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Eutyches

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Everything posted by Eutyches

  1. Eutyches

    Arctic Latitudes

    P.S. Let us not forget the outstanding map called "Ruha," which is specifically set in Scandinavia.
  2. Eutyches

    Arctic Latitudes

    I would like to see Island Panthera and, of course (what we really want), Panthera Winter (which is a separate addon inside the main Island Panthera mod). Thank you for your hard work on these immersion mods.
  3. Thank you! I look forward to exploring this.
  4. @poolpunk, is there any word on the forthcoming release of your all-in-one objects pack?
  5. Eutyches

    Static Modeling Tutorial Video Series

    Thank you, @s.rodge!
  6. Thank you for your hard work on this! Although it is not quite something for my communities at this time, I nevertheless appreciate the idea.
  7. Thank you! I look forward to exploring this.
  8. @skruis, I was not able to get Athena working properly in WINE. Although this is not the result for which I had hoped, I am happy to report that it works flawlessly with Windows 10 installed in Virtualbox. For anyone else who would like to do this project, I do the following: 1) Allow the virtual machine to have full network access with Bridged Networking. 2) Have the laptop running Linux with Windows in a VM attached to the same ethernet switch as the host machine. It is possible that neither of these things is necessary, but there is already noticeable lag in Athena with my setup, so there did not seem to be any point in introducing any additional points of latency/lag/decreased bandwidth/etc.
  9. Eutyches

    [WIP] Black Hornet PRS

    SITREP? Out of curiosity, of course. I am still following this thread, @Nichols 🙂
  10. @skruis (or another programmer who has worked with Athena), do you know which .dll (Dynamic Link Library) files and/or other Windows components Athena uses? Explanation: I am going to make an effort to get Athena working properly in Linux using WINE. If I should be successful, I will post my results, ideally in the form of a short tutorial. I suspect that there are at least some other Arma 3 players who only use Windows for recreation (gaming) and who, therefore, only have Linux (or another OS) on their other computers. Thus, by having a way to get Athena working properly in WINE, the possible base of Athena users would expand. Thank you for your assistance and for all of your great work on this mod.
  11. Please let me know if I should share any more information to help with solving the problem. I am still a rookie server administrator. On the designated game server that I manage via LinuxGSM (https://linuxgsm.com/) in an SSDNodes (https://www.ssdnodes.com/) installation of Ubuntu Server 18.04, I have been facing a strange issue. With up to about 25 mods loaded in the "-mods" option -- that is, as both server-side and client-side -- everything works perfectly. If I add 1-2 more mods, I reach a grey area in which clients are sometimes able to connect and sometimes not. With any number of "-mods" beyond that (say, 27 or more), no matter what the mods are, clients cannot connect at all. Because I have carefully shortened the file names within the "mod" and "meta" configuration files of the mods that have longer names, everything shows up correctly in the standard Arma 3 Launcher. Yet when joining from the launcher, I am greeted with a blank loading screen. When joining via direct connect using the in-game server browser, I am greeted by a blank Tanoa map loading screen. The console does not show any error messages. Does anyone know how I could fix this issue? Thank you. SERVER HW SPECIFICATIONS Intel(R) Xeon(R) CPU E5-2697 v3 @ 2.60GHz, 4 cores 16 GB RAM 80 GB SSD
  12. Dedmen has been most helpful in the Arma Discord. However, this issue is still unresolved. Increasing the open file limit did not solve the issue. Has anyone else had this problem? A proposed solution?
  13. Eutyches

