RSF TheCapulet
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Everything posted by RSF TheCapulet
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ARMA 3 Addon Request Thread
RSF TheCapulet replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's part of the model. It's not going anywhere. -
Yup, you're missing the server RPT log.
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I really want to shoot the XDM in game.
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That doesn't solve the server hoster's problem though, as there's no realistic way to allow a mod with a single key and expect the players to go in and delete random PBOs from a mod folder that they really don't understand in the first place. It leaves the burden of responsibility on the player/client. And history (Both recent and otherwise) has proven that doing so is courting disaster. (A bit overstated for this specific circumstance, but still no less true)
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Just create a backup folder where you find the TMR Optics pbo. Then you can simply move that pbo back and forth to enable and disable 3D optics. I would like to see a good user config added though.
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[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds like the typical warfare scenario. When your doing it that way without requiring mods, you just run it both on server and hc, but clients who run it will always have the edge on those who don't. And some clients may even prefer their own choices over bcombat as well. It's always best to key all the ones you know work. -
Yep. You either have to be commander when you do this, or you have to use Zerty's version which has a param that allows you to build them without comm permission. Remember, this game mode wasn't designed for single player in mind. ---------- Post added at 07:01 PM ---------- Previous post was at 06:59 PM ---------- Benny is around, but likely very busy with RL stuff. His development cycle is always much slower than other people can handle most times. As a result, there have always been multiple forks that Benny eventually pulls inspiration from. The best one atm is being developed by Zerty, which you can find at http://jammywarfare.enjin.com/
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You can build a Forward Operating Base with repair trucks. You can set the spawn distance in the params, and even extend it further if you're competent enough to edit some plain text and repackage a PBO. Also, if you use Zerty's version from Jammy's warfare, you can use the custom param that lets you spawn at any held town. Also, HALOing.
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The Alive mod page states very specifically that it doesn't work with saving. Why are you on this thread asking about it?
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You don't need licenses for military equipment when tax payers paid for it's research, development, assembly, and use. At least here in the US. BIS didn't pay licenses just to include the A-10 or any other USG designated weapon in A2 or previous games. (Else, there'd obviously be no way in hell they'd be able to release the models publicly like they have.) The sounds in Arma 3 for the most part are much more capable, and had you read the patch notes, you'd know that they specifically added in some new sound features to get proper sounds out of the A-16's cannon.
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@A3MP - ArmA 3 Map Pack
RSF TheCapulet replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It did. For some reason, the new vegetation models have the absolute worst LOD issues I've ever seen in this series. And that's really saying something. I don't know much about how LOD works for arma models at all though. Would it be as simple as removing a couple of the lowest layers of LOD so that it takes longer distances to switch, or does it also take a model tweak to change when the LOD layers switch? Or is any of this even remotely possible to fix in the first place? -
@A3MP - ArmA 3 Map Pack
RSF TheCapulet replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you look at his screenshots? The right mid-range textures make it look right, but miraculously, it's still in Arma 3, and still looks just as good (better). ---------- Post added at 03:01 PM ---------- Previous post was at 02:58 PM ---------- Agreed. Amazing stuff Alduric. -
Maybe instead spend some time refining their flight model/weapons deployment/etc to closer match the detail that your A-10 offers?
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@A3MP - ArmA 3 Map Pack
RSF TheCapulet replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I noticed this too. It's too blueish/Mediterranean, rather than brownish/desert. Even then, it looks better than BIS default from A2. -
@A3MP - ArmA 3 Map Pack
RSF TheCapulet replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks SB! -
@A3MP - ArmA 3 Map Pack
RSF TheCapulet replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
10mBit or even 1gbit upload doesn't help my 1mbit connection. It's just too big, man. Great mod, lots of fantastic work. But it's just not usable if I have to download 5GB every update. -
@A3MP - ArmA 3 Map Pack
RSF TheCapulet replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can't get the update through PWS for some reason. "Six.Core.Applications.Sync.Transfer.MirrorSelectors.HostListExhausted" Hopefully it works soon, because there's just no way I can afford to download another 5 GB just to play ACR maps. -
Why are much more people playing Arma 2?
RSF TheCapulet replied to Tonci87's topic in ARMA 3 - GENERAL
Cryengine, not frostbite. And they've got years of development ahead of them (Just ask 0A.D. how quick crowd sourced development moves along). It's more than likely that PR: A3 will be released long before PR standalone is. Woops: I'd pretend I was ninja'd, but it was posted a day ago. Shoulda read a bit further. lol -
Incomplete M32 + source files
RSF TheCapulet replied to slatts's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why not adjust the projectile for zeroing after it leaves the barrel? *Has no clue* -
It's a blastcore issue. Noticed the problem when the A-10 was first released. So we need to know which effect(s) it's using so it can be reported to OS to fix. Unless, of course, it's bugged and using the wrong/too many particle effects for the cannon.
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Arma User Experience Survey (& Game prize draw) Call for Participants
RSF TheCapulet replied to pragmatic's topic in ARMA 3 - GENERAL
Done as well. Good luck with the research! :) -
Same as the two above. Is there a way we could get two versions? One without the long startup procedure, etc, so we can start to use it properly. And then a beta version with everything while the bugs get worked out?
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Because they're providing a sandbox. Just because you don't like that bucket doesn't mean you have to use it on your castle. But someone else might find it immeasurably useful while building theirs. The more options you have, the more varied the resulting gameplay will be. Who knows, maybe someone will mod in Hogwarts, and it'll have a perfect place to fit in?
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Bikey files are for server administrators to allow the use of specific mods on their server. You won't ever have to worry about these. Bisign files are for servers to look for. If you're running a mod, and the bisign doesn't match up with the bikey on the server, then it doesn't let you in. Hope that explains it for you.
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[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same here. Campaign spoilers: tl;dr-Got trounced by aggressive AI in the campaign a lot, specially in cqb.