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SM_Fish

8-Apella
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Everything posted by SM_Fish

  1. Ah...the disk arrived in the mail this evening. Tomorrow I can install and get reacquainted. I heard that with the latest patch, the graphics engine had been optimized...is this the case? I also heard that the terrains were simpler and might render better on less robust systems (like mine) - any truth to that? Looking forward to finding out.
  2. I had driver privs for the MHQs back on the Arma2 servers, I was wondering if I could get it added for the OA servers as well? Fish Edit: Well, maybe I should get OA installed on my machine and get an ID before I ask
  3. Awesome video, great song. SO how's it going guys? Been a few months. Is OA worth buying yet? Fish
  4. Hey All - Enjoyed playing in TacDom yesterday - was my 2nd or 3rd time playing Arma in a couple of months so my SA was really poor - not sure how much of a contributor I was, but enjoyed the time. Crippled by a loss of DSL service in my area at the start of my second AO with Lightspeeds squad. Sorry about disappearing like that. Really enjoyed the loss of the backpack and all of the modifications that have been made to the Sparta Dom mission since I've been away.
  5. Or this.... http://www.stallion51.com/
  6. More for the MHQ movement than not, but please add SM_Fish as well.
  7. Good Games November 11th I wanted to say how much fun it was yesterday-- Ebden, Buzz, Skele, ScuD, DeltaSierra and someone I didn't recognize were on the Sahrani server yesterday from about 4 - 6 pm PST and it was a blast. We started in Expert mode and wound up with some weird experiences -- laser designators not illuminating and major ownage by the AI, but Halli showed Ebden the ropes Admin style and we turned it down to Vet mode, at which point things started working more as we anticipated. Good times, but stll a hard map to clear. Would be great to get more people on the server...the island lends itself to really huge view distances, and the AI can be super tough, especially in the heavily wooded areas, and when the little bastards hide in in underbrush. Hope to see more people on the server. It can be a really nice shift from Chernarus. But I still really enjoy Kal's Mega AO mod for domination. That was a very nice shift - seems that it improved teamwork and more tactically sound play.
  8. OK, I know this is ridiculous, but it made me laugh.
  9. I actually contacted Bushlurker (author of the Sahrani domination for CAA) "He had this to say... Glad you liked the conversion... it was, of course, Domination by Xeno - I just reverted his Chernarus A2 version back to the Sahrani location... I kinda noticed the Sahrani AI kick serious butt too... not sure why - it's the same stock AI FSM routines and stuff... I suspect it might actually be something to do with the clutter, bushes an trees, etc... In the early Arma1 days - trees an bushes were laggy as hell (sound familiar?) and they blocked your view, but not the AI's... there were community addons that made the AI less hyperaccurate, plus others that eased up the FPS and added AI viewblock to the vegetation... None of those addons work on the A2/CAA1 Sahrani, so - in effect - the AI can see you real easy - combined with the new A2 "intelligence", once they're on to you it can get tough..." Was nice to get such an quick and to the point answer. Seems someone is working on a mod so that the enemy AI aren't Terminators.
  10. Thanks Zeno - I don't wish to appear ungrateful - thank you so much for implementing this map! (And of course listening to my bellyaching)
  11. I was having some fun, but some frustration with the map. The AI seems to have the instant targetting that Arma 1 and Arma 2 had before the recent patching. Fire at the AI, and they return file damn quick. Maybe my imagination, but AI seems to spawn almost on top of you - without having to move up. One minute you're clear, the next there's suddenly a squad flanking you. I had a good time with Zeno, Phisher, and Idan trying to clear a couple of towns and it was TOUGH. The no revive changes the pace of the game a great deal, and we do have AI cannon fodder we can use to tote around anti - air, as the AI will often have 3 -4 helos and / or fighters circling over the fight.
  12. I'm Pacific time - I'll probably be on a around 3 pm my time, what with the multiple demands of unemployment pulling me in so many different directions. :/ Not blaming you guys at all. I guess that's part and parcel of running a good server.
  13. Is there any way we can get the revive option for the return to sahrani map? Also - hoping to hook up with more regulars there - the US Dom server seems to be a madhouse lately.
  14. I did download the files a couple of weeks ago, but was only able to play with an AI troop, as no-one was there when I was. Looking forward to trying it with more human players. Thanks again for installing it, Zeno!
  15. I thought that I remembered reading that there would be an OFP2 demo released -- I'd really like to try it out before purchasing, so does anyone know if/when a demo is planned for?
  16. Yeah, there are definitely some more interesting portions of the map that we don't play in, strictly due to the nature of Dom. I guess I am dependent on the kindness of strangers. 2.1 Gb? Hmmm that would be a lot to ask people to download.
  17. Durka - I think these instructional posts of yours are great. I myself have no military experience whatsoever so it's all new to me and very helpful, especially with the ingame illustrations. I just wanted to add another source I'd read before that helped me when I first started playing Arma - I'm not sure if someone already linked to it or not... http://ttp2.dslyecxi.com/
  18. I was thinking about how tired I was getting of Chernarus -- what do you guys think about trying out the imported Sahrani map? I realize that it probably wouldn't have the features of MH6's Domination mod, but it might be nice to have varied terrain -- there was that one town in the desert I always liked attacking. Anyway, I have no idea how much work this would involve, or if anyone else is even interested in this... Fish
  19. Hey Guys- Dropped by for two towns last night - loved MH6s additions to the map. Overall I think the comms have improved from the first tactical dom night, still room for improvement and I can definitely appreciate Custards concerns. The two missions I participated in had only about 15 people max, and the comms did seem a bit busy at times...though Im not sure wht can be done, other than for everyone to button it unless they have something important to say. Again - love what the Spartans are providing here and am happy that I can participate. Fish
  20. Looks good, looks very polished. A few things from the video have me going hmmm - but I can wait until it releases to find out.
  21. Great post Durka - very informative I just wanted to ask you and everyone else about the AI - does it get suppressed when you lay down a lot of fire on it? I can't tell if they respond only to actual impacts when I see them drop to the deck, or just when they have lots of fire nearby. I know they try to suppress the players, but I just wonder if they can be suppressed themselves. The more I watch them the dumber they seem, with their quick aim being their main claim to fame.
  22. Viiiper - thanks for the info. Has CM suggested what they think the recommended rig is? My experience has been that the minimums posted by the companies don't usually lend themselves to a great gaming experience. Do you have a feeling about whether the system requirements are more or less intensive than Arma2?
  23. I had a great time with the few operatins I participated in. My compliments to all who stepped forward to command and "herd cats". For the most part everyone listened to commands and didn't go "full retard/rambo" and I was pretty pleased with that. Looking forward to doing it again. Thanks to all responsible for setting this up.
  24. SM_Fish

