Swordsmanb
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Everything posted by Swordsmanb
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uhm, can you maybe tell me how to do that? because i didn't get it?! maybe a german description would be helpful! thx in advance Sorry for late post, I didn't have internet over the weekend. If you have an ATI gfx card, open the catalyst control center. In the menu on the left go to "3D" --> "All Settings". Then go to "Wait for vertical refresh" and set it to Quality (Always On). Then go to "API Specific" and activate "Triple buffering" and "Force 24-bit Z-buffer depth". Then in-game set texture quality to "Low". And in German: Catalyst Control Center öffnen Im Menu links "3D" --> "All Settings" auswählen "Wait for vertical refresh" auf Quality (Always On) stellen. Im Menu "API Specific" auswählen. "Triple buffering" und "Force 24-bit Z-buffer depth" aktivieren. Dann nur noch im Spiel die Texturqualität auf Niedrig stellen. That worked for me. I may try the older 5.8 drivers and post here if it worked.
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Yes, that's it. Finally I can play ArmA without weird polygons or extreme lag. I activated 24 bit z-buffer, triple buffering and v-sync. But only after setting texture detail to low it worked. So, thank you all for your suggestions.
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Edit: I've got to partially correct my former statement. Still the performance is better with these settings, but after some time I get as many polygons as before.
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Another one joining the club... Specs: P4 3.0 GHz 1.5 GB RAM ATI Radeon 9800XT German patched Version 1.01 of ArmA I'm getting the same GFX error with polygons all over the screen causing extreme lag. It's the first time this error occurs, no problems with other games. Now someone tell me, could it be that ALL people here who - have the same gfx card - can play other gfx intense games without ANY problems - get this problem with the same game (ArmA) suddenly get an overheating hardware problem? Well, I don't believe it, especially since there are still extreme performance and other issues in the game!! Now I hope BIS is working hard on solving this problem, otherwise I think it would mean a great loss of prestige and credibility. So, hoping the best. See you after the next patch.
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Well, if you'd use the boost script, you wouldn't need any additional VTOL scripts. At low speeds the jumper could still behave like a helicopter, and at high speed (using the boost it's around 450-500 I think) it's more like a plane. That's not too fast either, so no worry about crossing the whole island in a few seconds. I suggest you to try it out. Here's the link: http://ofp.gamepark.cz/index.php?showthis=7443
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Good to hear the Jumper gets an update! I love the Jumper, but the current version is way too slow, I think. Now if you already changed that, forget what I said about that issue. But if not, perhaps you could use the boost script of the Airwolf Mod. That would be cool because it would give the Jumper a nearly plane-like flight-behaviour. Just a suggestion for you to think about.
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I've also tested the Jumper, and it looks good so far. Just some constructive criticism: The handling when flying at low speed is good, no problems flying through the gates, but at higher speed it looks quite strange flying like a helicopter. Perhaps you know this Airwolf-Addon: http://ofp.gamepark.cz/index.php?showthis=7443 It features a quite good Boost-Script, perhaps you could use that on the Jumper... And perhaps you could make it a bit faster... Well, so far. Looking forward to new version.
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I also get this CTD with the IR-Stick. And on first test I got a shock, because on all mercs the upper part of the body was totally distorted, but I just found out that was an addon conflict. Don't know which addon caused it, though. So except this little IR error, the units are really excellent! Great work.
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Wow, that's a great idea and exactly what's missing in OFP from beginning to create an even more realistic atmosphere. But could you please make the water textures a bit more "dirty" and less transparent? Or perhaps the same parts with different textures, so you get more variety (e.g. a mountain creek with clear water and a slow moving small river with algal bloom and "dirt" in it)? That would make it perfect. And to not only sound demanding, I've got a suggestion for the water animations. I've made a radar tower some time ago with a permanent animation made in the config. Why don't you use this method? Or isn't it possible any more?
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Well, it's not that necessary to have every single antenna in its proper place. But if you want to make US and Rus navies, why invent totally new ship designs when there are so many drawings and pictures on the net? And btw, I'm sure you're gonna add sharp edges on those ships, he ;-)
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I think it's a good idea making some ships for Good Old OFP. But I can't really imagine "strategic battles" with naval vessels in OFP... There are too many restrictions... Anyway, I'm curious what you will make of it. And yes, please make real ships' models.
