napalm00 10 Posted April 18, 2014 Fantastic mod, easily one of the best mods for A3. Out of curiosity, how did you test this mod? I'm planning on making a (very small) particle effect replacement addon for myself but I can't figure out how one would test it (to find out what the best values for e.g. lifetime of a particle are), since as far I can see the only way is repacking the config.cpp into a pbo and restarting the whole game. Surely there must be another way? Sorry if it's a bit offtopic but I'm really interested on how you managed to debug such a big mod :) Share this post Link to post Share on other sites
Nikoteen 24 Posted April 22, 2014 Hey OS ! Just for my knowledge, as I like to check your addon to educate myself, I wonder : Are the black squares bugs associated with tracers and others particles produced by config file such as the config.cpp of ParticleEffects ? or by .p3d/.paa ? Thank you for advance Share this post Link to post Share on other sites
Valken 622 Posted April 23, 2014 Just an observation with the current beta. If I also use AllinArma mod to play Arma 2 missions within Arma 3 and use the tracers addons, the tracer from using ArmA 2 weapons and vehicles can become big yellow balls, instead of tracers. It works fine with ARMA 3 weapons. Can you check this for the next update? Share this post Link to post Share on other sites
CyclonicTuna 87 Posted April 24, 2014 Just an observation with the current beta. If I also use AllinArma mod to play Arma 2 missions within Arma 3 and use the tracers addons, the tracer from using ArmA 2 weapons and vehicles can become big yellow balls, instead of tracers. It works fine with ARMA 3 weapons.Can you check this for the next update? Well that's probably just because they're not A3 weapons. They have diffrent configs and classnames. You shouldn't expect an A3 addon to work with A2 content, regardless in which stage of development it is. Share this post Link to post Share on other sites
the_demongod 31 Posted April 25, 2014 Something I just noticed, this mod causes the MLRS rocket trails to stop forming after the missile has traveled about 100 meters. maybe something to fix for the next release? Share this post Link to post Share on other sites
CyclonicTuna 87 Posted April 25, 2014 Something I just noticed, this mod causes the MLRS rocket trails to stop forming after the missile has traveled about 100 meters. maybe something to fix for the next release? That's most likely intentional. Either the BIS core code doesn't allow for long missle trails, or OS did it to improve preformance. Share this post Link to post Share on other sites
lordprimate 159 Posted April 25, 2014 maybe its about the propellant?. the "Thrust" propellant is probably fast burning and inefficient thus leaving a trail of smoke, the "Static" burn is more efficient and probably doesn't make much smoke, and probably because of game performance.. I would be neat if the smoke dissipated a little faster and kept with the projectile. and when the thrust stage is complete and the proj. is at speed, reduce the smoke a tone but still have a thin short trail. That would be neat Share this post Link to post Share on other sites
the_demongod 31 Posted April 25, 2014 It's definitely not on BI's end, here: https://twitter.com/KarelMoricky/status/457129833407852544 Share this post Link to post Share on other sites
lt_ryan 12 Posted April 26, 2014 Trails after 200m are just unrealistic, you will never see a MLRS missile in RL with a smoke trail in the target area. Share this post Link to post Share on other sites
dunedain 48 Posted April 26, 2014 (edited) True. Edited April 26, 2014 by dunedain Share this post Link to post Share on other sites
CyclonicTuna 87 Posted May 1, 2014 (edited) Submissions are now open: http://makearmanotwar.com/ You deserve the recognition and the money if you ask me ;) Edited May 1, 2014 by CyclonicTuna Share this post Link to post Share on other sites
fidai 12 Posted May 1, 2014 Submissions are now open: http://makearmanotwar.com/You deserve the recognition and the money if you ask me ;) Agree! Share this post Link to post Share on other sites
Opticalsnare 12 Posted May 1, 2014 (edited) Finished doing what i had to do with the car for the time being, so i can proberly spend a bit more time on the mod hopfully get a few things moving again. - Havnt fired up the game / mod in quite awhile, i notice quite alot of things are broken. :/ Edited May 1, 2014 by Opticalsnare Share this post Link to post Share on other sites
