-)rStrangelove
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Everything posted by -)rStrangelove
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Ambient Combat Module
-)rStrangelove replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Imo you don't need to use predefined BIS scripts like the ACM for 'complex mission creation'. The editor can help you making good missions without using scripts at all, but... Like with every other TOOL you need to LEARN in order to get basic UNDERSTANDING how to use it. Don't rely on the ACM or any other script to make a mission for you. And you (still) need a good idea for a good mission. A TOOL DOESN'T MAKE YOU CREATIVE. :) -
Mod to disable Motion Blur and Running Blur very needed
-)rStrangelove replied to Areon's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think somebody reported that by Deactivating Nvidia vsync in Windows video options he got rid of the running blur. Not sure though, cause it's not really related. Maybe deactivating AA in any form would also work. Haven't tried myself yet. -
Ambient Combat Module
-)rStrangelove replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This should be really awesome once it can be used by scripters. Would be even cooler to combine enemy spawns with locations. So every time you're near a village that has a name (a location) the ACM starts spawning the right faction inside the village. It's just a shame we can't control exactly where units are spawned. I'd like to see them coming out of houses front doors like civilians. Would be cool if we could manipulate the ACM spawn pos somehow. <factions | Array of Strings> Means: ["USMC"] for a faction array. So that's how it should be: [["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; -
British vs Taliban replacement configs
-)rStrangelove posted a topic in ARMA - ADDONS & MODS: COMPLETE
These are custom model replacement configs i wrote to play ArmA with a British vs Taliban scenario. Replacements are local only, so you can play online too if the server permits unsigned files. All configs are independant from each other so you could mix them with your own replacement configs. As i aimed for max compatibility with other stuff i didn't exchange the weapons because of issues with Evolution and other missions, so you need to bare with the original BIS weapons. Also i couldn't get most of the blood textures to run, dunno why. If you can help PM me plz. :D Civilians --> Afghan civilians http://www.file-upload.net/download-1588101/DOC_TalibanCiv_Replace.zip.html OPFOR --> Taliban & Al-Qaeda units http://www.file-upload.net/download-1588100/DOC_Taliban_Replace.zip.html BLUEFOR --> British Desert & SF units http://www.file-upload.net/download-1588098/DOC_BritishDesertReplace.zip.html Independant forces --> Afghan National Army units http://www.file-upload.net/download-1588096/DOC_AfghanNationalArmy_Replace.zip.html No addons were changed or harmed in doing these configs. Addons required: - STALKERGB'S British Infantry v0.9b - STALKERGB's British Special Forces (v 0.8b) - Talibanpack Version 1.4 from MilesTeq / The Lost Brothers Mod - Extended Eventhandlers Tools used: - cpbo / unRap v1.05 by Kegetys - NoteTab Light by Fookes Software Thx to all devs for these addons, really made my day. -
I'm strongly for another Evolution Blue & Red package for ArmA2. Squad coop multiplayer was never better than these. Ppl just forgot how to play them right with all those custom versions out. (MHQ & stuff) If you don't play it right, don't blame the mission. Amen. :)
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ARMA II Comref
-)rStrangelove replied to maruk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
dissolveTeam team Could be this one. -
ARMA II Comref
-)rStrangelove replied to maruk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx a lot for the comref Maruk! Can someone enlighten me on the versions though? Version 2.0 would be ArmA2 1.0 or what? :P -
garbage collector module?
-)rStrangelove replied to Raptor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess only markers created by the engine will be deleted when appropiate, not user created ones, right? Doesn't make sense to me at least, but hey ... :) -
Vietnam: The experience - "co24 Delta Sweep NAVY SEALS".
-)rStrangelove replied to Alphadelta's topic in ARMA - USER MISSIONS
Sounds great! Is there a countdown in this mission? Are all targets active from the start or can i take my time with each objective? When i get an ambush mission and i show up at the objective an hour later i expect the target to be gone tbh. Would be helpful if you could explain the time issues a bit, whether its real time or dynamically activated. Thx :) -
New Rules of Modding for Arma 2 : Mod "clans" and "Projects" only ?
