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serjames

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Everything posted by serjames

  1. serjames

    WIP Bovington

    Great ! Bovi was always my go-to vehicle test map - even in A3... Fantastic that it's being updated and really liking the enhanced ground "Resolution". Any chance we can get the museum modeled :)
  2. serjames

    X-Cam prototype map

    I'd be fascinated to follow along... Germany is a little far for me, but if I can figure out this new fangled "Twidge" thing I can probably watch or something ? SJ
  3. If it helps we have an excellent texture guy who's doing our stuff, uniforms and re-skins etc ? Let me know if you'd like some assistance SJ
  4. Makhno, cool to hear more maps could be coming !! Will you be able to incorporate Ranger's fix into the current maps ? SJ
  5. serjames

    Smarter tanks script

    Great to see this being developed !!
  6. Sudden - great news on the release. I can see the mod is really coming together. We have our First 3CB Unit outing on Sahrani tonight playing with EvW !! I did notice that for some reason the M163 is not showing up in Zeus. The Shilka is there for the Commies, but no Yankee Pivads. Also FANTASTIC that you got it working in ALiVE - I've been sitting on an ALiVE mission waiting for the unit config to work finally !!! Cheers ! SJ
  7. serjames

    Map Imrali Island

    Great map, really enjoyed exploring it. Noticed that you had some extensive rock formations with just rock, is there anyway to add a little clutter in there or small bushes and trees, you see that quite commonly. Also I noticed around the shore some great rock formations, but they literally stop on the edge of the water, would it be an idea to extend them down a little, make that seaborne insertion a little more tricky for us marines ? Anyway keep up the good work - I though the Ground Art was an inspired touch by the way.... SJ
  8. Hi Fab, can see that you've gone for the MANW contest great ! Supported by me. I know one thing that would REALLY REALLY earn some interest is taking another look at MP compatibility... I know that certain features work, but others maybe not. If we could get some clarity on that and perhaps an inclusion to your roadplan ? Lots of clans would seriously support this I think. I still use it and love it, but we've taken it off the server because of risk it was causing some instabilities we were experiencing.. (having said that the game isn't exactly stable in vanilla either !) Another point to mention is, please don't forget us PWS users... We will probably never use Steam for mods as it's not configurable enough for Clan/Unit use. If we could get a version packaged for PWS? That would be excellent Anyway just wanted to say hi and GOOD LUCK for the contest, your work deserves recognition. SJ
  9. serjames

    Arma 2 AV-8B Harrier II Port

    Eek, that doesn't sound fun at all !
  10. serjames

    Arma 2 AV-8B Harrier II Port

    Appreciate the hassle in trying to fix the bone errors, but on our server that pretty much means we can't use it as it spams so many rpt's we won't allow it.. We've been trying to fix the same type of thing on the HAFM Jackels - do CUP for instance know how to resolve ? SJ
  11. P.s. I saw that Sig on Neodammerung's profile - It's not mine, I assumed it was the "official" protest sig.... Numrollen I hope you don't mind me using it ? SJ Edited - got the name wrong sorry - oh and the Infraction was for having two Sigs on by mistake.. Sorry all.
  12. Been away so just finished trying to catch up... Just some quick questions... Loaded up Panthera and checked and indeed all the buildings seem enterable, GREAT JOB guys - (did spot one little church/chapel that seems to have escaped evisceration, but meh) However on Sahrani + United Sahrani I'm still seeing the old buildings ? What am I doing wrong... I'm not running SMD_Sahrani - I assumed the fix would be a retro fit right ? SJ
  13. Great news... Loved this in A2. Any chance we'll get Temperate versions too? Can't remember if your A2 ones had any jungle or European Paintjobs ?
  14. Absolutely +1000,000 ! My personal pet peeve - about this game is why they haven't seen the $ signs and properly released / or allowed people to release WITH a support structure the Previous content or Content created by the community. It's like learning a new language without a Rosetta stone... New Signature applied ! SJ
  15. serjames

