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Maddmatt's Arma Effects updated - 1.0 Final

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  • Maddmatt's Arma Effects updated - 1.0 Final

    New in this version:

    * Significant optimisation.
    * New, redone rain effect by MadDogX
    * New explosion flashes.
    * Unguided rockets, AT rockets and missiles have different explosions.
    * Explosive rounds impact effect changed.
    * All bullet impacts changed. The amount of smoke, sparks and blood from bullet impacts is affected by how powerful the bullet is.
    * Ground bullet impacts tweaked, better looking now
    * New firing effects for 20-30mm cannons.
    * Particles from chopper cannons are blown down and dissipated when the engine is on.
    * Vehicle explosion changed a bit.
    * Fixed visual glitch with the fire particle where objects would show through it.

    http://www.armaholic.com/page.php?id=1650
    Last edited by Shafik; 04-27-2008, 07:36 AM.




  • #2
    Re: Maddmatt's Arma Effects updated

    thanks!

    Comment


    • #3
      Re: Maddmatt's Arma Effects updated

      Awesome... no doubt it will continue to impress me. I absolutly love this mod.
      Dizlor


      Comment


      • #4
        Re: Maddmatt's Arma Effects updated

        I saw an Abrams get hit by some sort of enemy AT rocket...I think they hit the magazine because for like a good 30 seconds, that Abrams sat there cooking off rounds exploding like crazy. The driver and gunner tried to escape but it was pandemonium!

        Comment


        • #5
          Re: Maddmatt's Arma Effects updated

          Cool mod but It doesn't seem to work with SIX Tracers.

          Comment


          • #6
            Re: Maddmatt's Arma Effects updated

            I run ArmA effects and six tracers and they both seem to work fine

            Comment


            • #7
              Re: Maddmatt's Arma Effects updated

              Six tracers and MaddMatt's effects should definitely work together. SickBoy and Matt have long cooperated (using Solus' extended event handlers and beyond) to ensure compatibility. Some missions can break six tracers under certain circumstances. Do the two not work across the board for you Grandma?
              LoyalGuard

              Comment


              • #8
                Re: Maddmatt's Arma Effects updated

                I just loaded these up; they still look awesome!
                The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~
                I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~
                Feel free to quote me. ~

                Comment


                • #9
                  Re: Maddmatt's Arma Effects updated

                  Nice find, can't wait to try it out.
                  |TG-12th| tHa_KhAn

                  XBL GT: Khan58

                  Comment


                  • #10
                    Re: Maddmatt's Arma Effects updated

                    I downloaded the tracer mod again i think i had an out dated version. Well anyways it works with Arma effects now now :).

                    Comment


                    • #11
                      Re: Maddmatt's Arma Effects updated

                      Doesnt mess up FPS or performance at all?
                      "A Veteran is someone who , at one point in their life, wrote a blank check made payable to
                      'The United states of America' for an amount of 'upto and including my life'. That is honor, and there are way to many people in this country who no longer understand it."-Author Unknown

                      "I got kicked out of barnes and noble once for moving all the bibles into the fiction section" -Any.

                      Comment


                      • #12
                        Re: Maddmatt's Arma Effects updated

                        Originally posted by Fenian420 View Post
                        Doesnt mess up FPS or performance at all?
                        I probably run one of the lowest rigs here (2.0ghz P4, 1 gig ram and 9500pro 128mb card). On the original arma effects I had some slow down on the dust clouds but nothing that was permanent and that was only apparent if I was inside a city with lots of AI on the map.

                        Anyway if you have problems, just delete the mod. I wouldn't go back to stock arma though after having this fantastic mod :)
                        Jex.

                        Comment


                        • #13
                          Re: Maddmatt's Arma Effects updated

                          Matt is an excellent developer and has done a great job to prevent any FPS drops due to his mod. I don't think you will find any noticeable effect.
                          LoyalGuard

                          Comment


                          • #14
                            Re: Maddmatt's Arma Effects updated

                            Yea, using MaddMatts Effects and Chammys Sounds, still trying to look for something that'll up my fps though settings already all on normal cept shadow, shade and texture which is on extremely low and low.
                            "A Veteran is someone who , at one point in their life, wrote a blank check made payable to
                            'The United states of America' for an amount of 'upto and including my life'. That is honor, and there are way to many people in this country who no longer understand it."-Author Unknown

                            "I got kicked out of barnes and noble once for moving all the bibles into the fiction section" -Any.

                            Comment


                            • #15
                              Re: Maddmatt's Arma Effects updated

                              Maddmatt's Arma Effects is now 1.0 Final. Download at Armaholic.

                              Edited thread name. Link in top post is current.



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