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Solus

SLX Mod WIP

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Hi Solus!

I have just spend my off-time the last few days testing out your mod, I just thoughty I'd give you my 5 cents:

First off, like most of the other guys I find your mod impressive overall.

- The way soldiers behave is great. I tried pitching groups against each other in open, city and forest environments and compared to vanilla they tend to move more cautiously and firefights are genererally more absorbing and take longer. This is for sure your mod's strongest side!

In vanilla a squad will just rush to the waypoint with fatal consequences, but with your mod they sometimes walk and this makes the survivability of a squad much, much greater.

- The wounding system is good, but a bit unpolished. Soldiers drag people around for no apparant reason, tend to get stuck behind lamp posts, trees, etc. Medical aid is applied to soldiers who lie directly in the line of fire, which often causes the rescuer to get shot also. In tight CQB fights, enemies just around the corner, and they start giving first aid. I don't know if there's any way to prevent AI giving first aid as long as it believes enemies are close.

- I love the capture feature.

- Birds on the ground... I think I like it, haven't decided yet :)

Here a some things that I didn't like too much:

- The sounds. Sorry, but I actually even think vanilla sounds are better. Gunshots, tanks, etc.

- The removal of the sights. I know some may think of it as realistic etc., but make it an option. Some weapons have no iron sights, and it annoys me to either choose between no sights at all or some powerful scope.

Thanks for making this mod, keep up the good work!

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dismemberment engine no longer works. its kind of the only big thing i enjoyed with this mod

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there are a lot of big things i enjoy in this mod^^

but true, i ditn see any disemerement since new version

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For anyone who wants to get a temp fix of the dismemberment until version 1.16 comes out do this...

1. Download the current version of slx 1.15

2. Install it using the @mod folder or whatever works best for you

3. download the 1.3 version here http://www.filefront.com/14486983/SLX_Mod_ArmA2_1.3.rar

4. Extract SLX_wounds.bpo ONLY and place it into your current 1.15 slx mod folder.

5. Overite and replace the current version of slx_wounds.

You will now have dismemberment working but any changes made to the SLX_wounds 1.15 will be reverted back to 1.3. So effectivly you have slx 1.15 but with slx_wounds 1.3

Edited by Archamedes

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Don't know if this is happening with others but I get "forced" to turn out when fireing the MG in a tank at the commanders position.Kinda silly if theres enemy all around.Is this a bug or a feature ,or is it just my install??

Also theres a "buzzing" sound of the incomming bullets/rounds...can't tell which they are.

Edited by 343rdBadger

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DayGlow: I think the slow AI is just part of regular A2, not much I can effectively do about it. Just try and slow down and let them cover you and keep a look out. AIs will usually crouch when in combat mode, but it sounds like you want them to have the moving speed of aware mode with the crouching of combat mode. I'll see if it's possible to make them crouch more often if someone in the group is in combat mode while they are in aware mode.

I've ran a little test between vanilla AI vs SLX and with SLX the AI defiantly moves a lot slower in SLX vs vanilla while in Aware. In vanilla when I give a move command to a group in aware they will run to the point. With SLX they will only walk. This is magnified when I give the stay crouched command, as in vanilla AI they will crouch run, which is almost as fast as run, then crouch at their destination, while in SLX since they are walking they crouch walk, which is much slower. I will have to spend some time to see which AI module is the one that causes this behaviour.

The issue I have is that there are times when you are on the periphery of combat and time is of the essence to move to a contact point. I often move with my squad split in 2 in Aware mode bounding to a point close to where the combat is, then go into Danger. With vanilla I can run on my bounds and the AI will keep up, as well as the other AI team running to their points. Unfortunately with SLX there is no 'hurry up and go' division between Aware and Danger. The AI seems to be slow and methodical in both states.

Other than this small issue I am having a grand ol' time with your wonderful mod.

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- The removal of the sights. I know some may think of it as realistic etc., but make it an option. Some weapons have no iron sights, and it annoys me to either choose between no sights at all or some powerful scope.

Delete or move the SLX_ModWeapons_NoCrosshairs.pbo from the addon folder.

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For anyone who wants to get a temp fix of the dismemberment until version 1.16 comes out do this...

1. Download the current version of slx 1.15

2. Install it using the @mod folder or whatever works best for you

3. download the 1.3 version here http://www.filefront.com/14486983/SLX_Mod_ArmA2_1.3.rar

4. Extract SLX_wounds.bpo ONLY and place it into your current 1.15 slx mod folder.

5. Overite and replace the current version of slx_wounds.

You will now have dismemberment working but any changes made to the SLX_wounds 1.15 will be reverted back to 1.3. So effectivly you have slx 1.15 but with slx_wounds 1.3

Thanks for this post.

