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Everything posted by Sniperwolf572
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Where did the compatibility patches go?
Sniperwolf572 replied to Scŕth-Siorrai's topic in TROUBLESHOOTING
Sorry to dig up an year old thread but again I can't find compatibility patch for 1985 campaign, I tried Placebo's link but it didn't work, and at Duchies link there is no 1985 campaign patch. Can I find it anywhere else? -
Hello everyone, I'm not aware of similar topic and here it goes: I'm planning to buy a new PC, it was about 4 years since I got my current PC and it served me well, but I think it's time to buy a new one, as I don't have an possibility to buy new PC every year (or an massive system upgrade) due to financial reasons. This is what I'm planning to buy: MoBo: MB GIGABYTE 8SQ800 Sck.478 168.63 GPU: GAINWARD GF 6600 PCX (GT?) 367.58 CPU: PENTIUM 4 3.0GHz BOX 800MHz 1MB Sck.478 399.94 RAM: 2xDDR 512MB 500MHz HARDCORE 372.7 Case: CHENBRO GAMING BOMB 87.35 PSU: 400W 51.65 ICE: ZALMAN CNPS7700-CU 79.9 ---------- 1527.75 To the right are prices in KM ( 1KM is about 0.5 USD) and I have a budget of 1600 KM ( 800 USD ). shinRaiden made me aware that I'm picking an AGP MoBo and not an PCIe. I would like someone to help me make an good system, and warn me of any mistakes I'm about to make by buying this system.
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Thank you very much EiZei, that helped me alot. BTW nice sig
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Thank you Placebo for clarifying, is there a formula for 64bit sistems so I can calculate speed? I tried AMD site but no cigar.
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So it should be better? If anyone has Athlon64 can they say if they have any cons in running 32bit apps, please?
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Yes I know that but I was wondering will the Athlon64 outpreform Pentium4? And I still don't understand that 3000+ mark.
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Next question: Is AMD Athlon64 3000+ better than Intel Pentium 4 3.0 GHz I was told it is but when looking at its specs it says that its frequency is 1.8 GHz ( ! ). Then I tought that it's crap and started snooping and people say that its better than P4 3.0 and I couldn't find any AMD processors that go over 3.0 and what does 3000+ mean anyways then?
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Patch Generator v1.0 from Our Weapons project
Sniperwolf572 replied to Voyager-NO-'s topic in ADDONS & MODS: COMPLETE
It already exists .... WinPBO by OWP! -
Actually the car is not VW Golf but Yugo Koral 45 (Notice the lock, rear view mirrors and general shape of the vehicle). But who cares, nice pics anyways.
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Is that really that hard, I got my current PC for almost 4 years.
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My main problem with my configuration is that I hardly can get to any components you guys mention, remember this is Bosnia, hardware comes slow here, and if its something relatively new and good, it's probably stolen, and I don't want to buy that kind of s**t. Would it be helpful if I linked to the site that has an catalouge with available hardware? EDIT: I also would like to make an PC that will last at least 3 years without any major modding.
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800Mhz Intel Celeron NVidia GeForce 2 MX 440 256MB RAM ASUS TUV4X Mainboard MatroX 80GB HDD DO NOT LAUGH!
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Geforce & Ofp: is it a happy marriage?
Sniperwolf572 replied to Commando84's topic in TROUBLESHOOTING
77? Did I miss a big release or was it just a typo on your end? Actually I'm buying complete new configuration, and this is how it's gonna look like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> MoBo: MB GIGABYTE 8SQ800 Sck.478 168.63 GPU: GAINWARD GF 6600 (GT?) 367.58 CPU: PENTIUM 4 3.0GHz BOX 800MHz 1MB Sck.478 399.94 RAM: 2xDDR 512MB 500MHz HARDCORE 372.7 Case: CHENBRO GAMING BOMB 87.35 PSU: 400W 51.65 Cooler: ZALMAN CNPS7700-CU 79.9 ---------- 1527.75 PC will be used mostly for gaming, (OFP, AA, NextGenPCGame included) and some 3D modelling. Note: I just added prices of each component in KM, KM is my local valute 1KM is about 0.50$, am I getting robbed? -
Geforce & Ofp: is it a happy marriage?
Sniperwolf572 replied to Commando84's topic in TROUBLESHOOTING
I'm also planning to buy GF6600, and I was wondering if anything was fixed in ForceWare 71.89 version? -
Awesome work, I just noticed two things: - Driver proxies in HMMWV's are a bit to the right, haven't checked the cargo proxies. - On some vehicles when you turn the lights on at night it shows light cone but no light in front of it, it only lights up when above 1.5-2m height or at an angle.
