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rocket

Former Developer
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Everything posted by rocket

  1. rocket

    co07 Sand Gambit (USEC)

    Thanks for the bug updates, getting them fixed. Looks like a few things fubar in multiplayer but singleplayer ok. Will get a new version out ASAP.
  2. rocket

    JayArma2Lib

    For anyone working in C++, trying to use named pipes... here is some tips: - when writing into a pipe handler externally, convert your string (say from std::string) to a LPCSTR cast string. - when reading, you pull LPCSTR and need to convert to a usable string. I used a stringstream object for this. I have a working mySQL console app that takes transactions through JayArma2Lib, talks to a mySQL database (either externally or locally), and then returns the results. Performance is great! Much better than using the clipboard (which I was previously). It is written in C++, using Visual C++ Express 2008. It's written for mySQL 5.1, using the 1.1.0 C++ connectors. It has reduced my life expectency by about five years figuring it all out. The code is still a bit messy. I've messaged jaynus to see if he'd be interested in adding it to the solution.
  3. rocket

    co07 Sand Gambit (USEC)

    I had been having some trouble with the AI guy. What you can do, is wait about a minute or two, and then reissue a move command. Tell him to stand up, crouch, and return to formation. I find after I've done that he'll move. I might have to script it that he "disappears" when you rescue him to avoid the dramas.
  4. rocket

    co07 Sand Gambit (USEC)

    Yes, revive can be deactivated quite easily as a parameter. The missions was really designed for non-revive play. But people always ask for it to be put in, and its much harder to put it in after :)
  5. rocket

    co07 Sand Gambit (USEC)

