oktyabr
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Everything posted by oktyabr
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DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You just started playing TODAY. Wait until nightfall when any source of light you might have will make you an easy target. Nighttime can be much more brutal. I almost always find friendlies to team up with but likewise there is almost always at least a few #$@%@#s out there too. Be careful. ---------- Post added at 03:05 PM ---------- Previous post was at 02:41 PM ---------- I love the mod and agree with your decisions and your reasons behind them. I only have a couple of questions though... if "player kills" are only registered with an actual kill, as opposed to just shooting someone and letting them bleed out, how will this humanity system help? Secondly has there been consideration given to improving your humanity level? Perhaps by bandaging other survivors? I can't imagine how you are going to get this system to work smoothly but eagerly await the results. -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
NICE! I was willing to live with the current PvP situation rather than eliminate the PvP aspect entirely, but this sounds like it could be a nice compromise! Maybe bandits smell better to zeds too? Heh. Maybe we'll have bounty hunters as well? Hey, how about dynamic weather? Any plans? Is it feasible at all? I've actually been the victim of "passive robbery" at night. Told to stop and drop food, water, etc. on the ground or be shot. More often than not this ends up in dying anyway but once I did as instructed just to see what would happen... Never saw the robber, went about my way. All he had to do was wait for me to get far enough away and then go out and get my stuff. I imagine this would circumvent the "humanity" system? -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any idea why I can play on the US servers but not the NYC servers? I keep getting kicked from the server(s) with a long error about "Files (and then it lists a ton of CBA stuff) are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys."????? Again, those files and keys work fine on the "US" servers with no errors. I run the steam version and launch with six updater. Yes, I tried "Process bikeys" for the NYC servers in Six but doesn't fix it. Help? EDIT: Tried manually deleting all my @CBA* folders and letting Six redownload them for me. Same errors! I just walked a buddy through setting up this whole thing for the first time and he can play on the NYC servers! Why can't I? -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You know that Direct is "positional" right? Just like in real life you can't hear someone talk if they are a mile away. You'll only hear and be heard by those relatively close to you. CRAZY PLEA WITH THE COMMUNITY!!!!! Would someone PLEASE start a west coast server in the US? Not only would it help my cruddy ping but it would be nice to play on a server synced to MY daylight/nighttime! Hell, put up a paypal donation link somewhere and I'll throw a few dollars in it, if that's what it takes? -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Personally I don't think the zombies are too fast. If you can stay ahead of them at a run then good enough. And are they all equally fast? It would be nice if there was some variation among them, endurance, persistence, speed, etc. I would like it however if they would stop zipping through fences, walls and doors like they were ghosts, not zombies. -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Light a flare! Sooner or later, if you live long enough to see "later" that is, you will find some chem sticks and maybe even a flashlight. Of course it's only dark at night. Come try it again when it's daylight. Not much easier but at least you can see without artificial light. My BIG wish right now is a way to lock out Global and Side channels for VOIP! Not too bad for text and I can see it being useful to help guide the newbs on their way but PLEASE, stick to "Direct communication" when using your mics???? More than once I've been grouped up and doing fine only to have someone clear across the map say something that breaks the immersion and can make real teamwork that much more difficult. How about a server MoTD? Would be cool if the player skins had more variety too, but I imagine that's in the works? -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Two more servers just popped up in "NYC" which should take some of