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horrorview

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Everything posted by horrorview

  1. Awesome work, Abs! Saw the Enterprise on Facebook (along with the Klingons) and jumped for joy! :)
  2. TPW, I've been playing the campaign with ALL of TPW mods enabled, and it's great! The campaign runs very smooth, and, as far as I can tell, TPW hasn't had any effect (although, to be fair, it starts on Stratis, and I've yet to leave "the tiny island"). One thing that's sort of funny in a completely unintentional way is the fact that all the roads on Stratis are supposed to be closed, and, during the beginning of the campaign, while you're being ferried over the island in a chopper, one of the characters says as much. Just as he did, I looked down and saw a gas truck and a hatchback zooming past a roadblock. LOL. Later, while trying to avoid the enemy during a tense run through the forest, another hatchback came ripping by me down a dirt path. LOL. I suppose it could ruin the intensity of the experience for some, but I laughed out loud and thought "Hmmmm...I could commandeer this thing and be at the objective a hell of a lot quicker!" :P
  3. Runs outstanding, and is really quite compelling. Got three missions in, and only had a few issues, though none gamebreaking - 1) After boarding helicopter at the opening of the game, I noticed the helicopter animation was quite choppy. Set the game's CPU priority to High, restarted, and it was smooth as silk. 2) "Lieutenant" character in first mission seemed fused to H-Barrier he was sitting on after he hopped off to greet me. 3) Squad at "rendezvous" didn't proceed to objective. They just stood around screaming "COVER ME" and "Return to formation!". I got sick of waiting for someone to do something, so I went on alone, and they didn't follow until I reached the objective. That's about it so far. :)
  4. Anything WW2 is alright by me. I visit this thread several times a day. Hell, it almost makes me want to re-install World at War just for some good ol' fashioned M1 carbine goodness.
  5. horrorview

    WIP - Submersible - Batiscaf

    I can finally realize my dream of a Life Aquatic with Steve Zissou video game! :P Bon travail, l'homme!
  6. Tall order from someone not doing anything other than reaping the benefits of someone else's hard work. How about just being happy this mod is here, improving the vanilla game tenfold?
  7. Leave 'em on? Heck, I count on 'em! LOL. These mods lend life, immersion, and realism to every mission I play, user made or self-made. Navigating through bustling streets at dusk, crawling through the bush while dogs bark in the distance, headlights spilling across a darkened road or choppers overhead while working your way toward an objective; it's just awesome! I could NEVER go back to vanilla!
  8. horrorview

    ARP2 Objects Pack

    My favorite mod, alongside TPW's realism mod. Speaking of TPW, one of his goals with his mod is to add "Ambient furniture" to houses and buildings. I don't know if you two fellas know each other, but if you do end up making civilian home items and he can script them to appear in game the same way he has with civilians, vehicles, and animals, man....the two of you would elevate Arma 3 into the most immersive and awesome gaming experience on the planet. I can't wait for your next release!!!
  9. Damn, seems like something went awry with my game in the last update. I've got crazy scope lag, now, where my FPS goes from the mid-40s to the teens whenever I scope in on a target. Same happens with binoculars. That used to happen in the Alpha stages, but it seemed to get sorted. Sadly, it's back for me. Anyone else experiencing this?
  10. horrorview

    CJTF101's EDITOR v1.1

    The lamps are there under houses, I believe, but none are lighted. We're also missing the halogen and harbor lamps. I tried to light the things up myself with the init scripts I dug up, but none worked. The old version of this had "on" and "off" versions I believe. Any chance we'll get those back :) Thanks for your hard work, man! I sooooo missed this mod! :)
  11. You're really just spoiling us now, tpw. ;)
  12. Well, they look like Borg already, so...:D
  13. horrorview

