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Everything posted by bullet purveyor
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Carrier Command and Arma Tactics maybe http://forums.bistudio.com/showthread.php?144539-New-Arma-title-revealed-at-CES-Arma-Tactics
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Day Z Announced as standalone title.
bullet purveyor replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
I hope at least they release the upgraded buildings, so they can be implemented in user made islands. Imagine e.g Podagorsk with enterable buildings :D -
UAV - Refuses to lock / fire on targets in Razer Two
bullet purveyor replied to Tusc's topic in ARMA 2 & OA - OFFICIAL MISSIONS
If you search the forum there is 176 posts with UAV in the titel. http://forums.bistudio.com/search.php?searchid=719157 I think the consensus is that the UAV don't work very well for anything but observation. -
Playing on two monitors
bullet purveyor replied to Felix's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Personally I think you should stick to one screen. Playing while looking at the bezel in the middle of the picture must be terrible. If you want to try you can fiddle around with these commands in the config: uiTopLeftX=0.44118974; uiTopLeftY=0.26499999; uiBottomRightX=0.55881023; uiBottomRightY=0.73500001; I could not figure out how they worked when I tried to fix my bezel correction offset of my UI, and I'm not sure it will affect the crosshair. -
New Arma title revealed at CES? Arma Tactics?
bullet purveyor replied to bullet purveyor's topic in OFFTOPIC
So no X-Com quality action RTS then I reckon? :) -
Schwemlitz, Germany: 5x5km Terrain
bullet purveyor replied to falcon_565's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Holy smoke! just took a Geländewagen for a spin around this map. Amazing quality! Very detailed villages and those micro terrain forests should provide for some interesting infantry fights. -
I can't get arma 2 and eyefinity to work properly
bullet purveyor replied to blurgh's topic in ARMA 2 & OA - GENERAL
90 was just an example. just try with different values in the Fov calculator. Personally I use 110. The stretching i was talking about in my earlier post was the wrong aspect ratio you where running. That makes objects look out of shape. You can see this in the video settings in game, at the top you have a grey circle and square. If you have wrong aspect ratio the square will appear rectangular and the circle will appear elliptic. Just like it is in the picture you posted here: http://www.abload.de/img/arma2oa_2012_10_13_13umr68.jpg If you calculate the fov values according to my previous post you will see a proper circle and square. The stretching on the side of the screen is a another issue. That is how computer games are made. Because you try to perceive the game world through a very small window aka your monitor, they use different scaling solutions to cram more info on to your screen. It looks sort of like a fish eye effect on cameras. The higher field of view the more info on your screen, but it will also give you a more distorted picture. Stretched at the sides and in the middle objects will look much further away then they really are. If you hold down right mouse button (a real time function to decrease fov) in arma. You will have a more correct 1:1 scale of you surroundings making it easier to estimate range and size of objects, but you will also lose a lot of your peripheral vision. Low fov value = more realistic view scale, less picture distortion, very little peripheral vision high fov value = less realistic view scale, more picture distortion, better peripheral vision Experiment with fov values and see what suits you best. With the new Nvidia drivers you can press ctrl+alt+b and switch between normal and bezel corrected resolution. Very handy in games that dosen't have UI customized to 3 screens with bezel correction. -
I can't get arma 2 and eyefinity to work properly
bullet purveyor replied to blurgh's topic in ARMA 2 & OA - GENERAL
Since you clearly didn't even bother to read up on the subject you shouldn't really expect any help. Anyways. I calculated the fov values for you so you, or anyone else who wonder about this, can enjoy some proper multi screen gaming without the stretched picture. With res 5760x1080 and a desired fov of 90, you get a vertical fov of 22 degrees which is 0.38 radians. So your fovTop value should be: fovTop=0.38; To figure out how many degrees your fov value is, use this fov calculator: http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php If you use Bezel correction, remember to put in correct resolution numbers. To convert degrees into radians, simply type 'xx degrees in radians' in google. ( xx = degrees from fov calculator) Divide fovtop by the last number(9) in your aspect ratio (48:9) and multiply with the first(48). 0.38 / 9 = 0,42 0,42 * 48 = 2.03 That is your fovleft value: fovLeft=2.03; Add those two values to your '*yournickname*ArmA2OAProfile' text file in the 'arma 2 other profiles' folder in my documents. When you enter the advanced video options in game, your aspect ratio should read 'custom'. Do not change that to any of the default values. If you add bezel correction or want wider/narrower fov, you need to recalculate your fov values. -
I can't get arma 2 and eyefinity to work properly
bullet purveyor replied to blurgh's topic in ARMA 2 & OA - GENERAL
Read the description in this you tube video and fovtop/left is explained. And yes, bezel compensation works fine. -
Arma II & OA User Video Thread
bullet purveyor replied to richiespeed13's topic in ARMA 2 & OA - GENERAL
That news station airing an arma clip as a real segment last year, is gonna have a field day with your video kyletiernan :) -
That wounded soldiers never follow group commands
bullet purveyor replied to Joe98's topic in ARMA 2 & OA - SUGGESTIONS
"If a man is wounded the medic ought to move to heal that man without being ordered to do so.. " That's not a very good idea if your under fire. Say you have got the rest of your team in cover behind a building, wall, threes etc. when engaged, leaving one man wounded out in the open. Then you don't want the medic to run 50 yards on a suicide run to help the patient without you telling him to do so. Maybe a script could be added that scans the area within 5 feet of the medic of injured soldiers. So when the guy next to him get shot he will go prone and fix him up immediately. If the patient is further away you would need to use the heal command. Which should override all other AI routines so they move directly to the wounded. Not run around in circles for 2-3 minutes like they do now. As for you first suggestion I agree. When an AI get wounded so it is unable to walk, it should scan the immediate area for solid objects and crawl for cover, ignoring all commands. If no objects is close by, say 100 yards, it should stay put until help arrives. -
Where do the ACE and Battle Center missions come from?
bullet purveyor replied to lawndartleo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
There are several mission pbos in the ace addon folders. (e.g ace_missions.pbo and acex_missions.pbo) -
Arma 2 team deathmatch
bullet purveyor replied to damo19951's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
http://www.armaholic.com/list.php?c=arma2_oa_files_scenarios_mpgamemodes_team_deathmatch -
Cant connect to homeserver / Only dedicated server / Connection failed
bullet purveyor replied to SOD_Johnboy's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Why do you use hamachi? If you by homeserver mean that someone is hosting from the game lobby, you should be able to join using the in game server bowser. Make sure everyone runs the same game patch and beta patch or you will not be able to connect. The person hosting need to disable all mods, or the rest of you need to run the same ones as he do. -
Artillery computer: What are the target limitations?
bullet purveyor replied to Joe98's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
When you activate the fire computer you should see two blue circles which indicate where you can shoot. They will change as you alter the firing range (short, medium, far) The area between you and the first circle indicates that the area is too close to get a proper elevation on the gun. The area between the two circles are the effective range of the gun. -
Arma 3: Community wishes & ideas- NO DISCUSSION
bullet purveyor replied to Maio's topic in ARMA 3 - GENERAL
A compass you can actually read. A user made modification shouldn't be necessary to have a decent compass ingame. Also an option to display a realistic map without the textures would be nice. If a 3D map are implemented like mentioned earlier in this thread, make an option to turn it off and use a normal map. Maybe even a server setting to force 3D map off. -
ACR Campaign- There will be flood
bullet purveyor replied to manzilla's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I hope BIS clean up the entire campaign before Steam release. I think it will get a very bad reputation in it's current state. Especially the briefings and mission tasks. This one got very boring after a couple of trips back to rescue point. And driving around for ever to find the last one was extremly tedious. Had the same problem as OMAC. Boat was full and when I came back I could hear him scream but could not find him anywhere. Maybe change it to find 3 random people then make a rescue at the hospital a task. 14 was to much with nothing else going on in the mission. Guiding the rescue helicopter, you see fly past in the begining, in to pick up someone injured could also be a task to get some variation. -
Where does the editor save/export missions to?
bullet purveyor replied to Sandy106's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
It's supposed to be in my documents folder: Libraries/Documents/Arma 2 other profile/yourprofilename/user save -
Why the lack of publicity around recent patches and the ACR release?
bullet purveyor posted a topic in ARMA 2 & OA - GENERAL
No word of a release date. No twitter updates. No news on the facebook page. No word in any game media of the release. No email from Sprocket that my pre-purchase was available for download. Is it supposed to be a top secret DLC that only those who read the forum should now about? :confused: -
I have downloaded it from sprocket and installed without problems, but it dosen't show up ingame as the other DLCs does? Do I have to add any parameters manually to the startup line? Running OA patched to 1.62 with latest beta.
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LOD switching issue since 1.62
bullet purveyor replied to .kju's topic in ARMA 2 & OA - BETA PATCH TESTING
Here is a short clip showing LOD switching while I decrease and increase FOV. Maybe there could be an video option to turn LOD switching off when changing FOV, only make it change when your character is physically moving. YhWhWGY_qH4 -
DayZ Zombie RPG (Unofficial Mod) Alpha
bullet purveyor replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
After the update I also get stuck on the : Requesting Character data from server Another problem I have since I started playing is the only servers I can connect to is Us 1/2, EU 1/2,and FR1/2 US 3/4 and all the NY severs I get a message about invalid CBA keys, though everything is green in Six updater. Do the servers use different versions? -
DayZ Zombie RPG (Unofficial Mod) Alpha
bullet purveyor replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Quote Originally Posted by GiorgyGR View Post The problem is not the Zombies. The biggest pain in the ass is the friggin' retard player who will shoot you (on back) just for having fun-while you already spend 2+hours to build a decent loadout for survival. "You don't have to kill someone to take what you need-you can ask nicely for what you need" The problem is at night time. You have to use some sort of light source to get anywhere. Players walking around with flares, flaslights or chemlights are easy targets for the grifers, when they just camp around in the dark near the big towns. We where a group of 10 people walking in to Cherna, many carring flares and chems. We got killed by one guy far out in the dark with some kind of auto weapon, that take some of the fun out of it. A couple of suggestions: -remove all scoped weapons from the mod, then atleast they have to be somewhat close to kill you. -Place more burning barrels, tires and campfires along the roads, shore line and in the big cities, then it want be so simple to spot players when they don't have to move around with flares all the time. (maybe not viable for framrate reasons?) -
DayZ Zombie RPG (Unofficial Mod) Alpha
bullet purveyor replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Download all dayz files from here http://www.mediafire.com/dayz Make a new folder in your steam OA installasjon folder named @dayz. Inside @dayz folder make a folder named: addons . unpack all dayz files from mediafire link and copy them into @dayz>addons folder. Start with Sixupdater and play. (make a new preset with the DayZ server of your choice) NB! You have to manually update Dayz files. So check above link, everytime before you play or when the server tells you, for updated files. -
Bug Reports
bullet purveyor replied to VariousArtist's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
Rfc gave link above my post: http://www.carriercommand.com/feedback/ http://www.carriercommand.com/feedback/view_all_bug_page.php


