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Zabuza

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Posts posted by Zabuza


  1. On 3/26/2017 at 9:40 AM, boombastic said:

    Hi everyone.
    I discovered 2 problems with "GAU-8/A Avenger" mod in A-164 Plane.

     

    Thanks for your detailed report! As the Jet DLC will be released soon, and I'm pretty sure it will break the mod anyways, I'll investigate the issue once it's there :)

    • Like 2

  2. There was a problem with the pbo not being packed correctly. Due to that players did not pass the signature check of servers with this mod, though they had the correct signature file.

     

    This problem was now fixed, the mod just upgraded to version 1.1. The original post was edited.


  3. you do what you got / want to do. I'm 100% behind you!

    If it's on SW then it is easier for me as it auto-updates when you renew it.

    If it's not on SW, I'll still download it manually via the method you provided.

    IT IS your content, your creation so you got to decide however you want to distribute it. ;)

    and BIG THANKS for the amazing GAU A8 Avenger addon though!

     

    In case you did not read it, see the next quote :)

     

    And here it is, splendid!

    Mighty GAU-8/A Avenger at Steam Workshop

     

     

    Would it be possible to integrate ACE's fragmentation system into the mod? I guess performance might suffer a bit but maybe it would be possible to not have the fragmentation on every round.

     

    Probably not. However there's already a version of our mod which fits into ACE itself (and also a pull request). I guess if the pull is accepted it will work with ACEs system but I'm not expert on ACE stuff:

    https://github.com/acemod/ACE3/pull/4497

    • Like 1

  4. it is/was indeed what i thought.

    as i said, first thing i tried was signing it myself and could make a bisign but still had the problem with the signatures not being "valid".

    i then unpacked the pbo, with the bi tools cfgconvert tool i converted the config back to a cpp and then i used the bi tools addon builder to pack it back to a pbo, signed it and it worked!

    to me it seems that your way to build the pbo might be the problem.

    now, i am in no way a modder, so what i say might be total bs, but it worked every time, with mighty gau (all pbo files, not only the main mod) and also with splendid smoke.

     

    oh, and of course i won't distribute it, just really want to use this mod in our modset ;)

     

    Very interesting. For converting from cpp to bin I also use cfgconvert from ArmA Tools. However for packing everything to a PBO I'm using PBO Manager. If I find some time, I'll try out the BI Addon Builder and call back :)

     

    Oh and you may use your repaired mod in your community, that's no problem. The community I play in also signs everything by itself :)


  5. thig is, it might not be a problem with the signatures themselves.

    i had the problem with another mod in the past. i signed the mods myself (i sign all our mods myself) but had the same problem.

    i could check if the problem is indeed what i think, BUT for that i would need permission to un-pbo the mod.

     

    You may go ahead and do so. Just don't distribute it, thanks for your help! :)


  6. Yep, I downloaded 3.1 and with the keys switched off on the server the mod works. However, if the keys are switched on i get a message saying "You where Kicked". Which is a little weird as i would of expected to get a keys error message. Its as though it recognized the keys but was unable to resolve the match, concluding i had some dodgy keys and kicked me.

     

    Mh, dunno what's the problem here. Has anybody else a similar issue?


  7. However Linux is very specific, especially when it comes to case sensitivity. Of course I am only guessing this is the issue, anyway just thought i would let you know.

     

    What exactly is the problem? Can you check if you have the newest version (3.1)? We have fixed an issue with the keys from 3.0 to 3.1, maybe this will fix it :)


  8. Oh... well, honestly I'm not sure what I am supposed to make of your last post. You may trust me when I'm saying you should not take this license stuff lightly, I'm quite experienced in this field. So, please stick to the conditions and we'll all be fine :)

    However, let's wrap this up here. No need to discuss this here in public.


  9. Just a heads up I edited this mod, and added/changed the interval the particles are dropped. Default is 0.03, doubled it to 0.06 reduce the amount of particles dropped

     

    Good idea!

     

    At this point I need to inform you about the license coming with Splendid Smoke. It is released under the GNU General Public License v3.0. In short this has several consequences for you, if you 'edit this mod'.

    Here's a small overview:

     

    QKfqDPP.jpg

     

    Let me point out the most important things: You release also under the same license; you need to make the whole source code available to public, when distributing your modification; you must state which stuff you have changed and what comes from the original author (give credits and so on, also in the source-code).

     

    So please upload your edited PBO and also the source-code (if you have binarized it).

     

    I'm looking forward to your PBO, maybe this change will also be included in the original mod. (If you are into GitHub, you can visit Splendid Smoke there, fork it, change it and then create a pull request.)


  10. is this on steam workshop? ;)

     

    Not at the moment. I thought about that but I think Steam Workshop does not give me the possibility to distribute the folder in the current structure, together with the additional optional PBOs. I think I can only distribute the main module at steam workshop. I'm unsure if that's a good idea. How do you think about this? Better than nothing?

    • Like 1

  11. I have been searching like crazy all morning but could someone please point me towards this ACE A-10C?  I've never heard of it and I'm intrigued by this fancy HUD.

