Frohman
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Everything posted by Frohman
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JTD improved grenade effect
Frohman replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Haha I asked about this a year ago! Thanks a lot mate! -
The Undead Mod
Frohman replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've been having a break from the whole ARMA scene, and my reasoning for not doing what I used to is the very same as yours. In any case, I suspect that the update wouldn't really outright break pre-made missions - probably just make them better in certain ways! -
The Undead Mod
Frohman replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Me and some mates used to do this all the time. It is extremely fun! I'd put together some massive semi-linear mission on say, one of the ARMA1 maps, with things of interest along the way (fuel run-out trigger, bicycles, MG, weapons blah blah) leading up to a main objective of escaping to some place via a helicopter. I'd then plonk the infected module down and set up some of the towns which we would pass through with some civilians and some infected - leaving it to the module to do the rest (later times I just specified in the module to instantly set the towns as infected - much simpler). After that, I'd set up our spawns, brief my mates on the mission and how we have to do it, start it up and then let hilarity, fear, awe and fun ensue. Believe me - even the mission designer gets a fair amount of surprises. I play with anywhere from 2-6 other players, just so you know. -
ACE 1.5 Beta (Advanced Combat Environment)
Frohman replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Xeno, you asked for a Steam user who got it working. ATTN Steam users, Standalone OA via Steam can be easily ACE'd up - simply use the standalone OA preset in the SIX Updater (remember to move your userconfigs correctly) IF you are like me and have OA and ARMA2, it should be known that SIX Updater does NOT currently properly install for Steam ARMA2+OA. (I've posted about this about 6 times in this thread, no answer) Now, to get it to work for us, we have to go the tricky way (playing it safe - when SIX Updater does support Steam, the files are already there). First, update to the latest OA ACE mods by using either a custom preset or just using the CO preset. This will update/install the mods into your ARMA 2 directory. For these mods to actually function in OA, you must move the @ACE/ACEX/ACEX_SM/CBA (NOT CBA_OA) mod folders to your OA directory in Steam. This is tedious and I've asked how to have this done automatically via SIX Updater with no reply as of yet. You could use a program like SyncToy to automatically syncronise the folders, but a simple copy over will do fine until actual presets for Steam are included. NOTE: This workaround only works for Steam OA and Steam ARMA2 (i.e both are installed), which have been linked as CO through the batch file provided by Dwarden, launched through Steam's UI option (see topic in General). To get addons to function via Steam's launch options (adding -mod... to them), ensure the entire -mod @MOD;@MOD etc line is put in quotation marks. For example, here is my complete launch option's for OA in Steam: -nosplash "-mod=@CBA;@ACE;@ACEX;@ACEX_SM;@JTD" TL;DR - SIX does not properly support Steam OA+ARMA2 as they are in separate directories. SIX Updater will install to ARMA2's directory, but OA through Steam will not access these addons. Simple solution is to copy them into OA's directory. -
ACE 1.5 Beta (Advanced Combat Environment)
Frohman replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just tried using SIX Updater for OA ACE. Ugh, all it did was update my ARMA2 ACE, not install/update/move them into the OA's directory. So just to point it out, SIX Updater needs support for Steam OA + Steam ARMA2 combos. The Steam combo is made up of two directories, and for mods to be recognised by OA, they must be found in its directory. I then tried a different method; creating my own preset. I selected OA Vanilla as the settings profile and still it just updates/installs in the ARMA2 directory. Anyway of changing where exactly the mods install to? The settings profiles still all point to ARMA2's directory, which only works for disk/sprocket CO installs. -
ACE 1.5 Beta (Advanced Combat Environment)
Frohman replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice. Still no word on the proper method for running ACE on Steam OA+ARMA2? -
ACE 1.5 Beta (Advanced Combat Environment)
Frohman replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Seems my reply and it's questions got buried by the influx of replies overnight D: I'm still confused about how I am meant to go about this. -
ACE 1.5 Beta (Advanced Combat Environment)
Frohman replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Congrats on the release and bravo for getting it out so quickly! I'd like to know how SIX updater will handle the whole ARMA2 Steam and OA Steam scenario, since they are found in separate folders. Which preset should be used? Does this preset install to the ARMA2 Directory (where mods will not be able to be loaded through the normal method) or the Arrowhead Directory? Pretty much the same as the last question, does the preset actually destinguish between the Steam and non-Steam installations? (CO non-Steam and CO Steam install very differently) Cheers, Frohman Edit: Noticed ACEX_SM in the presets, has this portion of ACE been already updated for OA's new weaponry? If so, you people mustn't sleep or something ... D: -