    Beta Test?

    Change log: (current patch candidate) [58872] Mouse filtering strenght adjustable using mouseSmoothing=NNNN in user config. [58836] Mouse smoothing disabled for fast movement. [58830] Mouse smoothing can be disabled in user profile file using line mouseSmoothing=0; [58815] Fixed: Enemy kills made by player using stolen enemy vehicle are no longer considered as friendly kills. [58805] Fixed: Switching to Utes from Chernarus caused Utes to contain infinite landscape. [58797] Fixed: Time of day synchronized on client after connection to server. [58788] Command line argument -cpuCount=NNN to override cpu count detection. [58729] Fixed: Simulate speed of sound [58727] Fixed: fire from rifle distort sound [58704] Fixed: Crash by malformed input to a diag_log scripting function. [58701] Fixed: Muzzle flash was seen dark in some weapon optics. [58698] Improved: Audio volume settings [58665] Fixed: MP: Ships and boats used excessive bandwidth and CPU power. [58654] Fixed: Players are no longer forced to reconnect after MP Load on server. [58643] Fixed: bike rider can be no longer healed [58625] Known issue: Players are forced to reconnect after MP Load on server. [58608] Fixed: no particles effect when hit object with destructNo [58600] Fixed: Player connected to loaded game was sometimes frozen. [58589] Fixed: Game crashed when launched on a system with more then 8 CPUs/cores. [58579] Fixed: Possible crash with laser designator active. [58570] Fixed: Sometimes crew of a near vehicle was visible through the vehicle. [58551] Fixed: Infinite looping of commands 'Stop' in radio. [58536] Fixed: Leaning 'limits' do not work in TrackIR [58535] Fixed: Clients were often endlessly stuck in 'Receiving...' window after MP Load. [58494] Improved building destruction [58487] New: Functions getPosATL and setPosATL to allow controlling position relative to terrain. [58486] Fixed: Rainbow could be visible even with sun below horizon. [58480] New: command line option -showScriptErrors introduced to show errors in scripts on-screen [58471] Fixed: missiles should pass through vegetation [58413] Fix: 3D editor - civilian and resistance units did not work correctly [58404] Fixed: grenades may explode only on the final impact Fixed: when a grenade bounces on a ship deck, the proper particle effects is shown now [58356] Improved: Better airplane HUD visibility both night and day [58348] New: Direct analogue throttle and brake for airplanes now available. [58304] Optimization: Reduced frame stutter near map borders. [58290] Improved: better handling of gravitation for shots (esp. for grenades) [58250] Fixed: Sea surface was not rendered in NE area out of map. [58244] Fixed: terrain surface was sometimes using wrong parallax map. [58239] Fixed: grenade could destroy a building just by impact [58236] Fixed: Radio messages sometimes echoed [58211] Fixed - Team switch did not work when player died [58206] New: More flexible configuration of Flares in the config (brightness, size) [58198] Fixed: Reduced AI detecting slowly moving enemy vehicles by ear. [58189] Fixed: Prevent killed units reporting who killed them.
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