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After some more troubles with the laptop I got to testing some more and fixed the reported bugs. I have been testing for a while with no bugs or crashes and rare intermittent slowdowns, probably from A2 loading more data when traveling. I'll release it in a day or two after some more testing.

Changes so far:

-Fixed AIs yelling about smoke grenades.

-Made numbers-to-alpha addon for english only.

-Fixed missing config settings error for dropped weapons.

-Lowered aircraft sight range.

-Made SLX_Wounds giving first aid always stop wounded people from bleeding.

-Made bleeding people bandage even if they are still walking to the next waypoint.

-Made getting into vehicle actions have priority over other vehicle actions like take magazines.

-Made touching off bomb action keep the menu open and be easier to select.

-Made gunner rifles hidden to fix MG nest.

-Raised structural armor and turret armor on T-90.

-Fixed some small script errors.

paragraphic l, froggyluv: Thanks guys! The laptop is fixed for now, but eventually the solder is going to evaporate and I won't be able to do the reflow fix anymore, which will be the very end of the laptop. I've got a big room fan and a new cooling pad and it's staying pretty cool. I don't know how long it's going to last but I should be able to do some basic fixes for now. If anyone wants to help out though my paypal is Solus.SLX@gmail.com Thanks!

Great work as usual Solus, btw I have some new graphics for you to promote SLX once more :) and also send you a little present through PayPal ;)

Let's hope with some more donations you'll be able to get some decent stuff.

You live in the US right? With the current EUR to USD conversion rate it's the perfect time to donate to this project!

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Adding Pink Mist.

One of the big problems i have with this game is the unrealistic nature of the bullet impacts, there is a large splatter of blood at the impact site, but no matter or mist on the opposite side. SLX mod makes impacts look better, but as a sniper i want to see a pink mist float away and dissipate with the wind.

If you look at the smoke effects that come out of the guns, they start off small, and grow larger and fainter, and after a few feet the smoke is carried away with the wind. If someone modded this effect to be a light pink colour, and come out of the rear of the bullet impact, it would make bullet impacts look much more satisfying, not a couple of splatters. Is this easily done? Or difficult?

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Perhaps maybe the flight and driving AI could be looked at as well, should that be within scope of the mod?

To be absolutely honest, even if it makes things less realistic, I would rather see the vehicles controlled a bit more directly by the AI so that if they want to turn, then they will turn, rather than reacting to when the physics turn it. It might look silly to see an AI cut a corner at high speed, but if it fixes the horrid flight AI and keeps the driving AI from smashing into people (so annoying), I'm all for it.

Edited by Anticept

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First.. thank you Solus i really enjoy SLX.

I just noticed that AI dont occupy buildings anymore or dont go into buildings at all. Have i broken something or was it cut out? Its a very needed feature that brings some CQB into Arma2.

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thanks to the modder we get step by step the best combat "ground an around" simulation by far;

i really like the slx-idea explicit the group link part gives a wide range of realistic feeling...

but there ist one problem so that i deactivate the slx-grouplink part:

sometimes for e.g my transport helicopter to the hot zone, receives tactical informations from there, that forces him to aboard the airborne landing operation completly, so that the chopper stops in the air with all men on board an nothing more happens... is it possible to give the AI an overide command like "risk it" even with the possibility of total loss...

that would be great...cause in reality sometimes you can´t wait for green smoke

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Hi, i love the mod, great job!

One thing i would like to remove, is the added fire, which file should i remove to achieve that?

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Mods great! nice work ... though ive got a problem! lol, im sick to tired of the soldiers

keep shouting ''grenade'' haha ... how do i stop it? is it a bug, or what? even there is no grenade, they shout it constantly!

---------- Post added at 03:50 AM ---------- Previous post was at 03:49 AM ----------

Hi, i love the mod, great job!

One thing i would like to remove, is the added fire, which file should i remove to achieve that?

Yeah... its not as good as the JTD fire & smoke! maybe they can add that in to it! :rolleyes:

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Salah ad Din;1489501']Sorry for not reading 42 pages of posts' date=' but I have a question: Will .50 cal weapons have the same dismemberment effect as explosives?[/quote']

Yes, they do. I once shot a civilian with a KSVK and the civilian exploded into pieces! :D

Mods great! nice work ... though ive got a problem! lol, im sick to tired of the soldiers

keep shouting ''grenade'' haha ... how do i stop it? is it a bug, or what? even there is no grenade, they shout it constantly!

Glad to hear I'm not the only one with this problem, I thought I was going crazy! ;)

"Watch- For- Grenade!"

Edited by Laqueesha

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I've been testing the first few missions of the campaign and have fixed some bugs and have found no bugs for a while. I also tested MP and it seems to work fine with no bugs. So the missions, campaign, and MP have had no bugs for a long time. Sorry for the long wait, I wanted to test it more thoroughly.

Thanks for the support!