[OA] Enhancing ArmA2 Content with OA Features
Frohman replied to Big Dawg KS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Possibly because the TI textures were derived heavily (or copied) from VBS2. -
ARMA 2: CO (how to combine ARMA 2 into ARMA 2:OA and use together)
Frohman replied to Dwarden's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
From my experiences, using the Steam launch options to specify mods does not function. This, in addition to the lack of Steam community leads me to be believe that since the batch starts the .exe itself, Steam does not associate its launch options and Steam Community to it... Not positive, however. I'll download the latest batch and test the launch options again, if this does not work I'll manually add them into the batch (I would prefer to run it through Steam rather than adding ANOTHER shortcut). -
ARMA 2: CO (how to combine ARMA 2 into ARMA 2:OA and use together)
Frohman replied to Dwarden's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
So to clarify, is it actually possible to run mods (through -mod launch commands) via the Combined Operations Steam launch option? If so, I have had no such success :C Similarly, is the Steam overlay supposed to be not available when launching through this method? -
I was playing OA (Combined with ARMA2) with my friend, we made a quick scenario with just the two of us as civi's with torch equipped weapons on Takistan with ambient vehicles and civilians. Very epic experience, very smooth and overall, very awesome. About an hour into the scenario I started to get intermittent black screen + "Receiving..." screens which would last for about 15 seconds, during which I could still hear everything happening fine around me, including my friend's reports that everything was fine on his end (I was hosting). Later, everything started stuttering (FPS stutter - audio was fine) and the "Receiving..." screens started appearing more and more. I activated my keyboard's spec monitor and noticed that the RAM usage was just under 70%, and when it reached 70%, it would start stuttering madly and the "Receiving..." screen would appear. I stopped the game manually due to this and decided to make this thread. Major Info: Map was Takistan No mods, using Ambient Civilian Vehicles and Ambient Civilian modules Night Time No issues leading up to the stuttering Observed occurring only around 70% RAM usage (it would not go lower than this after this point) I have 4 gigabytes of RAM (Due to the conditions observed, I will assume that this is the only information from my specifications that need to be posted) My conclusion is that there was some kind of memory leak that lead up to RAM being irreversibly (game-wise; the usage went right down after I closed the game) increased, causing it to go into meltdown when it reaches it's allocated RAM threshold. I can try to do some tests of this later. Any feedback would be nice and if anyone needs any more info on the issue, just ask. Cheers, Froh
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Hello, Me and my friend are psyched for Arrowhead. He wants to purchase the pack with the original and the expansion, whilst I wish to just purchase the expansion. However, my friend does not have any means of purchasing the pack online (which currently is the only option for purchase). Now I'm fine with purchasing it for him online, from Sprocket, but there is a possibility that I will purchase the expansion from Sprocket as well. My question is, if I create an account tied to my billing details, can I safely purchase the expansion AND the pack, and give the pack to my friend? My guess was that it was possible, but I want to be certain. Also, I wanted to know the approximate file size of Arrowhead. Many thanks, Froh EDIT: I know another friend with the disk version of the original, can this be used to install the original game so that my friend only has to download the expansion? I.e he buys the pack but only downloads the expansion and uses the CD key(?) from Sprocket to validate the original from a disk.
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So any updates on the update which has those awesome grenade explosion effects?
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Key word: Night.
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I believe he is referring to the sparks that have been added to the rocket + missile trail's.
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Nice, might want to tone down on the black-smoke effects in a lot of the explosions. Not sure of this though, but does the mod add some kind of blood splurt-thing that only shoots out in one direction (regardless of shot position)? And finally Nice sparks, might want some randomization in the lifetimes of them however. Overall, very nice :D
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T = Teamswap T = Activate FLIR in ACE2 (if applicable)
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I was using CAA1 Worlds Only I did some testing with different mods enabled, arranged etc and have not had any luck yet. I'm thinking this was a very specific glitch or something, possibly caused by conflicts between mods. I've tried running the mod on its own (with CBA for XEH), but it does not even start that way (tried with the .hpp config file in many different locations). Putting the effects pbo into another modfolder seems to have allowed it to start with no errors, but no sign of the mud plumes.
