Warmoer
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Everything posted by Warmoer
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In the internal weapons bay?
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Buldozer Crash - Arma 3 Stopped Working
Warmoer posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I have set up Oxygen 2 for ARMA 3 according to the various tutorials, and opened one of the vehicle samples. When the run Buldozer, it fires up the ARMA 3 exe, starts loading in the viewer screen and then suddenly it stops working. Below is my crash report - any assistance will be greatly appreciated! ===================================================================== == P:\buldozer.exe == P:\buldozer.exe -buldozer -noland -window Exe timestamp: 2013/12/11 21:37:10 Current time: 2014/01/17 00:10:06 Type: Public Branch: Stable Version: 1.08.113494 Allocator: Windows ===================================================================== No product.bin found, using defaults for a core engine. Splash window: Unable to load config file: dta\splashwindow.bin Initializing Steam Manager unable to load subscribed content list. list will be updated from steam unable to load published content list. list will be updated from steam unable to load cached items meta info. save and update functionality will be broken Steam Manager initialized. ==== Loaded addons ==== F:\Program Files\Steam\steamapps\common\Arma 3\dta\bin.pbo - unknown F:\Program Files\Steam\steamapps\common\Arma 3\dta\core.pbo - 0 F:\Program Files\Steam\steamapps\common\Arma 3\dta\languagecore_f.pbo - 60330 ======================= DX11 - Initializing DX11 engine. DX11 - Detecting best GPU adapter. DX11 - Detected best GPU adapter 0 : "NVIDIA GeForce GTX 780", benchmark result = 42.8452, level coef = 1, total result = 42.8452 DX11 - Using DXGI adapter 0. - adapter description : NVIDIA GeForce GTX 780 - adapter vendor ID : 4318 - adapter device ID : 4100 - adapter subsys ID : 906237016 - adapter revision : 161 - dedicated video memory : 3140157440 - dedicated system memory : 0 - shared system memory : 1154744320 Error: CoInitilizeEx (XAudio2-1st trial) return 80010106 PhysX3 SDK Init started ... PhysX3 SDK Init ended. ======================================================= ------------------------------------------------------- Exception code: C06D007E at 754EC41F graphics: D3D11 resolution: 1024x768x32 Addons: Mods: A3 Distribution: 0 Version 1.08.113494 Fault time: 2014/01/17 00:10:08 Fault address: 754EC41F 01:0000B41F C:\Windows\syswow64\KERNELBASE.dll file: world: Prev. code bytes: 0C EB 03 89 45 C0 8D 45 B0 50 FF 15 5C 11 4E 75 Fault code bytes: C9 C2 10 00 CC CC CC CC CC 8B FF 55 8B EC 56 8B Registers: EAX:01E1FB4C EBX:00000000 ECX:00000001 EDX:00000000 ESI:014EAF50 EDI:0167C6C0 CS:EIP:0023:754EC41F SS:ESP:002B:01E1FB4C EBP:01E1FB9C DS:002B ES:002B FS:0053 GS:002B Flags:00200202 ======================================================= note: Minidump has been generated into the file C:\Users\Fred\AppData\Local\Arma 3\buldozer_2014-01-17_00-10-06.mdmp -
I tested 8c yesterday, multiplayer coop with myself being the only player. When spawning an AI squad, a broken script message kept sitting on the screen that appears to be related to healing. This would only go away when I got rid of the team. Other than that, a great mission. I do find the enemies to be WAY too lethal at ranged engagements (I played infantry only). Please consider adding an enemy difficulty parameter as well. Great mission, thanks!
