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dmarkwick

DMSmokeEffects Beta 4

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it works in Mp ??

Totally untested in MP. My best guess is that you'll only get the config changes ingame but not the smoke. If you find anything out let me know smile_o.gif

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it works in Mp ??

Totally untested in MP. My best guess is that you'll only get the config changes ingame but not the smoke. If you find anything out let me know smile_o.gif

very nice smile_o.gif good DMarkwick notworthy.gif

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this looks awsome but cant get it to work i put the folder in the ArmA folder and put this in the ArmA Target -mod=@DM and nothing iv useing it with CSM sound mod and Symb Rain so in the target line it should look like this "C:\Program Files\Atari\ArmA\arma.exe" -mod=@CSM -mod=Ca_SymbRain addition -mod=@DM Righ?? or how should the target line look like for this to work with CSM and SymbRain mods? plz help huh.gif

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this looks awsome but cant get it to work i put the folder in the ArmA folder and put this in the ArmA Target -mod=@DM and nothing iv useing it with CSM sound mod and Symb Rain so in the target line it should look like this "C:\Program Files\Atari\ArmA\arma.exe" -mod=@CSM -mod=Ca_SymbRain addition -mod=@DM Righ?? or how should the target line look like for this to work with CSM and SymbRain mods? plz help huh.gif

J:\GRY\ArmA\arma.exe -nomap -nosplash -mod=OPF_Voices;@CSM;@HULK_OggPlayer;@SIX_Pack1;Ca_SymbRain

That's my target lieneand I have everything working more than fine ingame. At first i did notice that it did not work while adding the @DM to the target line; so I have dropped the smoke effects to tha default addon folder; and voila smile_o.gif

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Aaaah it looks like I'm FUBAR on the readme instructions sad_o.gif

Of course, the "-mod=@DM" switch should read "-mod=@DMSmokeEffects", as that is the name of the folder you extract.

My apologies to all who didn't pick up on this glaring error. The mod used to be called DM but to prevent people thinking it was a DeathMatch mod I changed it to DMSmokeEffects instead. I didn't change all the references in the readme. My fault entirely.

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Right, after discussion with MaddMatt, and directly resulting from reading comments on both addons, I've started blending some of his effects into my addon. I don't intend to copy all his stuff into my config, what I'm doing is identifying his effects that complement mine, and tweaking them to match the DMSmokeEffects script effects.

For simplicity & clarity here is the PM that I sent to MaddMatt:

Quote[/b] ]I'm liking some of the config changes you made in your addon, and I'm using them as inspiration to improve mine smile_o.gif it's not copy & paste job, but I am following your general lead on some of them. In particular the destroyed vehicle smoke effects I am using a modified version to complement my smoke effects. I get a very nice effect for the immediate few minutes until the default smoke goes away. I have to say the two effects complement each other very well. I just had to change the particle parameters (weight, volume & rubbing) to match the SmokeEffect script particles so they don't form two different volumes of smoke.

With this in mind, I'm going to recommend that the order of addon inclusions for people wishing to use both our addons has my configs on "top", and I'm going to place modified versions of your configs into mine that will overwrite yours when used with SmokeEffects.

This way people can enjoy both addons together more completely, and have the benefit of having recognisable MaddMatt config settings that are "matched" to SmokeEffect script settings. People using your addon only will still see your own original settings of course, and people using only my addon will see modified versions of your config settings where they are matched to SmokeEffect settings.

It's win-win for you, assuming you don't mind slightly altered settings for the match smile_o.gif

My config file only has entries of configs that are altered, so any "holes" in it are immediately filled by your configs. Any settings of yours that I have not touched will still be apparent (assuming I haven't got original settings of my own, the only example I can think of here is grenade & building effects), and as you already know there are quite a lot of your original changes that I have not touched.

I won't post up his reply without permission but he is in favour of this approach. I will try to identify the most popular/complementary (to DMSmokeEffects) effects and make sure they are either transparent or replicated in my addon, with appropriate tweaks. The only glaring exceptions will be areas in which we have a different approach to the same effect, for example grenade effects.

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Agreed!

Would be nice for you 2 to come up with a combined mod/effects! xmas_o.gif

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I have poor computer of AMD 2800+, 1gb ram and radeon 9800 128 pro, it runs ArmA smoothly with low/very low and 1200m viewdistance, I have no problem with that.

But when I finally tried out your smoke-effect addon, the early smoke rising was very blocky and when there were few smokestacks on the screen, it lagged way too much. You look landscape without smoke and have nice framerate, then turn into the smokes and "tok tok tok..." it comes to fps in single digits.

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I have poor computer of AMD 2800+, 1gb ram and radeon 9800 128 pro, it runs ArmA smoothly with low/very low and 1200m viewdistance, I have no problem with that.

