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Nummi

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Everything posted by Nummi

  1. Nummi

    EricJ Release thread

    Hey EricJ, the Taliban mod looks promising. I have a couple of questions, I hope you're not tired of answering these: Are you planning on removing the hats from the uniform, and making the hat's actual 3D objects for the headgear slot? Is it in any way possible to remove the default config with the weapons that aren't in the mod? I'm liking the textures of the clothing, you've done an excellent job. I hope you have a great day, and don't feel annoyed by my post. I respect the amount of time you put into this.
  2. Nummi

    Arma 2 AV-8B Harrier II Port

    Can confirm, the latest PWS version does not work at all. It is marked as version 0.6 but it doesn't work. Just to inform anybody who is confused. The PWS version currently does not add the plane to the editor, or arsenal, in any form.
  3. Is this project dead? If it's not going to continue, could I ask if you're interested in sharing what you've done with the snow with other map-makers?
  4. It wasn't a lot of trouble to get it working, just took some thinking and luck I guess. Thanks for the awesome tweak, I can't imagine playing without it! Just played a session with our group today, the game looks SO good. Excellent, simply excellent.
  5. That must be caused by an error with BattleEye, not ACE3. Our clan is getting the same problems with Real Light v6 and when joining the server, completely randomly. Some people get the error some people don't. 1 out of 10 attempts to start the game work perfectly normally though. It's really weird. Are you using PWS?
  6. I used the instructions provided on the official site. Installation went 100% smoothly, until I tried to start Arma3. I validated cache files before starting the game. The game won't go beyond the starting splash "ARMA 3", with all the ReShade info and SweetFX info stuck in the left upper corner and in front of the ARMA3 label. Eventually I just have to terminate the lagging process with taskmanaged, and I get this error message: I am currently looking into deleting all files and trying again. If that doesn't work, I need to check the .dll files in case they're corrupt. Anybody else run into this problem with version 6? My clan-mate apparently did, he just deleted all the files and didn't try again. I'd like to get this to work, so help would be appreciated. I am using Windows 7 Professional 64bit. Could the ReShade32.dll be causing problems? Should I use the ReShade64.dll, contrary to the instructions on the website? I am launching Arma 3 as administrator, using the launcher, without any modifications. Here is my system info, as provided by DXDIAG: https://www.dropbox.com/s/4ak2t8f3xfhauod/SystemInfo.txt?dl=0 e1: Deleted all files related to ReShade (including Real Light) from Arma 3 root. Game now smoothly launches. e2: Going to retry the installation process. e3: Reinstalled ReShade and Real Light 6 as instructed here http://sh8.videopilot.link/arma3/real-light-v6/, same problem. e4: Ran Arma 3 in Dependency Walker http://www.dependencywalker.com/, and got these errors: http://i.imgur.com/oqtY26i.jpg Any idea what could be causing this? e5: IT'S WORKING! I don't know how. I had it installed as instructed. Then I deleted the dxgi.dll (originally ReShade32.dll), and used the ReShade64.dll, rename it to dxgi.dll. The thing didn't work, but Arma3 launched. I switched back to ReShade32.dll, and it suddenly worked fine! FINAL EDIT: Working fine now, but after a system reboot, launching arma through PlaywithSix was not possible. I was trying to join a BattleEye enabled server, so battleeye launched before arma. The launch sequence stopped because battleeye blocked the use of dxgi.dll. Launching through the steam-launcher first, then using PWS works still, I just have to do that every time I reboot my system if I want to join a BattleEye enabled server.
  7. In combat situations it would be unlikely that vehicles would be used in this way in a forest as thick as the ones in VT5 (or most of eastern Finland for that matter). The visibility in most areas is so short that it would be tactical suicide to drive multiple vehicles into the forest that might be occupied by hostiles. My point is, in arma3's context, it is very unlikely that any military would actually try to use vehicles off-road. Except heavy ones ofc, like tanks. Because Arma3 currently has the problem that trees and foliage just fall over without slowing vehicles down at all (this will be fixed in CUP Terrains), I think it is a good compromise that tracked vehicles move slow in the woods and wheeled ones (the ones I tested, RHS) move very slow. In case of an alarm, would you really try to drive a wheeled vehicle through the forest, or would you as a sensible person go for the road, if you actually needed to redeploy that far. Armored vehicles aside, forests are not the place to use wheeled vehicles in Finland. e: As far as testing within armafinland goes, we haven't had any problems with vehicles being too slow or too fast. At least the GAZ Tigr managed to survive at a sensible pace through the thick forests, following a small path. All the dirt roads allow cars to go faster, but sensibly so.
  8. "It is the year 2130. Climate change happened. Finland is now a subtropical paradise." Gimme them palm trees next to Saunas, please. I can confirm that this map has performance that is at minimum on par with other well made maps, and often times it is better. We've been testing it in our sessions and I don't remember having heard any complaints of low fps, unlike great looking maps like Kunduz or Bornholm, which have universally yielded bad FPS for our players.
  9. Nummi

