario. Put missions first and expand the addon requirement to fit the mission gives purpose to the addons. Precisely the kind of thinking wich could make it work. The Nautilis may end up being little more than eye candy, but that doesn't matter as much if its more of a plot device. 1 question though, you say east and west, naturaly. I take it Brits will be west but what is the focus for east? I believe your choice of uniforms for east is many, the Brits were certainly not shy of standing on toes during the expansion years of Queen Victorias reign -
steampunk
pathetic_berserker replied to WingedSerpent1969's topic in ARMA - ADDONS & MODS: DISCUSSION
HA I was wondering if ayone would suggest this. Thought about it a bit myself (probably as excuse to make Victorian style buildings and the like) but always shut it down because I don't need any more commitments. Good luck and,if ever get around to making one of those 'Victorian' style buildings i'll let you know. -
want you a Trex dino ?
pathetic_berserker replied to colonel well's topic in ARMA - ADDONS & MODS: DISCUSSION
or a goat. -
Do your research and you may find these aircraft were infact very difficult to fly by todays standards. Just put in a bit of practice and fly to the planes cababilities instead of wanting a plane to fly to your abilities and you may be suprised at what you can achieve. Like you I once thought the camel was a total waste of time, but a bit of practice and it was fine. Infact there was a couple of PvP missions based on camels on my fav server, and for a while I couln't get enough of them. The difficulties in flying don't seem as pronounced when everyone is suffering.
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FederalToopers
pathetic_berserker replied to colonel well's topic in ARMA - ADDONS & MODS: DISCUSSION
Ummm in most western countries copywrite infringment is covered also by civil law, meaning that if a complaint is made the burden of proof lies with the defendant. What your refering to is only relevant when criminal law is in play. Anyway I think the point has been made and we can now leave the rest of the thread to Col' Wells flacid gloating. -
LOL I didn't realize how far out the mapping was until the mud was splattered on. I had done a little work on it for Rico some time ago but was too pressed for time to get very far (I wince at some of the bugs I still see that I was intending to fix) . So its great to see it being picked up TankCommader. It may be an old model but it doesn't have huge numbers of textures like most OFP ports so is a good base for improvements
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placing custom object
pathetic_berserker replied to gachopin's topic in ARMA : MAP EDITING (VISITOR)
try here or here -
Observations of a grunt
pathetic_berserker replied to hawkins308's topic in ARMA - ADDONS & MODS: DISCUSSION
The true mods are good. but it would be great to have a system that took actual load into account as well. -
WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Fanastic stuff Panda[PL] I was curious, is there anyway of shortening the animation, time wise? I don't have much in the way of real experience but it seemed to lack a bit of that sudden 'flash'. Have you tried it with just two textures? -
NE coastal (Bushmaster WIP care of ADF Mod)
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lol I can hear it now... Aussie: Hey Pafetik this guy had a great sugestion....... Pafetik: Hmmmm OK (coz he's a sucker) Seriously. I've already started collecting orthos of Australian vehicles and hope to one day have time to do one or maybe three. But my current lack of experience, time, and putting the island first means that they may be a long way off, if ever. But it's a good motivator to hear people want them, so who knows?
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WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
LOL, well yes and no. Blender is my 'noob wants to learn this stuff but doesn't want to part with cash' tool and seems to serve the purpose brilliantly. But I did already have my sights set on using Xnormal. Thank you Panda[PL], nephilim, and modEmMaik. All usefulll tips to arm myself with Cheers -
The most important features ARMA 2 needs to have
pathetic_berserker replied to Stryder's topic in ARMA 2 & OA - GENERAL
Thanks Panda[PL] that explains a lot. Given the obsessive nature of Armaphiles for realism I hope its something they fix for Arma2 -
The most important features ARMA 2 needs to have
pathetic_berserker replied to Stryder's topic in ARMA 2 & OA - GENERAL
Missing a vital stat to verify your findings there W@rDog, distance to target.(not that I don't believe, I just hate to assume) At any rate i do think that BIS have left thier ballistics fudged a little bit for thier own idea of game balance. And yes there are rare moments of frustration when your target obscures the dust kick from the landing round (but even thats ballisticly possible). But I've never felt any real incapacity to hit targets. Have you tried using NWD's Realistic Ballistics addon? Many swear by it. Though I think 1.14 maybe on par, its the level of ballistics I hope will be standard in Arma2. -
WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@Panda[PL] Would you mind posting a pic of the wireframe for your M16a4 The vid looks nice, actualy better than nice. But would be a little more informative if we knew the difference. I'm very much thinking about using this method for one/some of the projects I'm planning especialy as the quality it produces should fit well with Arma2. And its going to take me till the release of Arma2 to get my head around around it all. -
Those soldiers are looking simply awsome! Well done.
