Jump to content

Joshua the Grizzly

Member
  • Content Count

    21
  • Joined

  • Last visited

  • Medals

Everything posted by Joshua the Grizzly

  1. Joshua the Grizzly

    J.S.R.S. 1.5

    Hi. The replacement UKF_weapons.cfg for JSRS 1.4.3. is no longer available - can someone look into this, or tell me where to find it? Googling has yielded zilch.
  2. Joshua the Grizzly

    J.S.R.S. 1.5

    Hello I noticed that the BTR-40 has a very loud interior sound. As in, really ***** loud which does not allow you to hear anything, including VON which you can actually hear when you are outside the cabrio APC.
  3. Joshua the Grizzly

    J.S.R.S. 1.5

    That came across as overly hostile. If he would say 'this sound mod sucks', then I won't really oppose you saying that, but he only complained about not really liking the sonic cracks, which is a lot more constructive. Although he might have explained why he does not like the sonic cracks.
  4. Joshua the Grizzly

    J.S.R.S. 1.5

    To be fair to them, you do keep dangling the carrot in front of them, and keep saying they can't have it yet :P.
  5. Joshua the Grizzly

    J.S.R.S. 1.5

    Ever played OA? Because those M8s and Mk. 16s were the future when OA was first released. And now most of that is cancelled.
  6. Joshua the Grizzly

    J.S.R.S. 1.5

    Do the new distant gunsounds have the proper delay? In RL, you always hear the sounds after the actaul explosion happens. When there is an explosion a kilometer in front of you, it takes three seconds untill you hear the bang. Does this mod also have this? I know default arma has, but the distance scripts from Optical Snare in his beta soundfx mod do not, and I understand you are using those.
  7. Joshua the Grizzly

    WarFX : Blastcore

    'Oi, OpticalSnare I noticed an bug in your soundmod: When you are standing quite a distance away from, say, a LAV, and iit opens fire, you hear the sounds from the LAVs gun as soon as it fires. However, if you are standing a kilometer away (as I was), then you ought to be hearing it 3 seconds later.
  8. Joshua the Grizzly

    WarFX : Blastcore

    This is mainly due to your 'Max available channels' setting in the Arma 2 audio settings. Apperently the Soundmod uses mroe channels (or hte sounds occupy the individual channels longer). By increasing the Max Available channels, you will probably no longer recieve this problem. Be carefull though: Increasing this setting increases the load on your sound card, thus decreasing performance, especially if it is integrated. Setting it to really high values can crash the game. It is best to experiment :).
  9. Joshua the Grizzly

    COWarMod Release

    'Oi, Gunther. I have been playing COWarmod for a while, and have been removing some things I did not like. One thing really stood out for me is that you activated "Disable Infantry Dispersion" (a pvpscene mod) in your COwarmod. This makes the infantries weapons extremely accurate, so I am curious to why you did this. Do the ballistic changing mods have a smilar effect to the player's weapons? I have not really noticed yet. Also, I have noticed that the NLAW missiles for the NLAW are removed from the BAF launcher crate box, but I have not been able to figure out which mod that does. (EDIT: NVM. THey are disposable.)
  10. Joshua the Grizzly

    Limit map size

    I am not sure what your problem is. The major issues that you think would take place only take place if the 225 sqaure mile map is actually fully populated with people. Which it is not. Now it only takes slightly (note the slightly) more memory. Be aware that the game does not render the entire map in full.
  11. Joshua the Grizzly

    No DX11?

    Considering how beautifull Crysis 2 and The Witcher 2 look whilst using only DX9, and the fact that both games have excellent performance, whilst quite a few DX10 and DX11 games do not (Such as Clear Sky, and Crysis 1...) I'd rather hope that Bohemia would stick to DX9.
  12. Joshua the Grizzly

    They better have female soldiers...

    Which is why any major army, especially the IDF, deploys them in the field.
  13. Joshua the Grizzly

    They better have female soldiers...

    Its not whether or not there are girls playing Arma. There are quite a few women in wars. You can say all about 'no front line duty', but many women in the US armed forces see combat anyway, because in the geurilla wars of Afghanistan and Iraq, there simply is no frontline... Oh. And there are pilots. So yeah, some women around would be nice. And... let them carry weapons!
  14. Joshua the Grizzly

    No DX11?

    Not entirely. There are some visual improvements,but the engine will have to be build around DX11 if you ever want to utilize those.
  15. Joshua the Grizzly

    Mod handling on multiplayer servers.

    One of the major pains in joining multiplayer servers is not having installed the mods it requires. One ofh the major pains of hosting multiplayer sessions is ensuring that everyone who joins gets the mods. What I propose is a system found in games like Counter Strike and Neverwinter Nights. ESPECIALLY Neverwinter Nights (Where there are servers which have gigabytes of custom content). Those games automatically download their content. What I propose, for ARMA, is quite simply, this: There is a addons folder This addons folder has several sub folders. In the ingame addon manager, you are able to turn these addons on or There is a server. This server is running several addons. The addon folders are called @ACE @ExSeCustom ACE is ... the ace mod. The player already has this folder, because ACE is apperently quite awesome (never tried it), so the addon is turned on in the ingame addon manager automatically. ExSeCustom is a custom modfolder this example server uses. The player does not have that folder, so it is downloaded in an ingame client. After the download is finished, the addon is turned on. In case the RV engine is not able to turn on addons without a restart, the game downloads the folders ingame, then quits, and then connects using a commandline directly connecting itself to the server you wanted to join and the -mod=@ACE;@ExSeCustom modline. I do know there might be a problem with this setup. To be speficic: Updated or outdated versions of the mods and mod folders with the same names (the game could check the server keys before connecting). In the last case, discretion should be used in ensuring no one chooses generic names. In the first case... I dunno.
  16. Joshua the Grizzly

    AUDIO! Make it right this time!

    You could also just outsource the Audio aspect to DICE. just saying... :P
  17. Joshua the Grizzly

    ArmA 3 on Steamworks?

    AFAIK, that is no longer a requirement. Offline mode starts automatically when you are disconnected from the internet. I am quite sure that it also advertises itself to developers as effective DRM. As in, limited to an account instead of limited to several computers and all that. It also works quite well, yes. Especially since you never have to worry about the disks ever again. Or about switching computers (damn you securom!). I do know there is a big problem if a game needs to be updated: steam really wants to update the game. Even if it is a single player game, you can not play untill the update is finished, which is rather annoying. I geuss that is more or less the point of all the critisism: You can't have Steamworks without Steam.
  18. Joshua the Grizzly

    J.S.R.S. 1.5

    Its not really as if it is bad, but some people might see it as a mistake instead of an artistic decision, hence it was reported as a bug. Just theorizing here.
  19. Joshua the Grizzly

    J.S.R.S. 1.5

    Hmm. I'd call it a bug if you assigned the AK-47 sound to the M4. This is a similar case, in case you are an engine enthusiast.
  20. Joshua the Grizzly

    Invasion 1944 v2.5 (CO)

    It might be because those missions are set at a date where there is a full moon (haven't actualy checked the dates ,but I geuss that might be the case). Try that.
  21. Joshua the Grizzly

    SLX Mod WIP

    I have a question as well. The Modweapons_c component, which changes damage values and makes some hits do little damage and some hits do full damage... will these changes carry over to addon weapons (for example, BAF and PMC) as well? As in, will the variable damage function as well, and will there be no 'balance breaking' (British rifles having vastly different characteristics from 'normal' ones)
×