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lykurgos88

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About lykurgos88

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  1. Hi, I tried the "-beta=FDFmod" and it correctly loaded A2 content too. So it seems everything is working now! Thank you very much! Maybe in a future patch the "-mod" parameter functionality needs to be overwritten by "-beta" parameter functionaliuty.
  2. First I simply enabled it from game's main menu (under expansions button) which restarts the game with the new selection. Then I also tried the "-mod=fdfmod" parameter. Both give the same result (A2 content not loaded, random cfg error message and expansion list showing "ca" instead of Arma 2). The FDF still works with the stable branch. It also worked with the beta branch when I played FDF last year (2017). It's those A2:OA patches released this year (2018) that break the loading process. Is this something I can fix from a register key or something? Just throwing ideas PS: If you want to debug, here is the place to download Arma 2 FDF mod self-extracting package. It's non-intrusive, and simply extracts the needed content: http://www.fdfmod.org/wp-content/uploads/ArmA2_FDFmod.exe
  3. Hi, I changed A2 branch to stable. No files were changed according to Steam, so the branches seem to be identical. The original problem still persists. If there are no mods, I can launch A2:OA, and it will detect A2, BAF, ACR and PMC content with no problem. However once I add FDF mod, the A2 content gets screwed up. I'm curious, have you managed to found the exact reason why some mods break things? What can be done on user's end to help the situation? P.S Seeing how the Arma 2:OA on Steam is a bit of a mess (unreliable A2 loading + very unorthodox way to include DLCs like PMC and BAF), I suggest for Bohemia to release a "Arma 2: Redux" or "Arma 2: Remastered edition" full game with all the contents under the same Steam ID. That would clear out so much version trouble. It should of course be free for A2:OA owners, like Wasteland 2: Director's Cut was for Wasteland 2 owners. Any thoughts on that? You could also clear some longstanding problems like Chopper gunner AI targeting (for missiles, see how tutorial is broken for example), and Shadow LODs on "very high setting" (that looks worse than in Arma: Combat Operations).
  4. Hi, after applying this patch (both A2 and A2:OA are set to "beta" branch in Steam and content verified) I have encountered that FDF mod creates a loading problem for Arma 2 OA. Whenever I launch Arma 2 OA with FDF mod enabled, my vanilla Arma 2 can't be loaded properly. The contents are missing and the "expansion list" in main menu only shows "ca". Furthermore, I encountered some curious files in Arma 2 root directory as you can see from this picture (the are not present on the OA directory):
  5. I made a Mantis entry. If you want to see this fixed, go to this link and give it upvotes so that Bohemia might notice it: http://feedback.arma3.com/view.php?id=17891 Thx in advance :)
  6. This is a pretty nasty problem in the campaign. Nasty because it might be hard to notice. The thing is, if you happen to die in a mission before the first checkpoint or before your first manual save, clicking "restart" button erases ALL your custom loadout info and brings you to the beginning of the mission. Then you are equipped with mission specific default weapons and inventory. There is 2 ways to avoid this: 1) Save the game immediately after the mission starts. Your savegame data will carry on the correct loadout info. 2) Exit to main menu, select the campaign mission again. Your custom loadout is there again. Simply pressing "restart" in the death menu gets you default weapons. This is easy to notice, if your main weapons suddenly and unexpectedly changes, but it might very difficult to notice that you carry different amount of satchel charges, mines etc... And that's bad, because when you finally get to ambush position (etc) it's already too late. Your ONLY option at that point is to restart the whole mission and select your custom loadout again. I think it would be crucial to address this issue before the launch of the 3rd campaign episode. It saves players from a lot of frustration. I waited for the 1.12 patch to emerge, because I had already reported this in the development branch subforums, but it seems it went unnoticed. It still exists after the 1.12 version. You can confirm it yourself. To reproduce this issue: 1) Replay any mission from campaign list. 2) Select a different assault rifle as a main weapon 3) Immediately throw a grenade at your feet and die 4) Select "Restart" 5) Be amazed how your assault rifle has mysteriously changed. BTW is this the fastest way to report bugs, or is the Mantis feedback tracker the only one that is constantly monitored by the developers?
  7. Is it just me, or is the in-game "Restart" button erasing all custom loadout info, and starting the mission with mission's default weapons? This seemed to happen multiple times in the campaign, when I died before the first checkpoint (or custom save). If I load checkpoints or savegames, this doesn't happen. So right now the only way to avoid this is to exit to main menu as soon you die, and then start the mission again from campaign list. That way you get to keep you customized gear loadout. OR one can simply save manually as soon as the mission starts (enabling infinite save files helps a lot :P). Could someone else confirm this? :j:
  8. lykurgos88

    Keep low = Copy My Stance ?

    Thanks for the reply! As this is the case, shouldn't the "Keep Low" text in the menu be changed to "Copy My Stance" in the next game patch?
  9. I'm not sure if it's intentional or what, but it seems that the "Keep low" command always says "Copy My Stance" instead and squadmembers seem to copy player's stance. There are 4 Stance commands: - Go Prone - Stay Crouched - Stand up - Keep low This would indicate that there are actually two commands to tell squadmembers to stay down which really isn't necessary. But in reality the fourth "Keep low" seems to be the default behaviour as the AI mimics the player. Now, I really tried to search this forums for answers but with no success. Is this command's name intentional or is it a mistake? What's weird is that the same Keep Low command was already in Operation Flashpoint CWC...
  10. Thank you for the patch! Unfortunately, the 2 things I wanted most to be fixed weren't fixed. Version 1.57 still has at least the following issues: 1) Asus Xonar Essence STX Sample Rate problem with all radio communication. When sample rate is 44100 Hz, everything is normal, but when I try to increase sample rate, radio voices become almost unhearable @ 192000 Hz. For comparison vanilla Arma 2 never had this problem. Here is a demonstration: 2) The grenade throwing animation while moving forwards is still SEVERELY bugged. First the soldier makes the running throwing animation but the grenade never spawns from the hand and immediately after that the soldier stops and makes another stationary animation and this time a grenade actually appears. Why do we need 2 throwing animations each time to throw only one grenade? Again the vanilla Arma 2 never had this problem.
  11. A suggestion to Bohemia: A progress bar should be implemented which indicates the throw range. It should fill up as long as player holds the button.
  12. Okay, I didn't really know about the "holding button" thing. It's actually great improvement! But it still doesn't remove the "running throw" animation bug. Did you watch the video? EDIT: Oh, and in case you didn't know how to run&throw, press down shift while throwing.
  13. Has anyone noticed the horribly short range when throwing grenades in Operation Arrowhead (1.55)? I mean, they are more dangerous to the player than they are to the enemy. Also the "running throw" animation is bugged compared to vanilla Arma2 1.08: The player starts to run and throw the grenade but no Grenades are spawned from the hand and immediately after that the player freezes and makes a rapid normal throwing animation and this time actually throws the grenade. The problem is probably better demonstrated in this video I made: http://www.youtube.com/watch?v=QnUbmRmWS_4
  14. Okay, I found a workaround solution for this problem. Previously I only changed Sample Rates from the Xonar panel, but now I tried the Windows Control Panel sound options as well. It seems that setting the Sample rate to 44100 Hz in this way removes the problem and the radio voices sound normal. I also noticed that when I change the sample rates to 48000, 96000 and 192000, the radio voices become quieter and quieter respectively so there is definately a correlation here. The game obviously sounds better with 192000 Hz except for the radio voices which I can't really hear at all. So why doesn't Arma 2 OA support highes sample rates? I mean this is a bit stupid since the normal Arma 2 version 1.08 supports 192000 Hz with no problem.
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