Snake Man
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Everything posted by Snake Man
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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? -
CAT Afghanistan v1.2 ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Yes. I do have the 1.1 in ArmA 2 actually, it works nicely. However as with AGS stuff, I definitely wanted to finish up the texture merging and model optimization before bringing them into ArmA 2. I just wanted to finish up CAT Afghanistan for ArmA properly, before moving into ArmA 2. Now that is done. Of course there might be hotfix (like the nightime shining roads) even before that, we'll see. -
Rainbow Six: Steel Wind belgium embassy (first) mission is freaking legendary. I loved to play that mission, it was the first experience on realistic tactical indoor game for me (before that it was SEAL Team and Army Rangers only). Oh the good old memories :)
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OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Kiowa.p3d textures merged and extra LOD created (less than 100 points). Model.cfg created and config cleaned up a bit. Uploading source files now (dancing banana upside down) to Eble. -
CAT Afghanistan v1.2 ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the bugs list, feedback is appreciated. -
OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just so that nobody does any overlapping work, I have the Kiowa MLOD package here now and I'm in process of merging textures for it (we'll see how it goes). I'll send the packet back to Eble as soo as I'm ready. This will most definitely include model.cfg creation so there fore config.cpp will be edited. -
OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah I understand, same here. Okay send me the Kiowa MLOD's and I'll see what I can do. But I cannot promise anything. I've just come off from merging textures to 100+ models for CAT Afghanistan and hehe not sure how next merge project would take off ;) -
OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would you be interested of merging textures for the Kiowa(s)? -
Arma 2 Sound Modding 101.
Snake Man replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
When lets say missile launch is heard all over the terrain (like 10km away) like it was right on top of you, what sound config value is wrong (too high?) in this situation? Is there some guidelines of sound volumes on the config, or does it relate too much for the actual wss sound level and only can be tweaked by trial and error? -
Footmunch/eddyD F-16 in ArmA 2
Snake Man replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Last night I first flew ArmA mission with the original footmunch version of F-16, then I flew Falcon 4 Nevada Theater and chuckled up as I saw the difference on the right hand side MFD screen. Myke, if you want I can take high res screenshots of few situations of the MFD for you to replace the pac-man like MFD this ArmA F-16 has? -
I don't understand what you're saying... you're bringing "it" back with a new name... but you start from scratch? Eh doesn't make sense.
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Arma 2 Sound Modding 101.
Snake Man replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You absolutely need to use WSS and only use ogg for maybe music tracks. Do not ever use wav in OFP, ArmA or ArmA 2. -
hotshotmike1001 is complete lost cause. He don't know or care anything about porting a model/addon. Don't get your hopes up when talking about his work :)
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Thank you for the guide, appreciated.
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How about posting the info here for everyone to see?
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AGS Buildings Pack ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Well I cant see how that is possible, maybe I'm being bit arrogant but I'm pretty sure I've spent more time on these than anyone else, in fact I've very proud of the current status of the "port", it is very good. I really cant imagine what could be merged when two people port same addon. Do I look like a compat whore photography pimp to you huh?Just joking :) Yeah I hate screenshots, but I guess wherever I go people ask them so I just have to bite the bullet and start to do one or more for each release I make. Seems like people "cant understand" addon without a visual reference, weird. Yeah thanks for the tip, I'll try to implement that to the manual. -
AGS Buildings Pack ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Can any other AGS_build objects be walked through or is it just the hangar doors? I have written your bug reports down, I'll address them on the next development cycle. Thank you. -
DM, I'm with you. Those stupid hills are not needed in my terrains and I want to remove them. Been on my TODO list for some time now, its just that all my time goes with other experimenting leaving that cosmetic thing for later ;)
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single soldier config.cpp
Snake Man replied to daanvs's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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This would be really helpful, I believe I already asked this some time ago :) Modo :) I honestly spent the last 10 minutes with your post open in browser while I went through modo menus and stuff to try to look this "load your image", the only load image was from the File -> Load Image, but when I selected that and the tga... nothing happened? (this was on Modo 401, didn't try 302). I've watched some videos which talk about materials, so are materials in other words textures or something different?All I wanted to do is to have my simple 3d model in Modo, UV unwrap it (as poorly as I now can do) and then apply texture to it. Right now if I do model first in Modo, I have to export it to O2 and apply texture there, then bring it again back to Modo to uv unwrapping with texture on it :)