    There's an easter egg for those who complete the mission, and wait on the helicopter as it is flying back. If nobody gets it soon... I'll post a youtube of it :) Just... don't quit the mission till its over!
  6. For the record, I get ideas for about 50% of my projects from this thread. I'm not sure about other addon developers, but for me - I like to see what people are looking for.
  7. Not wanting to blame everything on Visitor, I said that 4096x4096 heightmaps are problematic, not impossible! I managed to produce a 4096x4096 map that you can see screenshots of in the discussion area thread for this addon, but I found it wasn't as playable. It was eight times the size of this map (20m heightmap resolution, ~4m terrain satmap resolution). Dealing with files that big is real pain in photoshop, which is a big issue. Also, the file map size is massive (several gigabytes). None of those are Visitor's fault. Visitor, the only issue it creates is rotating and editing objects easily on the map. That's a known visitor bug, but you can work around it with a bit of thinking. So its possible, just given the work required... such maps would be so massive, and so large in filesize, that they're not really that practical. Given OA is now quite well optimized, such maps may work better. But yes - in summary... Visitor 3 isn't really to blame, its just the prohibitively large source material you have to deal with at that size that causes issues.
  8. Thanks for all the comment and input. I considered a number of the points, particularly around the movement of infantry through the mountainous areas. Having climbed in the area extensively myself, I can attest that regular soldiers would be lucky to survive, let alone cross, this area of the southern alps, without abandoning much of their gear and being very lucky. I also felt that the mountains restricting AI movement, made the use of helicopters and aircraft very relevant for a map such as this, which is in fact the reality... in terrain like this aircraft becomes extremely important. There are about three or four passes in this location on the map that I would consider accessible, in the real world, to regular infantry. I've been across three of the four of those. I think it might be a great idea if I smooth those areas out a little to make it practical for the AI to traverse these. Regarding expanding the map. Originally, it was a 40km x 40km map, but I have run into a number of issues (mainly associated with Visitor 3 not handling 4096 x 4096 heightmaps) that make working with 20km x 20km much better. I also felt this was a good balance for playability. In the next release, i can produce one much, much larger for flying if there is a demand for it.
  9. Much appreciated. Have edited the first post. :)
  10. Yes, sorry about that. I'm a poor soldier now... so hopefully someone mirrors it soon.
  11. I asked my sister if she could post some files online, the source and the current state (very early alpha's) of a number of projects. Unfortunately, my website went down as I had not continued the hosting at dhd.co.nz, as I was no longer contracting. So I don't believe they can be accessed through there any longer. But yes, permission was granted to release WIP versions of my early projects. No, I was posted there. Then I was posted to Singapore, where I am currently.
  12. In terms of ArmA2 addon development, I believe releasing all source files is a great way to move the hobby forward. So for all my projects I release the source files. For some, its not practical to host them somewhere due to the filesize. I have had alot of PMs, asking for permissions. They have all been approved.
  13. Ugh that whole debarkle. Got a refund on the source models in the end. But to keep this OT. To confirm, there will be no CH53 in this mod. In fact, I'm not sure a CH53 has ever even BEEN to NZ. Also, I would like to STRESS the version I am releasing, is a "ice age" version. There are no rivers, and everything is snow, rock, or ice. This is for simplicity. It also makes for wonderful framerates.
  14. I managed much bigger with my Waiouru map. With Aoraki, I made my own climates in L3DT, and then I used vegetation polygon data exported from Global Mapper that I got from Land Information NZ (govt dept). I imposed that on the attributes map, which gave me a base to generate a satmap for. The result isnt finished, and my little sister currently has my big grunty desktop in NZ - so I'm using my alienware laptop to do it (stands up to the job quite well actually). The files are all ready to go, they work in OA stand alone so I hope they work in ArmA2 standalone too. I dont have my copy of ArmA2 with me, and its sold out here in SG. I just found out from the MO, at LEAST another week of rest. My ass-period continues... which means I may be able to push out quite a few things over the next week or so.
  15. I actualy redid the heightmap from the original, using higher precision data. But anything beyond 20km^2, the scale is just too big to be really playable. At the current resolution (10m for the heightmap, 1m for the satmap), I feel is about right. As said above, the alpha version will be a snow/rock/ice terrain version (aka winter), with no objects placed. When I get back to New Zealand, then I will finish off the "true to life" version, fixing any errors identified from the Alpha
  16. Correct :) Until I had the (mis?)fortune to be selected for an exchange program to Singapore halfway through. So I'm still here, seeing how a conscript army trains officers. I've been stung by a swarm of bees, bitten by a centipede, stung by a scorpion, starved for 9 days then constipated for 10, followed by shitting my insides out... surgery... recovery.... and all the madness won't be finished until April 2011 when I finally fucking graduate. Hence the delays. The upside is that I have a bit of time off, and I will be uploading a "version" of the Aoraki map this week. Its going to be like watkins, no objects. Later release will be more faithful to the real Aoraki. The terrain is done, I just have to generate a server key and upload it somewhere. Its a 300mb download.
