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[aps]gnat

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Everything posted by [aps]gnat

  1. Not something you should expect. Reading the stuff in the Visitor subforum should dispell any thoughts it was the best thing since Photoshop Try doing a smaller terrain or test using a much lower res texture to see what the problem is (in a much shorter time)
  2. Cool The railgun: should that do an explosive bullet/shell instead?
  3. What does the BinPBO log say? Can't copy the PBO probably because your running the game at the same time
  4. I dont understand .... it would take 2 minutes to fix in O2 ......
  5. [aps]gnat

    Anims bug after binarization

    See second post ;)
  6. Yeh .... just like every game has its TROLLS ffs And the other ones who scrap the bottom to the barrel to find ANY reason to justify their current piracy practices lol
  7. AWESOME Suggest; - M577 Odd shadow near co-driver Can't fire past rear wheels. Standing behind shooting past wheels impacts vehicle (Fire GEO too big?) - Pulse rifle shouldn't be ejecting empty shell casings ;) - Same for M56 Smartgun - Shotgun flash seems left of where it should be - Railgun really deserves a new sound ! Same for sniper rifle - M41A Explosive Bullet does little damage it seems, and no radius to damage (or drops a lot with distance from shooter) - M42C ? Whats it good for. Just a scope? - No one has grenades? Flame thrower. Might be able to get I44 mod team to donate some code ;)
  8. [aps]gnat

    ArmA 2 Game Launcher

    I don't understand peoples problem DLC, even after reading prior threads here and doing some research Yes, the ACR DLC doesn't loading into ArmA2(OA) like PMC and BAF But it DOES come up on SpiritedMachine's launchers list, so you CAN switch it on like any 3rd party Mod The difference between the DLC seems to be this; Current ArmA2OA populates; Example: E:\Data1\Users\Name.PC\Documents\ArmA 2\ARMA2OA.CFG like this; class ModLauncherList { class Mod1 { dir="ca"; name="Arma 2"; origin="NOT FOUND"; }; class Mod2 { dir="baf"; name="Arma 2: British Armed Forces"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\baf"; }; class Mod3 { dir="pmc"; name="Arma 2: Private Military Company"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\pmc"; }; class Mod4 { dir="Expansion"; name="Arma 2: Operation Arrowhead"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\Expansion"; }; }; if you MANUALLY add; class Mod5 { dir="ACR"; name="Arma 2: Army of The Czech Republic"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\ACR"; }; and run the ArmA2OA EXE direct, you get get ACR DLC switched on (and ALL other mod folders listed too, but switched off) BUT, BUT if you you SpiritedMachine's launcher with no mods switch on (which should be same as above), you don't get any mods (except PMC & BAF), and no ARC DLC ! Root Cause This doesn't work; E:\Data1\GamesW7\ArmA2\arma2oa.exe -mod=Expansion -nosplash This seems to BLOCK all mods except PMC and BAF This does work; E:\Data1\GamesW7\ArmA2\arma2oa.exe -nosplash ARC is on (with above manual CFG change) and all other Mod folders are also list and available to be switched on inside the games own Expansion menu. EDIT Weird ArmA2OA EXE behaviour ......... :confused: PMC and BAF can be moved up and down in the in-game Expansions list, but can't be disabled ACR acts differently, it can be "Disabled", like all other User mods After running the exe direct, with -nosplash only and with the above CFG, I get a new CFG afterwards that says just; class ModLauncherList { class Mod1 { dir="ACR"; name="Arma 2: Army of The Czech Republic"; origin="REGISTRY"; fullPath="E:\Data1\GamesW7\ArmA2\ACR"; }; }; *sigh* @SpiritedMachine's I guess I'm not 100% on whats happening here, but I think by removing your mandatory "-mod=Expansion" it may remove the blocking action the launcher seem to have. Hopefully someone can comment. I might start a separate thread to get to the bottom of this.
  9. [aps]gnat

    jet speed

    .... rewrite the script so the fuel usage is cut. (extra) Fuel usage is inside the AB script
  10. Same. Like their Revenue Model too I don't have to turn into a EVE hermit, feeling like I MUST use my monthly subscription
  11. Happy New Year all Some things I've been meaning to ask for a long time ....... 1) "-addons=p:\V3addons.txt" in the Buldozer launch line ........ does it actually/was it meant to do anything? 2) Is there any way to quickly populate a PEW projects "Artifical Objects" and "Natural Objects" list without the PAINFUL way of; BROWSE->SELECT only a few P3Ds->OK then -> Repeat 50+ times ! Can you import a text list into a project? Worst case, could we inject a list direct into the PEW file :(
  12. [aps]gnat

    jet speed

    With custom Afterburners script right? Config only won't get you there
  13. [aps]gnat

    ArmA 2 Game Launcher

    Still my favourite launcher thanks SpiritedMachine ! Posting source would be appreciated!
  14. [aps]gnat

    Robert Space Industries

    Looks awesome. Drive a large ship with your friends being gunners etc, on board ! Sounds familar ;)
  15. [aps]gnat

    AC130 Gunship

    I have discussed this in MANY threads. Turret on aircraft never used to work AT ALL Some time in one past patch, the turrets are at least controllable as a PLAYER BUT AI manned turrets on aircraft will not engage. They ONLY engage if the target just happens to move in front of the turret Until BI (fully) fix the turret situation, it is what it is. VOTE FOR FIX https://dev-heaven.net/issues/29050
  16. [aps]gnat

    Fayshkhabur V1.0 Released

    No problem with the brownish water, looks great for your terrain, but because you re-defined a default water definition, your terrain (config) causes brown'ish water for ALL terrains loaded at the same time. Fixed in 1.2 I guess. Nice work BM, obviously a labour of love !
  17. [aps]gnat

    Problem with objects on my map

    Use the invisible road tiles under the airfield tiles or change the terrain attributes/mask to "smooth" ground.
  18. [aps]gnat

    Fayshkhabur V1.0 Released

    Oops, didn't know it was still being worked on I found this bug just recently http://forums.bistudio.com/showthread.php?140788-Dirty-water-infection
  19. OK, understand. Cheers!
  20. [aps]gnat

    jet speed

    1800 !! I'm very surprised you got that high! Last time I checked you could barely get over 1200 Game limits speed no doubt to avoid MP issues.
  21. Whoah! Thats all in there?! Impressive code. I've barely scratched the surface then lol 1 Question I can't see explained: Is it possible/How do I increase the number of units engaging/mobilising into the battlefield. Seems only a few squads by default, no matter what I dial up in FACTIONS. (now I understand what the number is, its a weight, not a count) Is it only the option to "SPEED UP ALL FRIENDLY REINFORCEMENTS" ? Edit: forgot to mention, your on-line document is clipping text. Downloaded it instead.
  22. [aps]gnat

    The Orphaned Projects Thread

    LOL .... well we're certainly not going to go around stating "Please rip this work off, in any way possible, and make as much commercial or military gain as you can .... because I didn't".
  23. [aps]gnat

    TexView 2 woes...

    Yeh, GIMP compression is obviously on. Switch it off
  24. In about 8 years I don't think thats (F1 menu) ever worked for me ..........
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