

Spectator6
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Everything posted by Spectator6
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Free advice for Bohemia Interactive on Arma2:Free
Spectator6 replied to axure's topic in ARMA 2 & OA - GENERAL
I think A2F is great at it is. I see it as essentially being a huge hands-on demonstration for what the Armaverse can offer. If a person is impressed by what they see and enjoy the gameplay, then by all means they can choose to purchase the full version of CO, etc. -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
Spectator6 replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good work as always Jaynus, this mod is tops! Is it a known issue that rear channels are not used with direct comms? It makes some communications hard to pin-point for obvious reasons. I'm currently using the 1.2.5 beta on the UO server with a 5.1 surround sound system. This wasn't always the case either... It's only in the recent builds that the speech is limited to the front channels. I'm happy to make a ticket for you if that would help. Thanks again for all your hard work! -
It needs more Buddy Rich! (great avatar Antigoon :))
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So I held off on trying the ACCN dlc because I thought, "Naw, the original JSRS is just too good, who cares about newer bells and whistles..." I just got out of my fist firefights with the ACCN replacements and all I can say is, once again LJH, you've managed to outdo yourself! I like how you're experimenting w dlc's to add new "textures" to your already great work. Top notch! =)
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Yeah, same here Mucky. That's what makes this such a strange issue KKB :confused: ---------- Post added at 04:10 PM ---------- Previous post was at 02:30 PM ---------- Hey Mucky, etal, I just got it working on my end. Try this out and see if it works for you! It's nothing special. All I did was log into my Admin account and reinstall Acre from using the installer exe file here: http://forums.bistudio.com/showthread.php?t=110747 Then I started SpiritMachine's launcher *also as Admin*. It detected a new version of JA2L, and I told it to update. It does it's thing and restarts Arma. I exit out of Arma, log out of my Admin account and into my Standard account. Then I load TS as Admin *AND* the Launcher as Admin (I wasn't loading the launcher as Admin before). Something else I may have done wrong in the past... Whenever I installed Jaynus's latest file from his site (http://dev-heaven.net/projects/jayarma2lib/files), I first deleted my old Jayarma2lib folder so as to do a "fresh" install. But I think the file is meant to overwrite the information because when I did a "fresh" install from the link above, my auxiliary folder, etc would be empty. This has worked for me, I hope it works for you =) Props to Loki and Jaynus for their support!
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Hey Hellfire! The reason this seems to be a JA2L issue is because Acre itself works as it should. The menu items work, the radios are accessible, etc. The only thing keeping the icing off the cake is that it's not properly communicating with TS. So that's why I posted this here =) Do me a favor Loki and tell "The Man" that we say thanks for checking! If you need me to post some more information, just let me know, I'll do what I can!
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Hi Loki, thanks for the quick reply! (I realize it's New Year's too, so I appreciate the help, but in no way is it expected today! There's def no rush) I tried running everything from the Administrator account and got the same result. The good news is that I must be using the most recent version since a newer one wasn't detected. I know in the past, whenever the Jayarma2 update message would come up after detecting a new version available, I would have to run it from the Admin account (like you advised). Otherwise the CMD prompt would crash/hang. So I'd hop over to the admin side, start Arma, let it auto-update, the command prompt screen would show up, it would do it's thing then show update applied successfully. After that, I'd log out of my Admin account, go back into the Standard, then load from there. But Admin or Standard, I get the not connected message on both accounts
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Hey everyone! Jaynus, thanks for all the hard work that goes into this project, it's an amazing accomplishment! I came here for a bit of help. I've used your mod since day one, so I'm used to properly installing and updating the files. Though it seems I've now met my match ;) Hopefully someone can lend me a hand so I can get ACRE back up and running again. Long story short, I had to install a new hard drive. Was using XP, now I'm using Windows 7 64 bit. I installed the Client 64 bit version of TS3 and the latest ACRE exe while logged into my Administrator account. I also grabbed the latest copy of Jayarma2lib from jaynus's page (v1.4.8). For everyday use, I log into Win7 under a Standard account for security purposes and grant permissions for administrator privileges as they arise. No biggie... On the Arma2 side, I got the game + expansions through Steam, I use Spirit Machine's launcher to load the game as Combined Ops, etc etc. I have the latest dsound.dll in both the A2OA root directory, as