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gossamersolid

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Everything posted by gossamersolid

  1. gossamersolid

    General Discussion (dev branch)

    Mmm i forgot about remoteExecCall. Thanks for the pointer.
  2. gossamersolid

    The magical "local" keyword

    Oh my, I like this way better than private. Time to do the switch!
  3. gossamersolid

    General Discussion (dev branch)

    What are the chances of us getting switchMove animations to be broadcasted to every player? The current method of doing it ourselves is less than desirable.
  4. gossamersolid

    RHS Escalation (AFRF and USAF)

    I was coming here to ask the exact same question. Good to see it's a possibility. Is the RPK series not a common weapon used in the russian forces?
  5. gossamersolid

    A plea from someone with lazy, stubborn friends

    Read my previous post, I didn't say we should all switch over to steam workshop.
  6. gossamersolid

    A plea from someone with lazy, stubborn friends

    You do know that I, like you, have spent thousands of hours on the series developing content as well, right? You don't need to explain what it's like. I have never had an issues with how mods install as I've been playing since OFP. I don't know why you feel the need to defend how mods are currently acquired and downloaded. This is basically on the level of "well it's been done this way forever, we don't need change". Change is good, change is necessary for the progression of civilization in general. I still want to see BIS implement a method of allowing server operators to have addons get downloaded upon connection and then have them load automatically. As for some of the other people in the thread... I don't even have words to describe how silly you guys sound. You're not the next best thing since sliced bread. Get over yourselves.
  7. gossamersolid

    A plea from someone with lazy, stubborn friends

    The amount of people in this thread that think the current way of mod download/installation is an alright method... maybe for the late 90's/early 2000's. I'm not saying steam workshop is the solution as I know people have any issue with the licensing rules and such, but to blantantly make shit posts such as "If people can't download a file and extract it" is bullshit. The current method of installing mods is a huge deterrent to a lot of people and basically ensures mission designers cannot implement any required addons unless they already have a popular server with a very large following. So get off your high horses and see it from the perspective of new people/less experienced people to the series.
  8. gossamersolid

    New CTI going to be born.

    All of your screenshots are broken
  9. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    By popular demand, zone ownership will not be globally shown by default in the next version. Players will have to enter a zone to have the ownership status updated for their team. The way it currently works will be available via mission parameters. Also, the destruction victory condition will default to if a team's MHQ is destroyed, they lose. This can be changed back to how it currently works again through mission parameters.
  10. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    I see what you're saying about having other things to do, but everything you listed (in my opinion), would further keep players from actually engaging each other. I've always seen CTI as more of a PvP oriented gamemode. There's been a lot of changes to GWAR3 to basically keep match lengths <3hrs and encourage players to directly fight each other. Hey sorry about the links. The two mission files are fixed now, but the server files will have to wait till I get home.I could remove the dedicated server only check for next version, but I can't guarantee there won't be issues and I don't plan to support it. But if you want to try, I have no issue with that. Edit: all download links are fixed.
  11. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    I'll keep it in mind, but I'm not promising anything.
  12. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    v0.08.00980 Released! Changelog: http://www.gwar3.com/#updates?id=33 Downloads: http://www.gwar3.com/files/v0.08.00980/GWAR3.Altis.pbo http://www.gwar3.com/files/v0.08.00980/GWAR3.Stratis.pbo http://www.gwar3.com/files/v0.08.00980/@GWAR3Server.zip
  13. gossamersolid

    Scripting Discussion (dev branch)

    Honestly I didn't try because the other guy said it was unmanaged. You could attempt that. I've already re-written code, so there's no point in me going back now haha. Helps if you have multiple actions with common conditions.
  14. gossamersolid

    Scripting Discussion (dev branch)

