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craig.turner

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Everything posted by craig.turner

  1. Hi everyone, Its been a while since I have posted on these sacred forums, due to work commitments with BISim and mixing work with pleasure. However I have recently had the urge once more to dig out Arma3 and get back into it all. However ........ I am having issues, which 2 years ago I would have understood, but now it has got the better of me. I have a few issues with mods and errors, hopefully you guys can point me in the right direction, as I am playing catch up as quick as possible. Pics below show the errors, and Mods I am running (Hope I stick within the rules here?): Mods Running: Error 1: Error 2: Error 3: Error 4: ## Error 5: I am pretty sure I have the latest versions, so a little unsure now? Cheers all.
  2. craig.turner

    A long time out and suffering a few issues

    Still got a lot to catch up on ingame now ...... lol
  3. craig.turner

    A long time out and suffering a few issues

    The above link, fixed the ACE issue out of interest.
  4. craig.turner

    A long time out and suffering a few issues

    Ok, it was all down to an update of RHS required. However I still have the ace/cup error showing, I have added the optional pbo's from ace ?? edit: I may have found the issue - testing now: https://github.com/acemod/ACE3/issues/2788
  5. craig.turner

    A long time out and suffering a few issues

    Ok, looks like I need to check each and every mod for the latest versions. (RHS is out of date actually) Leights Opfor Pack is v1.5 - which I am sure is the latest? As for Ace, I was 100% sure I downloaded the latest version direct from their site on Tuesday: https://github.com/acemod/ACE3/releases/tag/v3.3.2 The Mod folder in there is @ace, not @ace3 ? CUP add ons checked and all are up to date, as per: http://cup-arma3.org/
  6. craig.turner

    Bornholm, Denmark [Terrain]

    Small video of the LOD Issues (Jittering is due to the Vimeo conversion from FRAPS, apologies) http://vimeo.com/109628569
  7. craig.turner

    Bornholm, Denmark [Terrain]

    Awesome Terrain, huge amounts of work has gone into this its clear. However for me there seems to be a LOD issue on trees that is taking away the awesomeness of this terrain, I am constantly seeing LOD changes on trees either flying or on foot, and its very distracting.
  8. No Entry 'bin\config.bin/CfgVehicles/DAR_M1161.scope'. I get this error every time I load up ArmA3, and yes I have a whole host of Mods / addons running (over 20). Before I remove them all and check each one, I just wondered if anyone knew off the top if they knew what it was? Cheers, ---------- Post added at 12:15 PM ---------- Previous post was at 10:46 AM ---------- Resolved it, It was the @Iraqi_Warfare mod, running the 'extra' configs - which in turn required some addons I did not have. Please close.
  9. craig.turner

    HAFM ArmA 2 UK Wheeled - Import

    Thought so, cheers.
  10. craig.turner

    HAFM ArmA 2 UK Wheeled - Import

    Is this in essence its own Mod, ie should this @Folder be dropped in as is, or does it need merging with the old one?
  11. craig.turner

    Arma3 - AGGRESSORS

    As already discussed, have subscribed for latest update to fix config sound errors.
  12. craig.turner

    HAFM ArmA 2 UK Wheeled - Import

    I'm getting this error with this Mod now for some reason??
  13. craig.turner

    J.S.R.S. 2.2 Soundmod

    I'm getting the same error in general
  14. craig.turner

    HAFM ArmA 2 UK Wheeled - Import

    Great to hear a fix is inbound
  15. craig.turner

    Zee Identity Pack

    Now that is an awesome and informative post :)
  16. craig.turner

    Combat Space Enhancement 0.2

    CTRL+H - Got it
  17. craig.turner

    Combat Space Enhancement 0.2

    Ok, have placed the modules down [F7], have added item to unit, eg the tablet and I see it in inventory in the GPS slot .......... but how do I open the PDA, I see nothing to actually open it?
  18. Is this update only available vis six? Also do you have a changelog to see the changes?
  19. My point really is, if I install this mod on my server and ensure all players have this Mod too - will it run correctly, especially since the recent updates?
  20. Hey there Nightmare, is there any idea when you think this mod may work on regular ArmA3, and not rely on the Dev Branch?
  21. So this addon - at present is not compatible for the general community who run regular ARMA3 therefore, understood. Thanks for the info.
  22. Thanks for the info, one question though - will running the development branch affect affect joining a regular server or connecting with others who maybe are not running this development build, otherwise this addon would surely be classed as a Dev branch build only? Cheers,
  23. Same error for me on this one too, great addon by the way :)
  24. craig.turner

