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SLX MOD public release

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Quote[/b] ]I am just pointing out that missions created and tested under vanilla arma will behave completely differently under this mod. So beware.

Yes since OFP - people have to open and edit configs everytime they like to play missions with SLX (in an proper way). Those smoke and explosion effects don't look good: too big, most are too black, some are too red colored, CAVS and animations need more improvements. Like I said SLX in different but well done addons like "SLX Vehicles", "SLX AI & tactics", "SLX Effects" etc would be imho better. Sometimes less is more - sometimes user-friendly. smile_o.gif

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Like I said SLX in different but well done addons like "SLX Vehicles", "SLX AI & tactics", "SLX Effects" etc would be imho better. Sometimes less is more - sometimes user-friendly. :)

Second that! While I highly appreciate SLX it would be just great to have it in a more modular form - I would gladly like to introduce SLX vehicles and ai behaviour while disabling effects and menu options (entirely or partially) for the sake of a simpler integration and general mission compatibility. Just a suggestion, keep up the great work! :)

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O.k, im gettin this error then it does a CTD

Error Compiling pixel shader PSnormalDXTA

sad_o.gif

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O.k, im gettin this error then it does a CTD

Error Compiling pixel shader PSnormalDXTA

sad_o.gif

Install 1.12 beta patch and add it to your shortcut

-mod=beta;@SLX

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The NW Ballistics & Sight Adjustment mods do not work, they are being overidded by SLX settings; Also, I noticed Weapons Replacements such as RH and Ryan do not work at all.

I remember WGL + SLX in OFP how you could get these two

to work together perfectly. ECS is gooo but not like WGL...

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Should the SLX mod be play with patches 1.09 or 1.12; In which does it work better??

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Should the SLX mod be play with patches 1.09 or 1.12; In which does it work better??

1.12 should work best, and yeah you need a beta patch to get it working.

---

For people trying to get replacement packs working, and know a bit about coding; you can try this technique. Solus did create it a while back and you can use it as an example

Replacement Config Technique

I have not tried it myself so please let me know if this works or not.

@Others, please make sure you've read the entire thread or even easier; press print topic button and you'll get the entire thread as a long page... now search for keywords you've got a question about and look if it's not answered or not.

I've had some free time the last days but I'm not going to have that much time to reply to all the questions from now on, so please don't let me re-answer questions again.

Greets,

Para

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I think we should have one post with all the techniques needed for people to get things perfected for their needs, it's hard as hell keeping up with all of these billions of questions posts, especially with the same thing asked twice or more. crazy_o.gif

Thanks Para for keeping your sanity addressing all of our questions to the best of your ability and time. smile_o.gif

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Nice job on this, as it was with OFP:R, this adds alot of submersion into the game and really makes the AI behave like actual human beings would when being fired at with high ROF weapons...

Nice work, can't wait to see what other features will be added in the future. If you need a beta tester, feel free to PM me, as you see I've been in the community for quite some time now.

Cheers

Jocko

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Quote[/b] ]Thanks Para for keeping your sanity addressing all of our questions to the best of your ability and time.

Hope I do a good job helping you guys smile_o.gif

Quote[/b] ]Nice work, can't wait to see what other features will be added in the future. If you need a beta tester, feel free to PM me, as you see I've been in the community for quite some time now.

You're beta testing atm dude wink_o.gif Well sort of... it's a public release and you've got the oppertunity to report every bug you have and every feature you like to see in the bugtracker posted around this thread for about a dozen times allready; Here it is yet again: Bugtracker

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It seems that several people haven't noticed that the great aspect of the current SLX MOD is, unlike the version done for OFP, this one is in a large part 'modular'.

For my personal use, I merged both of ECS and SLX + (3rd party Addons such as : SIX_Tracers/Madmatt Fx/NWD Addons/HIFI SFX Pack) and everything worked flawlessly, obviously under a few conditions:

- Since ECS and SLX MODs feature numerous similar characteristics then you have to make a choice about the addons you will favor, and decided to include within the ECS Addons folder the following SLX Addons:

(slx_wounds/slx_gl3/slx_findcover/slx_ecs_xeh/slx_cloud)

Feel free to add more SLX Addons depending on the nature of feature you would like to enable, and of course there are countless ways to get both MODs working alongside with each other as long as you ensure to have: slx_ecs_xeh and respect a few rules.

Regards,

TB

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How can you change the FOV back to beta default?

Also, I noticed some things (some combat animations and helo missile launches) were played at super speed, is that normal?

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I had a few sound errors, however I didn't get a chance to write them down as I was too busy having fun with the mod. lol! I'll try to do a better job at testing next time I play ArmA. However one thing that is more of a personal preference is that I really miss not having the aiming point in the normal view. Granted in real life you don't have floating aiming points, however you do have a better feel for the weapon and where it is pointing during CQB. In other words in CQB, you may not even use your sights but may have the weapon in a position where you are almost aiming but not using the sights (just looking over the top of the sights). To me this is kinda what the floating aim marker is mean to replicate and why I miss it because its pretty damn hard to do CQB when you have a very limited view using the weapon sights that make rapid target acquisition difficult. In other words when you're storming into a city and you got enemy popping up all over the place, using the sight view or trying to rapidly switch back and forth, can get you killed quickly.

Chris G.

aka-Miles Teg<GD>

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Very nice expirence so far, the AI sure is better using this, they seem to use cover, I saw some AI running for trees and such, extremely nice.

