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PROPER Anims Gameplay UI Speedup Pack "BETA1"

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Preface

Quote[/b] ]

NOT RECOMMENDED TO BE USED IN MULTIPLAYER! THIS WILL BE CONSIDER CHEATING!

NOT TESTED IN MULTIPLAYER - THERE IS ALWAYS THE CHANCE TO CRASH THE SERVER

WITH MODIFIED DATA - DON'T USE IT IN MP. PERIOD.

If the server and all clients would use it, it is a different matter of course.

Expect a few updates on individual / specific addons of this pack, as well as

additions in the future.

Signature files will be provided soon for each individual addon, each pack

(Anims, UI_Speedup and Gameplay) and maybe for each pbo version (not sure

about that one yet). Remind me please, if I forget about it.

Feel free to integrate these addons in your mod / addon etc. Credits should

be noted though!

Feel free to make suggestions on other useful changes to the rough ArmA.

HowTo:

Extract in some modfolder's addon directory.

Example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">.\ArmA\@PROPER\addons\### InHere ###

Note that you can use any of the addons independently.

>>> Download <<<:

PROPER_Anims_Gameplay_UI_Speedup_Pack_BETA1.rar

Armaholic mirror

Combat-Prison.net mirror

Thanks guys, you rock! xmas_o.gif

List of addons included in the beta pack

PROPER_Anims_Healing_Animation

Fixed the missing animation when the heal action was performed while

kneeling or with a launcher in the arms.

For more info see CBTS 2362: You get healed immediately if you are crouching.

PROPER_Anims_Move_Transition

Ladder fix from the 1.08 hotfix as standalone addon.

In addition the infantry movement transition speed was doubled.

The "additional step animation problem" might become less obvious.

If you have installed queen's gambit or the 1.08 hotfix, you won't need this one.

PROPER_Gameplay_Vehicle_Cursor

The basic idea is to make targeting enemy units as commander while driving

vehicles easier (more OFP like). However I was not yet able to reactivate

the cursor if you are the driver of a vehicle.

The cursor is back for most vehicles as commander and gunner though.

This one is still very much in the testing phase, yet I'd like to get some

feedback on this one!

PROPER_Gameplay_Vehicle_InsideSoundCoef

If you dislike the fact that the (engine sound in particular) sound is way too

loud if you are inside vehicles, you will love this one.

It reduces sound volume inside vehicles significantly.

You will be happy to go easy on with your ears again and have a good voice chat

with your buddies while being in some vehicle.

Note that the volume is still good in order to hear all the things around you.

Especially in the combination with the "PROPER_Gameplay_Vehicle_OccludeAndObstructSounds"

addon... it's more like the sound is very pleasantly dampened.

Additional info:

Quote[/b] ]

InsideSoundCoef:

How is the volume of the vehicle engine/movement changed when sitting

inside that vehicle.

By default we play our own voices with half volume.

### IMPORTANT ###

The individual vehicles will most likely need more individual tweaking.

PROPER_Gameplay_Vehicle_Lock_AI

I was not yet able to bring back the cursor for the driver of a vehicle.

As a workaround the tab/radar locking is re'enabled for all vehicle weapons.

This should make vehicle fight vs AI a lot more enjoyable again!

Read the additional info to understand how to avoid an issue with tab/radar

locking for non commander slot vehicles (see summary part).

Additional info:

Quote[/b] ]

Weapon lock for all (missing) weapons activated to re'enable

tab/radar locking.

Activated driverIsCommander to re'enable tab/radar locking.

Activated CanSee = 31 (1=Radar; 2=Eye; 4= Optics; 8= Ear; 16= Compass;)

for all vehicles to re'enable tab/radar locking.

Activated none zero irScanRange values (irScanRangeMin & irScanRangeMax)

for the (missing) vehicles to re'enable tab/radar locking.

Summary:

It does work now. However you need to be the _weapon commanding guy_

in the vehicle.

You either need to activate manual control or switch to gunner for

a moment as group leader to get the _weapon commanding guy_ status.

After that the tab/radar locking also works for driver or commander

in ground vehicles without commander slot present in the vehicle

(these almost all besides M1Abrams, T72 and BMP2).

PROPER_Gameplay_Vehicle_No_Alarm_Sound

Removed the uber annoying beep sound inside tanks when hit.