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// // <<<USMC!>>> // #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 #define WeaponSlotPrimary 1 #define WeaponSlotSecondary 16 #define WeaponSlotItem 256 #define WeaponSlotBinocular 4096 #define WeaponHardMounted 65536 class CfgModels { class USMC_Wolf { sectionsInherit="Vehicle"; sections[]={"Sign","zadni svetlo","brzdove svetlo","L svetlo","P svetlo","podsvit pristroju","zasleh"}; }; class USMC_Wolf_M2:USMC_Wolf {}; }; class CfgPatches { class USMC_Wolf { units[] = {USMC_Wolf,USMC_Wolf_M2}; weapons[] = {}; requiredVersion = 1.96; requiredAddons[] = {SUCHusmc,BIS_Resistance,TACTEvents,c8x_usmc,c8x_Magazines}; }; }; class CfgTextureToMaterial { class CarGlass { textures[]= { "\USMC_Wolf\alpha.paa" }; material=#SpecularGlass; }; }; class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Car: LandVehicle{}; class USMC_Wolf: Car { scope=public; crew="SUCHusmcrifle"; picture="\USMC_Wolf\Icons\inIcon"; icon="\USMC_Wolf\Icons\icon.paa"; vehicleClass="USMC - Car"; displayName="Wolf IFAV"; nameSound="jeep"; maxSpeed=127; turnCoef=3.0; side=TWest; accuracy=0.50; armorWheels=0.12; armor=20; armorStructural=6.0; armorEngine=1.6 cost=30000; fuelCapacity=50; transportSoldier=3; transportAmmo=0; model=\USMC_Wolf\USMC_Wolf; driverAction = ManActUSMC_WolfDriver; HiddenSelections[]={"Sign"}; cargoAction[]={ManActJeepCoDriver,ManActJeepCoDriverBack}; cargoIsCoDriver[] = {true,false}; soundEngine[]={Vehicles\jeepmove,db-15,1}; typicalCargo[]={"SoldierGB"}; weapons[]={"CarHorn"}; magazines[]={}; class IndicatorSpeed { selection = "ukaz_rychlo"; axis = "osa_rychlo"; angle = 188; min = 0; max = 40; }; dammageHalf[]= { \USMC_Wolf\alpha.paa, \USMC_Wolf\alpha_hd.paa, \USMC_Wolf\main.paa, \USMC_Wolf\main_hd.paa, \USMC_Wolf\ScheinW.paa, \USMC_Wolf\ScheinW_hd.paa, }; dammageFull[]= { \USMC_Wolf\alpha.paa, \USMC_Wolf\alpha_hd.paa, \USMC_Wolf\main.paa, \USMC_Wolf\main_hd.paa, \USMC_Wolf\ScheinW.paa, \USMC_Wolf\ScheinW_fd.paa, \USMC_Wolf\Blinker.paa, \USMC_Wolf\Blinker_fd.paa, }; }; class USMC_Wolf_M2: USMC_Wolf { displayName="Wolf IFAV M2"; model="\USMC_Wolf\USMC_Wolf_M2"; gunnerOpticsModel=""; gunnerAction="ManActWolfGunner"; cargoAction[]={"ManActJeepCoDriver","ManActWolfCargo1"}; ejectDeadGunner=true; weapons[]={"Browning"}; magazines[]={"Browning"}; class Turret { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-10; maxElev=40; minTurn=-45; maxTurn=45; body="OtocVez"; gun="OtocHlaven"; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.7; minFov=0.42; maxFov=0.42; }; }; }; //------------- //ANIMATIONS-- //------------- class CfgVehicleActions { USMC_WolfDriver="USMC_WolfDriver"; USMC_WolfGunner="USMC_WolfGunner"; USMC_WolfCargo1="USMC_WolfCargo1"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class StandBase: Default {}; class States { class Driver: Default {}; #define VEH_DIE_CONN(Name,anim,time) \ class Name##Dying: DefaultDie \ { \ actions = NoActions; \ file=anim##smrt.rtm; \ speed=-time; \ looped=false; \ soundEnabled=false; \ connectFrom[]={Name,1}; \ }; \ class Name##Dead: Name##Dying \ { \ actions = DeadActions; \ file=anim##smrt2.rtm; \ speed=SPEED_STATIC; \ terminal = true; \ connectFrom[]={Name##Dying,1}; \ connectTo[]={DeadState,1}; \ } #define VEHIN_MOVES_VAR(Name,anim,vartime) \ class Name: Driver \ { \ file=anim##stat.rtm; \ speed=SPEED_STATIC; \ looped=true; \ variantsAI[]= {Name##V1,0.7,Name};\ interpolateWith[]={Name##V1,0.5};\ equivalentTo=Name; \ interpolationSpeed=1; \ connectTo[]={Name##Dying,1}; \ } \ class Name##V1: Name \ { \ file=anim.rtm; \ speed=-vartime; \ looped=true; \ } #define VEH_MOVES_VAR(Name,anim,time,vartime) \ VEHIN_MOVES_VAR(Name,anim,vartime); \ VEH_DIE_CONN(Name,anim,time) VEH_MOVES_VAR(USMC_WolfDriver, \USMC_Wolf\Anim\USMC_WolfDriver, 1, 5); VEH_MOVES_VAR(USMC_WolfGunner, \USMC_Wolf\Anim\USMC_WolfGunner, 1, 5); VEH_MOVES_VAR(USMC_WolfCargo1, \USMC_Wolf\Anim\USMC_WolfCargo1, 1, 5); }; }; It gives the following error: No entry 'config.bin/CfgVehicles/USMC_Wolf_M2.MGunClouds'.
