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oktane

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Posts posted by oktane


  1. Well, if you get something automatic to work to update the shaders, then it should also be possible to rewrite the version-line of it?

    Non the less, I love this addon, so please keep them coming!:D

    Yeah so what I do now is depbo the BIS bin.pbo, patch the shaders, and repbo it with a new name. I don't touch the config.bin. To do the version thing, I'd have to un-binarize the BIS config.bin, grep and update the version line, re-binarize, repbo. I'll see if that will work out. But I'm thinking the version thing only checks if its X version or higher, which wont work in our case. (people would still be able to use old config.bin with new beta exe)


  2. Yep, they are the same guys. I use HashCheck shell extension to check CRC's on the config.bin. Size is not a good way to check because they can change a character and it will be the same size. Also, almost every time the PBO file is not the same, but the contents inside may be the same. Its because they repack the PBO every time for the new beta. (there's some date info in there I think)

    So to check, what I do is (it's easy):

    -When installing new beta, rename old beta folder to betaxxxxx first, where x is the version.

    -Depbo old and new bin.pbo from betas. (i use cpbo.exe, just click extract in RMB menu)

    -RMB Click properties on extracted config.bin's, see checksum tabs. (install HashCheck to see this)

    -If the CRC's match, it's okay to use old version.

    The biggest problem is that config.bin being outdated, could cause problems for you, or even other people you play with online. (make their game crash in rare cases) Because of this, I think I need to change the wording to something more strict since it is used online often. IE: Old versions of the noBlur shouldn't be used with newer betas. (unless it's verified config.bin is identical)

    Prehaps I can look into settings the minimumVersion in the config.bin, but that would require editing and re-binarizing it. :/


  3. <not quite on topic>

    ooo, ooo! You mean a 'load loadout function'? Functionally the partner of "save loadout"? If so, could you lend the code?

    Sounds pretty on topic..

    • Find all instances of 'addAction ["Save gear layout"' (use Find in Files as mentioned previously in this thread)
    • Add an additional action menu item (copy paste, edit) for the boxes you wish to affect. You probably wouldn't want to do it for in-the-field boxes. Or create a timer check to prevent repeated abuse refilling. (spamming javelins from the box on a hill outside of town for example) Make the action item call x_script\x_loadlayout.sqf or whatever you'd like.
    • Copy and paste all of the code from x_playerspawn.sqf into your new file, then delete the unneeded stuff that doesn't have to do with specifically giving the player weapons/mags from d_custom_layout/d_custom_backpack(if ACE, d_custom_ruckbkw, d_custom_ruckmag, d_custom_ruckwep too)

    I'm not going to write it for you though, it's dependent on your own initiative to make the feature. The code is already done for you though, you just have to copy and paste xeno's code (that gets run when you respawn) into something new so you manually activate it. :)


  4. You tell em Zipper! :D

    Seriously though i think Radical Ghost's idea was smart. Not auto-download of mods, but smart. Read his post here: http://forums.bistudio.com/showpost.php?p=1586814&postcount=20

    We all know the ARMA online browser could be better as its pretty bad informative wise atm. We cant see the full server names sometimes, there is no info for used mods apart from the map/server name itself, you cant see all players etc etc. So Ghost's idea is nice with info that can be written by the server admins that tells all the info you need to know plus all the links written down to the mods used. No more need to search the sites for the mods and extra info that server admins want you to know before entering the server. A button to get this info window up would be great.

