Fireball
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Everything posted by Fireball
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What components had been used from A2, if I may ask? Would it be complicated to remove those components, to make it an OA-only addon?
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A friend of mine wanted to load it, but he has Operation Arrowhead only, and he had an error "Addon Utes required" (or similar). Is this map for Combined Operations only? Or is this a left-over and can be fixed?
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MultiPlayer UI redesign feedback
Fireball replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
While my MP Param UI improvement ticket proposing this, is already dusty and I've been taught about complications involved, I would like to add the following to this: While other shortcuts could be helpful, at least hitting "Enter" on the keyboard should confirm a change, so I don't have such long ways to move the mouse pointer in order to confirm every param change, i.e. assign a default action/button to "Enter". -
Don't confuse this with general vegetation flickering please. OTOH z-fighting has been fixed while: - standing - crouching It has been reduced (but not entirely fixed) while: - player being close to an object - player prone (lying down)
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Hmm, yes as it seems there are many boni hidden in the game, which I weren't able to discern in that one round. It just felt wrong when I read about this system, and the feeling I got in this one round I was playing. It's true, the round I had was imbalanced, but I hardly ever had a fair round on XR servers, since HS clan players (and regulars) prefer to stack on one side, so they can communicate on TS, instead of balancing the game. One could really say, that this system does more harm to the balance, if the teams are not balanced and team balance was always one of the more difficult things to achieve on clan servers. I might give it another shot, but I usually join the team with weaker players (I'm only average myself), since everyone is massing on the sides with HS clan players or other XR-DAO regulars upon start. Maybe I'm just too masochistic. I like a challenge, but with a system preferring the better players over those struggling a bit more, this challenge becomes a mission impossible and a one-sided punch-down, frustrating the weaker players (and also the average). Maybe I was a bit unlucky, but that wasn't my first round which was one-sided, even before that system got built in - and I don't feel that it was all on my account :-D EDIT: I just joined to see how the balancing on the currently played round would be and it was again a clan- and regular-stacking round. With Yoma AddonSync I was looking at scores and it was definitely one-sided. If I could bet money on a winning side on XR (or also SuicideSquad servers), I would be a rich man.
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I'll probably get flamed for this complaint, but I need to get it off my chest; The new "balancing" system you built in i.e. the ranked buying system, is a big load of bull excrements: 1) It's not made clear in the mission; people are wondering what's going on and think the game might be bugged; there could be a hint coming up, telling you about the restriction 2) the most important point I'm trying to make: it will make teams with average/weaker players more weak, and those with better players even better - it is hard enough to even only possibly overcome a team with better players with some group-tactical maneuvers, but now if you have to fight tanks with sticks and shoot at planes with rocks, it will only frustrate people 3) apparently you get 1 point every minute as private, but I guess as soon you rank up, you don't get any points anymore, so this "starting help" is quickly mute, which leads to 4) join-in-progress players will only have some feeble starting help (um, 25 points in 25 minutes? hooray!) and if they eventually get wound up in camp PvP, they will get one point for a kill, lose one point for dying - rinse, lather, repeat - which makes it hard to get a higher score, if you hadn't racked up dozens of kills in the PvE town capture phase earlier, which leads to 5) "You need help at keeping a town against human players? Sorry, I need a higher score so we can compete with the enemy team, I'll head for some PvE rather, good luck with that town, buddy!!" 6) you say with higher ranks you will lose a few points per minute? not a big deal, when they can sit in tanks/planes/choppers and just kill off AI en masse Now for the "advantages" that the system should bring apparently: - people sitting in base; well, either players do play and have fun or they sit in the base and won't have fun - at any rate an admin can kick them, if they're really not doing a thing - JiP people asking for money to get a plane only; well then do NOT give them money ffs - OTOH if they're buying a transport chopper to take towns more quickly with a handfull of AI, what's so friggin' wrong about that? Now the constructive part: I like the income distribution and rank-based paycheck system, which gives incentive enough to play better and leaves more money to the commander by default.
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ARMA 2:OA beta patch 74858
Fireball replied to WillaCHilla's topic in ARMA 2 & OA - BETA PATCH TESTING
A few things which I just noticed now: - If you put a Mountain Bike in the editor as player, you will notice, as soon as you "start" the non-existent engine, the cam starts to shake. - Zavarak is called Zavarak1 (Takistan) - Kameny is called Kamenyy (Utes) -
How many people own this whole series of games?
Fireball replied to xman1's topic in ARMA 2 & OA - GENERAL
I have all of the series on PC. Why bother playing such a game on consoles? -
AI might not be enabled in that version. Not sure, but unless you got barracks at the base you cannot recruit anything.
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For all those playing Domination with AI, I made a fix for the unlimited AIs per player exploit: http://dev-heaven.net/issues/13438#note-30 It's off-topic to the CIT, but those guys there annoyed the hell out of me until I got around to fix it - and not a single word of thanks. :-P
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ArmA 2: OA Beta Build 72967
Fireball replied to MavericK96's topic in ARMA 2 & OA - BETA PATCH TESTING
Check all your windows, you might have some other patch window open (e.g. from patch 1.07 for A2, which installs at the same time). You might have to confirm one or the other with OK before the original installer continues. -
New ARMA2 OA Beta Patch 72418 Available!
