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Snake Man

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Posts posted by Snake Man


  1. Considering the other debugger is in czech and quite small/featureless (or perhaps I just dont understand the cz language?) there is no fear of interfering with that. Just use the ESC -> Enter method, its excellent. Just drop the addon into addons dir and then dont worry about nothing, use it if you like, no problems with mission.sqm infestation etc.

    I tried the debugger bit more now, definitely looks worth using. But I plea to you to change the way it operates, not to mess with mission.sqm, please smile_o.gif


  2. I quickly checked out this addon, my first impression is that why does it need the OBJECT placed on mission editor to activate it, why not use same method as the other debug console ESC -> Enter, or any other method of transparent activation so mission.sqm is not effected?

    In my view it defeats the purpose of this debugger, I stopped using mission debug radio triggers/stuff long time ago as they are ALWAYS left into the released mission by mistake. Always.


  3. I tweaked the BHD-LeaveNoOne The Final by hijacker objects so that they aren't causing so much slowdowns, I'm quite satisfied with it.

    This is the changelog of what I did

    --- fixes

    - removed the music, please!

    - tweaked bhdr\config.cpp file.

    - tweaked BHD_Houses\config.cpp file.

    - renamed island icon image.

    - moved the bhdr\BHDhouse10.p3d into BHD_Houses/ dir.

    - moved asfaltka200.p2d / paa into BHD_Houses/ dir.

    - removed bhdr\house.paa unused texture.

    - removed bhdr\tt.paa unused ground texture.

    - removed bhdr\BHD_SG*.paa unused ground textures.

    - removed bhdr\bhdrf1.paa and moved bhdrf2.paa into BHD_Houses/ dir.

    - replaced low resolution bhdr/ textures with resistance o/ textures.

    - leveled ocean floor to set -3m height.

    - renamed <filename>..paa style filenames to <filename>.paa like they should be.

    - resized the 3 resolution LODs to 0.0, 1.0 and 2.0 in the models they were present.

    - removed the hotel.p3d from island, come on 9800 faces and only one LOD, hehe!

    - added res LODs for many buildings.

    I never went to re-release anything, I sended email and private message to hijacker but hes gone by now.


  4. Will it be possible to use these as fleet combat? Like using them in a simple but the same form as the Janes simulaters? Like 688i Hunter Killer?

    Or in Fleet Command?

    Quote[/b] ]Passive sonar could be simulated by placing two ingamme microphones 100m infront of the vehicle and 100m behind it, and then 'listen' for any activity on different bearings.

    and the sound-graph for each class should be different and more and more faded out the longer the distance is between the ships.

    Wonder if anyone knows if there is any limit on ArmA water depth? (In OFP it was depth of 50 meters).


  5. Gnat @ Jan. 07 2007,14:59)]I was also 80% complete with a cruise missile launcher which used the OFP Scud launching code.

    Los Angeles Class

    - Aim to both Torpedos and Cruise Missiles as armourment.

    I do hope CoC will port over Unified Artillery with Tomahawk Cruise Missiles AND that your ships/subs will use these cruise missiles then.

    At least I have tons of missions which could use the mentioned platforms.

    PMC Tactical - http://tactical.nekromantix.com


  6. I made my own right away so I could continue to design PMC missions for Sahrani, it came to 4186x3737 resolution and was missing Rahmadi and few other small isles, also was having some seams not so good.

    Your map is even larger with more detail and without any errors that I could see on quick overview. Very nice job, I'll start to use this now to design my missions and the next PMC First Fight mission will be designed using this image. Thank you very much, this is appreciated.

    PMC Tactical - http://tactical.nekromantix.com


  7. Quote[/b] ]explain step by step how to access the BIS weapons pool in the first mission.

    It should work just right when you select the gear, how many weapons can you see?

    Btw I'm finalizing the v0.4 here, all major "elements" should be in there now. I don't know when I release it, soon I hope.


  8. Rest assured that given the performance of Armed Assault demo on my PC, work on additional CZM units for use in OFP will continue.

    Join the club buddy...

    I do have ArmA, installed, I do some mission making work for it already, but I don't play it daily because 800x600 res, 900m viewdistance with everything to very low detail settings... I still continue editing and playing OFP while I wait to become a rich man so I can buy completely new hardware smile_o.gif

    Good to see that CZM is still being developed for OFP. Keep up the good work.

    http://tactical.nekromantix.com


  9. Miles Teg, Will be in V1.50 And Just A cople fixing of bugs

    Here is excellent tip for you to make sure you at least don't miss any textures or obvious errors on the models. When you have done all the editing and are ready to release, BINARIZE the models. Binarize will tell you ALL missing texture names which is just great on many models with many textures. Next release could be 100% texture fixed then.

    Also I have no clue, but to my own experience I'd assume that you got few of those binarize errors, those would be great to get fixed but I understand that since they directly aren't effecting the gameplay many people (including me due not knowing how to fix, will leave them unfixed). For more details, at least some, check out the Binarize error messages - list & cause from PMC Tactical forums. If you have any questions I'm happy to try to help, but I'm no expert.


  10. You guys still around?

    Yes.

    Quote[/b] ]What's up with your VTE forum?

    I don't understand the question... nothings up with the forum it runs as its supposed to be.

    Of course if you mean that you just now logged on there after several weeks, yeah sure you see its changed, but all old user accounts (and then some) have been converted from the old forum. Now it runs with php+mysql which is very powerful compared to the old awful yabb.

    PMC Tactical will be one kickass OFP and ArmA site due time.


  11. Guys, i don't see there any more replies on this topic huh.gif

    Should i keep work on it, or no huh.gif

    Listen dude, if you make addons just to get posts on BIS forums you're seriously messed up.

    I think your insurgent addon looks nice on screenshots, I have not tested ingame yet as I only leeched the 1.00 version and now waiting for 1.05 update. I have not done any Iraq missions but certainly by looking at your screenshots, if I'll do them I'll use your insurgents.

    So wheter you should keep on working on the addon(s) is depending on posts on BIS forums... I'd say forget these forums and continue editing this nice addon.

    I have done great mission/etc work and received ZERO feedback, still I continue doing stuff. You do not comprehend what kind of people these forums are full off. Real genuine work goes unnoticed and then some sheer junk gets dozens of dancing banana posts. Forget about these forums and enjoy editing, thats how its fun and enjoyable, not by how many fans you got here.

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