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krzychuzokecia

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Everything posted by krzychuzokecia

  1. krzychuzokecia

    Battlefield 2042

    Anybody here took part in the open beta? I tried, but I completely missed the fact that game requires W10 to work! :) From the few gameplay only/no-commentary vids I've seen, I must say I'm positively surprised, mainly due to the scale of the game (control points being few hundred meters away - yeah, it's not Arma, but it's something). I wonder what other realism-focused Arma folk think, especially if they had a chance to try it.
  2. krzychuzokecia

    Who is Still playing Arma CWA? (2021 Oct)

    Here you go. (in before: reeee! I don't wanna pay for this! reeee!)
  3. krzychuzokecia

    Community Upgrade Project - CUP

    A few observations: FN FAL 50.00 RIS has wrong mapping on buttstock (the regular variant is OK) Klec LMG - it seems that it would be better to rename it to Sa vz.58 Klec, so it would be easier to find (groupped with other vz.58 variants) I'm having a hard time to turn off the random texts/numbers on M1 Abrams and M113 - what are proper values for "clean" vehicles?
  4. krzychuzokecia

    Bearing

    8GB RAM, running 64bit executable on (obviously) 64bit CPU. Edit: obviously that's not much for today's standards, but I'm still able to play Arma with assortment of popular mods (RHS etc.) without crashes. I understand however that your mod is a completely different thing, and may not play nicely with my PC. Which sucks, because I'm really liking the idea, and I'm really impressed by how much thought was put into it!
  5. krzychuzokecia

    Squad Feedback

    So we're like umm... "silent majority"? Who's our Dick the President then? :D
  6. krzychuzokecia

    Bearing

    For me that's the case - two times I tried to play Bearing (I think in May and June/July), I got CTD during the first scan in tutorial, with an error message related to memory problems IIRC. Time permitting, I'll try again and write down the error - for whatever reason, I couldn't get a screenshot of it (PrntScrn doesn't work).
  7. krzychuzokecia

    Squad Feedback

    A very useful addition, and with the "show known enemies" feature, you don't have to worry about Arma undescritpive contact calls!
  8. I hope they will be usable by AI too. But then again, with Opteryx behind the wheel, I think I don't have any reason to worry!
  9. In last few days (after many years of successful cooperation) my Steam client also began to have this problem. It surely must be something on Steam end - just like in your case, Steam shows me no mods that were updated. However, if I'll just let it do it's job, at the end it suddenly shows not only the amount of data downloaded, but also updates the list of updated Workshop mods. So it works, but it's rather annoying if some big mod got an update, and I don't even know what and for how long will be downloaded.
  10. krzychuzokecia

    Vilas addons in A3 w.i.p.

    Thank you! I don't think so. Or at least, I'm not aware of such functionality. For me, I'm perfectly happy with an empty "dead" rack - with 3D editor it's very easy to put up weapon props on things. Yeah, this makes the UV lamp a requirement. I wouldn't sit on that sofa before checking it in "black light"! "You were probing us for years, now you get the probe!" Offtopic: I remember it pretty good. In fact 2017 was when the monetization rules were last updated, so everything I said before stands. As for your general dislike of everything zombie: that's exactly my point. You're lashing your anger out on wrong people for wrong reasons. To be precise: your previous rant was essentially accusing mod makers (people like you) for the actions of monetized servers admins. When in the timeframe you mention DayZ authors were already busy with other things (and there's no official DayZ mod for A3), while Ravage doesn't even allow monetization. Your anger is misdirected, and comes off as mean-spirited. (Also, are you sure that your Hello Kitty Smart car was used by "zombie" mods, and not by one of thousands "life" mods?)
  11. krzychuzokecia

    Vilas addons in A3 w.i.p.

    I hate to be the one "requesting" something, but if you're in the mood - indeed a gun safe/locker, and maybe a rifle rack and rifle case (pictures are just examples)? For starters there's no DayZ in A3. There are various other "zombie-survival" mods including Ravage by Haleks. And while I don't know him too well he appears as quite a stand-up dude, making stuff for fun because he likes it. Never seen him mentioning anything about monetization, to be honest I'm pretty sure that he himself doesn't host any server. BI policy for monetization is pretty clear - it's completely forbidden in Arma 2, and in Arma 3 requires permission from BI and/or authors of the mods used. If you know about monetized servers which use your addons without permission, you can act against them in various ways, from contacting BI (on the assumption that these servers couldn't be approved by BI, since they are breaking BI policy) to sending DMCA notice to the server hosting company. Unless your real gripe is not people monetizing servers with your addons, but the fact that you cannot monetize (ie. "sell") addons themselves. I guess, what I'm really trying to say is that Valken mentioned DayZ as an example of "zombie survival" mod, since not everyone may be familiar with Ravage. And you became literally triggered by the sole mention of DayZ, going on a completely off-topic rant, and almost insulted the good people behind Ravage. I suggest focusing more on the overall meaning of other's posts, and less on finding stuff you can get offended about.
  12. The war is imminent. Belarus moves it’s troops on Polish border. Poland stands alone as her allies are engaged in conflicts in other parts of the world. Nation needs it’s saviour. Are you up for the challenge? On behalf of development team, I'm proud to announce the new release from Silent War mod! Silent War is a modification for Operation Flashpoint developed since 2002 by @SW_Gemenis The mod focuses on fictional conflict between Poland and Belarus - two neighbouring countries which are allied with opposing world power. Thus this hypothethical scenario is still being prepared for by military planners on both sides of the border. Silent War aims to bring realistic and respectful portrayal of both Polish and Belarusian armed forces, without unnecessary moralizing. On Valentine's Day 2021 we have released Polish Light Infantry Teaser - our first official release since 2006, and a gift to everyone who supported us during all these years. Polish Army light infantry is an often forgotten and underfunded arm of Polish army, yet one that is still going to experience the majority of fights in defense of Poland. Our brave soldiers are equipped with variants of Beryl rifle, PKM general-purpose machinegun, SVD and SWD-M sniper rifles, and the legendary RPG-7. Light infantry relies on it's small footprint and mobility, when compared to "heavy" mechanized infantry. Thus in this release you'll also find Honker 2N - a small 4x4 utility truck, and Star 944 - a medium cargo truck. Polish Light Infantry at an observation point Credits Currently Silent War is developed by small, yet dedicated team lead by @SW_Gemenis who is leading this effort since 2002 - a sure sign of his commitment. @SW_Gemenis - 2D, 3D art, configs and scripting @krzychuzokecia - 2D, 3D art, configs and scripting @mcslavko - configs, scripting and sounds However current release wouldn't be possible without help given to us from other kind people: Adam Rucki - Militech font Bohemia Interactive - 2D and 3D art @Jackal326 and SJB team - sounds JAM team - configs and sounds @kenoxite - configs, scripting, sounds, 2D art @Macser - animations and scripting OFPL team - 2D, 3D art, configs and sounds OFrP team - sounds @sanctuary and WW4 team - 2D, 3D art, animations, configs and sounds We would also like to thank to the people who's work is not yet available in Silent War, but who gave us enormous help in creating Belarusian army addons. Those people are Kanstancin "Karolstah" and Serg @=SappeR= Also big thanks to former developers and contributors (in no particular order): Grey, Christoph, Pawel Ryszka, MaRcin, Arika, Raddar, SeaDemon, Towarzysz Szumek, Offtime, Ofman, Devek, Smookie, Alderous, Panda, Hawk, Sejtan, TomiD, Ktos, Sigma-6, Turkish Union Mod. Polish Light Infantry convoy Download Silent War Polish Light Infantry Teaser is available at ModDB. Mod requires Arma: Cold War Assault version 1.99. Weapons of Polish Light Infantry More from Silent War If you wish to learn more about our mod and it's development, check out those places: our website our ModDB profile our Facebook page our YouTube channel Have fun! Silent War Team
  13. krzychuzokecia

    Ravaged and Frithified Gear

    Wow, that's a beautiful backpack, even after being ravaged! Congrats to you and NightHawk!
  14. krzychuzokecia

    Silent War: Polish-Belarusian Conflict

    Happy Polish Armed Forces Day! To celebrate it, Silent War is releasing a small patch to our previous Polish Light Infantry Teaser. Some things need fixing. One of the most important changes in this patch is a completely reworked pistol holstering script written by our friend @prototype1479. Thank you! We have also added a new standing reload animation by @stgn - also huge thanks! Apart from that we have reworked several weapon sight textures, included a 16:10 aspect ratio version of them, and made a few small changes to the Polish Light Infantry units. Our initial plan was to release Belarusian Light Infantry, however our magnificent artist @SW_Gemenis took it upon himself to remake the textures on all the weapons present in the mod. This, naturally, delayed the process of making Belarusian Army addons, and the release of Belarusian faction. Faster than light! In the mean time Gemenis was working on a few addons expanding the Polish Armed Forces faction, which will be released as a bonus soon. So you better behave nicely when celebrating Polish Armed Forces Day, or someone might fix you up! Download Download on ModDB: Requires Polish Light Infantry Teaser: Have fun! Silent War Team
  15. krzychuzokecia

    Vilas addons in A3 w.i.p.

    The only thing that comes to my mind is that your policemen are inheriting from a unit (I_E_Soldier_F) that's using completely different uniform/model, and that somehow making the uniform not work. If that's what happening, then the only solution would be for your units to inherit from the unit which model you're using (so Gendarmerie guy in case of vil_LDF_policeman_blu_yellow, and B_Soldier_03_f in case of vil_LDF_policeman_patrol). Which means you need to add back proper faction and identity values for them too. It's rather annoying, so maybe someone with better A3 knowledge will still chime in. BTW: I love the new furniture options, especially since you made them follow the style of vanilla props. However, the safe needs a bit remodelling of the inside - I can barely fit most of the guns there! :D
  16. krzychuzokecia

    "Bundeswehr" Mod

    ...and UH-1D from some older BW Mod Basic Pack (1.4?) that for some reason disappeared from the net! Thanks @W0lle!
  17. So what you were trying to say here? This whole thread is based on wrong assumptions. Assumption number one being "OFP source code is not available". It is. Not legally, but that doesn't change the fact. Second assumption is "having access to source code would allow to introduce new features in the game". Which is not true according to the people who have the code. Third assumption is that "community-made improvements of game code would spark a renewed interest in the game, and open new possibilities for modders". Again, proved wrong by the fate of unofficial patches (or extentions like FWatch). And, truth be told, the interest in OFP, and modding scene, is much more active than it was 10 years ago. To put it bluntly, the whole reasoning behind "why BI should release the source code" is based on ignorance. Except, it doesn't work this way. I can take a look at the source code of Quake, Doom or (a bit more modern example) first version of Minecraft. For me, and 99% of population, it serves no purpose however, not even satisfying some weird curiosity. What makes people go "huh, that's neat" is seeing the countless mods, forks, variations of these games. That's the same thing which still draws some people to OFP, and keeps it alive among a small, but dedicated group of fans. Fans, who don't need the source code, to be able to lift the limitations of the game - that's because those limitations were already removed in OFP three sequels, and OFP fanatics are uninterested in those titles and new possibilities they offer. OFP folks are quite conservative in this regard. Yet, with those restrictions still in place, they keep creating impressive mods and missions. Well, of course (as proven by several servers running vanilla OFP/CWA), but you don't need the source code to play and appreciate the game. Especially when it is still available for purchase.
  18. People play and mod OFP every day. There are also at least two groups of people who already have access to the OFP source code (and apparently source codes of every Arma game up until A3 beta). Which haven't changed much for the folks playing and modding the game, even though the code is "out there" since... 2015? It seems to me that the people who "don't care" are the ones who keep constantly writing such silly threads like this. These people are not part of OFP community anymore, and they are either ignorant, or don't care about all the development happening for the game. But they see themselves as some sort of saviours who will "save" OFP from obscurity by making BI "do something". Which is not going to happen anyway, but these people will then proudly announce "we tried!". It's a good idea fairy syndrome mixed with megalomania and magical thinking. And is insulting for the actual OFP community, accusing it of laziness and indifference. So, to all the guys asking for "source code": what have you done? Show me your mods, missions, servers you manage. How come, if you are so worried about the longetivity of OFP, you aren't already in contact with people who do have the source code for the game? Wait, so you want to get access to source code, and then leave the game in the state it already is? So, why do you even need the source code? It is not logical!
  19. krzychuzokecia

    "Bundeswehr" Mod

    From my best knowledge, "BWMod" was never released as a single "mod" or "pack". It was always individual addons released. As for download links, try any of the OFPR.info backups, you can also use Faguss' search tool.
  20. krzychuzokecia

    [MP] Super Mario Kart 1vs1

    The screenshots look amazing, but I'm unable to play the mission alone by the means of local MP game - only black screen appears for me, with no game sounds (I can still enter pause menu so game is still working). Is it supposed to be hosted on dedicated server only?
  21. @Valken That's a great question. Before Standalone came out, the devs were saying that they're "porting" the game from RV to Enfusion. But when it came out, the "official story" was that it is a "hybrid" of Enfusion renderer with RV features (which probably includes scripting). But then, there's this (Enforce script introduced in DayZ Standalone). What makes it even more confusing is that Enfusion itself was initially described as a hybrid of Enforce (engine used in Carrier Command and Take on Mars) and RV. So we have RV, Enforce, RV+Enforce hybrid (that's work in progress) and RV+[RV+Enforce hybrid] hybrid (that's in DayZ SA). ============================================================================================================= Back to the topic of "gibs OFP source code BI!", I'll also add that the statement "releasing source code will make people play/mod the game!" is almost a "cargo cult" type of thinking. There are about 20 people around the world who still mod the game, and maybe 7 of them are actually creating their own new content instead of porting stuff from other games. And only 2-3 people from that group have more than passing knowledge of programming. OFP fell into obscurity, and outside of die-hards there's not much interest in it - and it keeps being so from at least 10 years if not more. Re-releasing OFP as CWA was it's swan song - the only thing it achieved was to give chance to people with crappier PCs to taste the unique gameplay of Arma. But all those people, when given a chance, tend to move to newer titles in the series. Heck, I myself play A3 more than I play OFP - for me OFP is now just a way to "scratch" my modding itch, mostly because I suck too bad to mod A3. Last month we had OFP 20th anniversary, and after all these years BI decided to finally "do something". That "something" was giveaway of CWA, and apparently over a million people in fact "downloaded" the game. I'm assuming, these were indeed downloads, not just adding the product to Steam account, but who knows, cryptic marketing tweets are cryptic. What effect had it on the people still playing the game? A few angry posts "dis gaem iz crap" here and there, and (next day after giveaway) 10 new nicknames on the servers. After a month, there's now 0 new nicknames on the servers - seems like newcomers caught in the trap of "free" were bored with what indeed is an awfully outdated game. So yeah, the game is just too old to grab attention of people who haven't tried it in last 20 years. And this is not going to change, no matter if we get just the game for free, or the source code. If someone wants to "help the community", the best start would be, for example, making missions. Or scripts. Or mods. Doing things that really matter. Not writing useless "petitions" on forums.
  22. krzychuzokecia

    [SP] FlashPoint Shooting Competition - timed firing drills

    FPSC: NATO Malden Challenge - Stage 1 Set in the eerie remnants of military base on Malden, NATO Malden Challenge seeks to improve the marksmanship skills of the soldiers, by giving them the chance to compare their efficiency, share knowledge, and compete for the title of NATO best marksman! Prepared with the help of civilian FlashPoint Shooting Competition association, NATO Malden Challenge consists of several stages, which are focused on both long-range precision shooting and close-quarters action! Stage 1 features shooting from elevated position on the ranges up to 300 meters with sniper rifle, and mid-to-short range shooting with both carbine and pistol. Shooters will be equipped with their issued weaponry, and safety regulations will be strictly adhered to! Mission utilizes BI Firing Drill module introduced in patch 2.02. Medal times: Gold - 1:25 Silver - 1:30 Bronze - 1:40 Note that gold medal requires a substantial effort, including hitting all bonus targets! Download: Steam Workshop More drills coming soon(er or later)!
  23. Hi all! I'm presenting you FlashPoint Shooting Competition (or FPSC for short) - a series (hopefully) of missions featuring timed shooting courses inspired by real life practical shooting sports such as IPSC, IDPA and various other 3- and 2-Gun events. FPSC is an idea I first realised in OFP, back in 2016, and when I finally started playing Arma 3, I was amazed by BIS own Firing Drills, and hoped to create my own soon. I had some limited success, but now, with Firing Drill module added with patch 2.02 the dream comes true! Currently there are following FPSC drills released. NATO Malden Challenge A multi-gun event set in the abandoned military base on Malden. It tests both long-range precision shooting skills, and close combat efficiency. Stage 1 Other CoF: Virtual Firing Drill - a quick and simple "demo" of what a person with very limited mission-making and scripting experience can do with Firing Drill module NATO Malden Challenge - first version with my own scripts (see spoiler below) More to come! Sooner or later.
  24. It was mentioned here in older threads by the forum moderators, and people who "somehow acquired" the source code of OFP, had the "ability" to directly compare it to the code of Arma 1 (among "other things"). Since I don't feel like discussing illegal actions of others, I suggest you to reach out the authors of various "unofficial patches" for OFP/CWA. They have the code (matter of fact it was posted online for everyone to get - I wasn't the one to dare however), and (excuse me being brutally honest) it doesn't really change anything in terms of modding the game. There are some new scripting commands taken from VBS, and some "hack-job-ish" features like ability to set different item models for different factions. But no one have used it outside of tutorials/examples. The only significant change is enabling the use of 4GB of virtual memory when running on 64bit system - that allows to play more missions before reaching the dreaded "out of memory" error. But every potential new feature that gets added takes away from that 4GB limit, hence lack of interest in further improvements - as I mentioned before, authors of "unofficial patches" said that improving on memory management is what hinders them, and apparently it's a task so vast, you'd be better starting with Arma 1 code anyway. So question is: what's the point in taking A1 and removing it's features so that you end up with OFP but with A1 memory allocation? People are modding OFP/CWA every day, and every night. They haven't moved onto newer games, because they are perfectly fine with OFP limitations - it's a well known water for them to sail on. Remember that every limit removed from the game, requires time and effort from modders to take use of. The limits were removed in A1, A2, A3 and "unofficial patches", and yet 99% of OFP modders rejected these changes. I'd say there's a reason for that.
  25. I see you solved your problem, good for you. However in my experience alpha sorting is a mess, and often repeating the same steps on the model, won't give the same results. It's a gamble - which is rather annoying, since alpha sorting is "sort of" (pun intended) important.
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