-)rStrangelove
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Everything posted by -)rStrangelove
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Why cant it sound like this?
-)rStrangelove replied to hollow point's topic in ARMA 2 & OA - SUGGESTIONS
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Why cant it sound like this?
-)rStrangelove replied to hollow point's topic in ARMA 2 & OA - SUGGESTIONS
If i remember correctly both ArmA2 and BC2 feature dynamic sound engines but from the video i'd say that in BC2 this feature is done more aggressivly, making it more noticable for players. You hear everything the normal way until you have a very loud sound which makes you deaf. From that moment on all sound is running on another 'sound level'. Only the louder sounds will come through, all normal sounds are mumbled and silent. That's one part. The rest depends on where the reference material was recorded. EA probably has better sources and / or more cash to spend on recordings. You know, you could record all sounds from BC2 once it comes out and make your own personal soundmod for ArmA2. Just takes a bit of time / patience. If you can't wait, you can do that right now - just buy an Xbox360 and BadCompany, i think they use the same sounds in there. -
As long as i see all 40 soldiers on screen i don't mind - that's enough to make you feel like you're in a big battlescene. The illusion is all that counts imo. COD4 had some pretty intense street combat scenes and i don't think i saw even 30 ppl, so 40 should be enough to get the right atmosphere. Spawning is ok for me as long as i don't see it. You can't be sure how many ppl are hiding in a building if you haven't entered and cleared it.
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Oh yeah, i remember those days. Priceless. Played on C64 forever and later on the Amiga500 which had greater explosions and colored vector gfx(!). Plain awesome during the 80s. How to find out if you're ELITE: - you still remember the cost of a military laser - you still remember the autodocking key - you can whizzle the music out of the top of your head for several minutes - you still get flashbacks everytime you see the windows 'starfield sim' screensaver :)
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All settings on High but it looks like shit
-)rStrangelove replied to Leonski's topic in ARMA - TROUBLESHOOTING
1600 x 1200 is 4:3 -
Wow, really unique concept. Hope this Minimod gets off the ground, the pics look really cool. An open sandbox missionset like in GTA would be awesome. :)
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Also be sure to not run your laptop in energy saving mode or something else which won't let ArmA use your full potential.
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All settings on High but it looks like shit
-)rStrangelove replied to Leonski's topic in ARMA - TROUBLESHOOTING
On the screen with the grenade launcher you can see that AA is almost non existent, looks like it's at AA 2. Maybe your ATI settings in windows are overwriting those in ArmA. Also, set Shadows on very high. Looks better and gives you more fps lol. Don't ask us why. ;) -
Idea for eliminating FPS drops in arma2
-)rStrangelove replied to zaira's topic in ARMA 2 & OA - GENERAL
If a part of your ram is acting as a HD you'll end up with the game loaded into your ram 2 times. I can't see where this can be better for performance. :P -
There's nothing like hearing Churchill's speech at the beginning of 'Live after Death' tbh. Makes my skin crawl every time. Wish i had been there in Rio 84/85.
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I wonder why they don't have advanced difficulty settings in the menus anymore, like we used to have in all the sims back then. In R6:Vegas3 i'd like to be able to choose freely how much damage a 5.56 bullet does. For the impatient they can add an Arcade / Simulation button. Where's the problem? :P
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Best Co-op Mission for Multi-player
-)rStrangelove replied to Sgt.Rock27's topic in ARMA - MULTIPLAYER
Are you into fun or realism or both? Fun: Evolution Blue / Red V2 Realism: any 'ACE' coop mission. You need the ACE mod to play them. Both: Domination -
Whats my Failure - Units placed by *.SQF becoming invulnerable!
-)rStrangelove replied to OFranke's topic in ARMA - MISSION EDITING & SCRIPTING
All infos leading to the problem lie in the function you're calling. There's nothing we can do for you without vital information. And since ionos knows his script better than anyone else contacting him was indeed your best option. And hey no sweat, i was an ass myself when i started on these forums. ;) -
Would you like to see a WW2 Eastern Front Mod?
-)rStrangelove replied to =Spetsnaz='s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Plz no more WW2 Stalingrad etc, those were the most boring levels in CoD5 imo. Why not try something really new? WHAT-IF scenarios would be cool. Operation Sealion - WHAT-IF the RoyalAirForce would've failed and the Germans would've tried to land on the english coastline? Now that would be an interesting scenario. :) -
[Help]Skinning new units
-)rStrangelove replied to Ulfen125's topic in ARMA 2 & OA : MODELLING - (O2)
Camo clothers can't be used as a base for fold-shadows, you need 1 color clothers for that. If i remember correctly the pilots are wearing all green or all grey overalls, i'd try to use those. If they're missing a pockets you can still copy those over from other units and try to repaint them to have less camo effects. -
Hmmm i didn't read "PLZ DONT USE A GTX295 BEFORE PATCH 1.05" in the hardware requirements for the game. Or have i missed something? ;)
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Arma 2 Sound Modding 101.
-)rStrangelove replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice thread. :) Signed modular PBOs that could be mixed into a personal soundpack by every player would be awesome. Maybe something like pistols.pbo, SMGs.pbo, Rifles.pbo, MGs.pbo, Longrangerifles.pbo, etc etc. They should be tagged with a common modtag (A2SM_* - ArmA2Soundmod) and OFPEC tag of the author in order to know which packages you're using atm. So you would end up with something like A2SM_MARK_pistols.pbo, A2SM_CHAMMY_SMGs.pbo, A2SM_HAMMY_Rifles.pbo ... for example. Main reason for me to depbo soundmods for OpF & ArmA has always been that i dislike certain sounds, but not the entire package. :) -
how to retexture units ?
-)rStrangelove replied to rufflesgnr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Folds are in a different texture. Here's info on all texture types in ArmA: http://community.bistudio.com/wiki/Armed_Assault:_Texture_Naming_Rules DePBO the character addon and convert the different textures of 1 model to watch them in PS. http://forums.bistudio.com/showthread.php?t=77564&page=2 -
Whats my Failure - Units placed by *.SQF becoming invulnerable!
-)rStrangelove replied to OFranke's topic in ARMA - MISSION EDITING & SCRIPTING
Ask ION. It's his function you're calling. ;) -
Star Wars Stormtrooper
-)rStrangelove replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Use Milkshape mate. Forget all Jedi stuff and just go for a realistic blaster fight sim! Rebel troopers vs Imperials would be soooo awesome. You don't even need a new island, just destroy all architecture on chenarus via scripts and it could be Endor. ;) If someone needs anything, i still have stuff on my HD (sounds, textures) from my svencoop maps: http://www.svencoop.com/forums/showthread.php?t=13387 -
I'm really baffled by the way people are playing the online multiplayer game.
-)rStrangelove replied to cadmium77's topic in ARMA 2 & OA - MULTIPLAYER
@ threadstarter: 1. You can't expect handling 500+ units in MP with decent fps. ArmA2 is not Empire total war. 2. It's ok trying to get ppl to realize how ArmA2 'should' be played online, but don't compare them to retarded little kids if they don't want to play the game your way. -
This game made me violently sick. Might persue legal action.
-)rStrangelove replied to bigtime102's topic in ARMA 2 & OA - GENERAL
I better leave, if i read this thread any longer my boss will sue me. :P -
Activating areas by players in MP
-)rStrangelove posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hey gents, was thinking about how to keep track of all player positions in MP via scripting, and without using any triggers. Possible approach: Activation distance is set to 500m. Areas are represented by markers, set to markersize 0,0 so they can't be seen but you can still use them for storing information. For example, set its color or set its rotation if a player is inside a 500m radius. That way you could activate anything that needs to be done if a player is near, like spawning civilians & enemy forces & special structures. A MP script handling player activated markers would need to handle 3 situations: 1. Sole player is inside a marker radius 2. Sole player is outside " 3. Several players are inside a marker. 1 player left the marker radius while others are still inside the marker. Obviously, the 3rd is the tricky one. Imo this can't be done without all scripts synced via a clock signal. For example: if every player checks his position every 1 second, a script would need 2 seconds (2 clocks) to solve the problem of the 3rd situation: - 1st clock signal: 1st and 2nd player are inside the marker - 2nd clock signal: 1 is outside, 1 is inside the marker. (we can't know if the marker setting is right now or was overwritten with a false setting) - 3rd clock signal: only 1 player is signalling: i'm inside So basically the script would only need to signal once that a player left the marker but only if he was inside the same marker before. What i'd like to know is if somebody has a more easier approach to this. Anyone? :rolleyes: -
Activating areas by players in MP
-)rStrangelove replied to -)rStrangelove's topic in ARMA - MISSION EDITING & SCRIPTING
Sounds great. I'd only use circles though. I'm gonna look into your manual. :) -
This thread was dead before the 1st answer was posted. Basically you're all discussing about PERSONAL TASTE and as we all (should) know, EVERYBODY HAS ONE. Plz close this. :rolleyes::rolleyes::rolleyes: