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TPW MODS: enhanced realism and immersion for Arma 3 SP.

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8 hours ago, tpw said:

[SKIRMISH 1.63] Further reduced incidence of dead bodies occasionally falling through the ground and disappearing. Improved healing animations. 

 

Thanks for the update!

 

I don't use Skirmish, but I do use TPW all the time and I've noticed in the last few months that sometimes when a unit truly dies (instead of a TPW created shoot-fall-isn't-dead-yet), bodies will sometimes fall through the ground (or their weapon does).  Obviously I'll play with the update, but does Fall use something similar to what's happening in Skirmish?

 

Regardless, certainly not a deal breaker, but figured I'd ask.

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4 hours ago, gatordev said:

 

Thanks for the update!

 

I don't use Skirmish, but I do use TPW all the time and I've noticed in the last few months that sometimes when a unit truly dies (instead of a TPW created shoot-fall-isn't-dead-yet), bodies will sometimes fall through the ground (or their weapon does).  Obviously I'll play with the update, but does Fall use something similar to what's happening in Skirmish?

 

Regardless, certainly not a deal breaker, but figured I'd ask.

Believe me I've noticed the fall through the ground thing and it pisses me right off because it's sporadic and hard to reproduce. I'm sure the problem has something to do with all the animation switching that I use to try to get a slightly less unconvincing hit reaction (I don't think there's a way to make it more unconvincing) than vanilla. Might be units dying midway through a particular animation. I've largely eliminated it from TPW SKIRMISH units by using the killed eventhandler to spawn a function which checks if the dead unit is below ground level and repositions it accordingly. I'll have a look at moving the code into TPW CORE so that it's a generic fix for all units. 

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I get Can Snow on Chernarus 2020 terrain, and I still get it when I turn off fog completely. I haven't tried Livonia since your last update since I'm playing on Chernarus 2020, but it was dong that same thing. Snowing when temps were in the 20s+

 

The Can Snow effect usually takes place at night.

Edited by badanov
Addendum

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Still love TPW mods.  Can't live without it!!!  However, I got the newest version and it appears that TPW park is placing some military vehicles along side the road.  It shows some green camo NATO Hunters and IFRITs around the city.

 

Is this a tiny bug or a new setting that I need to change to only get civilian cars in TPW park?

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Now the HUD has stopped working. This after verifying the files' integrity.

 

I tried it with a no mods setting other than TPW. No go on the HUD

Edited by badanov

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I don't think it's your mod. A lot of things with mods started to become screwy since the last BI updates. I reverted TPW back to two versions from last fall and last March, and HUD still doesn't work.

 

I may be screwed as far as  playing Arma 3.

 

Other anomalous things include being able to walk through RHS BMPs and RHS BMPs running out of fuel as soon as the game starts.  Programmed triggers setting off at the wrong times. Text displays run together.

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On 4/30/2022 at 3:12 PM, badanov said:

Other anomalous things include being able to walk through RHS BMPs

 

I've been able to walk through a lot of RHS vehicles for at least a year.  I haven't been able to narrow down what IS causing it, but what ISN'T causing it is Arma and RHS.  With just those two running, I don't have the issue.

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9 hours ago, gatordev said:

 

I've been able to walk through a lot of RHS vehicles for at least a year.  I haven't been able to narrow down what IS causing it, but what ISN'T causing it is Arma and RHS.  With just those two running, I don't have the issue.

 

I installed the Steam version and so the HUD is back.

 

Have you encountered the fuel problem with RHS vehicles?

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18 hours ago, gatordev said:

 

I've been able to walk through a lot of RHS vehicles for at least a year.  I haven't been able to narrow down what IS causing it, but what ISN'T causing it is Arma and RHS.  With just those two running, I don't have the issue.

You (and other AI) should be able to walk through any moving vehicles, that's by design to prevent vehicle AI causing carnage. Are you saying you can walk through stationary vehicles?

 

@badanov all spawned cars get random 0.5 fuel. I would guess that occasionally the number is pretty close to 0.

 

No shade to BI, but occasionally things are breaking even at this late stage of development.  

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On 4/27/2022 at 11:45 PM, badanov said:

I get Can Snow on Chernarus 2020 terrain, and I still get it when I turn off fog completely. I haven't tried Livonia since your last update since I'm playing on Chernarus 2020, but it was dong that same thing. Snowing when temps were in the 20s+

 

The Can Snow effect usually takes place at night.

OK I'll take a look into this too

 

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3 hours ago, tpw said:

You (and other AI) should be able to walk through any moving vehicles, that's by design to prevent vehicle AI causing carnage. Are you saying you can walk through stationary vehicles?

