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durg78

Durg's Vegetation Fix

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Any plans to make a CWR version? Those 1985 bushes just don't hide me as well as they used to.

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this mod is great. now you can actually creep up on people for once. I was just sat in a bush and the enemy knew i was there but didn't know exactly where so they came right up to me.

That would never happen before. it actually feels like some safety can be garnered from jumping into thick foliage.

i was wondering tho: i've got the mod running with Kegety's lowplants so that the two run as one. For mp online games, am i able to just run the lowplants mod as a seperate mod folder without this one providing i set it up as such?

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If you run the Durg fix on the Lowplants fix I believe you get a full compatible version.

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If you run the Durg fix on the Lowplants fix I believe you get a full compatible version.

That´s right, neither lowplants nor durgs veggie fix care about the particular plants.pbo that resides in the original addon folder during installation.

Back up the original one and subsequently move and patch the modified .pbo´s there. Just dont forget to restore the backup file afterwards.

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is this patch no longer required from beta 1.11 upwards as i have heard a few people mention it that it was included? just wanted to know for sure?

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is this patch no longer required from beta 1.11 upwards as i have heard a few people mention it that it was included? just wanted to know for sure?

There is nothing in the change log from 1.09 and up that would suggest that this mod has been included or is no longer necessary.

5164  - Fixed: spinning in select() on Linux Dedicated Server

5164  - Fixed: Handling of invalid CD keys on dedicated servers improved

5164  - Fixed: Signature verification timeout significantly relaxed.

5164  - Fixed: System audio mixer settings no longer changed by ingame volume options.

5164  - Fixed: Vehicle channel no longer transforms to a side channel when not in the vehicle.

5164  - Fixed: assignToAirport did the same as landAt. Now it assigns for purpose of future getout commands.

5164  - Fixed: MP: Player driving motorcycle could die suddenly with no apparent reason.

5164  - Fixed: Building ruins were not visible for JIP-ed players.

5164  - Improved: UI - better detection of focused buttons

5170  - New: Scripting: Full object orientation can be set now using new function setVectorDirAndUp

5170  - Fixed: Handling of duplicate CD key improved

5170  - Added: Improved anti-cheat measures

5170  - New: Command line argument -ranking=... was removed. MP mission statistics can be written to file specified by logFile entry in the server config.

5170  - Fixed: Memory leak on dedicated server (several KB per a mission played).

5170  - Fixed: leader, AI tanks subordinate to a player sometimes did not open fire against some enemy tanks.

5170  - Fixed: AI was not able to fire over sandbags unless the enemy came very near.

5170  - Fixed: Recoil was working badly (moving in unexpected directions) when fps was low.

5170  - Fixed: AI was able to pinpoint enemy by ear after seeing him for a while.

5170  - Fixed: Fixed: Fog on DX10 cards (nVidia 8800, ATI X2900) was too dense.

5170  - Fixed: AI was sometimes unable to move when seeing enemy very near.

5170  - Fixed: Error when loading a save from a complex mission (containing a lot of variables).

5170  - Fixed: Possible crash caused by malformed resize scripting command.

5175  - Fixed: Chat message length limited to 150 characters

5175  - Added: After 3 wrong attempts to log in as an admin further attempts are ignored for some time

5175  - Fixed: Reduced loading time for large textures.

5178  - Fixed: Default handling of different data detected was stricter then intended, resulting in a kick of players.

5178  - Fixed: Dedicated server sometimes crashes after downloading Squad.xml.

5178  - Experimental: Depth only pass used to reduce pixel shader load on some GPUs.

5178  - New: Improved Voice over Net packet re-translation (voice is re-translated when no direct Peer to Peer connection is available or to spare some network bandwidth).

5179  - Fixed: VoN loudness is sometimes not matching selected voice channel (too quiet on Global channel or too loud on Direct channel).

5180  - New: BattlEye protection integration

5180  - New: Better NAT traversal for VoN.