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I am really enjoying the Beta content, and started working through the helicopters tonight. The cancelled Comanche, or Blackfoot in ARMA 3 was a departure from the default helicopter gunship seating arrangement where the pilot would be located in the front, whereas the systems operator/gunner (or UAV/UCAV operator) would sit in the rear. This is the primary reason why the rear seat was not elevated as per say the Apache, and visibility is actually poor from the rear. Can the devs please move the pilot seat to the front, as it should be for this aircraft; it is very difficult flying approaches from the rear, unless landing spots are approached sideways. Worth the fix, please! Sent from my iPad using Tapatalk HD
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Game Update 0.58 - Movement mode resets between crosshair & iron sights
Warmoer posted a topic in ARMA 3 - BETA DISCUSSION
I cannot work out if this was intentional, but this has changed from last week's update. Usually when toggling between walking and jogging modes (by pressing "c"), the movement mode will carry over between default cross-hair aiming and sight-aiming. The latest patch changed this. When in walking mode and aiming through the cursor/cross-hair and I switch to iron sights, the movement mode changes to jogging. Keeping the iron sights up and pressing "c" will toggle back to walking mode. As soon as one switches to cursor/cross-hair aim again, the movement mode will now revert in the opposite jogging. The movement mode has always been persistent between different aiming modes. Is this a bug, or has the change been intentional? Changing the aiming mode should not toggle between walking and jogging. -
Game Update 0.58 - Movement mode resets between crosshair & iron sights
Warmoer replied to Warmoer's topic in ARMA 3 - BETA DISCUSSION
Thanks Smurf, great news! -
update bringing new 'one save per scenario' mechanic??!?!
Warmoer replied to matt_gold's topic in ARMA 3 - BETA DISCUSSION
If people want fear in their lives, get married or get a mortgage, but when I play ARMA I want to enjoy it. For a military "sandbox" experience BIS is trying very hard to force us into something we don't want, and is the same thing that has been holding the series back since the start. Recent versions of the Alpha have messed with the awesome movement animations that brought the controls into the "21st Century" to quote Dsylexi. -
I just read in the latest development update (22 May) that the single slot savegame mechanism will be brought back, and that only Recruit level will have multiple saves. This is a step in the wrong direction, together with some other animation "tweaks" that is making the movement system less pleasant than it was at the start of the Alpha. Whilst the Devs are perhaps satisfying the requests of a vocal minority, you are likely to lose the ground you gained with potential new customers to the series. There is a fine line between perceived realism and fun - good luck with that. Sent from my iPad using Tapatalk HD
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This issue has nothing to do with hacking - it is a bug. It happened to me tonight on a TDM game while walking around a destroyed building. I found myself being flung in the air, and dropped straight down to my death. Unless someone managed to "hack" me into the air, it is probably just an alpha bug. I saw it happen to others on the server as well. Sorry to ruin the angry mob movement...
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I love this campaign so far, but now I am stuck at the end of Dead Chill:
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Don't use it, unless it is something that is built into ACE, but I'm not using any weather or effect addons except for ACE. Couldn't spot the inflatable at all, so difficult to say if it drifter away. I might retry the mission - maybe use the six-grenade launcher to level the objective camp.
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I am currently stuck in SEAL 1 (ACE) mission 2. All the objectives complete, but my inflatable is not at the extraction. It was one heckuva fight to get there, and I'm not keen on retrying the mission just to see if it will work the next time? Who left it untied on the beach? Any ideas how to fix this?
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Made a quick vid of the CQB Kill House in Doolittle's excellent 1ID Training Camp mission. Unedited, using ACE 2. Not my best round, but it shows the course quite nicely. <object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=2IAbUSIVq_8&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=2IAbUSIVq_8&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>
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co06 - Operation Badboy (ACE / Isla Duala / UKSF )
Warmoer replied to jw custom's topic in ARMA 2 & OA - USER MISSIONS
Sorry, I have the wrong mission in this thread. It was most probably the demo man that went down, and I didn't check his loadout. I suspected that the Littlebirds destroyed the fuel, but there was no debris or any burnt out containers. The marker was still red on the map, and probably the reason for the mission not ending. After I saw the mission isn't going to end, I called in the Littlebirds, and another 2 appeared making it a total of 3 flying around over us, so I am sure someone didn't order them by accident. Thanks for your reply. -
co06 - Operation Badboy (ACE / Isla Duala / UKSF )
Warmoer replied to jw custom's topic in ARMA 2 & OA - USER MISSIONS
Played it 2 player coop yesterday. Good mission with a few glitches: ~ Could do with some armament selection in the beginning of the mission, and some weapon/ammo crates in the camps. ~On the way to 4th objective a friendly Littlebird started attacking the bad guys and basically wiped them out. This is apart form the Littlebird support that we never called. ~ 4th Objective - destroy fuel supply. There were no fuel, just a roof of an old fuel station. Nothing that would signify a fuel supply. And even if there was a target, we did not have any explosives available. Other than that the mission work well, was very unpredictable, and kept us on our feet. Had to keep re-arming team members from bodies as they sprayed a lot of ammo. Thanks for the great mission! -
'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
Warmoer replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
This mission is great! I've completed it twice with a squad, once under 1.23 and tried the specops with 1.23. My only complaint with specops is lack of firepower (anti-armour & aa). I found an RPG8 with 1 round, and 3 RPG7 heat rounds but no RPG7 launcher, and that was it. The PKP came to the rescue against infantry - used it the first time yesterday and it is probably the best weapon in ARMA2. A hospital tent could help to get rid of those occasional hissing and puffing pains :) Thanks for the effort you put into this one. -
What does ARMA 2 have that Operation Flashpoint 2 doesn't?