 

@badanov all spawned cars get random 0.5 fuel. I would guess that occasionally the number is pretty close to 0.

 

No shade to BI, but occasionally things are breaking even at this late stage of development.  

I rarely spawn friendly vehicles, so I have no clue on that. The RHS vehicles I walk through are friendly and hand placed at the start of my scenarios. I use the embedded scripts to enter the vehicle, and I must use them to exit. 

 

 As for the zero fuel bug, again, those vehicles are hand placed, and only include the BMPs. I have a work around of ensuring the vehicle checks for fuel every 20 seconds and then fuels up. I guess I could make that random, instead of a set total refuel. The issue here is switching to an AI driver when I am out of the vehicle. Without the work around, the AI driver could not move the vehicle.

 

I will continue this later. It is the morn and I have to go to work.

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4 hours ago, tpw said:

You (and other AI) should be able to walk through any moving vehicles, that's by design to prevent vehicle AI causing carnage. Are you saying you can walk through stationary vehicles?

 

Like @badano, these are hand placed units that I can walk through, not spawned by TPW Mods.  I wasn't intending to point my finger at you @tpw, just mentioning it's not necessarily Arma's fault.  It is interesting though that you mention you do have collisions turned off within the mod.  Maybe it's not a coincidence.  When I get a chance, I'll have to try with and without the mod running.

 

14 hours ago, badanov said:

Have you encountered the fuel problem with RHS vehicles?

 

I don't think so, but now I'll have to pay more attention.

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I don't use TPW Skirmish. All of my spawns are my own scripts using BI commands.

 

My issue has been with the Can Snow command in TPW Fog, and until recently HUD. HUD was resolved by using the Steam version. 

 

The other two, walking through vehicles and the BMP fuel bug I mentioned part of a larger -- but not TPWs -- problem.

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One other thing about HUD. The Temperature part is missing which leads me to believe that that may be a factor in Fog.

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Hey TPW

 

Im a huge fan of the old LHM(ZAM )  original post/link 

 

However the dust effects on goggles it kicks up,and the Post processing effect on colored spectacles overlay it has is still amazing...

 

ACE has this  included(as a combination of work from AGM) but again,ACE is MP focused.

 

Is there any way you might consider to add these features to "TPW RAIN"(rename "TPW GOGGLES")  

 

Add dust effect on goggles when near rotary aircraft spooled up,and dust on glasses when prone firing fully auto,add combat goggles outer line overlay to to show your wearing them,tint to said goggles or glasses,or anything else you could think of?

 

I love the idea of glasses having an actual function ingame but currently they dont,and TPW is the only mod i can see it making sense in because A) you focus alot on immersion,and B) your geared towards single player users and ACE is only other mod that has this feature(im not downloading ACE core/ACE goggles just for this feature as it can mess other stuff up)

 

Im not sure of the rules on using her modde'rs work but LHM has been abandoned since 2014,i would love to see it reborn somehow/edited.I attempted to edit the PBO to repair the issues but i failed,its out of my understanding. So thought i would ask yourself.

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Started  up TPW on a No Mods set up. 

 

No HUD

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12 hours ago, badanov said:

Started  up TPW on a No Mods set up. 

 

No HUD

Do you have any goggles in your inventory? Tpw hud should assign you a pair, but it’s up to you to actually put them on

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59 minutes ago, tpw said:

Do you have any goggles in your inventory? Tpw hud should assign you a pair, but it’s up to you to actually put them on

Yes. And I put them on. I have them set as simplified, but no temp data appears.

 

When I said No Mods, I was  using the download version, which has no HUD.

 

Now that I switched to the Steam version, I have HUD but no temperature data.  Am I s'posed to have data temperature data?

Edited by badanov
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3 hours ago, badanov said:

Yes. And I put them on. I have them set as simplified, but no temp data appears.

 

When I said No Mods, I was  using the download version, which has no HUD.

 

Now that I switched to the Steam version, I have HUD but no temperature data.  Am I s'posed to have data temperature data?

Do you have TPW FOG running? The temperature display depends on it.

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2 hours ago, tpw said:

Do you have TPW FOG running? The temperature display depends on it.

 

I turned on Fog on Altis, so the temp report came back on.

 

Then I went with one of my full scenarios on Chernarus 2020, a night time scenario, and the temp came on as well, but this time with snow. The ambient temp was 16C.  Now on all my scenarios I start with random weather, so it sometimes rains, but instead I get snow, usually at night or reduced light conditions. If I turn off Fog, and restart I still get snow.