    ACRE2 Stable Release

    +1 I would be very interested in this feature.
  10. Nummi

    RHS Escalation (AFRF and USAF)

    I think I am going to have to switch out the PKM to the PKP, to get the AR a bit of an edge in mid-range combat. I'm going for a more "well-equipped" insurgency in this mission. Immersion ruined, whine whine, cry cry, insurgents using a PKP :D Perhaps add a SVD in there as well... Yeah, I think I'll make do with what I have. Thank you PuFu as well for taking the time to clarify this. Appreciate it. As the only weapons in our modpack come from RHS atm, I'm hoping to squeeze every bit of customizability out of the mod possible. Thanks for the work on the mod guys. Gonna go enjoy your work in the editor!
  11. Nummi

    RHS Escalation (AFRF and USAF)

    It is a largely accepted policy in our group not to pick up hostile weapons without specific orders from your CO, since it largely increases the possibility of friendly fire. They haven't made a strong statement against my suggestion mate. I'm just further illustrating my point, as I think MistyRonin's argument's were more conversational than practical. I'm not complaining, just trying to make intelligent conversation. Unlike you, starting with What kind of behaviour is that...
  12. Nummi

    RHS Escalation (AFRF and USAF)

    Yes, I certainly considered this while making the mission, and the forests in the area certainly support well-played hit&run tactics. The reason I decided I need optics at least for a couple of the guys was the fact that the map we we're playing on (in beta) had a lot of fields. USMC just set up at the edge of the forest and rained fire down on the poor insurgents, whom couldn't do anything but spray a few mags into a forestline 500m away and not hit anything. :D I think it would add more usability to the Insurgents if optics could be attached. I know that the AKM and AKMS really don't support that many optics, and apparently none without a separate attachable railing system. Still, just a compromise of being able to attach a couple scopes on them would add a lot of variability to possible scenarios. Also, I think you're describing an older type of insurgency than the one that we've come to know in the last few years. Ukraine, the middle-east, all insurgencies have shown a remarkable ability to come up with high-tech optics and military gear that has traditionally been attached to only conventional militaries and spec ops units. Well, it would be nice. I appreciate of course your decision to not add this into the mod. Considering it would only require a config edit (I assume?) I hope it wouldn't be too much trouble. E: So it's rather a JSDG joint rails feature request I should be doing? I was going after functionality according to something like this (no modelling of the actual mounting system needed of course, just the compatibility)http://www.brownells.com/optics-mounting/rings-mounts-amp-bases/rifle-bases/ak47-akm-optic-mount-system-prod55213.aspx
  13. C'mon don't troll the thread of the best mod on this website. Get your shit together guys.
  14. Nummi

    RHS Escalation (AFRF and USAF)

    I know the Insurgent faction is not a focus for you guys, but would it be possible to add the possibility to attach optics to the AKM/AKMs and PKM weapons? Right now it is hard to balance certain missions (USMC vs Insurgents) when the other faction cannot have optics at all and the other one should mostly have ACOG's (Since thats what the USMC usually use.) Is it a matter of adding Joint Rails support for the insurgent weapons, or is it just an RHS internal thing? Love the mod, thanks for all your work.
  15. On the topic of Advanced medical, from the wiki: So in high doses Atropine is supposed to subtly lower heart rate, and in high doses increase it. We tried this out today with a couple of members of AFI, and could not for the life of us increase heart rate with atropine. We just ended up stopping the patients heart by dropping his heart rate with continual injections. Is high-dose Atropine implemented in the game? If not, could you please remove the notion of what Atropine does in high doses, as it might lead players to knock patients unconcious thinking that they will eventually raise the patients heart rate. Loving the mod!
  16. Nummi

