alanford
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Posts posted by alanford
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21 hours ago, Redphoenix said:
This.
So f**king much of this.
how does that kill motivation? think of it this way, if people didn't adore your work, no one would bother to ask you to do more. it's like, if i got a shitty dinner i ain't like to return,but if i got a mofucking michelin star caviar crusted dish you bet ur ass i'm coming back for more. feel me? we love your work, so we want more.
if you did a sloppy job, and released shit content, there'd be no replies and requests for more. so think of it as praise. best praise there is. people want much more from you. not many can say that.
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41 minutes ago, laxemann said:This is so beautiful and awesome. I was checking it out with a friend and the first thing I see is a place I recognize and 20 seconds later I'm at the spot where I got my worst speeding ticket yet, haha!
Thank you so much, guys!
out of curiosity.... how fast were u going?
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12 hours ago, killzone_kid said:Does anyone else have problem with constant need to log in? So bloody annoying.
yes. i do.
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11 hours ago, dragon01 said:Patience for what? I'm a member of Kerbal Space Program forum. It's using the same piece of crap. Sorry, if anything, they're devolving. Nifty features like post saving or BBCode are not supported in here, either.
makes sense though, doesn't it? New generations of kid gamers who grew up with twitter, instagram and facebook, and whose attention span is that of a toddler. They have no real interest in lengthy forum conversations. Just make it mobile and social and give it a nice white design and call it a good job.
Thing is though, forums have always been a place for more serious people, and discussions. So the forum software should reflect that. I couldn't give a single shit about posting "status updates on my forum profile". Who are you kidding man. Give me the forum software from 10 years ago and i'll be happiest.
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does it work on tanoa?
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WORK FASTER PLS!
no but really, amazing work. hands down the best soundscape in probably any game.
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1. Delete that pbo and run wget again
2. Verify ur Steam local files for arma
3. Make sure the mod load order is AFRF, USAF, GREF
did step 1. now it works. thanks! :)
Another question: why do all HK416's have the same stats? Is this only for arsenal or do they actually have identical ballistics?
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Guys, I get a freeze if I select the HK416 d14.5. Arma just locks up, and I can't even open task manager or force close it. After about 1 minute the task manager opens, but i can't close arma because then "access is denied". WTF?!
logs:
also, this is running with just rhs mod as well. i tried, here's the log with only rhs installed:
in the end i get this:
9:36:40 File read error: D:\Igre\Steam\steamapps\common\Arma 3\@rhsusaf\addons\rhsusf_weapons2.pbo,17
this is my rhsusf_weapons2.pbo file
edit: i just ran wget again just in case. same crash.
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I recommend copying in sections instead of all at once. I think the problem is the volume of objects in the clipboard that you're copying.
hey. i tried with just copy pasting a smaller amount, and even just one object. result is still the same. something is going wrong on with every single object.
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guys, are these normal RHS sounds, or is this a bug on my end?
because they sound way worse than vanilla.
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can't see the video
whoops. had it set to private. fixed. :)
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@dwarden hey
Like I said, copying and pasting in original location does not work. The pasted objects get completely messed up. It may work for primitive placement of sparce and roughly placed objects, or for logics and units. But it doesn't work for intricate compositions. The results get completely messed up.
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Hey.
I have one mission with some logics, scripts, units with orders, and other general mission stuff. Then I have another mission that I have built some bases and buildings in. I assumed I'd be able to merge them, like I used to be. But right now, I don't seem to be able to figure out how to do that. The merge option is gone, and if I cope and paste in place, the buildings break. I also can't save things as compositions, because some objects are placed inside buildings, and need to fit to about 10cm accurately.
So, how do I merge two missions in eden? is it still possible?
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holy shit foxhound.... why not put all the updates in one post? :D
@toadie2k hey, brilliant work on those updates. I hope you'll be taking some well deserved rest!!!
I have a question about the AWM rifle. Right now you must "zoom-out" (go out from scoped view) to cycle the bolt action. Do you think it would be possible to implement it like RHS has done with their bolt action sniper, so that as long as hold down the mouse button the avatar wont cycle it, but as soon as you release it, the weapon gets cycled.
I don't know which is more realistic, and how marksmen do it in real life, but in arma it's alot more convenient if I don't need to zoom-out for each time i fire. :)
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1:35
just a small tiny thing, I'd like to say: those wind turbines are grouped way too tightly. they are never placed this close together in real life, due to efficiency and turbulence. :)
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Just showing the NK texture mod in work. We haven't forget this ;)
what are those amazing high def mid range textures on the left in the video, and how do i get them?
