

Sarge6754
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Everything posted by Sarge6754
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TOPIC: The "NEXT" Button DOES NOTHING! on the softwrap activation screen... I just downloaded ArmA 1.05 English and have installed it and done everything perfectly. When I click the "Arma.exe" icon, it takes me to the softwrap activation screen. I put my code and name in and hit "NEXT". Hitting the button does NOTHING. I get no script errors or anything and have disabled my virus protection and lowered all internet explorer 7 security.... THE NEXT BUTTON DOES NOTHING!! I can click it a billion times, and nothing loads. To further clarify my problem I have taken this screenshot... I think the problem is a javascript error or something, how can I fix this? My setup is Windows XP SP2 with all the latest updates... Intel Pentium D 950 Ati Radeon X1800XT 2 GB DDR2 800 RAM ASUS P5W DH Deluxe Motherboard
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Softwrap Activation Bug (Broken NEXT Button)
Sarge6754 replied to Sarge6754's topic in ARMA - TROUBLESHOOTING
It's installed in C:\Program Files\Bohemia Interactive\Arma I am using the latest version of IE7 with Firefox 2 as my default browser. -
To further clarify my problem I have taken this screenshot... I think the problem is a javascript error or something, how can I fix this?
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TOPIC: The "NEXT" Button DOES NOTHING! on the softwrap activation screen... I just downloaded ArmA 1.05 English and have installed it and done everything perfectly. When I click the "Arma.exe" icon, it takes me to the softwrap activation screen. I put my code and name in and hit "NEXT". Hitting the button does NOTHING. I get no script errors or anything and have disabled my virus protection and lowered all internet explorer 7 security.... THE NEXT BUTTON DOES NOTHING!! I can click it a billion times, what's up with the freaking button? Sorry for the aggravation... but seriously... My setup is Windows XP SP2 with all the latest updates... Intel Pentium D 950 Ati Radeon X1800XT 2 GB DDR800 RAM ASUS P5W DH Deluxe Motherboard
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Internet Script Errors while tring to launch game
Sarge6754 replied to cyclone's topic in ARMA - TROUBLESHOOTING
Ahhh!! I have a very similar problem. I just downloaded ArmA 1.05 English and have installed it and done everything perfectly. When I click the "Arma.exe" icon, it takes me to the softwrap activation screen you are having problems with. I put my code and name in and hit "NEXT". Hitting the button does NOTHING. I get no script errors or anything and have disabled my virus protection and lowered all internet explorer 7 security.... THE NEXT BUTTON DOES NOTHING!! I can click it a billion times, what's up with the freaking button? Sorry for the aggravation... but seriously... -
I searched the forums and found nothing... Will the UK 505 Games release of Arma be available on Sprocket any time soon?
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VERY VERY SWEET, TB! Btw, the most realistic particle fx in a game ever are probably from "Lock On: Modern Air Combat". Download the demo from www.lo-mac.com and try an A10 training mission at very high graphical detail. Firing rockets and guns at the ground is just JAW DROPPING! Look there and to WGL5 for inspiration. Btw, I really hope you add very visible shockwaves like in WGL5, they're the best part.Thanks!
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Thanks TB! It's really good to know that you're mixing in some WGL5 effects (or wgl-esque), they really look amazing, especially their flames. Keep up the good work!
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WGL5 was just released and the particle effects are just jaw dropping, seriously amazing stuff. I think FFUR would be BEYOND PERFECT if it had some of the WGL5 FX mixed in. Not a request, but a thought. I can't wait for the 2006 patch, I can't thank you enough TB!
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BIS! Please put in SENTIENT AI, that actually knows it exists and can actually feel emotions. I want to be able to charm my enemies into submission if possible! I want my enemy AIs to get distracted during battle because they are actually thinking about food while waiting to ambush the convoy! It can't be that hard! But seriously, we do need a little bit more humanism in the Arma AI system. Nothing much more, but perhaps enemies that hit the dirt when battle starts or spray enemy locations with bullets if their 'skill level' is set low. That would strike a nice balance and definitely make me happy for another 5 years until game 2 comes out.
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Thunderbird! Please include Modul Sky 0.9 and Agent Smith's updated Llauma face pack with the GR textures! That would be awesome! ftp://www.gamepark.cz:8021/ofpd/unofaddons2/facestex2_9june2006.rar ftp://www.gamepark.cz:8021/ofpd/unofaddons2/modulsky_v0.9.rar FFUR is getting more amazing every day, keep up the great work!
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http://ofp.gamepark.cz/news/pics3/armaE3wwiiec3.jpg I stumbled across this screenshot of the Arma options menu on OFP.info. What troubles me is that I see no widescreen resolutions in that list of resolutions. It looks like the maximum resolution the game goes up to is 1280x1024... The first OFP supported true widescreen and wide aspect ratios from the start, which was wonderful. Hopefully, the cause of this problem in the picture is the fact that the monitor they were displaying Arma on could only support 1280x1024 maximum res, thus only the proper resolutions for that monitor were listed in the game menu... I love playing OFP in widescreen and I know I'd love Arma in widescreen, too. So, was anyone here at the E3 presentation? If so, can you tell us if Arma supported widescreen? I hope so!
