Alex72 1 Posted March 26, 2008 Matt: Quote[/b] ]I haven't tried playing around with the colour, I just left it as it was. To make it lighter I will need to edit the texture. Possible but not a priority. Rgr that. Isn't a priority to me either, was just an idea. Your latest update is kick ass. Regards Alex Share this post Link to post Share on other sites
Maddmatt 1 Posted March 26, 2008 @Archer and Joker[RS]: Thanks for that info. My assumption was wrong then. I never thought of that, even though I've seen similar mistakes before. Well in that case the problem should be reported to the mission creators and/or the creator of the dynamic weather scripts, since they are the ones overwriting ArmA's reserved names. I think 1.09 added an effect for the sabot rounds- basically a different version of a large bullet hitting the ground. I can remember seeing it multiple times. Yea I've seen it. Maybe I can improve it. dont nerf the sparks too much though. maybe a 30-45% reduction for the large sparks but the small sparks should stay the same. I think I've found a size that looks suitable now Share this post Link to post Share on other sites
ArmaVidz 0 Posted March 26, 2008 With version 0.7, you see alot of this now pic. Curious if anyone noticed or anyone else is having the same issue. Usually happens with darker backdrops while firing repeatedly. Btw, great job on the impact effects absolutely awesome. Share this post Link to post Share on other sites
Maddmatt 1 Posted March 26, 2008 With version 0.7, you see alot of this now pic. Looks like the muzzleflash and smoke effects have some issues being rendered on top of each other. I've seen it too. The increased amount of smoke in the mod just makes it more noticeable. The smoke wont be so overdone in the next version, whenever that is. So you should barely see that glitch. Share this post Link to post Share on other sites
andersson 285 Posted March 26, 2008 And I thought there was to much smoke in your earlier versions! Its not black gunpowder used today Good work! Share this post Link to post Share on other sites
=(+)=TheVoodoo 0 Posted March 26, 2008 1st your new 0.7 release is really incredible! Thanks for the new short blastflash in explosions. I have a suggestion for future releases... The muzzleflashes of all handheld weapons in vanilla ArmA are really horrible at night! The muzzleflashes seem to be a stupid imagefile that loops while shooting without any change! For example: If you permanently shoot a M249 at night you see a still standing muzzleflash. Would be nice if it could be redone... Share this post Link to post Share on other sites
Balschoiw 0 Posted March 26, 2008 Using your mod and I definately like it very much, but I realized today that the sky is frozen when using the mod. Is this a known issue or something related to 1.11 I´m using ? Tried Arma without the mod and the sky was moving as usual. Share this post Link to post Share on other sites
manzilla 1 Posted March 26, 2008 Using your mod and I definately like it very much, but I realized today that the sky is frozen when using the mod. Is this a known issue or something related to 1.11 I´m using ?Tried Arma without the mod and the sky was moving as usual. I believe I read somewhere that it has something to do with patch 1.11b. Matter of fact, until I read that post I didn't even notice my sky was stuck also. If I can find the thread again I will PM the link to you. Just a thought; it might have been the 1.11b troubleshooting thread. In the 3rd or 4th page I believe. I can't be positive though. Share this post Link to post Share on other sites
Maddmatt 1 Posted March 27, 2008 The frozen sky sounds like a 1.11 issue some systems are having. Nothing to do with the sky is changed in this mod. It moves fine on my PC, with ArmA 1.11. I have a suggestion for future releases...The muzzleflashes of all handheld weapons in vanilla ArmA are really horrible at night! The muzzleflashes seem to be a stupid imagefile that loops while shooting without any change! For example: If you permanently shoot a M249 at night you see a still standing muzzleflash. Would be nice if it could be redone... That would require changes to the weapon models. I'll leave the models alone. I'm sure this is something you will see other people do though I believe it was done for OFP eventually. Share this post Link to post Share on other sites
andersson 285 Posted March 27, 2008 This mod is really a good piece of work!! And I think the rain is perfect now! Nice. Share this post Link to post Share on other sites
Balschoiw 0 Posted March 27, 2008 Quote[/b] ]The frozen sky sounds like a 1.11 issue some systems are having. Nothing to do with the sky is changed in this mod. Not really as the sky works perfectly without the mod running I will do some further tests. Share this post Link to post Share on other sites
mrcash2009 0 Posted March 27, 2008 I havent seen this sky sticking issue but there is the rain pbo ... try the mod without the rain addon and see if its just that effecting the weather (the link being rain / weather / sky). Share this post Link to post Share on other sites
Maddmatt 1 Posted March 28, 2008 There is no link whatsoever between the rain addon and the ArmA sky. If it was only caused by the addon, then everybody running it would also have the issue. The 2D rain texture is replaced with an invisible texture, and then a script is run which creates the rain effect as particles. The rain script does not change the weather in the game, it only applies the rain effect based on the 'rain' setting in the game. When testing, turn up the overcast setting in the mission editor and then use the time acceleration (the = key by default) to make the movement more obvious. Maybe the sky mod is making the movement less visible? I'm using it though and I still see movement in the sky. Is the sky still frozen when running the mod with v1.08? The mod should actually work with any version of ArmA, even though I only test it with the latest version. Looking at the code for my addon I don't see anything that could possible mess up the sky Share this post Link to post Share on other sites
Alex72 1 Posted March 29, 2008 Do you have plans to change the thickness/amount on the muzzle smoke? I very often play machine gunner support role in our team but i have to treat the weapon as an assault rifle more or less now. After a small salvo its completelly white and i cant see if i killed or injured those in front of me. So if i dont do very short salvos i have to side step or go 3d person view (wich i dont like) to see if someones still alive. This is the only problem i have with your truly awesome effects, but its a rather huge problem since i play that role often. If thats what its like in real life for machine gunners, then ill shut my trap and be happy since i want as much realism as possible. But i cant think that a machine gunner has to move side ways after a short salvo to see if he hit something or not. And i really appreciate all the hard work youve done and dont feel too good about complaining, but if its doable, i would be (and more) very very happy. Regards Alex Share this post Link to post Share on other sites
Balschoiw 0 Posted March 29, 2008 Did some further testing on the sky and found that using the set overcast in a script often does at some point feeze the sky. I have a mission where cutscenes are spread over several days and weather situations. These skiptimes and weather changes are done by scripts and I found that at some point the sky tends to freeze. It also seems to happen with raw 1.11 sometimes but more often with the mod. Looks like an engine problem though. Cheers. Share this post Link to post Share on other sites
Maddmatt 1 Posted March 29, 2008 72 @ Mar. 29 2008,07:22)]Do you have plans to change the thickness/amount on the muzzle smoke? I very often play machine gunner support role in our team but i have to treat the weapon as an assault rifle more or less now. After a small salvo its completelly white and i cant see if i killed or injured those in front of me. So if i dont do very short salvos i have to side step or go 3d person view (wich i dont like) to see if someones still alive. It will be reduced in the next version. I never found it to block out the screen though, I could always see through it Anyway it wont be a problem in the next version. Geforce 8800 series card by any chance? From what I've seen, they seem to render transparent textures as slightly less transparent than other cards Looks like an engine problem though. Sounds like it deserves a post in the 1.11 feedback thread. Maybe BIS can fix it. So far I have reduced the size of sparks a bit, and reduced the muzzle smoke. Any other issues from anyone? I think I'll release a minor update in a while. Share this post Link to post Share on other sites
Protegimus 0 Posted March 29, 2008 Could you limit the sparks/impact effects to large calibre or HEI ammunition only? I've never witnessed sparks from 5.56 or 7.62mm rounds fired from assault rifles or mg, not to say it never happens though. If you could tone down the bullet splashes or tailor them according to what they strike that would be great. Thanks for reducing rifle/mg smoke for next version. Rain particles now awesome, though last ones were perfect for vte mod! Good work, keep it real! Share this post Link to post Share on other sites
Makake 0 Posted March 29, 2008 Great new effects. Well done! But as mentioned before: less sparks, maybe. And maybe make the bullet impact FX (a small explosion-like flash) a litte bit smaller, too. It looks weird, when shooting with small arms on a brickwall with this flash as a result. One question left: are there plans to add smoke fx like in DM-Smoke? I mean those additional light gray smoke plumes that are filling the area around the burning vehicle. Share this post Link to post Share on other sites
Cpt.BiGMaN 0 Posted March 29, 2008 This effects pack sounds amazing but i only have 1 problem..................I CANT GET IT TO WORK!!!!!!!! , i mean i can get other mods to work using the mod folder method, but this mod just doesnt work!!!!. I dont know what im doing wrong the folder names are correct as per the readme, the addon PBOs are in the @ArmAEffects addon folder im using version 1.08 and creating a short cut from original and using this target "C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=@ArmAEffects please help as im desprate to use this fantastic mod Share this post Link to post Share on other sites
lebson506th 0 Posted March 29, 2008 @ArmAEffects/AddOns/ Did you make sure you had that AddOns folder inside the @ArmAEffects? Share this post Link to post Share on other sites
Cpt.BiGMaN 0 Posted March 29, 2008 yep and it still dont work Share this post Link to post Share on other sites
Guest Posted March 29, 2008 And the extended eventhandlers are in that mod folder too? Or have you added those to a seperate folder? If so make sure its activated as well. Share this post Link to post Share on other sites
Emryse 2 Posted March 29, 2008 Bro - I'm sure you've been told already, but as for the sparks, I see them when my bullets connect with human bodies. Not sure how all that amazing stuff you do works though, so I'm just letting you know and politely thanking you for all the hard work to make this awesome mod! Share this post Link to post Share on other sites
1in1class 0 Posted March 29, 2008 Could you limit the sparks/impact effects to large calibre or HEI ammunition only?I've never witnessed sparks from 5.56 or 7.62mm rounds fired from assault rifles or mg, not to say it never happens though. If you could tone down the bullet splashes or tailor them according to what they strike that would be great. Thanks for reducing rifle/mg smoke for next version. Rain particles now awesome, though last ones were perfect for vte mod! Good work, keep it real! yes the sparks where good in the other version but in this new one its like an cartoon. Be nice to make them like the older one Share this post Link to post Share on other sites
Makake 0 Posted March 29, 2008 and where are those nice dust & earth plumes that spiralled out off impact blasts? ffar / 57mm rockets don't have them anymore. just some gray dust clouds. Share this post Link to post Share on other sites