the pressure off of those mouse clicking fingers while you try to get an empty slot! Rumor has it that today's code update (1.3.2) restored vehicles as well although I haven't seen any yet. -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the update! Geeze, even if one of the US servers were west coast I could at least get some "dusk" zombie slaying in before night fall ;) More flashlights would be a good pacifier while the time issues are sorted out! Next on my wish list I suppose would be some sort of melee. I know that's asking a lot, especially with this engine, but man... a baseball bat, crowbar, pitchfork, or even a knife would sure be handy when you run out of bullets (and flares, like I did one night! Yikes!) It would also be nice to be able to zombie proof a room by blocking or locking the door, etc. I suppose the same could be accomplished if the zombies could no longer open closed doors. I'd consider perhaps taking away their ability to climb ladders and maybe even swim too. Finally, is there dynamic weather used in this mod? The only thing creepier than running around in the dark being chased by zombies would be rain covering their sound and the occasional flash of lightning! Superb mod regardless, definitely the game that I'm playing these days! -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Only wishing the time was accelerated, perhaps to 24 hours in game = 2 hours real time. This would give a more equal chance of finding things in the daylight and some safety for night, something like minecraft survival mode. As it stands now those that get to spend much of their time gaming in "daylight" generally have a huge advantage by the time I get to play, at night. -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm liking it a lot! It's obviously rough around the edges and still needs work but it's also creepy as hell. Nice to see how player interactions evolve too... ---------- Post added at 09:57 PM ---------- Previous post was at 09:47 PM ---------- You must still be missing something. Use SixUpdater, "clone" the server mods and then "update" anything that might be missing. Only thing this doesn't work for is the @dayz mod itself which it sounds like you installed correctly. Yes, this works with STEAM. -
Sorry for the late reply. There will likely not be any further releases of this island until Arma3 is released. I hope to have new features (and tools?) to incorporate into the island and plan a complete overhaul.
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First Release: 0.2 BETA March 25, 2011 Current Version: 0.3 BETA August 13, 2011 REQUIREMENTS: ---------------------- - Working installation of ArmA II/Operation Arrowhead - *Combined Operations* - brg_africa foliage addon v1.24t2 (08/13/2011) Isla Del Fuego Features -------------------------------- - A 10km.sq. map with approx. 4km.sq. of dry land in the middle of it. - New terrain to ArmA II including the first extinct volcano caldera (AFAIK). - 1 major city "Al-Burdera" and a smaller fishing village. - Mangrove swamp. - Small and dangerous but working airstrip. - Industrial area and deep water port. - About 100,000 objects. - Custom ground textures. - Kilometers of off-road trails suitable for ATV and 4x4 adventures. - Long sandy beaches. - Preliminary support for MSO. Release notes: Summer is a very busy time for me so I haven't had much "free" time to work on Del Fuego. However I've had this version on my hard drive for quite some time and it is actually the fifth "improved" build since my first public release with V0.2. With the inclusion of Berghoff's brg_africa v1.24t2 addon, A.I. can no longer "see through" the trees and Del Fuego is now much more playable, I think. This version features over a hundred hours of time that resulted in a very modified caldera, completely new surface textures (thanks Bushlurker for all your help!), a good deal of optimization of foliage and buildings, some new fence lines, power lines, road smoothing, a lengthened and smoothed airstrip, and more. I dare say there isn't a single square meter of this island that I haven't tried to improve by hand, one at a time. Buildings in the city are pretty much place holders for the right custom objects I haven't found/made yet. I STILL have big plans for the buildings but it may be quite some time before I have anything ready for release. Last but not least this island makes extensive use of brg_africa foliage and in general can use a lot of optimization before it will play smoothly on "high" settings