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sickboy

6thSense.eu Mod Reloaded, Public Beta Release

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Hi, if someone can send me those M14/M21's, i could try to retexture

'em as i did with "my" M4's pack for the OFP; Desert Camo, Woodland

Camo and this time... maybe Woodland Marpat too. Will be nice i think.

Let's C ya

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I doubt that wipman. They use tiled textures to save the sizes. Both wood and composite. You'd have to remap them first, that wouldn't be a simple retexture.

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Hi, i don't know how to retexture, that's why i always need of a 3D

man (better a 3D's girl) to do "my" things; but i do know how to

retexture. Those who know my OFP M4A1's pack know it. Let's C ya

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Does anyone of you guys experience mayor fps drops when gettting killed efter like 15 min into a game. Almost feels like the computer is about to hang... Guessing the blood mod!?

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do the weapons added have shadows?

last time i tryed in the server the extra weapons didn't had shadows.

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Released v0.88Update

[*] Updated to 6thSense.eu Pack1 v0.2 Final

[*] Updated Mapfact Air to v1.08 (AH64 etc)

Hope to have some more for yeh next time ;-)

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Woops, bit late with update reports wink_o.gif

Some extra weapons (HK416 6 models, 2 new M14 camo's, 2 new M21 (Leupold) camo's) available in the mod, that will feature in an upcoming (few weeks) 6thSense.eu Weaponpack update wink_o.gif

v0.93update

[*] Added fixes for Blood, thanks to Dirty Harry for testing (Object maximum reduced by half). Need feedback incase low FPS situations still happen.

[*] Added fixes for Compass (Remember though, the compass is fuzzy when Anisotropic filtering is not set to High or Very High, hopefully fix soon)

[*] Fixed CQB mode for HK416 ACOG by Garlay

[*] Major Ammo, Magazines & Weapons Settings Overhaul (Dispersion, Dammage, Ballistics). Most values are loaded by NonWonderDog's Excellent Ballistics Mods.

[*] Cleaned up old/obsolete magazines/weapons

[*] Added MaddMatt's Effects Mod

v0.92update

[*] Updater now repeats until no more updates available

[*] Added HK 416 (Ironsight, Acog+CQB, Leupold+Reflex CQB, Carbine, Carbine M68Aimpoint, Carbine EOtech) by Garlay!

[*] Fix for M21 sound

[*] Exchanged M21 with Desert and Woodland variants depending on camo

[*] Fix for CRDS Blackouts sometimes ended in black screen

[*] Changed Compass size, location.

[*] Changed Watch position to mirror compass

[*] Minimap (GPS) back to normal

[*] Action Icons back in business

[*] Adjusted the value boxes for Speed, altitude etc.

[*] Correct font size again for hud stuff

v0.91update

[*] Fixed Standard M249

[*] Added new M14 Desert/Woodland and M21 Leupold Desert/Woodland, by Garlay!

[*] Updated Relikki's Addons: Racs, DesertSol, Racs UrbanSol and Guer

[*] Added TrueMods: TrueCrosshairVeteran, TrueInGameUI, TrueMovementSound and TrueView. Some settings are overwritten by customized SIX_Misc aswell as SIX_Weapons.

v0.90update

[*] Updated Skaven's RACS to v3.5 with new and updated weapons with help by Garlay. New: AWP, PSG1. Replaced: M249 Eotech/MGO --> New M249 Aimpoint/MGO

[*] Fixed Kegetys Spectator Script because of tip by ViperMaul (Big Thanks)

[*] Included RHS VDV, Marines & Weapons (Most AK's updated, many AK's added, Units are not yet fully implemented).

[*] Fixed some 6thSense.eu WeaponPack Issues: Removed FullAuto from M14 SopMods, AI Should handle M32 better, M32 Grenade Simulation should be correct now (Explosion+Sfx etc)

[*] Fixed some Mod Weapons: M4 SuperSonic Muzzlevelocity, RPK74 Firemodes, Higher Dammage from some caliber rounds, fixed zeroing of scoped/sniper rifles  and correct visible and audible firetime for Supersonic and Subsonic Rounds

v0.89update

[*] Added SandBag Bugfix by Raedor. AI can now engage from behind sandbags

[*] Added 6thSense.eu WeaponPack v0.1 (M14/M21, M32 GL, M1911 Wilson Combat), removed 6th_m14_pack.

[*] Optimized some of the Pack1 components

[*] Removed old obsolete SLX addons

[*] Removed useless 3d-editor smile_o.gif

Quote[/b] ]do the weapons added have shadows?

last time i tryed in the server the extra weapons didn't had shadows.

Most have shadows nowadays, some older ones might be repaired or replaced in the future, though it has little priority.

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Where are the hk416's located? i cant seem to find them at all...

EDIT: And how can i get the 3D editor to work? Thanks!

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Shweet! Good work! (deleting Armaeffects modfolder)

My only issue with all your hard work is the length of the tracer models. When they do a short bounce after impact, it looks a bit like a neon compass needle spinning. Have them currently disabled, but would like to reenable them in the future smile_o.gif . If I remember correctly, like BN880's version from OFP, you started with particle effects. Except for maybe added lag, IMHO these would be more fitting (and round) for the tracers especially when they bounce.

Either way, 6th Sense has the solid feature base that ECP had for OFP, and gaining ground with the inclusion of ArmA Effects (now if DMarkwick and MaddMatt would team up, we'd have killer x2 effects). thumbs-up.gif

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Hi m8 smile_o.gif

Thanks for the new update (v.0.94) smile_o.gif

What about adding Iraqi T-72 by Plasman(v.1.1) and gmJamez's SightAdjustment (v.0.3 Beta) ?

Cheers

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v0.94update

[*]Few weapon fixes

[*]Updated M60A3 to v1.2 (thanks to Maximus Sniper)

[*]Changed groupmarker script to display vehicle marker when leader is in vehicle, even when he's not Commander/Driver/Gunner

[*]Fixed wrong weapons on some SLA Characters, missing grenadelaunchers

[*]Added RACS WeaponBox

[*]Switched RACS AutomaticRifleman M249 to Hk23e and MachineGunner M240 to M60

@Sniper Pilot:

I removed the 3d editor, as it's "useless" in the sense that you can't save ur work smile_o.gif

The Hk's are in the weaponboxes: West, All and Special.

Don't trip over the amount of weapons available in the boxes, especially the All box :P

@Scrub:

Thanks mate! I feel extremely honored by you mentioning ECP!

Though don't be mistaken, those guys were(/are?) the real pro's...

Really great and polished products, while mine imho is still more a toy, polishing goes along the way...

but I have dreams and a lot of intentions so let's see where we get ;P

BN's tracers were models and not particles.

When toying with particles I was only able to create "balls" (If anyone knows other options, feel free to jump in).

To actually create a "line" effect I had to spawn many balls very quickly. The problems with these were:

[*] Only looks good when FPS is high, let's say 30 and up

[*] Only visible when FPS was above 20 or so

[*] Extreme performance drain. My high end system cooped it pretty well, but anything less had dramatic performance decreases. Esp with high-rof weapons aswell as multiple weapons firing.

In the future I intend to search for new methods and/or optimizing the current method, maybe tweaking the speed check might help... e.g. deleting the tracer quicker (when bullet speed becomes under xx speed). Maybe the lengths need some more tweaking... Stay tuned smile_o.gif

DMarkwick & MaddMatt indeed would make a nice hybrid, who knows what the future brings wink_o.gif

@Maximus;

NP mate!

About the iraqi t72; Maybe.

In any case I would first need the permission, but the main point imho is that 6thSenseMod at this time is set in Modern ArmA: West, SLA, Racs aswell as some elements of Coldwar: West, East, Guer.

Iraqi doesn't fit in yet, so doesn't for instance the UN Troops, German units, etc. etc.

However, when there's a bigger arsenal available for any Army, may it be Germanny, UN, Vietnam ERA etc, I plan to ask permission and get it in. It just seems to have little use to get 1 Iraqi unit in smile_o.gif

About the sightadjustments, im not sure about multiplayer compatibility, and I need to be careful with integrating too many scripting solutions...

