

dialektiikka
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Everything posted by dialektiikka
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Gedis & Spooky Lynx, you've got it exactly! Now, think outside the box and you might see why that's got interesting possibilities ;)
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Must... Resist spoiling planned tech thriller mission series... ;) 3D, have you planned a static version of the plane too? A big plane where it would be possible to walk in, while its stationary, would be a great mission environment.
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Nice progress there. Well worth the wait, for sure. Yes, its true that the animation speed and the flailing arms look like someone (eg. myself :P ) diving for the first time, but it's may be a complicated job to replace those. Hopefully somebody *cough <Smookie> cough* could help with that, sometime in the future ;) The sounds are easier to replace, however. I can dig around my own clips and ask around for some underwatery burbs and whatnot. Just let me know the file format and bitrate. I haven't been able to find any video with SDV propeller sound, but I'm sure it should be really quiet while running. Gamewise, it could use any suitably dramatic and sinister sounding propeller, as long as it doesn't sound irritating :) Swimming movement underwater doesn't create much sounds audible to the divers themselves, ofcourse. Still, it would be useful for players to have some acoustic indication of movement, especially in midwater. I'll see if I can record and mix up some flipper kicks next time I'm down. Good progress with the module! 6! 6!
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Isla Balkania (aka Project Massacra)
dialektiikka replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This. It must be a local beer brand, I'm sure. Favoured by civilians, UN soldiers, militias and mercenaries alike. The local nightclub for press and other shadier expats in the UN controlled city has Balkania on tap, right? I hope the brewery survived the war, or at least was rebuilt afterwards. We shall see. -
Invasion 1944 v2.6 (CO)
dialektiikka replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rob_Mayall, You should probably be asking in the stickied Addons Request thread, in Addons: Discussion section :) Devs & others: Please direct me to the class list, as for some reason the search function isn't working. I recall seeing maybe link somewhere in this thread? Having a cold doesn't help finding it, but I'm still determined to play around with the editor :) -
Looking for contributors for ArmA 3 project
dialektiikka replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Low poly and no scripted features? So these would basically be statics, right? An intriguing idea and a good one. Getting lots of miscellaneous models together in a pack like these would be very usefull. I'll dig in my old back up files after Xmas, there might be some old excercise models I did years ago. I could polish them up a bit and send em your way, if the files aren't too badly corrupted by now :o -
80s, 90s, early 2000 US Military
dialektiikka replied to Delta Hawk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
These would be perfect for some late and post Cold War black ops scenarios. Besides, they look great! <Eager Anticipation: Engaged> -
VILAS addons release thread
dialektiikka replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Shelled in with $15. I'll check later that the payment went through as there was a slight glitch of some sort on first try. Two euros of the sum come from my two small sons, as they too wanted to help "The nice man from Poland, who makes the SUPER police cars and fire trucks!" :) Build a good machine and keep doing what you do, as its greatly appreciated. -
Visitors for Arma2
dialektiikka replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I very much hope it will include a crop circle and/or some weird paleo-american rock paintings depicting earlier Visitations ;) -
RINCEWINDER - Combat Effective Magick System
dialektiikka replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good words, Rydygier. Your work with CEMS once again reminds me why I think ArmA series is so great. As somebody put it in the OFP forums years ago, it's not just a single game, but a "monster of a games-making machine!":cool: Besides Dungeons & Dragons type fantasy, your addon can be used for all kinds of settings, including the techno-magical one you mentioned. I myself have been toying with the idea of a Men Who Stare At Goats type missions, as well as WW2 "Weird War II" scenarios, with SS Ahnenerbe "Kampf Zauberen" thrown in. Maybe some Haunabu prototypes for some Iron Skyesque flavour... For your own mix of technology/magick, you may wish to check out the Technomancy sourcebook for the GURPS roleplaying game: http://www.sjgames.com/gurps/books/technomancer/ -
Ahh, nice :) BTW, for future use, does anyone know how to cut down visibility underwater, preferably scripted? Diving in that clear water will be fun, but I'm hoping to put together a mission with hideously bad visibility (ie, the usual Baltic coast conditions).
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Crusades/Medieval Mod
dialektiikka replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice! I'd given up hope on this, frankly, so the new vid is a welcome surprice :) I'd say its shaping up well and is allready good enough for machinisma or mission intro movies. I'd like to make a timid suggestion of modelling some units wielding axes, daggers and maces, instead of swords. Relatively easy edit work, I hope, but would greatly add variety. Thanks again, you made my day :) -
WIP: Some old US stuff
dialektiikka replied to dcvm's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Being a long time fan of 80s SPI strategy board games, any units from this era give me a warm fuzzy feeling :) Great looking models, too. Fingers crossed here that you have time for OD & other vintage stuff :cool: -
RINCEWINDER - Combat Effective Magick System
dialektiikka replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Exactly what I need for the Weird War II missions I'm working on. Perhaps you can add something to kill goats with an intent stare? :p Levitation and telekinesis would be nice too... Guess I'll go play with these myself. Now, where did I put those Zetaborn... -
Fortunately, _I_ don't have to do that ;) From what I gather (this was after a couple of pints), the person/s involved want to try to implement some sort of Kinect and/or Glowpie + geolocator interface for an art school final or something. They got coders who might be able to pull this off, but don't necessarily want to reinvent the wheel. Tricky but intriguing, I admit.
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Forgot to ask my more important question earlier, Feint. How well do the AI divers follow the player currently? And how well do they do by themselves if in the mission editor you give them a route to follow. Say, with three waypoints of variable depths, then surface and move to a boat or beach? Just asking as it will affect a couple of missions I'm planning <rubs hands>
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Sorry for breaking into the thread with total technical ignorance, but I promised to ask a question for a friend of mine about this thing, so please bear with me :) Could Arma2net be used to import short range geo-location data into the game from moving locators? The idea is that about half a dozen people in a largish room wore locator units. The units would transfer their pre-set grid locations into ArmA2, moving their avatars around a similar sized space in the game environment in real time. Is this even theoretically possible with arma2net and how to start developing a system like that?
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I don't want to start feature creep on this, but I dimly recall promising info on UW explosions. I feeling lazy, so here's a couple of quick links on the subject. I may try some brainstorming on how to implement some of this stuff in the game later. http://http://en.wikipedia.org/wiki/Underwater_explosion http://science.howstuffworks.com/explosion-land-water1.htm
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Hell in the Pacific MOD
dialektiikka replied to mr pedersen's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Janish, I don't think there are Finnish people involved in the making of this mod. From previous posts it seems that the mod team consists of people from a lot of countries, ie. US, Sweden and Japan, but no Finns, though I may be wrong. Very good looking planes and other equipment, BTW : ) While reading the latest updates, I started to yearn for a Kwai River Bridge map... Guess I'll have to start reading those mapmaking tutorials I DL'd :P -
This! :cool:
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Mi24-A, Krokodil
dialektiikka replied to pathetic_berserker's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
A nice evening flight over Duala and Vietnam - coming right up! ;) Thanks for the hard work. Berserk, can you please direct me to Leopotam's tools, as for some reason I can't find them through the search function? <edit> Ah, silly me. Found them. Now just one more spin before bedtime. One more. I swear... -
This has been in my mind several times, but I keep forgetting about it :o The swimming sounds have already been mentioned, but yeah, they need to go. The BI stock splish-splash sounds like my toddler son hitting the water with a rubber duck in a yard pond :eek: During RL dives, pretty much the only sound one hears is ones own regulator/rebreather sound. The swimming itself does not make any hearable sound at all. The only sound I've tended to notice is the sometimes backgound hiss of currents and surf. Underwater engine sounds etc. are ofcourse another realm entirely, maybe best left for specific sound mods. My suggestion for realistic diving presentation is therefore to get rid of the swimming sound completely, if possible. The addon's looking great, btw:cool:
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Can you please post the link for your demo video on CSJ damage system in YouTube, Gnat? For some reason I can't find it anymore. What I hope for is a set of separate wreck parts as statics, so I can put them on the map, add some fire & lots of smoke so that the mission... Ahh, but I digress. Just think about making static wreck pieces, 3D please ; )
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It is nice to know that you are still working on the Bear :) Will the final model still include the pieces for a broken wreckage?
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The decreased deco times sound reasonable enough for playability. Mind, you can always put together an additional module for a later release, eg. something called "HC diving module" with numbingly realistic deco times if you wish :) For a crudish solution for a lifting balloon, maybe some retextured parachutes could be used? Dirty, oil-stained white or orange, with added hissing filling sound and slowed down opening animation, if possible. Don't know if they can be made to open underwater or how to make them raise upwards, though.