Fireball replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
Before the beta patch, airplanes (not choppers) a) took off by themselves (at least some of them) because the elevator was pushing down by itself and b) you climbed and climbed automatically unless you pushed nose down constantly a bit -
New ARMA2 OA Beta Patch 72418 Available!
Fireball replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
While I understand your frustration with SecuROM, it is still a necessity of many publishers (not only Sprocket or OA for that matter) at least within the first half/one year. OTOH realize that SecuROM is included with the DVD edition too, but don't fret, the Betas don't have copy protection and the next or over-next patch will remove it entirely anyway. Seeing that Sprocket isn't the culprit here, I advise that you still buy from them, since it belongs to IDEA Games, of which BIS is a founding member, so the most money will go directly to the developer if you buy through Sprocket - if you like BIS, buy from them! ;) -
That's exactly that issue with the Danger Mode, which can't be overridden. So whenever only one enemy unit is remembered/seen/heard by the last idiot of your squad wound up somewhere 5 km away from you, the rest of the squad with you will just be stuck in danger mode. - It takes ages to heal you unless you're really close to the medic - It takes ages to board a vehicle - It takes ages (or forever, if you die) to get away from an enemy you can't beat (aka disengage, but the Disengage attack mode doesn't help either) There is just no way to override it! It's my last major issue with A2/OA/CO.
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It's been removed yesterday at 1500 hours. There's nothing to see here, move along.
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Slow is smooth, Smooth is steady.
Fireball replied to Inimical_rize's topic in ARMA 2 & OA - BETA PATCH TESTING
Head bob is a regular configuration option; reduced it to 10% in order to avoid motion sickness on my part. -
New ARMA2 OA Beta Patch 72291 Available!
Fireball replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
Yes, the mobile phone screen might light up brightly, but stars dont: http://www.youtube.com/watch?v=ve23SDK7OZY#t=00m40s -
Explanation: Why does BattlEye need administrator privileges now?
Fireball replied to $able's topic in ARMA 2 & OA - MULTIPLAYER
You should consider releasing/installing BattlEye as a service, like Punkbuster does it. Problem solved. You can still make it a DLL, maybe rundll.exe is your friend here. Just make the game register it upon installation/start and request elevated privileges only for THAT moment. Later you can drop it. -
http://dev-heaven.net/issues/12242 Please add your CPU info if you got the same problem.
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Actually, the tanks going zig-zag has been an "issue" since OFP day one (for those who don't know, Operation Flashpoint is the pre-precedessor to ArmA2, add one more pre- for OA); vote for http://dev-heaven.net/issues/7520 if you like to see this "fixed". I've only received my game yesterday and put the current Beta to work - I've also the impression that LoD switching is kinda sluggish (but not as harsh as others observed it). zGuba from the CIT team was even able to walk up to a hind and make a low LOD snap from it: http://dev-heaven.net/attachments/7020/hindlod.jpg.
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Slow performance near trees and bushes is back?
Fireball replied to mr.g-c's topic in ARMA 2 & OA - BETA PATCH TESTING
AFAIK the VRAM value(s) in the ArmA2[OA].cfg is a write-only value which is there to help troubleshooting. You will notice once you modify the setting and then restart the game. I would prefer to see more info about the bad performance with trees - but the more I read about it, the more I'm sure it's only connected with older graphics cards (such as mine) which aren't up to the load which the complexity of the trees yields. -
ArmA2 1.07 very low VON and "remote" radio messages volume
Fireball posted a topic in ARMA 2 & OA - TROUBLESHOOTING
For a while (a few betas before A2 1.07 patch; unfortunately I didn't take it as a real issue until now) and with patch 1.07, my Voice Over Network (VON) volume AND any global radio comms such as Warfare status updates ("Headquater deployed" etc.) and radio messages form soldiers not in my squad (in Multiplayer). I've tried adjusting every volume slider (including the new VON slider) to max with no effect. I've tried renaming my config and generating a new player profile with default settings, with no luck. Anyone else with that issue? Any other ideas to troubleshoot/workaround/fix this? DXDiag: ---------- Post added at 08:25 AM ---------- Previous post was at 07:58 AM ---------- Can't edit the topic title, but it's not about "remote" AI messages, but it's sort of global radio chatter which is affected, since it happens on my (in-game) host server too. ---------- Post added at 08:27 AM ---------- Previous post was at 08:25 AM ---------- Another update; I've created a CIT ticket http://dev-heaven.net/issues/11789 -
I think it's theoretically all fine and fixed with patch 1.07, from what I can hear. Unfortunately for a while already (few beta patches before 1.07) my VON and "remote" radio messages are really really REALLY low in volume - and I cannot adjust either with none of the volume sliders! But if I turn up the headset volume really high (it almost busts my hearing), all VON communications are now really good.
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Again, there is no description where you encountered this and if its repro'able in the editor, but from the top of my head, I'd say you were in a night mission with SD (silenced) ammunition. SD ammo is supposedly subsonic ammo. Nuff said.
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Hell of a noise = fans at high speed, trying to get the hardware cooled Noise stopped = (probably) BIOS recognizing overheat and reducing CPU multiplier to a minimum, to prevent damage (SpeedStep), could also be the graphics card doing that