distractor2004 14 Posted May 2, 2014 Finished doing what i had to do with the car for the time being, so i can proberly spend a bit more time on the mod hopfully get a few things moving again.- Havnt fired up the game / mod in quite awhile, i notice quite alot of things are broken. :/ In my opinion, I think regardless of what state your mod is in, you should submit it to the Make Arma Not War contest when the Single Addon section is open for submissions. I'm sure you can find a somewhat decent car to replace your current one with 50,000 Euros, or a gently used Cold War Era fighter jet, up to you though. Share this post Link to post Share on other sites
CyclonicTuna 87 Posted May 2, 2014 (edited) In my opinion, I think regardless of what state your mod is in, you should submit it to the Make Arma Not War contest when the Single Addon section is open for submissions. I'm sure you can find a somewhat decent car to replace your current one with 50,000 Euros, or a gently used Cold War Era fighter jet, up to you though. Wouldn't it be more likely to fit in the "total modification catagory?". I mean, addon "adds", content, this mod replaces excisting. And if I was OS, I think I would spend that money on maybe a better computer, or a nice upgrade, or perhaps a top of the line Intuos, so I could keep making mods for Arma and other games :P. Maybe he just likes fixing his car? Edited May 2, 2014 by CyclonicTuna Share this post Link to post Share on other sites
Opticalsnare 12 Posted May 2, 2014 My car is a 89 Trans Am GTA, im restoring it and upping the power to alround 500bhp. :p Anyway ive began restructuring the file system for the mod :eek: each effect will be in its own config and folder and be much easier to work on because atm i got 1 config with like a billion lines of text and can be a pia to work on. But it won't take that long to do. Share this post Link to post Share on other sites
Tonci87 163 Posted May 2, 2014 A Firebird? That a very iconic car. I had one as a toy when I was a kid^^ Share this post Link to post Share on other sites
Fushko 59 Posted May 2, 2014 My car is a 89 Trans Am GTA, im restoring it and upping the power to alround 500bhp. :p Anyway ive began restructuring the file system for the mod :eek: each effect will be in its own config and folder and be much easier to work on because atm i got 1 config with like a billion lines of text and can be a pia to work on. But it won't take that long to do. Very nice, I like the fact that the A3 developers are not the only ones refactoring stuff :D Share this post Link to post Share on other sites
MavericK96 0 Posted May 2, 2014 Glad to hear you are working on the mod again, OS...thanks for all you've done on it! Share this post Link to post Share on other sites
davo15meu 10 Posted May 2, 2014 Now, something I would REALLY appreciate is that you made a mod for a blood mist using the particle effects. Something like the gibs.pbo that speed of sound adds, but without the balance "tweaks" it has like reducing damage for the armored vehicles' weapons. Awesome job with the mod, by the way, but if you could make it "modular" it would be WAY more awesome. Share this post Link to post Share on other sites
Belbo 462 Posted May 2, 2014 Now, something I would REALLY appreciate is that you made a mod for a blood mist using the particle effects.Something like the gibs.pbo that speed of sound adds, but without the balance "tweaks" it has like reducing damage for the armored vehicles' weapons. You mean something like http://forums.bistudio.com/showthread.php?150708-Blood-Mist ? Share this post Link to post Share on other sites
davo15meu 10 Posted May 2, 2014 Yeah, something like that, but that one makes the game start up really slowly and I want the level of blood that Speed Of Sound's gibs.pbo gives. I think I like it because it feels really satisfying to hit your target with some actual visual feedback besides flinching. Share this post Link to post Share on other sites
CyclonicTuna 87 Posted May 2, 2014 I must say though that blood mist is a very Hollywood thing. Especially soldiers wearing armor, or fatigues. When they're hit, you just see the cloth shredding, and slowly a bloodpatch starts forming. You could compare it a bit with a balloon without surface tension. When you shoot a balloon, the latex ruptures which spats up some water. But the majority of the water just falls to the ground like a big blob. Imagine the latex being skin, only skin having no surface tention and not tearing when punctured. The blood wouldn't spout out, except for maybe when you scrape an artory, it just leaks. Share this post Link to post Share on other sites
davo15meu 10 Posted May 2, 2014 Hahaha I know, man. I'm not talking about realism here, well not this time, 'cause I enjoy realism pretty much. I just want that little beautiful feedback i got used to. It seems to me like it could also be a compensation to the ridiculous little flinch units in arma 3 make when shot. Share this post Link to post Share on other sites