.kju 3244 Posted November 18, 2007 Added a two new ones and a few updated: Quote[/b] ]2007-11-18 * Added PROPER UI Gear Dialog Redesign * Added PROPER Anims Fast Forward Transition * Fixed PROPER Gameplay Vehicle InsideSoundCoef Sound inside armored vehicles reduced even more. * Fixed PROPER Gameplay Vehicle No Alarm Sound Removed the alarm sound for helicopters and planes as well. * Fixed PROPER Gameplay Vehicle No Lock PvP Su is one-seater now. The pilot can control all weapons by default and lock with the guided rockets again (fix). The AH-1W pilot has now control of guided and unguided missiles and therefore can lock with guided rockets again (fix). * Fixed PROPER Gameplay Weapon Disperion Disabled Vehicle recoil returned to ArmA default values. Check our PROPER Mod BIKI project site for more details: http://community.bistudio.com/wiki/PROPER:Mod It will be interesting to see the feedback on the Anims Sprint walkaround addon. The gear loading should be useful for everybody. Share this post Link to post Share on other sites
Flat!!! 0 Posted November 18, 2007 Could you make a addon which lowers the noise of the turret spinning. This is especially enoying in MP when somebody is spinning around all the time. Eventually I get and headache. It is much more noticeable now that the engine sounds are lower. Share this post Link to post Share on other sites
.kju 3244 Posted November 19, 2007 Good suggestion mate. Turret sound of tanks and engine sounds are way too loud IMHO. Any other suggestions? Share this post Link to post Share on other sites
Flat!!! 0 Posted November 19, 2007 Well maybe make the chopper sounds louder when inside in the MH and AH, After all the "Doors" are open. No more for now... Share this post Link to post Share on other sites
DarthRazorback 0 Posted November 19, 2007 Removing the sonic crack? Shouldn't the mod be called imProper? Share this post Link to post Share on other sites
Maddmatt 1 Posted November 19, 2007 Removing the sonic crack?Shouldn't the mod be called imProper? You don't need to use everything, it's split into seperate addons so that you can choose which ones you want. Quote[/b] ]The AH-1W pilot has now control of guided and unguided missiles and therefore can lock with guided rockets again (fix). In the real one I think the gunner has control of the missiles, because he needs to guide them. The pilot only fires the rockets. A version like that may be nice for those who want a more realistic version, especially for MP when you have a human gunner. There is that "bf2stylecobra" addon that does that, but that's an addon and doesn't replace the original. Share this post Link to post Share on other sites
DarthRazorback 0 Posted November 19, 2007 Removing the sonic crack?Shouldn't the mod be called imProper? You don't need to use everything, it's split into seperate addons so that you can choose which ones you want. Yeah, I get that... but why would someone who is aiming for realism create such a mod? The sonic crack, while not completely accurate, is more accurate than none at all. Share this post Link to post Share on other sites
HGuderian 0 Posted November 19, 2007 Hi Q! May you make a little bit more slow the traverse/cross movement in your very good "Anims Fast Forward Transition"? I like it but those movement seems too fast than real. Thanks. Share this post Link to post Share on other sites
Dwarden 1125 Posted November 19, 2007 Quote[/b] ]Added PROPER Anims Fast Forward Transition i guess these 2 files are not needed inside the pbo "h\Kopie von Core.hpp" "h\Kopie (2) von Core.hpp" and question : Does this one colide with animation fix from Sakura ? btw what about video ? Share this post Link to post Share on other sites
Panda-PL- 0 Posted November 19, 2007 Hi Q! May you make a little bit more slow the traverse/cross movement in your very good "Anims Fast Forward Transition"?I like it but those movement seems too fast than real. Thanks. I think it was said elsewhere that these are aimed for improving CQC in PvP servers. The too fast strafing is a side effect of faster forward speed, these two seem not possible to separate. If you want a fix use Sakura's one. I tried it out and it's very good, doesn't change gameplay. Share this post Link to post Share on other sites
HGuderian 0 Posted November 19, 2007 Ok. Thanks for the reply. Good work Share this post Link to post Share on other sites