PROPER_Gameplay_Vehicle_OccludeAndObstructSounds

Well, did you ever felt lost in ArmA tanks - I am sure you did!

This is primarily due to the limited sound awareness inside vehicles (compared

to OFP in particular).

BI tried to introduce a fancy realism effect... as a result inside vehicles you

are almost completely deaf. In other words unable to hear the surrounding sound

scenery properly, like immediate hostile fire or even direct impacts at your

vehicle.

This is a good day for you! With this addon, you shall become happy again!

Additional info:

Quote[/b] ]

Deactivated occlude and obstruct effect.

A vehicle can occlude / obstruct sounds when sound is outside of the

vehicle and listener inside, or the other way around.

Obstruction: how much is the direct path free

There is some indirect way how can the sound reach the vehicle (open

vehicle window), but the direct path is not available (obstruction

leaves echoed sound unfiltered).

Occlusion: how much is both the direct and indirect path free

Describes how much the vehicle is sealed (echoed sound is filtered as well)

1 means not occluded, 0 means fully occluded (db-XX can also be used).

obstructSoundLFRatio = 0;

occludeSoundLFRatio = 0.25;

How much are low frequencies attenuated by obstruction and occlusion.

0 = no attenuation (LF goes through), 1 = full attenuation (LF attenuated the

same way as HF).

Note: not implemented yet, 0 and 0.25 is currently used.

PROPER_Gameplay_Vehicle_Tank_Armor

Doubled armor value for all tank based vehicles.

Well in my view armor vs armor / armor vs infantry combat is very boring, if

almost all the time one sabot is enough to disable or destroy a tank. Be careful

not to use this addon on public MP servers. This will be very obvious cheating,

so DO NOT DO IT!.

PROPER_Gameplay_Weapon_AA_Launcher

The strela and stinger have like 1000% hit percentage in ArmA. They are even

able to make a turn, if they missed the target, and do a second approach.

Thanks to BigDawgKS, we at least have a test addon on the table now to improve

the AA simulation gameplay wise. Further testing and feedback is direly need

here!

(bad English I guess..)

Additional info:

Quote[/b] ]

BigDawgKS

http://bugs.armed-assault.net/view.php?id=2481 Strela and Stingers

are too accurate.

When I lowered both to around 12 and 0.2 respectively and tested it,

the missiles performed significantly worse, missing very frequently.

After playing around with these values some more, I found a missile

with a maneuverability value of 15 and a trackOverSteer value of 1.0

was about 40-50% likely to miss a moving target depending on the

angle and distance. A missile with a maneuverability value of 20 or

above and trackOverSteer value of 3.0 or above is very unlikely to

miss. The trackOverSteer (introduced in ArmA) in particular makes

the missile much more accurate, combined with the proximity fuses

now present in ArmA it's clear why the missiles would be a lot better

at tracking and hitting their targets than in OFP.

There's no engine bug however, as I explained above it is definitely

possible for the missiles to fail tracking their targets, the config

values for BIS's missiles just need to be tweaked (lowered).

### IMPORTANT ###

These values will most likely need even more tweaking. Thrust,

thrustTime and initTime could and should be consider as well to

improve the simulation.

PROPER_UI_Speedup_RscMapControl

Well Doolittle was requesting an improvement of the loading times of the map

view upon the first load. Most likely this is not possible for ArmA. However

this addon does some config and texture preloading, so maybe, just maybe there

is a slight improvement here. Further testing and feedback is direly need

here!

Further improvement might be possible with preloading the map objects (p3ds).

For more info see CBTS 2749: Cache map icons like tree and mountain.

Additional info:

Quote[/b] ]

Preload given textures from config classes.

Any texture corresponding to the entry below is preloaded and kept in

the memory permanently. The actual texture file is looked up in the

corresponding config entry.

Lookup values:

"*" - path is relative to Data unless it starts with a backslash

"\*" - path is always absolute

"@*" - model name (rel. to data3d) is given in the config

- load all textures for it referenced by it

"\@*" - model name (abs) is given in the config

- load all textures for it referenced by it

In future other values or combinations may be possible, like for

textures which need to be loaded, but not all mipmaps are needed.

### IMPORTANT ###

Right now from only basic testing, there seems hardly a reduction

effect of loading time or a resolution the initial map switch lag.

Further improvement might be possible with preloading the map

objects (p3ds).

Preload given config classes.