  17. I've tried the methods that Snake_Man and spirit have raised and discussed - yet I am unable to alter the forest sounds for my map. I wanted to change some of the bird sounds to ones local to the area my map is based. I tried having it in the main config, and also nested inside CfgWorlds. Here is what I have: class Forest { name = $STR_DN_WIND; //sound[] = {"ca\sounds\Ambient\forest\forest-day-2", 0.0398107, 1}; sound[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-1", 0.0398107, 1}; volume = "forest"; randSamp11[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-1", 0.1, 1, 30, 0.14, 5, 8, 10}; // randSamp10[] = {"ca\sounds\Ambient\forest\forest-sfx-12datel", 0.1, 30, 0.125, 10, 20, 40}; randSamp0[] = {"usec_aoraki\sounds\forest-sfx-nz-fantail-1", 0.125893, 1, 30, 0.13, 4, 8, 12}; // randSamp1[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-2", 0.125893, 1, 30, 0.125, 4, 8, 12}; // randSamp2[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-3", 0.125893, 1, 30, 0.125, 4, 8, 12}; // randSamp3[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-4", 0.125893, 1, 30, 0.1, 4, 8, 12}; // randSamp8[] = {"ca\sounds\Ambient\forest\forest-sfx-10bird-flapping", 0.1, 1, 30, 0.04, 10, 20, 40}; randSamp9[] = {"ca\sounds\Ambient\forest\forest-sfx-11holub-flapping", 0.1, 1, 30, 0.04, 10, 20, 40}; randSamp4[] = {"usec_aoraki\sounds\forest-sfx-nz-cicada-1", 0.1, 1, 30, 0.025, 4, 8, 10}; randSamp5[] = {"ca\sounds\Ambient\forest\forest-sfx-2", 0.1, 1, 30, 0.025, 4, 8, 10}; randSamp6[] = {"ca\sounds\Ambient\forest\forest-sfx-3", 0.1, 1, 30, 0.025, 4, 8, 10}; randSamp7[] = {"ca\sounds\Ambient\forest\forest-sfx-4", 0.1, 1, 30, 0.025, 4, 8, 10}; random[] = {"randSamp11", "randSamp10", "randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp8", "randSamp9", "randSamp4", "randSamp5", "randSamp6", "randSamp7"}; }; My land type definition is: class usec_Forest : Default { access = ReadOnly; files = "usec_forest_*"; rough = 0.2; dust = 0.15; soundEnviron = "forest"; character = "USEC_ForestClutter"; soundHit = "soft_ground"; }; Has anyone had any luck altering the sounds that are played within the forest?
  18. USEC WEAPONS PACK (STEYR AUG) By Rocket www.usecforce.com Current Version: - 1.0, 23 September 2009 Requirements: - Standard ArmA2 1.04 install Description: - Weapons Pack containing Four custom Steyr AUG rifles, with custom sounds, textures, animations, and ammunition. Includes weapons crate to collect the weapons out of. PLEASE DO NOT POST BUGS OR FEATURE REQUESTS HERE: POST THOSE TO OUR BUG TRACKER Features: - Steyr AUG A1 - Steyr AUG A1 with M203 Launcher - Steyr AUG A2 with 10x Scope and Tripod - Steyr AUG A2 with 10x Scope and M203 Launcher - USEC Weapons box with Ammo and Weapons Credits: - Dean "Rocket" Hall Where to download: Armaholic.com (English) ArmedAssualt.info arma2base.de (German) Server Key: Public Server Key
  19. The goal: Place all fencelines, powerlines, etc... entirely automatically from GIS data. Tool I have coded in VB called "LineMapper" takes GIS or raw visitor co-ordinate data and generates lines of objects, in batches, so that you don't need to do ANYTHING. Creating Line List: You can either: - Open/Create the object lines in Globe Mapper; OR - Record co-ordinates for each series of lines in Visitor in a text file What i did, was load in GIS data for my real world location, in this example fencelines: Generating the Object list: Run this through LineMapper (currently VB, but I'm going to try get it written in Visitor Script - Soul_Assassin is taking a look also). What does it do? - works out how many objects fit along the line; and - what angle the objects should be placed on; and - where the objects finish - Then it generates a list of objects for import Import into Visitor As per normal visitor import: BEFORE (small section of map): AFTER (small section of map): Result: Success! Placement is near perfect even for complex corners and gate areas. As my fencelines are made of two objects, they go up hills without issue. I just placed over 100,000 fencelines in twelve minutes! Not bad! Can be applied to any object that goes in lines, Powerlines, fences, walls, etc... Now if that's not the sexiest thing you've seen weeks, then I'll eat my hat :)
  20. Well, I have come up with some new processes to greatly speed up the creations of large maps, using the "import objects" function. Here's a brief description of them: Importing Buildings - I take a point data file in Globe Mapper, export it as a CSV, run it through a Excel VBA macro, and then import instantly into Visitor. Imported Vegetation - I took vegetation data in Globe Mapper, exported as a BMP, imported into the BMP to Text program. This gave me a vegetation mask. I then wrote a VBA macro in Excel to read through the file, and randomly place a number of objects based on the brightness of the mask. This macro then exports a list of items to a text file. Then import the text file into Visitor and the objects are all placed! - I have just tested this process out, and it works. Just to reitterate, I've now made a way that you can import hundreds of thousands if vegetation items within minutes :) All you do is paint a mask of the area that you want to deploy vegetation, go through some (reasonably complex) export steps, and they're in visitor. No mucking around individually placing them. I will post some screenshots later today, I'm working with Soul_Assassin for him to develop the tools. In the meantime, I have it all working using Excel 2007 macros if anyone is interested :D
  21. Yeah actually this shouldn't be that hard. Use the copyToClipboard command. Are there any IP issues/concerns though?
  22. Have you tried starting Buldozer from within Oxygen? When I right click a file and "Send To" buldozer... I do get a crash. However if I start buldozer via Oxygen it works fine
  23. I'm not sure, but thanks for the link! By the way, love the work you're doing. Any chance you're going to be putting some buildings together as a pack for the island makers?
  24. Incidentally, mine has just started doing this also! It was fine before... the only thing I can really think of is that I just installed the nVidia beta drivers... :/
  25. I just had a go doing what you're trying to, and I had the same problems. Having said that, I do work in mesh prior to export to O2, otherwise use Soul_assassins 3ds Max toolset and then I haven't really worried. I'll keep trying and see if I can figure it out... let us know if you do because this will be very useful!
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