Snake Man
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Everything posted by Snake Man
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Gimpster started this topic mostly talking about houses where you can enter, but since the discussion moved into rather large cities and the topic title still gives some room: Proper Urban Envirenments. While not proper really as the cities are incomplete, but to demonstrate the large size, why not test it yourself with PMC WRP Demo islands? PMC WRP Demo islands
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I have made private request for few additional building model MLOD's for Synide, if he would be so awesome and create those, I could then re-pack all the released MLOD's and RPT files and upload them to some accessible/24hrs download link. Even if Synide cant/wont do those requests, I could still upload all the stuff at the moment in my posession. What I mean is; dont worry I have all the models and can happily share them.
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I installed these drivers and now ArmA wont start, just gives this error (RPT file):<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Resolution failed: 800x600x (75 Hz) ErrorMessage: Cannot create 3D device:  Adapter 0 (RADEON 9800 SERIES) Fullscreen  Resolution 800x600, format X8R8G8B8/A8R8G8B8/D24S8, refresh 75 Hz.  Error D3DERR_INVALIDCALL Never ever install new drivers/stuff if you're middle in a cool mission
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I have updated the official VTE forum with new information. It pays to check there.
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I have poor computer of AMD 2800+, 1gb ram and radeon 9800 128 pro, it runs ArmA smoothly with low/very low and 1200m viewdistance, I have no problem with that. But when I finally tried out your smoke-effect addon, the early smoke rising was very blocky and when there were few smokestacks on the screen, it lagged way too much. You look landscape without smoke and have nice framerate, then turn into the smokes and "tok tok tok..." it comes to fps in single digits.
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Stewy, you can disable the signatures and avatars from ikonboard: Your Control Panel -> Account Options -> Do you wish to view members signatures when reading threads? and Do you wish to view members avatars when reading threads? That is direct solution for your problem. Edit: haha so I was the seventeenth guy to give you the same control panel help
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I am just hopelessly speculating here... but you DO need some kind of trigger dont you, and you're creating this automatically... if so, are you taking into consideration of the island size, from Rahmadi to Sahrani into the PMC Oceanworld of 204km x 204km island sizes? If I'm mistaken, then all is good
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PMC Tank Hunter This is large campaign on PMC Rugen island where you are fighting as resistance soldier against the Russians, but at the same time there are US forces fighting the Russians also. In fact, east and west are fighting against each other and you duck in the middle. It features team and weapon save, so what weapons you carry will transfer from one mission to the next, also if you are wounded or you get more soldiers joining you, it will also reflect in the next mission. Many times you can get the effect of "hours of boredom and seconds of horror" as you go about in your mission. Or you might get in a middle of US vs Russian firefight in some city and just when you think that situation cant get any worse, a Mi24 Hind and T80 arrives to the scene... You can and NEED to scavenge weapons and vehicles so you are better equipped to fight in this war, when you bring the vehicles into your base, they will also be saved for the next mission. Weather is random and you get beautiful bright sunshine and dark foggy thunderstorms, weather is saved for next mission also, you get day and night missions according to how much you have rested since the last mission. Cities are the objectives and when one side captures one city it will be marked as red (east) or green (west) on the map, in the next mission its occupied by that sides soldiers. There is not a set number of missions, you can take as long as you want fighting this war, or you can try to do the maximum and accomplish the given tasks sooner. There is a storyline, but obviously I'm not going to reveal it for you here, please just play the campaign to find out. Also its difficult to describe this campaign in few words, its just better to experience it by yourself. You might not like it, or you will find it to be the cool PMC mission style as seen many times before. One thing we can guarantee, this campaign will not play same twice. Replayability is very very high in PMC Tank Hunter... Required Addons The only addons you need are Bn880's tracers and JAM 3. This campaign is designed to run without any further mods that effect configs etc, this includes ffur, slx, ecp whatever comes into mind. Please when you play, only use the two mentioned addons (or atleast do not report any bugs if you choose to ignore this instruction). Also notice that PMC Rugen island itself requires AGS and baracken addons (check its readme for details and download links). PMC Rugen --------------------- PMC Tactical JAM3 ----------------------------- OFP.info and patch CAVS vehicles Bn880 Tracers v1.24 --------- BIS forum topic PMC Rugen required addons, updated since the readme is old. Agent Smith Industrial Pack -- ofp.info Agent Smith Harbor kit -------- ofp.info Baracken ----------------------- ofp.info We are looking feedback from anyone playing this campaign, please post to the PMC Tactical Forum and PMC Tank Hunter Official Release Topic. The campaign itself, download v0.1 PMC_Tank_Hunter_v0.1.rar - 108kb.
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I.C.E. - Integrated Command Environment
Snake Man replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
It will be released and it will support MP. -
I downloaded v1.01 and it still has some OFP_<blabla> marker addon missing.