5180  - Optimized: Reduced GPU load of shore area rendering.

5181  - Fixed: NAT traversal for VoN makes dedicated server crashing.

5184  - Fixed: AI units in safe mode could randomly stop

5190  - Fixed: Bad object ID after loading a game - caused frequent crashes when loading Rahmadi Conflict saves.

5191  - New: publicVariable now works for all types of variables

5191  - Added: function addPublicVariableEventHandler

5191  - Fixed: Airplanes bombing laser designated targets.

5193  - Changed: aiDispersionCoef now used scaled by unit skill, high skill units always having low dispersion.

5194  - Fixed: Airplanes with tail wheel were placed with the tail in the air when mission was started.

5195  - Added: functions toUpper, toLower, toArray, toString

5196  - Fixed: Airplanes standing on the ground sometimes oscillated (observed esp. with DC3)

5196  - New: Added difficulty option VonID (VON ID), allowing to see in-game who is currently speaking over the radio.

5196  - New: Added difficulty option DeathMessages (KILL MSG), allowing disabling of XXX killed by YYY messages.

5196  - Fixed: Improved dynamic range handling for vehicle interior sounds (reduces their loudness)

5196  - New: Added difficulty option NetStats (MP SCORE), allowing disabling of scoreboard functionality.

5198  - Fixed: Dead players can no longer talk or write to in-game players unless they are admins.

5199  - Fixed: Further reduced virtual address space usage. Should reduce frequency of out of memory errors.

        Use command line switch -vm108 to mimic the behaviour of 1.08 version if the new scheme does not work for you.

5201  - New: Command line option -noPause to allow the game running even when its window does not have a focus.

5203  - New: Option to mute individual players in the Players screen (key P)

5203  - Fixed: Thrust vectoring was not transferred in MP, causing warping of hovering airplanes.

5203  - Fixed: Possible crashes with VoN used with HW acceleration.

5203  - Improved: Some ingame .rpt messages removed or clarified to make them more useful

5205  - Fixed: MP "Head bug" - when two players were boarding passenger space of the vehicle simultaneously, one of them

        might end outside of the vehicle with no control over direction of his character.

5207  - Problem was with mouse movement adaptive filtering, which handled badly transition from fast to slow motion, causing the fast motion to leak into the slow motion region.

        A barrier was placed to rejected samples so that sample once rejected is not considered in any more computations.

5207  - Fixed: When fast moving with mouse, cursor sometimes jumped once more after turning was stopped.

5207  - Fixed: Players in Seagull mode cannot hear direct speech of others properly.  

5209  - Fixed: When switching VON channels quickly, the VON ID indication could still show the old channel.

5209  - Fixed: Improved handling of situations where graphical card VRAM is completely exhausted.

5209  - Fixed: In some complex MP missions the memory space for network messages could be exhausted, resulting in CTD.

5209  - Fixed: Direct speech inside vehicles was not hearable often.

5209  - Fixed: Tank which crew has ejected might sometimes continue spinning forever.

5209  - Fixed: Seized by trigger was mission a hint in the mission editor.

5209  - Fixed: nearTargets returned position more accurate than known by AI.

5209  - New: nearTargets now returns approximate assumed position accuracy as well.

5209  - Fixed: Bad weapon selection by some armored units when engaging some target types (e.g. Mi17 with FFARs)

5209  - Fixed: Sometimes AI might wrongly favor audible information over a visual one after not seeing the target for a while.

5209  - Fixed: AI was unable to destroy empty targets on Destroy WP using full auto weapons (mguns, cannons).

5211  - Fixed: AI detected IR / radar targets very late compared to human players.

5211  - Improved: AI: Better weapon selection when target is far away.

5211  - Fixed: Label on map with map info enabled sometimes revealed real target location even when it was not known.

5211  - Fixed: Improved airplane turn dynamics, including improved rudder dynamics model and fixed auto coordination.

