Jump to content

peewee678

Member
  • Content Count

    14
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About peewee678

  • Rank
    Private First Class
  1. Hi Kju, I always use your proper "DisablePeripheralVision" mods (just found out you are the author of the great proper mods!) to disable the blue orbs. Problem with AiA SA is the orbs are back (I really hate them and don't want to play with them). I already changed the order of my mods but I still see the orbs. Your proper mod is the only way -that I know of- to disable them (apart from playing at the highest difficulty setting ofcourse). Without AiA they don't show up. Any idea what I can do to get rid of them? Thanks.
  2. peewee678

    Nvidia GeForce 337.50 Beta

    I'm always very suspicious about FPS gains but I measured before and after on the same spot on Altis (exact same conditions) and it really gives me 10% extra. I didn't expect it so I was quite surprised.
  3. peewee678

    Nvidia GeForce 337.50 Beta

    Thanks Grillob3! Just tested this on Altis (SP) without AI (but with several scripts running). Gives me a 10% boost on a GTX 780TI Note: During installation I got an error about OpenGL (could not be installed). No problem for Arma3 ofcourse, maybe for other games?
  4. peewee678

    Whats with the new sounds??

    Hey, that's weird... I think the MX sounded OK in 1.12 (punchy, solid but a bit restrained) but since 1.14 it sounds really harsh, thin, clattery, distorted and even a bit plastic like! I have to be honest: I'm not sure which one is more realistic but I liked the previous sound a lot better. I already tried to "fix" it but haven't succeeded yet. I to use 5.1 surround and sound is important to me. I'm sure the main new thing now is not "secondary sounds" but the primary firing sound sounds more like excessive EQ-ed and Pitch shifted (higher). TBH I wouldn't be surprised if it's a completely different sample: it sounds totally different.
  5. I know, just kidding. Although I don't use this mod at the moment, I would totally feel the same about it. So good question! (sorry for the topic pollution).
  6. You're not supposed to have a deep conversation on ancient Greek theatre with the bad guys. You just have to kill them :p
  7. Great to hear indeed. In that case: good luck to the both of you and keep up the good work!
  8. .kju thanks for the personal answers! A little advise: maybe you could ask Alduric (A3MP) how he fixed the lighting? (I have no idea if you can use the same method for your project).
  9. Tried it but I'm back to A3MP because the lighting (Chernarus) is not right... Very dark and dull (not a small difference but really a difference between day and night). I'm afraid it needs some serious tweaking. EDIT: Just noticed there's no sun, so no sunlight (only the dull, flat ambient light) and therefore no shadows... Great work though. As soon as the lighting is OK, I will use this.
  10. I'm afraid airdrops from the console don't work anymore. If I call them directly from MCC, they work fine but after adding one (or more) to the console, I can call them (and they are removed from the list) but nothing happens... (CAS from the console is working fine though). EDIT: there's a bug in one of your bugfixes :) mcc\general_scripts\CAS\cas_execute.sqf I replaced this file by the previous version and my airdrops work fine now (I remember reading something in your changelog about a related bugfix so there you have it).
  11. Thanks again Shay! Tiny thingy: you included the wrong changelog (r14) in the download (i.e. the one I downloaded this morning (feb. 14)
  12. 9) Good idea BUT in that case please make it an extra option (instead of integrating it with the other markers toggle). I make SP missions and I'd like to be able to see where I have to place the player (a bit outside the zone). 10) You're right! I noticed it because I couldn't find my Intel. I've tested this and it is reversed (I've already made myself a patched version :cool: ) 11) I agree. It's a small detail but it could be a bit confusing. I have another question (someone already asked this some pages ago): can you make the zone markers less intrusive i.e. such that the landscape is better visible? Otherwise I really enjoy this mod a lot. Thanks for the great work!
  13. You're kidding me! Thanks man, great work! Sorry but I meant the profiles on the Main page (the Save / Load system you built in MCC). It's persistent so the data have to be saved somewhere. When I quit the game and restart and open up MCC I can load what I saved before so... there must be a location where those are saved...
  14. [Note: Ofcourse I meant: MCC (not MMC) and I do know how to restart but this is about the created tasks (Wizard).] I think the Mission Wizard is a great feature! I use it to quickly generate SP missions (from the editor). Works great! However: when I restart such a mission after dying and reload the MCC stuff (Menu 1 > Load), the tasks are gone from the map. Is this a bug or maybe on the todo list? Another question: where are those missions saved? I've looked everywhere with all sorts of search methods but can't find any of the MCC missions (I know it's not really missions that are saved but actually MCC generated code but I'd still like to know). Thanks.
×