Snake Man
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Everything posted by Snake Man
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I have no idea if this is new ArmA 2 problem or not, but in fact you need to turn UP the object detail to make sure the objects are drawn at great distances, perhaps it helps so that they are not popping up late. Might just be a glitch on the engine though, no idea.
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Footmunch/eddyD F-16 in ArmA 2
Snake Man replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you need any last minute help, send me a PM with the link for the latest files and I'll take a look at it. -
.rvmat files dropped while binarizing
Snake Man replied to [frl]myke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In BinPBO -> Options screen on top you have the edit box for "List of files to copy directly" put this in there: *.rvmat;*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf -
I just completed the campaign, what a great campaign that is! Excellent job BIS! However I do have a problem with it. The spoken dialog, the voice sentences, is way too fast spoken as they come one after another without any pauses (or that way it seems to me) so you really have hard time keeping up. There should be small pause between person1 and person2 when they speak, nothing long, but small breathing space. The individual spoken words are really good quality, there is no problem with that, but when you start to put everything together without any pauses its just this horrible chaotic mess. Many times, if not all the time, when the spoken language is Russian (or whatever it is), I have to read it from the titletext, when two persons are speaking long sentences and I'm reading 2 line piece of text one after another... its practically impossible to keep up. Yeah call me slow retard or whatever, but I'm absolutely sure there are many other people with similar problems on the campaign dialog. Another thing is that when there is dialog spoken, the squad radio comms are still open, its very annoying and immersion killing when your character is speaking with someone and at the same time reports contacts in the squad radio. I definitely think the radio should be shut down during cutscene dialogs.
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Spoken dialog in campaign way too fast
Snake Man replied to Snake Man's topic in ARMA 2 & OA - OFFICIAL MISSIONS
The radio is not read only, I have no idea what you're talking about. -
3D-Real time editor
Snake Man replied to TiGGa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You should rename this topic as it is 3D Editor and not a real time editor. -
Footmunch/eddyD F-16 in ArmA 2
Snake Man replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I took a look at the model, fixed the too many sections, added few more resolution LODs so that it ends now below 100 points, also added the MLOD Weaponrack_R.p3d so binarize runs it okay. Now it binarizes beautifully, only error in RPT after short testing was this: Warning Message: Cannot load texture ca\air\data\materialy\skrabance2_detail.paa. Not sure if you have already done several edits to the model, but here is the model I edited so at least you can snatch the extra low res LODs from it. Oh and please add library entry for this as now it just inherits the harriers text. -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Can you please rar up the latest versions of your missions without sound files and sent to me, I'd like to add then to our server. Thanks. -
Footmunch/eddyD F-16 in ArmA 2
Snake Man replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I used ArmA BinPBO to binarize the PMC Apache addon which works OK in ArmA 2. -
Campaign, in addons/ dir, huh?
Snake Man posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Some of you who have been digging around the ArmA 2 files have found out that the campaign is located in the addons\missions.pbo ... err pbo. Inside the missions.pbo there is directory "campaign" and in this dir you have the usual campaign as you've seen many times in OFP and ArmA (1). The $PBOPREFIX$ says the missions.pbo is at ca\missions namespace\dir. So now I'm thinking, I believe the old method of putting a campaign in "myCampaign.pbo" and placing it to armaroot\campaigns\ directory (or campaigns\ in mod dir) still works... what is the real difference of these two methods, which one "should" be used and so on? Would it be easier for users out there to download a mission or campaign and put it into addons dir as those millions of addons available, does it take brainiac to understand that normal campaign file need to be put in campaigns\ directory? Also, do the "missions.pbo" need the config.cpp to be detected by ArmA 2, or does it read any pbo contents automatically? I'm asking because I honestly don't know, I'm scratching my head here which method to use :) -
Desert/Urban style map in ArmA2
Snake Man replied to POTS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm bit cautious as the topic says clearly "any desert map in ArmA 2" but user in first post does ask pretty much just how certain terrains look in ArmA 2 compared to ArmA. However, if anyone wants to experience real large desert terrain with large cities, check out the PMC ArmA 2 WRP Demo, more details can be found on the linked topic and online manual. -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I decided on the multiplayer evening event that as VTE features those (cant remember) 30 or so music tracks, there is no need to add custom music to MP missions of excessive sizes, so therefore I wont be adding your missions as they are way way too large. If you squeeze the sound files to decent sizes (less than lets say a megabyte), then I can add them in. This is ArmA (1) area, its inappropriate to discuss other games here... :D -
Exporting OFP island to ArmA
Snake Man replied to -martin-'s topic in ARMA - ADDONS & MODS: DISCUSSION
What tutorials have you read? -
model.cfg error kicking my ass.....
Snake Man replied to wld427's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hmm you had p3d in the pbo which was not binarized and that gave you the CfgModels/Default.sections error? -
Secondary Ops Manager Module Discussion
Snake Man replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is SOM? WHat is SecOps? I mean the words really, apparently SOM is said to be random mission generator... but S O and M ... not compute here. Please help me out? -
Thank you for making a VTE mission, much appreciated. While I get some time from ArmA 2 frenzy, I'll definitely test this out.