    STALKERGB's British Infantry

    Hey Stalker, Great Job on the release, I just got this downloaded a few weeks ago, and have only just had a play ingame. Looking good overall. Nice work Pal.
  25. Welcome to the first of what will be a number of PR:ArmA2 Highlight Reels over the next week or so. Apologies for keeping the community waiting a long time for this second installment. Things have been pretty hectic with the team, as you will see. As a thank you for your patience, we will be releasing a bumper number of Highlight Reels over the next 7-10 days, to show you all that the team is still beavering away at PR:ArmA2. Since our last update, the team have been concentrating and testing on our main focus - its dynamic gameplay for PvP. During this time we have lost a few members of our team due to personal reasons, and we all wish them luck in the future. The PR door is always open to them, as they know. We have had to shuffle around some of our work load, and some of our intial concepts are currently on hold for future releases. - Important Engine news With the recent release of Operation Arrowhead and its good reviews, we have now had the chance as a team to evaluate it. We have come to the conclusion during the evaluation that this is the preferred engine and environment to be used. As such, we wish to officially announce that PR:ArmA2 will require Combined Operations in the future. Combined Operations means: Both ArmA2 & OA as 'separate' installs or Combined Operations bought as one package. - Current Ongoing Work As we initially mentioned, our main focus is on gameplay with a minimal British Faction. The reason for this being we need to take everything one step at a time, to ensure our gameplay is sound. This element alone is what PR is best known for. Testing so far has proven a lot of concepts, and we now have testers reporting back that it now "feels like PR", which is exactly what we are aiming for. Although not 100% complete, and some still only concepts here are our possible current game modes: - AAS - Attack & Defend - (one directional AAS/front-line flow) - Command & Control - Skirmish - Insurgency We'll be showcasing more in the future about gameplay with a dedicated Highlights Reel concentrating on this one subject at a later date, this will answer all your gameplay questions we hope. A selection of screenshots are shown below of our most recent work with the OA engine. - Become a PR Developer or Contributor The Project Reality Team are still actively recruiting talent! If you would like to be a part of an established development team, with some experienced developers and many more contributors, or you have a skillset within ArmA2 and would like to help out, please don't hesitate to contact any of the team, or email [R-DEV]UK_Force. Whatever your skill, let us know. We are always recruiting. That's it for now, but we'll be showcasing some more exciting assets and gameplay elements in a few days. Watch this space! As always more information and pictures may be found over on: www.realitymod.com - The Project Reality Team Welcome to the second of what will be a number of PR:ArmA2 Highlight Reels over the next week or so. Here's a few of the things that we'd like to show off today. - British Army - SRV - Jackal 2 [R-DEV]Stigger has been plugging away on this vehicle over the last few weeks, and you can see it coming together very nicely already. Jackal 2 is a high mobility weapons platform, with a unique air-bag suspension system allowing rapid movement across varying terrain. It is designed to protect personnel against roadside explosions and mine attacks. It's used for reconnaissance, rapid assault, fire support and force protection. Jackal 2 has the capacity to support itself and its crew of three over a projected distance of 800km. Jackal 2 is armed with a General Purpose Machine Gun (GPMG) as crew protection, and can carry either a Heavy Machine Gun (HMG) or Grenade Machine Gun (GMG) as the main weapon system in the fire support role. This will be a main british vehicle you will see driving around within PR:ArmA2, and a formidable vehicle that the Taliban faction will have to deal with. Continued - Panther CLV - TES variant (Theatre Entry Standard) Another vehicle that is close to completion, and one which will compliment the British Faction in either woodland or Desert colours, is the Panther CLV. Panther is air transportable and can be underslung beneath a Chinook helicopter. Panther is armed with a 7.62mm L7 general purpose machine gun equipped Remote Weapon Station. It can can be upgraded to a 12.7 mm weapon if required, and an appropriate day/night sighting system. Panther will also be used as the Commander's vehicle for Engineer Troops, Anti-Tank, Mortar and supporting fire platoons. Continued - PR Mines & IED Package The IED and mine package is going through alpha testing as we speak, and the work is starting to show huge promise. We have incorporated the PR:BF2 IEDs, and can confirm IED's will play a huge part in our Insurgency Mode. This work will prove a key element in asymmetrical warfare for PR:ArmA2. Which brings us to the end of Part 2 of our week-long PR:ArmA2 Highlights Reel special, but please stay tuned for part 3 in a few days, where we will preview even more goodies available on release. - The Project Reality Team Welcome To Part 3 of the PR:ArmA2 Highlights Special week! - British Soldiers One of the things we are keen to ensure accuracy on are the British Forces soldiers, which has caused us to run over our expected timelines. The