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Strelok

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Everything posted by Strelok

  1. Lol, that's the one part of OFP that I'm not nostalgic, playing at sub 20 fps. I'm actually much better now playing CWR2 than I was in OFP days mostly because it's so much easier to aim at 60 fps than low fps.
  2. W0lle, thank you so much for what you've spent countless hours bringing to the community. This is the greatest mod that I've played for any game period, truly something to be proud of. I hope you can sit back and enjoy it as much as we do.
  3. Strelok

    Is it worth buying?

    Great, downloading the game and DLC from GMG. With sale price and 20% voucher, total came to less than 9 USD! Being able to use authentic WW2 weapons and armor in the editor is already worth more than that.
  4. Strelok

    Is it worth buying?

    Thank you all for the extremely helpful information, based on which I will be purchasing this and the DLC. I can certainly put up with some bugs as some of my best times with OFP were with buggy as hell user made campaigns, as long as the atmosphere is there. Gonna reference your post OMAC once I get into the campaign. Thanks again gentlemen.
  5. Strelok

    Is it worth buying?

    Alright, so I've finally gotten into Arma2 after several years thanks to the amazing CWR2 mod, brings back the glory of OFP in a way I never expected. I'm really interested in the WW2 setting IF offers though. First of all, I don't care at all about MP, I just want to know more about the SP campaigns. Some have said they are pretty good, close to the quality of CWC/Resistance, but buggy. Are there many mission breaking bugs or is it only one or two missions that don't end properly? Do the campaigns create a sense of atmosphere like the OFP/Resistance campaigns? Also, is performance about the same as ARMA2 OA? Thanks in advance.
  6. Strelok

    Soldiers appearance. Important!