for most people. Forget 60fps on less than a bleeding edge machine! I'm sorry if the island is still laggy (it is for me too!) but I really, REALLY wanted to see how far I could push dense foliage towards a swamp/rain forest/tropical environment... high performance was and IS of secondary importance to me. If you want super high FPS you will probably need to cut back some of the eye candy and/or view distance. The island is only about 4km across anyway so do you really need 10k view distance? ;) Enjoy. FICTIONAL BACKGROUND: ------------------ For over 4000 years Isla Del Fuego has been a sunny stopping point along the tropical shipping lanes. It's culture and history reflect a long and colored past under the rule of Spain, Portugal, Turkey, and even the Roman Empire. More recently it has existed comfortably as a territory of Takistan but military upheaval there has left the tiny island a political hotspot ready to boil over. WHY I MADE IT: ------------------ For over a decade I've sat on mission ideas that I originally started working on for games such as Counter Strike 1.6 and TrueCombat. After experimenting with many of the great island addons that are already out there I decided my dream missions might become reality a bit easier on an island designed with them in mind. Loosely inspired by Montserrat in the Caribbean Sea but NOT modeled on any real world location, "Isla Del Fuego" is my first attempt at making that island. My island is much smaller than most made for the A2 type of games and mission makers looking for a place to plant large airfields and military bases should probably look elsewhere... BUT if you are interested in small squad, tactical, covert operations, perhaps PvP, give this one a shot! My small airstrip does include working ILS ("autoland"). That said while you won't be doing many touch and gos with B52s and the like I have had great fun taking off AND landing in everything smaller... including the C130s!!! The nearby proximity of the industrial area makes lining up a clean landing quite challenging, even more so at night, but it can be done! AI can land and takeoff in pretty much anything smaller than a C130... They can land sucessfully but the runway is just a hair too short for them to takeoff without crashing... a GOOD human pilot can do it though! Set your compass heading for around 28 degrees, approach from the south (take off heading north too), and try to clear the high tension cables (20+m, 4.6 glidepath) before touching rubber to tarmac. The coastal lighthouses can provide good bearings especially in the dark. DISCLAIMER! ------------ This island is to be considered BETA status and I release it in this form with the hopes that some may provide useful feedback, suggestions and bug reports. It is NOT to be considered a finished product and new versions may make this one obsolete! Your mileage may vary. I have included a small version of the original sat_lco entitled "betafeedback.jpg"* that may be edited to indicate locations of bugs, suggested improvements, etc. Note: Most of the buildings in the main city are being used as place holders until I can make/find the right ones. I know that surface textures might not look "real" but it's difficult to acheive with such high contrast surfaces, primarily where sand and basalt mix. I'd seriously appreciate any suggestions on how to manage this better. VERSION HISTORY --------------- Special Thanks to: -------------- Bohemia Interactive for the wonderful game and the TOOLS that made this possible! Berghoff for his excellent brg_africa foliage addon Shezan74 for World Tools Homer Johnston for Roadpainter http://www.gimp.org for the best free pixel pusher on the net Mikero at DevHeaven for ExtractPbo, DePbo and more Marksman for his top notch ILS tutorial and spreadsheet! n00bs can land now too. OFPEC for tag registration services, DSCreateKey and too many tutorials to count Bistudios editing forums and all the guys on the mapper's skype channel that took time to answer any and all n00b questions I might have had, including (in no special order!): DeanosBeano, cctoide, kju, Old Bear, Commander1985, Bushlurker, Bad Benson, Tupolov, bigshotking (who I learned from by trying to help!), and last but not least Icebreakr and Prowler, who's own tropical islands were a great inspiration to the creation of Del Fuego! Sorry to any I missed... and take my thanks to heart, you know who you are. Downloads: Megashare: http://www.MegaShare.com/3503686 Mediafire: http://www.mediafire.com/?wmfhpzl92uxrm7j