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Spectator6

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Posts posted by Spectator6


  1. Just wanted to hop on real quick to say thanks to BIS for all the hard work and effort they put into creating and maintaining this excellent game! After watching some of the more recent developer videos that you have put onto the internet, it's really neat to see the BI team. I'm still trying to find out how such a small team of people creates such a vast amount of content :confused:

    But thank you for reaching out and being a part of the PC community. It really does serve as a testament that A) There still are die hard pc fans out there who enjoy making top-notch products (even if the console fan-boys may not always understand, right?) and B) Though I'm sure it may feel a bit awkward from your end, releasing videos like you have and taking time to be part of the forums, etc is really what makes BIS stand out from the rest of the pack. If only 1/10th of the game developers would follow your lead!

    I'm sure a lot of times it may seem like a thankless job, but you're doing great! I've been glued to ARMA2 since release, it really is a game like no other. Can't wait to see what you have up your sleeve for the future, I'll be right there to gladly put my money where my mouth (typing?) is!


  2. HIFI (in fact no sound mods) override custom weapons and in this case, ACEX weapons. There is a Hifi mod made specially for ACEX weapons called HIFI_ACE . Not as good as this beta one (in terms of sound randomness and variety) but its better than having unhified sounds right? :)

    Okay, thanks for the info Jason! If I understand you correctly, in order to replace the custom firing sounds for the ACE custom weapons, a mod needs to specifically address the ACE custom weapons?

    This would explain why HIFI overwrites the default bis weapons, but not the ACE... That's good to know! But now I'm a little bummed because it may be a while before players are able to get a consistent sound across all weapon platforms (custom and default alike) :(


  3. Great sounds Mark, I'm super impressed! ARMA2 is my first BIS game, but reading what others have said about your past sounds I knew the community was in for a treat. I knew they'd be good, but wow! I wasn't ready for *that* good ;)

    I've got a small question though (and maybe others here can help me out)... I seem to et your HIFI sounds for default BIS weapons, but not for the added ACEX weapons. Is there something I need to do to get the sounds to apply for the "extra" weapons that ACE provides?

    I run your HIFI mod after the ACEX_SM mod in the filepath. So your sounds *should* be overwriting ACEX where it can.

    Thanks again, and keep up the great work!


  4. @Spectator6:

    Thanks for the report.

    Please create at ticket and attach logs, thanks a lot: http://dev-heaven.net/projects/six-arma-updater/issues

    Wow, thanks for fast reply Sickboy! Were you talking to me when you said create a ticket? If so, I followed the link but can't seem to find where/how to upload the issue... Let me know what I need to do and I'll get it posted up!

    If it's of any use, I use Comodo Internet Security (for firewall) and do NOT have the Windows fw enabled.

    Thanks!


  5. I've been using option no 2 to update the beta, cba, ace, and acex files and it's worked really well. Kudos on the updating software!

    ...But I run into issues whenever I try to load the web-interface. From what I've read of other users, using the web-interface allows the user to add more mods to the rsync list and I'd really like to do that!

    Whenever I use option 1, it updates Ruby Gems, then says "Starting Web-client..." At that time a second command window is opened which reads "This porgram needs to remain running during Updater operations / Starting the web client... please be patient". Except in my case, my web browser never initializes or, if I am currently browsing, am never directed to a specific site.

    So, as mentioned in the help guides, I've tried using both of the links provided for the "localhost" webpage. Whenever I click on those links, I'm given the classic explorer message of "This page cannot be displayed" yadda yadda.

    I've gone so far as to disable all firewall securities and still the webpage will not show.

    To get around the issue and keep my ace components updated, I used the beta .yml file as directed as simply select option 2 whenever I run the software. But I'd really like to be able to use the web-based client so more mods can be added to this already impressive updating tool!

    Is there anyone who could offer some help?

    Thanks for your time and once again, thanks to the ACE team and everyone involved for all of their hardwork!

    English, Windows XP sp 3.


  6. sure did. CBA ,Ace,Acex and running my beta folder patch all at one time.

    I don't know if this will help, but I ran into that same issue the first time I tried playing it. But I have the steam version. Ace would launch out of the steam games list and every time I would get the same message you're having.

    I "fixed it" by running the game from the desktop shortcut that came with the beta installation, adding the ace, etc to the target command line.


  7. Is there any chance of getting a higher quality marpat replacement? I applaud the efforts by the ACE2 team and to the person that made them, yet they seem to be lower resolution than the default/BIS skin (specifically things like the magazines on the vest). That, and although they're widely used by the military, the grey doesn't seem to fit with the largely outdoor/non-urban environments of ARMA 2

    Great mod guys! Keep up the diligent work!

    ---------- Post added at 05:07 PM ---------- Previous post was at 05:07 PM ----------

    i posted a reply a couple of pages ago explaining some what of my problem....----hmmm...i can open the mod. but can not join any servers that actually have ace mod loaded.i always get kicked,it says something like you can not edit this mission because its dependant upon missing files or something like that.help?

