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foffy

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Everything posted by foffy

  1. foffy

    OFP Addon request thread

    I have a question for you, guys. I know the Cold War Crisis and Resistance campaigns have been remade in ArmA I and II by fans, but seeing as OFP/ArmA 0 has the Red Hammer campaign which hasn't been remade (and I know why) I figured I'd play the OG game. I do have a few questions, however. I tend to play ArmA I and II primarily with ACE and JTD, and I don't think ACE exists for this game. To my understanding, ACE for ArmA was a successor to a mod for OFP. What mod was that? And if not, what mods are as close as possible to the types of mods I'm comfortable with in later games? I can handle if the mods aren't as authentic, seeing as it's a much older game compared to ArmA II.
  2. I was considering getting this because of the massive support ArmA II had with mods, but are you guys serious in that mod support is currently not allowed? Why? There's a lot of basic stuff that can easily enhance the experience beyond the vanilla stuff in these games..
  3. foffy

    What Mods Will You Expect/Create?

    Pfft, if I had any hardcore time and skills to help with any of this stuff, I gladly would! I for one feel bad that I want to see CAA1/OAC and CWR2 finished so people can experience ArmA 0 and ArmA 1 campaigns/missions in the ArmA II engine but I lack the tools to really assist in either project. All I can really offer with my knowledge of the games would be to test things, but I believe the bigger things that would need any level of improvement have to involve the complex mechanics under the hood, most of which I would not be able to identify.
  4. Random question. As a North American, how much does the game cost for US dollars? Amazon has no listing for that, and it's not on Steam as far as I know.. I don't think I'll have the cash to get it if it's $50, but the prices I've seen for the UK and Germany seem like the title's aiming for a budget price range.
  5. I have a curious question. I've been messing around with the Harvest Red campaign, and I've come across a few snaffus with the AI, and I'm only using ACE and ASR AI. There have been times where my allies don't tend to take cover and rush right into enemy fire (an example here would be the many dense forests in the game, and there have been instances where I can get up and close with the enemy (usually if they gun down one of my guys I book it and try to be Rambo before the mission fails) and some of them tend to not mind my company at all. Is this an issue with the campaign and the AI conditions it has for my specific allies, or do I need another AI addon to improve this? I was considering Zeus AI, but I have no idea if it would improve things for me. The missions where I'm not in charge had AI using cover with the trees very smartly, but when I was given the lead role it seems they're unsure on what to do half of the time. They've even ran into the motor blades of helicopters we're supposed to be boarding.. Also, I've heard of issues with Zeus crashing the game. Is this still true, and why exactly does it do so?
  6. Having ragdolls will be pretty sweet. The ArmA series, despite being pretty "open world" for a first person game, seemed rather behind the curb compared to many other games in this regard. Having physics for the cars and boats that's more weighty is great too. I think I like the underwater and camo ideas the most. Going underwater is an entirely new gameplay element, and having camo take into account weight and protection is pretty cool, too.
  7. I take it the testers you had before weren't very helpful in finding and elaborating on bugs?
  8. foffy

    What Mods Will You Expect/Create?

    But isn't the CAA project for ArmA II incomplete? I know what the promise of it was, but not much really came out of the project other than the islands.
  9. foffy

    What Mods Will You Expect/Create?

    This is true, but what of older campaigns and addons not re-released for ArmA III? It would be pretty cool to be able to port them over, even if it meant they lacked the bells and whistles of ArmA III. I'd love to be able to play all of my ArmA content in the newest release, seeing as the engines add so much that makes it hard to go back.
  10. foffy

    What Mods Will You Expect/Create?

