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.kju

PROPER projects - game tweaks of all sorts

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Did you read the wiki page. ;)

You can use the dummy account: guest//guest.

> bit unsorted

It is a wiki. You/anyone can improve the grouping.

Currently it is alphabetical. Least work for me.

> plain

It is a wiki. You/anyone can add more screens.

Least work for me. The addon naming, readme and

sometimes screen should be enough, no?

> more clickclick

One click to read the readme, one click to download the pbo - optional one click to get the sign file.

vs

Download, extract, open readme, remove extract folder and zip pack.

> A1 Properwiki much better overview and easier to use

The difference is that the docu is in the readme now vs on the overview page itself.

Far less work for me and once Sickboy has fixed the display of txt for Redmine/DH,

it will look good again.

How is it easier?

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*memo-to-me: dont try to convince a programmer that he could make a better presentation of his work + dont say "easier to use". :D

Ok one last suggestion:

If you make updates highlight them on your DH ProperOverview site - something like: Kju'sgreatPROPERTweak (update/version, <insertdate>)

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It is not a programmer case. It is someone doing this in his free time.

At the same time seeing little to none community / user contribution.

So I decided to spend my time in a compromise of usability and efficiency

for my needs.

You can find out about update by signing up on the feed of the activity page

best or/and news page for major releases.

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Please try GDT Mod Plants by HeinBloed and give him feedback.
Kju, can you tell me what "vegetation" mods should not be used with HeinBloed's?

I'm currently using:

- Terrain Detail = Very Low

- SAP Clutter mod

- Proper Low Vegetation Mod

I'm thinking that HeinBloed's would be incompatible with the Proper mod?

BTW, thanks for your work/time. IMHO, the Proper "playability" mods are the most important ones for Arma 2.

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Proper Vegetation Mods contains modified versions of the five vegetation model container pbos:

  • plants2_Bush
  • plants2_Clutter
  • plants2_misc
  • plants2_Plant
  • plants2_Tree

The names tell you about their content obviously.

So you can load all of the low pbos or just one/some.

You can also combine them with the very low.

Important is to load only one of a given type.

Not: clutter low AND very low.

If none proper vegetation is loaded, the BI pbo is loaded.

Now HeinBloed's GDT Mod Plants modifies the very same five.

While I modified all in the same, did he take more time to tweak each pbo

and even each model/texture individually it seems.

I would have expected a better visual result for HeinBloed's version.

Most people so far report not as good FPS like the Proper low gives em.

Bottom line. It is up to you to try what fits you best.

---

Terrain detail very low already removes clutter anyway.

So both the clutter pbo from proper/gdt, nor the SAP is needed.

That said in MP the server sets the terrain detail for all.

(unless the mission or an addon allow setting it yourself)

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Hey Kju I didn't read trough the thread but here's a question:

Are you planning on making the Anims Fast Forward Transition to A2? That was the most best PROPER tweak in A1 and crucial to the game, in my opinion.

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I am not sure, if it is necessary or meaningful. Instead I am doing single anims speed up

anims. So far released grenade lob and step over.

In the queue are stance and weapon switching.

For PvP play less getting exhausted by running/sprinting (aka less enhance weapon

sway), instead little more weapon sway even when fully recovered.

What anims/other aspect do you think need tweaking Hitman?

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For PvP play less getting exhausted by running/sprinting (aka less enhance weapon

sway), instead little more weapon sway even when fully recovered.

That sounds a good tweak also.

I don't know what you did to enchance the anim transition in A1 but that was essential for CQB play. I don't know any other way to decribe it other than the running to stop and to crouch was far more fluid. Also the sidestepping was alot better with the PROPER tweak. Basically all the movement animations were more fluid.

And I can't repeat enough how crucial this is. :)

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Well there is transitions speed, anim speed and broken transitions.

If you can name them, I can look into them.

Solus SLX is said to have tweaked anims - you might wanna try it.

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Well there is transitions speed, anim speed and broken transitions.

If you can name them, I can look into them.

Solus SLX is said to have tweaked anims - you might wanna try it.

I think it's the broken transitions mate, could also have something to do with the speed. I can't find any videos of it, that would surely clear things up. :(

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Fixed links for Chernarus. Thanks Dogmeat of Finland!

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Hello Kju, first I want to thank you for sharing your great work with the comunity!

Is there any problem with the PROPER mod file for buildings called buildings2_Low_Visuals_R_PROPER? When I put it On, some buildings like a warehouse in stary Sobor and for exemple, the factory and the sculpture in the town of Chernogorsk are really ugly, the warehouse dont even have windows or doors....Is this a known issue? if it is sorry....

When I take that file out, everything is OK!

Thanks

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Yep it is. :)

From the wiki:

Report bad models

If you find a model with too low resolution LOD, like ugly looking on close distance

or missing parts of the object like walls, make a simple mission placing a soldier

unit in the editor look directly at the said object and attach the mission here:

Reduced model complexity - resolution LOD issues. Sample mission ticket.

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Yep it is. :)

From the wiki:

Report bad models

If you find a model with too low resolution LOD, like ugly looking on close distance

or missing parts of the object like walls, make a simple mission placing a soldier

unit in the editor look directly at the said object and attach the mission here:

Reduced model complexity - resolution LOD issues. Sample mission ticket.

Will do....Thanks for the help!

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Kju,

The commanders gun isn't stabilised in a lot of the MBTs. If you're in the tank as commander and want to let rip with the gun, the moment the gunner moves the turret, you aim goes to pot. Is this the sort of thing a PROPER mod might be able to fix?

edit hang on....

KeepCommanderViewOnTarget Gameplay C PROPER:

Is that it?

Edited by Tankbuster

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I guess so.

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Confirmed. That mod does indeed stabilise the commanders gun. Nice job, thanks.

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Thank you very much for these addons. I don't use many, but can cherry pick what I like. MoveActionIconTextPositionToActionMenu was on my to-do list for my pack, but now I just use this and recommend your addons.

One question though, what do the "HDR" and "Shading Details" control? I guess HDR changes HDRPrecision=8; in the Arma2.cfg, but I remember Suma saying it doesn't change anything anymore. Either way, I can't see a difference with both. Shading doesn't seem to have the same effect as in Arma 1, at least not nearly as obvious or I'm just blind.

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Shading details are called 'postFX=0;' in the arma2.cfg.

The default value is 2 or 3 (aka normal).

I didn't do much testing, yet it seems to give more FPS to use 0.

HDR is HDRPrecision right. Valid values are 8, 16 and 32.

I dont recall Suma saying that. You still may be right on both

accounts. Hopefully someone else can comment from testing himself. :P

For the action icon I have a few more tweaks .. just need to finish up

stuff .. like text only or completely hidden.

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Lots of new goodies to test! Love your tweaks Kju and the way ppl can pick what they want to use..

Big thanks to you (and everyone else involved) for making and sharing!

/KC

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Shading details are called 'postFX=0;' in the arma2.cfg.

The default value is 2 or 3 (aka normal).

I didn't do much testing, yet it seems to give more FPS to use 0.

Didn't shadingQuality=X is for shading details?

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Ah yes I think you are right. Anyone remembers what postFX was. :P

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Ah yes I think you are right. Anyone remembers what postFX was. :P

PostFX is post processing isn't it?

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