     

    Oh, well, whuups. Somebody just told me this comes from vanilla, not ACE! However, ACE enhanced some flight physics of the A-10 and added some stuff and indications to the HUD. Here's an image showing the fancy CCIP stuff:

     

    90ttWnP.jpg

     

     

    Another thing,bikey isn't working

     

    Goddammit! Version 3.1 is here ^^ Fixed signature keys not working. Download here:

     

    Download via GitHub


  12. Hey guys, it's been quite a long time. Today I'm here to announce a major update, version 3.0 is here!

     

    Three things:

    First; you guys mentioned that the sounds are broken. This happened because the EDEN update changed the complete system how sounds are deployed in mods. I adapted and version 3.0 works with the new sound system. Expect working sounds again, gush they sound so awesome! (Also I've fixed the remaining EDEN issues like 'bin\... not an array' and 'author is not a value'.)

     

    Next; some of you wanted support for RHS A-10A (AT) version. You asked for it - you get it. Version 3.0 supports the A-10A (AT) next to the default A-10A of RHS. You find the pbo inside the /additional addon support/ folder. Just copy it to the /addons/ folder and have fun.

     

    Last thing; oh my gush - ACE has built in CCIP systems, also for cannons! Of course GAU-8 needs to support this! So I've created a support-pbo for ACE which integrates our GAU-8 into the HUD-Ballistic system of ACE. Again, you find the pbo inside /additional addon support/.

     

    Glad I finally fixed the EDEN stuff. Sooo, as I think Alexus needs some days to react to this awesome news, you'll get the download link directly here in this post:

     

    Download Version 3.0 at GitHub

     

    Thanks for your great support! Cheers

    Zabuza

    • Like 2

  13. Hey guys. Currently I'm working on a mod. This mod works without any dependencies, as a standalone. So the requiredAddons section of CfgPatches is pretty small, it only lists some vanilla stuff.

     

    However, if one also plays with some other mods, like ACE, the content will be overridden. Obviously a solution is to load the mod after ACE, then it will work again. Also an option is to simply include the ACE-pbo inside the requiredAddons section of the mod.

     

    But then ACE will be non-optional though the mod would work without it, not a good option. Another solution would be to create two versions of the mod, one with and one without ACE inside of requiredAddons. However, then I'd need to copy everything, not a good option either.

     

    I'm searching for an option that my mod will automatically be loaded after ACE, if it is also there, and if not, no popup that some required pbo is missing. So something like optionalRequiredAddons.

     

    Is there any such stuff or another option?

     

    Cheers

    Zabuza


  14. Hey guys. So I checked if the mod currently supports smoke shells used by artillery and mortar. The result is: Yes, it does.

    Splendid Smoke hooks at the particle effect SmokeShellWhite in cfgCloudlets.
    The class name of smoke shells fired by artillery are Smoke_82mm_AMOS_White and Smoke_120mm_AMOS_White in cfgAmmo.
    And they both also use the same SmokeShellWhite particle effect that I hooked.

    The main difference between the mod and vanilla, for those kind of shells, is the density of the smoke.

     

    Here's an image where I fired 3 smoke rounds from an artillery:

     

    Ta4sGU3.jpg


  15. So your description says this is compatible with ACE. ACE has added their own new smoke effects-so if I run this and ACE whose smoke will be used?

     

    I see your post from a couple of days ago mentioning that the ace particle effects are coming out soon-In fact they have been released, but are in the "optional" folder of the ace mod.So they can be used now-and are very nice, but yours looks great too-I will report back what happens when both are used.

     

    My message referred to ACE without ACE-Particles. If you load Splendid Smoke after ACE, it will work fine. I have no clue how it looks with ACE-Particles and Splendid Smoke together. You'll probably see the new ACE smoke particle files together with the size and movement pattern of Splendid Smoke, it may also look nice.

     

    Any chance of an upload on Steam Workshop?

     

    Yes, good idea. Here's it: Steam Workshop

     

    Having played around with the new ACE Particles, which only a few days ago I thought looked awesome, in the face of Splendid's work here I'd say ACE Particles now looks a bit too dense to me, in a way that's just as unrealistic as Arma's stock smoke is too ineffective.  Splendid's smoke looks more natural.  Having said that, I believe ACE supports 40mm and arty smoke, where as I think (?) Splendid is only hand grenades at the moment.

     

    I'm not sure if either changes the smoke from vehicle fires.  That would be good to see too.

     

    I thought it will also support the arty smoke shells. I'll take a look at it today (probably at night) and call back. If it does not support them I'll probably get back with a new version of Splendid Smoke :)


  16. Something that bugs me is that if I'm in a firefight with a Ai all I have to do is throw smoke infrount of me and they will stop completely :(

     

    I'm unsure if the AI really behaves this way atm. I think if they already know where you are then they keep doing some 'blindfire' (in the video I was not spotted before running through the smoke). However I have not tested this nor can I influence the behavior of the AI in this case.

     

    However, judging by the last scene in your demo video, I had the feeling that the obscuring area for the AI is a bit too large, to the point where you had clear sight on the enemy and yet he would not open fire himself. I'm a bit concerned this can affect the balance of the game.

     

    Yeah, I was surprised too. I think its because of the particle files. They are bigger then the actual 'painted area', the AIs sight is blocked by the particle dimensions itself, not by the actual painted area. Probably the only fix is to create a cropped version of the 3D-file.

     

    The size is always a difficult thing to call.  I'd be tempted to keep it as is for the moment, but perhaps concentrate on smoke shells ... they need loving.  Oh and BTW, it works great with Blastcore.

     

    Good to know! What do you mean with 'smoke shells'? Do you mean the shells from the artillery and mortar? If yes, modded variants or the vanilla stuff? I thought I already support them, but honestly I've not tested it.

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