    I am at like page 70 of this, I can't read any more been up too long (playing A2 mp of course, all night/morning)

    My opinion is very simple, oh wait for the 500 bullet points in no particular order, see last paragraph for jist:

    • Arma is a pretty hard to use, open ended simulator game, created at the dawn of the sandbox era.
    • People are busy, especially in the US. This leads to impatience, frustration with an ever more complex life. Maybe we over here have a grass is greener work life kind of thing compared to say Europe. This could be totally wrong, it's based on a personal opinion.
    • Most people have no insight to how game development works, or the very limited resources of an indie studio. They expect multi-million dollar budgets and the team, process, polish that comes with that. (as in manpower implied, not so much brains.. because we all know of many big budget turds) This is in contrast to the 'old days' of gaming, when the expectations were much lower and on a more human level, rather than the assembly line blockbuster machine we have now.
    • They expect more and more, address our problems now, boycott this or that, selfish brat attitudes. It seems to get worse as life gets more complex. (or maybe I am just an old dude now? sigh) I try not to ask of things unless I have exhausted all possible resources I can think of.
    • On the game developer side, the market is shrinking for PC games, and has been for quite a few years unfortunately. Dev's blame all kinds of things, piracy a big one, yadda, but I hope everyone can agree that the modern console is killing it. It just isn't profitable unless you already have a foothold with a brand or genre. People that used to maintain their gaming computers and game libraries have now settled on the reasonably high quality of console games and the luxuries that provides. (along with apparently settling with the negative aspects, such as 12yo's spamming racial slurs into your headset) I think it's bit of a cultural thing too, going with the whole complex life thing. People like simple, easy to use, even if the game being played isn't that simple itself.
    • Consoles have a lot of 'social-integration' features and are based on a very well thought out and very well supported platform. (especially the XDK for the 360, PS3 sdk is a nightmare honestly) The delivery systems are superb. People want to connect, have fun, not learn complex systems(six updater, teamspeak, addons), deal with hardware and operating systems.. all of these things add up to kill the PC Gaming for other than a few niche footholds. (like MMO's, accessible + competitive + polished FPS's(TF2), and simulators-especially flight sims)
    • Since Arma crosses a few genre boundaries, our possible target audience is decreased due to that modern console exodus.
    • PC milsim market is niche for many reasons, and this seems to create a bit of pride and elitism, some for good, some for bad. Or maybe it's just the kind of person that this game attracts. Some people are put off by this. Others wonder what drives a person to be an evangelist of such things and discovers something wonderful.
    • Dare I say OFP/Arma has always striven to be the very definition of 'feature-bloat' and 'scope creep', treating it in almost a non-negative way. (!) And even though those features are often buggy, some unfinished, and yet I still love them. They represent the imagination of the devs at BIS, and even the community of which they often give and take from. Aiming so high, their vision seemingly unfettered by milestones, scrum meetings and shareholder demands like most developers have to deal with.
    • But certain things become a detriment to even the most patient of players... The addon system for example, we have people here saying it's easy, well it isn't for most folks. I don't know what you're smoking but give me some! I am a 'supporter', I help a lot of people with the problems that come with this game, often (much to my dismay) when I'm trying to play it.. but I can't help it. I don't want people to give up, to get fed up with it, because then they are gone from an already small pool...
    • If you've been in the game industry, you are familiar with what is lovingly referred to as 'programmer art'. Arma seems to have what I'd call a 'programmer gui' (funny pic) You could go on and on about this but what it all boils down to is the end user experience. Specifically, I refer to a new player, unable to join servers with required addons, error boxes providing no meaningful info, barely usable yet commonly accessed interfaces (server list, mission select list (ffs, same as ofp's!)) Because of the indie nature however, the developers (and rightly so) instead devote their effort into more substantial gameplay improvements. But the problem is that all of these little things add up. And a new player doesn't care about improvements over the last version, because he didn't know about or have the last version. All he experiences if lucky are some awesome battles and a lot of usability issues. (even though he doesn't know anything about usability, ui design, etc.. he doesn't have to. He's a user and experiences the design failures firsthand, the game fails him in that aspect.)
    • For some of the issues highlighted, I've made some CIT tickets for. This brings up another issue, the communities inability to agree on anything. Some people would rather have no solution at all if they disagree with a single thing. Take the addon auto-downloading issue here. People entirely miss the point and think that a 3rd party solution is best. Sure best for them, because people forget about the big picture. And they, being Arma power-users so to say, perhaps it is better for them to use Yoma's. But that doesn't help that possible future player I mentioned, who has no knowledge of these 3rd party systems. His first impression. Not to mention, that again, this time because of Yoma's limited resources, his updating app has resembled a submarine control panel for most of it's existence. Same goes for Six-Updater! (and no offense intended to either, I greatly admire and respect the people that contribute tirelessly to this community with more than forum posts) Back to that player, we as admins cannot even tell them to go here or there to get so and so addon pack, all they get is a generic error box 'you cannot play this mission, depends on xyz_cryptic_classname', wtf does that mean to them? To them it means this game sucks, it's half assed, which to me is frustrating because they may miss out on the real fun experience in game on that server. But it's those small things that add up. As public server/newbie friendlyadmins, we are stuck in this tug of war, player count vs content. When add content to make our regulars happy, we unintentionally destroy any chance of getting that less-informed player in to have fun. Only when a huge all-in-one pack comes out like ACE are we able to add that content, since again it's *easier* to manage. (then again maybe not, since Six Updater keeps breaking for people frequently) This extends across many elements of MP, required addons making 3rd party tools necessary, kick messages for custom files, deficiencies in the voip system leading to using 3rd party apps, the list goes on.
    • People that think that the game should be some kind of secret indie hit, we don't need new people, we don't like those people, we don't want to attract those people.. well those people were all US at one point. Get your heads out of your asses and realize that having a few thousand more players is not going to dent your ego. There will still be niches of players that like one style of play(see TF2), servers that enforce certain gameplay rules(see TF2), everything we have now and love. There will just be more people, more excitement in large battles, more serious players you'd like to play with. If you don't open the door, nobody can get in, whether you like them or not. It's a chicken-egg scenario. Compare this to this, and think of what an awesome difference just a few thousand players could do to the scene.