    [WIP] Black Hornet PRS

    Agreed. Also, I’m sure that many of us would not mind a “beta” release. Of course, there is something to be said for releasing a polished product in its final form — the old-fashioned way of doing things. Regardless, thank you for your hard work on this mod, and we look forward to using it soon.
  14. Hello, fellow Arma players! In my community, on our Linux designated server that I run, we use a customized version of @mbrdmn's fantastic "Dynamic Recon Ops" (DRO) missions with extra player slots, Zeus slots, an integrated view distance script, and a few other minor changes. The main problem that we are having now is that DRO is not designed to accommodate late comers. Since @mbrdmn intends DRO to be for small, integrated groups, it makes sense that the mission is designed with the intention of everyone starting together, but in our group, it is simply the case that some players have to join in progress. Does anyone know of an effective way to enable a useful Join in Progress (JIP) option within DRO? For now, the best solution that we have found is using Zeus with Achilles to teleport the incoming player to our exact position and spawn a private virtual arsenal for him. However, that method is terribly inconvenient in the middle of a mission. What would be more convenient would be something like, for example, letting the incoming player use the virtual arsenal from the map menu and then halo jump to a position that we mark on the GPS. Please note that, although I have light experience with scripting, it is mostly at the level of copying and pasting, so I would need quite a bit of hand holding with any script- or code-based solution. Thank you in advance for the assistance.
  15. @davidoss, thank you for the reply. Here is a link to the .pbo file of the mission on Google Drive. Please let me know if it would be better to share the file via a different means: https://drive.google.com/file/d/1RjBwpio_D8kjfNxufPL0ytdrD9aF_vWr/view?usp=sharing
  16. Eutyches

    [WIP] Black Hornet PRS

    @Nichols, what most of us Linux server administrators do is run simple terminal commands to convert every file name to lowercase automatically. Normally, it is not a problem, but it would be nice to see a little line in your release posts such as "Tested and working in both Linux and Windows designated servers." That is an example of the sort of final polish that can make a great mod even more attractive to us end users By the way, since I have your attention anyway, do you have an estimated release date in mind? Thank you again, and please do keep up the great work. The mockups look terrific. We hope to use this soon!
  17. Eutyches

    [WIP] Black Hornet PRS

    @Nichols and Task Force Red, Thank you for hard work on rebooting this mod. My friends in my group and I are looking forward to the release. I have one simple (and probably obvious) request: Please make sure that this mod is compatible at release with Linux designated servers. Make all file and folder names completely lowercase, and do not use any spaces or special characters (other than underscores). For example, the mod's parent folder should be called something like "@black_hornet_prs" rather than "@Black Hornet PRS," and an example of a .pbo file would be "black_hornet.pbo" rather than "Black Hornet Nano PRS 2.0." If you would like to partner with another community for testing, please let me know. We run small to medium group, PMC-style operations that would be perfect for the new Black Hornet Nano PRS, and we have our own designated server. Cheers.
  18. Eutyches