5211  - Fixed: Improved recovery from "VB Lock failed, E_OUTOFMEMORY" error

5212  - Fixed: Further reduced virtual address space usage.

5213  - Fixed: AI tank/APC/ZSU ballistics computation when firing at distant targets.

5213  - Fixed: MP freeze opportunity fixed.

5214  - Fixed: ArmA is now compatible with Vista x64 with 4 GB RAM.

5214  - Fixed: Possible crash when moving fast with high visibility set (like in airplane).

5215  - Fixed: Possible low framerate when rendering with a large viewdistance (introduced in 5180)

5217  - Improved: Water rendering now uses LOD for finer wave animation and better performance with large viewdistances.

5218  - Fixed: VoN - VOID channel indication.

5218  - Fixed: VoN - mouth is moving but no voice is heard.

5218  - Fixed: VoN - voice crackling reduced.

5219  - Fixed: Possible crash in scene loading when mission was started.

5219  - Fixed: Improved handling of missing or old OpenAL32.dll

5219  - Optimized: Improved grass LOD selection with high terrain detail settings.

5220  - Fixed: Night sky background was too black, now slightly brighter.

5224  - Optimized: Faster texture loading when starting mission with large view distance.

5225  - Fixed: Several crash opportunities with malformed addons.

5226  - Fixed: Improved text clarity.

5226  - Fixed: VoN - Unable to hear other players issue.

5226  - Fixed: Reduced AI eye sensitivity during night time.

5227  - Fixed: MP: Head movement for players in cargo is now visible.

5229  - Fixed: Improved AI pathfinding on bridges.

5231  - Fixed: VoN - Direct channel volume is louder now.

5231  - Fixed: Parts of terrain were sometimes clipped with wide viewing angles.

5231  - Fixed: Objects were sometimes disappearing with wide viewing angles.

5232  - Fixed: Dynamically added static object might sometimes be disappearing when viewed from some angles.

5232  - Fixed: Some object shadows could be incorrectly ignored when corresponding objects were occluded.

5232  - Fixed: VoN - P2P connection was not established sometimes.

5232  - Fixed: Reduced network traffic caused by hovering seagulls.

5234  - Fixed: For players in driver and gunner position of the vehicle, obsolete network transfer was generated

5240  - Fixed: More than 64 players can use VoN now.

5241  - Optimized: Reduced CPU load of shore area rendering.

5241  - Fixed: Too large update messages (caused by unusual weapon setups) were not sent.

5241  - Fixed: Paused streaming sounds resumed from a bad position after Alt-Tab or after resuming the game from pause.

5241  - Fixed: Parameter -nopause caused some sounds not to advance when the game did not have a focus.

5242  - Fixed: AI can spell the whole alphabet now.

5243  - Fixed: Cargo is involved in chat on vehicle channel now.

5243  - Fixed: Direct communication chat enabled inside vehicles.

5245  - Fixed: AI unable to board boats in water(introduced in 1.11)

5246  - Improved: Mouse ballistics allowing for more precise aiming.

5248  - Fixed: NAT negotiation failed issue while connecting to server.

5248  - Fixed: Memory management not called regularly on dedicated server, could cause excessive memory allocation.

5249  - Changed: -vm108 option no longer supported.

5249  - Fixed: Reduced commit charge, esp. on dedicated server (DS now assumes -maxmem=512 by default).

5249  - Fixed: Grenade launcher did not respect soldier animation, always fired in the straight direction.

5248  - Fixed: UTF-16LE files which caused dedicated servers shutdown on Linux are readable now.

5249  - Fixed: Reduced recoil for slow ammo, like Mk19 grenades.

5252  - Fixed: Data loading when entering a mission or after Alt-Tab now does not stop the simulation + communication (could cause BattlEye timeouts).

5252  - Fixed: Force feedback + iFeel recoil effects now stronger and more reliable.

5252  - Fixed: Recoil curves are now less dependent on framerate.

5252  - Fixed: Expression stack overflow handling was not reliable. Fixed by making expression stack size unlimited.