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I'm still sort of hoping this could be fixed in a upcoming patches. On the other hand... if it would have been simple fix, why wouldn't it be already included? On the other hand too, where do we get to use this feature? Well there is the all known AC-130, then the Vietnam era plane with multiple turrets, then few WW2 multiple turret bombers. I mean... in a way, I can understand BIS evaluating this feature and the work to put for it and decide that we don't add plane turret code just for "4 planes" worth. I mean yes its killing me that VTE cant have AC-130 and the other gunship planes, but... there are many other features/bugs which I feel much better Suma and the gang working on. In a nutshell; I still wish they would add this on a patch :)
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PMC cmp1 (unnamed campaign) v0.3 May 27th, 2009. Command Engine X (CEX) campaign with 28 straight forward combat missions. You have several infantry squads, special forces, tanks and helicopters as well as artillery in your disposal. It is up to you to command your troops into victory. Please read the online manual at PMC addons/mods manuals: PMC Cmp1. Changelog --- fixes v0.3 - added proper "timeline" date / time to all missions and cutscenes. - added onloadintro, onloadmission description entrys for all missions. - 04-27: added opfor special forces (especas). - 04-27: added opfor snipers. - 04-28: added empty ah6, mh6 and uh60 plus helo pads for them. - 19: added helo pads for our helos. - 19: does not end, fixed (I hope). - 15: resupply repair truck? added. - 15: ammo boxes? added. - 15: ending trigger, check. looks fine? - 09: mission ended before all objectives were ticked in briefing, fixed. - 03: wont end, fixed (I hope). Visit PMC Tactical for additional details. Download v0.3 - 150kb.
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Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
As seen on the ingame screenshot, yes we played the first one. I can't recall much problems. Sorry I haven't had time to add them yet, will try to get there quickly. Please remind me if day(s) go by without them appearing there. Thanks, added to PMC Tactical server. -
I actually already opened text file for campaign design for ArmA 2... :) But in reality, I don't have computer to run ArmA 2 and no prospects of getting one, so I (you guys?) might be out of luck with PMC campaign to ArmA 2 for a long long time :( I don't know if Sahrani will be ported into ArmA 2, but most definitely if it will be, PMC First Fight will be too.
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The campaign is named "PMC Cmp1" so its really unnamed. "Cmp1" is not a name :) Could the great minds in these forums come up with good campaign names for me as I would like to "finalize" this campaign by giving it a real name and then release a new version with fixes and improvements. Any suggestions for a campaign name would be greatly appreciated. Thanks.
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Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Good work. Of course, I'll catch up with you on your server, we'll go through them all so I can leech them into my MPMissionsCache dir. Yes I added your M67v. No. -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Snake Man replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I tried to read this topic but after 5-6 pages of nonsense (to me, related to my question) I stopped. I have problem that I cant afford to buy normal/good ArmA 2 computer, so I need to stick with something that barely runs it that I can start to mod it. Its said that you need dual core CPU and GPU with Shader Model 3 with 256mb RAM. What would be the bare minimum hardware (brand, model etc) with those specs today? -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I'm really happy how the PMC Search and Rescue 1 mission turned out, very very simple yet tons of fun and still a challenge. There is few features I need to add to it, like user selectable viewdistance, disable map/radio from the downed pilot so we/he cant "cheat"... oh and perhaps try to make PvP version out of it, dunno though how to balance it, so that the NVA/VC has any chance of finding the pilot. If we cant spot the burning wreckage easily with fast movers, how would you imagine finding it by foot/car :) The NVA Assault mission was bit broken, CAS console didn't work and the respawn location was overrun by enemies. Right now both of those issues are fixed... CAS console works with VTE aircrafts (including B52 carpet bombing which is insane) and respawn location is moved far back, if the base is overrun. Therefore the mission changes a bit if enemies get through as players now must proceed from couple of hundred meters out back to the center of the base. There is also random chance of some pauses on the enemy waves, so it doesnt feel so overwhelming systematical assault. Nothing more unnerving than waiting for the next wave to begin. As for the multiplayer event in Saturday May 23rd, I'm hoping to get few more "quick" and large player friendly missions done. I think in such big event (if its going to be big, who knows) there is not much room for 6 hour SEAL team six man mission... we need "instant" action with tens of playable slots available. This does not mean that the evening will be filled with quake missions, oh dear God never... but I definitely wont be forcing people to play one mission for several hours especially if there is people trying to join and there is only like less than ten player slots. Personally I really looking forward to see the landing zone assault mission (PMC Defend LZ) when its fully manned with human players, nothing like having 4 hueys come to the LZ and 4 x 9 men jumping out of them to fight the NVA/VC forces :) -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
horror1 will you be updating your longest day in nam mission before Saturday May 23rd? Perhaps you could drop in the VTE chat at IRC or we could talk in MP sidechats as usual heh, I'd want to have the best mission coverage for the event as possible. Anyone else reading this, if you have missions, new ones, ported ones, under work ones, tests... you name it, please let us know, even if your mission is not complete we definitely could give a test run for it. I'm so looking forward to next weekend now.