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WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
the rule of thumb where you halve the number of faces on each lod would say yes. but I think youll find that in game you wont notice the difference with lods that far out. So maybe look for details on lod4 that wont be seen.Good work. -
WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@ bionic Got a face count on those lods? -
I think there is at least one tall one on the out skirts of Melbourne. But I conceed it doesn't look much like the QG one. But then again so-what? If we were to set out to create a perfect example of Australia we would be here till next century with all the addons we'd need to create. (I know coz I'm one the few who are).And if we stuck  too rigidly to using only those addons that fit perfectly, the map would be so dull and repetitive as to give a more false view of the Australian landscape. At the end of day I think its better that it should be present on the map. It atleast says someting about the larger Australian community, its elgalatarian views, and openess to people from all cultures. And although this map is big, the real deal is a LOT bigger so we need to adopt a sort of 'big Australian theme park mentality' and simplify things a bit. That said. I doubt you'll be disapointed
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Not entirely true, whether we like it or not Australians are a a multi-cultural bunch. And they do still build minarets on thier mosques here. Though most mosques are found on the fringes of our cities as they generaly belong to our more recent imigrants.
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Couldn't give a bass wazoo about damage models for ArmaII. Like K@ven said once its smoking, it doesn't matter. But I think the rest of what your saying here is more relevant, and would be good to see improved where possible.
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besides the fact the SAS are generaly NOT defined by looking different to any of the unit types they work with/around/through and sometimes against means that the vast majority of SAS units have already been made. As for those rare ocassions when the SAS stand out, or there is a noticeable SAS flavour.........Thats what the community is for. The most that could be done towards creating SAS content would be to design the sort of missions they embark on. And why would BIS do that if they've already given us the tools to do it ourselves.
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I wonder if this is effected in any way by O/S, I read somewhere that Vista64 (wich i use) will detect the number of cores and then, if greater than 1, will devote one core to memory instructions. I don't actualy know much about it, so I'm curious to know if it would be better to have a quad if running Vista64. Personaly, I'm hoping to upgrade anyway (currently running an E6700) but the more reasons, the easier it is to rationalise.
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Sukhoi Su-33 and Kuznetsov CV
pathetic_berserker replied to [aps]gnat's topic in ARMA - ADDONS & MODS: COMPLETE
Probably need an expert to suggest a better solution. Just weird that effects only some people. Of course it could be the above mixed with certain cards that is causing the issue. @ Gnat. I'm certainly no expert but you sugestion does kind of match what we see. I have a couple of suggestions 1. Why use a stage at all. I have functioning damage textures on a project (Thanks to your tutorial) but found that I only needed an rvmat to refer to in its undamaged state. So my undamaged rvmat is just, PixelShaderID="Normal"; VertexShaderID="Basic"; and tick the diffuse. 2. Or include a dark spec map and turn specular power all the way to 100. And live with a litle glint 3. I don't know what half the shaders are for but isn't there other shader options that don't include specular maps? I realy hope your onto something here this bird is so dreamy to fly, it would be nice to get the full experience. -
Built in Revives in ArmA 2!?
pathetic_berserker replied to -Variable-'s topic in ARMA 2 & OA - GENERAL
I think norins revive has added a great aspect to MP play. As told previously the depth of play added by risking your self to save a team mate realy adds to the experience. Playtested a great mission recently that used revives but no re-spawn and it worked a treat, if everyone is dead, mission failed. I know that it may not be entirely realistic, but those who still want the lethality can design or play missions that don't use it. And I think the realy good thing about BIS doing it, is that it's then a feature of the engine, and not an overlying script. I just hope that they keep it flexible enough for mission makers and scripters to use as they want.

