Page 16 of 66 FirstFirst ... 612131415161718192026 ... LastLast
Results 151 to 160 of 653

Thread: SLX MOD public release

  1. #151
    Quote Originally Posted by [b
    Quote[/b] ]I am just pointing out that missions created and tested under vanilla arma will behave completely differently under this mod. So beware.
    Yes since OFP - people have to open and edit configs everytime they like to play missions with SLX (in an proper way). Those smoke and explosion effects don't look good: too big, most are too black, some are too red colored, CAVS and animations need more improvements. Like I said SLX in different but well done addons like "SLX Vehicles", "SLX AI & tactics", "SLX Effects" etc would be imho better. Sometimes less is more - sometimes user-friendly.

  2. #152
    Quote Originally Posted by (NoRailgunner @ April 29 2008,19:34)
    Like I said SLX in different but well done addons like "SLX Vehicles", "SLX AI & tactics", "SLX Effects" etc would be imho better. Sometimes less is more - sometimes user-friendly. :)
    Second that! While I highly appreciate SLX it would be just great to have it in a more modular form - I would gladly like to introduce SLX vehicles and ai behaviour while disabling effects and menu options (entirely or partially) for the sake of a simpler integration and general mission compatibility. Just a suggestion, keep up the great work! :)
    Casual ArmA Players

    Interested in casual coops? Contact me via IM:
    ICQ: 119072550
    MSN:
    XFire: arma2coops

  3. #153
    Master Gunnery Sergeant
    Join Date
    Feb 26 2007
    Location
    England.
    Posts
    1,056
    O.k, im gettin this error then it does a CTD

    Error Compiling pixel shader PSnormalDXTA


  4. #154
    Master Gunnery Sergeant ParaGraphic L's Avatar
    Join Date
    Feb 10 2006
    Location
    Rotterdam, NL
    Posts
    1,085
    Author of the Thread
    Quote Originally Posted by (wika_woo @ April 29 2008,20:01)
    O.k, im gettin this error then it does a CTD

    Error Compiling pixel shader PSnormalDXTA

    Install 1.12 beta patch and add it to your shortcut
    -mod=beta;@SLX


  5. #155
    The NW Ballistics & Sight Adjustment mods do not work, they are being overidded by SLX settings; Also, I noticed Weapons Replacements such as RH and Ryan do not work at all.
    I remember WGL + SLX in OFP how you could get these two
    to work together perfectly. ECS is gooo but not like WGL...

  6. #156
    Should the SLX mod be play with patches 1.09 or 1.12; In which does it work better??

  7. #157
    Master Gunnery Sergeant ParaGraphic L's Avatar
    Join Date
    Feb 10 2006
    Location
    Rotterdam, NL
    Posts
    1,085
    Author of the Thread
    Quote Originally Posted by (rheydrich @ April 29 2008,20:42)
    Should the SLX mod be play with patches 1.09 or 1.12; In which does it work better??
    1.12 should work best, and yeah you need a beta patch to get it working.

    ---
    For people trying to get replacement packs working, and know a bit about coding; you can try this technique. Solus did create it a while back and you can use it as an example
    Replacement Config Technique

    I have not tried it myself so please let me know if this works or not.

    @Others, please make sure you've read the entire thread or even easier; press print topic button and you'll get the entire thread as a long page... now search for keywords you've got a question about and look if it's not answered or not.
    I've had some free time the last days but I'm not going to have that much time to reply to all the questions from now on, so please don't let me re-answer questions again.

    Greets,
    Para

  8. #158
    Master Gunnery Sergeant Yokhanan's Avatar
    Join Date
    Aug 15 2007
    Location
    Under your bed....
    Posts
    1,292
    I think we should have one post with all the techniques needed for people to get things perfected for their needs, it's hard as hell keeping up with all of these billions of questions posts, especially with the same thing asked twice or more.

    Thanks Para for keeping your sanity addressing all of our questions to the best of your ability and time.

    In Loving Memory of my Uncle Mike. RIP 1-31-13

  9. #159
    Nice job on this, as it was with OFP:R, this adds alot of submersion into the game and really makes the AI behave like actual human beings would when being fired at with high ROF weapons...

    Nice work, can't wait to see what other features will be added in the future. If you need a beta tester, feel free to PM me, as you see I've been in the community for quite some time now.

    Cheers
    Jocko

  10. #160
    Master Gunnery Sergeant ParaGraphic L's Avatar
    Join Date
    Feb 10 2006
    Location
    Rotterdam, NL
    Posts
    1,085
    Author of the Thread
    Quote Originally Posted by [b
    Quote[/b] ]Thanks Para for keeping your sanity addressing all of our questions to the best of your ability and time.
    Hope I do a good job helping you guys

    Quote Originally Posted by [b
    Quote[/b] ]Nice work, can't wait to see what other features will be added in the future. If you need a beta tester, feel free to PM me, as you see I've been in the community for quite some time now.
    You're beta testing atm dude Well sort of... it's a public release and you've got the oppertunity to report every bug you have and every feature you like to see in the bugtracker posted around this thread for about a dozen times allready; Here it is yet again: Bugtracker

Page 16 of 66 FirstFirst ... 612131415161718192026 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •