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-HC-Para

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Everything posted by -HC-Para

  1. WOOOOO A Christmas Miracle! Thanks so much for the awesome work fellas, we do honestly appreciate it.
  2. Firstly, this is a great map and I do look forward to seeing a version which no longer requires files from the ArmA1 maps such as Afghani Village, Waziristan, etc. I'd promised myself, for the sake of MP compatibility, to ditch all maps requiring these files once OA was released. I did it too - so I no longer use Uruzgan sorry to say (despite having made a few missions and also a Warfare version pitching the AAW units against the Takiban). When it comes to making coop missions to play with mates, I try to keep addons to an absolute minimum. Replacing the addon buildings, vegetation, etc with inhouse BIS provided product will enable the use of this great map again - and considering I pretty much play all AAW/RNA (Dutch) Afghan style missions..... This would be awesome :D Secondly, and indeed more importantly.... NEVER let this community try and dictate releases, updates etc. It's your project. It's your life. In the end, people need to take a step back and realise 'real life' is FAR more important than addon release dates. If you've exams, a girlfriend or wife, perhaps children..... Guess what? THESE ARE MORE IMPORTANT THAN YOUR ADDON. Focus on what's real in life and finish the other stuff when there is time.... IF there is time. There is no FAIL if you never complete this map. Trust me, a FAIL in your uni exams or assignments is far more of an issue than this map will ever be....
  3. Ice, I hear you. I had to walk away from island (ok its 'terrain' now aint it?) building a while back. Too many hours I spent building, testing, building, testing. Years of my life went into projects like Spearhead, Phuoc Tuy and Meekong. Years... Not minutes, hours and days. Years. I'm dead serious - and I don't think many folks realise how long it takes to build an island and detail it, make it look like the picture in your head. It became a second job for me, many times I'd come home from a full days work - and sit down in front of the PC and edit islands for as many hours (or more!) again. I thought it was fun and sure, it was - for a while. I'm a happier camper building missions and playing them with close friends these days. Every now and again, theres a pang of 'wouldn't it be awesome to have a map which....' and I put a stop to that train of thought right there! Somewhere along the line, I lost sight of why I'd started building islands to begin with - to PLAY ON (aka HAVE FUN). When you end up WORKING exclusively on the project and not PLAYING on it, thats when the tables turn and it becomes harder and harder to keep going. But then you almost feel trapped into continuing - cause you dont wanna let your mates and community members down... Sound familiar??? If this current map never gets released, but you don't get burned out/walk away completely and you stay in the community - we actually all win. We'd miss ya bro! My 2c worth & all the best, no matter which way you decide to go (the RIGHT thing for you to do is what is best for your own sanity/RL situation); Paddy (aka Para).
  4. AHHHH BUT MUUUUUMMMMMMMMMMM!!!!!! hahaha sorry couldnt resist..... Keep up the awesome work lads, we're all hanging out like yr12's waiting for the last bell of the school year :) I am quite concerned, however, that all this publicity for the vehicles is just alerting the Takiban to the IMV's coming deployment incountry... :p
  5. I'm good thanks, a lot older (I *hope* a bit wiser...) - but then we ALL are! Re: All seeing AI - I have total faith in your ability to do just that! Promise to download each patch/update as it comes online. I'm pleased to see you're still kickin it - same with the rest of you fellas, Warrior, Savage etc. Seems old soldiers never die :) The Nambience is awesome fellas.... Keep it up. Might have to set a Nambush or two tonight and take a closer look round the island/check out a few more of the goodies you guys have worked damned hard on!
  6. Sorry if this is getting perhaps a little off topic/going in a direction other than intended! One video example of Aussie troops in action, which I think clearly indicates our 'broad accent' is really quite different from UK accents: here.
  7. Gentlemen, congrats on release. Well done. Now, as no FNG, I'm gonna be as blunt as a drill sergeant: In 3 seperate playtests on 3 seperate areas of flat ground in the jungle, I have AI's opening up at medium range. I can't see 10m ahead of me in the same areas. This renders the mod close to unplayable in its current format. Back in the day, Ebud had a solution with his Grassfield2 from IloIlo (really going back, I trust thats the right one but Im sure as heck not opening an old island with wrptool to find out...). It wasnt the prettiest solution around, but you could have an AI walk right up to you without seeing you at all. This is where it needs to be at.
  8. OFP PreRelease Alpha (just dont ask...) - Today. I didn't have grey hair back in the OFP days. It's been a long war son!
  9. Should you end up putting together a voice pack, I'd be happy to contibute, as I'm sure would other HC members (what's left of us these days, anyways!).
  10. I hear you 100%. Same thing happened when I used to make islands. You make one, you get asked to make 30 others! Appreciate your focus, thats what brings the quality and you fellas ooze that stuff.
  11. Feels like i've come out of retirement as a ghost to post this! Anyways, firstly gentlemen, thank you for your wonderful work with the AAW units and weapons. You've given this old bloke some fantastic shared moments playing coop missions with these great addons and we all are keenly looking forward to the inclusion of the vehicles in some future release. Take your time, theres no rush for release. We respect the work that goes into even the most basic of addons, let alone a mod of such quality and standards as AAW. The second reason for my post - Would there be any way you'd find the time to possibly include a Bushmaster with Dutch markings? An example here. Have been doing a load of combined Dutch/Australian ops with a mix of Aussie/Dutch players and the addition of a resold Bushmaster would make these missions feel a little more 'complete' as it were. There is some further info on the Bushmaster in Dutch service here, though you are no doubt well aware of this vehicles success in international sales.
  12. Hi all, sorry if this has been mentioned previously, I did search and found nothing! I'd like to see TN Games 3rd Space FPS Vests supported in ArmAII. I've been using one for quite a while with more traditional FPS games such as Medal Of Honour, Call Of Duty 2 thru World At War, etc. Nothing is quite as immersive as feeling a round or blast hit your character ingame, not to mention the HUGE increase in Situational Awareness the product offers. As a TrackIR user for many years, I'd have to say the 3rd Space FPS Vests offer a similarly useful way to interact with ArmA(II). Not to mention the added immersion into the digital world which BIS has spent so long creating for us - more immersion into our digital environments brings greater enjoyment of the title, longer playing hours, more reasons to be 'part of the game' as a whole. BIS people, please give the 3rd Space FPS Vest a look - try it, you'll be pleasantly suprised I assure you. It's fun, it works well, it adds to the game, it adds to the players enjoyment of the title and increases your SA.... What more could you want? For those whom may have not heard of the 3rd Space Vest - take a look: http://tngames.com/ I don't think it would be too hard to implement this product, so let's make it happen :) Paddy.
  13. -HC-Para

