gliptal 25 Posted December 23, 2013 Great, very happy to see someone update and expand Tao's awesome work. Yay! Share this post Link to post Share on other sites
ithedog 10 Posted December 23, 2013 this is sweet and cant wait for nexrt updatre!! Share this post Link to post Share on other sites
Guest Posted December 23, 2013 (edited) Release frontpaged on the Armaholic homepage. TMR Modular Realism - Alternate v0.1.1Community Base addons A3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Edited December 24, 2013 by Guest updated with fixed version Share this post Link to post Share on other sites
messfunkt 10 Posted December 24, 2013 Seems to be a problem with the bisign for tmr_autorest.pbo--get an error when using TMR and trying to connect to my dedicated server: "Wrong signature for file C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@tmr\addons\tmr_autorest.pbo" Double checked to make sure everything was set up fine on both ends (including making sure tmr_alt.bikey was installed). Anyone else seeing this? Share this post Link to post Share on other sites
eduzumaki 12 Posted December 24, 2013 Great to see you are keeping the Tao's work I had a feature request implement motor fails in helis for an example you are flying and your heli start to dance in the sky and you need repair and a fast roping . Share this post Link to post Share on other sites
machineabuse 11 Posted December 24, 2013 Glad to see Tao's work being picked up :) I have missed the 2D scopes~ Share this post Link to post Share on other sites
t3quila 1 Posted December 24, 2013 Hey Cambam47! It seems you have forgotten to add a recoil config for the mk20/f2000a. When I fired it prompted an error. Good work so far btw! Share this post Link to post Share on other sites
Tankbuster 1746 Posted December 24, 2013 Great news that this is still in development. Can we have the newer weapons that have appeared since TMR added to it's config such as the MX blacks? Share this post Link to post Share on other sites
adanteh 58 Posted December 24, 2013 (edited) Cambam, if you want to prevent resting on bushes and so feel free to look at the autoresting I put in the original TMR thread. Code is probably sloppy, but have used for quite some time without any problems. I'll edit a link in here later. Link to post here: http://forums.bistudio.com/showthread.php?160054-TMR-Modular-Realism&p=2551372&viewfull=1#post2551372 It checks the model name of objects and if the resting is intersecting with an object mentioned in that list it doesn't rest anymore. Might want to remove some depending on your preference. Edited December 24, 2013 by Adanteh Share this post Link to post Share on other sites
Fushko 59 Posted December 24, 2013 Wondering is it possible to still have the 3D scopes without that unrealistic swaying? Share this post Link to post Share on other sites
gliptal 25 Posted December 24, 2013 Wondering is it possible to still have the 3D scopes without that unrealistic swaying?For what I remember, the swaying is directly tied to the character model animations, so I'm afraid not.Yay! Share this post Link to post Share on other sites
MavericK96 0 Posted December 24, 2013 So glad to see this. I was fearing that TMR would fall into incompatibility with future builds/mod releases. Share this post Link to post Share on other sites
-=SFLR=-DK 10 Posted December 26, 2013 How do we assign key commands, i have a undefined key for bi pod? many thanks Share this post Link to post Share on other sites
gliptal 25 Posted December 26, 2013 DK;2586683']How do we assign key commands' date=' i have a undefined key for bi pod?many thanks[/quote']Bipod is bounded to Next Target. Yay! Share this post Link to post Share on other sites
-=SFLR=-DK 10 Posted December 27, 2013 Bipod is bounded to Next Target.Yay! Nice, thanks dude! Share this post Link to post Share on other sites
t3quila 1 Posted December 27, 2013 Do you know which specific type threw errors for you? The base weapon appears to be supported and I didn't get any errors when I tried it out in-game. My bad. No confirmation on this. Must have been something else I ran along side TMR-A. Share this post Link to post Share on other sites
gliptal 25 Posted December 29, 2013 cambam47, one of bCombat testers found an incompatibility between that Mod and TMR (both in the old unsupported version and your new version): apparently if both Mods are running all TMR feautures are disabled, save for 2D scopes (that lose their reticles anyway). A similar post was written in bCombat thread (link), so if you felt like it you could try and work out the incompatibility with fabrizio_t himself. Here is the original incompatibility report. Keep up the good work! Yay! Share this post Link to post Share on other sites