    Many of the servers are also using ACEX, did you get the extras pack as well?


  8. Aha! I figured it out! It was because I had my profile config files set to read-only so none of my manual settings would be overwritten by the game. Turns out the campaign and mission info is saved and logged into those same config files, which explains why it wouldn't let me access the new content (even though it was correctly installed).

    Played through the first 3 missions so far, and it's great stuff! =)


  9. yeah but is there any other .pbo files in the same folder. because if there is then that might be the problem. if there isnt then i cant see why your not able to play it.

    No it's the only pbo in the folder. I'll try and post some screenshots to show what happens.

    Thanks for helping, everyone! I'm really looking forward to trying out this campaign!


  10. I'm having a hard time getting the campaign to actually load.

    Whenever I go the SP --> Campaigns I have the ChestyPuller campaign listed with its appropriate picture, but whenever I select it, the only option I am given is to "Continue". Whenever I click "Continue", the next screen shows me the full list of default SP campaign levels.

    And I'm not sure what I've done wrong... I've installed the files into right directory "E:\Program Files\Steam\steamapps\common\arma 2\Campaigns" and like I said, it shows properly in the SP menu, but whenever I go to play it, it only gives me ARMA2's default missions to choose from. What gives?


  11. Speed is measured in Kmph in Arma2, so with that revelation you should suddenly realize they are going quite slow on average.

    Ahhh, sorry, my American was showing...

    So what about the second part of my question/observation? Is it possible to ramp up full throttle speeds to be more in line with reality? Because quite honestly, the slow pace of the jets is the only thing that really bugs me. Instead of screaming eagles, it's more like gliding parrot hehe


  12. First, let me say I love the expansiveness of the ARMA2 flying experience. The player really gets the sense that he's far and away from the action, in an almost tranquil, untouched bit of head space.

    However, I do wonder whether or not the jets are actually traveling the indicated speed. I ask this, because I'm aware of the various obstacles from a programming perspective of allowing a visible, tactile object move at high rates of speed on a server, etc.

    But considering some of the jets in ARMA 2 push the sound barrier (at least I'm assuming they do... Is this where I'm off in my understanding?), the rate of travel doesn't seem to be quite right. Considering the speed of sound is just over 1100 fps or around 770 mph, a full throttle jet should be able to roughly cover the same distance in the same time as a shot fired from the m9. When observed in this regard, the speed of jets flying overhead seem like wandering sloths.

    And that's in no way a gripe to BI, it just got me wondering whether it's possible to increase the speed thresholds for the jets to bring them more in line with reality. I've seen a few threads from people arguing about the perception of speed, but I'm simply asking whether the planes actually are traveling as fast as they should be.

    Thanks, great game, and great community! Rock on ARMA2!


  13. OP: No no no!! The thing I like the most about this game is what some have already mentioned. It's that you're NOT some COD4 or Crysis superhuman. To get into proper firing positions, whether it be kneeling or prone, does take some time. And it is for that very same reason that tactics are so vitally important to staying alive in a firefight. I find the movement speeds in ARMA2 to be quite accurate with real life battle-readiness speeds. Could you probably sidestep faster or belly flop faster IRL? Sure, probably so. But could you move that quickly and still be battle-ready? Definitely not. This is why if you need to get the heck out of dodge, even in real life, you worry only about one thing and that's finding cover- which is represented in game as a full on sprint during which you cannot fire.

    Keep in mind that when your character moves from standing to prone or visa versa, the muzzle is always pointed down range in the direction of the threat. And a belly flop involves essentially holding the gun above your head and falling on your elbows/forearms and THEN realigning the gun toward the target. Otherwise you'd probably smack yourself in the mouth with the rifle's upper =)

    Case and point: IRL if you're out of position when the balloon goes up, it's already too late to improve upon the situation because by that time, the enemy's rounds are already headed in your direction.

    It's an aspect of combat that is rarely addressed in FPS shooters and I think if you try and look at ARMA2 as a game that tries to incorporate some of those real life difficulties, you'll appreciate and enjoy it that much more =) Because it's a blade that cuts both ways, so you can use it to your own advantage against your opponents as well


  14. Are you sure you're still in chernarus? because outside the border of chernarus, the infinite land is definitely empty... and those portions are not exactly part of the map

    Ahh, that's what I was encountering...

    It just caught me off guard to see that where I spawned my plane, there was nothing on the land.

    So for all intents and purposes, the extreme west and north regions of the map are "yet to come" portions?

    Still an impressive amount of area, don't get me wrong. The landscape is amazing. I was just wondering why they didn't make the end of the cityscape area the actual end.

