thedog88 4 Posted May 11, 2013 good news guys, we are doing some last little tests here and there. we only have some minor issues that could possibly be resolved this weekend, which in turn means release is imminent. we also incorporated it into a mission that we will release soon after. sad to say i had to remove the raven wreck, it had too many errors :( but other things got added that will make you say "damn, nice touch". stay tuned, almost there guys Share this post Link to post Share on other sites
michaeldk 1 Posted May 11, 2013 Sounds good, looking forward to test it .. :D Share this post Link to post Share on other sites
kremator 1065 Posted May 11, 2013 This is very exciting. Share this post Link to post Share on other sites
HorbeySpector 164 Posted May 11, 2013 can't wait! :D will there be some PiP-featured-objects in this release? Share this post Link to post Share on other sites
thedog88 4 Posted May 11, 2013 Sounds good, looking forward to test it .. :D i cant wait to give this to you guys, feel like a terrible terrible terrible person for posting all these images and not delivering yet. This is very exciting. indeed :D can't wait! :D will there be some PiP-featured-objects in this release? yes sir, you will be able to add a simple code to any of the screens in this pack to enable pip. you can split screen them for up to 4 pictures per screen and you can link that to your player to track your entire team from home base or wherever that screen is ;) also going to feature a very very simple uav that allows you to pull up a laptop/toughbook and allows you to actually look at it (other players will see you stare at a laptop). there is also one feature that i have been holding back on, wont tell you about it until released, its not mind blowing or game changing but its simply put, cool :) Share this post Link to post Share on other sites
thedog88 4 Posted May 11, 2013 Tell us Tell us!!! *secret squirrel stuff* XD Share this post Link to post Share on other sites
lordprimate 159 Posted May 11, 2013 *secret squirrel stuff* XD Its a Rabbit Cam. Infiltrate the enemy camp with a trained rabbit!! Share this post Link to post Share on other sites
PTV-Jobo 820 Posted May 11, 2013 yes sir, you will be able to add a simple code to any of the screens in this pack to enable pip. you can split screen them for up to 4 pictures per screen and you can link that to your player to track your entire team from home base or wherever that screen is ;) also going to feature a very very simple uav that allows you to pull up a laptop/toughbook and allows you to actually look at it (other players will see you stare at a laptop). there is also one feature that i have been holding back on, wont tell you about it until released, its not mind blowing or game changing but its simply put, cool :) That is just insanely cool sounding! By that, sounds like we can have some pretty cool HQ's setup. Now if only ArmA wasn't like Minecraft when it comes to chairs and sitting on them. :P Share this post Link to post Share on other sites
thedog88 4 Posted May 11, 2013 (edited) Its a Rabbit Cam. Infiltrate the enemy camp with a trained rabbit!! lmfao you are remarkably close to what i have up my sleeve for you guys but not quite there yet. however this does give me an amazing idea ^^. That is just insanely cool sounding! By that, sounds like we can have some pretty cool HQ's setup. Now if only ArmA wasn't like Minecraft when it comes to chairs and sitting on them. :P yeah i have some pretty cool setups already. heres one im working on right now, will be released with the mission im working on. and yeah, took me a good minute to make -.- the mission i've made is at a playable state but im working on details but i must say, if you miss well balanced missions and good teamwork options then i have something for you. when i play on other missions i have to crank my graphics down. i have everything cranked up on this mission and its running flawless due to the way of its design. its already well balanced but im working on doing a few tweaks to make it a bit harder. but you guys will see what i mean when i release that :) and on final note, cba will be a requirement for ARP on the next release. Edited May 11, 2013 by Thedog88 Share this post Link to post Share on other sites
schaefer 53 Posted May 11, 2013 Very impressive!! Cant wait any longer:581: Share this post Link to post Share on other sites
thedog88 4 Posted May 12, 2013 (edited) hey guys, kept you waiting all weekend for a release and we are working on getting it out to you guys asap! i'd say we are at about 98% right now, just working out some details in the readme (so you guys have a reference on how to use this stuff) and adding in a few last minute features. that being said ill leave you guys with 2 images. 1 is one of the last minute features i told you about. some of the small objects will be available as inventory objects as well. pretty much so you can actually pick up intel or carry a bottle of water in case you get thirsty :P the second image is a screen i took while testing out my mission. its the headquarters room at night time. Edited May 12, 2013 by Thedog88 Share this post Link to post Share on other sites
froggyluv 2136 Posted May 12, 2013 ^^^ Great! Really can't wait :bounce3: Share this post Link to post Share on other sites
thedog88 4 Posted May 13, 2013 i might need some guys to run a stress test on the mission that will be released shortly after the pack is. as soon as my server gets changed from a2 to a3 im going to run a test. anybody interested in helping out with that? sometime this week most likely in the evenings (1800-21/2200). let me know if you are interested, need about 10 people. Share this post Link to post Share on other sites
HorbeySpector 164 Posted May 13, 2013 I see the PiP on the screens is working, this is so cool! Thanks. :) unfortunately I can't help out with the stresstest. 1800-2100 your timezone would be past midnight for me. Share this post Link to post Share on other sites