.kju 3244 Posted November 19, 2007 Quote[/b] ]In the real one I think the gunner has control of the missiles, because he needs to guide them. The pilot only fires the rockets. A version like that may be nice for those who want a more realistic version, especially for MP when you have a human gunner. There is that "bf2stylecobra" addon that does that, but that's an addon and doesn't replace the original. It would be easy to do yes. The reason to make the guided rockets assigned to the driver: There is a bug in ArmA. Another one yes. Normally most people use radar / tab locking for air units. There is also direct click lock though. For (air?) units with pilot and gunner only the gunner can use direct click lock, if the weapon is assigned to the gunner. So to make the pilot be able to use the guided missiles too, especially if tab lock isn't available, you need to assign the weapons to the driver. This is especially a problem, if the chopper has only a pilot - like most times in PvP play. Or if you have an AI gunner and cannot use tab / radar locking for whatever reason. Complicated stuff. Quote[/b] ]May you make a little bit more slow the traverse/cross movement in your very good "Anims Fast Forward Transition"? Right now the speed of side strafe for whatever type of movement is the ArmA default speed. Diagonal forward and straightforward run speed: doubled (200%) = sprint speed Diagonal forward and straightforward walk speed: 150% It is possible to make diagonal and straight forward speed different. I think the next update will have: Straightforward run speed: 200% Diagonal forward run speed: 175% Straightforward walk speed: 150% Diagonal forward walk speed: 125% @Dwarden: Hehe. Sorry about that. I do use SVN, yet sometimes you still like to use the old dirty way. Quote[/b] ]Does this one collide with animation fix from Sakura It does NOT collide. Both should work fine together. This addon doesn't influence sprint itself in any way ("neither positive , nor bad"). Share this post Link to post Share on other sites
kroky 1 Posted November 21, 2007 @ Q: Somewhere I found you Proper mod for armored vehicles. It doubles the armor of the armored vehicles IIRC. Is there any changes for the armor values for the humvees/UAZ's or trucks? Why is this component not at the Wikipedia list? Share this post Link to post Share on other sites
madrussian 347 Posted November 21, 2007 Q, thanks for all your Proper fixes. Â I use many of them regularly and can't imagine the game without them now... Keep up the good work! Â If you keep chipping away we'll eventually get there! (Also thanks much for keeping them all seperate... such a keen eye on the fact we all have different tastes. Â Â ) Just tried Anims Fast Forward Transition, and I'm getting the following error: "Data file too short" I've tried it in a single mod folder with no other addons included, ArmA version is 1.08, etc. Â Any idea what might be causing this? Â Are any of the Proper addons dependent on others? Share this post Link to post Share on other sites
.kju 3244 Posted November 21, 2007 PROPER_Gameplay_Vehicle_Tank_Armor doubles the armor value for these vehicles: Quote[/b] ]M1Abrams, M113, BMP2, T72, ZSU It is not to be found in the BIKI page because ... well ... various "reasons" - one of them is that I was hoping that NWD_TankFCS addon would make it obsolete. Yet NWD_TankFCS isn't MP compatible and personally I am not happy with various aspects of it - my focus is on good gameplay rather than realism. You will see a few new addons for armored vehicles soon I guess. @MadRussian: Please redownload the file. I repacked it, removed the obsolete files and made the changes to diagonal walk and run like described on the previous page. There is no dependency whatsoever. PS: Infantry weapon reload animation speed speed is back to normal again too. It was doubled by accident. However it might be an idea to tweak the speed nevertheless. Share this post Link to post Share on other sites
Stuntman 0 Posted November 21, 2007 Some more suggestions here: If possible, sprinting without any weapon, especially no launcher, makes you sprint faster then with. Example: You can run very fast with no weapons at all (unarmed) and have very much fatigue You can run fast with primary weapon (no launcher) and have much fatigue You can run slow/a little fast with MG or primary and secondary weapons (secondary = launcher) and have little fatigue Share this post Link to post Share on other sites