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Thx for the help, it works now, stupid me was defining it in wrong place.
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What confuses me is that it gives an error only on armed version, I tried your solution but it didn't work as I expected, even if I remove weapons and ammo for it, problem still exists...
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There was an 3d pacman on PlayStation.
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Well Sims2 installation has an quiz while installing.
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IMO BIS has just speraded more confusion this time, first they show us some uber-leet pics that we all wanted to see, then Placebo says "play with number 3", then we get some game called AA (name makes me puke) with some touch-ups in graphics witch don't seem impressive because it looks like theyre playing it on 800Mhz machine, I mean c'mon BIS you can do better, at this time I'm quite dissapointed if this is OFP2 and if not, and if OFP2 is actually what they have shown us at first, BIS is going with EA style policy: Get quick ca$h with AA then pump out OFP2 in the next year. AA is same as OFP XBOX - a total failiure, from my point of view I have yet to see something from BIS that isn't possible in OFP (not counting lightning). Also if theyre working on OFP2 why are they bothering with AA if we're gonna have OFP2 in 2006? IMO we currently stand on this: -Codies own OFP and geniuses at BIS couldn't get any creative than ArmedAss. -We've seen two sets of pics with no idea witch game is the first ones from -We're gonna get OFP1+ (a.k.a. ArmedAss) in Q4 2005 -Since BIS didn't make up with codies first set of pics isn't OFP2 but ArmedAss2 -IMO I'd rather that they didn't say anything than this, again it's all nice and dandy but if this is all we're gonna see I am not impressed. BUT Maybe BIS will prove me wrong
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OFP2 and "armed assault" - what's up?
Sniperwolf572 replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
[Conspiracy mode - ON] BIS dumped Codies cuz they are making weird standards and are somewhat in alliance with Ubisoft (Whom I disgust). Why do I think this? When Kegetys said in the "Make your OFP2 Screen" thread: "Yo that sh** looks way too plastic" Image of $plinter Cell 3 popped up in my mind cuz if anyone had played/seen a screenshot of $am Suck*** face it looks like OFP2 Pic that Jordan Dan Darek (?Ondrej And Marek?) posted first. Witch could be sharing of techs between publisher/developer. [Conspiracy mode - OFF] And that "WAITING" text is probably guys from BIS testing OFP2 online and waiting for Placebo to finish shaving his legs. (Property of RalphWiggum) EDIT: Translator didn't censor one of the Kegetys words -
A.S. = Almighty Spanels
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IMHO only thing that will be shown on E3 will be OFP XBOX (Witch sux), for OFP2 we will have to wait another ~362 days away. We shouldn't be so hyped, hype is a bad thing (ECP Anyone?)
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Well some sites have run trough few test on games available now and top hardware on 32 and 64 every test recorded similar results with both 32 and 64 only problem is that games and programs are not yet exploiting 64bit technology and are based on 32bit and actually you might have compatibility issues with games and programs since in Windows 64 it has two Program Files 1. Regular Program Files - For 64bit apps 2. Program Files (x38) (Not sure about the number) - For 32bit apps And I.E. you can't run Splinter Cell 3 - Chaos Theory on Win64