 

These is my weather commands. I have been using it for about three years. In the last year I move it off, with my other random numbers onto a separate file:

 

WV = (Random 1);

0 setOvercast (WV);10 setRain (WV*.75); 0 setWaves (WV) ; 0 setfog (WV*.333); forceWeatherChange;
 

 

 

 

 

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Does anyone else have Military vehicles in TPW park?  Or just me?

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Yep I added them in, next release in a day or two will allow the user to specify the % of military vehicles to spawn

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TPW MODS 20220518: Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 Dropbox - https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip

 

Changes:

[CORE 1.94, FALL 1.76, SKIRMISH 1.64] Code for reduced incidence of dead bodies occasionally falling through the ground and disappearing now applies to all units affected by TPW FALL, not just SKIRMISH spawned units.
[ANIMALS 1.66] Added support for Edaly cattle.
[FOG 1.96, SOAP 1.70] Added support for Libertad, Niakala, Gliese, Hanter's Gorge, Guelb al Richat.
[PARK 1.33] User can specify what percentage of spawned vehicles will be military (defaults to 20%).


Hi all. You'll notice that I timed my release to coincide with Arma Reforger, just so I could steal all their thunder. I have to admit, as a showcase for the new engine improvements (and not as an Arma3 replacement), Reforger looks very impressive indeed. Many of the things I've been bitching about for years are addressed: proper dynamic shadows from all lights; proper running water; proper raindrop fx and wet surface (and uniform) handling; proper interior lighting with lights not going through walls; far better animations; massive shadow draw distance; stupid action menu removed; slicker interface; better tools; vastly improved performance etc etc etc. Almost enough to tempt me to upgrade my trusty Windows 7 rig to Windows 10. Almost. As an exclusively single player guy, I'll be sticking to and continuing to code for Arma3 for the time being :) 

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11 hours ago, tpw said:

 

Hi all. You'll notice that I timed my release to coincide with Arma Reforger, just so I could steal all their thunder. I have to admit, as a showcase for the new engine improvements (and not as an Arma3 replacement), Reforger looks very impressive indeed. Many of the things I've been bitching about for years are addressed: proper dynamic shadows from all lights; proper running water; proper raindrop fx and wet surface (and uniform) handling; proper interior lighting with lights not going through walls; far better animations; massive shadow draw distance; stupid action menu removed; slicker interface; better tools; vastly improved performance etc etc etc. Almost enough to tempt me to upgrade my trusty Windows 7 rig to Windows 10. Almost. As an exclusively single player guy, I'll be sticking to and continuing to code for Arma3 for the time being :) 

For what it's worth, I'm an SP dude as well, but I got Reforger yesterday just to play around in it. There's a training "mission" and it's easy to pop into "Game Master" mode and toss down units and such and just have fun. Everon really feels like a real place now.

 

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Good day @tpw

 

I found a few issues with the BLEEDOUT module, Please fix these details if possible.


1) It looks like the damage model in your module is distorted.

For example, if a unit gets bullet hit in the leg, then after a few seconds, its visual wound may disappear without any reasons. This looks strange at least and unnatural in general.

In addition, after second hitting the leg, the hands are very often damaged also, and later without any reasons the head also gets damaged!

 

I can assume, the bleeding in TPW damages all parts of the body, that visually does not look natural.

Seems to me each wound should have its specific consequences, but not more - A hit in the leg should cause a slowdown and eventually lameness.

Hitting the hand should increase weapon sway, so the player or NPC should be less accurate/effective.

And of course hits to the limbs should not affect the head.

 

Could you rethink bleeding systems so that it doesn't damage all head and torso, if only the limbs were injured?
For example, instead of increasing damage to the entire body, wouldn't it be better to use a timer for blood loss, after which the character first slows down and then dies.

 

2) I use AI self-healing in settings.

38436755_s.jpg


But this happen far from stable. I see a lot of tests, where the AI just dies from blood loss and does not even try to heal itself, despite the checkbox - "AI attampt to stop own bleeding".

It seems to me that self-healing should depend on the mode the NPC is in. If he currently  is in Safe, Aware, Stealth modes then he should treat wounds stable, with a small random delay (to avoid synchronization of animations for several NPC). While in combat mode, it should self-heal with a greater delay, since it can be attacked while healing itself.

 

3) If after falling into unconsciousness, the AI will fall on its stomach and after it rolls onto its back, its final animation will not match the position of the body in which it comes. The position that the AI comes to is a mirror copy of the position that is required in this case.

 

All three points are demonstrated in my one video.

 

time codes:

disappearance of the wound and wrong damage model

NPC will not self-heal

wrong mirrored position after anim of turning on the ground 

 

Edited by mickeymen
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