Trapper
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Everything posted by Trapper
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Queen's Gambit, Rhamadi Conflict - Mission 1.
Trapper replied to Raz0rx's topic in ARMA - OFFICIAL MISSIONS
Amoki's Spoiler worked well for me. First I did go out alone, placed charges at T72 and Shilka on the hill to the "north". Then I did return to the boat where I armed 2, 3 and myself with AT4s, when Flash Team reported in. Reported my team ready and sneaked to the bunker with the UAZ. Killed the two guards with M9 pistol undetected when the assault started and finally set off my two charges. Afterwards I did position my team at the bunker and manned the UAZ grenade launcher. In the end we didn't come under heavy fire. None of our AT4s had to be fired while the main assault took place. It's mean they made this such a puzzle mission without saying so in the Queen's Gambit description. Because when you know how to do it, it's relatively easy with using save games and is still an very atmospheric special forces mission. You're forced to get the clue about execution on your own, before you can actually play to win. Some kind of map or satellite picture, a compass and information about Flash Team's timing, to synchronize the mission would've easily reduced the puzzling to OFP's good old James Gastowski/Victor Troska difficulty level. Well, I don't know how you guys are able to beat any mission with such a sniper AI. Even default precision 0.75 makes me consider every fire fight to result in death. And there are almost no bullets flying around then, most of them will hit perfectly. Precision 0.45 is my choice. It reminds me of the old OFP AI shooting skills and actually creates missing AI shots. -
-Make sure any onboard sound is disabled. check -Does sound like a chip possibly getting hot, are you installing it next to other cards(video) ?  try it farthest away from things. check -Could try to direct some internal fan towards it by now the case was always open when testing - try a different slot anyways (if its irq conflict, usually grabs a diff irq per slot) I've tried all three slots. Oh what did I waste my time on this crappy thing  Usually I troubleshoot a supspected overheating card like this: -Smell... does it smell burnt? I smell around the chips not particularly -any cracked or oozing chips ? no, but the whole card looks like it was used in a wet room eviroment before. That's why I've polished the PCI contacts for my second try. -back side of the card, do any pins look like they got too hot ? burnt scores (this test is sometimes unreliable as some solder areas look burnt new) no -While its running I touch chips (be careful and I am not responsible) as a general rule if you can't hold your finger on it...its too hot (possibly defective) Will do that the next time I've got the patience for a test run.
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Oh I forgot. After that perfect first day of a fresh installation, the first cold start of every day, ends with the XP start up screen freeze but after a reset this start up freeze is overcome. That leads me to the thought that something of the hardware is damaged and influenced by temperatures/voltage/running time. Anyways is there some special custom driver I should look for?
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I've bought an used X-Fi Gamer soundcard at Ebay and it doesn't work properly, though the seller says it worked when he removed it from his computer. Has anyone an insight on these problems, as it seems the Creative products got a lot of issues? - Windows XP SP3, a SB Audigy LS card was installed before - I've removed everything Creative more than once in clean boot state from my computer - I've tried the old drivers on CD-ROM, a beta driver and two current drivers. For now I will stick to the latest driver. I've tested the card three weeks ago and then the last days again after cleaning the PCI contacts. Everything else looks in shape. I still get the same problems. - the first driver installation freezes, but finishes on the second try after a reboot. - i've got perfect sound in windows and games for only one day. both times. - although sometimes rebooting could already freeze my XP loading screen or the driver reports the error "The Device can't be initiated. (Code 10)". After a new reboot everthing is ok. - on the following days the boot up/initialization problems become more - and sound output is present for a few minutes after boot up, then it becomes quiet. - trying to start sound operations in this situation slow my system down. Creative audio mode selection does freeze. - one time the already dumb card produced a crackling sound when I've started winamp.
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Warfare - a quick start? And connection issues
Trapper replied to horrgakx's topic in ARMA - MULTIPLAYER
Of course, you can just host your own LAN game an play with bots in Warfare. A manual pdf is included in the 1.14 patch zip. -
Why: "Engine off" is redundant on ArmA tanks because turning the turret always starts the main engine and the ai will turn it sooner or later. IIRC ai in wheeled vehicles will shut off the engine automatically after a short while. I do prefer the OFP way of handling this, too. Â
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Sound settings causing massive slowdown
Trapper replied to Lepardi's topic in ARMA - TROUBLESHOOTING
Have you already asked if it isn't a FDF sound pack bug? Because especially the GAU has a high rate of fire and if you combine that with a too long lasting sound or a big sound file it could stress a computer. Do the X-Fi cards have their own RAM which could be to small for an unoptimized sound file? -
1.14 BUG When playing a single player mission on South Sharani island and returning to the main menu because of death or by pressing Esc, the "CNN bomber flight cam" island intro will be played. It's using this new black&white thermal image pixel shader. Should you decide to "Resume" to the single player mission on South Sharani island from this game state, the black&white pixel shader will be applied to that mission. It's so bright at daytime, that you won't be able to see much. Workaround: Start up the editor with a different island before resuming to the single player mission you were up to play.