===DATA CHANGELOG===

All data changes are included in HotFix.pbo, HotFix_QG.pbo, HotFix_DBE1.pbo, ui.pbo and language.pbo

(Important: Beta patch doesn't fully support Queen's Gambit, to test the specific Queen's Gambit fixes, you need to copy manually HotFix_QG.pbo and HotFix_DBE1.pbo to your addons folder. There will be no automated uninstall process supported for Queen's Gambit beta addons)

* FIX {RECOIL}: recoil for all hand weapons were reworked.

* NEW (AMMO): ballistics reworked introducing air friction specific values for each bullet class

* FIX (AMMO): AT4 and RPG7 reduced HIT strength and changed ballistics

* FIX (AMMO): Improved Javelin missile precision.

* FIX (AMMO): land mines - increased indirect hit range and reduced hit value

* FIX (AMMO): Grenades and Flares deflection reduced to half

* FIX (WEAPONS): Unloaded Javelin will not show optics attachment to avoid view blocking in most of the moves.

* FIX (AMMO): count of ammo is changed (M113).

* FIX (AMMO): Cobra cannon ammo changed from AP to HEI

* FIX (AMMO): Sabot rounds no longer produce large explosion effects

* FIX (WEAPONS): GAU-8 fixed rate of fire

* NEW (WEAPONS): Added unguided rockets salvo for AI.

* FIX (WEAPONS): Weapon ranges tweaks. Increased minimum range hit probability.

* FIX (AMMO): reduced secondary explosion range (destroyed vehicle blast range)

* FIX (AMMOBOXES): added some weapons and magazines to existing ammoboxes.

* FIX (ANIMATIONS): Improved turning around with launcher.

* FIX (WEAPONS): Improved M16A2 reload time (faster).

* FIX (VEHICLES): Increased structural armor value of several vehicles to give the crew more chances for survival.

* NEW (DATA): reworked grass clutter on Northern Sahrani, New Sahrani designed for smoother gameplay experience

* FIX (LOCALIZATION): various localization fixes

* FIX (ANIMATIONS): some problems with ladders introduced in 1.08 (stuck on ladders, problem when going from knelt or prone on a ladder, healing when knelt with rifle or launcher)

* FIX (LOCALIZATION): mission M13 is localized to all languages

* FIX (RUSSIAN): several missing translations in the Russian version, UI.pbo is modified to prevent an error message displayed in Russian version of the game when entering Single mission    directory

* FIX (DC3): Eject speed is correct, improved get in and get out time, now it's possible to get out.  

* FIX (HILUX, DATSUN): Game doesn't fail when using this car in ARMA without Queens Gambit mod.

* FIX (OILFIELDS): Improved animation.

* NEW (GUI): BattlEye filtering in multiplayer games list.

* FIX (ANIMATIONS): Crew in cargo can move with head.

* FIX (WIND CLUTTERS): Wind clutters are now without fire and view geometry.

* FIX (WEAPONS): M4 replaced by M4A1 in ammoboxes and in crews and pilots.

* FIX (RESPAWN WEAPONS): fixed respawn weapons and magazines.  

* FIX (M4A1): now use fullauto fire mode instead burst.

* FIX {RECOIL}: recoil and smoke disabled for vehicle mounted grenadelaunchers, grenade shells will be no longer visible in flight

* FIX (SOUND): added sound for unguided rockets launch and flight

* FIX (AMMO): added GP25 rounds to SLA Weapons Crates

* FIX (ANIM): slower Oil fields derrick animation

* FIX {ANIM}: improved weapons swaping.

* IMPROVEMENT {GENERAL}: default infantry FOV values adjusted.

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Do I need to do anything special (other than running the bat) when installing this on my 1.08 QG server?