    I should mention that I am not a console gamer, I'm an A2 player. ;) If/when I play MP games, it's always been OFP/ArmA/A2 for the most part, cooping with a close friend since around 2002. But ironically I spend most of my time helping other people with their A2 problems or with my head in mission code. I own a console (360) only because I got one for free from work, my girlfriend likes to play it sometimes, but I could never get into it because I'm naturally a tinkerer. (code, wires, anything) I do not think A2 should be a console game, even if it's sales will forever suffer as a result. (I don't think it's plausable to consider the game scope working on a console and without community mods) I worked dev support inside the game industry for a measly 5 years (at a place that originally did PC games and transitioned to cross platform) but I learned a lot of interesting things about the trials those teams go through to make games. I defended PC gaming's merits to my similarly aged peers (I was a minority!) until I was faced with hard sales numbers and realized my misconceptions and narrow sightedness about the niche PC gaming market. I also felt there was a large disconnect between how BIS does things compared to the rest of the industry. As such, it almost feels as if A2 is not a game but something more worth while for me, a hobby? It's just a bit obscured under some oily rags and newspapers.

    Anyways this is long enough. I hope you'll all vote on any of the CIT issues (see sig + list below) with the core vision in mind, the same as this thread, to make it more popular so that we can all have a better time. Even if you do not agree with every tiny detail, the consequences are far worse, like not having enough players for a good ol game of blowing shit up. New players would benefit all parts of our community ecosystem, except possibly the patience of the forum mods. :D I'm not going to subscribe to this thread because it's kind of hopeless to me, sadly. Instead I want to enjoy the fun while it lasts.

    :yay:

    http://dev-heaven.net/issues/5523

    http://dev-heaven.net/issues/5520

    http://dev-heaven.net/issues/5795

    http://dev-heaven.net/issues/6258

    Cheers and much respect, oktane (really really sorry for wall-o-text)


  5. What's the point of having weapons restricted in the box if I can just reproduce them by respawning? That is, I can save a certain loadout, drop it all on the ground and respawn several time, creating a very large supply of everything, and if those weapons are really necessary for the mission (specifically AT weapons in "default settings" domination games that have a lot of armor opposition) then the respawn timer is the last thing that would stop that. If ammunition is supposed to be limited, then saving loadout doesn't make much sense. If ammunition is supposed to be unlimited, then the ammo box having limited ammunition and the fact the ammobox gets refilled every X seconds doesn't make much sense.