Any texture corresponding to the entry below is preloaded and kept in

the memory permanently. The actual texture file is looked up in the

corresponding config entry.

Lookup values:

"*" - the class including all subclasses is made permanent.

"." - only this class is made permanent.

"fastFind" - optimize searching in this class.

Additional Notes:

The ArmA.rpt is polluted a bit by the PROPER_Gameplay_Vehicle_Cursor addon.

I think the inheritance or cfgPatches isn't perfectly correct.

Any help or ideas are appreciated a lot!

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

Updating base class Turrets->, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/M113/Turrets/

Updating base class MainTurret->NewTurret, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/M113/Turrets/MainTurret/

Updating base class Turrets->, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UAZ_AGS30/Turrets/

Updating base class MainTurret->NewTurret, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UAZ_AGS30/Turrets/MainTurret/

Updating base class Turrets->, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UH60MG/Turrets/

Updating base class MainTurret->NewTurret, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UH60MG/Turrets/MainTurret/

Credits:

~ raedor and BI for 1.08 ladder and anim hotfix

~ BigDawgKS for the suggestion value changes to improve the AA launcher in

terms of gameplay.

enjoy

Q

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Nice, downloading now and checking right away

great to hear you cahnge the sound levels inside vehicles, especially for armored vehicles. hope from now on I never have to change ingame sound levels during mp-games

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Quote[/b] ]PROPER_Gameplay_Weapon_AA_Launcher

The strela and stinger have like 1000% hit percentage in ArmA. They are even

able to make a turn, if they missed the target, and do a second approach.

Thanks to BigDawgKS, we at least have a test addon on the table now to improve

the AA simulation gameplay wise. Further testing and feedback is direly need

here!

(bad English I guess..)

Additional info:

Quote

BigDawgKS

http://bugs.armed-assault.net/view.php?id=2481 Strela and Stingers

are too accurate.

When I lowered both to around 12 and 0.2 respectively and tested it,

the missiles performed significantly worse, missing very frequently.

After playing around with these values some more, I found a missile

with a maneuverability value of 15 and a trackOverSteer value of 1.0

was about 40-50% likely to miss a moving target depending on the

angle and distance. A missile with a maneuverability value of 20 or

above and trackOverSteer value of 3.0 or above is very unlikely to

miss. The trackOverSteer (introduced in ArmA) in particular makes

the missile much more accurate, combined with the proximity fuses

now present in ArmA it's clear why the missiles would be a lot better

at tracking and hitting their targets than in OFP.

There's no engine bug however, as I explained above it is definitely

possible for the missiles to fail tracking their targets, the config

values for BIS's missiles just need to be tweaked (lowered).

### IMPORTANT ###

These values will most likely need even more tweaking. Thrust,

thrustTime and initTime could and should be consider as well to

improve the simulation.

I've got pretty much exactly this in my rocketBallistics.pbo of my realistic ballistics mod, except I've programmed in (almost) exactly correct thrust, thrustTime, and initTime. Just sayin...

Of course, all the other missiles in the current version are perfectly wretched. I'm trying to fix that, slowly.

I'd really like to know what trackOverSteer actually does, though, since I'm trying to give all the missiles their real (?) maximum lateral accelerations. (i.e. 22g for the Stinger, 12g for the Strela-2)

My guess is that "maneuvrability" is latax in some form or another (multiples of g?), while "trackOversteer" is a feed-forward variable. "TrackLead" is apparently a boolean toggle between two different (but equally goofy) tracking logics.

I can't figure out what equations are used, though. Any ideas?

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Nice one Q! A lot of things some ppl were eagerly waiting for someone to complete smile_o.gif

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gives me alot

Quote[/b] ]Cannot evaluate 'ReadOnlyVerified' - no file

see my note on the true mod addon, about access = 3.

tell me what you think.

are the original vehicle classes all access = 3 by default ?

edit: will test it now while in a MP game.

regards

rocko

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I've got pretty much exactly this in my rocketBallistics.pbo of my realistic ballistics mod, except I've programmed in (almost) exactly correct thrust, thrustTime, and initTime.  Just sayin...

Of course, all the other missiles in the current version are perfectly wretched.  I'm trying to fix that, slowly.

I'd really like to know what trackOverSteer actually does, though, since I'm trying to give all the missiles their real (?) maximum lateral accelerations. (i.e. 22g for the Stinger, 12g for the Strela-2)  

My guess is that "maneuvrability" is latax in some form or another (multiples of g?), while "trackOversteer" is a feed-forward variable.  "TrackLead" is apparently a boolean toggle between two different (but equally goofy) tracking logics.  