.kju 3244 Posted November 21, 2007 AFAIK it is impossible to influence the fatigue levels. Animations only know these differences: ~ No weapon ~ Pistol ~ Rifle ~ Launcher It would be possible to make different speeds based on these. And of course: ~Walk ~Run ~Sprint And: ~Crouch ~Kneeling ~Standing Make concrete suggestions please. Like Sprint without weapon 200% Sprint with pistol 150% Sprint with rifle 100% Share this post Link to post Share on other sites
madrussian 347 Posted November 22, 2007 First off, thanks for everything you've done in regards to the anim speeds so far, in terms of being able to adjust them. I just spent a bunch of time looking around and fiddling in E:\Games\ArmA\@Essentials\Addons\proper_anims_fast_forward_transition\h\core.hpp" I see you've already got these four taken care of: #define PROPER_SPEED_GENERIC 2 #define PROPER_SPEED_DIAGONAL_SPRINT 1.75 #define PROPER_SPEED_WALK 1.5 #define PROPER_SPEED_DIAGONAL_WALK 1.5 In addition to what you've already got, I'd be most interested in being able to seperately adjust the two overall running speeds ("jog" and "sprint") regardless of weapon or other factors (although realizing the need for subcategories for the diagonal movement in each). Â Also, the ability to adjust strafe speed in various directions would be great (all regardless of weapon or other factors to start with). At this point I don't really have recommendations for speed values... but if you can just get those broken out (maybe assign them a factor of 1 for starters?) that would be wonderful. Now, if somehow you could provide a comprehensive break out for all of the movement anims organized in some sort of standard way (i.e. easy to use like the four you've got already), I would be in shock and awe! Â I realize this last request is probably a little far fetched, but hey might as well ask, eh? Thanks much for your efforts! Share this post Link to post Share on other sites
ricki 0 Posted November 22, 2007 can the turning speed be influenced while equipped with a launcher ? or has it been changed already ? it's so slow i think it could be a bit faster. regards rocko Share this post Link to post Share on other sites
Pillage 0 Posted November 26, 2007 Apologies for my wiki-retardedness but is there a link I'm missing to allow me to d/load all the proper mods in one hit? I really like what the proper team is on about. keep up the good work lads. Share this post Link to post Share on other sites
Guest Posted November 26, 2007 Apologies for my wiki-retardedness but is there a link I'm missing to allow me to d/load all the proper mods in one hit? I really like what the proper team is on about. keep up the good work lads. We have made packs of all sections of mods for the Armaholic.com mirror. Have a look here: http://www.armaholic.com/page.php?id=1991 As far as I know these are all the latest versions unless some files have been updated without it being posted here. Share this post Link to post Share on other sites
Stuntman 0 Posted November 29, 2007 Something is very wrong: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Cannot load "proper_anims_fast_forward_transition.pbo", requires "SaraLite.pbo" When I start ArmA, this message pops up for both the anim pbo and the dessert island intro pbo....why? Which island is SaraLite? Is that Rahmadi? The very strange thing is: SaraLite is a standard .pbo, right? Which is included in ArmA? But I DONT have that .pbo!!! Or Is SaraLite in Queens Gambit? So I need Queens Gambit to get SaraLite, and the pbos to work? Share this post Link to post Share on other sites
paragraphic l 2 Posted November 30, 2007 SaraLite is the ArmA Demo version of Sahrani Island, which makes it strange to be an required island But you can download it here: Demo Island Share this post Link to post Share on other sites
Stuntman 0 Posted December 1, 2007 If it is a demo island, and I got the full version, why the heck do I need that little Lite version to use the mods!? Any answers, Q? Wonder if its just me or some big problem other has as well... Share this post Link to post Share on other sites
Pillage 0 Posted December 1, 2007 Thanks for the link Foxhound, I've d/loaded and installed all the proper mods into the @PROPER\Addons folder (excluding solid_black_UI) and it causes a strange problem. When I go into the editor all east west and racs vehicles are listed under civilian. I can post a screenshot if that will help but as it stands it makes my game unplayable as no one will shoot each other (besides infantry). Share this post Link to post Share on other sites