berowe
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Everything posted by berowe
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
berowe replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Good stuff M8s!! Keep up the good work. btw are you guys the 31st from wwiiol? I was a part of that group in the initial buggy-as-hell blitz way back when. Good memories. Name was 'Jager' back then. -
I used to combine my faves into one or two folders and name them odd things like "extreemz h4ckz0r bot!! LOLZ" until I got banned from a server....
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Is there a way to get rid of your squadmates? The idiots always get stuck in buildings and then you can't buy any more once you hit your unit cap. By the end of a SP game you're often running around finishing off your own AI so that you can buy tanks/choppers.
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CAT Afghanistan, ported by PMC
berowe replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I loved this map. However I get tons of memory crashes and other random crashes to desktop on this map in arma-- like every 15 minutes as opposed to every 4+ hours (if ever) on other islands (beta 1.12). FPS-wise though it runs as smooth as ramadi, so I don't know where the crashes would come from (I'm not a tech guy at all)-- like it was said before they happen even more often when I try flying around. The ladders work when you add the buildings in the editor, but they don't in the map. If someone can fix the object height errors and things it would be great, but even buggy this is still an awesome map. Thanks for porting it over dude. -
I don't think you should use the term gang because it implies a violent and/or criminal group. If Sahrani Life is only meant to be a cop vs. civ TDM then just rename the civs to "Thiefs" or "Criminals." I think the term "faction" is more appropriate. That leaves things much more in the hands of the roleplayers. Maybe one faction wants to act legally-- calling them a gang would only invite newb cops to come in guns blazing (like they already do to legal bounty hunters).
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Unrealistic, would be nice though. Problem with some addon makers is the same as with some clan/unit leaders-- they have their "vision" to do things their way or the highway, making it harder to cooperate with other project leaders. Even struggling gaming-clans won't merge with others because often the leader doesn't want to lose his inflated rank and sense of ownership. Then there's the perversely secretive nature of online modders. They're so scared of having their stuff stolen/copied pre-release that they're paranoid of cooperation unless it's with close friends/etc. But of course what if everyone concentrates their effort into one mod, and you yourself end up hating it? I remember in OFP there was one of the larger mods that I just couldn't stand-- so I just avoided it and stuck with one of the others. Probably a good start would be a universally accepted place to consolidate all mod/addon/etc work, share tips, troubleshoot, beta test, etc. There are numerous "forums" out there for mods, clans, fansites, etc. Then there are the ones here. SO many-- if these guys all hung out in the same place I'm sure the quality level of their work could do nothing but increase. mmm?
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Opterdude, I'm lovin the map. Good fun. I appreciate the attention to detail. Do you plan to flesh it out even further in the future? to you non-QG-havin-haters: QG costs like 20bucks. Get it or use the old version. Quit buggin the poor guy to double his workload.
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I'm sure you spotted it by now but at that same global security site is an FM exerpt for the sections of a call for fire: http://www.globalsecurity.org/militar....0_5.htm Glad to see someone looking at it realistically, good luck with the mission.
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Is Queens Gambit going to have better animations
berowe replied to Dudester's topic in ARMA - GENERAL
I agree. Btw, which button bunny hops? -
I think the first problem would be fixed by removing the scoreboard function
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Modwar seems nice and immersive. The explosion things are real explosivey. I like that.
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I can vouch for "Administrator" being a hacker. He seems to play ALL the time too, it's crazy!
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Hey, was running this online a few times. The sounds are great really improves the atmosphere. The only reason why I quit using it was because the standard blufor troops are changed into jarheads. Since the mod has its own ACU troops why weren't these kept as the standard with the marines still available in the editor? Bloody brown digital cammies make blufor look exactly like opfor on shitty PCs like mine. Keep up the good work though, if future versions give you the option to set your 'default blufor uniforms' then I'll give it a shot again.
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People hack every kind of map. I was witness to what happened as well. I look at that punkbuster topic and don't understand how people can possibly be against an anti-cheat system. Public games will soon be dead without some response and we'll all have to try and shoehorn ourselves into some ridiculous realism unit or ooober tournament community. While those can be fun in small doses I know I get sick of armchair generals telling me to go pound sand. Save the pubbies!!
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zomg *insert 'respected' community member's name here* voted against it I do too! I think the 'pb hates mods/addons' point is a non-issue right now at least-- It's not the public games that run mods, only the private pre-planned "good-ole boys club" games do that. 90% of all public servers are just stock Arma. And it's optional!! What's the worst case? PB gives your pc herpes? Make some buds, join a realism unit or league and play there. Or just stay off the interwebs and get some salve.
