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Devil Dogs SF

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Everything posted by Devil Dogs SF

  1. Devil Dogs SF

    SLX Mod WIP

    I deleted a number of things effecting game effects, clouds, smoke, etc. I also deleted wounds (due to personal preference, if you like them then I'd keep them) and vehicle effects. Also, if you use Zeus or an AI mod, I find deleting some of the SLX AI improves FPS.
  2. I wasn't planning on buying a new board, I thought it'd work on my current board, it's LGA 775 just like the Q8400 is... I think it might not work, now that you mention chipset...It is a 945G and I've never upgraded it. :(
  3. Devil Dogs SF

    Idea For Map Sizes

    I like the idea, as long as the terrains aren't completely different and would look odd connected, ie: Shapur and Proving Grounds. I would like to see this done with Utes and Chernarus, however.
  4. Will I get a very good (20+ FPS improvement) improvement in FPS if I upgrade my Dual Core Pentium D 935 to a Core 2 Quad Q8400?
  5. Devil Dogs SF

    SLX Mod WIP

    Delete some pbo's that aren't really needed or noticeable. A lot of features in SLX run loads of scripts at once which can bog down the game.
  6. We got an Apache and rather good campaign last Christmas along with a patch. Maybe something similar will happen this year.
  7. Does anyone know the classnames for the new Asian faces that came with PMC? I'd like to implement them to a soldier but can't find the names.
  8. Devil Dogs SF

    The Next Terrain . . . Your Thoughts

    I would like a snowy mountainous region of Northern Takistan, possibly adding more trees and terrain similar to Chernarus and Russia in the northern most border areas of the map. Would be a nice blend of desert, forest, and snowy terrain. A map based off of a Western country would be nice too, for invasion type missions.
  9. Devil Dogs SF

    Jungle Wars: Island of Lingor

    Yeah, variation would be great, and maybe some with tucked in shirts for a more professional look to them?
  10. Devil Dogs SF

    Zeus AI Combat Skills

    My AI has a tendency to run off when there is nothing around them and I want them to just remain in formation. What .pbo makes them do this?
  11. Devil Dogs SF

    VME PLA MOD for ARMA II

    Looks superb! Great stuff here. :)
  12. Devil Dogs SF

    Lennard's WIP thread

    Marsoc was formed 2005, so they were not around. Force Recon was around though and if Generation Kill TV show was anything to go by, then whatever the Marines in that were using as the characters were Force Recon.
  13. Devil Dogs SF

    Final release of CAA1

    Thanks for the hotfix. ;)
  14. Devil Dogs SF

    Zeus AI Combat Skills

    I am getting same issue as metalcraze. EDIT: Disregard my post, it seems to happen even without Zeus_AI active for me, at least on the "amazingly fun, bug-free" PMC campaign.
  15. Devil Dogs SF

    Final release of CAA1

    OAC core is messing with PMC DLC, it is giving all PMC units balaclava's which is very frustrating. I tried removing OAC core and now the Arma 1 islands won't work at all other than user made ones, but even then I get an error during start up saying "Afghan_village requires CAPlants". I re downloaded the entire addon, but still, without OAC core the maps (Sahrani, Porto, Rahmadi, etc) won't show up under islands.
  16. Devil Dogs SF

    Zeus AI Combat Skills

    Just for clarification, for use with ACE I just use the stuff from the Arma 2 ACE release and place the zeu_sys_AI.pbo, zeu_Findcover.pbo from the latest version in that folder along with the .pbo's from the Arma 2 release?
  17. Devil Dogs SF

    fox's small projects

    Great ACU texture you got there.
  18. Devil Dogs SF

    DLC of Spanish Forces.

    I gotta agree with Vilas, most requests for DLC have already been made.
  19. Devil Dogs SF

    What do you want as the next DLC?

    All USMC forces updated for Takistan with OA standards, perhaps a short campaign about their sector during the invasion of Takistan. Same with Russia and a campaign about their peacekeeping efforts in Northern Takistan, perhaps also placed on the Independent side. I also wouldn't mind seeing a good OPFOR DLC, something not already added via addons (ie: Not China, Iran, etc...).
  20. Devil Dogs SF

    Possible BAF Update Add. Units

    I simply would love SAS or SBS, why on Earth they were not included in the first place is an odd decision.
  21. Devil Dogs SF

    ARMA 2 (OA) : DLC discussion thread

    I hope the entire Russian force, even units from Arma 2, are ported to independent now then. It makes sense, Russia was independent in Harvest Red too.
  22. Devil Dogs SF

    ARMA 2: Private Military Company 1.00 released

    I also get balaclava's on all units except a few special characters, I'm about to try and narrow down the conflicting addon. Other than this I am rather pleased with PMC. EDIT: Got the problem fixed. @Enad: It is, or was for me, CAA1 making the PMC units have balaclava's
  23. Devil Dogs SF

    British Troops DLC released & Official 1.01 Update

    ^ That was rather ignorant...
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