move across to OA means a lot of config changes and some heavy optimisation is being carried out. Although work is slow, it is ongoing and will be worth it in the end, as optimisation for PvP is paramount. ---------- Post added at 07:26 AM ---------- Previous post was at 07:26 AM ---------- - New Realtime Sounds As some of our community are aware, a field trip was recently run for the PR Sound Dept to spend a week capturing UK Vehicle sounds. The chosen location was the Armour Centre in Bovington. We managed to capture 20 vehicles in total (covering hatches, firing, doors closing as well as various engine sounds), and were joined by BISimulations for the trip. More info about the trip, as well as lots of media, by clicking on the image. With over 80 GB of data captured, the Sound Dept need to now run through Post Production, and editing all of these sounds. This will take time as we are sure you can appreciate. You can be assured however they will find their way into PR:ArmA2 once they are ready. In the meantime, a small preview of initial testing carried out on some of the raw files (no where near the final product, and still very WIP). Initial testing however shows the potential of what great sounds can do for immersion these can be heard in the following Testing videos. (Note we have not implemented the Sight patterns either at this stage). Please adjust your Sound first IvPSuTDyBF0 4eiNmFOxd5Y We are already planning the next trip, which will involve the team coming back down for another week, to record UK Small Arms (held on Live Firing ranges). All these sounds will be copyrighted under realitystudios, a commercial branch of Project Reality. PR: ArmA2 - Install, set up etc As we have stated before, we intend to release PR as a complete installer package. One which you can simply install via its own single installer, run with the shortcut provided and instantly join in a Project Reality server, much like the current PR:BF2 system. In this way we can control both client and server files to ensure they match, leaving players with minimal worries about which version they may need. Each release or patch will again be much like PR: BF2 to keep the continuity between the server/client files. We will however provide an additional install package in the form of a compressed file, to manually install, for the users who prefer this method. A PR:ArmA2 PDF user manual will be provided with every install too, so players can get a better understanding of the dynamic gameplay. This way we can cater for all manner of players, whether you're an ArmA2 veteren or new to the game. - Recruiting Object Modelers! The Project Reality Team are still actively recruiting. We are currently seeking a Static Object Modeler to build upon our PR objects pack. Of course if you have any other skill within ArmA2 and would like to help out, please don't hesitate to contact any of the team, or email [R-DEV]UK_Force. Whatever your skill, let us know. We are always recruiting. As you can see, there is a lot of development still going on in the various development areas, albeit behind closed doors, with a lot more still to do. Stay tuned for Part 4 in a few days, and the final chapter in our Highlights Reel Special! Welcome to Part 4, and what is the final installment of the PR:ArmA2 Highlights Reel specials for August. - RAF Chinook To compliment the Apache and Merlin we have added the Chinook into the mix. This is the work horse of the British Army at the moment, and that will be reflected in PR: ArmA2, giving the British Army a way to move both supplies and men around the battlefield in relative safety. This will complete the current Helicopters for the first release of PR: ArmA2. and will be a vital asset for the British troops on the ground. - A new PR Island [R-CON]ebanks, a recent addition to the team, is now one of the Project Reality Terrain Developers and has been working hard on a second PR Island .....we will let the images speak for themselves! Needless to say, it will be a great area to field some epic future PvP battles. A 20km x 20km Battlefield that is set in the Maidan Wardak Province - Afghanistan. Lots of thick Vegitation in the valley, with Hideouts for the Taliban in the surrounding Mountains, all set to challenge the best of the British Forces. A huge FOB, will also feature on this new Island, allowing the British Forces a safe haven and a place to move out and patrol from. [/url] ---------- Post added at 09:15 AM ---------- Previous post was at 09:15 AM ---------- - PR: ArmA2 - Online Photo Album For those of you that still want more, after a weeks worth of updates, we won't let you down either. We have created an online Album, which you can browse through to your hearts content. Feel free to bookmark it and check it every now and again, as we intend to keep this up to date in the future. PR: ArmA2 - Online Photo Album There are currently over 100 files already uploaded. - PR Dialogs, Menus, HUDs and more Work as always goes on with the more technical side of Project Reality, and we have saved this until last, setting it up nicely for the Gameplay Feature next month. This is the section that in essence will be the human interface for our Gameplay. Dialogs, menus and HUD development, will all add a splash of PR to ArmA2 in every way. From simple menus, like the Player Menu and the Interaction Menu to a well thought out multi-level cargo system and of course crisp loading screens, all to polish up the overall PR package. More importantly however they will allow ease of Squad Management, ability