bhaz
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Posts posted by bhaz
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Can someone upload 7ziped demo pls, downloading 2GB on my 640KB/s is a torture :(I figure the setup file is already compressed, converting it to 7zip probably won't change much.
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10-15min to go to Games On NetIll post a link when it is done
I love you, have my babies.
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As a wise and famous man once said, DOH!Thanks for the 0.3% :D, now for the 99.7?
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I'm at 0.1%, someone's started seeding?
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You know a game's gonna be good when:
- There's 10+ pages of speculation regarding package arrival dates.
- Orders are canceled so you can get the game one week earlier.
- Your F5 key is worn out.
- Reading the "order shipped" e-mail is comparable to a kid on Christmas morning.
- You've made tech support staff resign because they're sick of answering "is it here yet?" e-mails.
- You've spent the last 10 minutes posting a list of rea.... oh wait.
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Congrats on the sticky, well deserved, excellent guide :)
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As others have suggested I think the earlier pre-orders go out first as they don't have enough stock to fulfil all orders in one hit.Yeh, my mate e-mailed them, they replied that they're sending out copies as soon as they receive them, earliest orders first. Fail @ me for ordering on the 16th.
edit: them = cdwow
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186.18's were released a few hours back, just incase no-one noticed.
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ArmA 1 had pretty decent framerate gains after every patch release (for me anyway). The only real solution I see is to wait for future patches (knowing BIS, they usually include tons of optimizations), or buy a new card.
I'm using a 9600GT and Q9400 at the moment and I'm not really expecting to run on any more than Medium, and that's at 1280x1024.
What exactly is Arma2 doing more, graphics-wise, that justifies the double demand on Hardware?Compared to other games, the scale is kinda bigger. I'd be giving the devs credit for the amount of FPS they pulled off for such a quick release. Honestly my expectations were a lot less.
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Heh, I actually laughed when I first visited the website, but I guess it'd be kinda cool if you had the money to throw around. I assume this thing is for letting you know that you're shot, and in that case it usually means death in ArmA anyways.
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I was thinkin' about this a few weeks back aswell after youtubing ArmA. When there's a whole chain of explosions it sorta just feels like a copy and paste job. Personally I think there should be 3-4 explosions for each distance that are just randomized, it'd sound a whole lot better than the loopfest.
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I definately agree that elements of the HUD and game should be removable to create some sort of... hardcore mode. But I wouldn't want it all the time, perhaps a per server option? I guess it'd needa be like the grass in multiplayer, if the server has it enabled, so does everyone else.
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Just go for the steam version if you can. Steam allows you to choose where you want to download from these days so you can keep your dl limit by choosing an unmetered place to dl from. Allows us to keep the pittance of a dl limit that we're stuck with and we can pick it up on the 20th. :)Do you know if you can use beta versions and other things that BIS decide to release, or are you forced to use the version Steam provides? From what I was aware, if you modified game files Steam just redownloads them, but I'm not entirely sure.
Can anyone with ArmA1 on steam confirm?
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@bhazThat's not meant seriously, no? You really want the old "5 warnings = ban" system back? :p
Actually I was serious. :p
It seemed to do a pretty good job in dealing with alot of the crap that happens on large forums such as this, especially flaming.
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Are there any plans to bring the old star / WL system accross to these forums?
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If you're close enough to him, enable the build menu and allow the player to place those small sandbag walls?I remember something like this from back in the OFP CTI days. There was a support truck that could build sandbags, mounted guns, ammo crates etc. Used to have to defend the trucks like crazy 'cos the radio system didn't exist back then.
I think I could use the function findNearestEnemy to implement disembarking behaviour.Would this find the nearest enemy (regardless) or only the enemies the unit knows about? The player could abuse this, automatically knowing that there's enemies nearby a dismounting AI squad.
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Way ahead of ya , uploading file now - couldn't find anything on the base classes so I left them alone, all seems fine so far.
Warfare Cooperative (WACO) v1.1.7 ACE - Afghan Village
Download link:
Filefront - v1.1.7 ACE Afghan
Changes:
- Updated to match Doomguy's 1.1.7
- West, East and Resistance units changed to something more appropriate
- M1A1 and M1A2 changed to ACE desert models
- Capture points marked
- Alpha and Bravo's resistance strengthened
- Fixed my fail spelling
Required addons:
Advanced Combat Environment at 1.04 @ the time of this release
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Really nice work! It's intense and a rather different experience than Warfare on South Sahrani. Small wish from my side: It would be fabulous if the troops had desert camo and the resistance consisted of the ACE Iraqi insurgents. That aside, a great job!Cheers
I'll have a look into the desert camo and insurgents later today, haven't done any scripting for a long time and the sight of the Warfare files makes my head explode so it might take me a while.
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Warfare Cooperative (WACO) v1.1.6e - ACE - Afghan Village
With permission from Doomguy, I've converted the latest version of ACE WACO to the Afghan Village island. The only feature changed is the team distance map parameters, which were all lowered to support the smaller theatre.
Download link:
Filefront - v1.1.6e ACE Afghan
Notes:
The majority of the notes about this release can be found in the original Readme.txt and Bhaz.txt which I included.
This hasn't gone through much testing but it is working for the most part. From what I've seen there's a few AI pathfinding issues but they generally get from A to B eventually.
If you have found or know how to fix any bugs related directly to this version alone, or have any suggestions regarding camp and town positioning (I hope to be updating along with Doomguy's new versions) - feel free to PM me.
Also - questions about this version (WACO Afghan Village) would probably be better directed to me via PM rather than wasting space in this thread or bugging Doomguy.
Why didn't I make a new thread for this release?
This is Doomguy's work, I just converted it to another island, none of the gameplay features or additions are mine - so it would seem it belongs here.
Required addons:
Advanced Combat Environment at 1.04 @ the time of this release
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Here's something to give you the full gravity of the situation...omg pretty much sums it up? What's the filesize?
edit: bah, didn't mean to push a new page - epic screencaps on 42 for those that haven't looked.
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Is it possible to port this for those without QG, or will too much be missing?
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<span style='font-size:13pt;line-height:100%'>THANKYOU</span> for this legendary guide!
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A google of the 10022 error does seem to point toward Winsock. Try typing netsh winsock reset in an admin command prompt and restart your machine.
ArmA2 Demo Release Today - 2PM GMT - 3PM CET - 6:00 AM PST
in ARMA 2 & OA - GENERAL
Posted
Running everything on High - Very High, 100% fillrate at 1280x720, game is running excellent. Much better than I expected for my 9600. :D Had a bit of lag during the blur effect with AA on the highest, all solved by dropping it back to normal, didn't really find AA necessary with this res though. Full specs in sig.
I had one random CTD in the first 10 minutes of play, straight to desktop without error, haven't had any problems since though. Running latest stable NVidia, DX9 (March09) and a cut down version of Windows XP (42mb RAM usage on desktop.)
Edit: and omg at including the editor with the demo, adds so much replayability.