Warmoer replied to bloodbomb's topic in ARMA 2 & OA - GENERAL
I can't see anything constructive out of this thread. I am skeptical about DR as well, but opinions should really be left until its release. Throwing mud at either product just cheapens the community. Stop the yapping, go play a few missions or go develop a mod/addon that everyone can enjoy instead. ;) -
Thank you for this fun mission! I had the same problem with the Harriers flying over the town a few times, and then leaving before I have chance to assault the enemy HQ and tanks. I had a few enemy deserters that were running into the hills that we had to hunt down, and by the time that was finished the loitering Harriers were gone. I would almost recommend having a radio command to "summon" the Harriers into the area when the player is ready. After that, I had to scavenge the town until I finally found a body with an RPG that I could use the blow up the tanks. If all else fails, are there any other munitions close to the tanks that can destroy them? This may provide additional options to accomplish the mission. Thanks again. :)
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505 Version: Release Date & Other topics - EU/Aus/NZ/SA/ME/Israel etc.
Warmoer replied to Placebo's topic in ARMA 2 & OA - GENERAL
While I'm still waiting for my CD Wow copy to arrive, Arma II is now sitting snugly on my hard drive - courtesy of Steam. Once my boxed version gets here, I'm sending it to one of my mates. At least the waiting is over! -
505 Version: Release Date & Other topics - EU/Aus/NZ/SA/ME/Israel etc.
Warmoer replied to Placebo's topic in ARMA 2 & OA - GENERAL
Good on you Dogtags! This is what I got from CD Wow today: I ordered on 10 June. -
505 Version: Release Date & Other topics - EU/Aus/NZ/SA/ME/Israel etc.
Warmoer replied to Placebo's topic in ARMA 2 & OA - GENERAL
I haven't shopped with CD-Wow before, but decided to give it a try - their delivery date and especially pricing twisted my arm ;) -
Serious unexplainable Performance Differences - got proof
Warmoer replied to Helmut_AUT's topic in ARMA 2 & OA - TROUBLESHOOTING
Well, not entirely what has been experienced here, but to the same effect. I played the OFP missions ported for ARMA 2, and during the Cleansweep I missions I saw this anomaly for the first time. My two teammates died quickly in the mission, and I sneaked around to get to them to loot them for ammo. The framrates were quite good troughout. I then reached the body of a dead teammate and dragged it out of the road to behind a fence. It is here that my problems started. I did not matter at which point I was in the village after that or how many buildings were between me and his body, once I moved my view so that he is within the limits of my screen (although he is not visible), my framerates would drop to a slideshow. I tested it extensively and could identify it as the culprit. So after the "drag" command was executed on the body, things went downhill. I tried it deliberately with the second teammate as well, and the same effect. I experienced the same kind of slowdown during the second stock ARMA 2 SP mission (can't remember the name), but the squad of rebels that attacked the town. We killed the BMP (or whatever it was), and for the remainder of the mission, something in that area killed the framerates when my screen was oriented in that direction. I am only guessing that there might be some effects/scripts that are acting up when you view in the direction of the object that is executing that command - whether they are in plain line of sight or behind a building(s). -
When flying this excellent superbug with the Nimitz addon - how does the arrestor system work exactly? I managed to trap with the scripting once - whilst lined up with the carrier I got the action menu option to use landing cable, and merrily continued to land on the expected wire position and got a "Braking...#, Braking...#" message and the plane stopped. Subsequently I cannot find out the correct procedure in how to enable this option, correct positioning etc. Another time I got the option when landing, but upon landing, I didn't get the "Braking..." message. I continued to take-off again, and upon closing in on the carrier from the front, the script still seemingly active advised me to proceed to position 2, then 3, and whilst in air the braking started. At full thrust I managed to keep 100kts. I had a look in the readme, but the landing is not discussed there. Also, using the catapult, how does one connect to it (using the recommended top-down pixel placement) method? At this stage I drop flaps a notch, enable the thrust enhancer, advance throttle and light the burner and she flies. Other than a few glitches with the Nimitz, the Super Hornet works beautifully with the carrier, and with a bit of polishing it can become great!