-)rStrangelove replied to EricM's topic in ARMA 2 & OA - SUGGESTIONS
I'd rather see lots of small addons being released by small groups/individuals within a certain time period rather than waiting for big mods forever. Seems like the big mod teams try to do too much work at a time. Just release smaller 'scenarios' - just some units, some vehicles and some missions rather than 'whole WW2 in one package'. Quality doesnt matter tbh. I DLed CWR and easily overlook the old M60 for example. -
Cold War Rearmed - Little sound mods
-)rStrangelove posted a topic in ARMA - ADDONS & MODS: COMPLETE
CWR - Cold war rearmed little sound mod v1.1 ============================================= 05/2009 by ])rStrangelove This nice little sound mod replaces the infantry weapons, grenade and bullet cracking sounds with my custom ones, creating an enhanced atmosphere when playing CWR. Enjoy. Sounds were mixed from various sources, like Youtube, movies, game demos and self recorded sounds on New Years Eve. No kidding. ;) There are 2 versions of this mod available: DOC_sound - Shots have a long echo, giving you the impression of firing shots between mountains or in villages. DOC_sound_short - Shots have a very short echo only. Note: you only need 1 of them, depending on whether you want echos or not. WHERE TO PUT IT 1. Make a mod folder under the ArmA main folder and name it DOC_snd. Then make another folder called Addons inside the DOC_snd folder. Put the PBO into the Addons folder. 2. Add the name of the modfolder (DOC_snd) into your start link for ArmA. Like: -mod=DOC_snd If you already have mods included there, add DOC_snd together with a semikolon beforehand: -mod=MODNAME1;MODNAME2;MODNAME3;DOC_snd HOW TO UNINSTALL IT Delete the modfolder DOC_snd and remove the modentry from your start link. Bugs: None so far Contact: docstrangelove@ewetel.net SHORT ECHO VERSION v1.1: http://www.file-upload.net/download-1659162/DOC_snd_short_v11.zip.html (1.5 MB) LONG ECHO VERSION 1.1: http://www.file-upload.net/download-1659160/DOC_snd_v11.zip.html (5.2 MB) Btw: I believe in sharing. My sounds are free to use for anybody, so if you feel you could use them for a mod or addon just go ahead and PM me about it. All i ask is you include my name in your readme.txt. :) -
Cold War Rearmed - Little sound mods
-)rStrangelove replied to -)rStrangelove's topic in ARMA - ADDONS & MODS: COMPLETE
Thx for the feedback guys. I have no further plan to improve the soundmod as ArmA2 is just around the corner now. Maybe i'll try to come up with another one for ArmA2. One thing i'd be interested it is how to change echo settings in realtime. Like dynamic echos when fighting on a plain and between houses etc. I hope we can come up with some solutions to this. I still play GRAW2 because they have such a sound feature. Can't get enough of it. Mmm that said: if someone starts a soundmod for ArmA2 i'd be interested in working in a soundteam. :D Btw: i'll update my soundmod on friday. Hopefully for the last time. -
The ORIGINAL milsim games and what made them great!
-)rStrangelove replied to evilnate's topic in OFFTOPIC
SuperHuey 1985 My very very very first flight sim (as much as you can call it that) was SUPER HUEY on the C64. Took me and some friend several days to figure out how to lift the thing from the ground lol. And it was quite boring tbh. 8) -
Aye, the movie was good enough for my taste. I actually expected a hype, but there are some nice details old ST fans will recognize. Also apart from what 'professional' film critics complained about, i thought the casting was perfect, you really could easily see who will become who. Will buy it on DVD. Oh, best girl in the movie? Uhura. Although her hairstyle looked much better in Pirates of the Caribbean. :D
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Some manipulations in Vegetation
-)rStrangelove replied to rainbow's topic in ARMA - ADDONS & MODS: DISCUSSION
That's true. If some tanks ran across a large number of trees an area can become unplayable for human players - they simply get wasted by AI without ever seeing what hit them. I guess the only way would be to model new trees, give them a config which treats them like bushes (dropping flat to the ground) and then place them on a custom island. I never understood why BIS didn't fix this tbh. Best hopes for ArmA2. *crosses fingers* -
Cold War Rearmed - Little sound mods
-)rStrangelove replied to -)rStrangelove's topic in ARMA - ADDONS & MODS: COMPLETE
Great to hear that. I'll probably make a 'wild' mixture of those upcoming soundpacks for my personal use. :rolleyes: Oh, and... 1ST POST UPDATED WITH NEW VERSIONS Btw: I believe in sharing. My sounds are free to use for anybody, so if you feel you could use them for a mod or addon just go ahead and PM me about it. All i ask is you include my name in your readme.txt. -
