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sgt_savage

The Unsung Vietnam Mod 3.0 WIP THREAD

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34 minutes ago, Ennete_Melrra said:

I've got a question, it's already known that the A.I flying U.S Army helicopters such like the Iroquois (All the Iroquois choppers), which is the only i been playing so far tend to fly more than 600 meters of altitute, way too high.... and sometimes don't follow waypoint did i miss any fix patch for it, or is it coming with the release of echo?

 

Already fixed

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18 hours ago, eggbeast said:

...

well i also swapped out the near entities for nearobjects figuring that might run a little faster, as we are using objects, and it's a smaller category to check.

thanks again for the timely pointer.

not many people understand this shit ;)

 

 

Unfortunately it's the opposite way around, at least after reading this:

https://community.bistudio.com/wiki/Code_Optimisation#nearEntities_vs_nearestObjects

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6 hours ago, TeTeT said:

 

 

Unfortunately it's the opposite way around, at least after reading this:

https://community.bistudio.com/wiki/Code_Optimisation#nearEntities_vs_nearestObjects

That is my understanding as well, and my purpose for all that was to optimize the scripts.  Thus the "isempty" check and "nearentities".  If you did a big huge search area (like my SAM detection scripts) you will certainly see it happen. Since this search area is so small, it may be faster but at that point you may not notice.  Would be an interesting test to see if frame rate is affected with either one!

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Nearobjects:

"Find objects in a sphere with given radius. The first object in the returned array is not necessarily the closest one. If you need returned objects to be sorted by distance, use nearestObjects. If typeName is given, only objects of given type (or its subtype) are listed."

 

so this is a less demanding search than nearestobjects, as it doesn't sort.

it does filter the results as only objects, meaning that your check for an object being in the list will be faster than an entities array

my gut feeling is this would be the optimal solution, but i have no idea.

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just done a last minute rebuild on a MAT-49 model that Barden kindly donated a while back

 

h7beDYu.jpg

 

yzaWSO8.jpg

 

 

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@eggbeast

 

The radios I can see on 0:20 in this video https://youtu.be/mi-DushED4c   will  they be compatible with ACRE2?   There are a lot of communities using ACRE2.   I know that the ACRE2 team  are very receptive to work with full mod developers to include compatibility of their system with  the mod.  Have you contacted them for this purpose? any news on that?

 

 

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Well, I have to say Echo is shaping up to be a hell of a release. Finally stuff we made in V2.6 is flowing into this release.

 

Finally my combat radio and AFVN virtual radio is now in and working very well thanks to Tetet's determination, skill and patience.  I might post a quick vid of it in action soon ;) 

 

There are so many fixes , and updates etc I cant remember them all . Yep Echo is gonna be another quality release , Well done to the guys they have done a great job yet again :)

 

SaV

 

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Feel free to slap me around if this has already been noted, but the reflections on the inside of some aircraft canopies (AH-1 comes to mind) are so intense that it's nearly impossible to actually fly and fight in them.

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5 hours ago, Hvymtal said:

Feel free to slap me around if this has already been noted, but the reflections on the inside of some aircraft canopies (AH-1 comes to mind) are so intense that it's nearly impossible to actually fly and fight in them.

 

We have an open task for this item, but apparently nobody to work on it currently. Hopefully can be changed for Foxtrott.

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Can you animate?

 

Unsung mod - is in dire need of a rtm maker for weapon reloadmag fixes over the next few months, but more of a priority is CREW ANIMATIONS. we have nobody in the team who can make these, and some of our doorgunners hands block the gunners view etc. If you can help drop me a pm

If you don't have much time to contribute but can teach me how to do it, even better, as then i will make a youtube tutorial on it for the rest of the team. ps i only use O2, not blender, so the other tutorials ive seen are no use!

 

 

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so out of curiosity then, is there a certain eta on the release? 

 

good work though nonetheless, been following this mod for a while.

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whenever we do an internal ETA, it gets pushed back, due to technical problems etc, so it's best we don't say anything, and you don't ask ;)

the beta test team is very hard at work trying to iron out all the more fundamental bugs prior to release.

We are happy to report that this week finally, Unsung is working happily stable on 64 bit - at long last.

This is down to a monumental effort from the team to bring forward al lthe vehicles into the new physX universe.

We were experiencing some horrific crashes in the past couple of weeks, after introducing the new traps but then we couldn't repro them, except for my client pc.

So in the end I upgraded some hardware locally, and thankfully it looks like my graphics card was on the way out, and replacing it has removed any crashing issues here.

So after several weeks of head-scratching we're now able to continue testing and tweaking the final issues.

 

the good news is the art team are exploiting the hiatus and squeezing in a few new assets!

 

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17 hours ago, cheekybants said:

so out of curiosity then, is there a certain eta on the release? 

 

good work though nonetheless, been following this mod for a while.

somewhere between veterans'/ armistice day and thanksgiving, likely.

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Growing up, the Vietnam war has always fascinated me, maybe because it was such a touchy taboo subject around here,  tones used were similar when talking about porn or abortion....finding any information or media on it was difficult.  Games were difficult aswell, the best only dealt with WW2 or modern or fictional settings.  

I guess I just want to say thank you to the whole unsung team, past and current members for what unsung is today.  Arma 3 + Unsung mod is the best damn Vietnam war game ever made, and not by a small margin if you guys weren't aware.  The amount of detail and historical accuracy is astounding....it's obvious that there's a real passion behind this project that is still driving today.

Thanks guys, keep being awesome!

 

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22 hours ago, Greensnack said:

somewhere between veterans'/ armistice day and thanksgiving, likely.

More likely when its ready and not before. :f:

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Glad to see the spider holes and sniper hides are alive and well :)

 

 

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yeah they work great pook.

i just gave the spiderholes a makeover to stop them showing up in a kind of lime coloured neon against the dark olive/jade background of tanoa vegetation.

shame we dont have decent palm fronds using the tanoa textures

as we could reboot all our VC shelters with those

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Some SP gameplay WIP to wet your appetites :)
 

 

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7 hours ago, eggbeast said:

yeah they work great pook.

i just gave the spiderholes a makeover to stop them showing up in a kind of lime coloured neon against the dark olive/jade background of tanoa vegetation.

shame we dont have decent palm fronds using the tanoa textures

as we could reboot all our VC shelters with those

 

Palm fronds could be as simple as finding whatever texture + rvmat the Tanoa ones point to, then assign the same textures to the custom plant/bush lods\

 

 

 

ALSO:  Random tree hides:   I never got around to implementing this in the A2 version.  To avoid the same exact tree every time, I wanted to add a series of the "dummy" proxies that point to the trees of the same size so one platform could potentially "spawn" one of any number of trees.  To do this, it is basically the same as the M113 custom clutter.  Same idea - make a new proxy, point it to the next tree in the list.  Name this new proxy a selection like "tree2".  Wash/rinse/repeat... "tree3" pointing to a different tree, "tree4" to another one... you get the idea.

 

Then make them all hidden animations.  Hide them all by default.  The tree hide's INIT script selects one at random, un-hides it, and presto you are looking at a tree hide with a randomly selected "tree". 

 

Now that BIS gave us the built-in selections for random animated parts, etc. such as on the BIS jeep, that random function might be usable to replace the script.  That way the random stuff is selected via the game engine and w/o a script.  If - *IF* that is synchronized in MP then that would probably be easier IMO.  Instead of a random hat, it gets a random tree :)

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it's a neat idea, i'm not sure if we need it though. As all the tanoa trees are very different. like from tiny palm tree trunk to giant sequoia type trunk, and different heights too.

so i made a full set of tanoa trees with differently placed platforms and ladders - customised to each unique tree type.

i guess missions makers can add a script to randomise their sniper trees from an array etc. like i do in evo.

interesting discovery - the max height of a ladder in arma seems to be approx. 15m. 20m does not work.

 

i should add, during testing the guys can RARELY locate the source of the sniping - and curse your name bitterly hehehe

 

 

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