I do wonder though, is there a way to have the wounded AI not call out things they "see" and have them stationary, so they don't target enemy soldiers. It's a bit wierd to see an AI soldier wounded but still reporting targets and tracking them with their whole body.

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I got that error! what is wrong??

No entry “@slx\bin\config.cpp/CfgVoice/Words.contact3â€

banghead.gifbanghead.gif

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Thanks a milllion guys for helpin out..

omg the AI are awesome...

PLus melee knife crazy_o.gif

awesome stuff....

thumbs-up.gif

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I got that error! what is wrong??

No entry “@slx\bin\config.cpp/CfgVoice/Words.contact3â€

banghead.gifbanghead.gif

I've had this myself a few times aswell. Don't think it should happen that much, if it comes up everytime for you than there is some problem with your set-up.

If so are you using any other mods?

How often does it occur. Does it happen everytime in a certain mission?

Please report this and if possible some more info in the bugtracker so Solus can look at it when he gets back smile_o.gif

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For my personal use, I merged both of ECS and SLX + (3rd party Addons such as : SIX_Tracers/Madmatt Fx/NWD Addons/HIFI SFX Pack) and everything worked flawlessly, obviously under a few conditions:

So, if I understand this correctly, we can simply take pbos of features we like from SLX and put them into the ECS AddOn folder (or vice versa?) to create a mix of the two?

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Well for me it works just well when only putting the slx_ecs_xeh.pbo in the ECS/Addons folder and having -mod=beta;@ECS;@SLX

And it seems that TB has checked which addons work without the rest of SLX. So you can't just pick any .pbo and use it seperate of the rest of SLX

And it's probably easier to turn off features from ECS

Greets,

Para

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Im having problems with sound using @slx.

When I use slx all the sounds are really quiet unless very close. Also when riding in passenger of a vehicle you cannot hear the egine at all or its very faint. I do not like the annoying crack sound you get when a gun is pointed in your direction and fired. The crack sound or i gues super sonic crack is way to loud and makes the gun fire sound mute.

Any way of fixing this?

Other than that I love @slx.

I read someone having trouble using this with DAC 2.0.

I have tried it with DAC and it works fine no crashes yet.

Thanks

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another day another surprise!

i was using a user made armor mission, we were tasked on patrolling a runway at Rahmadi, before long we encountered a small recon group. they've spotted us and were trying to escape to the nearest bushes. not having enough time to think, i just then ordered FIRE! soon after that a sabot round were spouted by my M1A1 busyness end. here's the result.

sabotgibr.jpg

a pink mist and what appears to be a torso shaped object was flying violently into the air. i didn't know SLX had such an effect. i was so intrigued i got out and inspected the remains in glee.

photoopremainsgibr.jpg

his squadmate did not seem to share my amazement, he just threw his weapon and started walking towards me shouting DON'T FIRE! notice my AI gunner is still targeting him, pointing the turret at his back lol!

remainsgib5gibr.jpg

here's a close up of the remains

are there any other event's that cause such gibbing?

but as always i have something to add to this(sorry for nagging lol), i know that the SABOT round in reality are not designed for Anti Personnel use, for that we have the HE round.

but a sabot round is meant to pierce armor, and as such it's essentially a spear shaped bullet(a BIG BULLET) traveling multiple times the speed of sound. but why is it so DAMN HARD to kill someone with this round? i hit someone right between the eyes, torso, crotch, and nothing happened. it needs to hit them in an unkown sweet spot in order for them to die and gib.

but shouldn't the sheer shockwave alone able to rip someones head off? heck it didn't even seem to have splash damage, but shouldn't the sheer kinetic force produced by this round hitting the ground able to create deadly sharpnells?

again, bricks were shat!

thanks again for the AWESOME mod!

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Holy christ, I didn't know SLX could do that. See kids, there's fun to be had when doing things you normally wouldn't do LOL rofl.gif

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Well for me it works just well when only putting the slx_ecs_xeh.pbo in the ECS/Addons folder and having -mod=beta;@ECS;@SLX

Oops! I had that file in the SLX folder! hehe

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hmm i don't know weather this is a bug or not, but this does not happen with any other mod other than SLX.

whenever i fire the machine gun of the commander's seat of the M1A1, my character always pops out of the turret, in effect rendering him vulnerable to small arms fire! i don't really know how this works IRL M1A1s but again this only happens when SLX mod is active.

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Quote[/b] ]hmm i don't know weather this is a bug or not, but this does not happen with any other mod other than SLX.

whenever i fire the machine gun of the commander's seat of the M1A1, my character always pops out of the turret, in effect rendering him vulnerable to small arms fire! i don't really know how this works IRL M1A1s but again this only happens when SLX mod is active.

Happens to me too.

I've also have a funny experience to share and happened while operating an M1A1. I spotted an AT crew setting up 300-400m to the right of my advancing tank. They were just inside a forest on the new Schmalfelden map hiding behind a tree when I switched to the gunner position and fired an HE round at them. I missed them but hit the tree causing it to burst into flame which in turn caused one of the AT crew to also ignite and run around burning. I sat there amazed for the first time in 8 yrs playing OFP and ArmA, that I was able to shoot and make a tree catch on fire. This mod, inconjunction with ECS, make this game much much more enjoyable.

I hope ArmA2 better has at least half the features that both these mods incorporate or I'm afraid noone will be willing to buy it, choosing to stay with Arma instead.

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