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Had a question about this mod- I just realized that the files for this had been sitting in my addon folder and I had created a mission with them there. Now for some reason the mission REQUIRES fdf_sounds to run... I don't want the addon requirement, and I have no idea what is causing it. I looked through the editor and mission.sqm/scripts/etc almost line-by-line for any reason-- I looked through my triggers and don't see any music or sound effects. Does anyone have an idea why this is acting up on me? It must be some object I placed in this specific mission because I know I had created other missions since then with fdf_sounds in my addonfolder-- and they don't have the same problem... Ah well, thanks for any help.
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I'm gonna risk breaking Board Rule: §18) No public discussion on how the forum is moderated By asking how a moderator will punish a minor infraction of Rule: §1)No Flaming/Flame-baiting/bigotry Which was only brought on by a flagrant violation of board rule: §7) Search before posting Ah, well the thread was already hijacked, might as well get it locked. See ya'll on the battlefield.
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Yeh, I thought that everyone who was posting here were all just nuts until I started assaulting Ortego in my dreams...
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Stop comparing things to Oblivion. I can run that maxed on my POS system it's old hat. In oblivion you have 'zones' and loading bars every 30 seconds so obviously they can cram more up-close detail in. Other than that what about creatures and world objects that randomly appear when you get within 50m of them? It's like movie special effects- they use their tricks of the trade to make the world feel immense and not simply the thousands of separate tiny "levels" that it really is. Those tricks won't work in a simulator like ARMA though- Imagine calling in emergency combat air support and having your A10 pilot say over TS: "Give me a minute or two dudes, I'm not done loading your zone" I don't think people fully grasp how hard these huge islands are on your system. I remember playing WWIIOL when it came out and being amazed that I could drive or fly through 1/2 or 1/4 scale europe if I wanted and that it did some freakishly detailed armor penetration calculations but all everyone else did was bitch that it wasn't as pretty as -insert random FPS here- Anyway OP: Unless you're running everything completely maxed out then I agree that your system isn't jiving with Arma. Just wait for patches/updates but otherwise just do like the rest of us and play without your #@$ing fps monitor running and I guarantee you will learn to not give a damn that you're not getting 2000fps and simply enjoy the game.
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Good work! I especially like point four below (taken from the KPCTI Manual) Things we probably won't do even if you ask us *Change the standard KP-CTI implementation to use Cool New Units or Mega-Awesome Mod. The standard implementation should be just that: standard. *Compromise gameplay for realism (I can tell you this will never happen). *Focus KP-CTI on one area and neglecting the others, it should be usable in player vs player, coop, on dedicated servers and on player-hosted servers. *Vote republican.
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Not being able to identify your teammates at close range in vetmode is the dumbest idea ever. In real life you can ID your buds from all kinds of ranges based on their skin type (which doesn't change IRL for each mission you go on btw), their mannerisms, height, weight, build, uniform variances, etc, etc, etc. Since these things would be a cold hard bizzleditch to model in-game--adjustable beerguts anyone?-- there should obviously be an alternative. ARMA is simulating a modern combat force, these guys would know each other inside and out (well, inside maybe if they're Marines) and wouldn't need to say before each mission "OK U guyz lolz line up and let me look at yore faces relly quik!!" I'm not saying make the guys ID pop up at 200m in the dark, but at least make it some realistic range, or maybe have it only visible to guys within the same squad/group.
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I can't manage to unpbo the example mission with cpbo/ unpbo etc.
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This aspect of the island is what appeals to me most. I hate flat open areas where a single tank can control 5km2 of space just rotating around gunning things down. The hills and 'extreme' terrain features are exciting because they add to the tactical depth. You complain that it restricts your maneuver options, but I think that is a huge plus. I hope that player made maps will be similar in this respect-- My only complaint are some of the northern mountains that seem to exist only to fill space that could be better filled with forests/cities/etc. It almost seems like they got bored with citybuilding and stuck the mountains in there.
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This error isn't just occurring in vista and it isn't just with 8800s. I don't understand why you all think there is some vista/8800 conspiracy. You're ignoring all the people who have posted saying they have XP and a non 8800 card, and most likely chasing ghosts. Anyway to mitigate this problem I have found this to work: 1. Don't alt-tab even once- start up things like TS beforehand, and if you're editing restart ARMA after 5-10 alt-tabs or before previewing mission. 2. Lower your viewdistance and AA 3. Chill out and wait for a fix
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I have a question about these respawn scripts. I am using a veh respawn script but then I'm also using triggers that prevent non-pilots from piloting aircraft. The problem is that my triggers require me to name each separate aircraft. This all works fine until the first aircraft is destroyed-- when it respawns it seems to have lost its 'name' and thus anyone can fly it now, not just pilots. How have some of you worked around this? Maybe I need a script for the pilot restrictions instead of triggers? Thanks.