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the.d

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Everything posted by the.d

  1. the.d

    RH M4/M16 pack 1.0

    Thanks to Ryan, who came up with the config.cpp I posted previously, we were able to replace the standard models (and the models only) with RH weapons. So they can be combined with any sound mod or gameplay modifications you desire. The actual RH pack is still intact and can be used seperately. I will ask Ryan to post the .pbos as I feel all credit should go to him. We can replace all vanilla AKs, M4/16s and the basic pistols with RH weapons models that way and this is exactly what I was looking for ever since I purchased ArmA. Edit: Oh, yesh, erhm... The M16A4 models (originally in weapons3.pbo) replacement still doesn't work. If anybody has any idea about fixing that, please let us know, thank you.
  2. the.d

    RH M4/M16 pack 1.0

    The RH sounds are very well done but I prefer consistency over individualized weapon sounds. A complete sound pack usually takes care of this. Replacing only the models is actually an advantage to me. The replacement files posted by Flashbang151 &Co. (and make no mistake, they are great, thanks for the effort! ) don't work with weapon crates and some missions. My personal wish was to find a combination of mods that will turn ArmA into something that is at least similar to what FFUR could deliver to OFP: Removing the cheesy vanilla sounds and weapon models and unleashing the true possibilities of the game. (I'm very particular of how the game ought to look and "feel", really, but this is OT) This goal is actually quite close to achievement (except for the game code itself, of course - I'm running Vista 64-Bit with 4 Gigs of RAM and you can imagine how that keeps gnawing on me) and I really would like to see a way to get the RH M16A4 model running now. Then we'd have a basic coverage of all AK74s, M4/M16s and pistols in terms of models (RH), sounds (FROMZ, FDF) and handling (NWD, SIX, MattEffects, Truemods, you name it). The RH weapon animations and their love of detail add a lot to the combat atmosphere. The sound packs and several of the basic gameplay tweaks round it up perfectly - I just had a two-hour coop session with a good friend ... if it wasn't for yet another desync bug we'd still be playing now. And if it wasn't for diligent people like RobertHammer, ArmA would've been swept off my hard disc a couple of weeks after I bought it. So thank you again for the hard work. It's really appreciated.
  3. the.d

    RH M4/M16 pack 1.0

    Hey, That is one amazing weapons pack! I already grew quite fond of the RH AK pack. I dislike the vanilla models and this is just what I needed to take ArmA a bit more serious again. Thank you so much! Thanks to Ryan we managed to pull a config.cpp together, that replaces the ingame models (and the models only) with the RH weapons. It works fine and is particularly amazing with FDF or FROMZ sound pack. However, for some weird reason the M16A4 and its derivates are still using the original "vanilla" models, no matter what. Does anybody have an idea how to fix this? The config looks like this (simple but does the job, so don't laugh!: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class weapon_replacement_m4 { units[] = {}; weapons[] = {}; }; }; class cfgWeapons { class Default; // External class reference class RifleCore; // External class reference class Rifle : RifleCore { }; class M4 : Rifle { model = "\RH_m4\RH_M4.p3d"; }; class M4A1 : Rifle { model = "\RH_m4\RH_m4.p3d"; }; class M4A1SD : Rifle { model = "\RH_m4\RH_m4sdaim.p3d"; }; class M4AIM : Rifle { model = "\RH_m4\RH_M4aim.p3d"; }; class M4ACOG : Rifle { model = "\RH_m4\RH_M4acog.p3d"; }; class M4GL : Rifle { model = "\RH_m4\RH_M4glacog.p3d"; }; class M16A2 : Rifle { model = "\RH_m4\RH_M16a2.p3d"; }; class M16A2GL : Rifle { model = "\RH_m4\RH_M16a2gl.p3d"; }; class M16A4 : Rifle { model = "\RH_m4\RH_M16A4.p3d"; }; class M16A4_ACG : Rifle { model = "\RH_m4\RH_M16A4acog.p3d"; }; class M16A4_ACG_GL : Rifle { model = "\RH_m4\RH_M16A4glacog.p3d"; }; class M16A4_GL : Rifle { model = "\RH_m4\RH_M16A4gl.p3d"; }; }; I am aware of the fact that the M16A4 is a part of the Patch 1.08 weapons. They're included in the weapons3.pbo and have odd config files. Could it be they are assuming a higher "priority" than third party mod folders or something like that? As you can see, I am not into this kind of stuff at all and it seems like Ryan is out of ideas, too. I'd appreciate any help to get rid of the rather crude vanilla M16A4's (without modifying original files, of course). Thank you and best regards. May patch 1.09 save us all.
  4. the.d

    8007000e Error in Vista

    (posted this before in some other thread, sorry for "spam") I finally managed to (properly) test it now and was was able to play for hours and hours at maxed details, singleplayer as well as multiplayer, without any crashes, texture bugs or stuttering. -maxmem=256 (512 will still crash the game for me) and >2gb addresstest seem to work. We applied the same solution to a friend's ArmA version (1.08) with the same stable results.
  5. the.d

    nVidia 8800 LOD/Texture bug

    Hey Everyone! I think I just found a (temporary?) solution to the problem(s) for Vista64 users. Still need confirmation on whether this works for everybody - here's the story: There were some similarities to glitches/performance problems encountered in "STALKER - Shadow of Chernobyl". The following procedure is pretty much the same as in STALKER and hence will probably only work properly with 64-bit operating systems (sorry). Try this: 0) First of all, create a backup of your original "arma.exe" 1) Download "Explorer Suite" found here. 2) Run "CFF Explorer.exe" and open your Arma.exe with it. 3) Open up "NT Headers/File Header" in the left column. Check the right column now. You will find a "Click here" button. Click it. (..) 4) Check "App can handle >2gb addresstest" 5) Save the whole thing. 6) Run Arma.exe with your preferred parameters* (I'm using ' "...\Armed Assault\arma.exe" -nosplash h -maxmem=256 -mod=@ModWarSound', for instance) *Note that -maxmem=xxx is still used and apparently required here. I DO hope a real patch will be released to address this issue. ("Sniperdoc" is 100% right. It's intolerable and rather embarrassing for BIS. But frankly, I also blame myself for ever having bought Vista.. I fell for DX10.) By doing all this, I was finally able to play the game in "Very high" Detail with 8xFSAA enabled and "default Textures", not encountering any CTDs or even LOD/texture load problems for the time I played. I can give you the detailed system specs if needed. This will still require some confirmation by others especially for longer periods of playing time, as I just can't do that myself at the moment (Uni's a bitch). Good luck, guys - hope it works!
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