well as in the expansion/beta folder. On the TS side, I run the program as administrator (from the Standard account) and the plugin shows that it loaded correctly. I've tried loading A2 with and without the beta (just in case) but I always manage to get the "Acre is not connected to TS" message in the top right of my screen. The radio-blip test fails every time, I hit <capslock> and the Transmit indicator shows up but no squawk sound plays . I can see the ACRE radio in my ruck and interact with the Ctrl Shft V-C-X menus properly. Just this morning, I loaded an MP mission while connected to a TS server and waited let it run for about 15 minutes to be sure there wasn't a delay in the syncing process, but no luck. So... Is there anything I may be overlooking or forgetting about here? I had it working flawlessly in XP just last week but I can't seem to get it to load properly now. The modline includes CBA, Jayarma2lib, Acre, JSRS, ACE, ACEX... So I don't think it's a commandline issue... My userconfig folder contains the Acre folder which has the clientside config and keys files... Any ideas? I've tried all I can think of... But I'm determined to get it running again! ;) Thanks in advance for all the help and support! =)
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Do you by any chance have ARMA2 through Steam? If so, I wouldn't mind buying it for you as a gift =)
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Congrats on the release LJ! =) I'm sure you're just as amazed as we are at how extensive this mod has become! It's definitely on my "must-have" list for arma2 players! Thanks for all your hard work and all that you continue to do!
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ArmA 2 Game Launcher
Spectator6 replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Thanks for the great addon! I've set it up with one of my friends who's new to computers/arma2 and it's definitely made it life easier! I do have one quick issue to point out though. I'm running the Steam versions of Arma2 and Arma2OA+BAF (each purchased separately, etc) and here's what happens. If I have installed a beta patch and set the launcher up to run the beta, the game loads just fine outside of steam. Which it great, because this means I can deactivate steam if I don't need to use it for something else and save on resources. HOWEVER, when I set the launcher to *not* run the beta, the launcher starts steam and attempts to launch the game in steam. And what happens is the game never actually starts. I see the Steam dialogue box that says "Preparing to launch Arma 2:Operation Arrowhead..." The cancel button is grayed out and I have to close the window by hitting the X in the top right corner. I've waited for 5 minutes and the game never actually starts, I remain at the desktop with the notification. Does this happen to anyone else? Ideally, I'd like for the launcher to still launch the game separately from Steam (as it does w the beta patch) if at all possible. Thanks again for all your hard work! =) -
As far as I know, this sound you're hearing is supposed to be a slight wind noise rustling around the character.
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I've noticed the Steam version of Arma2 has not been supported since 1.3.1. Is there any chance of Steam being supported in the future? Or, for those of us who purchased through Steam, is there anything we can do to the file to make it compatible with more recent beta patches? Thanks for your time and all of the great things you bring to the community!
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Now that that's behind all of us, I want to come in and dish out a another large helping of YOUR SOUND MOD IS AWESOME to LJ =) When using your mod, I've only played with infantry until this evening, and I gotta say I was once again completely blown away but the quality of your mod. Thanks for all of your hard work LJ, I know there are a lot of people are enjoying your work every time they fire up Arma2. You should be proud of what you've been able to accomplish! Thank you thank you!
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I also hear stock M4 sounds with only this mod running w/cba. And LJ, I also want to give a shout out to your 0.7 sounds as well. I know others have mentioned them on this forum and I must say those sounds grabbed me in a different way from the recent 0.9 version. 0.7 with volume tweaks, your awesome new sonic cracks, and the other "minor" additions like gear/ruck sounds, footsteps, etc would be a very nice option to have =) I hope you're feeling better, thanks again for all your hard work and for being so involved in the feedback process!
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Your sounds are awesome, LJ, they really are =) Played with them a bit more this afternoon and I can't tell you how many times I smiled in amazement at the soundscape. Great work! Once the volume levels are tweaked a bit, it'll be even better!
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I just got done playing on MP with your sound packs running and I gotta say... WOW! Very impressed so far! Some of the volume levels could be fine tuned a bit more but I'll keep testing. The sounds are great, they're really visceral in a realistic-grab-your-attention sort of way. Thumbs up! I'll definitely keep following the progress =) Thanks for your hard work!