Cold War Rearmed - Little sound mods
-)rStrangelove replied to -)rStrangelove's topic in ARMA - ADDONS & MODS: COMPLETE
I'm no expert when it comes to custom configs and how they are treated by ArmA. I've tested the stripped down config and it works when i put it in another modfolder on its own. However, it is always used no matter in what order i put it into my ArmA link on the desktop. So no matter if it's like: -mod=DOC_snd_short;CWR or -mod=CWR;DOC_snd_short ... it always works. Why is that? Because ArmA sees i'm referring to an external CWR class so it searches for that first? Could somebody shed some light on this? I'm uploading the new mod versions shortly btw. :) -
Cold War Rearmed - Little sound mods
-)rStrangelove replied to -)rStrangelove's topic in ARMA - ADDONS & MODS: COMPLETE
Thx for the suggestion maik. You're right about the config of course. When CWR came out i needed a soundmod that worked very quickly, so this was done as a quick & dirty job. I talked to w0lle if it would be a problem to release it with a mostly unchanged config and he gave me the ok for a quick release. I agree that it surely doesn't make fixing bugs easier (which w0lle already mentioned). I'll update the first post when i've reworked everything. btw: interesting to see that almost 50% of all ppl prefer the short echo version. I guess it was a good decision to make 2 versions, right? Maybe the big soundmod teams (HIFI, chammy, FDF) should think about making different versions too. Just an idea. :) -
Cold War Rearmed - Little sound mods
-)rStrangelove replied to -)rStrangelove's topic in ARMA - ADDONS & MODS: COMPLETE
Morning Rudolf, no, only one of them depending on whether you want echos or not. Eeewww hard decisions to make! :D -
Cold War Rearmed - Public Beta Release
-)rStrangelove replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
Your target line looks weird with the mods included. Basically you write -mod= and then add all the names of the modfolders, like this: -mod=lowplants;@ArmAEffects;@CWR For example, my whole target line looks like this: D:\games\ArmA\arma.exe -nosplash -world=empty -mod=dbe1;CWR Dbe1 is QueensGambit btw. If you still have problems only use -mod=CWR to cancel out any other mod which might give problems. CWR normally runs okay on its own.- 607 replies
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Cold War Rearmed - Public Beta Release
-)rStrangelove replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
Rough edges? The only thing i had to get used to are the new voices. I've never played OpF ELITE, so i constantly notice sentences being toned differently. On another hand, the sound quality of the new voices is really good so i'm not really complaining! :D- 607 replies
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
-)rStrangelove replied to EricM's topic in ARMA 2 & OA - GENERAL
The first modmaker to find out how to saddle up on a horse will unleash a mod stampede. Western and medieval mods would be awesome. :D -
Yep, ArmA works with the 360 controller. I had problems remapping 2 throttle settings (throttle down, up) to 1 trigger axis though. The MS controller software won't let you do fancy remapping stuff, but there's a free tool available on various GTA VC / 3 sites - just forgot what it's name is. With a bit of training i managed to fly an ArmA chopper with left hand on the controller and right hand on the mouse, waving my head around freely, like in the TrackIR videos. I hate TrackIR btw, my neck gets stiff and starts to hurt after using it for an hour. Just doesn't work for me i guess.
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Cold War Rearmed - Public Beta Release
-)rStrangelove replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
DLed the mod for 2 hours yesterday and boy was it worth it! Haven't had a single crash yet, played for some hours straight. Simply awesome and brings back soooo many memories. What's really new is that situation awareness that you get when being fired upon in the woods. When patrolling around with Berghoff i instantly knew my old 'waypoints' and tried to use that to my advantage. However, looks like the enemies choose their paths differently now (which is great), so i was surprised by some nasty AK bullets on my way. I heard a clean shot and several muffled ones, so i instantly knew they missed me when i disappeared behind a tree. I've never experienced that situation awareness in OpF due to the ArmA sound filters. Big thank you!- 607 replies
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Should be fixable with higher distances between the vehicles i guess. I don't see what this has to do with PR gameplay though. :P