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Problem with ammo entries in some mods
Warmoer posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hi everyone, At first I thought it may be other addons interfering, but I have tried all combinations and found it is isolated to General_NS's HK MP5 + MP5SD Specials weapons, and the problem translates through to the stock BIS MP5SD as well. When I try to use his MP5SD Special in a mission, and try to preview, I get the follow error IIRC: Missing entry:bin\config.bin/cfgMagazines/30Rnd_9x19_MP5SD.nameSound The weapon model loads up, but it has no ammo. I removed his weapon from the mission, added the stock BIS MP5SD, and the same problem occurs. By removing/not loading his addon, the problem goes away. Has anyone else experienced this? Is there an easy way to fix this, and if it is only happening to me, does anyone have an idea as to why? These are really great models, and gives a great impression on the look and feel of the real MP5. Any feedback will be greatly appreciated! NB: I hope I placed this in the correct forum, as I'm not sure where it belongs -
Problem with ammo entries in some mods
Warmoer replied to Warmoer's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hi DaChevs, I unwrapped the PBO, edited the config.cpp as you indicated, made a new PBO, and I am using the mod as a @MP5 addond folder, but I still experience the same problem. Do you perhaps have an idea as to why it would have an effect on the stock BIS MP5? Why would an addon make the stock version unusable? Is there something in the config.cpp that perhaps overrides the MP5SD 9x19 ammunition wrt sounds that could give this problem? Should I post some shots of what I am experiencing? Thanks again! Edit: Here is the script I use to arm the player, using ArmaEdit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; **************************************************************** ; Custom unit script for Armed Assault ; Created with ArmA Edit - Version 1.2.9000 ; Modified by Warmbrak to use MP5's from General_NS mod ; HELP: Run this script from the INITIALIZATION box of the unit. ; CODE: [this] exec "GNS_MP5SD.sqs" ; **************************************************************** ; Get the unit parameter given _unit = _this select 0 ; Strip the units current gear removeAllWeapons _unit ; Add the new gear to the unit _unit addMagazine "30Rnd_9x19_MP5SD" _unit addMagazine "30Rnd_9x19_MP5SD" _unit addMagazine "30Rnd_9x19_MP5SD" _unit addMagazine "30Rnd_9x19_MP5SD" _unit addMagazine "30Rnd_9x19_MP5SD" _unit addMagazine "30Rnd_9x19_MP5SD" _unit addWeapon "mp5special_sd" _unit selectWeapon "mp5special_sd" _unit addMagazine "15Rnd_9x19_M9" _unit addMagazine "15Rnd_9x19_M9" _unit addMagazine "15Rnd_9x19_M9" _unit addMagazine "15Rnd_9x19_M9" _unit addWeapon "M9" _unit addMagazine "PipeBomb" _unit addWeapon "Binocular" _unit addWeapon "NVGoggles" Exit Edit: With General_NS's MP5 addon loaded, and upon loading my mission in the editor, this is the error that still pops up: