jgaz-uk 121 Posted October 17, 2022 RE; the Western Sahara - Creator DLC Compatibility Data for None owners with that installed on a dedicated server player who dont own the full WS should be able to do the download Addons & join on the Steam Servers list, but even with that installed & running on the server they get A "Full version Required? message & cant proceed? All the other DLC none owners addons work but not the WS Yes I do have the full versions of all the DLCS. It's just new players these days think ArmA3 days are numbered, & dont want to invest in new DLC, even if its less that a couple of Beers!! Any idea why the WS compatibility mod wont work, & all the others do. Cant contact the mod maker no access to him. Share this post Link to post Share on other sites
panduhh 40 Posted October 17, 2022 5 hours ago, jgaz-uk said: RE; the Western Sahara - Creator DLC Compatibility Data for None owners with that installed on a dedicated server player who dont own the full WS should be able to do the download Addons & join on the Steam Servers list, but even with that installed & running on the server they get A "Full version Required? message & cant proceed? All the other DLC none owners addons work but not the WS Yes I do have the full versions of all the DLCS. It's just new players these days think ArmA3 days are numbered, & dont want to invest in new DLC, even if its less that a couple of Beers!! Any idea why the WS compatibility mod wont work, & all the others do. Cant contact the mod maker no access to him. The Compatibility Mods for all the CDLCs offer the same 'try before you buy' ability as the official BI DLC content, meaning you have to pay to get access to the premium content. If your server/mission requires CDLC content such as an included terrain, players with only the Compat Mod will NOT be able to join the server. The Compat Mods only exist because the CDLCs are Optional Content, players do not have to download any of the CDLCs unless they are interested in them. This saves a large amount of storage space. See the CDLC FAQ page for more information. Share this post Link to post Share on other sites
jgaz-uk 121 Posted October 17, 2022 OK, but with all the other DLC compatibility mods like vn players who dont have the full version of that can still join the server via steam servers list,(obviously not play those missions) but can get on the server that way, but with the W S compatibility addon installed they can't join via steam Servers list. it might be a server problem? I put a ticket in for it. Share this post Link to post Share on other sites
panduhh 40 Posted October 18, 2022 19 hours ago, jgaz-uk said: OK, but with all the other DLC compatibility mods like vn players who dont have the full version of that can still join the server via steam servers list,(obviously not play those missions) but can get on the server that way, but with the W S compatibility addon installed they can't join via steam Servers list. it might be a server problem? I put a ticket in for it. Western Sahara official Discord Share this post Link to post Share on other sites
zukov 464 Posted October 28, 2022 would be cool to have the Berezhok turret on Marid Share this post Link to post Share on other sites
twistking 204 Posted November 5, 2022 Hello, i just bought the Western Sahara CDLC and like it really much. I really appreciate the level of polish. Every asset could very well be "official" arma content, which make this CDLC really stand out. The best part is the map though. It looks fantastic and runs so well that i had to set a frame limiter from the gpu driver. Only negative aspect of it, is that it's quite small. Because of the good performance it could be great for vehicle gameplay and complex missions, but for those the map size is a bit too limiting perhaps. Would be cool if it could be expanded a bit (not with particular POIs or more cities, but just with the roads going out further and more desert...). Anyway... i've got a question about the "desert module" and how to set it up for multiplayer on dedicated server. I want the effect to be for every player. Can i just sync every player to the module, or do i need to set up one module per player? I know that this would be easy to test, but multiplayer testing is very tedious and i don't have access to a dedicated server at the moment, so it would be much appreciated if someone could share their findings with desert module and how to set it up for MP. Thanks! Share this post Link to post Share on other sites
lexx 1283 Posted November 5, 2022 Thanks for the feedback! 1 hour ago, twistking said: I want the effect to be for every player. Can i just sync every player to the module, or do i need to set up one module per player? You have to sync it to every player. But keep in mind that the dust particles can hit hard if there's too many (I'm not sure right now if they are local) - in any case, you should use it carefully. If you only want the color correction, you can as well just drop the post processing module and select the template. 1 1 Share this post Link to post Share on other sites
twistking 204 Posted November 6, 2022 12 hours ago, lexx said: Thanks for the feedback! You have to sync it to every player. But keep in mind that the dust particles can hit hard if there's too many (I'm not sure right now if they are local) - in any case, you should use it carefully. If you only want the color correction, you can as well just drop the post processing module and select the template. Thanks for the reply! Yes, the particles not being local and adding up in MP is what i was worrying about. I already saw that the color correction is also available seperately, but i'm interested in having both particles and CC. I think the particles just look so very good. I tend to keep them on very low values so they just give that hazy effect. Very atmospheric (would probably also work well on other maps)! If it's not local by default, maybe it would be a nice option to add with an upcoming update? Just a checkbox "run locally only for synced units" or similar... Maybe i will do some reading into how i can create the module (forced) locally via script and then locally sync players to it by script. I think this should be possible. It's just that i'm not that good with scripting... Ps: Anyone remember the "ambient effects" module from arma 2 / operation arrowhead? It did a light dust effect with particles, but you could not crank it up to sandstorm levels like the desert module. Anyway i used it a lot back in the days and i was waiting for something similar to come to arma 3. Share this post Link to post Share on other sites
lexx 1283 Posted November 6, 2022 In worst case you can just spawn the effect manually (outside of the module). [.1, 0, [OBJ_1, OBJ_2, OBJ_3], nil, nil] call lxWS_fnc_showDust; [alpha from, +random alpha, [objects], area size, spawn height] call lxWS_fnc_showDust; 1 Share this post Link to post Share on other sites
twistking 204 Posted November 7, 2022 On 11/6/2022 at 11:38 AM, lexx said: In worst case you can just spawn the effect manually (outside of the module). [.1, 0, [OBJ_1, OBJ_2, OBJ_3], nil, nil] call lxWS_fnc_showDust; [alpha from, +random alpha, [objects], area size, spawn height] call lxWS_fnc_showDust; Wow. Thanks a lot. Tested it already and works flawlessly. Do you by any chance also have the function for the ground dust feature of the module? I mean the feature that spawns smaller puffs of dust directly near the player. It's a seperate checkmark in the module UI. I tried finding it by myself by opening the module in the config viewer but did not succeed... Share this post Link to post Share on other sites
lexx 1283 Posted November 7, 2022 That's [_interval, [_size]] call lxWS_fnc_showGroundDust; [0.5, [5, 8, 12, 20]] call lxWS_fnc_showGroundDust; 1 1 Share this post Link to post Share on other sites
twistking 204 Posted November 7, 2022 3 hours ago, lexx said: That's [_interval, [_size]] call lxWS_fnc_showGroundDust; [0.5, [5, 8, 12, 20]] call lxWS_fnc_showGroundDust; 🙏🙏🙏 Share this post Link to post Share on other sites
FoxFort 340 Posted November 12, 2022 Hey guys. I don't know if this was mentioned before, CAP ION Headphones uses same model as CAP ION reversed. Meaning, both are in reversed positions. 1 Share this post Link to post Share on other sites