    Invasion 1944 V3.0

    Oh my god, those WIP shots look AMAZING!! Keep up the great work, guys!
  14. Getting a lot more LOD "pop in" than I was prior to the last couple of releases. Seems that, even though I've not changed it from the 3000 distance/1500 objects it's been since the retail release, objects like houses and vehicles as close as a few hundred virtual feet away are now flickering back and forth between textures.
  15. This is from the mod description doo-dad. You can configure all sorts of stuff: In addition to the configuration options available in TPW_MODS.hpp, you can designate areas in which civs, cars and animals will not spawn. This can come in handy if you don't want goats or cars on a runway, or you've taken over a town and don't want civilians. To designate a car exclusion object, enter "tpwcarexc" (no quotes) into the name field of any editor placeable object. This can be a logic, or any other object including moving vehicles. If you don't want to see traffic around any airport you fly into, then you can name your transport aircraft "tpwcarexc". You may designate a maximum of 10 such objects: tpwcarexc, tpwcarexc_1 -> tpwcarexc_9 Animal exclusion objects: tpwanimexc, tpwanimexc_1 -> tpwanimexc_9 Civilian exclusion objects: tpwcivexc, tpwcivexc_1 -> tpwcivexc_9
  16. You are a mod god, tpw! Thanks for this!! :)
  17. horrorview

    AI Discussion (dev branch)

    You guys are doing great stuff, and it's much appreciated. I have one problem, however, where the AI is TOO intelligent (imagine that? LOL). I've been trying to work stealth into missions to no avail as, no matter what I do (save for setting them to "careless", which basically lets me walk up to them and shoot them in the face without so much as an attempt at retaliation), the AI always sees me, even if I'm inside a house 100 yards away. I've even removed NV goggles from the CSAT guys in hopes that, blind in the night, they'd at least be at some sort of disadvantage, but they target and shoot me like they're Riddick or something. Will we ever get a true stealth experience? I don't mean that in a smarmy way; I just want to know if that's something that's being worked on and won't hinder the improvements in intelligence otherwise.
  18. I noticed a lot of civilians "chimping" (walking around hunched over with stupid expressions on their faces and arms held close to their chests like the Easter Bunny) and crawling around today. I guess it's a bad day to live on Altis.
  19. horrorview

    No women at all

    Sweet Jesus, she looks like something out of The Thing!
  20. I'm not sure if he's changed things with the combining of the mods, but it used to be tpw_civ_density = 5; // How many houses per civ. (0 = ambient civs disabled).
  21. LOL! It'd be great for sure, but I don't know if it would be easy to do (especially since I know NOTHING about modding!!). It'd be Grand Theft Altis for sure! :P ---------- Post added at 15:45 ---------- Previous post was at 15:39 ---------- While I'm here, I may as well throw out another, probably impossible, idea/request. I was laying in bed thinking about Arma the other night (yeah, I do that. My wife doesn't appreciate it one bit), and I was thinking how cool it would be to have civilians actually interacting with one another rather than just sort of milling about. I've managed to script a few bits where I've spawned civs and had them walk up to other civs and engage in conversation, but I was wondering if it would be difficult to "spawn" groups of civs doing just that, as one chunk of scripted code. I was also daydreaming about BI introducing children and women and how cool it would be to have a scripted "children playing" thing, where they just ran about in a small area and, when trouble struck, would run a set distance and then recommence playing elsewhere. Like I said, probably VERY difficult if not nigh impossible, but you seem open to ideas, so I figured I'd float those out there. :)
  22. Hey TPW! I don't know if anyone else has reported this (I'm on my mobile with a 2G connection right now, so I can't really go back over the thread), but it seems that, if one rides in a vehicle with the radio chatter on long enough, the ARMA III load screen sounds play after a bit, as if on loop. It's actually sort of cool when it starts as it's got the ominous Day-Z vibe going on. LOL. Then it adds the ARMA radio chatter/blips/bloops/bleeps, and cuts to silence before going back to your chatter again. Also, I'm an idiot, so this is just a suggestion, but would it be possible to add a "Radio Off" command in the Action Menu? While military vehicles and commercial trucks work great with the chatter, stuff like the Quads and civ vehicles would probably be better served without it (or, even better, with hideous Greek music playing! LOL). As always, thanks so much for this incredible set of mods you've given us. You've elevated ARMA 3 to a masterpiece!!
  23. I'm not sure when (if?) BIS will be re-adding the Civ module, but TPW's ambient civs mod is simply incredible, as it adds not only civs, but cars, helicopter fly-overs, jets streaming across the sky, and even animals! It's available here - http://forums.bistudio.com/showthread.php?164304-TPW-MODS-enhanced-realism-immersion-for-Arma-3-SP
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