pumpkinman
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10 GoodAbout pumpkinman
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Not agree. My wife and I were really pleased when we first hear (at last !) a real female voice for her ingame avatar ! The male voice with high pitch is awfull !! And certainely not realistic. Usually, we have dozen of male characters/soldiers, I think that just 2 or 3 female soldiers (with "good" voice and/or good model) isn't a "excessive" whish. In our Arma team, my wife is one of the "pillar" member, she deserves at least one female character/soldier. Arma is a combat sim game, how could women have the feeling of immersion if they can't have a "near reality" avatar ? Even if most of the gamers are male... I know at least two "female" players around me. Question : Women don't want to play Arma or male gamers refuse to play with woman ? And don't ask a "male" if a avatar model/voice is satisfying enough, ask a woman !
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Very, very, very good looking jungle map ! :clap: :clap: I spend for over 1 hour just walking around, looking everywhere, just admiring the graphic quality of your map and how you "arranged" the terrain. My only regret is that there's no airfield (which could limits a little bit mission scenarios). Have you planned to put one ? A dirt earth runaway, may be ? (say "yes", please :pray: )
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Female Soldier (beta wip)
pumpkinman replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wonderful addon !! :yay: At last, a woman character !! Dear Schnapsdrosel, you have no idea how great I found your work, and my wife even more !! ;) She was fed up to hear a male voice when she played. You finally change that ! I tested an "addbackpack" command on your character, it works but no backpack can be seen on her back. I suppose you kown this "bug" ?? I suppose it's a "gap" in the memory LOD or something similar ?? (addon creation isn't my speciality...) Anyway, again, thank you very much for this great work !! -
regular crashes with total reboot after patch 1.05 applied
pumpkinman posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Since I applied the patch version 1.05, I have regular crashes. I read in this forum that many peoples have crashes to desktop,... I have straight crashes "to reboot" ! I use the "maxmem" parameter to limit memory use, The Nvidia driver is set like BIS said : no physx, vsync off,... Updates of the Nvidia's driver change nothing. I even performed a test of the memory sticks ! Now I don't know what to do ! :( The very strange thing is that, before applying the patch 1.05, the game was very, very stable !! As a user write, "Really, Really frustrating" to have this problem with a patch that was supposed to be more "stable" while all was fine before... :mad: Moreover, my wife (yes, a woman player on ArmA2 ! ;) ) has the same problem. Her computer is slightly the same as mine, so it's not a problem just on my computer Because game crashes and instantly reboot the computer, the files "ARMA2.rpt" + "ArmA2.mdmp" + "ArmA2.bidmp" are never created/updated, so it's no use to post my troubleshooting in the "Arma 2 Community Issue Tracker". windows XP Pro SP3 + Intel Core 2 Duo E8500 @ 3.16GHz - 4 Go Ram + GeForce GTX260 + directX 9.0c August 2009 ( + All Nvidia drivers since 182.06) -
Group Link 4 Special FX Edition
pumpkinman replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well... 2 days, much less than what you've done and what you'll do in the future. I'm sure it won't take you days to understand ;). Except some special code modifications (those I indicate you in the readme), changes consist only in adding the command "localize...". I had to change your code to be able to test it in game, so I'm pretty sure that my modifications work... But you're the author and you may be have sometimes a better manner to integrate the "localize" command then mine. you're welcome :) -
Group Link 4 Special FX Edition
pumpkinman replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi SNKMAN, Wow, already v.1.1.18 !? I'm a little bit late... As I promised last time, here is the "old" version 1.1.13 localized. I add a file "Pumpkinman_ReadMe.txt" to... well, as it says, to read ;). For now, there's 2 "stringtable.csv" with 3 langage-slots : english,german,french. I'm not good enough in german so I leave the german translation to you. Instead of German translations, I left the English texts. I tested the modifications a little, as far I can and with the little time I had. It seems to work quite fine, but the real test is in your hand. I prepared 2 archives, one full version and one with just the 2 .pbo modified. Here's the links: full version 1.1.13 localized just the two .pbo localized I hope it will help! (and I hope the next version will be localized :)) bye ! -
Group Link 4 Special FX Edition
pumpkinman replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I know what you mean ;):) Ok, let's go ! It will be a pleasure to save your modding time ! I'll start from "Group Link 4 Special FX Edition v.1.1.13" and try to localized every messages. No matter if you continue to code/modify/debug "Group Link 4", the goal is to provide you with a (good) base. I forgot something last time : Concerning MP mission like "Domination" by Xeno, where the units/groups are generated by scripts, I suppose it's necessary to create a unit at least , synchronized with "System" module, but then ? All the units are create by the "createvehicle" command, will those units/groups be initialized too ? Seen you... not very soon :) -
Group Link 4 Special FX Edition
pumpkinman replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello SNKMAN! A little question for my comprehension of the use of the modules "static" and "custom" (and about your example mission "GL4_v-1-0_Custom_and_Static"). Some explanations in your docs sown confusion in my mind. you write in the "readme.pdf" : So, if I don't want all the soldiers acted according to the "A.I. Enhancement", I synchronize only the soldiers which must be controlled by "A.I. Enhancement" with the "Custom" module. But you write too : Consider two groups, A and B. If I synchronise group A with the "System" module and the group B with the "Custom" module, what's happen ? 1. both groups are controled by "A.I. Enhancement" but only group B can call reinforcement 2. group A remains "normal" (= like in a game without GL4) and only group B is controlled by "A.I. Enhancement" 3. "Sorry dude, you didn't understand at all" Which answer is the good one ?:confused: Another thing : I'm french (sorry "neighbour", nobody's perfect :) ) and I want to do is translate your addon in french (for my poor congeners who don't understand one word of english). Sadly you haven't localized your texts in a stringtable.csv file. Is it your intention to localized all your texts in a future version ? I could localized your scripts by myself but, in this case, all my work will be fit for the trashcan as soon as you release an update... A international version isn't very difficult to do in fact : the english version is ready, you're german so no problem for the german version, I could translate the french version (more, I understand a little bit german... we are really "neighbour", 250km max), and I'm pretty sure that other translators will be happy to translate the texts in their own language and next send you the result. Not very difficult but it's a tedious and boring work...So... well... the decision is yours ! (By the way, some of friends of the T.G.V. team started to translate your two pdf docs in french, if you want it...) Anyway, I was really impress with your addon, first by the very big and very good change of the gameplay, that significantly boosts the interest of missions; second by the flexibility that you have given to setting up your addon. So... sincere and huge Congratulations for this wonderful work !! Tschüß !