    ACRE2 Stable Release

    Hey everyone in the ACRE2-crew. Loving lots of the features of your mod, and I have a question for you. Can you indeed confirm that your mod has been tested with 120 players continuously? I read in the wiki that this was the case, and UO has been using the mod in their games. Unfortunately many of the members of my group (ArmaFinland) are of the opinion that UO has not had such a high player peak in a long time. Have the latest versions indeed been tested with high player numbers? On Gametracker i see a peak of 60 players within the last 30 days. Our group is currently internally discussing switching to ACRE2. A lot of concern has been raised over the high player-count performance of ACRE2, since it seems to be more script heavy than TFR (More accurate simulation). It is hard to test the mod with high playercount ourselves, since it's summer here in Finland and people don't tend to waste the short amount of sun we get here playing videogames :D Thanks for the awesome mod everyone, and have a nice day/evening/whatever it is when you're reading this.
  17. Nummi

    RHS Escalation (AFRF and USAF)

    Tomato Tomato :D Really loving everything in the latest update, thank you so much everyone in the RHS crew! Will most likely set aside some money from my next paycheck and donate, you guys deserve every reward possible for this 1st class mod.
  18. Nummi

    Blastcore: Phoenix 2

    Tried it out, looks freaking awesome. Thanks for the mod. Don't get discouraged, there is a large positive majority using your mod that just doesn't pipe up to tell you how good of a job you've done. Negativity is easier to do.
  19. "8. Horizontal distance and azimuth between two points": This only seems to be showing the distance between two points. I am following all instructions in the wiki. Used with latest Arma version and latest CBA.
  20. Im getting an error when trying to use this function on civilians. Its in the init-line of the unit, in editor. [this, this, 100, 7, ""MOVE"", ""CARELESS"", ""GREEN"", ""LIMITED"", ""STAG COLUMN"", [3,6,9]] call CBA_fnc_taskPatrol;"; CBA version: 1.1.20.150408 (PWS shows this version.) Map: PR Fata Arma 3 Version: 1.42.0.120244 Here is the error: 15:42:43 Error in expression <nt < 9) exitWith {_waypoint}; _waypoint setWaypointStatements ["TRUE", (_this se> 15:42:43 Error position: <setWaypointStatements ["TRUE", (_this se> 15:42:43 Error Type Array, expected String 15:42:43 File x\cba\addons\ai\fnc_addWaypoint.sqf, line 55
  21. The PWS version does not work. I downloaded both the PWS version and the iniDBI for x-cam from PWS, and no objects appeared in the object classes menu when in xcam. Probably to do with some compatibility issue. I downloaded the original files and made PWS use them manually, and they worked just fine. Thank you so much for all the work you've poured into this Silola, a truly phenomenal tool.
  22. Nummi

    TF47 Launchers [WIP]

    So hyped for the SMAW and ACE3 compatability. Also hyped for something else quite exciting in the future ;)
  23. Since the thread on AGM's github I knew something fishyvwas going on. Kinda telling of the state of the internet nowadays, that when I saw AGM and CSE shutting down I thought the negotiationa had gone awry somehow and they quit out of frustration or something. This is very heartwearming and good news. Hope you guys can keep up the good work! Thank you so much for your selfless input for the community!
  24. Nummi

    RHS Escalation (AFRF and USAF)

    A quick question concerning USAF Decals. Is it going to be possible to remove US Army/USMC decals from Humwees etc in the future? Right now in the editor I'm seemingly unable to turn off the A^12 decals (US ARMY) or any other decals on the Us Army M1025A2's ive plopped down in the editor. I'm using the "RHSDecalsOff = true;" command, tried both in its Editor init-field, and in a gearscript called with "id = ["IDFHW", this] call compile preprocessFileLineNumbers "loadouts\MISSIONkit.sqf";" I read earlier in the thread that the US Decals wiki page was in the works, does this mean that US Decals are fully functional and should be working in game, and I'm doing something wrong, or are they still as WIP as the wiki page is?
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