sorophx 25 Posted February 15, 2015 I don't think Taosenai is around anymore Share this post Link to post Share on other sites
johnny-o-rama 34 Posted February 15, 2015 I don't think Taosenai is around anymore oh really? that sucks! Share this post Link to post Share on other sites
EricJ 757 Posted February 15, 2015 From what gatordev told me he's really busy with college (if my mind serves me correct) so it's going to be awhile... Share this post Link to post Share on other sites
Simmo 10 Posted February 17, 2015 The bipod animations are not working for me. I have TMR installed as per instructions, and CBA, and ASDG JR and Attachments, checked load order too. Also my character is still 'crushing his spine' when he fires and in the video from tmr apparently this stops. Not sure what I am doing wrong..... Any help appreciated Thanks Share this post Link to post Share on other sites
Robalo 465 Posted February 17, 2015 The bipod animations are not working for me. I have TMR installed as per instructions, and CBA, and ASDG JR and Attachments, checked load order too. Also my character is still 'crushing his spine' when he fires and in the video from tmr apparently this stops. Not sure what I am doing wrong.....Any help appreciated Thanks Is weapon resting working otherwise ? When you equip Atlis bipods they automatically change from deployed/secured states when you rest/unrest weapon. Check for any key conflicts in settings that might prevent resting from working. Share this post Link to post Share on other sites
Simmo 10 Posted February 17, 2015 Yeah the resting works fine, I get the resting icon and firing is stable as expected. I get the bipod icon when i deploy it and hear the click but no animation. Share this post Link to post Share on other sites
Robalo 465 Posted February 17, 2015 Yeah the resting works fine, I get the resting icon and firing is stable as expected. I get the bipod icon when i deploy it and hear the click but no animation. So the bipod remains deployed ? Which one is it and on what weapon is it attached ? Share this post Link to post Share on other sites
Simmo 10 Posted February 17, 2015 I managed to fix the issue mate, cheers for your help, animation working fine with the altis bipod now. Thanks Share this post Link to post Share on other sites
domokun 515 Posted February 18, 2015 I managed to fix the issue mate, cheers for your help, animation working fine with the altis bipod now. Thanks Pray tell, how did you fix it? Share this post Link to post Share on other sites
maturin 12 Posted February 21, 2015 I don't dare use TMR with the latest dev branch, given that the mod overhauls recoil and adds automatic weapon resting. I hope the author comes back with some advice on what PBOs to disable. Share this post Link to post Share on other sites
13islucky 10 Posted February 21, 2015 I would assume removing tmr_autorest.pbo and tmr_smallarms_recoil would be enough, though you might lose the ability to use the bipod. Share this post Link to post Share on other sites
gameboi 10 Posted April 11, 2015 (edited) After the last ARMA 3 update (updated it today to 1.42 as I didn't play for a while) my modified tmr_smallarms_recoil doesn't work anymore! Anyone have the same problem? Edited April 11, 2015 by Gameboi Share this post Link to post Share on other sites
tpw 2315 Posted April 11, 2015 I don't dare use TMR with the latest dev branch, given that the mod overhauls recoil and adds automatic weapon resting.I hope the author comes back with some advice on what PBOs to disable. Don't know how soon that might be... I use TMR mainly for the beautiful 2D scopes and the improved blast fragment behaviour, and am continuing to use it successfully with the latest dev build with just the following pbo's still active: tmr_blastfrag.pbo tmr_core.pbo tmr_language.pbo tmr_optics.pbo Obviously the TMR weapon resting/bipod/recoil functionality has been superseded/conflicts with the equivalent in-engine functionality so I just run this minimal TMR setup. Share this post Link to post Share on other sites
InAUGral 1 Posted April 11, 2015 Don't know how soon that might be...I use TMR mainly for the beautiful 2D scopes and the improved blast fragment behaviour, and am continuing to use it successfully with the latest dev build with just the following pbo's still active: tmr_blastfrag.pbo tmr_core.pbo tmr_language.pbo tmr_optics.pbo Obviously the TMR weapon resting/bipod/recoil functionality has been superseded/conflicts with the equivalent in-engine functionality so I just run this minimal TMR setup. I have been doing the same set up without any issues so far. One thing I find with the bipod and the new machine guns is they move right a fair bit with recoil which looks fairly unnatural imo. Share this post Link to post Share on other sites
gameboi 10 Posted April 13, 2015 Don't know how soon that might be...Obviously the TMR weapon resting/bipod/recoil functionality has been superseded/conflicts with the equivalent in-engine functionality so I just run this minimal TMR setup. I'm not sure how 'obvious' that is. Isn't TMR supposed to supersede the in-engine properties? Isn't that what a mod is for? Share this post Link to post Share on other sites
