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gossamersolid

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Everything posted by gossamersolid

  1. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Both servers are up right now -> http://gwar3.com/#serverlist Servers allow: - JSRS 2.2 - JSRS Dragonfyre - Blastcore Phoenix Update - Latest CBA - L_Enhanced Soundscape - Speed of Sound Pure the mission itself uses all of the HLC weapon packs + ASDG joint rails, so those are allowed and required.
  2. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Nice, I've never been to London. I have been to Kitchener/Waterloo though. AI warping would most likely have more to do with the game/server. I don't really have control over how smooth the AI move around. The ticket bleed system can be a little confusing, I haven't had time to write documentation yet. Here's how it works: - Both teams start with an amount of tickets (defaults to 750 - configurable via mission parameters) - The ticket bleed calculation is (Zones Owned by Team, not under attack + (Difference of zone count between both teams * 2)) - so for example, Bluefor has 3 zones, opfor has 1, ticket bleed would be 7 bleed on opfor (3 + ((3 - 1) * 2)) - Ticket bleed is applied every minute (60 seconds) I'm glad you had fun though, I hope to see you by again. We usually get a big enough group on sundays @ 2:00PM EST.
  3. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    I don't currently have a bug tracker setup. Feel free to PM me or post them in this thread for now.
  4. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    I don't have a date set yet, but I'll release the server files as soon as possible. The more that people play, the quicker we'll get it stable.
  5. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    They should usually be on 24/7 as long as I'm not pushing an update to the servers. You can check their status on the server list page -> http://gwar3.com/#serverlist Server #1 defaults to Stratis, Server #2 defaults to Altis
  6. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    The server side DLL is written with .NET, I'm not porting it to Mono any time soon, so don't hold your breath. So far the only real use for the DLL right now is database integration. When the server files are released, if people don't want database integration, then they should be able to run it on linux.
  7. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Version 0.03.00581 has been uploaded. A group of us will be online a bit before 2:00PM EST today. Whoever wishes to come join us, feel free to do so. http://www.gwar3.com/#updates
  8. gossamersolid

    Change RscProgress Bar Colour via Scripts

    Do you happen to have a link to the ticket? Right now I'm back to using the "ghetto" progress bars (background ctrl, frame ctrl, structuredText ctrl).
  9. gossamersolid

    Change RscProgress Bar Colour via Scripts

    This is what I was thinking was the only workaround, what a shame. For what I'm trying to do, I'd have to make and handle 9 progress bar controls for 3 progress bars. Maybe I should submit a feature request, it doesn't seem like it'd be a hard thing to implement for them. Thanks for the input!
  10. gossamersolid

    Next DLC and Expansion Speculation

    It was more the "much future, yawn" part. Yes, the Kamaz did handle like shit in the beta :-)
  11. gossamersolid

    Next DLC and Expansion Speculation

    Somebody call the wambulance, we have a whiner and the DLC's not even out yet.
  12. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Good thing I have an updater tool which allows people to easily download the addons :)
  13. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    I'm glad you're excited. I'll read your PM The idea started as a re-write to hopefully result in a better understanding of the core code and to possibly get better performance. I ended up changing quite a bit of the core functionality as time went on though (I was becoming very bored of more or less re-writing the same thing as I had previously worked on). I'd say there are definitely gameplay changes (whether you see them as deep or not' date=' I'd say is personal opinion :)) - Equipment purchased is now re-bought each time the player dies (previously you bought it once and you could re-spawn over and over again without paying for equipment) - Zone incomes are dependent on the size of the zone and how many camps it has (previously zones were lumped into 1 of 4 sizes and that dictated how much income you received from the zone) - Zone/camp capturing can only be done by infantry now, so you cannot spam vehicles and simply order them to camps/depots. Thought vehicles can "contest" a camp so that you cannot spawn on it. - Zone capturing logic has been streamlined so that it's easier to understand how quickly you can capture a zone - Each infantry counts as +1 to your capture strength - Each camp owned in the zone counts to +1 to your capture strength - The max capture strength of attacker OR defender is +3 - Example: I attack a zone. I own 1 camp, the enemy owns 2. If I walk to the depot and there's nobody defending, I capture at 2 strength a second. If one defender comes over, they will begin to re-capture at a strength of 1 (2 camps + 1 infantry) - (1 infantry + 1 camp) - Zone capturing has a "lockdown" system now. Note that this only applies to team vs team (doesn't apply to resistance held towns) - If a team captures a zone from another team, that zone is put into a 15 minute lockdown, where it cannot be attacked by the other team - If a team enters a bluefor/redfor zone that isn't in lockdown, a 10 minute timer begins. This is the amount of time the team has to capture the zone before it is considered "Defended" and at that point will enter a 15 minute lockdown period again - Capturing a camp from the defender side adds 5 minutes to the clock - Capturing a camp from the attacker side reduces the clock by 5 minutes - If an attacker is within the radius of the depot, the clock freezes This was the idea, I hope the end product reflects my hopes that it is considered unique from the other CTI modes. The networking system I implemented was originally designed so that I could attempt a strong client/server architecture. I quickly found out that ArmA's PV system seems to send anything array based extremely slowly. Even with an array being maybe around 8kb took anywhere between 3 - 7 seconds depending on how many players were in the server. Unless I'm missing something and was doing something completely wrong. I'm also hoping going the addon route doesn't bite me in the ass. The lack of warfare/CTI assets in ArmA 3 is a shame.
  14. This would be amazing! More machineguns with Toadie's beautiful animations.
  15. gossamersolid

