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Kavlarakos~SPARTA~

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Everything posted by Kavlarakos~SPARTA~

  1. It will be a stand alone expansion. But you will be able to combine it with Arma2 units. What was alerting me a bit is the fact that the guy said at the end of the video that the test pc got some performance trouble when they entered a larger city.
  2. I managed to get the chopper service, the jet service and the vehicle service to work on the carrier. So we will get rid of this ingame rearm/refuel/repair station. I also got rid of the boat launcher as it didn´t work quite properly. The next version of carrier dom will be tomorrow on the server.
  3. As I said before. I am not an expert about the guitar, Not at all. But the only thing i can tell is that the biggest killer of playing an instrument is Inpatience. I thing there is nothing in the world which needs more practice until there comes something quite productable out of then music. I mean take for instance a combat sport like Karate. After one year you know alot more than only the basics. But after playing for one year the piano on the other side you still don´t know the basics. It just needs a lot of patience and this is the killer nr.1 for learning an instrument. I know a lot of people who played and practiced for a long time but then finally they gave up because they couldn´t handle it. They just expected too much. Here I will post now a video of a guy playing Franz Liszt´s Ungarian Rhapsody No2. This guy is really good as I have seen some professionals playing this live . But what I want to say is what do you think how many years of practice this young fellow needed to play this... Never give up just practice. There is nothing more beautyful in life then music (just my opinion)
  4. As I said there are many issues to be dealt with and I also have fixed some of them. But some of these issues are also in the vanilla version of carrier dom like for instance the mhq problem, which appears to be not reachable after respawning while mhq is on the carrier. Another thing is that bonus vehicles will respawn on the main airport wherever I place the marker. But some of the other issues will be solved in the next version of air dom. But you guys know the drill. We cant solve it all at once. It goes one by one. Give us some time and we will make it a nice and enjoyable modification. But anyways dont hesitate to let us know what is wrong and what could be done better. We all can benefit from your experiences and it is like it is unfoertunately that good things need their time to grow. So with little patience we maybe can do all together, and this includes you, something really good. As I said production without feedback is worthless but just give us the time to improve ourselves as we are not really professionals but only big fans... Cheers
  5. Here is a list of things I have changed and added. There are now as Zeno mentioned 3 carriers: 1st carrier with jets 2nd carrier with choppers 3rd carrier with vehicles Assets: Jets: - 2 Harriers (LGB) - 2 Harriers (CAS) - 2 F35s Choppers: - 2 Super Cobras - 2 Apaches - 2 Hueys - 1 Ospreys (will change that into 2) - 3 Lift Choppers (willchange that into 2) - 1 Wreck chopper Vehicles - All kind of support trucks - All kind of Hummers Features: - Steam Catapult Deck launch - Arrester Hook for Landings - A boat Launcher from the side of the LHD (needs some fixes though) - Teleporter from each carrier to another - Tractors to attach jets (want to add attaching choppers aswell) As this is a very early version of the mission I need to know what has to be fixed I will fix some of issues we had today with the first test we made before. But for sure we will encounter a few more. I hope you will enjoy and I would be glad to get some feedback.
  6. First of all I would suggest you to make yourself familiar with the strings. As far as I know the strings of the guitar are: G - D - A- E - H - Fis You see that there is a kind of logic system behind that. The distance of each note is always exactly 7 half tone steps higher. I.e. from G to D the steps are G-Gis-A-Ais-H-C-Cis-D. These 7 half tone steps are called a Dominant. As your G string is your lowest tone on the guitar I would suggest to start playing chords on that G string. G Major = G-H-D G Minor = G-b-D And again there is a logic system in playing chords. A chord is always a mixture out of at least 3 tones. A basic major chord is always a big third and a small third. I.e. G-H (big third) H-D (small third) A basic minor chord is the other way round, small third and big third. I.e. G-b (small third) b-D (big third) I hope this was not too complicate. But I think to have a good understanding for the basic rules makes making music much more easy. And music is very logical and has quite a lot to do with mathematics. And needless to say that it needs a lot of practice and patience
  7. Battlestar Galactica conversion from Arma 1...
  8. We are currently waiting for a Boeing 747 addon to add it onto the carrier.
  9. Just found the first error: The folder in everon_domination "x_missions\m" must be renamed into "x_missions\mev" Another issue i found in everon domination is that all the sidemissions for that island are just copied from the chernarus map, so that there appears a sidemission like "steal a prototype chopper at the airfield in Krasnostav". The mission exists and I also think that also the chopper exists but only the description of the sidemission is wrong. No Krasnostav on Everon... So sb has to rename all descriptions of 50 sidemissions now.
  10. I just had a look on carrier dom. I had an issue with a chopper falling from the deck again and again. But at least I didn´t had some "holes" in the deck as in former versions. But maybe this is because I didn´t tested it long enough. Anyway for considering an improved version of carrier dom for an air dom server it should be tested quite well. But I think that we really need a server concentrating on air assets as so many of us enjoy flying in Arma2.
  11. Just read at Armaholic that Xeno brought out an updated version of Domination. I had a look at the changelog and it is really big. Changelog: v2.01 - fixed ACE artillery operator not getting Call Artillery action - corrected fsm build - fixed kb related problem v2.0 - MHQs must get deployed now before someone can teleport or use the other features, boxes can still be dropped - You should search the bodies of dead main target mission units (officer, other units), maybe you'll find some usefull information that will help you (not available in the TT version) - A few more main target missions - Added some more sidemissions, now 50 sidemissions in the normal version - SAT view (from Vienna) added, available at MHQs - Added SADARM to artillery - Artillery uses now some of the effects from the ARTY module - Artillery action menu is now also available in vehicles for artillery operators Wrecks of vehicles you've got for solving sidemissions, etc, will now get deleted after an hour (default) if nobody brings them to the wreck repair point, can be changed or disabled in the server lobby - Winter weather from ruebe added, depending on the weather conditions it may snow, there may be fog on the ground and colors look like they do on cold days (too much rain = no fog and no snow) - Mission now takes place in November instead of June like before (needed for winter weather) - Blood and dirt hit effects added - Replaced team Echo in all non ACE west versions with a CDF team - Added vehicle hud. Chopper hud fixed and colors changed - More features can now be changed in the lobby (parameters), all in all 63 parameters that can be changed depending on the version - Camo nets get spawned for the initial vehicles at base - Dom uses now kbTell/BIS talk system to broadcast most of the serverside messages (including speech for some messages) - Admin spectate completely rewritten (much much faster now), to end it press X - Admin lock vehicle feature fixed - Automatic teamkill kick added. If a player reaches a specific number of teamkills (number can be changed, default is 10) he gets kicked automatically. If the player then joins again and does another team kill, well, immediate kick, and so on... - Added admin dialog for logged in admins, accessable via Status Dialog. There an admin can reset teamkills and ban or kick a player. The position of the player is shown on an embedded map control plus some other info. - TT version enhanced (should be completely bug free now including side missions, me hopes :-)), capturing camps is now available in the TT version too - TT version points system changed (points can be altered in i_common.sqf, d_tt_points) Random number of camps at main targets - As long as the anti air radar at base isn't destroyed you can track enemy air movements on the map - Net code completely rewritten (event based). Dom itself now only uses one publicVariable - Internal vehicle handling rewritten, initial base vehicles/choppers are initialized completely different now - Markers are now created on the fly instead of using editor placed markers - Almost all call compile formats removed and replaced with either missionNamespace/object getVariable (specially in the revive version) or with better coding - Revive uses event based net code too (own system) instead of millions setVehicleInits like before - Removed all AI chopper/plane start positions, they are now created on the fly based on island config sizes - Reading in description.ext class Params optimized, mission variables are created on the fly from description.ext class Params by writing them into missionNamespace - Headbug fix now also works on LHDs - Artillery used by AI enemy artillery observers fixed and particle effects added - Getting points for transporting other players in the Ranked version fixed and optimized - Same for ranked vehicle check - BIS_Effects_EH_Killed, BIS_Effects_AirDestruction and BIS_Effects_AirDestructionStage2 replaced with versions without setVehicleInit (can be disabled in the lobby, it will surely break addons like WarFX which I can live with as I don't use them :-). No I won't answer why but there is a reason why) - BIS HALO code transfered to sqf, added sound during freefall - Mando missile version removed, nobody played it - Player to player message system will now add new received messages while the dialog is still open - Code for showing player names above a unit optimized - New TeamStatusDialog version added (cleaned up and optimized) - Player names now also get stored when a player leaves a server. A message will show up if a player connects with a different name including a log entry into the server rpt - In the TT version a warning message shows up if a player switches sides - Corrected saving autokicktime in onPlayerConnected - onPlayerConnected uses an object now to store player values instead of an array (with UID as key) - Destroyed AI vehicle handling changed (no more replacement with a new destroyed vehicle, only dead crew inside vehicle gets deleted immediately) - Many files changed, removed, rewritten and optimized, more precompiled functions and scripts - Internal folder structure changed - Cleanup of all files plus more macros - FSM decompile info gets removed during build for smaller FSM sizes in the release missions - Developer version plus dom_maker included in the download file. For dom_maker you just need the - - FSMCompiler from the BI Developer Tools - Plus gazillions of other changes, enhancements, optimizations and bug fixes that would simply break the post
  12. Operation Arrowhead probably will have a better performance then Arma2 because of the new maps. The maps which come out with OA will be desert and mountain like landscapes with less objects on them compared to chernarus. It´s simple. More objects means more. And on the other hand I believe that the engine will be reworked so that hopefully the game will perform much better... We will see.