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The Lost world Mod - jarrasic park
Swordsmanb replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
Well, I don't know much about scripting, but perhaps there's a way to set all group members to "not hungry"...? Well, as I said before, in my opinion that aspect isn't too important to consider. I don't know if there's a way to detect the size of a unit, and even if there's one, that would most likely result in an unnecessary scripting excess just to have this dino attack a second time... Wouldn't it be okay to say this dino just eats what he has hunted, then rests a while to recover from the exertion of hunting? -
The Lost world Mod - jarrasic park
Swordsmanb replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
Hi. I think it would be good to include that hunger-script in your next release, because it's quite strange to see four Deinos hunting down a whole herd of Parasaurolophus. I don't think that's too important to take into consideration. As seen in the movies, only the small dinos (e.g. Compies, Velociraptor, etc.) hunt in groups, the big ones (nearly) always appeared alone. And if it's a small prey, they simply don't eat as much... -
It seems you still have the old Leo 2A4 from the BWMod v1.3 in your folder. Delete it and all should be fine.
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Very interesting idea. And also very useful in missions, as you can see them on the tactical map. But it still looks a bit too rectangular and narrow, especially the curves. I'd like to see wide curved taxiways to allow for better taxying even with bigger planes and for a more realistic look.. Hope to see this released soon with a bit more variety in shape and size.
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The Lost world Mod - jarrasic park
Swordsmanb replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
Congratulations. You've done a very good job on this mod! I really like it, although there are a few issues: I also get the error message "value not an array" when starting OFP. Then I'm missing a detailed readme to explain the features of your mod. Oh, and btw, I have a bit trouble with the example mission... I just can't get power on to open the gate... I switched everything on, but nothing. Is this caused by the GUI not working? Nevertheless, very good work. Swordsman -
Yes, that's it! Thanks a lot!
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Hello all! I'm making some building addons for my island, and to keep the file size small, I wanted to use textures from O.pbo\Hous. I textured some parts of the model, and in O2 everything was fine. Then I loaded the model into OFP without binarizing it, and still everything was ok. But after I binarized it, the textures didn't appear in game. Then I made a folder "Textures" in my addon-folder, put the textures in there, binarized the addon, and it worked... Now can somebody tell me how to solve this little problem? Thanks
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Great features! I'm looking forward to driving the LCAC!! But for me it seems a bit too small... well, correct me if I'm wrong... Anyway, great work so far!
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Hey, great work! Seems the US Navy is getting reinforcements... Sounds good. But I didn't really get it: Will you release both Tarawa and the LCAC? And if so, is the LCAC fully working (especially the movement on land)? If not, I got an idea: how about using the floating script Martin used on his Bell206 and defining the LCAC as a car? Then you could drive both on land and water... Well, just an idea. Don't blame me if I explained it wrong, I actually have no idea of scripting
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Voyager's Transparent water V-0.2B
Swordsmanb replied to -HA-kgb-cccp's topic in ADDONS & MODS: COMPLETE
Oh, I see, too much work... But then what's the use to support mod folders when you can't use any addons/mods? -
Voyager's Transparent water V-0.2B
Swordsmanb replied to -HA-kgb-cccp's topic in ADDONS & MODS: COMPLETE
Hi. Good work on this. The water is really cool! But one question: I tried to run the transparent water with the FlashFX mod folder. But neither the effects nor the addons I placed in it worked with the transparent water (meaning the water was invisible). So what do I have to do to make it work (as e.g. Tomislav did it with his BAS stuff)? -
Looking nice. But which features will it have? It seems to me that at least the tower is enterable... but what about the hangar deck and the landing dock and the rest of the ship? Some info would be nice.
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That's great! It's a pity that no one of your mod team was left to help you out, but you did a good job! And I'm looking forward to the other addons you're going to release.
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Now THIS is a GOOD piece of news! I'm sure it will meet all expectations!