    General Discussion (dev branch)

    Not sure if this is just me, but in Stable, the command damage/getDammage are returning 0 for a vehicle that has damaged tires. I'd consider this a bug as damaged tires should equal a damage value on the vehicle object. Can somebody else confirm.
  16. gossamersolid

    Lost Isles RPG & Adventure

    There's an impressive amount of vehicle models you have in there, and they all look pretty good too. Did you guys make those or did you buy them from somewhere?
  17. I feel like this might have been asked before, so forgive me if it has. Are there any plans to correct the AK's sights. I'd say a majority of 3rd party models have them properly modelled, but the BIS ones have always been wrong. It's not the end of the world if you guys aren't fixing them, just curious. As for the SKS, that weapon wasn't in A2/OA, that's pretty cool that you guys added it in. Are there any other weapons that were added extra? EDIT: I don't even see the SKS in the classnames list.
  18. gossamersolid

    General Discussion (dev branch)

    You don't want to know that much if you didn't try to google.
  19. gossamersolid

    General Discussion (dev branch)

    It was maybe a 20 degree incline that I hit at 50kph. Not sure about you, but OFFROAD trucks are designed to be driven offroad. Also tires don't freakin pop and explode like that (If you want to pretend arma's physics are comparable to real life).
  20. gossamersolid

    General Discussion (dev branch)

    Anybody else find wheels are like paper? My offroad taps into some uneven ground or a chicken wire fence and the front wheels are completely gone. This has seemingly been an issue forever and should really get looked at. Does anybody know if there's a simple config value I can change myself, in the meantime.
  21. So the mod doesn't run without this change? Let's just throw this idea out there: If this is the only thing he's waiting on, how about releasing what he has now and then releasing an update IF BIS adds this functionality in. Of course he doesn't have to if he doesn't want to, I'm just throwing an idea out there :)
  22. I think it's VAS not supporting Joint Rails mod.
  23. gossamersolid

    General Discussion (dev branch)

    We get desync when the server fps is sitting at 50 (highest possible for dedicated), there's tons of bandwidth available and everybody connected has a low latency. There's no explanation on our side. I'm sure BIS is working on it and I'm also sure it's a difficult issue to track down and reproduce. Does anybody else get repeating heal sounds from using the heal action on the medical trucks? It doesn't seem to happen all the time. Not game breaking, just annoying.
  24. Has anybody managed to find the idd and idcs required to get access to the UAV Terminal map? I'm attempting to add a Draw event to that map, but I'm having a hard time finding the information. Did a search on these forums, doesn't seem like anybody's posted this information yet.
  25. gossamersolid

    General Discussion (dev branch)

    "\A3\Structures_F\Ind\Transmitter_Tower\Communication_F.p3d"; "\A3\Structures_F\Ind\Transmitter_Tower\TTowerSmall_1_F.p3d"; These two models cannot be added as proxies to another model. They appear fine in bulldozer, but do not render ingame. Their geometry does get applied though, just shadows/res that doesn't appear. Would be nice if this got fixed at some point. There might be other models that have issues as well.
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