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wipman

Wip-m4a1's pack v1.0

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Hi, someone know where can i hang 477Kb of text from the .rpt

after the binarization of the models?, i have some problems with

the models that i don't really know how to solve or what's causing

'em and maybe, if i hang somewhere (other than from a tree) the

text of those error messages... someone could come and enlight

"my two neurones" before that they take too much heat and i dismiss

the idea of the update. Let's C ya

I think I catch what you are asking, hopefully this helps.

www.pastebin.com

This site lets you post stuff like .rpt files for free, and very quick and easily, and provides the ability for others to easily offer solutions/corrections to your code problems.

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Hi, many thanks Manzilla, it helps alot; here comes the nightmare:

WIP-M4A1's Pack v1.5 BinPbo v1.0 .rpt

the .rpt that was 437Kb fat before... now is as slim as 6'91Kb, i

think that is some kind of damn gremling or maybe i should get

drunk or stoned or something, because this madness is killing me;

a fella has offered me a solution (other than slash off my veins...)

he've told me that i should redo all the weapon models and use

the BIS models instead the Snyde models, but if i had to do that,

i can't ensure an update on the existing weapons; i begin to lose

will for work in the ArmA, i guess that i gonna have to think about

it. Let's C ya

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I'm using your previous release but I haven't any error message in .rpt

Thanks for this addon.

Regards

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Hi, yeah man, neither i; but after have made some new weapons

made out using as base, the previous weapons, made with the

Snyde models... i've all kinds of weird problems (with the new ones

and also with the wip_m16a4aimm203) the bullets, in the M16A4

Aimpoint + M203, fall between the top of the ring and the red dot,

the wip_m4a1acog, now tell me if i go to the 3Rd person view or

to the tactical view (commander mode or whatever) that can't find

the proxy_01.whatever. And i swear by God that it was there as

you can see on the pack v1.3 that don't give any kind of problem;

and this has been after: add the M2A3-SBR's, U & I + Merge Near

again in all the weapons models and every damn LOD, remove the

last two ShadowLods, take the 1's ShadowLod and copy it into

the Geometry LOD or as the Geometry LOD. And i think that that's

it's sad recent history; i've also removed some of the front covers

of the M68 Aimpoint ML-COMP II for make 'em more usefull and

enlarge a bit the field of view of the unit; and i just don't see

how anything of this could have screwd up so damn bad my damn

weapons; i was hopping to be able to release 'em soon for the

players, but i fear that gonna have to wait. Because i don't know

how to fix all this damn bugs that has appeared from the nothing

and by the face after make the new weapons using the old and

fixed and working previous models unless in the case of the SBR's.

Let's C ya

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Hi, seems the models can't be fixed or at least not by me, so the

only solutios is... to redo all the weapons from a begining; and im

thinking in two things, in change the ACOG sights for the USMC

style ACOG and ask for permision to use the right reticule and...

in give up with the update of the weapons and just leave the pack

as it's in it's v1.3 version. I'll like to hear some opinions on the 1St

option (to swap the army "style" ACOG sight for the Marines style

ACOG sight). Let's C ya

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Hi, seems the models can't be fixed or at least not by me, so the

only solutios is... to redo all the weapons from a begining; and im

thinking in two things, in change the ACOG sights for the USMC

style ACOG and ask for permision to use the right reticule and...

in give up with the update of the weapons and just leave the pack

as it's in it's v1.3 version. I'll like to hear some opinions on the 1St

option (to swap the army "style" ACOG sight for the Marines style

ACOG sight). Let's C ya

Yeah I'm down with that. I've always been fond of the Marine version myself. wink_o.gif A little more variation in ArmA never hurt nobody. As long as you are willing to take the time and effort, no complains will come from me. biggrin_o.gif

I'm happy with v1.3, definitely a few added for variation would be a plus. But if you can get those in the new pack with Marine ACOG, I can handle that. biggrin_o.gif

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Any chance someone could do one of those config things so as to be able to replace default bis rifles?

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Hi, no replaments has been made yet and they gonna have to wait

to see what happens with a possible update; the idea was to add

some CAR-15 look alike SBR weapons for the RACS, add too LAM's

to the already exsisting weapons and also AN-PEQ2's to the CQB

versions plus add some uggly M4A1's with iron sights; and then...

we could talk about replacements. Until then... i'll disscard or just

reject any replacement with the current pack v1.3 . And gonna

take me alot to redo 23 weapons using this time the BIS models.

Let's C ya

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Quote[/b] ]Any chance someone could do one of those config things so as to be able to replace default bis rifles?

Sorry Robert,but there is replacement made:Replacement tounge2.gif

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Hi, this will be the ACOG sighted weapons new shape, don't looks

bad, but the BIS UV Map displays some error depending on the

focused angle of the weapons with the Marines style ACOG sight.

The New ACOG:

pack_nu_shape.jpg

Let's C ya

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Hi, as i find the default ACOG sight zoom too big, i was thinking that

zoom it down to the figure "C" will be more like a x4 zoom so there

will be some difference between take an AR, a SPR or a Barret.

The Zoom:

zoom_levels.jpg

A x4 zoom is the same that a G36A have, and it's not that much;

so it'll make it easyer for us in urban areas and you'll have to IFF

before shoot to prevent the FF, or risk yourself to loose some men

and in our case... be kicked from the server for damn team killer.

Let's C ya

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Hi, one question, for the CQB M4A1's... will be possible to add 'em

the GL Look or GL eye memory pointand make it work for increase

the FOV in CQB enviroments without have to assign it a working

fire mode?; is that im thinking in add a pair of ACOG sighted M4A1's

CQB but wouldn't have much sense if we really plan to use 'em in

CQB enviroments. I just want to increase the FOV, not to make

any new fire mode that shots something or that do any damage or

that allows the unit the shot from that fire mode, so the man should

swap quick to the Single Shot or Full Auto fire mode in order to gun

down the tango in front. Let's C ya

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Hi, im glad to anounce that the only remaining model to comple is,

the M16A4-DMR that takes a bit more due to the ammount of small

pieces that must be assembled, adjusted etc. So i may end it today

or tomorrow, so if someone can and wants to replay to the question

stated in the previous post... now it's time to do it; once i end the

M16A4-DMR model reconstrucion... it'll be already too late. Let's C ya

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Hi, this is the current .rpt file that resoults from the binarization of

the current v1.5 models made with the BIS models; is that normal?:

474Kb of error messages...

Let's C ya

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Somethink is wrong in your config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File p:\wip_m4a1\config.cpp, line 317: .wip_m4iron: Undefined base class 'wip_m4cqb'

Are you sure that 'wip_m4cqb' was defined before or imported as extern class?

I leave the other errors for someone with more knowledge wink_o.gif

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Hi, yeah that config error is there because i used the previous v1.5

provisional config file that i've used to check almost all the weapons

in game, and even with a 447Kb or .rpt file... all the aimpoint and iron

sighted weapons are well accurized (with the ArmA v1.14) but for

some reason it hasn't recognized the path to the new ACOG custom

sights; for the ACOG TA31F that i hope to get permission from

NonWonderDog to use 'em in our weapons pack giving full and propper

credits etc, but... somehow i haven't seen any proxy_muzzleflash or

zasleh selection on 'em, and that worryes me; because im not

sure on how to correct that (in case of need it) for add the muzzle

flash to the sight or remove it for the SD M4's. Let's C ya

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Hi, i've been thinking this last days in add a config transformed into

a .pbo for some units to carry some or most of the new weapons

and add also a group or some fire teams, but i don't know yet. Let's C ya

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Hi, if our M4's update finaly works... then a replacement pack could be

possible, and should be something like this:

The Replacement:

M4A1 <-------------> wip_m4iron

M4GL <-------------> wip_m4ironm203

M4A1GL <-----------> wip_m4acogm203

M4AIM <------------> wip_m4aim

M4A1SD <-----------> wip_m4aim_sd

That's how i'll do it if i knew how, then there will be some diference

between the Team and Squad Leaders and the Grenadiers at theyr

orders in theyr squad. So... stay stoned, we still working on the

updated weapons and preying to the Lord for that it finnaly works.

Let's C ya

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Hi, since I updated to version 1.3, all missions I made using version 1.2 won't work. Any way of fixing this??

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Hi, there's no way of fix the incompativility between missions made

with previous packs and the current v1.3, other than edit by hand

the mission and change the weapon names for the newer ones.

There're no screenshots yet, you've an M4A1 ACOG SD screen in

the previous page. We still working on the weapons update and

now thanks to I0n0s, we'll release a replacement pack with the

updated weapons once we've 'em ready to roll. Let's C ya

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Hi, since I updated to version 1.3, all missions I made using version 1.2 won't work. Any way of fixing this??

Zorasht,

Like wipman stated and as far as I know, there is no way to continue a saved mission in instances when an AddOn requires the type of changes in v1.3. So needless to say you need to restart any mission(s) in progress which contain v1.2 or earlier. Unfortunately and if memory serves me correctly, you need to do a little "jimmy rigging"(editing) before the restart will work.

I'm not sure if you know what steps are needed to get your missions working again but if you need help just send me a PM. I just can't take the time to provide the steps now since I'm at my office and need to get back to my work. I will be back home in about 6hrs and I will provide any help you may need at that time.

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Hi, looks like that our config writer has die, is too bussy or on vacations.

I haven't any news from him from like 2 weeks ago or so, so... we

need another man capable of write/re-write the updated weapons

config and also a units config, to give the players of use directly

some of the weapons of the updated pack directly without the need

of put a weapons box in the editor or rearm by hand the units to check

the iron sighted weapons or the updated ACOG and M68 sighted

weapons. Let's C ya

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Hi, we're getting a weird bug on the v1.5 updated weapons, on 'em

all; M16A4's included. Also when aiming through the sights, the bug

is that the muzzle flash is always On and visible even when you're

not firing the weapon, i don't remember how we solved this in the

previous updates; the bug looks like this in game:

The Thing:

wip_m4a1_ArmA_bug.jpg

Could some one enlight me on how to solve it before that this damn

paid alzheimer kills me, please... . Let's C ya

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