    Vietnam: The Experience v0.4

    SnakeMan, should you need some work done on my islands for the ArmA conversion, pls contact via the hcpara@hotmail.com address as I no longer have internet @ home, but can check hotmail at work. I don't stop by these forums very often either these days, so email is best. Congrats on another release, hope to see an ArmA version in the future, again let me know if I can assist in any ways.
  14. -HC-Para

    Vietnam: The Experience v0.3

    MDSZ - I think it is the right wrp file, but there may be a line for replaceobjects in config for the ilo grass? I've been thinking the wrp file looks right, but the grass looks wrong, especially in the ruins - it's 'long' (the standard size) where i'd made it 'short' (shrunk to like 30%), the replaceobjects command is 'the usual suspect' for this. MDSZ and AAO issues seem to be config line issues, so couldn't be easier to correct - if you wanted to do a 3.01 fix for it, you could just release an updated config file only.
  15. -HC-Para

    Vietnam: The Experience v0.3

    Looking good. Two initial probs - AAO missed config update, so now AI don't land on an airfield and a lot of town names, etc, are in the wrong spots. MDSZ missed the wrp update, which means grass, etc, is all over the roads. Pls fix in next version I guess
  16. -HC-Para

    Updated Ox Cart by CSJ

    While you're on sound bugs, how about a quieter lambretta? From memory, like the ox-carts, you could hear them miles away - but perhaps I missed an update along the lines.
  17. -HC-Para

    Track ir

    lol, my wallets already out for the first TrackIR 7 in .au
  18. -HC-Para

    Vietnam Bunkers Addon

    New map looks awesome! Try to maintain a focus on the Nam map however - best of intentions, just do hope to see the first map released
  19. -HC-Para

    Tonal Update

    Esti, in my experience it is objects in view which cause the lag, apart from the general map load times and editor lag issues of course - but ingame it is largely objects in view and more importantly, the number of and quality of their properties, which influences the framerate. It is just as possible to make a laggy mess of an island in a couple of grid squares as it is in a couple of hundred - I've well and truly proven that a number of times, I get a better framerate in most areas of the new AustralianAO than I do on most areas of Spearhead44! What is a solution is to remove all the small and less well made objects which the map designer comes to realise are not really important to the overall feel or 'theme' of the island in general, as in the end you have to convey the feeling of object density or vegetation thickness, where required, without actually adding too many objects at all. You do this by either using objects fairly sparesly, but grouped closely, or by making objects which appear larger or 'more dense' but really are only one object (eg a forest square/triangle or a group of huts/shanties together). I've recently improved framerates on a lot of older Nam islands by simply using more forest or grass objects rather than, for instance, early versions of MeeKong which were made from individual trees, shrubs, bushes, etc, to give the feeling of scrub/jungle. Works much better for the players, you make some compromises - especially in the mission editor, but overall the 'feeling' or atmosphere remains. The playability, which framerate has a fairly large impact on, is improved and thus the overall enjoyment for the product is enhanced. Sounds a bit strange, maybe I dont use the best words sometimes, but thats where its at.
  20. -HC-Para

    Fernau island

    Small Dock Image I think that is actually the nicest application of those particular default dock objects I've seen. As someone who has used the same objects for everything from U-Boat pens to workshop loading platforms, it is great to see such creative and inspiring work!
  21. -HC-Para