    Theseus Services

    Hello, Theseus Services virtual operators! I appreciate your mod; the assets are perfect for PMC-style, small group operations. My squadmates ("Vatican City Army") and I have made use of it. In fact, we like it so much (as well as the fact that it is open source -- Linux and Open Software user here) that I have been developing our own version. (NB: I will make it available to the public for duplication and further modification once it is finished). Unfortunately, probably because I am a novice modder, I have had some problems with packaging the mod from source. Would one of your gurus by chance be able to read my post from earlier today and let me know what I am missing and/or doing incorrectly? Also, I should probably note the following about your included tools: setup.py works perfectly for me to mount the custom mod folder to the P: drive. make.py does not show any text in the command line and does not seem to do anything for me. Thank you in advance for whatever help you can provide. All that I want is to have my light rework of your excellent mod ready to go for my squad
  19. Dear Arma Community, Pardon me; I am a rookie modder. After exhausting every troubleshooting idea that I have come across, I am back to this forum. [Also, this is the same as my Reddit post here. Please feel free to reply at either place. Also, if someone were willing to help me via Discord chat, that would be fantastic.] I am in the final stages of preparing a custom version of the open source Theseus Services mod (GitHub) for my squad. My work is entirely a set of simple reskins -- some of the assets with the same names as those included in the original mod and some new models. At this point, I have all config, WeaponConfig, and VehicleConfig files edited. All of the assets load correctly in-game on my computer when I have the P:\x\tacs directory mounted via Bohemia Interactive's "Project Drive Management" tool and Theseus Service's provided "Setup.py" script, as well as the separate addons folders converted to .pbo files via PboManager. Since I have the assets looking how I want, it is time to package a shareable mod for my squad (private online matches). [Edit] However, when I click "make.py," nothing seems to happen. Further, when I go to use "Addon Builder" to package the complete (parent) mod folder with the folders inside "Addons" not yet converted to .pbo files, I receive the following error: I receive similar errors with Mikero's pboProject. Here is 'P:\x\tacs\addons\main\script_mod.hpp' : // COMPONENT should be defined in the script_component.hpp and included BEFORE this hpp #define MAINPREFIX x #define PREFIX tacs #define SUBPREFIX addons #include "script_version.hpp" // MINIMAL required version for the Mod. Components can specify others.. #define REQUIRED_VERSION 1.56 #ifdef COMPONENT_BEAUTIFIED #define COMPONENT_NAME QUOTE(Theseus Services - COMPONENT_BEAUTIFIED) #else #define COMPONENT_NAME QUOTE(Theseus Services - COMPONENT) #endif And here is 'P:\x\tacs\addons\backpacks\config.cpp' : #include "script_component.hpp" class CfgPatches { class ADDON { name = COMPONENT_NAME; units[] = { QCLASS(Backpack_AssaultExpanded_Black), QCLASS(Backpack_AssaultExpanded_Green), QCLASS(Backpack_AssaultExpanded_Tan), QCLASS(Backpack_AssaultExpanded_DarkBlack), QCLASS(Backpack_Carryall_DarkBlack), QCLASS(Backpack_Kitbag_DarkBlack) }; weapons[] = {}; requiredVersion = REQUIRED_VERSION; requiredAddons[] = {"tacs_vests"}; author = ECSTRING(main,Author); authors[] = {"Pomigit", "BadHabitz", "Jonpas", "Rory"}; url = ECSTRING(main,URL); VERSION_CONFIG; }; }; #include "CfgVehicles.hpp" What am I missing? Thank you for your help. Please kindly remember that I am new to this process and will need more specific guidance than this forum's veterans.