    They should all look like 100% weight slider Skyrim barbarians. PLEASE TAKE THIS INTO CONSIDERATION. DO IT. :)
  7. I had a truck load of fun on that mission, and yeah it played out flawlessly. Even went to the base near Levie and wrecked a couple of tanks for fun, lol.
  8. It's worth the time tweaking it a bit to your own liking. I added a few skillful squad members to some of the 1-man army rambo missions and made a lot of equipment available in the briefing section and the missions play out much better imo. Same goes for the first aid module. The author also added a first aid script for the when you're not a Spetznatz, probably to offset the difficulty.
  9. Ha, ha, I just finished translating this myself using the OFP GOTY version of Red Hammer. Going to compare with yours now. You can tell SHJ Studio really have put a lot of effort into this so I'm glad more people will be playing it now.
  10. With every mission I play, the more I enjoy this mod.
  11. Another possible bug: The PK machinegun uses the vanilla Arma2 sound when fired by AI. Sounds weak as piss compared to the amazing 1st person sound, lol.
  12. Thank you very much for the link Variable! Of course if I am successful I will ask for permissions before I release anything.
  13. Yes, I used both. I also tried repairing the archive with winrar, no luck. Has anyone successfully downloaded and extracted the file recently?
  14. @tom3kb, I've tried downloading Red Hammer Shj Studio from http://www.arma2base.de/ and http://www.assaultmissionstudio.de/ but when I try to extract the file I get an "Unexpected end of archive" error. I was planning on translating it to English using the original Red Hammer campaign from my OFP GOTY version as a reference. Do you know of an alternate link, I can't seem to find one.
  15. I noticed something else strange on dead Russian and Resistance units. Seems to be LOD related as it disappears when you get closer. Notice the line sticking up over body at an angle (not a weapon): http://imgeasy.com/images/kHTyc.jpg (1929 kB) It disappears once you move a bit closer: http://imgeasy.com/images/IObck.jpg (2007 kB) Sorry for the large image size but it helps to be able to zoom in.
  16. A couple of very minor bugs: 1. On Everon, there is a floating sign at the coordinates Fd49 http://imgeasy.com/images/tJXux.jpg (125 kB) 2. Three weapons, the AKS-74 GP25, AKS-74U, and AKS-74U SD, have a small model error on the charging handle that can be seen while firing. AKS-74 GP25 AKS-74U AKS-74U SD 3. The RPK-74 seems to have no recoil in the crouched and prone stance. Somehow I remember this being the same in the original but it seems off. I've played through Resistance and a bit more than half of CWC and this mod has so much polish. I'm enjoying it every bit as much as the original, except everything looks perfectly up to date. Malden especially is such a beautiful location now, I always remembered it as being the ugliest of the original islands, lol. The only things I miss are some of the funny death sounds from the original and the fact that enemy drivers wouldn't get out of the car and when you killed them, they would be still for a few moments before falling forward into the steering wheel :D. I'm also finding the Black Ops missions harder this time around, but not impossible. Hinds are also a real terror, bloody flying tanks they are. These last two comments aren't criticisms btw, just observations.
  17. Yeah, the Spetznas in the car have amazing hearing, lol. I made it by using the slow crawl. Took a while and I had to wait in the bushes a couple of times to avoid the patrol but it wasn't impossible. Fast crawl seems to alert patrols, makes sense. I'm on the contraband mission and no bugs to report so far. Really I haven't had this much fun with a game since I played the original Resistance and now with the added bonus of the beautiful islands. I'm loving the gun sounds too. Top notch work all around.
  18. I had some trouble with that mission too. I went back two missions and made sure that I collected all rpgs and satchel charges from Spetznaz. When I got to the Ammo Low mission a second time, I didn't have such troubles :). A satchel charge destroyed the T72 in the first convoy and I took care of the BMP with my rpg. When the second convoy came around, they came over the hill and avoided my mine and charges but I had three or four guys with rpgs not including myself and we made short work of them. I've been hoarding weapons from that point and have several rpgs with close to 60 rockets iirc (just finished the free hostages mission). I am having a bit of difficulty in the eavesdropping mission, however. The patrolling guards always seem to spot me before I can get inside the compound. I'm not sure if the AI sees through bushes or what type of movement they can hear so I'll give it a few more tries.
  19. First of all, a huge thank you to the mod team! This is the most fun I've had with Arma2 since I bought it and brings back some of the best gaming memories since I first played OFP many years ago. I have a question regarding updates. I was playing through the Resistance campaign (1.04) and wonder if it is possible to continue my savegame with the new 1.05 version?
  20. Give us a resistance-like campaign, that was the best...scrounging around for decent weapons and building a decent sized force from nothing.
  21. I agree, these trees could definitely be optimized, even if it meant using lower-poly models. It doesn't make sense for certain objects to have such a disproportionate impact on performance. Zooming in on them is also a nightmare. I usually don't suffer from mouse lag except when zooming in on these trees or looking at them close up. The frame counter says 30 or so fps but it feels like I'm dragging the mouse through molasses. This really kills the gameplay whenever you're trying to track targets who happen to be walking or running in front of these trees. I really hope this is addressed in the next patch. It's also true that the evergreen trees don't cause this problem, only the orange and the thicker/shorter lighter green forests. @ethne, We don't all have core i7s and triple sli systems you know...;) It is definitely a performance issue that should be looked into, maybe on your hardware it isn't as noticeable.
  22. I'm finally beginning to tweak the game to get passable fps but the (lack of) depth to the shadows options leaves something to be desired, imo. Obviously, disabling them completely gives a healthy fps bonus, especially in wooded areas; areas with orange trees and bushes no longer suffer from much lag. However, the visual cost of having no shadows is unacceptable. The next option, normal shadows, is almost worse than having no shadows at all since trees and bushes simply cast basic geometric-shaped shadows that look awful. I remember OFP had simple (stencil?) shadows that looked better than Arma2's normal shadows insofar as they actually looked like the shape of what they were shadowing. What I wan't to know is if there is a way to fine tune the shadows (their resolution, the surfaces on which they are cast, etc.) It seems like when I set the shadows on high or very high, it kills the performance of the orange trees and bushes. The problem doesn't seem to be with the shadows that are cast on the ground but rather with the shadows that the tree branches (geometry) cast on themselves in the leafy sections. The result is that when zooming in on one of these trees with shadows on high or very high, there is a major drop in fps. With shadows disabled, I don't see a drop in frames which seems to indicate that it's not geometry complexity that causes the drop but rather the self-shadowing. Maybe if there were a way to simplify these self-shadows or have objects like trees and bushes only cast shadows on the ground we could have a compromise between normal (blocky crap shadows) and high / very high fps eating shadows. Any ideas?
  23. Strelok

    The Most Obscure Easter egg(s)

    Probably not an easter egg, but strange nonetheless. The Chernarus sedan seems to have been imported from Egypt as it has Cairo license plates: :D game: http://img256.imageshack.us/img256/1498/gamef.jpg real life: http://img27.imageshack.us/img27/5651/realv.jpg
  24. Just beat the damn thing, finished with over 50 kills, lol. That scoped pkm is a beast, finally picked it up after running out of ammo for my SVD (great sniper practice, too). Very fun mission and runs very smooth considering how many units there are. Its weird that the campaign missions that I've played so far (the first 3 or 4) seemed to have fewer units but ran like trash. I kinda wish I could have walked around a bit after the counterattack had been defeated to survey the carnage. :D
  25. Very cool mission but I still haven't been able to defeat the counterattack. There are waves and waves of these guys coming out of the woodwork, I must have mowed down 20-30 of them before being overrun. I'm playing with the ai dispersion mod, I can't imagine trying this mission with the standard laser-aim robocop ai. Pity the grad truck can't aim worth a damn or I would've lit up the whole forest with rockets and made short work of them. :D
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