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rexehuk

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Everything posted by rexehuk

  1. rexehuk

    J.S.R.S. 1.5

    Wouldn't of had quite the same dramatic effect no? Bored of checking server or client issues and finding this garbage pasted over the walls. Especially when I'm reading direct RPT from dedicated server live while playing to read certain data output, only to find this is taking up 99% of the write time.
  2. rexehuk

    J.S.R.S. 1.5

    I'll give you some RPT............. Cannot load sound 'jsrs_ch47\alarm.wss' Cannot load sound 'jsrs_aavp\ext_low.wss' Hopefully I've made my point. I think we'll have to pull your mod from our community as the RPT spam is quite bad as is spilling over to other users including our dedicated server who's RPT is filling with your errors. It's an ok soundmod, but the lack of testing is seriously disappointing. P.s. If I was really mean I would of tried to paste all 20,000+ lines of the error.
  3. Cheers Yuri, I'm sure that will make SA happy to hear you say that :). If all goes to plan... maybe a release next weekend, at the moment it depends on how much time we get to squash a few bugs here and there, along with finish off the documentation.
  4. Good stuff. We will most likely resign this internally for our group, to sign your own files you need DSCreateKey and DSSIgnFile. The easiest way is to grab binPbo from here - ftp://downloads.bistudio.com/Tools/BI_Editing_Tools.zip You then need to make a privateKey (don't release this) which you use via binPbo options as your signature file. DSCreateKey - http://www.armaholic.com/paga.php?id=2065
  5. rexehuk

    E3 - Arma 3?

    Shit man... they have an anti gravity room, people walking up the walls! CRAZY SHIT YO.
  6. Unfortunately I don't cater for lazy or ignorant people, takes up too much of my time. It should be fairly straightforward for those who just want to do a simple thing. For those who wish to learn a bit more about the systems vs real life there may be a bit more reading.
  7. Documentation is almost done... I've not been too mean, theres a good mix of theory and gameplay orientated information. Currently stands at around 30 pages of reading, this could expand depending on how happy we are with it.
  8. You'll have to wait and see wont you ;).
  9. Couldn't resist, spades are so cool.
  10. Documentation has begun! You guys are going to hopefully love this little beauty. Top marks to Soul Assassin for listening to Nou and I and our ongoing crying for a latch system for the gun ;). May the virtual rounds of wisdom and pain rain near you soon.
  11. A good few groups, mine included, have phased out Yomas... prob best if you switched to the new SixUpdater. :)
  12. There is an updated CAA being worked on with updated configs... still a WIP though, maybe release in a month or two.
  13. You're forgetting that a lot of the stuff like ACRE is not dependant on anything other than itself really, just a case of patching the new game. As long as the SQF commands etc are all there, it will be a very simple port. Other mods like ACE2 however rely heavily on base classnames etc etc so causes much more trouble for them.
  14. Mine got up to 5GB before it died in flames :p. Obviously it wasnt very happy trying to cache a few miles of textures.
  15. rexehuk

    Ragdolls = In .... Realistic wounds ???

    You do get the idea of "opinions" right? :rolleyes:
  16. rexehuk

    AUDIO! Make it right this time!

    I think we do need more control over sound ingame... on the soundmods I've created atleast there are very frustrating issues and missing commands for us to use. For one, theres no real way to get a proper jet passing over with loud bang as you enter the cone of the rear thrusters, especially at MACH1+ where you'd hear little then suddenly roar as it passes over you. On top of this simple things like engineStart sounds play over the top of engineON sounds instead of waiting for the engineStart sequence to end. Also a feature I'd like to see is the inclusion of a command to determine the length of a sample being played, this allows us to do things such as continuous play of samples from a bank etc. Armas sound engine is good... but lacks a few features to really make it punch its weight.
  17. rexehuk

    Ragdolls = In .... Realistic wounds ???

    Ragdoll is one of the main purchase features for me... if it advances the death of units and even introduces PROPER war effects like dismemberment (lets face it this is a simulation with no simulation of real consequences of war) then it will be an easy decision to buy. I am quite excited by the physx engine being introduced though... I can imagine some modders are going to have some fun fiddling with it and being innovative.
  18. It is also important that ALL of these sounds are syncronised between players... otherwise it's just lame as some people will be looking left, some looking right at random shit going on. I did try create this with NIAC but wasn't very well recieved here.. seems not many people care about mission environment, I personally think it makes or breaks a game. New NIAC will be out soon, maybe you can check it out and see if you like it.
  19. rexehuk

    Road selection name format

    How can this be done Wolle? Can we reverse the P3D and edit it from there? This is part of a new CAA1 patch for a number of islands etc to bring them up to usable OA standards.
  20. rexehuk

    J.S.R.S. 1.5

    Found a few bugs such as missing sounds, some weapons having same sounds etc (M109 has same sound as M110). Overall it seems ok, few air assets seem a bit quiet though, personal preference I suppose. I like my air to be extremely loud and true to life, adds immersion when it comes to ACRE etc.
  21. rexehuk

    Add PRC-148 UHF to ammo box

    WEAPONCARGO not magazine. **Edit aww beaten**
  22. rexehuk

    J.S.R.S. 1.5

    Timeout here too...
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