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PolishGI

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Everything posted by PolishGI

  1. Ok, a few new models have been updated. The CH-34, 46 and 47. 53 is almost ready to go, final stages. Changes, not severe... but the rotors were yanked off the main model and we now use proxies for the rotors. Cleaner look and now the rotor shadows show up in game. 53 is close... OH58s are next... http://www.armanam.com/forums.php?m=topics&s=31
  2. Holy smokes X! Nice novel! Time to update the game to OA!!! ;) Ok, I've been working on the view LODs for our ksobjects file. It contains various grass patches and the elephant grass found in Plei Trap and Ia Drang. I believe they have better View blocking abilities to combat the AI. Need some feedback on whether or not people think they are better themselves... Avg encounter for me was about 150-175 meters... now it is down to 75-120 meters. Obviously depending on location... But I find this to be an improvement when testing. Let us know... http://www.armanam.com/forums.php?m=posts&q=437&n=last#bottom
  3. Yes, that is why I put the date stamps on the webpage so you guys are aware of how recent a file is in comparison with the last large download... As you noticed, we have been putting revised files up on the website as they become available. There are different thoughts on putting together another large download or single downloads as they become available. We want to try and avoid another 1.5GB download... that was painful for us to upload and I am sure for everyone to download. So smaller 20-30-40-50-100mb files here and there is our current approach. We are working on the corrections and once a file has been tested as far as we can, we will upload it for public distribution. I think we got most of them outside of the island files which are obviously the biggest. But we are going to start tackling those in the near future. Regarding the Vietnamese voices... we ARE working on it. But we taking the approach of making sure it is a solid addon. There is a lot of work that goes into this file and we want to make sure we get it right. Hope this helps. PGI
  4. PolishGI

    Ofpnam

    Yeah, we are around... Had to update from OFP... site's been around since '02 or '03...
  5. Check here: http://www.armanam.com/forums.php?m=posts&q=324 Keep in mind, I need to update the F-100 classname... should be uns_f100b Should have been in each version of the download as well.
  6. You CAN copy and paste from the Handbook... but... Make sure you change both " to ". When you paste, the quotation marks come over in italics... convert it back and you should be ok. Hope this helps.
  7. I believe it is uns_f100b try that ---------- Post added at 01:24 PM ---------- Previous post was at 01:23 PM ---------- Fair enough... we can look into a taller MG.
  8. Interesting... Not knowing what else you have going on, I do not get any RPT errors with the M2HB... I isolate the model to the Utes island and do not get any errors... not saying you don't... But I am unsure what else is going on there... We discussed the idea of a taller M2HB but it did not really serve a point. By making a taller M2HB, you would in essence be making yourself a larger target to get hit.
  9. We felt guilty about putting things in another large download... 1.5GB is bad enough... With that said, and due to the some of the issues, we are diligently working on correcting the errors ASAP and making them available after they are tested. People waited long enough for the 2.0 release, so we dont want to make everyone download another large file. Once the RPT errors have been corrected, we will slow things down a bit... We've been tossing around ideas and trying to push ourselves to make a better MOD that we now want to take time to enjoy the thing... Make a few SP missions... there is a campaign in the works... Focus energies on the MP world and actually get the group together to shoot at or with one another and simply enjoy the fruits of our labor. Hopefully that makes sense... That is the immediate plan anyway... ---------- Post added at 02:27 PM ---------- Previous post was at 02:25 PM ---------- We are working on the Vietnamese language crossover... but to do it right, it is a considerable amount of work from what it sounds like...
  10. Check this link out... Lists parts 1 through 5... You have 20% of the MOD. http://www.armanam.com/forums.php?m=posts&q=160 ---------- Post added at 09:23 AM ---------- Previous post was at 09:21 AM ---------- There is a single veg model that does not... We are in the process of tracking the little BTARD down and correcting it.
  11. Good idea... We've been toying with the idea of such a thing... Would help promote new ideas and more missions. Among considerations would be templates for night flares, bases setup with units/vehicles already in position so that it allows mission makers to focus on their mission instead of populating a base... creating groups of troops via triggers...
  12. Good catch! (no pun intended) uns_throw ---------- Post added at 02:26 PM ---------- Previous post was at 02:25 PM ---------- Thanks for the kind words. Using other's models wouldn't be as much fun as creating our own for the MOD. I think we are pretty happy with ours.
  13. What did you download from Gamefront? How big was the file? The MOD did not upload our release to Gamefront so we are unable to guarantee that it is a complete download. Is the MOD set up properly? If so, which files do you have included?
  14. Really? This is great news! We did a lot of work on those infantry HOPING it would pay off... Glad to hear it did and that it was noticed. Game on!
  15. Good catch... But it is LTC... He was a Lt Colonel...
  16. http://forums.bistudio.com/showthread.php?t=113678
  17. We can look into a new artillery piece for the future... Up to around v1.54, BIS had the exthreads command integrated so we did NOT have to add it. After v1.54, ALL of our maps took for ever to load and we could not figure out why. So a thread was started with this issue and BIS caught it. They figured out that the exthreads command was removed at v1.54 but then provided it for us to add manually. I thought they were going to add it back in future patches so we did NOT have to manually add it... but that does not appear to be the case. So with that said, I will update the Handbook to include this so everyone knows. Hope that makes sense.
  18. We have the intention of trimming the map in future versions. As far as areas being void of vegetation, there is a reason for that.... The map HAD over 5.3 million objects on it before Vis3 said 'enough is enough'... Then we had to drop the object count down to ~4.7m objects JUST to bin the island so it was playable... So given that we are limited, we decided to populate certain areas while other areas are left open. This island was an experiment and it appears we are limited by the game... So chances are great, we will not be making another map of this size in the future until something changes by BIS. Our maps will be a little smaller in order to populate the entire map. Hope this helps.
  19. That is probably where it lies... Kick everything back to normal (middle of the road) and the view distance to 1500-1800 and see what happens... OA and CO seem to run things better...
  20. What are your gfx settings? I dont have the setup you have and Im getting 22-40 anywhere on the map... Settings are crucial when you go into the jungle. Finding the right setup is everything.
  21. http://forums.bistudio.com/showthread.php?t=113678
  22. We aim to please! Im only sticking around here for a little while longer... Date night tonight and the wife will kill me if I stay in front of the computer... hehehe I wont be around until tomorrow some time...
  23. http://www.multiupload.com/DHAMKNX536
  24. DOWNLOAD does not come with Missions... :mad: So Put a link up for all of our current Unsung SP/MP Missions.
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