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I promised to give feedback so here goes. I did not write all technical or otherwise issues down on text file so there wont be detailed list. I completed the campaign without using endmission at all so needless to say all missions worked ok. There seemed to be few items that had the radio comms text bit wrong compared to the spoken text, but heh thats not a big deal. Opening cutscene got stuck when the guys inside were shot, dunno if there was anything coming after that (I skipped the cutscene at that point). Music was ok, it was nice to have custom music... however I could have definitely be satisfied with the original tracks also (as first mentioned about the campaign size etc). Voice acting was good, very good. But on some parts where the voices that were spoken with accent or with high pitch etc started to sound a bit annoying after a while (I mean for example the last mission the repeated radio comms), this is understandable as there is only one voice actor. But all in all, voices were superb. Overall missions were good, but the last mission was superb. I have not had a mission to impress me in a long time, this one did. I was "captivated" and motivated to play it through no matter how long it took for me. As I said this hasn't happen in a long time, very good mission. I dont go into details as it would spoil the storyline/etc. Overall the whole campaign was very very good. Indeed, I cannot wait to get chapter two and to see what happens there. There was my feedback Mostly I provided few nitpicks, but as I am not a guy who posts "Downloading now!!1 ", I had to write something useful in there. If it happens by any means sound as said nitpicking or negative, consider that I could not have provided any feedback, but I promised so there we go. Keep up the good work and see you on chapter two (where I'll try to provide more detailed feedback), heh.
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The biggest problem is the floating objects, these object types need to be manually aligned to the ground which is horrible trial and error work one object type at a time. I'm hoping that we get the new ODOL format read so we can find out the correct alignment automatically. We can already do this on OFP MLODs so all existing island objects work ok with proper alignment. Then there is the widening the range issue, many people requested that the islands should be more apart, this is very easy to do and is on the TODO list for next release. Multiple airports is now possible, and I again keep this on the TODO list, hopefully it will be done by the next release. And when is the next release? Ehh no idea, not anytime soon at least
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Are you sure there is the VTE bin/config.cpp file present? No idea about that, it works flawless in my computer. Sorry. Heh I dont think any of them harm a mod if installed properly I think I use the llaumax sky. I install it by its install instructions, dont remember doing anything more specific than that.
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I have 100% identical situation. I agree that mirror(s) would be excellent, preferrably with good solid http link instead of this lame mega links that make no sense to wget (or other dl managers perhaps) for example. This is a video, no need to worry about megs, bigger/longer the better. We just wanted to see some mirrors, thats all.
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You're using UA v1.1 while our setup requires v1.0 to be installed.
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High Definition Tropic Island Objects!!
Snake Man replied to Linker Split's topic in ARMA - ADDONS & MODS: COMPLETE
Perhaps you should note that in the first post that it is a rar self extracting instead a real EXE installer, such things scare people away. -
Yeah no need to interpret anything, just read what I write. I never asked if its worth of anything I think it was pretty specific, I mean if the initial question was not not understood and this second one still is difficult to comprehend then I dont know what else to say anymore. Now, thats a lot of speech. Sounds promising. Thats quite a alot for a one mission, usually one mission has one track which even dont get to play until the end. I'm interested to see how this is designed, you know just out of curiosity. Heh yeah I know how to make campaigns, I was wondering just what you answered above that are the music tracks all in the root dir playable from each mission or is the setup like how you just described it to be. While your way is not "wrong"... it certainly isn't right. I fail to see why the music tracks have to be limited to specific mission only. Its now five missions... what about when its ten, how about twenty...do we get 80-100mb download then as each of the mission has 2-3 music tracks. THAT was my reason to ask this. I never asked that. Respect? How have I insulted/etc this campaign? How about you stop putting words into my mouth. Demand? I have not demanded anything, arent this topic created so people can discuss about the campaign; I'm discussing. Too bad if its not allowed to ask questions anymore, hehe
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As you didnt want to answer my previous question, let me rephrase it; how did you design/implement the custom music and sounds? I mean give some technical details or design decisions, how many minutes of speech, how many music tracks etc.
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High Definition Tropic Island Objects!!
Snake Man replied to Linker Split's topic in ARMA - ADDONS & MODS: COMPLETE
High_Def_Tropic_island_objects.exe Err, exe? is this some installer or just RAR selft extracting packet? -
39mb in size, five missions, okay. What do I get for that size?
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Why not use Solu's desert island, there is no objects if I'm correct.
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Thank you very much for the tutorial, you are one of my Normal Map Hero's now! Excellent work, we need more tutorials like this. Thank you.
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You can activate the voices with the optional config. In the install look x_vte\Documents\Voices_config.txt file for details.
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Is this possible to preview proxy models?
Snake Man replied to RN Malboeuf's topic in ARMA : O2 MODELLING
My Oxygen book says: If you want to see your weapon, then write down the PBO path and p3d name like this \VTE_aw\VTE_AIM9.p3d so the weapon is now displayed in buldozer. When you are done, remove the \pbodir\ path from the proxy or otherwise it’s messed up in OFP. -
I'm not sure if it was mentioned in v0.3 topic somewhere, but tihs most likely is config conflict/missing error you're having. Make sure you install VTE correctly (without other addons/configs) and you have no problems.