    I decided to have one global var for the condition evaluation of each of my actions, then perform the actual condition code in a seperate thread that runs every second. Massive performance boost. To anybody else out there with custom actions, avoid running code in the condition parameter of actions like I've done.
  15. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Update is being released tomorrow night. The highlights of this update are pretty much all related to client side optimization. I've stripped out some unneccesary logic and moved a lot of logic related to drawing/redrawing of UI elements off of being calculated on each frame draw. This has lead to my client side fps going from 45fps to 60fps+ (have vsync on). Note that this is right at mission initialization, standing on a hill overlooking Telos. Obviously the increase in framerate won't be such a large number late in a match, but it should definitely be noticeable. Please also note my changes made in the next version won't magically make ArmA 3 run faster than it currently does in any way shape or form. These changes are related specifically to GWAR3 and optimizations made to systems that kept getting added onto through the versions and they ended up getting too bogged down.
  16. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    We're a dying breed these days, but there's still a few of us putting out some CTI options for the community. I'm most likely not going to because I don't have interest in ACE3.
  17. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    RHS and ACE3 aren't really supported by GWAR3. I can look into putting RHS in, but I doubt I'll do ACE3 as I don't play with ACE3 ever.
  18. gossamersolid

    Scripting Discussion (dev branch)

    Limiting the amount of markers drawn to ones only being in the "viewport" (per say) of my GPS would be a good idea. I'll give that a shot. I see your point about static markers rather than icons. The issue lies within me not being able to serve up custom PAA images via createMarker, while I can with drawIcon. Damnit... I do have a decent amount of actions. I'm not sure what a good solution would be. I do already make sure to have the least intensive part of the conditions on the outer most scope of the condition code. Might have to write my own method of updating availability of actions maybe every 500ms instead of how frequently addAction's condition block checks.
  19. gossamersolid

    Scripting Discussion (dev branch)

    I was drawing around 40 icons at the time, there can definitely be more than 100 depending on how late in the match you are. It's unfortunate because I find drawIcon to be much easier to use than local markers. I draw the icons in via ctrlAddEventHandler's "draw" handler. They get drawn on a Mini Map I have present on my UI at all times (unless the user disables it). They also get drawn on the main map (accessed via "M"). They can get drawn in smaller dialogs depending on what the user is doing.
  20. gossamersolid

    Scripting Discussion (dev branch)

    Beware to anybody drawing anything on each frame (UI elements, drawIcon, etc). It's a one way ticket to massive performance issues. Not sure if anybody else has encountered this, but swapping my HUD rendering to occur every 250ms rather than on each frame raised my framerate by around 10fps. Haven't figured out how much drawIcon has reduced performance by yet, have to replace all drawIcon statements with bullshit createMarkerLocal relative logic.
  21. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    What do you mean change east side to guer? In what way? There's a delay parameter: class VC_Tickets_MinTimeBeforeBleed { title = " Minimum Elapsed Time before Bleed Occurs"; values[] = {0, 900, 1800, 2700, 3600}; texts[] = {"No Minimum Time", "15 Minutes", "30 Minutes", "45 Minutes", "1 Hour"}; default = 3600; }; I don't know what you mean on your last point.
  22. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Some bug fixes, small changes will be released soon. Looking forward - what do people want to see happen for this gamemode. I know CTI isn't very popular anymore (judging by the lack of servers running the modes), but I'm still curious what people are interested in.
  23. gossamersolid

    Scripting Discussion (dev branch)

    I agree with this! There's no valid reason this shouldn't already exist. While we're on the topic of new commands, how about ACTUAL global variants of the moveInX commands. It's a pain in the ass.
  24. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    I'll take a look, thanks.
  25. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    v0.07.00962 Released! Changelog: http://www.gwar3.com/#updates?id=32 Downloads: http://www.gwar3.com/files/v0.07.00962/GWAR3.Altis.pbo http://www.gwar3.com/files/v0.07.00962/GWAR3.Stratis.pbo http://www.gwar3.com/files/v0.07.00962/@GWAR3Server.zip
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