    I think that maybe some extra features have been added over time (weapon limiting, gear loadout save, etc) and you may be taking them as if they were all written at once with some grand cohesive plan in mind, but I don't think that was the case.. it simply evolved over time and as such, not everything makes perfect sense without starting over from scratch, which I trust you do not expect him to do. Regardless of the reasons, why not just edit it? It's simple to edit the ammo counts in the box to fit your needs. (see x_weaponcargo.sqf) You can also easily add an ammo box action item that will reload your saved ammo loadout to solve your RTB rearm hassle problem.

    An observation: I'm curious if you go to other peoples mission threads and say how such and such doesn't make sense, or if only Xeno gets this stellar treatment because he made a popular map, and is now somehow forever indebted to provide support and upgrades on it, making sure everything is cohesive and perfect with each release and feature added. Wtf? It's a complicated system, I'm sure you'll agree it's pushed the envelope of dynamic mission design. With 2000 posts here, I assume you have picked up enough information to make the simple changes to suit your desires? I think this may be where the attitude stems from.


  6. The problem is if a mission has aircraft but is not balanced for aircraft then you will always have a mess and/or have to use admin power to force balance on the mission :(

    Look.. A large burden lies in the players themselves

    , to use the freedom that Domi provides them responsibly. And unprofessional players will always be greedy, selfish and ruin it for others. To try and stop them with ever increasing rules enforced by scripts ultimately limits the flexibility of the guys working together, the guys who pay for the server in donations, the quality players. So the solution is not to change the game, just get rid of the players that don't want to team play. Needless to say, some scripts/rules are always needed to create a loose gameplay structure. But this has nothing to do with Domination.

    Did you make your own (hopefully dynamically) 'balanced' version of Domination? How would that work, when a player attack chopper takes off, 10 more tanks spawn? I don't especially like mid-game spawns, they feel cheap. It took me a while to even accept Domination's spawning of enemies, but it does it at obvious times because of resource restraints, I'm ok with how it does it. (I come from playing small coop scenarios before revive and all that jazz, opflash days)

    I like your idea of ranked enemies, that would be a really cool thing to have. Balancing the game though, it's difficult if the player count and skill varies(most important thing that changes), the AI skill varies, you don't have enough beta testers, they file inaccurate bugs based on assumptions or incorrect correlations, just overall it's a real chore with such a complicated mission.

    Then again, I think that almost any plausible problem you encounter in this game vs AI has a solution in which you come out on top, you just have to find it. Therefore, balancing is less important than having good players who can lead others to victory. (and luck) I have experienced many times where there was no way we could survive or succeed, and we ended up doing just that.

    Cheers


  7. Personally I hate the folks that bitch about the use of air power. If you want to play an infantry only version you better host your own game. ARMA is a CAX, like it or leave it.

    Indeed, when coordinating with ground forces they are truly spectacular and helpful. Infantry only is absolutely not what I am saying, we use all kinds of assets. It isn't bad at all with dedicated pilots or regulars that know what they are doing and respect what the ground people wish to get from the game. But I was specifically referring to the mass of people that come and go server to server, get in an attack aircraft and rambo around, especially when there are not enough ground units in the town to effectively take the camps. And our ACE players seem to like when they encounter a light tank or two on the ground, instead of them all smoking within 5 minutes of the town spawning..(armor is on light) the point is simply to emphasize teamwork, too often it's an anti-social dude in the aircraft that doesn't care to work with anyone else or cease operations when they aren't needed.

    I'm sure if you were inclined, that you could make an all-pilot version of Domination with much more armor, no completion restrictions, I bet it would be pretty popular too. I think Xeno made a similar mission called AirCav with multiple targets. But on ours, we try to emphasize on ground teamwork, where it's much more likely to happen. The aircraft are still there, but the admins control them when they aren't suitable for use.