metalcraze 290 Posted May 13, 2013 Did you notice much CPU pressure when filling buildings with objects? In ArmA2 stuff like a mere base template was losing ~50% fps, wonder if it's different here Share this post Link to post Share on other sites
thedog88 4 Posted May 13, 2013 I see the PiP on the screens is working, this is so cool! Thanks. :) unfortunately I can't help out with the stresstest. 1800-2100 your timezone would be past midnight for me. all good man and yeah the pip is working however some issues remain :( it takes a bit to initiate for some people and what not. well see how it goes on a dedicated though. Did you notice much CPU pressure when filling buildings with objects?In ArmA2 stuff like a mere base template was losing ~50% fps, wonder if it's different here i run the mission nearly flawless with the base filled up as well as enemy bases having a few rooms filled. no performance issue on my end :) im aware of a2 being a performance hog when it came to that. i can tell you more after the dedicated stress test though ;) Share this post Link to post Share on other sites
bad benson 1733 Posted May 13, 2013 (edited) all good man and yeah the pip is working however some issues remain it takes a bit to initiate for some people and what not. well see how it goes on a dedicated though. working on a fix to make it smooth in MP ;) Did you notice much CPU pressure when filling buildings with objects?In ArmA2 stuff like a mere base template was losing ~50% fps, wonder if it's different here there's actually a little trick that can save performance, at least for AI units. if you apply "this enablesimulation false" to each object you get a little performance back. might be worth a try. Edited May 13, 2013 by Bad Benson Share this post Link to post Share on other sites
thedog88 4 Posted May 13, 2013 Oh yeah i forgot about that commanD. Do you know if i will need a allowdamage false command as well or does the simulation prevent destruction? Having this weird thing where tables collapse -.- Share this post Link to post Share on other sites
froggyluv 2136 Posted May 13, 2013 . if you apply "this enablesimulation false" to each object you get a little performance back. might be worth a try. Hi, would you mind explaining what that command does? I've also seen a module/game logic(?) of the same name and have been looking everywhere to find out what this does. Maybe it determines whether physics play out on an object? That would be awesome :) Share this post Link to post Share on other sites
bad benson 1733 Posted May 13, 2013 as with any of these commands the best way is to open up the editor and try them out yourself. but these are the effects i noticed. the object will be frozen in place. this applies to helicopters too. great tool to set up elaborate still shots. the unit will still receive damage but the damage effects such as flames will be postponed to when you enable the simulation again. for humans it will freeze the unit in the current animation frame. already in arma 2 there were objects (inheriting from class thing) that had a simple physics simulation. this could be disabled using this command. pretty sure it works in arma 3 too. the name of the command implies that it is tied to the config property "simulation". this property is used to set different ammo, vehicle and object behaviour. the new physX based simulation types are called things like "carx" so i'm sure physX will be disabled using the command. but as i said. play around with it and you'll see. Share this post Link to post Share on other sites
froggyluv 2136 Posted May 13, 2013 Hmmm, ok. I did mess around abit but failed to notice its effects on anything. One of the reasons I asked was when simply trying to stack objects using the 'elevation' integer, I thought I remembered objects falling down to stack naturally in Arma 2 -yet here they will sit 6 inches or 3 feet above another if not given the exact correct altitude. I thought that command might somehow rectify that. Share this post Link to post Share on other sites
bad benson 1733 Posted May 13, 2013 (edited) may i ask what exactly you are trying to achieve and which kind of objects you are trying to stack? i just stacked a lot of ammo boxes for testing using that method which otherwise would be falling over since i built a tower of them. maybe you aren't using it right. make sure to set it to false. it can be confusing since the name is "enable" not "disable". before: http://i.cubeupload.com/inAbQn.jpg after: http://i.cubeupload.com/PbI8E9.jpg as you can see the boxes are frozen which also makes it necessary to using correct values since they won't fall in place. another interesting effect is that the roadway load seems to be deactivated. but you can still access the content of the boxes via the action on them. but since the road lod isn't working you can't just do this anymore;) (maybe you can but i got no time right now to test any more) ontopic: i'm making the main script a bit cleaner at the moment while i'm waiting for thedog to show up so we can make final MP test. so expect a release in a few hours. if not tomorrow for sure. Edited May 13, 2013 by Bad Benson Share this post Link to post Share on other sites
froggyluv 2136 Posted May 13, 2013 may i ask what exactly you are trying to achieve and which kind of objects you are trying to stack? . Really I just meant placing -such as when you place a laptop on a desk. I can get it fine after a few elevation adjustments but my point was if there was a command that simply 'settled' objects that were a few inches or so above where they should -well, that could be useful. Don't want to hijack this thread or waste anymore of your time -thanks! :) Share this post Link to post Share on other sites
bad benson 1733 Posted May 13, 2013 well that's actually pretty much on topic since it's kind of a feature request. i will see if using class thing as a base will do the trick. no guarantees though since there is a new class thingx and i'm not sure if things will work without a proper physX lod. Share this post Link to post Share on other sites