

Snake Man
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Everything posted by Snake Man
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Hmm hey, is this now updated, ie working? I was really happy to get RSS feed for the beta's, then I was really disappointed to see new beta in the forum but nothing on the RSS...
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Notifications for new Beta releases
Snake Man replied to Yapab's topic in ARMA 2 & OA - BETA PATCH TESTING
Any chance of RSS feed for the betas? (RSS feed is much easier for end user than email). -
Thanks, this is very handy.
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Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Few people have told me that, I'm glad that you and the rest of them are feeling like that... but dunno really. At least this way there is absolutely no false hyping for this mod being anything else than it is. Well we could of course use the version numbering "as is". True, VTE ArmA version has been under constant development since early 2006 if I recall correctly, its been through so many versions (internal and public ones) that its indeed very much developed package. I guess anyone can look our changelog and just be bored to death reading all the fixes, changes and improvements we have done. -
Big cities are located in PMC 51km Desert terrain.
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How to get people to download Island Addon?
Snake Man replied to NightHawk2009's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
User friendly method? I really don't understand what you mean... I mean if you are hungry, the food doesn't just magically appear in your mouth just by you snapping your fingers, you must cook it in the kitchen first before ready to eat. Its rather simple; if people want to use addons, they have to download them, put them into a proper dir and load arma 2 up with -mod dir parameter. There is no easier way to use addons. -
How to get dynamic shadows from texture alpha channels
Snake Man replied to colonel_klink's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks Colonel_Klink for the nice tutorial, much appreciated. Nice to see you in the forums also, now there is hope for ArmA 2 if OFP legends like you are returning :) -
Camera and cinema border
Snake Man replied to mandoble's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After creating the camera in a mission, how about adding sleep 1; before using the showcinemaborder command? -
'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
Snake Man replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the detailed explanation, appreciated. It sounds real nice, I'll definitely give it a try and study your scripts. -
'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
Snake Man replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
Could you please give out more details about this, it doesn't matter to me even if you go into script specific details. I'm very interested to hear about the dynamic features of this mission. -
PMC ArmA 2 WRP Demo has been released!
Snake Man posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
PMC ArmA 2 WRP Demo v1.1 This is WRP technology demo for ArmA 2 including 51km x 51km desert terrain with many ruined cities. Experience yourself the REAL 2621.4 square kilometers terrain. Assault or defend those extremely large ruined cities. Feel how boring it is to fly 10-15 minutes for landing zone on board a MH-60S. There is four simple missions included to show some of the terrain here, two of them are boring flights around the the place and other two uses 5km viewdistance with large amounts of troops under players command using High Command. These also aren't real missions, just some quick fun. We have included extra terrain without any buildings where players can build their cities / bases / etc where ever they want to. Please make no mistake, this is not "real" terrain as you know of them, this is tech demo of large terrains and cities, there is very little details or work put to it (PMC is developing a real final terrain based on this tech demo, but thats offtopic). Readme in PMC addon/mods manuals. Visit PMC Tactical and PMC Tactical forums as well as PMC Editing Wiki which also contains tutorials as well other ArmA 2 editing information. Download PMC_ArmA2_wrpdemo_v1.1.rar - 18.5mb. Mirror 1: PMC Tactical. Mirror 2: Armaholic.com. Mirror 3: Armedassault.info. We thank all our mirrors, more are always welcome. -
The port is only for ArmA at the moment, I'll do ArmA 2 port when I get around to it.
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WIP JTD Fire And Smoke
Snake Man replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I always thought the amount of smoke (duration of emitting smoke) should be tied to the amount of fuel and ammunition on board. Of course technically when the unit is destroyed ingame, can we extract any ammo/fuel counts anymore, I don't know. Secondly, the fuel in most missions is no brainer; always full. I mean when do you reach a point in your average mission where lets say BMP's fuel tank is only 25% full anymore. Ammunition is of course another matter as the kids love to shoot them gunz. Do you think this would be doable in ArmA 2? -
Your favorite user made campaigns?
Snake Man replied to kozzy420's topic in ARMA 2 & OA - USER MISSIONS
Rude? You think that was rude? I just asked a question and told you the facts, no curse words used or anything, not even evil intend behind it :) -
I know for sure that the first mission doesn't work, well I mean it works but if you play it you'll see that its "unplayable" for most players. Enough said; it doesn't work. The rest of the missions... I think they should work okay, but I have not tested, in fact I have never tested ArmA 2 campaign official or not, online... sorry that I cant help you with that at the moment. My plan is to add full MP compatibility for this campaign, its in fact one of the key features in my list. Yes the weaponPool is not working for some reason, its still very WIP (weaponpool configuration and the rest of the campaign too), I will find some sort of solution for it in the upcoming versions. I don't like much night missions, the way I see it its like turning off lights and trying to have a good time... what are the fancy graphics for if we cant see them? Hehe yeah I know I know its not simple as that and yes I do appreciate the odd night mission where they are "applicable" but not all the time, I guess in a way I try to avoid them as much as possible. The one thing that pisses me off in OFP/ArmA/ArmA 2 is a night mission where you don't even see who's shooting at you. However... I'll promise to play test this mission with time set at middle of the night just to get my bearings and the experience. Who knows, maybe I'll like it and it would then go 1st mission night - 2nd dusk... or something like this. We'll see. Thanks for your input. Regarding v1.03 patch. My goal was to release quick update for this campaign after v1.03 is out to make sure its fully compatible with it... however now when I read the forums there is such an utter flood of negative posts about it, mostly from these trolls but I've seen many genuine old school guys posting too so there is some merit to it. I'm very cautious and have decided to hold off the update until the dust settles on the v1.03 patch release; is the negative feedback just a spam or are there serious issues, will there be hotfix or 1.04 soon etc... I'll let time pass so I can see how it goes. Again thank you for everyone for feedback on this campaign, rest assured development continues in due time :)
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Your favorite user made campaigns?