I can't figure out what equations are used, though.  Any ideas?

i think trackoversteer means that instead of the missle going directly for the lock it tracks its path and aims for an impact point along the targets path.

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<s>seems it is not compatible with TrueMods especially TrueView ?</s>

<s>my gunner views are really fd up</s> wink_o.gif

edit: ok i did understand what this mod does -sry

but my bmp gunner sight is crap now, something is blocking my sight.

for the t-72 the smoke-pyros are blocking my sight a bit.

i find it a bit unusual to have the cursor moving up and down, and not being able to move the "sight" itself.

suppose i got too many mods running to see some effects

edit: i think the .rpt "polution" is normal

but like i said in my first post, i got alot of these readonlyverified stuff.

regards

rocko

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"If you dislike the fact that the (engine sound in particular) sound is way too

loud if you are inside vehicles, you will love this one."

OMG! I love it

notworthy.gif My ears thank you.

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Quote[/b] ]I've got pretty much exactly this in my rocketBallistics.pbo

of my realistic ballistics mod, except I've programmed in (almost)

exactly correct thrust, thrustTime, and initTime. Just sayin...

Doh banghead.gif

Excellent work NonWonderDog. notworthy.gif

Your work is on my hd for quite some time ... its an indication of

the time I have to check other people stuff in detail.. confused_o.gif

Thanks for the note - I'll check your work asap!

---

@rocko:

It must be from another addon. My rpt doesn't show any of these.

Didn't you mention that you have this messages in the TrueMods

thread as well?

Quote[/b] ]but my bmp gunner sight is crap now, something is blocking my sight.

The PROPER_Gameplay_Vehicle_Cursor addon isn't mean for

actual playing (yet). It is only for testing and getting feedback.

I re'enable the cursor for all weapons, where it was missing. So

for some vehicles you now have a good optics with a cursor

disfiguring your view. whistle.gif

Again it is only for testing purposes.

Quote[/b] ]

i find it a bit unusual to have the cursor moving up and down, and not being able to move the "sight" itself.

Yeah thats one of the problem here. I think it has to do with the limitation BI had to introduce for multiple gunner positions... the

KA50 can only move his optics / sight up and down as well... banghead.gif

Quote[/b] ]

for the t-72 the smoke-pyros are blocking my sight a bit.

Can you upload a screenshot of that one please.

From the impression I'd say, this comes from another addon or

the combination.

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man this mod seems almost like a successor to Ecp mod or Slx that came to ofp back in the days biggrin_o.gif this has so many features it will take days to test them all. tounge2.gif

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i think trackoversteer means that instead of the missle going directly for the lock it tracks its path and aims for an impact point along the targets path.
I think I'm close to figuring it out, and I think what you're describing is "trackLead".

These are my current thoughts on the matter:

maneuvrability -- maximum lateral acceleration in Gs

trackOversteer -- scalar multiplier for desired lateral velocity at any point in time:

i.e. something like latvel = (angle error) * someconstant * trackOversteer

trackLead -- tracking logic to use:

0: Steer directly to target

1: Steer to predicted target position

There are fractional values of trackLead used in the config, but it behaves as a boolean in my tests. Anything nonzero behaves exactly like trackLead = 1.

It's possible that maximum acceleration is actually maneuvrability*trackOversteer. I don't think the numbers are angular rates, since that isn't consistent with anything else in ArmA, but I could be wrong. I need to do a lot more testing.

I've definitely figured out why ATGMs don't work, though. They always take the shortest path to a target exactly 1500m in front of your optics. If your target is less than 1500m away and moving, you will miss. If your target is greater than 1500m away, the missile will never get there. Instead, the missile will continue to fly to the point 1500m away from you -- which means it will fly in vertical loops. The missile was obviously supposed to fly along the line defined by your optics and the point 1500m away, but that's not what happens.

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I knew that that is what was happening! Only I thought that the beam riding and SACLOS missiles were flying as if they were laser designated, I had no idea that there was some invisible target 1.5km away.

[intellectual masturbation]

I think that the problem here is that the target is static. Maybe if there was a way to make a target that takes its position from the missile and the local axis of the vehicle's gun sight- that is, the target was always slightly ahead of the missile, and always in the centre of the player's sights- it would behave more like a real missile.