But when I finally tried out your smoke-effect addon, the early smoke rising was very blocky and when there were few smokestacks on the screen, it lagged way too much. You look landscape without smoke and have nice framerate, then turn into the smokes and "tok tok tok..." it comes to fps in single digits.

I think such an observation is to be expected on low-end machines. Most people report little change in FPS numbers, and I only see FPS drop when I deliberately stress the situation with many tanks, helos and fighting ground troops. It's very much an eye-candy addon, and as such will stretch a system as much as I think I can get away with smile_o.gif

All I can say to you is that my middle-high end system (AMD 4800x2 & 8800GTS) handles all but the most aggressive scenarios fine.

The latest release will help with blocky textures, if it's the same problem I had.

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What 4.2 will look like:

(New better quality youtube upload wink_o.gif)

Thanks go to MaddMatt for allowing me to use the fuel explosion effect smile_o.gif he used my particle images in a way I hadn't envisioned. I'd like to find a way to apply it only in say 15-20% of explosions, but configs don't work that way. Maybe one day there will be a way to choose among various configs though.

The whole look is generally more varied, and the change from dark mushroom clouds to white was a good one I think. (I never released the dark version, so you'll just have to take my word for it wink_o.gif ) Distant low-settling smoke looks better now, thanks to a general lightening of the settings.

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I use matts effects, can you tell me about yours, do these cover same stuff as matts, as in just a diff person making something slightly different in effects wise. Or does your mod do something further again ?

Like the vid btw..

James.

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I use matts effects, can you tell me about yours, do these cover same stuff as matts, as in just a diff person making something slightly different in effects wise. Or does your mod do something further again ?

Like the vid btw..

James.

Well, MaddMatt uses some of my particles from my addon to change configs for explosions, smoke etc, and I'm using some of his settings with modifications to match the two addons better. My addon concentrates on extra smoke effects, over & above the default ones. I do have some config effects, and some of them do clash with MaddMatt's. Where possible I have changed settings where MaddMatt's would look "odd" in conjunction with mine, but for the most part MaddMatt's addon is a separate entity with slightly different goals.

However I'm trying to arrange it that both can be used simultaneously. smile_o.gif

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hey DM, yeah i was hoping that would happen.. lol.

Enough talking now, hurry along now and get it done :P

hehe

Thanks, all the best,

James.

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Hey DMarwick, congrats. Great improvements. It's real nitty-gritty work. I remember my smoke scripts in good old OFP (picture link) and that was a lot of work in regards to tuning and tweaking.

One question, did you pursue this idea with the viewblock object at least for smokegrenades any further already? That smoke is very nice but seems to have little genuine blocking effect due to engine limitations as it seems.

Regards,

VictorFarbau

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Hey DMarwick, congrats. Great improvements. It's real nitty-gritty work. I remember my smoke scripts in good old OFP (picture link) and that was a lot of work in regards to tuning and tweaking.

Hi Victor, yes smoke effects is time-consuming smile_o.gif it's worse for config effects of course because you have to compile a new PBO and reload the whole game again, I much prefer scripted smoke where you can just save a new script and restart a mission smile_o.gif

One question, did you pursue this idea with the viewblock object at least for smokegrenades any further already? That smoke is very nice but seems to have little genuine blocking effect due to engine limitations as it seems.

I still have plans to implement viewblock functionality, but the model I made CTDs the game. I'm sure it's just Muppetry on my part, they're just cubes with alpha textures after all, but until I get a working model with a working config it's just smoke right now smile_o.gif

But one day soon... one day soon... smile_o.gif

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I still have plans to implement viewblock functionality, but the model I made CTDs the game. I'm sure it's just Muppetry on my part, they're just cubes with alpha textures after all, but until I get a working model with a working config it's just smoke right now smile_o.gif

Are you helped by getting old OFP viewblocking models? If you are I will be happy to digg them up from my archive for you. Just let me know...

/KC

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Quote[/b] ]but the model I made CTDs the game

Oh, that's not good. Since I am not a modelmaker (haven't tried this yet) I can't help. I was just thinking that two invisible simple walls of about 30m length forming a cross should do the trick, don't you think? This being placed into the middle of the smoke explosion would block everybody's view from each angle. Shame that there's no such object available in the available game objects... or is there? xmas_o.gif

Cheers,

VictorFarbau

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I still have plans to implement viewblock functionality, but the model I made CTDs the game. I'm sure it's just Muppetry on my part, they're just cubes with alpha textures after all, but until I get a working model with a working config it's just smoke right now smile_o.gif

Are you helped by getting old OFP viewblocking models? If you are I will be happy to digg them up from my archive for you. Just let me know...

/KC

Any help would be gratefully received smile_o.gif the model needs to be as simple as possible (i.e.a cube) as there is the possibility of there being lots of them.

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