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I play OFP 1 at 1920x1080 resolution, it's awesome on my 24" wide-lcd. But, glad to hear that Arma will also support these resolutions natively, I cannot understand why some modern games still don't support widescreen natively.
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I appreciate all the hard work you guys have been putting into FFUR! Now's here's a quickie suggestion. Could you guys make the menus really simple? I don't like waiting for the menus to pop up. Could it be just a 2D background with buttons and no looping animation? If not, could it just be like a couple of guys firing rifles at practice targets on "desert island"? With no black fading or music or anything... that would make the game seem much more like an official military simulator, nothing showey in the menus, just down to earth, pure and absolute realism. All hail FFUR!
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Will Armed Assault have volumetric, gradient mapped, animated, and high-res particle effects? Here's an example of the PERFECT war particle fx from a to-be-released strategy game... This is no demand thread, but it seems that the standard OFP particles are still being used in Arma builds. It seems that great particle effects are a must for a game like Arma, it would be so beautiful! The screens of "World in Conflict" below just make me drool! (Although Arma still makes me drool more... ) WiC 1 WiC 2 WiC 3 WiC 4 WiC 5 Below are even more examples of what I think are some of the best particle fx in games to date... 1 2 3 If you can't view the images by clicking the links then copy and paste them into the address bar
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Oops, I forgot to update the thread with the "paste links into browser bar" thing. But anyway, Arma looks INSANELY GOOD, especially in the new trailer. I still think it could use some more detailed smoke and fire though. Remember, scalable graphics worked for OFP and they'll still work for Arma. Btw, screw those Gamestar.de pricks... Long live BIS
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It probably wouldn't lag too much more unless the particle textures were ungodly huge.
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oops.. but thank you BIS!! We LOVE you!
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Arma Site Screen 1 Screen 2 Screen 3 Screen 4 WOW!
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One of the most fun aspects of OFP was the easy to use mission editor. A lot of the time I used it to place hundreds of satchel charges in one spot and watch the mayhem. One thing I wish we could have had in OFP was the ability to combine munitions to create a very powerful blast without having to actually make a .pbo style addon with scripting. So, I'm wondering whether Arma will have the ability in the mission editor to specify the explosive yield of objects with a sliding scale... It would be cool to place a wooden box in the mission editor and then give it a radio detonator and an explosive power on the sliding scale equivalent to a nuke... This way, mission makers can simulate a whole bunch of different kinds of explosives, not being limited to just satchel charges. My second question is this...Everyone knows that in real life if you had a crapload of ammo boxes stacked on top of eachother in a barn with a bunch of satchel charges on them, that the barn would essentially become a huge singular explosion with the approximate explosive power of all those ammo crates' munitions combined... (EOD teams prove this)... In standard OFP, this scenario would be less than impressive, the big barn bomb wouldn't exist, the explosion would only have the power of the individual satchels you put into the barn... So will explosions in Arma accumulate power from what they detonate near? If you put a pile of 500lb aircraft bombs in the back of a truck and then blew them up with a brick of C4, would it knock out windows of homes in an entire valley like real life? *EDIT*: Basically, if you place a bunch of satchels together and detonate them all at once, it should have more explosive power and a larger blast radius than just one satchel charge (i.e. what currently happens in OFP)
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Yes, yes, we know that, but that was not the purpose of the original post. I was just trying to ask if Arma will have more realistic explosion physics... Btw, I've owned OFP since 2001 and I have literally thousands of editor scenarios and full blown missions, long live OFP!
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I didn't explain this with any form of technical precision. I was just wondering if Arma was going to include a more robust explosives implementation in the editor. Basically, more stuff besides satchel charges, and the ability to make bigger explosions that still get simulated in the physics engine.
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Love the mod! But please remove the ticking time bomb sound effect from the satchel charges. Modern militaries don't use alarm clocks to trigger their plastic explosives. The sound is really annoying and unrealistic. And you should change the model of the bomb itself to the original or a black brick of C4 as seen here: http://www.air-and-space.com/2002062....20l.jpg Thanks for the wonderful mod!
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There's quite a developing zombie-mod community for OFP right now. The OFP engine's vast landscapes and support for vehicles and mass characters on the screen provided for ideal zombie-mod-making conditions.... So, will Armed Assault have special modding provisions and tools for character AI? (specifically will it support AI altering mods for zombies?)
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I am also running a widescreen monitor (24" CRT @ 1920x1080 in 16:9). I would greatly appreciate it if BIS made Arma fully widescreen compatible like Hl2. And I don't mean by workarounds in config files, there should be a menu option to change the aspect ratio and resolution. Can't wait for Arma...