[/intellectual masturbation]

I wonder if this object takes its position coordinates from the orientation of the vehicle's barrel or if it is actually physically part of the model, like a node or a proxy or something.

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I think that's what Mandoble's trying now, but it's probably such a horrible balancing act to find the "right" target distance. I don't think it would be impossible to implement the actual tracking logic in a script, though, and it would certainly be possible for BIS. You'd just need to find the difference between the missile position: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">position _missile and where it should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">positionCameraToWorld [0,0,0] + weaponDirection.*((vehicle player) distance _missile)

For wire-guided missles the correction would be proportional to the angular difference as seen from the sights (scaled by predicted range), while for beam-riders it would be proportional to the lateral difference as seen from the missile (the beam pattern is scaled with predicted range so it's always 2 meters square). The two tracking logics are essentially identical, though, so it doesn't matter how the script does it. If you wanted to get picky, beam riders are a bit less likely to reacquire guidance if they fall off the beam.

This assumes you totally control the missile velocity in script, which is probably sub-optimal. I think Mando Missiles just makes the missiles follow a target that can be moved around, which is probably better (if less flexible).

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Hm i installed

PROPER_Gameplay_Vehicle_OccludeAndObstructSounds and

PROPER_Gameplay_Vehicle_InsideSoundCoef

but i hear anything as loud as before in a tank---

named the folder @noise and started with armaLauncher. mod will load up..how can i reduce volume to zero and test it?

how to unpack these pdo and pack them back?

or a bug? or a bug in my ears.:)

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Just checking but did you put an AddOns folder inside the @noise modfolder? I'm sure you did but I figured it didn't hurt to ask.

If you want to unpack and then repack the .pbo try:

1.) pboview

http://www.armaholic.com/page.php?id=1434

2.) ArmAUnpbo

http://www.armaholic.com/page.php?id=416

cpbo also but I couldn't find a link.

I personally use pboview. I occassionally have troubles using the other 2 I listed. I'm doing something wrong, I'm positive, when using those 2. PboView seems to work everytime for me. As far as reducing the volume.... can't help you there. Someone much brighter at this than I can for sure.

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No way..

Yes i have a "Addon" folder in @noise. And in the addon folder are these two .pbo

I tweaked this line:

// Global define to tweak the insideSoundCoef for all units at the same time.

#define PROPER_InsideSoundCoef_GlobalCoefficient 0.001

to 0.0001 and 0.1

Nothing happens. Sitting in a tank in Editor is the same loud noise..

Changed Value to 0 and nothing happens.

Put only PROPER_Gameplay_Vehicle_InsideSoundCoef

In Addons folder and nothing happens.

I Use TrueMods + ArmaEffects + FDF Sounds ..Thats the problem?

Yes it is. started with no addons and It WORKED!

But in 3Person sound is as loud as before.

Now 2 Questions: How to get sounds in 3rd a bit silenced?

And: How to get work with other addons? Problem i figured out is FDF_Sounds. Withou it all is ok.

But i wanna use FDF..Edit:

Same with Modern Warfare Soundmod

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hello Garack smile_o.gif

Quote[/b] ]How to get sounds in 3rd a bit silenced?

reduce volume of the sound file itself (wss/ogg/wav).

Quote[/b] ]FDF_Sounds / Modern Warfare Soundmod

The reason is that those two overwrite the insideSoundCoef

value for most / all classes again.

There are three solutions:

1.) ask the sound makers to change it in the official version

2.) make your private edited version of the addon / pbo.

3.) make a new addon which has

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">requiredAddons[] = {"TheSoundModClassYouUse"};

and redefine the values in there (therefore you don't have to

modify the original addon / pbo).

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if he loads the proper files at last, will they then overwrite the sound mod changes ?

like "..arma.exe -mod=@1;@Soundmod;@PROPER -nosplash"

this is how I did with TrueMod. hopefully TrueMod doesnt overwrite PROPER ??

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hmm, might work, how can i tell ArmaLauncher to load a mod at first

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Good thought ricki smile_o.gif

However I am unsure if it works in this case.

Switching the order of the modfolders is worth a try though.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TrueMod doesnt overwrite PROPER

It is down to each individual value.

Classes can be updated and changed by various addons at the

same time. Only if they try to change the same value, only one

can win. biggrin_o.gif

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