  13. Just saw a new feature of OA. It comes out with a new module to generate towns in the editor, so that mission editors don´t have to create a village house by house. Looks very interesting. http://www.youtube.com/watch?v=6gyVO7BZIss...player_embedded
  14. Welcome to the forums Nick, Good to see that I am not the only one from greece here. Tha ta poume loipon.
  15. According to Games Press a release Date of Operation Arrowhead has been announced. The official press release for ArmA 2 - Operation Arrowhead has been released! Arma 2: Operation Arrohwead will be released on 29th June exclusively for PC. Quote : Prague, Czech Republic, April 22nd Award-winning independent development studio Bohemia Interactive today confirmed that Arma 2: Operation Arrowhead, the forthcoming standalone expansion pack for Arma 2, best military simulator of 2009, will be available to buy across the globe from June 29th. Developed as a massive standalone expansion pack enlarging Arma 2 to a completely new level, Operation Arrowhead promises to deliver yet more of the highly authentic military simulation gameplay the series is famed for, while shifting the action to an all-new environment and adding key new features to Arma 2?s already vast palette. Set in the fictional region of Takistan and taking place three years after the Arma 2?s campaign, Arma 2: Operation Arrowhead features three new world maps with radical new terrain; sandy deserts, a dense city with surrounding countryside and a rocky mountainous region. Also included in the standalone expansion pack is support for controlling unmanned aerial vehicles (UAVs) to observe, strike and rescue from afar, along with a fully-modelled FLIR thermal imaging simulation with unprecedented realism to give the player advantages while working at night, going as far as to model vehicle engine heat, tyre friction and even glowing weapon barrels after being fired. A new campaign is included, with Bohemia Interactive taking the experience gained from its previous games, combined with real world events and political intrigue, to create a storyline that serves as a chilling reminder to the geo-political situation the world finds itself in on a constant basis. Other new features include a detachable backpack system for carrying more weapons and ammunition, and an overhauled optics system allowing keen marksmen to ?zero in? their scopes to account for ballistic fall-off. ARMA 2: Operation Arrowhead employs a third-generation engine benefitting from more than a decade of continual development and unique experience in implementing new technologies and procedures. Named the Real Virtuality engine, it is widely recognised as the premier platform for modern military simulations where realism and technical accuracy are crucial. Bohemia Interactive Studio?s Real Virtuality engine is used as a base for real-world training simulators implemented by numerous governments and militaries around the world including the United States Marine Corps, the United Kingdom Minstry of Defence and the Australian Defence Force. ARMA 2: Operation Arrowhead features in full: ? New Playable Content: New story campaign for both single and multi-player gameplay. Wide range of new tutorials, single scenarios and multiplayer modes. ? Massive Game World: Three brand new Central Asia-style large maps including expansive urban, desert and mountainous terrain, featuring a fully destructible and interactive environment. ? Extra Units and Vehicles: Multiple factions for all sides including US Army, United Nations, Takistani Army and Guerrillas making a collection of 300+ new units, weapons and vehicles. ? Ultimate War Simulation Experience: Fully integrates with the original ARMA 2 for unmatched warfare simulation. ? Unique Gameplay Elements: Detachable backpacks with equipment, advanced weapon optics, material penetration modeling, remote real-time simulation of Unmanned Arial Vehicles (UAV), freedom of decision and repercussive actions. Arma 2: Operation Arrohwead will be released on 29th June exclusively for PC. Press Release provided by Games Press.
  16. I was on that night and have to say that I really enjoyed it to have somebody in the air. I liked especially the aspect of the overwatch of our battlefield. It makes it quite interesting when you have someone calling out targets like "To your right Kav, 3 Tangos one of them running from left to right..."
  17. Here is a part of a nice german TV show called "Maschek"
  18. Playing for a long time Texas Hold´em here in Greece and have to say that it is a great game if you have self control... Anyway I highly recommend this movie: Rounders:
  19. As we turned it very much to jokes I don´t want to keep back my favourite one: There is this guy who wents into the tatoo studio with the request to make a tatoo on his dick with the name of his girl friend. The name of his girl friend is WENDY. Right after the tatoo was finished our guy asks the master: "I see you have finished the tatoo, but I only see a "W"." The tatoo master answers: "You are right, but after your little friend gets up you will see the rest of the tatoo...". Very pleased our friend enters the next bar. After a few drinks he has to go to the rest rooms. As he stands there for a piss a tall, athletic, dark colored man steps aside him also for a piss. Our guy takes a look to him and encounters a "W" on the black mas´s dick and asks immediately: "Hey Mister? Your girlfriend´s name is also "Wendy"? And the tall, black man answers: "No my friend. Here stays: WELCOME TO JAMAICA HAVE A NICE HOLIDAY"
  20. Happy Birthday, Halli. I hope it is not a kind of pre-april fool and somebody just wanted to see barely dressed girls posing on hot cars...
  21. Hey Mr. P, Happy Birthday also from Greece. Have a good one.
  22. Sounds good. I will give it a try once I find it in the net.
  23. I just found something highly interisting in the web more accidentially: http://www.nonstoptechnews.com/179327/3d-i...f-metamaterials It seems that a research team of the University of technology in Karlsruhe found a way to let an object optically disappear. They described it like they were building a kind of reflecting carpet around the object so that only a kind of "knob" remains and then they just hide the "knob". The result is that this object appears to be invisible even when observed from different angles, which was until yesterday impossible. Before it was only possible to cloak something in 2 dimensions not in 3.
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