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Everything posted by serjames
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
serjames replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your second proposition. Like A3MP. This comes pre-installed with the following maps - Rahmadi Sahrani Southern Sahrani United Sahrani Porto Utes Chernarus Desert Takistan Zargabad Shapur Proving Grounds Bukovina Bystrica Takistan Mountains All the rest you would need to download and install yourself. I just copied them in mass from my Arma 2 folder - and bingo A3 see's them all tickety boo. Just remember some maps, Like IceBreakers Lingor will not work, but 95% of the rest of them are perfect :-) Enjoy ! ---------- Post added at 13:02 ---------- Previous post was at 12:59 ---------- p.s. It's up and available on Pw6 now too.. just seems like it's still mirroring as it's acting up. Might be wise to give it a few hours to settle. SJ -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
serjames replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fata and Capriai will work fine. For Fata you will need to use the A3 version, to eliminate the ponds waterline bug. However you need to manually load that as PW6 will call up A3MP as a dependency - which for obvious reasons won't work - I've sent a ticket into Pw6 to see if we can do something about the dependency system, at the moment it's too restrictive. The key visual improvement I've seen (as someone who has tested just about every map in A3MP and built missions on a good many of them) is that the material physics is much improved. e.g. shoot a window and you will shoot the glass out, shoot a tree and it will splinter, shoot a rock and it pings off. A small fix but much more immersive. Secondly A3mp was very much a quick win fix. It spits literally Shiite loads of RPT errors out, which, actually are just not acceptable anymore within my unit as we're looking for 100% stable and bug free mods now - too much blood sweat and tears wasted on operations ruined by crappy mod bug checking that causes a dedicated to fall over or kick all the clients. Note that Rayhard has a fix you can apply to A3mp but it's another very large download. So with this pack you get it all in one and MOST IMPORTANT of all. It's most likely to be supported - improved and made better! Whereas A3MP has been static since just about 10th March 2014. With no hope of improvment in sight. A3MP made this game playable for us as Altis and Stratis get very boring after a week or two, but in reality most of the code in that was derived from AiA anyway so it's just really good to see a fully supported version being released by Kju and friends. Well done again ! SJ -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
serjames replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice one.. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
serjames replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I assume you guys with errors are posting them up where the Team can actually action them ? ================== = How can you assist = ================== If you want to help with this project, you can do so in many ways: Try it and play it If you like it, tell your friends or reddit Promote it with screenshots or videos Join the Community Upgrade Project to help further improve it Give feedback and report issues Anything else you can think of being useful Feel free to contact me by PM or mail, if you want to contribute. Please report any issues you encounter in the AiA issue tracker. Please read the notes how to report problems in the AiA wiki. :rolleyes: -
JSRS: DragonFyre -- WIP Thread
serjames replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some not too bad quality sounds, shame about the combat skills !? Elite they're not.... -
What was the fix Deny - helps other people if they are seeing the same issues SJ
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Check you are running no other weapons mod packs - If that cures it then bring them back one by one till you work out which is overwriting the sound config.. SJ
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East vs West (OFP inspired mod)
serjames replied to sudden's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sudden check this link - we had similar problem with Aplion's jackal and managed to solve it by tweaking suspensions settings http://forums.bistudio.com/showthread.php?163352-Refined-Vehicles&p=2720214&viewfull=1#post2720214 -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Beat me to it mate ! :) -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So what you're saying is that there is no way to "disable" the code for a specific object ? I seem to remember that R3F has an Init line that is needed to prevent the script functioning on say Base signs, safety barriers etc. I will raise a ticket when I'm back from t'office - I really want to include the module, but it would be a "logistics" nightmare on the public lol SJ -
Goodson is on Vacation for a couple of weeks, so answers may be slow in coming. I doubt he's had a chance to look at the new AiA implimentation yet either. Patience lads, sorry SJ
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Islamic State & Guerrilla Units Pack
serjames replied to NIN3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Adding would be preferable, if you can get permission... Keeping dependancies numerically as low as possible is to be encouraged - especially for this to be widely adopted by Units/clans etc SJ -
