Jump to content

the.d

Member
  • Content Count

    430
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by the.d

  1. the.d

    SLX Mod WIP

    I tested the latest SLX some more and I am more and more impressed - amazing work, Solus! One thing I noticed, while using ACE2 + SLX: the healing is still a bit weird (or maybe I am doing something wrong). As soon as the ACE2 wounds module (ACE2 "Enable Wounding System" Module) is active, I am not able to heal any wounded soldiers back to "1.0". Generally (not just as medic), I am able to provide first aid whenever they are incapacitated but as soon as ACE2 healing should kick in the option is missing. Surely, that's the "slx_removefirstaidaction.pbo" and/or "slx_removehealaction.pbo" kicking in to prevent wounded enemy soldiers from not surrendering after being healed by any non-SLX healing options. There are two solutions I could think of: 1) Would it be possible to specify the "remove healing option XY" for enemy soldiers (somehow "bind" it to the surrendering feature?) only? 2) (This might seem naïve, as I do not know how much work would be involved) Could you isolate and separate the healing features from the slx_wounds.pbo or let ACE2 wounds overwrite SLX' healing system, as soon as it's active? Sorry if these ideas seem silly - I am a complete idiot when it comes to scripting. Needless to say I highly appreciate your work here :-)
  2. Goatgruff: Thanks for reporting that. Does anybody else have this problem? I went through the list and checked if I had the latest versions - I'm not able to reconstruct your problem. Tried it with the full mod load-out for arma2 (latest beta, ARMA2_Build_69645) and it looks as it should, I suppose. (Edit: For best results, set the ingame GUI size to "very small", of course) The new SLX is fantastic, by the way - check it out! :-) I didn't have the time to test it thoroughly yet (in a proper coop on a dedicated server) but... wow!
  3. jpinard: Thanks, I already added an islands section. Wanted to do more but I am currently struggling to get a really stable and balanced SLX set-up ^^ - and then I mostly just end up enjoying the game, heh.
  4. Velzevul: Tested the add-on for a bit. It's great for single bullets hitting the wall near you - but while under actual enemy suppressive fire your soldier seems to almost suffer from epileptic fits - it's a bit too much imo.
  5. the.d

    SLX Mod WIP

    Good one! Thanks, man - this is severely trimmed down but retains some of the very core features! I will try it out tonight, thanks (again ^^) Kroky!
  6. the.d

    SLX Mod WIP

    Very hard to make out what it is, but I have to report severe stability issues as well. ArmA2 basically never crashed and with the full SLX mod loaded (or even parts of it) ArmA2 freezes from time to time. This can mostly be observed in complex missions, like Civil War or Superpowers but sometimes it happens even in simple non-script scenarios. Sorry for not being able to specify anything - the .rpt didn't show anything useful. All I can say is, this doesn't happen without SLX :-/
  7. ^^ Sorry, my English is a bit... erh.. peculiar at times. Well, our team is usually playing "straight-forward" missions, like "start at A, destroy B, then capture C" - doesn't mean it's easy, of course. The re-playability is enormous, due to the simple possibility of adjusting the probability of presence for individual enemies, the placement radius for waypoints etc in the editor - and the fact that, even (and not rarely especially) without any heavy mission-sided scripting, the core mods will always add a lot of surprises. Why, just a couple of hours ago we had a small coop test run on JW's Charlie-7. Without the mods, you can basically walk towards the first objective and nicely ask the enemies to leave. With the AI mods kicking in server-sided, we had to devise several strategies of which only a crazy "spec op goes in, infiltrates, sets C4 to the trucks, the rest of the team hangs back, waits for the explosion and then charges into the town with HMVEEs" finally worked. The plainer (few internal scripts) the mission, the more likely it is to benefit from the combined add-ons' effects, I would say. JW's missions have been quite a blast, but there's tons out there, really. Feel free to join in for a game sometime, if you like - should be fun!
  8. HG_Havok: Thanks! That's a good idea, really. I think the title is accurate, but - agreed - not very catchy. Defunkt already suggested to find a proper acronym for easier identification. "UAG" sounds good to me! Shall try to use it, cheers :) Velzevul: Not the in the same sense of audiovisual additions, but more in a "combined" way: GL4 as well as SLX have "bullet whizz" sounds - neat supersonic cracks are also added by many sound mods. In addition there's: (for instance)stevedrumsdw: Thanks for the compliment, appreciate it :-) But I gotta agree with Katipo66 here. Not every mod is to everyone's taste - combining them to achieve general enhancements (I'm not necessarily talking about "improvements", because that can be very, very mission-specific) is usually advisable but to really perfect a certain gameplay scenario is solely up to the mission designer and their abilities. The less a mission relies on external mods, the better, in my opinion (arguably with the exception of GL4, which really shows its true strength when being specifically used and adapted as internal mission scripts). This list should be seen as a suggestion on how to combine several stunning mods (not necessarily all of them) in order to get a "generally advanced" gameplay. As far as it is possible without causing client/server mod dependencies for the files used (sometimes you can't help that, e.g. ACE2 and SLX animations). On the other hand, the more mods you add, the more complex it gets. Personally, this is what I want in a game*. Our little squad manages to complete 1 out of perhaps 100 missions we start; this might seem a "bit" embarrassing, but I stand to it, as I enjoy the challenge, not winning. *(Then again a very good and experienced squad mate of mine, Jaeger, already told me not to "overdo it" - I agree that (sometimes!) "ACE2 is just enough". Personally I wouldn't want to miss out on the the core mod features though and the unpredictability of enemy maneuvers et cetera. Wow, I am rambling... sorry ^^)
  9. stevedrumsdw: Dismemberment works as it's part of the wounded features of SLX. And there is no need to exclude these it with the latest version! Thunderbird: Yup - thanks, mate! Already did that - we had a test game yesterday with GL4 and Zeus AI joining the latest SLX features - was pretty stunning, imo :-) Hope I find the time for another coop run today. Should be fun!
  10. stevedrumsdw: Yes it does indeed make a difference - lots of testing now. Very likely no more "lite" version - Solus did an awesome job with the modular design and integration . We're actually having a test game right now with ACE2/GL4/Zeus and an almost full loadout of SLX - having some problems with passive impact damage and healing - but we should be able to sort it out :-) Velzevul: SLX has that sort feature covered, actually! But cheers! :)
  11. the.d

    SLX Mod WIP

    Thanks Solus! I don't have much time right now - someone broke my car now I gotta take care of repairs etc. :-/ I'll try to give some proper feedback as soon as I can! Thank you very, very much for your efforts! Good distraction - my poor car... *sigh* Having a test game right now - looks pretty cool so far. Impacts are still a problem: a BMP2 just killed all of us without even hitting once - large calibre gun blasted us away with indirect damage. Radius is a little large gameplay-wise. Regardless of realism it's just an unfair advantage for the AI, as they have this "magical tracking" ability, you see. By the way: We would be honoured if you could join in for a coop sometime, Solus :-) Edit: Finished our game. Amazing experience - love the new animations! Is it possible that the "heal enemy soldier and take him captive" might not properly work on dedicated servers? After healing an enemy he was just lying idle on the floor keeping his head down. Well, nothing grave :-) We will run another test game tomorrow, hopefully. Thank you!
  12. DMC_RULEZ: Yup, no doubt - but colour filters (as well as weather settings, local patrol scripts and anything of the sort) are mostly very mission-specific and should be implemented by the mission's author, instead of enforcing generalized/generic set-ups for every scenario, don't you think? Love the screenshots, by the way - very moody! :-)
  13. the.d

    SLX Mod WIP

    Absolutely amazing work, Solus! I am currently trying to implement your latest SLX version into GL4 / Zeus AI and ACE2 - many of the features now work flawlessly, above all the wounding system and your very extensive vehicle effects. Is there any way I can decrease the indirect damage spread and amount for small arms such as the M4 / M16 rifles? I receive a considerable amount of damage when a 5.56 round impacts as far as 4-5m away from me. I understand it passively simulates "secondary" damage like shrapnel/splinters being kicked up etc. but the regularity of the effect kind of cancels out the "realism" feeling in my opinion.
  14. the.d

    SLX Mod WIP

    esco7800: See here :-) Solus: I still get two healing options as a medic. However, when I choose to "heal" (not "bandage") an enemy, they are now mostly motionless and lie on the ground (which is good, they attacked me before). The player can not interfere with them anymore from then on. Is this intended? Well, I'm going to tinker with the modules a bit and will report back! :)
  15. the.d

    SLX Mod WIP

    Amazing, Solus! Thank you!! This is going to be a long night now, haha. Loved the first impressions I had with the latest version! Thanks again! :)
  16. Leovelli: Thanks, your input would be very appreciated! And, yeah, it would be quite convenient and user-friendly but nearly impossible to combine all the smaller, independent mods to one big, organized mod project. It may even be the game's true strength not to be dependent on one single mod - not even ACE2 claims to be the unifying solution for everything - there's a lot of room for tinkering and customizations! I am very much looking forward to experiencing Project Reality for ArmA2! I jumped off BF2 (and rigorously boycott any further EA games "productions") before you guys made it there, sadly. Cherry-picking the best fan projects and trying to balance them into one custom-made compilation has almost Zen qualities to it! :-D On other notes, I added an "Islands" section (3.1) to the list's "New Content Add-Ons" chapter. It's a small set for now but it should be growing as times goes on. I hope I don't cause any feelings of arbitrariness or injustice by not adding "Add-On XY" - There are thousand of fan projects out there, quite many of them with highest quality standards. I want to keep the guide as structured and clear as possible so I won't be able to add all of them. Suggestions are always welcome, of course!
  17. stevedrumsdw: Mh, well, you can add the wounded features (all of them or none of them) without any actual game breaking side effects. It's just not 100% seamless - call me a nit-picker ^^
  18. sorry, jpinard - rl calls at the moment :-) I read your pm and it's always appreciated! Thanks!
  19. TOTAL22: Yeah, this is an excellent idea! I thought about that for quite some time now - the topic came up back in ArmA1 as well but this time we actually have all the updating abilities we need. Defunkt already suggested using a catchy acronym for easier identification. Unfortunately, I have no idea how SIXUpdater (which would probably the best system to use) really works. However, my friend [GIBF]-BadBoy kindly provided the Casual ArmA Players Group with a Yoma file repository using this guide's file set-up and configurations! He even trusted me with server access so I could set it up and keep it up to date. I am currently not at home, and I haven't talked to him recently (my fault, I was very preoccupied with rl stuff, to say the least) but as far as I could see, BadBoy set it all up and even wrote instructions on how to use it. I really owe him much, he's a great guy! We will have a talk about the server's connection capabilities and if it could be used as an open "public" file repository - that's probably rather difficult, I would presume.
  20. SNKMAN: that's very kind of you - but truth be told, we all owe you one for GL4 ^^ Cannon Fodder: Cheers for that very helpful post! I'll definitely link it in the first post - seems you invested quite some time into choosing your add-on files! I replied to the "VFTCAS and RUG_DSAI" input once but I somehow screwed up the whole post by accidentally editing it the same night with nonsensical gibberish (no, don't ask...) As for VFTCAS, back then I claimed the AI piloting improved with the latest beta patch - which is, as it turned out, only partially true - they indeed still crash whenever they can. Didn't have the time to test it much, so it took me a while. I am going to add it in - thanks! RUG_DSAI is an outstanding add-on, no doubt, but you already said it: GL4 takes care of this feature in almost every regard and keeps things more "generic". soldaten: As many others already said, this could very likely be GL4 (definitely not ACE2 not Zeus AI), though I am not able to reproduce that "bug" in any of the standard missions or custom coops. Betsalel: I keep updating the configs each time a new GL4 version is released. I try to be on time, so usually the delay is less than a day. Check the front post for the latest v.1.1.87 configs - though I definitely recommend just making your own custom set-up :-) Nice signature, by the way! Kommiekat: I tried the "Copy Stance" mod, but it seems to have an annoying (albeit not too important) bug. I decided to leave it out of the list for now. Thanks for the input!
  21. This guide's mostly a subjective suggestion on how to properly align several mods, but I am glad you find it helpful! The real work, of course, was done by - and all the credits should go to - the respective mod's author/s - they made ArmA2 what it is today. bearking19: Uhm - not really, sorry. But did you try loading HiFi's explosion sounds after loading the CSM2 mod in the loading order? That might work, although it may also just mix up the different effects and sound weird at times.
  22. Thanks, Kommiekat - as Velzevul stated, as great as VFAI is in itself, the integration wasn't entirely possible (at least for me). That's mostly due to the fact that GL4 can be configured to let soldiers behave in almost the same way (I disabled it in my predefined configs due to performance reasons and to enable a more "sneaky" approach for enemy troops with flanking and ambush strategies). Copy stance might be very interesting! I don't have much time at the moment, but starting next week I am on "semi-vecations" :-) GDTMods are generally advisable, but I won't include them in detail - will set a link sooner or later, though. NV sensitivity adjustment is already included in ACE2 (try *page up / page down* by default while wearing them)! Velzevul: I tried it, it seems to be working without errors for me using the given "SLX_lite" setup in the first post. SLX is a bit weird and seemingly "random" at times, though, so I might have been "lucky". Thanks for your input!
  23. Completely agree! GL4's complexity is quite significant and your support here makes it easy for numskulls like me to set it up properly. I wouldn't want to play ArmA2 without it! Thanks for all your efforts, SNKMAN!
  24. Absolutely stunning mission! Reminded me of good old "Project I.G.I." - well done, JW!
×