to provide first aid to others and treat yourself with your personal medical supplies, making it easy to request whatever you need and simplicity in joining and leaving squads, they all compliment a mod and assist greatly in playability. We hope this answers some of the questions being asked on the forums at present. This will avail a fresh new way to interact and perform tasks in PR:ArmA2, all kept in a fairly simple and effective style. More about how they are used next month. ---------- Post added at 09:18 AM ---------- Previous post was at 09:17 AM ---------- - Recruiting Scriptors, Texture Artists & Sound Engineers! The Project Reality Team are still actively recruiting. We are currently seeking Scriptors, Texture Artists & Sound Engineers to bolster these departments. We have had a number of applications already, and we are currently going through these as fast as we can, so please bear with us. Of course if you have any other skill other than those mentioned above but within ArmA2 and would like to help out, please don't hesitate to contact any of the team, or email [R-DEV]UK_Force. Whatever your skill, let us know. We are always recruiting. So there you have it. The last in a bumper series of Highlights Reels within a short period of time, as you can see a lot is going on within the ArmA2 Dept. We are making great progress as a team, and a lot of this is due to the great community feedback we receive daily. It's the community that makes Project Reality what it is, and we are sure these latest reels will keep you all hyped for a great release. As a further treat I can tell you that our Video Developer - [R-DEV]trini_scourge is currently working on five productions for next month to highlight and explain in depth PR gameplay, this will be tied in with a full Highlights reel in September purely on Gameplay. For further information please feel free to browse the and become more involved. Until next time... Project Reality Team Stance on Community Modding on PR: ARMA2 Over the last week or so there seems to have been some confusion in regards to making missions, and content within the Community. I hope this will make it clear on our position fully, and the reasoning for it. It should be clear after reading this that the reason we are using this procedure is simply to make life easier for our Community / Players. The whole reason (and ethos) of why Mod Teams make Mods is surely for the benefit of the community and the people who play it? This Mod has not been created as a "free asset repository" for other modders to use at their pleasure to pick and mix what they want. Our Aim in ALL Project Reality's work revolves around our Community, it always has and always will. Project Reality, will soon be opening up a Community Modding Forum (no different from the BF2 Forums), this will allow add on makers who support PR a place to create their work. This includes, Maps, Missions, Models etc etc. Advise can also be found here from the team, at anytime. There will be no change to how PR: BF2 Community Modding is ran at present. We actively encourage community work, as we always have done for the last 6 years. To ensure your work is not wasted, it fits in with the PR Gameplay and that the community work is 100% balanced for PR, all we ask is that once it is completed, that the PR Team take a look over it and approve it into PR CORE, of course full credits will be given. This is also a great place for potential Developers to PR, and where a lot of our PR: BF2 Developers started. The forums once opened will provide full details of the procedure. Non Approved work can of course still be created and ran in SP, or within LAN's at your pleasure. However to run it on a PR server your work simply needs approving and adding to our white List (Otherwise you will find players simply can not join the server in question). Servers will sign the licence application, they will also be given certain files to run on the server which will allow add ons etc to be cross referenced - again to ensure PR Servers remain Pure PR and a simple solution for the community. If we allow non approved PR Community work onto these servers, its quite simple to see that within one month we will be in a position where every PR server will be using a "variation" of PR - and Players will fall into the trap of having to download 5gb of add ons prior to playing - One of the main things PR is trying to get away from. Please do not think we are just trying to "lock down" the Mod as an elitist MOD Team (as has been suggested in the past). We simply want the players & community to enjoy and maximise their online PR experience without confusing procedures. As has been said providing a "one stop shop", where you know you can just jump on and get a quick game of PR: ARMA2 without any hassle. -The Project Reality Team To end this Thread fully: We do not intend to create any further release announcements or Updates within the BI Forums, the decision has been taken to remain fully focused on the PR community. Over the last 18 months or so we have really tried in the BI Forums but have failed to stop the hostility that has been seen from time to time - which is not good for yourselves as Moderators or indeed the community in the long run. Of course all updates, and release details can be found here at anytime: I thank you all for your time and also for some of the constructive discussions that have taken part over the last 18 months. Regards, UK_Force - The Project Reality Team
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