    I think it may be too early, but I do hope that perhaps there's some support for "transferring" projects and mods to ArmA III with ease. The transition from ArmA I to II seemed to have required mods to be redone all over again, and considering with the ArmA II mods we have super comprehensive features, it would be painful to imagine that work has to be done all over again for the new game. Take ACE, for example. I hope they don't have to make it all over again for III, but can simply transfer over what they have for II, and build upon the new features III offers.
  11. I have a follow up question to my previous one. Seeing as downloading the campaigns idea is a bit fubar, is there a way to actually try to play the campaigns? Like, is there a way to simply import the campaigns I have and attempt to play them, bugs and all? Because as fun as they are, now being able to run ArmA II well, with all of its core improvements, going back to the first game is like going back to Resident Evil 0 after playing Resident Evil 4. EDIT: I tried it myself, and while I can transfer over the first two campaigns (Royal Flush is the one I cannot) it seems they purely crash after intro scenes. I suppose unless a remake is planned for these campaigns, they'll be like Red Hammer was to the original OFP/ArmA 0 and left as an element only found when running the original game? Also, is it just because I'm running lots of mods or when missions are being loaded for ArmA I, there's some notable lag? I don't get it with CWR or any other component to the game. Second EDIT: Well, either way with all of this, I do hope you work on it, Gunter. I'm not sure if my casual observation has any merit, but didn't you release a few separate updates to SLX? Maybe in time you can help get this project moving forward. I think it would be something special to have the Cold War Crisis, ArmA, and ArmA II games on the same engine. It seems right now only CWC and ArmA II have the luxary of being on the current engine until ArmA III, leaving ArmA I as the most dated game in the franchise now.
  12. Hey guys, I was wondering if you guys could help me with trying to find mods and addons that enhance my ArmA II experience. I've only really bunkered down with ACE and a few of its "spin-offs" like ACRE, but what else should I be going for? Here are all of the addons I'm using: 1. Advanced Combat Environment 2. Advanced Combat Environment Xtras 3. Advanced Combat Environment Sound Mod 4. Advanced Combat Environment PLA 5. Advanced Combat Environment RU 6. Advanced Combat Environment US Navy 7. JTD Fire and Smoke 8. ASR AI 9. Advanced Combat Radio Environment 10. Cold War Rearmed 2 I don't want to go overkill with things stacking and getting confused (I only downloaded ASR AI as the developer beyond that works on ACE's AI settings) so would I need anything else to make it a better game? Sounds and effects don't bother me so much, as I assume ACE already changes those, so I'd like something that significantly enhances some mechanics to the game. I know there's a guide here on add-ons, but it's rather outdated, referencing old modules and not many new ones like ASR AI and ACRE.
  13. Hmm, I see. Well, I hope you guys are able to keep trucking forward with the mod. I think it would be a perfect sendoff to the ArmA II series for ArmA III if the original era for the series was shown in modern glory. Wish I had some skill, because I'd gladly like to try to help, but alas.
  14. The sound issues were just the audio files takes from the original game and were cued up to play as missions progressed. Some sound very, very quiet, even when I tampered with the audio samples, and I had to move the head of the character to get a better ear for what they're saying. It's not they don't play, it's just that if the audio isn't over the radio, there's a volume issue. For example, the second mission in the demo campaign, it's very hard to hear friendlies in the truck. If you can elaborate, how much is left to do? Because if I recall, the roadmap you guys have has the game at about 80%, and while smaller issues will probably always pop up, how much of the main campaigns has been finished? Because I'm really left absolutely impressed with the demo thus far, and everything I've played seems like it's very close to completion in terms of quality. :3
  15. Finally I was able to getting around to playing this and I have next to no words. All I really played was the first level of the demo and I am left floored at how well it's presented (I also used the ACE mod in case that added some bells and whistles) and I loved the focus on cutscene direction. It seems that approach can very likely counter some of the bugs that happened in the original Cold War Rearmed with cutscenes. I did have one issue, and it was the same as CWR for ArmA I: the audio files that are taken from ArmA 0 are very quiet and I have to be looking away from people to get a better hearing of it. Is this due to my audio channels being defaulted at 32, or is this a hiccup that intends to be fixed with a later release? Also, not that I intend to be demanding, but is there an ETA when the full mod will drop? Will it be sometime this year, I hope? :3
  16. I don't mean 2012 equipment, I mean mechanics that make the game more realistic like visual effects and mechanics only introduced in ACE. ACE makes vanilla ArmA into a totally different (and better) game.
  17. Hey there. First off, I'd like to apologize if this has been asked but I'm curious about some elements of the difficulty settings for ArmA II. I know the sliders deal quite clearly with response time and accuracy, but I've always wondered about Super AI. Is it like auto aim in that it's a comical feature for a serious military game, or does it enhance the experience? I'm playing with the ACE mod, so I hope that tends to deal with the naturally superhuman AI at times, but I was curious about the way difficulty is set up. The ACE mod really, really has me interested in playing the game in a more realistic fashion, so I've disabled a lot of features the game has on Regular and cranked the sliders all the way up. I wanted to know if Super AI is something that improves the realism, or detracts from it ala third-person view and autoaim. I might have to lead some HUD stuff on, because the AI sometimes talks about locations as numbers that can only be recognized by the AI, as well as pinpointing what location in a city or a forest to move towards, but I'd like to make it as realistic as possible without being too "gamey" in terms of AI cheapness. Oh! On a side note, does Extended Armor give you and the vehicles you're in extra health compared to the AI? I always wondered what that did.
  18. Silly question here. I know the name of the expansion is SCUD but...what does it add to CWR? Just ballistic missiles? I just downloaded CWR2 off of SixUpdater, so I suppose I need to download that expansion and any of the missions released for it? Can those be downloaded off of SixUpdater too, and how many missions are there from the original game so far?
  19. Well, the good thing is that it supports mods, so we should/could expect improvements on the AI/balancing front that the vanilla releases on the engines aren't able to do. For starters, any mod that tampers with the 'superhuman' nature of the AI in the vanilla releases, for one. What I'm curious about is this: we have ACE mod support for Take on Helicopters, so should we expect the same support here as well?
  20. I understand that, but it doesn't explain or verify the Super AI thing for me. :P
  21. Ah, okay. But what exactly does Super AI do? Is it the same as max sliders, or does it replace each missions base difficulty with the highest the game can allow? Because I've heard that missions have ranged difficulties, and the sliders are just multipliers to that base difficulty.
  22. It seems the servers to get those files no longer exist.. What a bummer. Oh well.
  23. Hmm. By this and this link talking about ArmA I campaign conversions, does that include all of them or just the first campaign? I'm trying to wrap my head around all of these mods for the games and I am quite frankly overwhelmed. And if it does, do I need to download/enable CAA1 and download the file? I'm sorry if my questions are all comical here, but as someone who doesn't really tamper with mods for PC, I have opened up a massive hive and I have no idea where to start grabbing honey from.
  24. I'm thinking of trying CWR2 when my new graphics card comes in, but knowing this is a demo, I'm curious; how close are you guys to a full release? I believe if the tracker is anything that the next release will be the final version, and I hope that's soon. Of all of the campaigns I played in ArmA1, CWR was the most compelling, even if there were a number of issues I had that soured the experience. There seems to be something special about those campaigns. You guys would be overkill if you did something like this for every future ArmA release. :P
  25. Just to get some clarity here; all this does is port over the islands? The compatibility for missions/campaigns for ArmA I are not faithfully brought over with this module? It seems cool that the islands are brought over, but if all of the ArmA I stuff doesn't work properly with it, I suppose I'll just stick to ArmA I for the content, unless there's ArmA II content that takes advantage of the islands. I was hoping there would be some magical thing that unifies all of the old stuff with the new, but I suppose that would require reworking everything, huh? :P
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