    Edit: I'm starting to regret saying anything and this debate probably does not belong here. It's up to the mission maker or server, lets leave it at that. Anyone that has initiative can edit it to suit their needs, very easily.


  8. BETA 70184 noBlur Download: http://www.506th-pir.org/scripts/oktane/noblur/@okt_noBlur_1.5.70184.7z

    Hmm, many, many hours later and I have an automated solution that takes about 15 seconds to patch any version, written in powershell language. (which is a pain in the ass at first but pretty powerful compared to batch files) Auto detects version via exe metadata, depbo's, deshdc's, patches custom compiled ASM shaders, repackages it back up, all named correctly, signed, proper pbo prefix of 'bin', everything. But it is not yet done, I still have to automate the end packaging, easy-to-use install scripts, and updates changelog so that it poops out the *final* 7z file ready to upload or updates a web host automatically. Here is just the beta pbo for people that need it: http://www.506th-pir.org/scripts/oktane/noblur/@okt_noBlur_1.5.70184.7z completely generated from script, cept I had to create the @okt_NoBlur\dta folder structure. :D

    No sense in mirroring that, just hold off until I get done with the self update scripts that fetch the latest from the web. Then I'll only have to release here when there's a major revision. (final patch)


  9. If you can solve side missions using arty then I think that is a problem. Xeno removed this exploit possibility in Dom1, by calling it "not solved" (and hence no reward) if something without a side (such as scripted createVehicle "someartyshell") killed him, or an "item to blow up" remained a "hard target" (indestructible) until you had some guys near it.

    Maybe it is a bug/oversight? I fully support not being able to complete side missions like that, because it ruins the fun for those who have planned and executed a good attack on side - not for the reward but for the more organized teamplay. Not sure if adding a building would help, people would just bomb/arty the shit out of it anyway to get some "cool explosions" :)

    Yep, all mission targets which employ things like a building, or vehicle that must be destroyed use XCheckSMHardTarget/XCheckMTHardTarget.. which will not allow an object to take damage until a person has been very close (20m) to the target object. After a person has been within 20m, the damage handler is removed and anything can destroy it. The XCheckSMHardTarget variant is an FSM now.

    Afaik, 'men' do not use this system. Men actually use XKilledSMTargetNormal it appears. (for side mission) And no check is done for that distance thing. You could, I suppose, make a similar type of function for the man, but it's distance would have to probably be over 1000m so a sniper could get him.

    [rant to players who want things 'easy' & 'right now', not directed you guys]

    People who complain about this feature are incredibly impatient, and perhaps they haven't yet experienced their effort at team play ruined by rambo pubbers with high powered attack aircraft, spamming the town with munitions...

    Or they don't care about working with others at all! What is the point exactly? If they want to do that kind of stuff, they could put down some guys in the editor and strafe them with an A10 or drop fire on them. You win sir! (but nobody got to see your spectacular show I guess) Impatience and ArmA don't go well together, I don't think..

    In the game development industry, a role exists called 'game designer', and they make rules to make the game worth playing, the core 'goal' of the game and how you win/lose, etc. In Arma particularly, there are usually very 'loose' rules since it's such an open game, but they are required nonetheless. They exist to make create a believable and achievable challenge, to balance out goal difficulty, and thereby fun game and a desire to win, etc. One of the things that makes Domination so successful is the authors skill as a game designer, and his way of leaving things very open while still offering a challenge to those that want to use all of the 'help' they can. (teleporting, respawn, overpowered air assets, etc) And other players, can choose not to use some or all of those things for a realistic game.

    Sorry for the rant, people sometimes complain about such things and they don't think though the effect on the core gameplay if these balancing decisions didn't exist. Domination would have probably died years ago if you didn't have to enter the town and fight to win! :D

    [/rant]


  10. Yes, that is what I meant.

    Would it be possible to tweak the PP option settings, so that DOF would get enabled on "Low"?