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I've been having real problems with getting this to work, i have reinstalled arma and installed the addon exactly as described (including lowplants 1.1) it all seems to work fine and all patcher runs fine and everything, but when i go into arma and try and load up a map, i get a CTD with the error message "Warning: preNLOD format in object ca\plants\ker deravej.p3d"

Can anyone help?? really would like to play with this addon working

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Any idea would this stop "command spotting" also?

like thru bushes etc?

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Dumb question in hope that someone already knows the answer..

I know that ArmA beta patches had changes to plants someplace in the lists, therefore does the original 'plants.pbo' that was generated by the batch file for 1.08 need to be rebuilt again after installing 1.12 so that the geometry is applied to the better/more performance vegetation included for the betas?

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does noone have any idea how to fix the error problem??

I have a fresh install of arma, I have only this mod running and i have tried it with 1.08 and 1.12, both have exactly the same result.

Whenever i load up the game normally i get the error message;

Warning: preNLOD format in object ca\plants\palm_03.p3d"

if i add the command -world=empty the game only crashes when i load up a map

Warning: preNLOD format in object ca\plants\ker deravej.p3d" for ramadi

and

Warning: preNLOD format in object ca\plants\palm_03.p3d" for sarahni

this only happens when i'm running this mod, simply disabling it solves the problem but i would really really like to use this mod as the AI shooting through tree's is driving me crazy.

would someone please help? any suggestions are welcome and appreciated

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Have you tried deleting the generated plants file and generating a new one? And if that doesn't work, you might have to re-download the addon and try the same thing with that one.

Only thing I can think of unfortunately. Sounds like a corrupt generation.

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I have tried 3 diffrent download sites for the mod, have extracted the mod to my arma folder, run the .Bat and then added the mod to the start up. By default i have -World=empty so it doesn't crash immediately, but when i go into mission editor and load an island, it loads, but the second i move the cursor it CTD with the Warning error mentioned above, always the same.

i've tried generating multiple plant.pbo's and using diffrent download sites (armaholic both mirrors, filefront and arma zone) all result in the same error message the same way. this is with a fresh install of arma running only this mod sad_o.gif

someone please help

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This is a GREAT mod! I'd love to have it on my 1.12beta Linux server. Anyone have any thoughts or comments on the best way to get it loaded?

TIA

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@thy raven

If you install lowplants too you have to do the lowplants change FIRST and then run the DurgsVegetationFix.BAT.

Test that

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I have tried installing this on villa arma, so no lowplants or any other mods installed at all, a completely fresh install with only the updates installed. still exactly the same error, i really don't understand whats going wrong. i followed the instructions exactly as described, extracted the mod folder to arma directory, ran the .bat file from in the tools folder then just added -mod="mod name" to the command line.

does noone have any idea whats causing this? someone eariler in the topic mentioned something like it.

Quote[/b] ]I just installed this mod and the shorter vegetation mod, and after the first time I launched ArmA I was greated with an error:

"Warning: preNLOD format in object ca\plants\palm_03.p3d"

Is there any solution for this? Thanks.

was there never a solution? i used to have lowplants installed before the reinstall, could that somehow mess things up???

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@thy_raven:

The only thing I can suggest is to either do the fix on another PC, and transfer the file over, or somehow get hold of someone else's fixed file and use that.

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would anyone be willing to either send me or link me to a modified plants.pbo ? as i can't seem to get mine to modify the files correctly. I'd really like to start using this mod so if anyone has the time i'd really appreciate it.

many thanks

Raven

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I just found this on the ArmA2 Developer Blog:

http://www.bistudio.com/develop....en.html

Durg's Vegetation Fix

strlipavgss6.jpgstrlipavgfixedck3.jpg

ArmA2

geometry2.jpg

Look familiar?

I can only assume that the View Blocking features were influenced by this mod, which is quite exciting!  Luck for BIS, they have a tool to automatically generate these View Blocks, as I had to do them all by hand.  crazy_o.gif

I'm really excited to see BIS taking this approach to vegetation.  I'm really looking forward to seeing what other changes are in store for us in ArmA2.

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