    But since it sounds like players may be able to mod in some new areas, etc. I guess I should look at it as BIS's way of saying, "This is the great area we came up with. Now here's some extra space to play around with on your own, have fun =)"

    ---------- Post added at 08:40 PM ---------- Previous post was at 08:38 PM ----------

    Mr Centipede, yeah i think Spectator6 kept on flying north. . .

    . . .which randomly generates terrain as you go.

    That's actually a pretty cool feature, I wonder if it could somehow be put to use...


  15. I was messing around with the editor the other day and I was REALLY surprised to discover that a great deal of the map doesn't have any trees/roads/buildings/etc. Part of what got me so excited about this game is how massive the land area is... until I made this recent discovery.

    Does anyone know why BIS chose to do this? Are the other portions of land going to be fleshed out in the future with updates or something? Because it would be REALLY neat to have it completed (if that's even the right way of describing it)


  16. Is there any way to have the mouse function with steering be determined by a deviation from "center"? Like, for example, instead of having to turn a jet by constantly moving your mouse to the left (ie scoot the mouse to the side, run out of mousepad/space, pick up the mouse, place it back down where it came from, and slide it over again only to run out of space so you have to pick it up once more... for as long as you need to turn going) could it not be set up to where your mouse starts at the center and any move AWAY from that center location results in a constant turn?

    In other words, it would be nice if the mouse was able to function more like a joystick. Need to move slowly in a certain direction? Then offset your mouse slightly from it's "middle" position. Need to move in the direction more quickly? Then move your mouse further from the "middle" position. And the turn will continue until you move your mouse back to the middle position.

    And it it could be set up to where the "middle" position isn't an exact position, but a slightly larger area that you would be more forgiving. So it could be like a 2" circle that represents the center (ie a joystick in the upright position) And as you move the mouse further and further away from this 2" circle, it responds in much the same way as tilting the joystick further and further from its upright position. And, just like a joystick, whenever you want the turn to stop, you'd simply move the mouse back within the 2" area on the mousepad.

    (Is that making any sense at all?)

    To me, that's the most practical and efficient way to program vehicles with a mouse. Especially for aircraft.

    Is there any way to set up Arma2 to respond this way in the controls menu? If not, would it be possible to create something like that?


  17. Is anyone familiar with issuing a sort of "Support" command to individual units?

    The only reason I'm asking is because of seen the AI issue this type of command and it simply reads "Support" down by the squad mate's image. There have been times when I've taken a bullet and have had to wait for a medic to heal me. During this time, squad command transfers to another soldier and he begins issuing various orders. Once I've been revived and re-assume command, I see the remnants of those orders and almost always this "Support" command has been issued.

    I'm just curious what it is, what it does, and if/how we can access it in the command menu. Because the more I toy around with the complex orders, the more enjoyable and playable the game becomes.

    Thanks for the help!


  18. Just wanted to say that I am loving the heck out of this game. I think the entire dev team did an excellent job. I'm blown away at the scope and detail that's been achieved in ARMAII. Granted, it's my first BIS game, but still...

    I'm on the Manhattan mission right now, and while not having access to the artillery makes it very difficult to take out the main base (known bug), I'm having a blast redoing my approach time and time again. Is it frustrating at times? A little... But nine times out of ten it's because I started standing on my heels thinking there's "only" one or two more enemies and got careless. Just like IRL, this game reiterates that lethal force is lethal force and needs to be respected!

    What's caught me by surprise is how *each and every time* I load my save and give it another go, SOMETHING is different. Either another patrol group enters into the fight, there's an RPG, etc etc. I was also pleasantly surprised whenever I reloaded the entire mission to try and use the artillery before it glitched, only to find that the base was at a different location from my first fresh start! =) Nice touch

    But I can't help but notice and appreciate the EXCELLENT sense of character movement in first-person, the AI, the sounds, on and on! Your ambition reminds me a lot of the old Red Storm Entertainment (before the franchise changed hands/was bought out). This is like Ghost Recon x100 and I'm loving every moment of it! It's amazing how far games have come, thanks for all your hard work and continued dedication!


  19. Frederf: In the air. The only time I can get it to actually "weave" side to side by rolling is if I increase throttle after already titled. Which seemed a little wrong to me, just from a pure physics standpoint...

    I just wanted to hear the input of others, in case modern choppers have some sort of stability assist or something that would keep the chopper from actually altering its position. That, and I'm used to flying choppers in BF2/PR and the handling is modeled very differently in this respect (I prefer the BF2/PR way, which judging from what others have said, may be the more realistic?)


  20. I was a bit surprised when I ran the chopper training missions to find that rolling the helicopter to the left or right did NOT have any effect on its position. In order to bank to the left/right, the player has to roll AND engage the throttle.

    Now, granted I've never flown in a chopper and maybe BF2 got it wrong... But shouldn't the chopper begin to drift to the sides whenever you roll? Just from the changed angle of the rotors? :confused:

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