    Vietnam Bunkers Addon

    Amen to that Hawk For me though - when frustration or lack of motivation struck on one isle, i'd usually just start another - too many ideas, never enough time, always not 100% happy with the finished outcome Maybe that is one reason I never seem to get around to releasing most islands, even though they are well and truly playable! EDIT: There is 43 infantrymen in that image and we can see one of them...... Project is looking fully sik sarge!
  22. -HC-Para

    Vietnam: The Experience - v0.2

    I want my islands to use the replaceobjects line in config. I hate floating trees, the lined up forests I can live with. EDIT: Actually if this is an issue - easy, just remove the island wrp's, config and sounds from VTE_Isles, you could release them as seperate pbos. EDIT EDIT: I am worried about forest squares being on the roads and trails (aside from floating trees which are truly my pet wrp hate), all islands have only been tested with the replaceobjects lines and are working reliably this way. You wont be able to test for this without driving round all the paths, note it took me nearly 6 hours this week to do this on just AAO (omg a big island, never again), let alone MeeKong, Dak, MDSZ, etc. I dont want to have to fix objects on paths again - please! please! please! There would be a few hundred hours on this task already on aao alone, it took months!
  23. -HC-Para

    DFS Scandrova Released

    Woop Woop Woop! Its finally out! Congrats Widow & Fred, island is a beauty and an absolute must download!
  24. -HC-Para

    Vietnam Bunkers Addon

    Two ways: Sometimes - and it seems totally object property dependant - you can just use wrptool's align to ground feature. Alternatively, you do something like this in the island config: [start script] //################################################################## // Â Â Â Â Â Â Â Â Â Â Â REPLACE OBJECTS - ALIGN TO GROUND //################################################################## class ReplaceObjects { class F1 { replace="vte_objects\vte_iles_su_ctver_pruhozi.p3d"; with[]={"vte_objects\vte_iles_su_ctver_pruhozi.p3d"}; center="true"; }; class F2 { replace="vte_objects\vte_irssz_trees.p3d"; with[]={"vte_objects\vte_irssz_trees.p3d"}; center="true"; }; class F3 { replace="vte_objects\vte_irssz_brush.p3d"; with[]={"vte_objects\vte_irssz_brush.p3d"}; center="true"; }; class F4 { replace="vte_objects\vte_imangrove.p3d"; with[]={"vte_objects\vte_imangrove.p3d"}; center="true"; }; class F5 { replace="vte_objects\vte_imangrove2.p3d"; with[]={"vte_objects\vte_imangrove2.p3d"}; center="true"; }; class F6 { replace="vte_objects\vte_imangrove3.p3d"; with[]={"vte_objects\vte_imangrove3.p3d"}; center="true"; }; class F7 { replace="vte_objects\vte_imangrove4.p3d"; with[]={"vte_objects\vte_imangrove4.p3d"}; center="true"; }; class F8 { replace="vte_objects\vte_imangrove5.p3d"; with[]={"vte_objects\vte_imangrove5.p3d"}; center="true"; }; class F9 { replace="vte_objects\vte_rubber.p3d"; with[]={"vte_objects\vte_rubber.p3d"}; center="true"; }; class F10 { replace="vte_objects\vte_low_canopy.p3d"; with[]={"vte_objects\vte_low_canopy.p3d"}; center="true"; }; class F11 { replace="vte_objects\vte_les_nw_ctver_pruhozi_T1.p3d"; with[]={"vte_objects\vte_les_nw_ctver_pruhozi_T1.p3d"}; center="true"; }; class F12 { replace="vte_objects\vte_les_nw_ctver_pruhozi_T2.p3d"; with[]={"vte_objects\vte_les_nw_ctver_pruhozi_T2.p3d"}; center="true"; }; class F13 { replace="vte_objects\vte_canopy1.p3d"; with[]={"vte_objects\vte_canopy1.p3d"}; center="true"; }; class F14 { replace="vte_objects\vte_canopy2.p3d"; with[]={"vte_objects\vte_canopy2.p3d"}; center="true"; }; class F15 { replace="O\Tree\les_nw_ctver_pruhozi_T1.p3d"; with[]={"O\Tree\les_nw_ctver_pruhozi_T1.p3d"}; center="true"; }; class F16 { replace="O\Tree\les_nw_ctver_pruhozi_T2.p3d"; with[]={"O\Tree\les_nw_ctver_pruhozi_T2.p3d"}; center="true"; }; class F17 { replace="vte_objects\vte_low_canopy2.p3d"; with[]={"vte_objects\vte_low_canopy2.p3d"}; center="true"; }; class F18 { replace="vte_objects\vte_low_canopy3.p3d"; with[]={"vte_objects\vte_low_canopy3.p3d"}; center="true"; }; }; [end script] Thats MeeKong's solution btw The replaceobjects solution does cause some ugliness when forests, etc, all line up - but thats why you vary the types of forest a bit, helps to cut down on this very small issue - way smaller issue than a floating or sunken tree lol!
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