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Everything posted by viper[cww]
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Since the BW Mod uses different weapons and vehicles I shouldn't think so :p
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WarFX : Blastcore
viper[cww] replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The mods I use when not using ACE are J.S.R.S and WarFX Blastcore, haven't tried his sound-mod yet as I cant see anything being as good as J.S.R.S I dont use Blastcore with ACE, and most of the time never use ACE and I still come across this 8/10 when big detonations have occured. -
WarFX : Blastcore
viper[cww] replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I dont use JTD ;) -
WarFX : Blastcore
viper[cww] replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey OS have you or any other users of Blastcore ever come across this lurking around after a bombing (stays there constantly till mission is completed or ended, or the client rejoins, bit like the fire bug) happens by random chance. http://armaholic.com/viper/img/War1.jpg over 100kb http://armaholic.com/viper/img/War2.jpg over 100kb http://armaholic.com/viper/img/War3.jpg over 100kb **Note This happens with the Blastcore mod standalone, pictures are just an example... -
Does playing arma2 make you feels like you are like this?
viper[cww] replied to xmongx's topic in ARMA 2 & OA - GENERAL
happens near the end too, same gun.... the rounds are too expensive :D -
Does playing arma2 make you feels like you are like this?
viper[cww] replied to xmongx's topic in ARMA 2 & OA - GENERAL
who the hell is he shooting, lets at least get some gore action..... well @ 1:14 I think it explains it all (I guess he didn't want to waste rounds, so he pretended, he killed them though)..... reminds me of one player In my clan for sure :D -
LJ your commitment to this soundmod impresses me, I hope you get to where you want to be in life with this talent.... always a fan of your work, oh and 5 of your video's will be in our (armaholic) weekly report later today :) Good luck with the project, cant wait for 1.3... I'm on tenterhooks :D
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Arma 2: Qom Province (Lite)
viper[cww] replied to tupolov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah right thanks mate, I did try adding it earlier but said something about me having to request an invitation?? works now :) Ive seen some tree's and rocks in the roads near the main highway... cant for the life of me point them out at the moment, i'll do some path-finding tommorow and let you know :) -
Arma 2: Qom Province (Lite)
viper[cww] replied to tupolov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm loving the map, and have been playing missions on it solely since release.... just discovered now though that the northern airbase is slightly messy, the taxiway when trying to take off is like a bouncy castle :D -
Arma 2: Qom Province (Lite)
viper[cww] replied to tupolov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think mine was better less of the fancy sh!t :D plus 20Km VD ;) -
Arma 2: Qom Province (Lite)
viper[cww] replied to tupolov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very Nice island you've made here, do you plan to add grass to it in any future releases? looking at google maps of the area too, it is very heavily populated with buildings etc... bit like fallujah but green :) The main road is very well done, crusing down the centre of it in an apache is very cool :) Just looks spectacular in the air with 10000 vd EDIT: Uploading a Showcase Vid of it now with...... 20000 vd :eek: -
One that has always bugged me is when you kill the AI that is in a group while using a suppressed weapon, all other AI know that he is down, wounded/killed regardless of their position relative to him, so for example if I shoot an opfor who is at the back of his group by some distance, all other AI in that group are aware he is dead. It would be much better if they are only aware of his health status by line of sight, in other words they have to see that he is down before they go into combat status. Also to tie into this perhaps making the AI less aware of suppressed weapons at the moment there is no effect while using suppressed weapons against the AI, they seem to know that a shot has been fired regardless of their range from the shooter, making the suppressed weapon in-effective (fyi I know what a suppressed weapon is, and I know they still make a the slightest sound, they reduce the sound and muzzle flash from a fired weapon) And the circle that represents where vehicles are or where enemy is, (white circle, red circle) while looking away from them or at them is a bit of an immersion breaker... wondered if its a setting I could change, but it isn't as far as my testing found.
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I tried all of it in vein.... nothing helped the blur and the FLIR/HDR issue until today I installed the latest beta drivers and boom my issue was fixed, I'm so happy
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A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
viper[cww] replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
this is the latest ACRE... this is the default in-game von, like I said one of the people you are communicating with have forgotten to delete it from their control settings :cool: -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
viper[cww] replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
that might be because "someone" forgot to turn off the in-game VON & PTT :cool: -
Yeah I know that the baghdad project is nothing to do with the PR mod, its a different project, but most small projects get sidelined when you have timelines for another, hence the reason he was let go... didn't see EMERY was banned... my bad.
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Just been watching the series again, and its made my mouth water for it in-game even more... Any news EMERY? is the project still being worked on or has it run a ground? I've heard ebanks has been let go by the PR team so will he continue his work with Baghdad?
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A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
viper[cww] replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cheers fella's -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
viper[cww] replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good Luck with the move :) Is there any chance the 5 ACRE classnames can be posted here? In the mean-time I'll search through the 36 pages.... :cool: EDIT: Two down!! :) ACRE_PRC148_UHF ACRE_PRC148_VHF -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
viper[cww] replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What happened to all the ACRE classnames on dev-heaven? I get a 403 "You are not authorized to access this page." now everytime. EDIT: Checking the first post all links except the community tracker provide a 403 -
AFAIK the reezo's script works on random chance, so it could be ambient bombers or placed ied's etc.... I found the mission to be good and has a lot of immersion to it, with the ambient sounds, flares coming down, and random wrecks set on fire with the dark smoke plume.... (could be related to some peoples lag issues, though not for me). 1 objective left with over 50 was it? insurgents neutralized, playing the mission without nightvison and a weapon that has a torch is **recommended by me, as it adds to the immersion. Only thing I can cripe against is the weapons available in the box being somewhat over the top... TWS, Sniper Rifles etc, this mission should first and foremost be a played as close-combat, using ironsight, CQC and Holo. Add to the fact perhaps giving the players more bandages... less revives. Saying that though you know what bugs we came across.... till the next time. :)
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Just played the original version with dark just now, and I can not report any lag issues with it, I'm putting it down to your pc not being able to handle it... Even with 468 ping I had 0 lag issues ;) though saying that it was not played on a dedi but hosted by dark himself.
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Its 6am now, only working a halfday today so we could do play it @around 12pm my time, 7pm your time.... let me know on msn, as I rarely check here...
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OffTopic @RunForrest V-Sync limits your fps to your monitors refresh rate (often 59-60Hz) to remove vertical lines in the graphics while moving the camera at increased speeds... I'm getting 120+fps on takistan but I still use V-sync to remove those slight cracks in the graphics, I recommend you at least try it... your card can more then handle it, your RAM not so much... turn your video memory to default too... as very high doesn't utilize all of your gpu's memory, default does ;) also maybe lower your resolution to 1440x900 @Dark Still haven't tried it... let me know when your next available so we can test it with RR... As RunForrest says though.... I recommend you use DAC, very good script, spawns AI etc in zones you select... afaik there are no hits on fps while using it... dont even really have to place many AI, unless you have important zones like protecting a cache etc Used it while playing with SixthSense; AI is very smart and will vacate there current zone to help there comrades under fire in another zone (if you link them)
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I made UNMANNED, BINNED, BUMMED, BURNED, GRIN'ED, PINNED, TOONED, BONED, PERM'ED in the end :) nice wallpaper... GRIN'ED was killed in the black 'n' white version though :D