oktyabr 12 Posted December 31, 2013 (edited) I LOVE the 2D scopes, anti-sway and corrected suppressor damage although I'm getting this error on suppressed MX's, specifically "arifle_MX_GL_Black_F": No entry 'bin\config.bin/CfgRecoils.tmr_recoil_single_mxsup'. I also notice that at least the "optic_Arco" is not compatible with NVGs... I get a nice bright red reticle but nothing else. If this is the way it's supposed to be in real life, no problem. :) Pistols, suppressed as well, don't seem to have very much recoil at all. OH! To add a comment in a train of thought from the original thread, about low FPS when scoped in, it seems that the ALiVE modules do this on my machine too. Everything seems to move around OK but there is a definite lag in the recoil of the optic and a delay when switching FROM the scope. I dropped ALiVE on the same mission, and kept running TPW_MODs (default settings, minus animals) and JSRS and the problem went away. Just FYI. Edited December 31, 2013 by Oktyabr Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 2, 2014 (edited) Rather disappointingly, one of my guys has discovered that tmr_autorest is having catastrophic (I use the word advisedly) effects on some missions with respawn. We noticed that in my Domination game, spawns get slower and slower after each death. We checked the client RPT and found this after the first death. Ref to nonnetwork object 543fb900# 1771988: empty.p3d Ref to nonnetwork object 543fb200# 1771989: empty.p3d Ref to nonnetwork object 543fab00# 1771990: empty.p3d Ref to nonnetwork object 543fa400# 1771991: empty.p3d Ref to nonnetwork object 543f9d00# 1771992: empty.p3d Ref to nonnetwork object 543f9600# 1771993: empty.p3d Ref to nonnetwork object 543f8f00# 1771994: empty.p3d Ref to nonnetwork object 543f8800# 1771995: empty.p3d Ref to nonnetwork object 543f8100# 1771996: empty.p3d That's odd, we thought, 9 objects with the same model being spawned almost at the same time. And this error is caused by a script trying to delete them an failing. This, from a different RPT though the same mission, this is after the second death. Ref to nonnetwork object 5cafd600# 1806021: empty.p3d Ref to nonnetwork object 5cafdd00# 1806022: empty.p3d Ref to nonnetwork object 5cafe400# 1806023: empty.p3d Ref to nonnetwork object 5cafeb00# 1806024: empty.p3d Ref to nonnetwork object 5cc73900# 1806025: empty.p3d Ref to nonnetwork object 5cc73200# 1806026: empty.p3d Ref to nonnetwork object 5cc72b00# 1806027: empty.p3d Ref to nonnetwork object 5cc72400# 1806028: empty.p3d Ref to nonnetwork object 5cc71d00# 1806029: empty.p3d Ref to nonnetwork object 5cafd600# 1806021: empty.p3d Ref to nonnetwork object 5cafdd00# 1806022: empty.p3d Ref to nonnetwork object 5cafe400# 1806023: empty.p3d Ref to nonnetwork object 5cafeb00# 1806024: empty.p3d Ref to nonnetwork object 5cc73900# 1806025: empty.p3d Ref to nonnetwork object 5cc73200# 1806026: empty.p3d Ref to nonnetwork object 5cc72b00# 1806027: empty.p3d Ref to nonnetwork object 5cc72400# 1806028: empty.p3d Ref to nonnetwork object 5cc71d00# 1806029: empty.p3d Yep, 18 lines. So these things are multiplying per respawn. And after lots of fishing around, we've found the culprit; it's tmr_autorest. The init.sqf has 9 createvehiclelocal commands that are used to create a custom model, called tmr_autorest_georef (that has no p3d) to find the parts of the player model that might come into contact with map objects and thus, rest on. But the deletevehicle in this script is not working. And these georefs build up and build up on the player and the failed deletes build up and build up until, for reasons I don't understand, the player respawn grinds to a halt around the 10th death, no number depends on the underlying performance of the client PC. I don't know where the fault lies, or what's most at fault here. It might be Domi mission design that has an EH on the player that is preventing the TMR EH being able to delete these georefs, or it might be the tmr script is busted. ---------- Post added at 01:54 ---------- Previous post was at 00:19 ---------- Update on the above, this problem still happens in a basic test mission with nothing more than description.ext based respawn. Domi is in the clear, here. When we remove the weaponrest pbo, everything works fine again. Edited January 2, 2014 by Tankbuster Share this post Link to post Share on other sites
samyg 3 Posted January 3, 2014 I want to ask you something, if I asked to have the recoil "fix" that's associated with TMR to be made as also a standalone addon, could that be done? There really isn't anything like that thus far and TMR does it great. This isn't to say that I want anything taken from TMR, but if I could just have that be done, that would be great. :o Share this post Link to post Share on other sites
gliptal 25 Posted January 3, 2014 I want to ask you something, if I asked to have the recoil "fix" that's associated with TMR to be made as also a standalone addon, could that be done? There really isn't anything like that thus far and TMR does it great. This isn't to say that I want anything taken from TMR, but if I could just have that be done, that would be great. :oYou can just delete all .pbos not related to the recoil fix.Yay! Share this post Link to post Share on other sites