Gamefront: http://www.gamefront.com/files/20670356/Del_Fuego_V3.zip Community Mirrors (thanks guys!): Arma2Base.de: http://www.arma2base.de/include.php?path=download&contentid=3323 ArmedAssault.info: http://www.armedassault.info/index.php?game=1&cat=islands&id=144 Armaholic.com: http://www.armaholic.com/page.php?id=13800 Promo video! xzWBI0aHjYc (Best viewed in HD: )---------- Post added at 03:50 PM ---------- Previous post was at 03:48 PM ---------- Short video demonstrating the right way to approach the tiny (and deadly) airstrip at night. Look for the lighthouse on the beach for a good line up and watch the high tension lines in the industrial area! ;) (C130J w/ AI pilot) jBaPVRmxFT0
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Some of you guys are simplifying the movement argument into black and white, just for arguments sake? Fact: It IS a lot of gear to carry, fully outfitted for a combat patrol, etc. However, as many have pointed out, that extra weight is a burden that can get you injured or killed... Which is why, if you are expecting a patrol to end in a firefight within the first few hours out (most missions in Arma), and you are on foot, you carry as little as absolutely necessary. Train with 80lbs of gear, sure. Trot into a village with the intent of fighting for your life? Would you carry everything? Fact: Even weighted down with lots of gear, yes, you move with caution when you can (never run when you can walk, never walk when you can stand, never stand when you can sit, never sit when you can lie down... old mountain climbers adage) but adrenaline comes in to play when you are being shot at and you'd be surprised how fast you can move, even weighted down... when your life depends on it. Fact: No, I don't want Arma3 to be loaded down with the latest wizzbang bunny hopping features. But not being able to easily negotiate a curb or other low obstacle (knee height or below) is silly too. And while I'm at it a realism shooter called "True Combat" figured out you should probably holster/sling your weapon before climbing a ladder and that it doesn't just magically reappear in your hand the second you get off it either... they did that several years ago.
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Ha! I'm my "clan"'s biggest Arma fan boy, pimping the game with embedded videos of gameplay and Steam sales at least a couple of times a year. Once upon a time OFP was popular in our group but somehow when the road forked most of my mates went another way... Most of the guys I game with have been following the BF series religiously. The other night, in a BF3 session in Mumble, one of them told me he bought the ArmaX package (on sale in Steam) just so he could play it first hand and then tell me how bad a game it is. It's NOT a bad game at all and I really enjoy the "toybox" aspects of it a great deal, but I understand the reasons people like him don't/won't like it. Mostly it's the steep learning curve combined with the difficulty in approaching it from a multiplayer aspect, especially since almost every other shooter out there exclusively rely on PvP to keep multiplayer exciting. PvP in Arma could be (should be?) much more emphasized to help draw in some of the players that would buy it if it was there. MUCH improved AI and increased emphasis on coop (how come the best coop servers out there are mods and not official BIS product?) would be good too. MUCH more polish on the command menus and training tutorials (+1 for remembering America's Army training) would be a HUGE help. Eye candy? Sure, you can always make a game prettier or at least work on the animations, but sales of things like Minecraft help reinforce the fact that GREAT graphics do not always equal a GREAT game. Sound improvements would be awesome as well. Some of the bugs that make placing a vehicle's distance (by listening to it) should be thoroughly squashed before Arma3 is released. One of the best things in BF3 is the "realism" of the weapon sounds... they even change based on whether the weapon is fired indoors or out, CQB or at range. Once you get used to hearing them like that, playing anything that hasn't paid as much attention to immersive sound FX just feels a bit... outdated. Mod launching. Yes, I know, it's not difficult to add @somemod to a command string, once you understand how it all works, but let's face it... Apps like Sixupdater exist because there is room for improvement in how the game syncs player mods with what's being used on a server (i.e. not at all).
