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CoolFire

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  1. @SmashK: Prior to DL'ing and installing the DirectX End-user runtime web installer which I talk about in my earlier post, I did also try to run the dxsetup.exe from inside the Arma 3 DirectX folder with no change to my problem. Only after I followed "my" procedure did my DXGI_ERROR_DEVICE_REMOVED issue go away. The directx.exe installer you get via that website and the one inside the Arma 3 folder are apparently not the same version. Have you tried to see what happens if you run "my" directx web installer?
  2. I've experienced the same error message in MP sessions playing both over the internet or LAN. However, I've found a solution that works for me and made my Arma 3 Alpha run all stable: Download and install this DirectX End-user runtime web installer (http://www.microsoft.com/en-us/download/confirmation.aspx?id=35). It might work for others having the same issue... :) OS: Win 7, 64 bit
  3. CoolFire

    RQ-11 Raven A

    Amazing addon, Feint! Thanks for sharing your great work with us. :-)
  4. Doesn't the key combinations work for you as described in the readme.txt that comes with the DL?
  5. All my Arma2/OA/BAF/PMC stuff is intalled into the same folder C:\Program Files (x86)\Bohemia Interactive\ArmA 2 (Win7 64bit); arma2.exe + arma2oa.exe, mods/addons folders, BAF + PMC folders, Missions folder, Expansion folder etc. are all inside this Arma 2 folder. Just make sure that you during install of i.e. OA point it to your Arma 2 main directory (and not to Arma 2\*subfolder_name*).
  6. @sas12: I have Combined Ops+PMC+BAF off Sprocket, too, and I don't need any .cmd file to run the game combined. Just make sure that you have installed OA into the A2 folder and you should be fine.
  7. CoolFire

    J.S.R.S. 1.5

    Thanks for the video updates, Jarhead, your soundmod just keeps getting better and better! Looking forward to the release whenever it's ready...*drool* :D
  8. @islesfan186: "Back to wall" doesn't work with all types of walls at this point..
  9. Thanks for the update, Raven. Nice to see that you guys still are working on the DDAM project, I'm following your WIP with great joy. Keep up the good work!
  10. CoolFire

    [ADO] Brik 2

    Again - very nicely done, Old Bear. Thank you for bringing Brikby into my world of Arma, too. ;)
  11. Guess if you did, the other players not running this SMK pack would see some of your animations as looking a bit funny (i.e. see you "sliding" over the surface instead of sprinting). Try looking at the smk_anims_readme.txt that comes with the download. All the different animations are described there.Back to wall: Note: At this point the "Back to wall" feature doesn't work with all types af walls. Not sure what you mean by "jump", are you talking about how to jump over e.g. small fences? Jump over:
  12. @azz_er: DaveP is right. :) The use of large bandages/compresses is described in the ACE 1.10 RC3 Changelog:
  13. Richieb0y, what version of TS3 are you using? I had to roll back from TS version 3.0.0 RC2 to 3.0.0 RC1 to get rid of those error messages. If that's the case for you too, you can download v.3.0.0 RC1 here, it works just fine by me with this RC1 and the latest version of ACRE (v1.2.10.381).
  14. sharpy78, have you checked that you actually have all 4 files from the DL in your SMK addons folder (smk_anims.pbo, smk_anims.pbo.smk.bisign, smk_anims_manager.pbo and smk_anims_manager.pbo.smk.bisign)? Are you running any addons/mods (besides CBA which is required for SMK) or beta patches together with this animations pack?
  15. Wieking, just add the SMK addon to the modstring, i.e. -mod=@CBA;@ACE;@SMK (adjust addon names to correspond how you call them in your Arma2 main folder). And yes, it works just fine with ACE. This SMK pack is a very cool! ;)
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