feersum.endjinn
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Posts posted by feersum.endjinn
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ArmA cannot read old binarized files from OFP (OFP:Elite ones work though) but if you can get hold of MLOD (from original author or use ODOL Explorer) they'll work just fine.
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LUA is pretty sweet if you ask me and it has proven track record with installed base of ~7 million World of Warcraft clients alone. -
One question though when I run the Open AL 1.1 Installer should I also remove in Add/Remove Programs as well as delete old driver from my system32 folder?OpenAL installer just replaces old drivers, no need to delete anything.
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It's the same form as a Shotokan karate kata called HeianGodan, although I think they do the same kata in other
styles too with different names.
Yeah I remember that one from when I was doing Shorinji-ryu karate as a kid. It's one of the earliest katas you do.
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ArmA seems to be quite picky about cfgPatches being set up properly, it won't load addon at all if it's not at least somewhat sane.
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You don't need /* extern */ necessarily though, it's just comment that my ArmAUnbin added to mark external references more clearly and it just was forgotten in final release. ArmA doesn't use it in any way.
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you just need to define parent class like
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWB;
and that's it.
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You still need to get them executed at server, especially triggers though now with publicVariable accepting strings many things are a lot easier (you can for example transmit code as a string for server to execute through compile/spawn commands).
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For now I played it on the safe side and put all needed variables in an SQF loop on the server, which publicvariable's every important variable every 20 seconds. Still have to do more tests though..Nah, every 20 seconds is bit excessive. Do it only when player joins via onPlayerConnected, it should work just fine (I'd test it myself but it's bit hard with only one PC capable of running ArmA at all )
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So is there an 'official'/hard coded way to get segments to allign or is it still dependant on placment scripts?No easy way there that I know, it's still dependant on init handler and createVehicle magic.
With vectorDir/vectorUp and getVectorDir/getVectorUp scripting commands aligning multiple objects should be a bit easier though.
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Is there still maximum size limit for objects, I remember you couldn't have objects bigger than 128x128x128 meters in OFP. For example Kegetys' Kutnetsov carrier (never released) was built from 3 separate objects because of that limitation.
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What I am talking about above is directory structure (and PBO prefix system). What classes are called is irrelevant regarding CVS/SVN as it happens completely inside config.cpp.
But yes, classes should probably be tagged with CWR_ .
If you are talking about PBO names - what actual PBO names are doesn't really matter either as they are not related to in game paths anymore either due to PBO prefix system, all paths used in .cpp's are "virtual paths".
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You should not use larger than 2048x2048, bigger textures may be supported by hardware but they aren't really needed and performance won't be good.
Single 4096x4096 texture will require 64 to 128 megabytes of memory (including mipmaps), depending on compression used so on average 256MB card you would be able to use only couple of these textures (frame buffers eat some memory as well) and situation isn't much better on 512MB cards.
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Your only choice is writing your own using MaxScript (in 3dsmax) or whatever equivalent is used in Maya.
File format is documented in:
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To get things going forward, I propose following directory structure. It allows us to split things into smaller PBOs in development phase but with option combine everything into single huge .pbo or ~9-14 separate pbo's in release.
I'm not sure if Oxygen 2.0 still has 31 character limit for texture names but even then path like "\cwr\units\tracked\common\" leaves 5 characters for texture name, which should be enough for somewhat descriptive name.
Quote[/b] ]\cwrMain root. This directory should have nothing but subdirectories as each subdirectory is
builts as its own pbo (with option of using single CWR.pbo in release if so desired)
\cwr\units\
All units go under this directory. This directory should not contain any data.
\cwr\units\tracked\
.p3d's and config.cpp for tracked vehicles goes here
\cwr\units\tracked\common\
all textures shared by multiple models go here
\cwr\units\tracked\bmp\ (example)
all BMP-specific textures go gere
\cwr\units\wheeled\
\cwr\units\air\
\cwr\units\men\
\cwr\units\weapons\ (both handguns and vehicle weapons are defined in config.cpp located here like in ArmA)
These follow same structure as tracked directory (config and p3d in the root, textures in subdirectories).
\cwr\static\
For buildings and such used by islands
\cwr\sounds\
\cwr\sounds\wheeled\
\cwr\sounds\tracked\
\cwr\sounds\air\
\cwr\sounds\men\
\cwr\sounds\weapons\
\cwr\sounds\music\
\cwr\sounds\environment\
\cwr\sounds\impact\ (for explosions, hit[] sounds etc)
Sounds directory structure mostly follows same division as p3d's and textures.
\cwr\anims
For whatever animations that cannot be reused from ArmA.
\cwr\islands\eden
\cwr\islands\abel
\cwr\islands\cain
Island data. These can be built either into big cwr.pbo, islands.pbo or separate eden/abel/cain directories using prefix system. In development phase it's probably best to use separate pbo for each island.
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[*]Disabled radio report texts for: Reporting Visuals, Kills and Deaths.Isn't this in as server option already? If you look at main config.cpp there are some options related to this under cfgDifficulty block.
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Minimal sound mod to replace lets say helicopter sounds would be:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class CfgPatches
{
class FDF_soundmod
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAWeapons", "CAAir"};
};
};
class CfgVehicles {
class Helicopter;
class Mi17_MG : Helicopter {
soundEngine[] = {"\fdf_soundmod\vehicles\mi17_engine", db30, 1};
};
class UH60MG : Helicopter {
soundEngine[] = {"\fdf_soundmod\vehicles\uh60", db30, 1};
};
class AH1W : Helicopter {
soundEngine[] = {"\fdf_soundmod\vehicles\apache_engine", db30, 1};
};
class AH6 : Helicopter {
soundEngine[] = {"\fdf_soundmod\vehicles\cobra_engine", db30, 1};
};
};
Pack that with whatever prefix you want to use and put it into yourmod/addons folder and fire up arma with -mod=yourmod parameter as usual.
It'll whine about modified config in multiplayer but that's business as usual.
You don't need to repack any existing PBO when mod folder thing works just fine. Only reason it is being done for things like editor addon because for whatever the reason, BI made civilian units with access=ReadOnly and they cannot be made available in mission editor with just regular mod config override.
(and no, FDFmod is not going to release a sound mod, that is just my personal test stuff)
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fewer (or smaller) textures are much better for the performance than saving polygons.Ideally object should only use one big texture for external textures (+ normal + specular maps), state changes are pretty expensive operations. In worst case switching texture alone might take as much time as rendering object with 5k faces.
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Ah. So vertex limit. It would be good to know, if those limits are same for ArmA, but i think those will be way higher.Limit is set by hardware, not ArmA so those values will be different for each graphics adapter.
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Sharp edges cause vertexes to be duplicated because in Direct3D internally lighting normals are per vertex and not per face and rendering sharp edge requires two vertex normals that point at differing directions.
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With normal mapping 5k should be upper limit for most models unless you're modeling extremely large object (like ship). But as usual more important than poly counts is having proper LODs.
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Armed Assault adds two new scripting commands, "date" and "setDate". Combined with publicVariable it could be possible to have a script that synchronizes time between clients every minute or so.
As for basic OFP/Resistance, I don't think it is possible as there is no way to get or set current mission date explicitly.
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Question, do other clients see the same error as I do? Or am I the only one that would see my squad logo? While I can live with the error I would not want to force the error on other players.Yes. I get these errors every now and then when connecting on public ArmA servers, at this point it is just better to leave squad logo out.
Oh Noooo Groups menu is dead ???
in ARMA - TROUBLESHOOTING
Posted
It's one of those small but annoying things but on bright side at least quick command menu is actually quite useful when you get used to it (which takes a while though).