  20. Thanks for the response! Believe it or not, it was actually as easy as adding a "}" to the end of Line 77. ISSUE RESOLVED.
  21. UPDATE: RESOLVED (8/5/18) Dear Arma Community, I am in the final stages of preparing a custom version of the open source Theseus Services mod (Steam Workshop, GitHub) for my squad. I am brand new to modding, and my work is entirely a set of simple reskins -- some of the assets with the same names as those included in the original mod and some new models. Thus far, everything that I have tested has worked. Yet now that I have gone through the process of adding our "new" assets to the various CfgVehicles, CfgWeapons, and config files, I keep receiving errors about my /addons/headgear/config.cpp file. Sometimes, I am told that I am missing a comma; other times, it is a bracket. Yet all that I did is copy and paste the original format of each entry for the document, replacing the relevant text with the names of or file paths to my own content. Is there something about the documents or the structure of the Theseus Services mod that is keeping me from adding my own assets to those configuration files? Am I missing something in this particular file? All of my troubleshooting has reached a dead end, which is why I am turning to this forum for help. Thank you. Here is the original file: #include "script_component.hpp" class CfgPatches { class ADDON { name = COMPONENT_NAME; units[] = { QCLASS(Item_Cap_Headphones_BlackLogo), QCLASS(Item_Cap_BlackLogo), QCLASS(Item_Cap_TanLogo), QCLASS(Item_Cap_Earpiece_BlackLogo), QCLASS(Item_Cap_Earpiece_TanLogo), QCLASS(Item_Cap_Backwards_BlackLogo), QCLASS(Item_Cap_Backwards_TanLogo), QCLASS(Item_Helmet_Ballistic_DarkBlack), QCLASS(Item_Helmet_PilotHeli_Tan), QCLASS(Item_Hat_Boonie_RangerGreen), QCLASS(Item_Hat_Boonie_DesertMARPAT), QCLASS(Item_Hat_Boonie_Woodland), QCLASS(Item_Hat_Boonie_UCP) }; weapons[] = { QCLASS(Cap_Headphones_BlackLogo), QCLASS(Cap_BlackLogo), QCLASS(Cap_TanLogo), QCLASS(Cap_Earpiece_BlackLogo), QCLASS(Cap_Earpiece_TanLogo), QCLASS(Cap_Backwards_BlackLogo), QCLASS(Cap_Backwards_TanLogo), QCLASS(Helmet_Ballistic_DarkBlack), QCLASS(Helmet_PilotHeli_Tan), QCLASS(Hat_Boonie_RangerGreen), QCLASS(Hat_Boonie_DesertMARPAT), QCLASS(Hat_Boonie_Woodland), QCLASS(Hat_Boonie_UCP) }; requiredVersion = REQUIRED_VERSION; requiredAddons[] = {"tacs_main"}; author = ECSTRING(main,Author); authors[] = {"Pomigit", "Jonpas", "Rory"}; url = ECSTRING(main,URL); VERSION_CONFIG; }; }; #include "CfgVehicles.hpp" #include "CfgWeapons.hpp" Here is the file with my additions: #include "script_component.hpp" class CfgPatches { class ADDON { name = COMPONENT_NAME; units[] = { QCLASS(Item_Cap_Headphones_BlackLogo), QCLASS(Item_Cap_BlackLogo), QCLASS(Item_Cap_TanLogo), QCLASS(Item_Cap_CADPAT), QCLASS(Item_Cap_DarkBlackLogo), QCLASS(Item_Cap_GreenLogo), QCLASS(Item_Cap_MulticamBlackLogo), QCLASS(Item_Cap_Earpiece_BlackLogo), QCLASS(Item_Cap_Earpiece_TanLogo), QCLASS(Item_Cap_Earpiece_CADPAT), QCLASS(Item_Cap_Earpiece_DarkBlackLogo), QCLASS(Item_Cap_Earpiece_GreenLogo), QCLASS(Item_Cap_Earpiece_MulticamBlackLogo), QCLASS(Item_Cap_Backwards_BlackLogo), QCLASS(Item_Cap_Backwards_TanLogo), QCLASS(Item_Cap_Backwards_CADPAT), QCLASS(Item_Cap_Backwards_DarkBlackLogo), QCLASS(Item_Cap_Backwards_GreenLogo), QCLASS(Item_Cap_Backwards_MulticamBlackLogo), QCLASS(Item_Helmet_Ballistic_DarkBlack), QCLASS(Item_Helmet_PilotHeli_Tan), QCLASS(Item_Helmet_PilotHeli_DarkBlack), QCLASS(Item_Hat_Boonie_RangerGreen), QCLASS(Item_Hat_Boonie_DesertMARPAT), QCLASS(Item_Hat_Boonie_Woodland), QCLASS(Item_Hat_Boonie_UCP) QCLASS(Item_Hat_Boonie_CADPAT) QCLASS(Item_Hat_Boonie_DarkBlack) QCLASS(Item_Hat_Boonie_MulticamBlack) }; weapons[] = { QCLASS(Item_Cap_Headphones_BlackLogo), QCLASS(Item_Cap_BlackLogo), QCLASS(Item_Cap_TanLogo), QCLASS(Item_Cap_CADPAT), QCLASS(Item_Cap_DarkBlackLogo), QCLASS(Item_Cap_GreenLogo), QCLASS(Item_Cap_MulticamBlackLogo), QCLASS(Item_Cap_Earpiece_BlackLogo), QCLASS(Item_Cap_Earpiece_TanLogo), QCLASS(Item_Cap_Earpiece_CADPAT), QCLASS(Item_Cap_Earpiece_DarkBlackLogo), QCLASS(Item_Cap_Earpiece_GreenLogo), QCLASS(Item_Cap_Earpiece_MulticamBlackLogo), QCLASS(Item_Cap_Backwards_BlackLogo), QCLASS(Item_Cap_Backwards_TanLogo), QCLASS(Item_Cap_Backwards_CADPAT), QCLASS(Item_Cap_Backwards_DarkBlackLogo), QCLASS(Item_Cap_Backwards_GreenLogo), QCLASS(Item_Cap_Backwards_MulticamBlackLogo), QCLASS(Item_Helmet_Ballistic_DarkBlack), QCLASS(Item_Helmet_PilotHeli_Tan), QCLASS(Item_Helmet_PilotHeli_DarkBlack), QCLASS(Item_Hat_Boonie_RangerGreen), QCLASS(Item_Hat_Boonie_DesertMARPAT), QCLASS(Item_Hat_Boonie_Woodland), QCLASS(Item_Hat_Boonie_UCP) QCLASS(Item_Hat_Boonie_CADPAT) QCLASS(Item_Hat_Boonie_DarkBlack) QCLASS(Item_Hat_Boonie_MulticamBlack) }; requiredVersion = REQUIRED_VERSION; requiredAddons[] = {"tacs_main"}; author = ECSTRING(main,Author); authors[] = {"Pomigit", "Jonpas", "Rory"}; url = ECSTRING(main,URL); VERSION_CONFIG; }; }; #include "CfgVehicles.hpp" #include "CfgWeapons.hpp"
  22. UPDATE: After rereading the document yet again, I noticed that I was missing a few commas and that I had wrongly turned all entries under "weapons" into "Item_..." I suppose that I was looking at these documents for too long. However, I am still receiving the following specific error message: What is this error? Here is the cleaned file: #include "script_component.hpp" class CfgPatches { class ADDON { name = COMPONENT_NAME; units[] = { QCLASS(Item_Cap_Headphones_BlackLogo), QCLASS(Item_Cap_BlackLogo), QCLASS(Item_Cap_TanLogo), QCLASS(Item_Cap_CADPAT), QCLASS(Item_Cap_DarkBlackLogo), QCLASS(Item_Cap_GreenLogo), QCLASS(Item_Cap_MulticamBlackLogo), QCLASS(Item_Cap_Earpiece_BlackLogo), QCLASS(Item_Cap_Earpiece_TanLogo), QCLASS(Item_Cap_Earpiece_CADPAT), QCLASS(Item_Cap_Earpiece_DarkBlackLogo), QCLASS(Item_Cap_Earpiece_GreenLogo), QCLASS(Item_Cap_Earpiece_MulticamBlackLogo), QCLASS(Item_Cap_Backwards_BlackLogo), QCLASS(Item_Cap_Backwards_TanLogo), QCLASS(Item_Cap_Backwards_CADPAT), QCLASS(Item_Cap_Backwards_DarkBlackLogo), QCLASS(Item_Cap_Backwards_GreenLogo), QCLASS(Item_Cap_Backwards_MulticamBlackLogo), QCLASS(Item_Helmet_Ballistic_DarkBlack), QCLASS(Item_Helmet_PilotHeli_Tan), QCLASS(Item_Helmet_PilotHeli_DarkBlack), QCLASS(Item_Hat_Boonie_RangerGreen), QCLASS(Item_Hat_Boonie_DesertMARPAT), QCLASS(Item_Hat_Boonie_Woodland), QCLASS(Item_Hat_Boonie_UCP), QCLASS(Item_Hat_Boonie_CADPAT), QCLASS(Item_Hat_Boonie_DarkBlack), QCLASS(Item_Hat_Boonie_MulticamBlack) }; weapons[] = { QCLASS(Cap_Headphones_BlackLogo), QCLASS(Cap_BlackLogo), QCLASS(Cap_TanLogo), QCLASS(Cap_CADPAT), QCLASS(Cap_DarkBlackLogo), QCLASS(Cap_GreenLogo), QCLASS(Cap_MulticamBlackLogo), QCLASS(Cap_Earpiece_BlackLogo), QCLASS(Cap_Earpiece_TanLogo), QCLASS(Cap_Earpiece_CADPAT), QCLASS(Cap_Earpiece_DarkBlackLogo), QCLASS(Cap_Earpiece_GreenLogo), QCLASS(Cap_Earpiece_MulticamBlackLogo), QCLASS(Cap_Backwards_BlackLogo), QCLASS(Cap_Backwards_TanLogo), QCLASS(Cap_Backwards_CADPAT), QCLASS(Cap_Backwards_DarkBlackLogo), QCLASS(Cap_Backwards_GreenLogo), QCLASS(Cap_Backwards_MulticamBlackLogo), QCLASS(Helmet_Ballistic_DarkBlack), QCLASS(Helmet_PilotHeli_Tan), QCLASS(Helmet_PilotHeli_DarkBlack), QCLASS(Hat_Boonie_RangerGreen), QCLASS(Hat_Boonie_DesertMARPAT), QCLASS(Hat_Boonie_Woodland), QCLASS(Hat_Boonie_UCP), QCLASS(Hat_Boonie_CADPAT), QCLASS(Hat_Boonie_DarkBlack), QCLASS(Hat_Boonie_MulticamBlack) }; requiredVersion = REQUIRED_VERSION; requiredAddons[] = {"tacs_main"}; author = ECSTRING(main,Author); authors[] = {"Pomigit", "Jonpas", "Rory"}; url = ECSTRING(main,URL); VERSION_CONFIG; }; }; #include "CfgVehicles.hpp" #include "CfgWeapons.hpp"
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