tpw 2315 Posted April 13, 2015 I'm not sure how 'obvious' that is. Isn't TMR supposed to supersede the in-engine properties? Isn't that what a mod is for? TMR did indeed supersede the engine when the engine didn't natively feature bipods, resting etc. Now that the engine very obviously features them (and promoted these features upon release) I'm not really sure what you hope to gain by promoting and concurrently running these aspects of TMR. This is no slight on Taosenai, or BIS. I've gladly deprecated functionality in my mods that has been implemented at engine level by BIS. There could be some semantic quibbling going on here. Share this post Link to post Share on other sites
gameboi 10 Posted April 13, 2015 (edited) TMR did indeed supersede the engine when the engine didn't natively feature bipods, resting etc. Now that the engine very obviously features them (and promoted these features upon release) I'm not really sure what you hope to gain by promoting and concurrently running these aspects of TMR. This is no slight on Taosenai, or BIS. I've gladly deprecated functionality in my mods that has been implemented at engine level by BIS. There could be some semantic quibbling going on here. I still don't get it. TMR is a mod. Therefore it should supersede Arma 3'. Am I correct? I am not satisfied with how Arma 3 implemented the recoil. I'D still rather tweak TMR. But that's a second thing. First thing first though, and that is that TMR still [should] supersede(s) Arma 3. Cheers! EDIT: Editing the Config.bin of the smallarms_recoil pbo has no effect. Tao, how come? Does version 1.42 interfere with that mod or what? Edited April 13, 2015 by Gameboi Share this post Link to post Share on other sites
tpw 2315 Posted April 13, 2015 Things like bipods and resting are implemented at engine level (or by mezzanine functions) and AFAIK have no provision to be bypassed. Given that TMR was written well before these features existed , it's not really reasonable to expect that it should somehow automatically disable and supplant those features . I don't know if Tao plans on updating his code to accommodate the new engine features. Share this post Link to post Share on other sites
gameboi 10 Posted April 14, 2015 Things like bipods and resting are implemented at engine level (or by mezzanine functions) and AFAIK have no provision to be bypassed. Given that TMR was written well before these features existed , it's not really reasonable to expect that it should somehow automatically disable and supplant those features . I don't know if Tao plans on updating his code to accommodate the new engine features. Ah that could be it indeed. Share this post Link to post Share on other sites
Taosenai 11 Posted April 15, 2015 Hi all, Has TMR been completely superseded by other mods at this point? I would assume most functionality from TMR was worked into the Marksman update (which I haven't played with) or has been duplicated or ported into AGM or the like. If there are still things relevant, I will update to the new CBA keybinding system and release a minimal version of the mod. Please let me know. I don't have much time to actually improve anything from here. Share this post Link to post Share on other sites
cosmic10r 2330 Posted April 16, 2015 Well I just want to say thanks Tao. TMR was the most important thing until bipod were deployed in the update. Cheers! Your mod kept me going in arma until Bis finally got it done Share this post Link to post Share on other sites
Sorken 19 Posted April 16, 2015 Hi all,Has TMR been completely superseded by other mods at this point? I would assume most functionality from TMR was worked into the Marksman update (which I haven't played with) or has been duplicated or ported into AGM or the like. If there are still things relevant, I will update to the new CBA keybinding system and release a minimal version of the mod. Please let me know. I don't have much time to actually improve anything from here. That's too bad, I really liked your recoil configs. The vanilla, spine-crushing recoil sucks:( Share this post Link to post Share on other sites
Robalo 465 Posted April 16, 2015 I still use TMR nlaw, hiteffects and optics. With slight changes applied over time on last 2 to keep them functional. Share this post Link to post Share on other sites
domokun 515 Posted April 17, 2015 (edited) I still use TMR nlaw, hiteffects and optics. With slight changes applied over time on last 2 to keep them functional. That's great. Seeing that Taosenai doesn't have time these days, could you maybe share those "slight changes" with him so he could maybe incorporate them in his plans to "release a minimal version of the mod". Failing that, would you mind sharing your updated pbos? Also what does tmr_language change? I've tried reading the documentation over on http://ryanschultz.org/tmr/ and in @tmr-0.5alpha3.zip but few of the pbos are described specifically. Edited April 17, 2015 by domokun Share this post Link to post Share on other sites
Robalo 465 Posted April 17, 2015 That's great. Seeing that Taosenai doesn't have time these days, could you maybe share those "slight changes" with him so he could maybe incorporate them in his plans to "release a minimal version of the mod". Uploaded source of my modifications on github. Can't provide any support for these though because some of the changes were done a long time ago. Stuff I can remember is fixing optics for FFV, better save/load support, some hiteffects locality stuff and stop playing nonexistent sounds. Also optics are done in a way that they do not replace original ones but can be switched to using MRT. Share this post Link to post Share on other sites