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For some reason, when attempting to edit this mission to work with Zeus on Altis (also attempted to add more player slots, but it was doing this beforehand too), it freezes up when attempting to test it locally. The loading bar finishes then it just sits at that screen. I haven't edited much, except added a parameter for Moderator permissions, and added everything needed to get Zeus to work in Eden, but nothing happens when it loads up. Just freezes.
Is it because it's hosted locally? I honestly have no idea why it wouldn't be working.
EDIT: Might also be worth pointing out I've only tested it so far while trying to log in as the Zeus with no other players.
EDIT AGAIN: After testing it with other players, they load up to the map but I don't. So I think it might be my problem with how I set up the Zeus slots, which I have no idea why it'd do that but I'm clueless at this point.
select your character in editor, and name it. i think it's actually already named as p1 or something in escape. place curator module (or gamemaster, or zeus, don't know exactly how it's named) set the owner of that module to the name of your character. or preferably, what you should do, but only works on dedicated, is to set the owner of zeus module to #loggedAdmin or something like this, google for the proper parameter. basically whoever is logged in as admin has zeus then.
edit: i don't think you can edit the mission with 3den though, because it changes the way mission.sqm is built. you may need to do this with a notepad. or a legacy build perhaps..?
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I've been following this since you've first posted it on reddit. Hasn't really been much news though since. Infact, I just 2 days ago checked github again for any progress. I was beginning to worry because you went so quiet. This thread more than makes up for it. HYYYYPE! :)
Edit: I know it's waaay too early for such questions, but this one has been burning in my mind for months now. Do you think modders will widely adapt this? And do you plan to move ACE3 to intercept at any point down the line?
Cheers
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also, the zeroing on the scopes is off a lot of the times. setting a scope to 500m will not mean that the bullet converges at 500m. might be intended behaviour though... i don't know.
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It's in the first screenshot you posted! THAT are all public terrain tickets perfectly sorted (except Backlog, they are importes from old tracker and I haven't managed to sort them.
but unless i am mistaken, the first screenshot also includes tasks that you have set for yourselves. And there's a huge amount of bugs missing. At least 2 I have added, and at least 3 others that i've been keeping an eye on...
"what do you expect? A list of bugs specially prepared for you and only you on the lading page?"
Well, actually, that'd be really sweet. Cus mostly that's what I used the old mantis (was that what you had before?) for. If I ever found something wrong I could quickly in about 3 seconds check your bug tracker, to see if I you have already noticed it. So right now, there's no way to see a list of all reported bugs for cup_terrains?
And again, don't take my rambling seriously. The most important thing is that you guys are happy with whatever project management app you are using. UX for public is really secondary by far. And besides, like you said "so far it worked splendid." :)
Also, sorry for going OT. :D
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Okay, so please, there's no need to get defensive. This is your project, your work, and so obviously your choice of project management software. And I use it for about 2 minutes per week to follow up on your amazing work. And you use it for hours every day. I was just expressing my frustration at the *in my personal opinion* not user friendly frontend. And this is just me. And when i say that I in no way mean any personal offence to anyone, so for the love of god, don't take it personally.
Just saying.
incomprehensible workflow charts with random internal work items and processes.
long lists of unsorted items:
more unsorted long lists, with lots of spacing and wasted whitespace.
needlessly advanced poweruser search:
All I want to see, really, is a list of CUP_Terrains bugs. And after another 10 minutes (yes neo, 10 actual minutes of fiddling with this) I still can't find a way to display it.
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I just want to say: that new Phabricator you are using is a complete mess. I can't find anything I wont, and I the UI is sooo ugly. I hate when web apps try to look modern and sacrifice nearly all usability just so there can be some shadows and nice borders. Rubbish. I don't need a list of bugs to look good. I need it to look very readable and easy to overview.
This just piles all the tasks together in one stupid looking long list. I am not stupid, and I know my way around computers. yet after 10 minutes I could not figure out how to do the most simple task of displaying all the bugs for cup terrains.
Moving to phabricator was a very poor choice indeed.
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Yo!
Today I've been able to fix an issue with my framework which prevented me from doing pretty much anything.
The new sound configuration enables quite some cool stuff, here is a random "feature" DynaSound 2.0 will have:
Gunshots fired from inside a building are heard not even half as far as if the gun was fired in the open. Now combine this with a silencer and snipers or people who prep. an ambush have an actual reason to fire out of a building. :)
This will be an RHS feature, too.
Edit:
hey. :)
are these features script based, or just using engine features well?
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katyusha in soviet iron front pack <3
RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
so wait, are you guys using an orthodox calendar for RHS?