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Vanilla sabot rounds look like grenade explosions... A puff of smoke basically. From memory the newer ACE versions have included more hit effects, there is a chance they've changed to pretty much the vanilla bullet impact (dust kicked up)... Not sure though. When I accidentally had your sabot impacts in the sabot rounds from M1A2 TUSK tanks that missed (and hit the ground) kicked up a plume of dark brown mud and a couple of glob like things - exactly like what is demonstrated in one of your Youtube videos. (By exactly I mean EXACTLY) Tomorow I shall test this out to find you some more specifics, but my eyes didn't lie to me; I'm positive these were your effects. Hmm, I'll put down what I know for sure about the situation I saw these effects: Island: CAA1 Sahrani Units: Roughly 7 T90s, 6 M1A2 Abrams Other major modifications running: CBA, ACE, JTD F&S, CAA1 Quite possibly the effect is recognising something to do with the textures/terrain type from Sahrani, and thus being activated... Although I'm guessing you have WAY more experience in this area than me. That would also explain why I did not see it when I tested again on Utes (before I did a major modification clean out and organisation). Hopefully this helps, expect more specific test results in ~12 hours or so. Cheers, Frohman
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Ahaha now I know why I had the mud plumes; I had forgotten to remove your ARMA1 effects mod after trying to run it on ARMA2 (this was from ages ago). So it seems the mud plumes from your ARMA1 effects mod must be already compatible :P Either way, I'd love to have a copy of the grenade effects for ARMA2, even if it isn't in a pack with the rest of the effects. I probably even mutilate the sabot impact into it on my own, so thats all good :P Cheers, Frohman
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Loving this mod. When I first installed it, sabot rounds would create that awesome mud plume effect, but wierdly they stopped doing this... I wonder if it has anything to do with ACE. Also, is there any chance of seeing those awesome grenade explosion effects in a coming update?
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The Undead Mod
Frohman replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just thought I'd mention my experiences with this addon in multiplayer... Had two friends over my house, I set up a pretty simple scenario to test how much the mod hates multiplayer... Simply 3 soldiers in the woods, nearby town with some weapon crates, rundown humvee with small amount of fuel and supposedly two infected. The major towns were home to a crowd of civis and on average a couple of infected. Started it up, instantly on startup we all got a missing content error message popup related to the Undead Mod, but upon closing that it did not reoccur. Zombies all behaved exactly how they did in SP editor from what I saw and the whole infected town system worked fine from a quick map observation... Ended up stopping, adding to/editing some more and then starting the mission again and again. The whole scenario ended up as a 1-3 hour survival mission from the northern tip of Sahrani to a plane (which explodes), to Southern Sahrani on mountain bikes, boats and finally to Rahmadi. It was lots of fun, even with my limited editor experience; cars scripted to run out of fuel at certain points, exploding fuel stations were all I had done; most of the fun came from the sheer unpredictability of the zombies (and scenario in general :P)! Other than the small error message at the start, there were no noticable (and thus hopefully gamebreaking) errors or issues in a small LAN environment (3 human players) running a moderate scale scenario. Somewhat lower performance is to be expected, but this is easily solved with fog... Which adds to the atmosphere anyway. Thanks for both the great addon and the experiences it creates, Charon! -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Frohman replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Gee, I think the Barrett 25x59mm XM109 already included is powerful and heavy enough. Just imagine lugging that thing around with more than a couple of mags of full length 20x102mm rounds. Ugh. Just LOOK AT IT! -
Can't wait for the next version, it looks and sounds awesome. My suggestions are: Change the dust created when rounds hit metal into light grey smoke (ala vanilla) or simply reduce the sheer quantity of it that is created - you can virtually create a smoke screen just by shooting the side of a vehicle with any automatic weapon. On the subject of the fire, stick with the vanilla fire (allowing other modifications that affect fire to easily take priority). Generally the thicker, bulkier, orange-red fire suits a burning vehicle better. And finally the various tank's HEAT round's explosions. The WP-like smoke tendrils are nice but they look out of place because they are not found on any other explosions (other than WP). There is a definite FPS hit from this specific detonation effect too. I'm looking forward to seeing some changing muzzle flashes. BIS has a good system for the muzzle flash, but it is outdated. Just make sure they are barely visible in the daytime, otherwise you'll be fixing the one aesthetic issue with BIS' work, and introducing another :P Cheers, Frohman