Download:

http://www.filefront.com/14979647/SLX_Mod_ArmA2_1.6.rar

Changes:

-Fixed AIs yelling about smoke grenades.

-Lowered free-aim zone for faster AI CQB while still having enough to move the weapon around the screen. AIs are now more realistically challenging to fight in CQB.

-Made numbers-to-alpha addon for english only.

-Fixed missing config settings error for dropped weapons.

-Lowered aircraft sight range.

-Possibly fixed people being able to take too much damage when the BIS injury system handleDamage event handler is on.

-Tweaked armor on tanks. The latest tanks should survive at least 1 sabot hit to the turret.

-Made SLX_Wounds giving first aid always stop wounded people from bleeding.

-Fixed leaders with scripted move waypoints. First mission now works flawlessly.

-Fixed AIs sometimes not continuing to waypoints after diverting somewhere. Fixed doctor not following player in campaign.

-Tweaked danger.fsm to help AIs in CQB.

-Made birds start in the air and some of them stop when landed.

-Added silent vehicle commands addon.

-Fixed dismemberment.

-Made birds fly away from shots more reliably.

-Fixed some script errors in MP.

-Made fire sound more continuous and tweaked burning effects.

-Made people with very low negative ratings not surrender or be considered captive by AI when wounded. Deathmatch gametype now works.

-Optimized find cover function some more. Known RPT bug: "Warning: roadsConnectedTo did not found the input road segment" unknown how to fix while retaining improved speed.

-Modified sight optics effects. Fixed BWTV effect on AH1Z, removed tank commander sight noise.

-Added laser designator to AH1Z.

-Added 3D ACOG optics with blurred edges addon. Any 3D optics with high zoom will activate the blur around the edges of the screen. Made XM8 use 3D sight.

-Added higher zoom to UAV and laser target to UAV marker.

-Fixed pistol 'go to crouch' action.

-Added map marker for the side of wounded people.

-Made bleeding people bandage even if they are still walking to the next waypoint.

-Made getting into vehicle actions have priority over other vehicle actions like take magazines.

-Made touching off bomb action keep the menu open and be easier to select.

-Made gunner rifles hidden to fix MG nest.

-Fixed some small script errors.

-Raised sensor sensitivity on tanks for better target spotting.

-Made put out fire option on all small fires. AIs will try to put the fire out on vehicles.

-Made M1 tanks have darkened tracks when disabled.

-Fixed tank smoke grenade firing when hit.

-Raised AI skill spot time.

-Raised east tank threat values so west tanks will use cannons against them.

-Made danger.FSM AIs watch a position they have been alerted to so they will detect enemies better and tanks will keep their hulls facing the enemy and protect their engine. If the enemy is unknown the vehicles will slow down for a few seconds to better spot the source of the danger. Then if the AIs don't have a target they will target the enemy that caused the alert so that tanks don't initially fire when they have no target.

-Added more facial animation variations.

-Made AIs not treat someone if the enemy is dangerously close even if they are hidden.

-Fixed auto assign teams.

-Possibly fixed slow AI formation speed.

-Made AIs go to cover faster when hit or dragging.

-Tweaked AI dragging to be smoother.

-Added some suppressFor commands to GL3.

-Fixed bug with steep lying animations being used for regular movement which broke rolling.

-Added large caliber close bulletFly sounds.

-Faster evasive side step animations.

-Made only tank turrets turn slower.

-Fixed object dragging in MP.

-Fixed dragging on ships.

-Disabled optics on steep lying animations so the user doesn't accidentally stand up.

-Fixed script error in bounding overwatch.

-A2 bug: Helicopters don't move to waypoints when they are in negative coordinates. Added addon to move helicopters to positive coordinates and make them continue to their waypoints. The second campaign mission now works with the AH1 destroying the ZSU before Razor is wiped out.

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ok I run some missions with SLX 1.6

over all an improvement.

- right hand curve bug is gone

- choppers will move to their destination and unload cargo

- grenade yelling (smoke) is gone

but I notice a huge fps drop sometimes during the missions.

Even when I but one squad into editor on utes and did some internal fighting I experienced some major slowdowns...

don-t know what it causes though

btw. how do the 3d optics work? Is there a key for it?

Edited by Kroky

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Always liked SLX, FPS drop is a concern though, but watching progress closely, thanks.

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I can also testimony for the severe and sudden FPS drop. I was playing Trial by Fire just to try things out, and between the village and the airfield I suddenly dropped from about 25 to 7 FPS, and remained there for 20-30 seconds before it went back to normal again.

No idea what part of SLX causes it though.

EDIT: Testing around a bit it seems like it is SLX_Wounds that is causing the severe lag spikes. Even with only a couple of soldiers on an otherwise empty map, wounding them with hand grenades brought my FPS down to single digits. Removing SLX_Wounds removed the FPS-problem.

Edited by Inkompetent

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