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the.d

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Everything posted by the.d

  1. the.d

    Cartridge Addon

    I did a quick test and it seems to work perfectly well in single player mode. I had some trouble on a dedicated server but that might have been just me. Loading order shouldn't be an issue, just make sure eventhandlers are loaded before this add on (I think). I get some conflicts in ArmA.rpt that might be caused by this file, but I wasn't able to validate that yet. As for performance: We shall about that see on a 32 player warfare battle. It might be a good idea to work out a fade-out time limit that can be set by the user (say, 30 seconds to 5 minutes). Thanks again for sharing this with us, it looks pretty good :-)
  2. 456820: Cole is right, got nothing to add :-) As great as the vehicles are, a replacement won't fit into the scenario. Karaya1: Cheers! (* update news and postscriptum: see current latest post )
  3. the.d

    Cartridge Addon

    Seconded... A++, indeed! Vielen Dank! The.D add to list? :-)
  4. the.d

    Hifi Sound FX V1.00 Released

    Just ran a quick test game. Erhm... check out the A-10 and do a quick 4 vs. 4 squads firefight. Somebody give this man a medal!
  5. Thanks a lot for letting us know! I just had several test runs myself and lo and behold - even a full impact strikes for almost no damage at all. Personally, I am going to disable the tank replacements for now. Thank you very much for your efforts, waylay00! :-) On other news, after extensive playtesting I also removed the following files from TrueMods: truecanlockonmissileonly.pbo (I'm a huge fan of the GBU laser guidance feature and this seems to be accidently disabled as well), truegameplay-player-fatigue.pbo (fade-out is a bit odd), truegameplay-weapon-missilecontrolandstability.pbo (too unstable for my taste, although it added quite a nice touch of realism), truegameplay-weapon-turretrotationspeed.pbo (good idea, but too inconvenient in the long run - made me think I was using the mouse to masturbate, not turn a tank turret ;-) ) It's mostly a personal choice, but I do try to keep the list "short" (nobody laugh now) so I remove everything that isn't explicitly needed.
  6. Client / server stuff is rather weird in OFP and ArmA. For details refer to the Biki: Locality in Multiplayer Here's the TrueMod update - give the new movement features a try. It may feel "weird" in the beginning but rg7621 really has a thing going here if you think about it - very great work, thanks a lot for this :-) (* update news and postscriptum: see current latest post )
  7. the.d

    Red's Fix v1.2

    Thank you very much for the kind words, Styxx. However, Inkompetent (whom I take for one of the more mature and most decent forum users here) does have a very good point, doesn't he. As a mod author I wouldn't want to serve several dozens of different config versions just because some hillbilly has a different opinion on how his work should look like :-) Personally, I temporarily disabled Red's fix - only because I absolutely can't stand the original models and couldn't find a way (and, indeed, the time) to find a way to disable these particular entries. However, it's a great piece of work by Red here and highly recommendable for everybody!
  8. Hey, sorry for the late reply / update. Uni is killing me. Karaya1, thank you for a job well done! I didn't have time to fully test it yet. As far as I can tell your addons have to be loaded by all multiplayer clients in order to prevent disconnects in missions that make use of your new units, is that correct? waylay00, glad to hear, cheers :-) SLX is a great mod, no doubt. I'm hoping for a modular/more assimilable mod update myself. Files that should be loaded by the dedicated server are aptly marked <span style='color:blue'>@Server</span>, by the way. Refer to the introduction to see how it works, in case you're setting up your own server. Some public servers, of course, will kick you for using unsigned files or even for files that aren't specifically permitted. Personally, I highly recommend playing ArmA with close friends or squad mates on highest realism settings (which only few servers seem to employ), so I never bothered about this fact. Steel_WOF: Thank you for pointing that out. I did indeed miss that one - it's corrected now, cheers :-) (* update news and postscriptum: see current latest post )
  9. Hey Turkeys, afraid I can't help you with that. Works fine for others it seems - best to post this question in the addon's thread. -- Salut Exaercase - the short answer to your question about SLX is: It's not possible yet, but it might be in the next version. I very much recommend the mod. As for JTD smoke, may I suggest you ask your question in the proper thread - I wasn't able to recreate this issue both in @General/AddOns and in @Replacement/AddOns. Are you positive you're using "DMSmokeGrenadeVB.pbo"? -- Hopefully the list will get an update soon. New releases and great work by Karaya1, Q and HeinBloed (yet again). Didn't find the time yet to test their addons for list compatibility and implementation.
  10. the.d

    (coop12)Town Contact

    Hey Hank! I just gave the revive version a quick test with a friend of mine, cole.cz. We are deeply impressed! Not only did you get it to work just fine, you also chose very reasonable parameters - perfectly fair time limit, only medics can rez, and victims still need to be healed afterwards - perfect stuff, thank you so much for this! 10/10
  11. the.d

    (coop12)Town Contact

    You rock, hank_officer! Thanks a lot! Can't wait for the revive version! We're going to have a nice coop evening today, thanks to you :-)
  12. the.d

    (coop12)Town Contact

    This is a paradigm of a simple, good and very demanding coop mission. Our squad keeps playing it! Is there any chance to implement Norrin's revive script though? I can't get it to work - maybe some conflict with the included body deletion script? Any help is greatly appreciated!
  13. the.d

    Red's Fix v1.2

    My apologies, it's a blatant request :-/ I tried to delete the M249 entries but only caused havoc and error messages en masse (I do suck at scripting). Seeing the M249 fix is rather unnecessary as the replacement uses a much more sophisticated model to begin with, I dared to ask publicly as more people might find this useful - retrospectively a rather tasteless approach, you're right, Inkompetent. Sorry!
  14. the.d

    Red's Fix v1.2

    <s>Ah, Red, there's one thing: Your M249 fix is overwriting the replacement model (which already has a fully animated ammo belt btw) used in our add on list. Is there any chance you could make a version that excludes your M249 fix? Would be much appreciated, sorry for bothering you with this. Edit: M16A2 is being reverted, too. :-/</s> Sorry! Strike that, me was too tact- and thoughtless.
  15. the.d

    Red's Fix v1.2

    Great, couldn't find any compatibility issues or bugs :-) Added it to the list. Thanks for your work, Red!
  16. the.d

    Red's Fix v1.2

    Cool :-) Do you mind if I add this to the list once it has been tested? Thank you for your efforts, Red_153D! Looks promising! Schland. Gotta run now :)
  17. the.d

    SPON Map

    Marvelous! I'll give this a test run as soon as I get back from lab! Didn't think something like that was possible - great work, Spooner, thank you! :-)
  18. (* update news and postscriptum: see current latest post ) Schland :-(
  19. the.d

    Workaround for flipping Tanks

    Now that's interesting! What does it do to tanks falling off a cliff or the "unflip vehicle" function in warfare? I'm going to give it a quick test run and would very much like to add it to the list. Super Idee, danke! :-)
  20. (* update news and postscriptum: see current latest post )
  21. sickboy, you rock :-) Thanks!
  22. Yeah, muju, server / client stuff is very confusing indeed - the weirdest effects can occur. I'm doing this with basic trial & error "research" so I may very well be wrong quite frequently. So far it seems to work but don't ask me how, hehe. Thanks for the question :) 456820, it's pretty much the same as before. As described you could move JTD to @Replacement (or just keep @JTD if you prefer!) and load that after whatever modfolder MattEffects is in. E.g.: Matteffects in @General, JTD in @Replacements, ECS in @ECS - the best-looking combo (in my opinion) is this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-mod=DBE1;@ECS;@General;@Replacements (Note that ECS should be loaded first regardless)
  23. the.d

    JTD Smoke Effects MP Beta 5

    Ah, thanks DMarkwick! Updated the list, I'll give it a quick test run before calling it a night :-) Cheers!
  24. Hello muju Usually, server-side addons will work for all clients - but as far as I know it can't hurt to use them client-sided, too (that way you do not have to load a different mod setup when engaging in single player missions) Update: (* update news and postscriptum: see current latest post )
  25. Gemini/alpha-kilo: Good idea about the addon updater. If Yoma's Addon Synchronizer joined forces with Armaholic.com (and, to lessen the massive traffic this would cause, as many major ArmA sites as possible) it'd be most effective. nikita320106: Yup, I am well aware of that, thanks. And it is quite amazing, too! Seems like there are some compatibility issues with your Russian voices pack, though. This is why I left the latter out of the list for now. Drax: Thanks for the info mate. I never noticed. Got a pm recently that took up this issue but I was not able to determine the exact file that would have caused the changed loadouts (I'm currently using CMD's 1st Infantry combined with Rellikki's SLA Redux pack). Should I - for more overview and consistency towards the game's original content - remove B.M.Haley's addons altogether? Can anybody confirm the changed dispersion for the replacement pack? It'd be very odd but, hey, it's ArmA! As for ECS, it adds great AI enhancements (amongst many other things), no question, but it'd be desirable to include SLX in the long run. Let's wait for Solus' opinion on the "modular" take on this mod :-) dengibtsschon: Thanks for clearing that up! Have a nice weekend, everyone!
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