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serjames

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Everything posted by serjames

  1. Wow - good job. This is brilliant ! Loving the custom objects Vegetation etc... Very classy. Lots of detail on placement too. And PONDS ! Awesome +1 you ought to report your OP and request a move to the mods sections SJ
  2. serjames

    VTS Simple weapon resting

    +1 for an ACE3 tweak to Vanilla - It's way too sensitive to setup I find - Preferred VTS too.
  3. serjames

    JSRS3: DragonFyre

    Am I the only one that thinks those jet noises... sound odd.. pretty sure any wind "speed" noise is completely drowned out by A) general Wind buffeting.... Difference between 250mph and 400mph is LOUD to LOUD not like a hoover with a variable speed dial. And B) engine noise in a fighter like that is TOTALLY drowning out pretty much everything else.... example riding a bike at 100mph with wind noise vs 150mph with wind noise - trust me they're both pretty similar... LOUD but without the scale represented here. Maybe it's just me but the effect needs toning down somewhat I thought ?
  4. Yep I tried to re-build my 46 mod modline in the launcher and gave up - just threw errors on loading for some reason, so have renamed the DLL to something irrelevant - and at least it lets me play - even if it does look washed out :-(
  5. +1 Had very unusual random crash Fault time: 2015/06/08 22:50:50 Fault address: 012A1C63 01:00A60C63 D:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe file: __cur_mp (__CUR_MP) world: Takistan Prev. code bytes: C6 5E 5D 5B 83 C4 0C C2 04 00 CC CC CC 53 8B D9 Fault code bytes: 83 7B 08 00 7F 09 B8 54 E0 E9 01 5B C2 04 00 56 Registers: EAX:A5908080 EBX:00000138 ECX:00000138 EDX:00000000 ESI:7F4A4B80 EDI:94108144 CS:EIP:0023:012A1C63 SS:ESP:002B:02A7F3D0 EBP:02A7F7E8 DS:002B ES:002B FS:0053 GS:002B Flags:00010202 ======================================================= note: Minidump has been generated into the file C:\Users\serjames\AppData\Local\Arma 3\arma3_2015-06-08_21-36-56.mdmp
  6. Yes I use PW6. I tried to load the launcher and indeed by toggling BE off in the launcher options I can get the game to load. But There is not a way that I can see within PW6 to load the game with this toggle set (i.e. no BE). I've messaged Sickboy - maybe it's hiding somewhere or they can quickly add it. For the moment I suppose I can rebuild my mod line within the launcher (inconvenient but ok for the short term)
  7. Yep confirmed Battle Eye is now blocking this.. Doesn't like the dxgi.dll Anyone who understands BE able to offer any advice on this ? Do we have to white-list the file in someway ? Update: ok using the "launcher" you can toggle off BE and it works fine. But there is no way I could see to access this toggle from within PW6. I've left a troubleshooting note with Bis - http://forums.bistudio.com/showthread.php?192475-BattlEye-not-allowing-me-to-start-Arma3 Contacted sickboy about a toggle within PW6... And posted a message off to BE so hopefully one of them can provide a fix ?
  8. Loving your work on this... Benoni boy here, so close to my heart. Have you got these setup as BluFor or is there an Independant Faction option ? Cheers - SJ
  9. serjames

    [WIP] Map Boscaada

    Great Job. Nice that it can be linked so closely to Altis too... Some nice Island hopping mission/back stories possible there
  10. Hello Boss. +1 for submitting this to the ACE3 mod - would be good to get it included as standard. J
  11. I think it's wise. There is nothing to stop people still Using ALiVE with it, they just need to use Custom Objectives instead of fixed Positions.. It works ok.
  12. serjames

    Leights OPFOR Pack

    Leight check the CBA post here http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3/page44&p=2947843#post2947843 I believe someone else is asking about getting XEH handlers to work - i.e. making your units compatible with other mods like Alive and Ace etc....
  13. Aus - I had a good fly around the map last night and it has loads of potential.. I'd hold off on getting the ALiVE chaps to index it quite yet - simply as you released it to get critique, error spots, bugs washed out etc. Based on that feedback you will probably be making changes, however small. This will inevitably Break ALiVE support as it relies on Specific object Id's that get changed each time a map is re-cut by the author (well that's my limited understanding anyway :) ). I'm as excited to see it ALiVE indexed as anyone, but would urge caution until you are sure it's finished / stable. It's worth noting the angst this has caused for other maps which were indexed then broken.. Sahrani, Bornholm etc. It's very frustrating for Mission builders, map makers and the ALiVE team I'm sure. J
  14. Loving it. Spotted some miss-placed Signs... http://images.akamai.steamusercontent.com/ugc/37499386468966823/A367DBABEB6A250C0FDE21DBFD43411AF6D664CD/ I assume you have a snagging list :-) Co-ords 223255 - Alice Springs
  15. serjames

    Blood Mist

    My suggestion was really around small mods like this - really bits of code - they would be perfect to build into the Open source submission element of ACE - seems a good feature that could be toggled on and off for user preference. Not sure if the original Author is still around thought...
  16. serjames

    Bornholm, Denmark [Terrain]

    I was going to suggest CUP... the guy doing their maps is the caretaker of Sahrani and has done a superb job of maintaining it and working with others to upgrade it. He will eventually build it back into the new CUP terrains pack. http://forums.bistudio.com/showthread.php?190329-Community-Upgrade-Project-CUP_Terrains Perhaps Bornholm could go the same route ? SJ
  17. serjames

    Blood Mist

    Should it not perhaps be built into ACE3 as a feature ?
  18. serjames

    Immersion Cigs

    Does it modify your fatigue... I.e. so you can't run for more than 50m without coughing up a lung? :-)
  19. serjames

    Getting kicked off every server

    If you've dropped mod folders, add-ons, or pho files specifically into the Arma3/addons folder you're screwed. Your best bet is a fresh start. Uninstall arma from steam. Ensure that folder is completely deleted with no mod files hanging around and try again. The guys are right, all mods should be discreetly named and saved in their own @mod folder. I can second the recommendation for PW6. It can be clunky to use but is super simple in operation and makes the job of maintaining your modlist much easier.
  20. Can anyone point the way on how to disable Group join features. We like the pre-configured sections the mission editor placed down much more than 15 man public mobs running around.. Anyway we can disable this somehow ? Deleting PBO's won't work for us as it's a public repo pulled off of PW6 - I'm hoping there is a "group manager Module config" that's hidden somewhere :) Cheers SJ
  21. Fab, is it worth setting the BIS suppression routine to be Default now... if it's not already... Changing config's is tricky for clan use. Cheers SJ
  22. Avgani was brilliant.... Whats the chances of getting your older terrains re-issued with new buildings A3 spec "stuff" etc ? SJ
  23. Send SerJames $$ and I will send you new "Russian Code - Guaranteed to work" ;-)
  24. serjames

    3CB BAF Units

    Yes we have access to the Ridgeback already, brilliant and used daily on our servers, but with Cleggy not working on it anymore we'd be excited to see where we could take it (fix the gear ratios etc) We don't have a Mastiff model yet, that I'm aware of (possible we could Frankenstein the ridge ? don't know). But yes ideally we're really trying to get the WHOLE LOT.... might take a Long time mind. Kazimierz - we use your Skin on our ChairB Harriers... Great stuff. Would be good to speak with you for sure.
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