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Well, no. The BAS addons are not included like that. You've got a Blackhawk with miniguns on both doors now and AH-6/MH-6 Little Birds which models remind me of the BAS quality. The US rifle quantity and quality looks a little bit like BAS, too. But there are no fancy scripts for everything, only tail rotor failure is simulated in ArmA now. CH-47 isn't included. I found one of the few addon/convertion packs for you: Mapfact Air Pack When it comes to custom terrain (only a few islands are released) and OFP Addon converting I didn't make my own experiences so maybe I'm wrong. It looks like BIS stretched the terrain grid size when they wanted to create bigger islands with the same game engine. Every ArmA island should suffer from this grid size regarding to ground cover. When you convert Addons to ArmA you'll have to make new high resolution textures and create normal maps, otherwise the addons won't blend in with the ArmA graphics. ArmA multiplayer seems to have turned from OFP even more into the coop direction that you prefer. Because of cheating and your wish for realism you should still aim for a password protected servers. Creating own missions only with stock ArmA is not that much fun as there is less unit variety than it was in OFP.
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If reloading on the move bothers you, then you'll probably have noticed that the animations/transitions in ArmA are more stiff and slow than in OFP. And while the clipping inside of buildings has become much better, it adds new problems e.g. that you can't do a 180° turn while beeing crunched in a narrow hallway or staircase. This has a huge influence on the playability of PvP multiplayer compared to the more fluid OFP controls. So coop games are dominating the ArmA multiplayer but the official CTI multiplayer mission Warfare (since ArmA 1.14) reclaimed a little bit of PvP gameplay for ArmA. The ArmA terrain is missing detail/real cover. While Resistance introduced the jagged terrain detail "very high" to OFP, ArmA is more fixed to something like "very low" and gives you just plants to hide behind in the open. Keep in mind to modify the default AIskill (to 1) and AIprecision (around 0.5) values in your config file if you install ArmA. Otherwise every soldier is a crack shot compared to OFP and you could become frustrated quickly in single player. The addons haven't reached the high levels of Resistance by now. Some nation's army mods are around, but a big pack release like from BAS, COMBAT!, or FDF Mod like back in the days of OFP hasn't happened. Soldier addons (many of them are reskins), weapon packs and sound mods are common. EDIT: Oh and some config mods like TrueMods, which add realism gimmicks. Mapfact is still around and working/releasing interesting projects. BAS' OFP work seems to be included in stock ArmA when you look at the available US choppers and rifles but they aren't working on free ArmA addons. FDF released a sound mod so far. Make sure to buy the ArmA gold version with the official Queen's Gambit addon. Released missions and addons nowadays tend to rely on the addons shipped with it.
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Hifi Sound FX V1.00 Released
Trapper replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
There's something about the M1A1 and T-72 engine idle sounds which I don't like: There's a squeaking included. I don't have any idea how a running tank engine alone would be squeaking like this. Tracks, dampers, hatches or maybe the trurret could be squeaking like this, but not if they aren't moving on a idle tank. And what's making it worse, is that especially the frequently squeaking makes it easy to recognize that this sound is looped. -
Hifi Sound FX V1.00 Released
Trapper replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Really a great Video, and I'm looking forward to the next release of my favorite sound mod. I'm just guessing from OFP mission editing experience but maybe your sound mod triggers the sound dampening that much because you're putting so much effort into a custom config. The dB value will probably be used to determine the sound emitting range AND the dampening value together and BIS will have adjusted the dampening system to their own sound config/files only. Anyway I think that a repeating (temporary) deafness is common for a war zone and your config dB values could be more fitting for a realistic dampening effect, too. Though I like to remember the good old OFP times without synthetic dampening. Every now and then I did play with Dynamic Range Sound Mod at an almost realistic volume and what sounded breathtaking in the first minutes caused a real temporary deafness and subliminally hearing soon. After a while the only thing I've noticed constantly in long battles then, was the realistic but uncomfortable high peak of every single rifle shot. The nicer sound highlights like engines and explosions, which I was really waiting for, were going under in the constant battle noise scenery. Â At last you were just hoping that the battle would be over soon, and that there would be silence. -
This one sounds exactly like the mission you're looking for: Punishment Battalion http://www.flashpoint1985.com/cgi-bin....t=73130
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To bright at noon\night goggles problem..
Trapper replied to ramtsi's topic in ARMA - TROUBLESHOOTING
Try to set your gamma and contrast at the brightest light conditions, and then leave them alone. ArmA simulates all kind of light and weather and at some other conditions, the visibility is just meant to be more worse. If your monitor is very old and lost most of it's contrast this will be a bigger problem. -
For practical reasons I would suggest a simple slide show of a few but impressive shots with smooth blending transitions and maybe a coherent sound file to come close to a movie.
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Maybe the whole idea about blurring in games is just stupid. When using a camera or just some lenses in reality you'll notice blurriness and "focusing" when it occurs. But you'll never notice a partial blurring in your field of view when your eyes focus on something because a concentration on these parts of your view isn't present in this moment. It doesn't have to be simulated for me in any way, as I already tend to build up a tunnel vision when I'm really concentrated on the crosshair in the game. Vice versa I won't strike a good hit when I don't concentrate on the crosshair and "cheat" by scanning the areas in the "not real" sharp corners of my monitor.
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Do you own a car? Will you stop driving when the only fuel your goverment allows to be sold will be part biologicaly, in growing numbers by years? Who do you call Environmentalist-dickheads? I hope it's you and me, too... So are you saying we should rely more on oil again to stop the food crisis? Anyone who's talking about peak oil isn't forgetting about the small symptom of a food-crisis, he's already looking at the bigger picture. If the animation above is right... 10 calories of oil to get 1 calorie of food..., then you we won't do anyone a favor by abstaining from bio fuel because of a food-crisis at the moment.
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Maybe a little bit offtopic but not that much: www.storyofstuff.com
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One of the biggest discussions in Germany is that the system doesn't work anymore for the average employee. Additional private retirement and health insurances and handicap pensions are necessary to maintain previuos standards of living in case. The default social security taxes make employees unattractive on the global market and lower our income already remarkable, making private precaution even more necessary and impossible. Many medical practices have to hope for and prefer the private health insured patients to delay their busting. Other patients are treated as second class since a few years.
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Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side. No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs.
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Blood, sweat and tears (1st single msn)
Trapper replied to artisan's topic in ARMA - OFFICIAL MISSIONS
I guess you're supposed to be shot down for the mission to continue. Though you shouldn't die before the mission continues. Reducing your graphics for more fps should increase your hit performance. It's ridiculous, how all these mission strategies are concentrating on abusing or working around bugs and dumb AI, while this is still one of the best official missions around. -
Maybe I'm mistaken, but I'm noticing an audio physic engine since OFP. How realistic it gets is the next question. When you forced a battle to happen far away on in OFP, the sounds are definitely traveling with a sonic speed delay and they are sounding different. Though I never retried that in ArmA. And the ArmA helicopter quiet/loud thing is happening because of of audio physics. There will be just one sound and it's modified by the engine whenever the line of sight is lost. In general it's replicating the situation of a lound sound source suddenly appearing behind a hill or forest quite well. It's not perfect and doesn't make much difference what kind/size of object is blocking. When it comes to mission making in OFP there already was the possibility to set the "power" of 3d positioned sounds. The value was available for addon editing too but I don't know if it worked. Should be the same in ArmA.
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It's more about the fact that the the smallest micro detail in ArmA distance are bushes. It's not that close to reality.
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This topic is really complicated. Conlcluding from the link you're based on Finnish terrain, aren't you? In Germany I'm used to a different terrain. Even of the moderate wilderness on your picture isn't much to be seen here. http://www.sauerland-bilder.de/index.p...._2.html Overly it's more looking like a golf course. The last coherent areas coming close to your picture will be military training areas. Finding a broad microdetail solution that isn't just based on randomness so it'll be fair for players but still realizable for all kinds of island terrain, sounds like a feature for games and hardware in far future. A grainy random ground texture + proper LOD color mod, can't think of much more for Arma.
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@Second Maybe another point for different personal implicitness of what will be breaking camo and it's simulation, I had very good eyes when I was in basic training. Oh and I was already referring to the ground texture. @Dwarden It's another implicitness for me that faces are of distinct lines and color and will just stand out without proper makeup breaking those up like we have it in ArmA. Combined with that one distinct prone animation. It would be a very good idea for BIS/mission designers/addon designers to include camo faces in/for the right scenarios. The boots are possibly textured too shiny and clean for camo, like the faces. I'm especially thinking about if a reflecting shader or anything else is used as texture effect. Or it is another bad LOD texture color selection. But we can't use perfect combat ready "dirty" soldiers in every scenario. And again the crawling is a perfectly repeating distinct movement when AI is doing it in a computer game.