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superpower

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About superpower

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  1. superpower

    64-bit Executables Feedback

    Thank you! This was the problem in my end, happened also with AMD card. Now running greatly and I might be even seeing increase in performance!
  2. superpower

    64-bit Executables Feedback

    Worse performance with 64-bit binary on low-end machine. Stuttering and about 15 fps less than with 32-bit. Tested is with low detail settings in Chernarus winter, it runs very nicely on 32-bit. I think this is weird unless something else has been changed. Maybe some caching or lod switching is different in 64-bit build?
  3. superpower

    Lightsaber System

    Or other force abilities. I remember that there was several different abilities in the Jedi knight games. Force jump would be especially nice, if the map will have levels on different elevations like in the movie.
  4. superpower

    Lightsaber System

    Yay! Nice to see something Star Wars related for Arma still in development, altough this would have been awesome complementary mod for the other bigger one. ;)
  5. superpower

    RHS Escalation (AFRF and USAF)

    So you have vanilla server? To use Epoch features I believe you have to setup a Epoch Mod server, not vanilla. To get RHS assets to spawn you need to add the class names to the server configuration. Details about those things can be found on Epoch forums, so I suggest you look there for info. There you can find lots of info about scripting and how to customize your server.
  6. superpower

    RHS Escalation (AFRF and USAF)

    Ah ok, that makes much more sense. :) I just got that impression after the response to Sneakydudes who was asking for a list of class names. I hope the wiki can be recreated soon, it was really nice. Sad that there was no backup.
  7. superpower

    RHS Escalation (AFRF and USAF)

    Where has this been stated? If this is true, I would like to hear it from the authors or read it from a licence file. Most of the 3rd party missions made for RHS require several other addons to work. What if someone creates a full STALKER modification, and someone else would use that modification together with RHS in a mission? Or in this case, a "survival mission framework" (what I would call the Epoch mod) together with RHS. There is no zombies in the new Epoch as far as I know, as if that would matter. I haven't seen the authors of RHS asking to take down "ridiculous" or non milsim missions using their mod. So what are the allowed combinations of mods? Is there such a thing? Would it be illegal to kill dinosaurs with RHS weapons and vehicles? :rolleyes:
  8. Where did you get the idea that the development has been stopped for this map? At Epoch forums he (Falconsan) seems to be quite active with new buildings. He has mentioned it will be coming to Arma 3 once the buildings are ready. Probably by using AiA terrain pack I would guess, as that is what A3 Epoch uses for A2 map compatibility.
  9. It has been mentioned already, but it would be nice to have versions of AKM, AK-74 and SVD rifles with rail adapters (both for optics and side attachments). That would really boost the amount of possible customizations. There is a small typo in the display name of L115A1 magazine, it says 5 Rnd .338 Lapuia Magnum. It should be Lapua Magnum, without the i in there.
  10. Nice map indeed. Very adventurous and diverse with many biomes to explore. Do you plan to keep the grass as it is, or perhaps upgrade to Arma 3 grass at some point, like the AiATP maps were upgraded? At least I think it was A2 grass that I have seen on my travels so far. Anyway it's your map so it's your call. Isla Nuba was awesome with all the JP details. I too had the music playing, though only in my head, when landing on the helipad. Now to script some raptors spawning there... :)
  11. Isla Nuba :D lol. This will work nicely with the dinosaur mods, until someone makes a full sized Isla Nublar (or Isla Sorna). And it's close enough to the mainland Panthera for the dinosaurs to swim across, if there would happen *cough* an accident *cough* with the dinosaur park. ;)
  12. The swamp area issue is a good reason to implement ponds if we look at things from Bohemia's perspective: Arma 3 is their current product, and it is flawed because this swamp area breaks the game's immersion with its ocean shore water and effects. So they should fix this issue. I too would really hope that user made content and old Arma 2 ported content could have a bit more support from BIS.
  13. Now THIS is a good reason for Bohemia to fix the ponds, and to use them on Altis.
  14. Excellent! This might be a good replacement for A3MP, as there seems to be alot of improvements integrated and even more coming. Also the lite pack is a perfect idea. I hope that server owners will support all versions, so everyone can have good performance. Is this coming to PWS soon?
  15. Perfect atmosphere! Just a little suggestion: The siren is maybe too generic sounding, you could use something more 'alien'. Here is a real world example: :D https://www.youtube.com/watch?v=10NJnT6-sSE
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