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TR Soundmodules: Fixed/Rotary Wing AC & Tracked/Wheeled Vehicles
Spectator6 replied to TangoRomeo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there any hope of this coming to OA? Your sound mods are amazing, I've been using them since day one in A2 =) -
ACE 1.5 Beta (Advanced Combat Environment)
Spectator6 replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
To the person asking about earplugs, etc. It used to be part of your action menu, but now you have to press that weird I don't know what it is key between your right windows key and right control. Looks like a scroll menu with a cursor. Either that, or it *may* be your right windows key, but for me it's that "other" key. Hope that helps! That gave me a headache for a long time too until someone pointed it out to me on a server =) Edit: And yes, the profile update is something you have to do as well -
ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
Spectator6 replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
As it stands now, is there any way to run mods that are installed into the A2 steam folder as a mod for OA (steam version)? I find that I'm able to -@modname the commandline in OA for mods that I have installed to the OA steam folder, but not if those mods are installed to my A2 folder. The reason this would be nice is so that I could use mods for each instance (either A2 or OA) without having to install them twice. Given I already have roughly 10 gigs of mods, I'd hate to waste any more room :/ I'm mostly wanting to use some sound mods for explosions, impact sounds, etc etc. Thanks! -
ArmA 2 Game Launcher
Spectator6 replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
+1! Woa, thanks for the super-fast update! I thought you'd be airing your tires and packing your satchels for the big trip! -
ArmA 2 Game Launcher
Spectator6 replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Hey Spirited! Great launcher! I really like how customizable it is! There is one issue I've noticed though, and it's keeping me from using your launcher for OA. It seems that if I have mod folders that are the same name, I cannot load multiple instances into the "Addon Groups" list. For example, I have ACE installed for standard ARMA2 as well as for OA. I also have the steam installed versions, so I have A2 and OA in separate folders. As for ACE, I have two installations, one is the A2 version that's loaded in the Arma2 directory (ACE, ACEX, ACEX_SM, CBA) as well as the OA version that's loaded into the OA directory (ACE, ACEX, ACEX_SM, CBA, CBA_OA). In the launcher, I've tried to create two addon groups, one called "Ace A2" and one called "Ace OA". In the Available Addons, I do show both instances of ACE, etc. However, whenever I try to move the ACE, etc from the OA folder into the appropriate Addon Group, it does not let me add it. I'm assuming it's because the launcher sees that I already have an addon called "Ace" in my Ace A2 group. But even though these mods may have the same @name, they are separate mods installed in separate folders. Maybe there's a way to allow for these mods to be recognized individually? Thanks for your great launcher SM, have a great road-trip! Don't forget the sunscreen! -
With this latest beta patch, I no longer hear sonic cracks from nearby rounds =( Checked with a few others on the server with me and they reported the same.
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Command Line- I've ran out of room! Help!
Spectator6 replied to Spectator6's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Aha! Perfect! Thanks Smurfbr! That launcher sounds like it'll hit the spot. Now to find a way for it to be compatible with the steam in-game overlay... -
Command Line- I've ran out of room! Help!
Spectator6 posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey guys! I run ARMA2 with quite a few mods. I just noticed that whenever I tried to add in the five sets of RH weapon mods, the command line cut-off. I could type in the mods just fine, but whenever I'd reopen the "set launch options" window in steam to see the command line, they'd no longer be there. How do you all manage your command lines? Is there a way for me to shorten the command line somehow? Maybe group the mods together someway? (ie have the sound mods combine to simply be "@sound", the weapon mods as "@weps", maps as "@maps" etc). If so, how would I do this? Is it as simple as cutting and pasting all the appropriate content into the same @x/addons folder? I've noticed that the RH weapon mods each use a file called "RHI.bikey". Is this a universal file or is it different for each of the weapon collections? Otherwise everytime I cut and paste them into the same addons folder, it'd overwrite the RHI.bikey file. Maybe this isn't a problem (??) Thanks for the help everyone! Here's my current command line. Anything after bb_units is cut-off -maxmem=2047 -nofilepatching -mod=beta;@cba;@ace;@acex;@acex_pla;@trrw;@trfw;@trtv;@trwv;@hifi_ace;@hifi_sfx;@hifi_vehicle_weapons;@hifi_weapons_long;@HiFi_sfx;@sthud;@mma;@mma_xeh;@arma2t;@extra_units_and_vehicles;@jade;@tgmaps;@Baghdad;@GK;@Kulima;bb_units