    JBAD Release Thread

    it's like an Echo... :-P Yes gienkov
  16. Thanks for coming back Lax - I run no sounds mods.. Not until LJ's new one is ready. Perhaps you need someway of identifying that and adjusting on map load - alternatively allow people to config it themselves ? SJ
  17. So wow - it looks really good - just like the combat footage we've seen coming through.... Is it right to keep up so much detail ? I don't know; with just 1 player down on the map in editor I was getting average frames of 50 to 60 around town. I run a 4ghz I7 920 with 2 GTX570's in SLI, so old system but I can run Altis locked at 60fps with most things turned right up... (or very High anyway as I run at 120% super-sample so my VRAM holds me back from Ultra.) I noticed that when I turned to face the centre of town, FPS dropped to around 45... If I scoped in, (2D Acog Sight from Trixies Weapons Pack) I dropped immediately to around 11fps... stabilising at about 18 to 20. I would say that even for PVP/TVT this is pushing it !! Will be hard to get smooth PVP play through scopes. I'd be interested to see what effect culling 25% of the clutter would have and perhaps cutting down tree variety - don't want to, it looks beautiful, but otherwise this will be one of those maps we'll all be waiting for Intel Broadwell's to play properly with. One interesting comment... You maxed my Graphics cards... Both at 99% for most of the tour. NEVER seen that in Arma 3 - nice one. Others with big rigs GTX780's etc will see better frames than me for sure, but my experience with Arma players is we tend to run kit substantailly behind the curve on average. Got some screenies..... Only had russians to put down. Sorry don't have any Ukrainian troop skins yet. http://cloud-4.steampowered.com/ugc/34097587421135043/60DEB699B9D6C4CE0A173E067B638289EC32D5E8/ (733 kB) http://cloud-2.steampowered.com/ugc/34097587421136627/907A1B8589382A113748944BE4DBFDC4A7E905BA/ (792 kB) http://cloud-4.steampowered.com/ugc/34097587421137762/684E3AFA528271F72628DE02310B5CCBD6E8DFE1/ (761 kB) http://cloud-4.steampowered.com/ugc/34097587421138998/6AB0FA4BFC307C3D61C16265F7728F6D709C0F36/ (837 kB) http://cloud-2.steampowered.com/ugc/34097587421140300/C56B71ABDFDB2B54D21C7283D36DDBB4B36E5DCC/ (823 kB) http://cloud-4.steampowered.com/ugc/34097587421143166/80F1AE184D60AE903D226CEC5538A40A83CF5B68/ (662 kB) http://cloud-4.steampowered.com/ugc/34097587421144354/D2372649209B1DF352A12FF22A03B7B3AD99C5CC/ (841 kB) http://cloud-4.steampowered.com/ugc/34097587421145522/4CBB66214518CB42A296D075BBEB5D61A6A2FB98/ (680 kB) http://cloud-4.steampowered.com/ugc/34097587421153086/2B23A43DFD767C1A1CE48485F742F046ED83739E/ (1048 kB) http://cloud-4.steampowered.com/ugc/34097587421151858/7F9BD6846A03C998CBEDB411A4BE46CEEA648C32/ (815 kB) Spotted that the lake isn't really a lake... I think Kju and his team could help with that. http://cloud-4.steampowered.com/ugc/34097587421154240/C482E911FEED47446D6F03B8D38D16B96955C755/ (455 kB) http://cloud-4.steampowered.com/ugc/34097587421155266/1816701363AFB9979980ED0FDA419F1F8A91C172/ (767 kB) http://cloud-4.steampowered.com/ugc/34097587421156469/4266BF111EBCEB891276FE8044E4030A1979EDD6/ (912 kB) http://cloud-4.steampowered.com/ugc/34097587421159132/77223385C3F6D345869133F8046AE640A85AE250/ (1063 kB) http://cloud-4.steampowered.com/ugc/34097587421160576/A43864619C965FEA82AFC962DBA0E5FBF51472C3/ (869 kB)
  18. Lax, been rocking the mod quite a bit yesterday and love the echo effects, very immersive. I did find however that during big firefights it got a little out of hand, with some less than pleasant effects building up.. Would it possible to... A) lower the effect slightly when there is more than say 3 or 4 projectiles in the air at any one time, B)Attenuate the volume created, sometimes it all just felt too loud, not subtle enough Looking forward to seeing how this develops SJ
  19. serjames

    Sangin WIP

    Cool ok - will keep testing - And thanks SmokeDog. It's great to get it back into A3 SJ
  20. serjames

    JBAD Release Thread

    It's NOT a map guys.... they're releaseing game assets, Models of buildings, rocks vegetation etc. just Improvements on the originals, so Terrain Makers can substitute these models for the Bis Vanilla ones and we get V2.0 Arma3 versions of their maps.... OR you can simply drop them in the editor.. SJ
  21. serjames

    RKSL Attachments Pack

    For some reason the Virtual Arsenal - massively boosts contrast and seems to change colours... In game testing is the way to go for colour matching. We found that out trying to match MTP colours
  22. While you guys have been playing dress up..... :) I've been getting A GaZillion RPT errors.. Error in expression <80); if ( (cameraView == "GUNNER") && ((_zoom == "3.0x") or (_zoom == "10.0x")))> Error position: <_zoom == "3.0x") or (_zoom == "10.0x")))> Error Undefined variable in expression: _zoom File sud_gw_t\m1a1\scripts\m1a1_rangeinit.sqf, line 8 Error in expression <180); if ( (cameraView == "GUNNER") && (_zoom == "8.0x")) then { ((uiNameSpace g> Error position: <_zoom == "8.0x")) then { ((uiNameSpace g> Error Undefined variable in expression: _zoom File sud_gw_t\t72\scripts\t72_rangeinit.sqf, line 8 Error in expression <80); if ( (cameraView == "GUNNER") && ((_zoom == "3.0x") or (_zoom == "10.0x")))> Error position: <_zoom == "3.0x") or (_zoom == "10.0x")))> Error Undefined variable in expression: _zoom File sud_gw_t\m1a1\scripts\m1a1_rangeinit.sqf, line 8
  23. Simply cannot wait for that... will make all the old maps So exciting to play on again ! (not that they're not already brilliant !)
  24. serjames

    Sangin WIP

    Brilliant - am testing out our new RM skins on the current versions and loving it. Did notice Ai walking through walls around 18/01 ? Not sure if that's a map issue or an Arma issue :) EDIT: Also spotted that you cannot shoot over the new walls - They have a scalloped shape but the Geometry LOD seems to be blocking the shot ? http://steamcommunity.com/sharedfiles/filedetails/?id=313485496 SJ
  25. Brilliant - Part of CUP right ? So AiA-TP will be able to integrate these onto older maps as over-writes of the non-enterable versions ? Simply fantastic if so...
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