    No its hard coded in the exe, what each level is and what shaders it uses. You could buy a book on reverse engineering EXE files.. Chris Eagle, Vlad Pirogov, and Eldad Eilam are good authors on the subject.

    ---------- Post added at 01:58 AM ---------- Previous post was at 01:55 AM ----------

    This mod does not work on my box. It throws an error on startup:

    "access/'is not a class ('requiredVersion' accessed)"

    radial blur is still present. meh.

    Who cares about radial blur? The point is to remove the rotational blur. The radial blur only occurs a tiny bit on the edges of the screen when you run fast, it doesn't make your performance dive like rotBlur.

    Since it works for everyone else, then you must have an issue with your configuration. As stated multiple times, using the beta version of noBlur may have bad effects with a newer beta. (because it contains the whole bin.pbo) So use 1.05 final. If you already are, I don't know what to tell you. :confused:

    ---------- Post added at 02:18 AM ---------- Previous post was at 01:58 AM ----------

    To all asking about more beta noBlurs, I have to ask.. do you need it signed?

    If you do not, then I can put together something that can make you a noBlur which is unsigned, and you can update it yourself. When you get the new beta, you just run some batch file (complicated, which is yet to be written) and it patches the correct shaders.

    Otherwise I think i need to make some more infrastructure and an updating script batch that uses wget to fetch some files I host, signed versions. And I need to automate the creation of them, ie, tie them into six updater or something so when a new beta arrives the noblur is generated and uploaded automatically.

    Either path is a lot of work. One overlaps the other too.


  11. Great mod, it really helps!

    Is there a way to blur the ironsights only?

    Currently I have to set PP to high to achieve that, but as you said that has other effects I do not like either.

    But imho the blurred iron sights really add to immersion.

    Thanks a lot!

    A.

    You mean the 'depth of field' (DOF) where it blurs the stuff close to you in 3d? No I haven't messed with any of that stuff. In order to have that work, many more shaders would have to be disabled that work by itself on the higher PP settings. Maybe some day.


  12. Nice to see the missing weapons are now there. :) How about the 6rnd CN gas for m32?

    Ace has a nifty classname browser here http://browser.dev-heaven.net/ (ACE_6Rnd_CS_M32)

    and the is file \x_client\x_weaponcargo_ace.sqf if you don't already know.

    Speaking of this, I was thinking of writing a bit of code to automatically populate ammo boxes without hardcoded lists. I thought I could look up the weapon/mag cargo for each of the ace crate types. But a limitation is that for it to work, the ACE team must have put it in their ACE boxes, and you can no longer pick how many items to put in the crate. :/ But hey, you'd always have the latest and greatest weapons.

    I'm just wondering also if there is any chance in a script to remove clutter off the ground in the base (dropped kit items and such).

    This was an old problem in MFCTI or CRCTI for OpFlash too, later on an item was added to either a dialog or vehicle action menu (cant remember) that cleaned up a few hundred meters around it. It wasn't automatic though, but it worked well when the fps got low. Maybe a very low refresh rate 'lawn mower' around the mhq running at all times would work, it's just crunching through those huge nearObjects arrays may cause a little studder. :D I wonder if the gear is still local after being dropped? The main issue is there is no event for a player dropping gear, it would likely have to be polled, meaning more loops or fsm's running.


  13. Ty, too bad you didn't ask because the original version from ruebe had allmost all paramaters documented

    Thanks! There are definitely some bugs and inconsistencies in the BIS particle system!

    old: square_flake.gif new:good_flake.gif

    (They are about the same size, it's just hard to take a picture of them. 0.08 is the size.)

    Well, that is not completely correct if you use the latest ACE 1.1 RC from yesterday.

    I've rewritten the BIS ARTY module..

