Page 38 of 44 FirstFirst ... 28343536373839404142 ... LastLast
Results 371 to 380 of 431

Thread: oktNoBlur - Signed Blur Remover Addon

  1. #371
    Has anyone managed to get this mod to work using the in game expansion manager instead of the -mod parameter? I can load all of the other mods fine through the in game manager, but even with noBlur enabled it seems to have no effect. I think it is because its not possible to arrange the order so that it is loaded last.

    Reason I need to use that is because I use a hack (http://colorclutch.sourceforge.net/) to force Arma 2 to use my monitors ICC profile, which involves launching the game via a separate .exe, which unfortunately does not pass parameters correctly to Arma if they are wrapped in quotes, which they need to be to load combined ops etc.

  2. #372
    Gunnery Sergeant oktane's Avatar
    Join Date
    Mar 11 2002
    Location
    PBR Streetgang, this is Almighty.. do you read me, over?
    Posts
    518
    Author of the Thread
    Quote Originally Posted by DanSireUK View Post
    Has anyone managed to get this mod to work using the in game expansion manager instead of the -mod parameter? I can load all of the other mods fine through the in game manager, but even with noBlur enabled it seems to have no effect. I think it is because its not possible to arrange the order so that it is loaded last.

    Reason I need to use that is because I use a hack (http://colorclutch.sourceforge.net/) to force Arma 2 to use my monitors ICC profile, which involves launching the game via a separate .exe, which unfortunately does not pass parameters correctly to Arma if they are wrapped in quotes, which they need to be to load combined ops etc.
    petition the game devs to add the option to enable/disable the blur. indeed it may be because of loading first/last. It used to work with the in game thingy, that's why I made the icon and the addon.cpp file so that it has the information in there. But I dont doubt that they broke it or it stopped working. Most mods are not made like this one is, overriding the bin.pbo/shaders is not a normal thing. (sometimes, a total conversion will)

    Hence the need for developer support, then all this would be unnecessary.

    But really, can you contact the author to get him to pass command line paramaters? You cannot be the only person with this issue here.

    Cheers

  3. #373
    Gunnery Sergeant oktane's Avatar
    Join Date
    Mar 11 2002
    Location
    PBR Streetgang, this is Almighty.. do you read me, over?
    Posts
    518
    Author of the Thread
    im late on the last two betas guys, i am rearranging everything and the computer is discon. get to it asap.
    cheers

  4. #374

  5. #375
    Gunnery Sergeant oktane's Avatar
    Join Date
    Mar 11 2002
    Location
    PBR Streetgang, this is Almighty.. do you read me, over?
    Posts
    518
    Author of the Thread
    updated last two betas that were missing, still need to fix script for old arma2 non-oa sorry
    cheers

  6. #376
    I still cant get this to work with CO I must be doing something wrong.



  7. #377
    Is there a chance you could remove the bloom also? That is the only post processing effect that bothers me.

  8. #378
    Gunnery Sergeant oktane's Avatar
    Join Date
    Mar 11 2002
    Location
    PBR Streetgang, this is Almighty.. do you read me, over?
    Posts
    518
    Author of the Thread
    finally sorted v1/v2 signatures! and fixed arma2 (nonOA) script. my updates come slower than BIS feature requests, lol.

    So noBlur updates released tonight:
    ArmA 2 1.11 (finally! and w/v2 sig)
    OA 1.62 (just with new v2 sig)
    Latest Beta 97028 with v2 sig

    Everything will have v2 sigs in future of course. I also installed more bloated DLC (ACR Lite) but it did not make any game changes so nothing is needed for that.

    I imagine only a handful of people use this mod, but maybe it will be allowed on v2 sig check servers now. Dunno how that works, it says a new key is not needed so they should be able to use the existing one, the only change was on my end.

    Cheers

    Thanks for the information Sickboy.

  9. #379

  10. #380
    tnx 4 update =)
    post-processinf density/impact/amounts always bother/terrify me in Arma2 :[
    both in terms of IQ, performance and immersion/realism :[
    it can help cover minor imperfections, but make look good a nd average portions of game content look horrible beyond tolerance :[
    Arma2 was second game after TwoWorlds2, that i feel, hit barrier much in that way :[
    even Crysis2 kinda away from that :/

Page 38 of 44 FirstFirst ... 28343536373839404142 ... 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
  •