Snake Man replied to kozzy420's topic in ARMA 2 & OA - USER MISSIONS
That is kind of silly question since there is only one at the moment. That would be no, dunno what you're talking about but you have not played "few" user made campaigns. Whats going on, wrong area to post? You mistake missions to campaigns? etc -
Okay, you care to tell us how did you managed to export to .obj file, please?
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I read the readme... I don't get it, how do you create the actual output file to be opened in 3D modeling software (was it lightwave obj or what did it save them in for example)?
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Modo is nice because we have the lxo2p3dm and p3dm2lxo tools from Synide, making model conversions very easy.
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You are not suppose to kill whole airfield with six men. Read the briefing. If you are detected and engaged (and killed), then try again as you arent playing as good as the mission requires (stealth). ... what I just said above. BTW why do people post so much spoilers in this topic? Careful reader can know now pretty much the whole concept of the campaign so far by just quick glance to this topic. I'd appreciate if there wouldn't be so detailed descriptions of the missions. Sure I understand if you try to explain what part something happens that you need to address, but please use the Spoiler tag found in the forum or be very vague otherwise to not spoil the fun for others whom have not played the campaign yet. Thanks.
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Yeah I guess Harrier airstrike, or simulated tomahawk strike might be suitable there to knock out (most of) the vehicles. The MFR team slots are playable in MP, however the first mission is a "hack" right now because the mission would not work otherwise for AI. So either it would be non working AI or MP only, so I chose to do hack so AI is working but in MP this is... sort of not working. Other missions than first one, well yes I think they are playable with 6 players. I have not tried yet so I cant advertise it as MP compatible. Too bad there is not enough terrains from BIS at the moment to create such campaign again, there is just no way you could crank that many missions on 15km x 15km terrain like Chernarus ;) Yes. Yes, thats why I made it clear on the first post that this is WIP. I guess I should have put on a minute of soap opera and explain the details of why I released this as is... but in a nutshell I can say that either I would release this now as is, or there might be months delay before I got around to this. Thats the short story. And like I said semi sarcastically on the first post, this campaign now is your average sized OFP/ArmA user made campaign. However to me, this is just the warmup, this is the start... I am going to do more missions, but how many, when and what sort... thats all up to how it all ends up. I wont make the same mistake as with PMC First Fight to promise something I didn't want to deliver lateron hehe. I can promise that more work will be going for this campaign in the (near) future.
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Its bit work in progress that part, there is something strange going on as I cant get the weaponpool saved from the first mission. I'll try to work on it. I'm afraid in this v0.1 version you are limited to the default loadout. Okay I'll look into it, I'm not that familiar with the skill setup in options, it looked like a good way earlier. Thats not the answer, the mission needs to be balanced nicely at this early in the campaign, we don't want frustrate player with insane mission right at the get-go. Any suggestions how to ease the mission, so it feels balanced and realistic to the scenario?
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Ah good point, didn't notice to write this on the manual, its fixed now.Sorry about the oversight. I made scumbag terrorist mission, but so far I have no pure resistance campaign planned.I'd want to do high command mission where you command CDF or NAPA guys, but you as commender would be ... MFR team leader, again. Heh. Anyways, if you have any great ideas for "resistance" type campaign, feel free to share and who knows what might happen, maybe I'll do it, maybe someone else does it, we never know. You can adjust the AI skills from the Options. That should help if you turn down the skills from there, try it out and let me know how it runs.As with PMC First Fight, this campaign was also designed and playtested with my own HD dispersion config, its just how I like to play ArmA/ArmA 2... maybe if there is enough requests I can release this config like I did with the ArmA one too. In the mean time you can grab the (Thunderbirds?) config to tweak AI precision, it should work nicely as well.
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Baucau Airfield, East Timor - Terrain for ArmA 2
Snake Man replied to OChristie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There is 192mb worth of unusable files in this pbo. Also the models in the Objects\ directory as well as the terrain WRP are not binarized. By removing the unused image files in the dirs, the pbo size goes down from 403mb to 210mb. You have already been given help by telling how to improve your addon releases, so is there some particular reason for this addon being released as it is? -
Island Panthera (ArmA 2)
Snake Man replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Why would you rename the pbo's?