No I believe the weapons are unique to this pack - which was to be fair the whole advantage when it was launched. A standalone pack, ALiVE compatible with no dependancies. In our gameplay we've not to be honest noticed any weapon accuracy issues, certainly fighting against insurgents I would have expected a certain lack of discipline and weapon handling skill anyway. Having said that we run on Vet or Mercenary with AI mods too so it maybe that combined this has had a positive effect on their ability to kick my arse... which they do seem to be able to do quite reliably. Looking forward to the fix and improvments for sure :-) SJ
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ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
bumpidy bump -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
serjames replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So putting 2 & 2 together... Will M1lkm8n's building replacements allow enterable buildings on maps that use the same buildings as Sahrani, e.g. Fallujah ? Now THAT would be amazing ! Also noticed that maps like Clafgan still get the waterbug, is that because they are configured differently in some way ? SJ -
wip buildings of russian village
serjames replied to argument's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
looking great ! -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
serjames replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great job !! -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So say we have an ammo crate that I don't want players to drag around using the logistics module, what do we need to do to black list that object ? Can we apply that to any object e.g. hesco's for our main base etc , to stop people pinching them ? SJ -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cheers Friz - eagerly awaiting the PW6 uplink and then I will test it to death :) SJ -
Brilliant - looking forward to getting these bad-boys on a map... SJ
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What you asked was whether or not you could just link to your existing A2 files to enable maps and assets from A2 etc. Yes, that's what AiA does it's a bunch of clever scripts and configs that allow you to import and use A2 assets and some missions in A3. It's simple to use, just go to the AiA thread for any assistance as here is not the right place. A3MP is the way to get the same functionality (for MAPS!) without owning A2 etc. It's a big download admittedly but to be fair is never updated so once you have it, you got it.. And it's a little easier to use than AiA imo. Just @ run it and 95% of A2 maps will then be availabe for you to use in A3. Note however than A3MP does not allow A2 assets like vehicles or weapons to be ported, that does require Aia. Hope that helps SJ p.s. Worth noting that if you're not too confident with setting mods up PlayWithSix should be your first port of call, very easy to use (ish!) and totally simple to maintain all your mods with very efficient delta patching once something changes. I recommend it.
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ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Brilliant guys as always.. p.s. how does the logistics and player re-supply handle modded weapons and vehicles etc ? Can you select vehicle type for re-supply duties i.e. Wildcats, Lynx etc ? I'm gonna have a play and it might be obvious but I didn't see it in the videos... -
t0et0e - AiA is YOUR friend... SJ
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[OPEN BETA] [SP] bCombat infantry AI Mod
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hmm, have you tried messing around with all the Object detail and Graphic settings ? Sounds crazy but they seem to be more reliant on CPU than GPU in many cases. I'm not at all familiar with AMD cpus, (well not since I used to overclock Athlons) so have no real baseline to understand what you should be seeing. To be honest I always play MP using dedicated servers, so my benchmarks would always be faster than yours. You could look into running the mission on a local dedicated server ? My reasoning is that bCombat is just not that CPU intensive in my experience and AI numbers or Object count has far more responsibility for slow-downs. As an exercise have you tried disabling bCombat and comparing speed ? I mean if it's truly bCOmbat that's killing it for you, then Gliptal or Fab would probably be able to advise some settings to try. #wild Unit advertising mode on# you COULD always simply come and play on our server, it's running a fairly vanilla set of mods at the moment as we've been having some stability issues (which may actually be in part due to running bCombat) so we've been going through the painful process of sticking with one mission (I&A - however much it sucks, it works) then adding mods one by one. Anyway if you fancy it filter for [3CB] or search for Server IP: 144.76.162.200 Port: 2362 Link to the Mods page http://www.3commandobrigade.com/viewtopic.php?f=57&t=1765&p=13754 Great FPS guaranteed, no need to worry about setting up missions... etc etc You'll have the added benefit of real squadmates, who know what they're doing and play properly as a unit :) #wild Unit advertising mode off# -
British Army - Multi-Terrain Pattern (MTP) Uniforms
serjames replied to bravo93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hmmm whilst we're talking fantasy, what about horses or donkeys so that our Taki-bunny foe can come charging across the plains... ? lol I'd settle for one of those Challenger mods we get teased with.. or (please !) the foxhound. I hope Rock and RKSL re-release some of their vehicles as they were just second to none. Anyway dreaming over Thinking of which I reckon Skis might be possible using the new PhysX stuff. Did any of you try that Maxx Pro Mod, that was practically sliding all over the place... I think it could be done Friction to one side, low friction to the plane of the ski attachment etc ?