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“ I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.†-- Albert Einstein
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Right here, if people would use it: http://dev-heaven.net/projects/a3-cit/issues
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SNOW - A game with the potential global scope of ArmA3 should have the potential for all four seasons too, "out of the box". Winter camo, blizzards, snow vehicles, maybe skiing and snow shoes too. KNIFE - ArmA3 is confirmed to have potential for covert ops (changing into enemy uniform, etc.) It's time for a stealth weapon too. And as a tool for cutting wire/chain link? I can't believe ArmA2 didn't have that. Ala BF3 but with something a bit more realistic feeling time wise, in regards to cutting fence. K-9 units - Practically every military on earth uses K-9 units as guard dogs, attack dogs, and/or ordinance detection. Maybe throw a wild version in the game and call them "wolves" with a taste for the lone and the wounded. Shoot out of vehicles and lob grenades IN... hatches on vehicles, open back transports, etc. SHARKS It's the ocean right, not an aquarium... Ultra-realism setting and the ability to filter servers by such. True iron sites, minimal UI/HUD, etc. Officially supported plugins for Blender as a replacement for O2, since not everyone wants to buy (or steal) Maya/Max. Sniper + Spotter If it was easy to bring the realistic use of a spotter into a game someone would have done it successfully by now. Not sure exactly how to do it but a spotter (AI or human) should be a valuable asset to a serious sniper. Improved movement dynamics including: - controlled drop from top of walls, storage containers, etc. - climb over fence, wall, etc. - boost/supply hand hold to help others up higher obstacles. - Run + Jump from roof top to lower roof top, balcony to top of vehicle below, (base jumping!), etc. Primitive weapons from improvised molotov cocktail to thrown rocks, stick as club, fist. Restraint & Surrender system and scripting to include the taking of prisoners without using lethal means.
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Thanks for the mirror Foxhound! And thank you guys, for the positive comments. Not just for me, but for all addon makers I'm sure... Each word is like a piece of gold and really makes all the countless hours of hard work feel like they mattered. Without the feedback from the community I'm sure many (if not most) addons and islands would never get made or improved. Cheers!
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Thanks guys!
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Thanks for all the feedback on my first release. Just released version V0.3 today! I did try to optimize the foliage for better FPS, and it is, slightly, but don't expect this one to skyrocket performance wise like an empty desert one. I wanted to see what could be done to simulate *dense* foliage and well, everything has it's price. New surface textures, longer airstrip, smoothed roads, new fences and power lines and more. I've actually had this one sitting on my hard drive for a few months now waiting for an update to brg_africa to solve the A.I. "see through" problem. v1.24t2 seems to have fixed that, not only on Del Fuego, but all the other islands that make use of it too! Highly recommend upgrading to this version: http://www.armedassault.info/index.php?game=1&cat=addons&id=1447 Updated the readme but forgot to change a couple of references to the old, V0.2 version. Sorry! Mostly wanted to get this one uploaded as I'm moving to a new machine and with that, Windows 7 Pro 64 bit. If I botch everything else and have to start back up from scratch at least the most recent version of my island is now public. Comments, suggestions, etc. appreciated, as always, but this is a very busy time of year for me so don't expect any more releases for awhile yet. New links in first post. Enjoy!
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Thanks Old Bear!
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:butbut:
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As a mapper I can tell you that desert is by far the easiest not only to create but to play on too. Every tree, bush, building, etc. takes a toll on FPS. What I really want to see is what is missing from A2/OA... All "four seasons", i.e., SNOW (falling and on the ground), and flora with a more asian flavor... where are the bamboo, etc.? War happens even when it isn't summer, folks.
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
oktyabr replied to Major Fubar's topic in OFFTOPIC
I love me some tiger! Pentax K10D, 100-300mm zoom of some type (don't remember), cropped but unedited. pretty_close by oktyabr, on Flickr -
I get similar errors. brg_africa\brg_elegrass_1.p3d: wrong land flags 800 brg_africa\brg_jungle_shrub_3.p3d: wrong land flags 800 brg_africa\brg_jungle_shrub_1.p3d: wrong land flags 800 brg_africa\brg_jungle_shrub_2.p3d: wrong land flags 800 brg_africa\brg_jungle_shrub_5.p3d: wrong land flags 800 brg_africa\brg_mangrove_2.p3d: wrong land flags 800 brg_africa\brg_mangrove_1.p3d: wrong land flags 800 brg_africa\brg_cocunutpalm6.p3d: wrong land flags 800 Could this be related to the visblock problem? Thanks for continuing to work on this Berghoff! I know you wanted to retire from working on plants but your african foliage is like no other... and my tiny island couldn't even exist without it!