It would be cool if we could get config solutions, maybe engine updates for creating the same effects.

I must admit that I have not taken a serious look yet, but I will take a look soon.

My AI-Manager project has been halted for too long and I would like to start dedicating most of my time in it as I think that there is still a lot of work to be done for AI, which in turn will create a better and staying pleasure boost biggrin_o.gif I have a lot of time on my hands, but it's being drained by many projects aswell as the 6th community smile_o.gif

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Nice! Would be very good if you can make v1.0 as an full/final Mod and then maybe again for v2.0 ... smile_o.gif

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smile_o.gif

6thSenseMod is an ongoing project, I don't work towards "final" releases, I also do not have the intention for it (yet),

at least not as long as im the only guy behind the mod smile_o.gif

However, I release full setups every 10 update versions atm.

This time there were quite some big updates in the last 10, in those cases I should maybe release a full pack per 5 instead of 10 smile_o.gif

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That's it... and release this 6thSense.eu Weaponpack full with this HK416 (6 models), 2 new M14 camo's, 2 new M21 (Leupold) camo's. wink_o.gif

Sad thing to download XX(+X) MB for Addons, but this is on BIS and "the release of tools".

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As written before, they will be released asap. However, there is some more fine tuning and various tweaks and additions underway, I expect within the next few weeks I can release an update.

Your last sentence I do not understand though, I don't know any reason for what I would need any of the ArmA BIS tools for releasing 6thSenseMod etc smile_o.gif

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Sorry, my last sentence wasn't point at your Mod!! Only for Mission making... size of addons in ArmA compared to OFP addons. confused_o.gif

dl & waiting for 6thSense.eu Weaponpack! Thanks.

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Hi sickboy

Is there any way to enable the radio voices and text for "9 oclock soldier". It apperas that its missing, all i get is the compass, but no direction or text message?

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@Maximus-Sniper

Thanks mate, will include it in one of the next updates.

@3k.Baxter

Sure mate, you can re-enable the radio voices by uncommenting (removing the 2 slashes (//)) in SIX_Misc.hpp located in your ArmA\@6thSenseMod folder.

Change: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//#define SIX_ENA_VOICE to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define SIX_ENA_VOICE

Re-enabling Radio voices can be done by removing @6thSenseMod\Addons\Language.pbo

If you ever plan on playing at 6thSense.eu Server 2, I would recommend backing up the language.pbo before removal, as we Command with voice-only, and play without AI :P

Im just thinking that it might be possible for me to also make an option like the radio voices, as the stringtables also accept processing directions, I might in the future work this out.

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@sickboy, Ive done #define SIX_ENA_VOICE but dont notice any diff. And i dont have the @6thSenseMod\Addons\Language.pbo file.

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@sickboy, Ive done #define SIX_ENA_VOICE but dont notice any diff. And i dont have the @6thSenseMod\Addons\Language.pbo file.

Have you by change got another SIX_Misc.pbo in one of ur normal addons or other mod folders? In that case it might overwrite the 6thSenseMod setting and as it only needs to be loaded once, do not load SIX_Pack1 or any of it's components over 6thSenseMod.

Also, please check your @6thSenseMod\Addons folder for files called: voice/voices.pbo and six_voice.pbo, if those files exist, please remove them also. They were removed in one of the updates, but it's possible that the installer did not take good care of it smile_o.gif

I might be confused with the language.pbo :P Please try removing @6thSenseMod\dta\bin.pbo , guess my memory is playing tricks on me :P

Also, please make sure you are up2date at the latest 6thSenseMod version (atm v0.94)

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Dont have the .pbo files. I did remove the bin.pbo, and the radio messages are back. However the voices are not. Not that big of a deal but if you have time to investigate how to get the voices back ill appreciate it!

In all i think we share the same taste of mods. Keep up the good work!

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So, FOR MY OWN PERSONAL USE, I made an HK417 from Garlay's 416 and M21 mag.

hk417ingame1nm1.jpg

I don't plan on distributing this work but whats the policy on modding released addons in this fashion?

Is it generally acceptable?

Also, I'd be happy to give you the models I modded if you'd like to include it in your weapons pack (and as long as its ok with the modder).

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