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malkekoen

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Everything posted by malkekoen

  1. And add some AT-ATs and snowspeeders!
  2. malkekoen

    CWR² Demo

    The Demo runs perfectly for me, no problems. Works great with ACE ;) (mostly). Quality piece of work, the Islands are really beautiful! Nicely done! Edit: Love the 80's atmosphere, remeinds me of playing "war" as a kid.
  3. malkekoen

    S.t.a.l.k.e.r. mod

    :p That'll teach him! Another thing: The shadows of all the models are a default chernarus citizen I think. I've seen this before with some units, and it kind of destroys the emersion. I don't know if this is simple to solve, but it seems that if a shadow isn't defined somehow, it reverts to this. Can it be fixed?
  4. malkekoen

    S.t.a.l.k.e.r. mod

    I just tried the demo mission. I believe the player isn't equipped with bolts from the start. Is that on purpose? Would it be possible to add the british Enfield from OA? I know that you maybee want to keep the addons down, but it's a shame since most people have OA, and it is a weapon that figures quite often i the Stalker games? Another thing: The Bloodsucker is deadly! And that is great, but could there be a way to make it visible, just a bit, in "invisible" mode just like the game. I know its difficult, and maybe not doable. Some (Charon I think) made a predator mod, maybe the cloaking feature could be used somehow?
  5. malkekoen

    S.t.a.l.k.e.r. mod

    Maybee bandits could be reskinned versions of Chedaki Insurgents or NAPA?
  6. malkekoen

    S.t.a.l.k.e.r. mod

    I run the ACE suit, amongst others :rolleyes:, and that is why I didn't report it as a bug. Never tested it without. By the way, I don't know if this is related to mods also, but apparently I get Freedom faction under Blufor and the faction under Opfer is also labeled freedom. Isn't that more like Duty? Would it be possible to add more factions, like the military (released in IceWindo's original Stalker pack), and maybee also some other factions like Clear Sky etc.: http://stalker.wikia.com/wiki/Factions
  7. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    Yes I sure hope he'll get back to it. A real classic was in the works here!
  8. malkekoen

    S.t.a.l.k.e.r. mod

    I have the same. But for some reason loading up the editor and placing any other unit (USMC Rifleman or whatever), then 'preview' and let it load. After that all Stalker models work again. I guess DAP has changed some aspects as he is improving the models...
  9. malkekoen

    S.t.a.l.k.e.r. mod

    Cool!!!! Downloading!
  10. malkekoen

    Namalsk crisis

    Great news! Can't wait. It has been so long in the making ...
  11. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    How are you guys doing? Any news? Any new missions to beta test? ;)
  12. malkekoen

    S.t.a.l.k.e.r. mod

    DAP please don't take any notice of this bull*. Ridiculous comment. We are a lot that really appreciates your efforts. You're right DAP I use ACEX, maybe that is interfering. Sorry for writing without disabling mods first. I never played the real Stalker for real, but I like the idea of invisible anomalies. Fun to navigate, and often it is possible to "sense" the circumference just by listening to the beeps.
  13. malkekoen

    S.t.a.l.k.e.r. mod

    I know nothing about it, but wouldn't it be possible *just* (:eek:) to "paste" in the model of a Flesh or Boar to the BIS boar or dog, as it already has (simple) animations and such. Or failing that, somehow drape the textures from Stalker onto those models... Just a wild thought. By the way in the mission all blind dogs encountered are just stationary. Not attacking. If I use the module in the editor, however, it works fine. Also when using West Freedom stalker, starting as player, it starts with G36 but with wrong ammo! Good luck!
  14. malkekoen

    S.t.a.l.k.e.r. mod

    This is great! Thanks for your good work :)
  15. malkekoen

    ARMA 2: OA beta build 77819

    To all ATI people having problems with AToC causing undesirable effects like spotting etc., revert to previous version. First AToC worked well, but then I updated the to ccc 10.12 and it looked really bad. I then reverted to 10.11 and everything looks fine again. Guess we're just going to have to live the older drivers for now (if you want to run with AToC that is). Specs: ATI Radeon HD5800
  16. I've tried that many times as well, remembering to "clean" up the folders each time but with no luck. When get back to my computer I will try to do a clean insatll of my BIS tools.
  17. Thanks, both these things should be OK. I'm currently away from my rig, but I think I will try and do clean install of all my tools later.
  18. Okay so I'm starting up sloowly on a map project, everything is cool. I've read almost all there is to read :rolleyes: and and did some tutorials. Now I've created my own heightmap and wanted to test drive it in real Arma, no objects or textures, just to have a look at the heights etc. So my setup is this: Heightmap: 512 Cell size: 4 Size: 2048 m I've created a white sat image, and a white mask as a place holder for being able to export the island. Both are 2048 px. When using the calculator, having tried all combinations with 4*4 up to 1024*1024 image slices, the result is the same. In Buldozer about 30% of the map is black, which is strange as the entire sat image is white. I get no warnings during the process, but it somehow seems like the sat image is too small. I can load the map in editor, but a warning that it can't file a 000.000.001.rvmat file or something appears, and if preview is selected it crashes. I guess it relates to missing sat textures, but I just can't figure this out! Can anyone please leave a hint of advice?
  19. malkekoen

    "Outer" terrain is bugged

    Maybe it's due to the extreme resolution of the terrain. It must be really taxing on the CPU. I tried to run 1024 terrain grid at 4 meters and buldozer grinded to a halt. I wouldn't expect everything to work normally with that setting.
  20. OK I'll try... I just need to put a 3-year-old to sleep :cool: But this is according to the tutorial, and the config.cpp is unchanged. But I'll definitly give it a shot! Thanks! Edit: Just tried it. No luck. Same error...
  21. Thanks Chill XL, but as you can see if you flip one page back I have screenshot of my data path. It should be allright I guess... And the "layers" folder is full of textures, and it converts the .png's in the data folder to .paa's correctly also. So I think all that works. Could it be something with different shader models being used now as from when the tutorial was made?
  22. Thanks again Bushlurker, i've posted a quite thorough step-by-step explanation of what I did here: http://forums.bistudio.com/showthread.php?t=85579&page=15 You can scroll down, due to the picture size limit it spans over several posts. I returned to the original tutorial by SgtAce just to see if did somethings wrong, but it's the exact same problem. I've through everything! All paths, files checked over and over. I have tried running everything as admin, but strangely then Visitor can't find the p: drive, and programs such as Buldozer and BinPBO doesn't work either. So I just run it normally. Strangely, just after having renamed one folder it worked, but the next time it didn't.
  23. Just for good measure, this is how the error looks like when opening the map I just made following the above steps:
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