    Oh so it was you who was digging in there. I noticed I had to use ACE_ prefixed ammo types now, and I was just about to post a bug about the BIS arty targeting not working in ACE as of Friday. Now it all makes sense, needed to swap BIS->New ACE arty module, glad I didn't post that bug! :p

    Thanks for fixing that dreaded task icon error. I was really close to the point of turning the manual targeting system into a mission side script so it could be improved, out of utter frustration. Hopefully the targeting map can someday be full screen and arty units turn speed reduced for easier fine control. (or fine move directional buttons?) I never got why someone would make the map tiny and the rest of the screen is a guy sitting in a mortar or blank sky in 1st person... Now I'm going to go diff out what you did in the module.. Glad to see ACE team improving the Arty module that BIS forgot about.

    Cheers!


  14. The snow is kind of boogered up, the particle array is referencing an invalid grid divisor and it results in the snow being 1/4 of a circle, ie it has a square edge. Here's a fix Xeno.. took forever to figure out this undocumented crap! (the anim array must be 1000 when referencing a single frame, try to find that in the wiki! :D):

    _snow = "#particlesource" createVehicleLocal _pos; 
    _snow setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,13,0],"","Billboard",1,7,[0, 0, 20.0],[0, 0, -0.35],1.0,0.000001,0.0,0.4,[0.08,0.05],[[1.0,1.0,1.0,1.0],[0.94,0.94,0.96,1.0],[1.0,1.0,1.0,1.0]],[1000],0,0.01,"","",(vehicle player)];
    _snow setParticleRandom [2,[35, 35, 10],[0.0, 0.0, -0.1],0.001,0.05,[0.01, 0.01, 0.01, 0.02],0.002,360];
    _snow setParticleCircle [0,[0.0, 0.0, -0.1]];
    _snow setDropInterval .01;

    Also it's too bad it can't rotate, it seems the rotation velocity param is ignored unless you are using multiple frames. So I used a round effect from Universal, which is loaded in memory all of the time anyways. I haven't yet figured out what param is causing the really fast moving snow that is warping all around (it did this before too, I didn't touch it) but eh, it's not that noticeable. From far away it kind of looks like interference on a TV. :D

    Cheers

    ---------- Post added at 08:09 AM ---------- Previous post was at 07:49 AM ----------

    I searched the ACE2 thread, the ACE2 wiki, and Google and never once could I find any mention of exactly how to call atrillery in ACE2. The closest I found was some obscure 10-month-old ACE dev post on a possilbe interfaces they might use when released.

    /sigh

    I don't play ACE much. If I did I guess I'd learn these things. But not being able to find answers to this sort of thing is why I don't play ACE much.

    /sigh

    There's no artillery system yet in ACE. You can use the BIS manual system that ACE edited (get in a arty piece, choose target artillery) or you can use Xeno's one (as you found). If you find the ACE documentation lacking, I bet you're welcome to contribute to it. However, as a contributor, be prepared to meet folks who find your work to be inadequate and expect more. And considering the majority of people don't read it at all, and keeping it up to date is a massive chore with daily code changes, maybe you'd rather add meat and potatoes gameplay features rather than endlessly work on documentation. :)


  15. Thank you for this mod. I have one issue. My basic 1.05 works perfect, but with this new version for the beta I can not get it to work. The blur/bloom is still there.

    I am running the Steam version. PP set to very high. I have just the beta and the okt beta selected as my mods. Any tips?

    Did you see the instructions in the first post? The things that need to be done are:

    Config: Run one of the batch files to configure the mod, for you it is the beta ones. Choose one, I prefer to leave the glow on, it looks nice.

    Shortcut: -mod=beta;@okt_noBlur (beta must always be first btw)

    Game: Turn PP to Low, High isn't required.

    If you go from 1.05<->beta, you still have to reconfigure the mod with the batch files inside the mod directory, every time you go back and forth between 1.05->beta or beta->1.05.


  16. Oktane, you are so dang awesome. I am so glad I get to use PP again :yay:

    No problem. Wish the new beta was a bit more stable though. Plus the ground keeps disappearing in it... (others have been having this issue too) Kinda gotta use 1.05 final if you want to play stable for a while without glitches. Too bad because the new beta has good streaming engine fixes apparently.

    None of this has anything to do with the noBlur though, had problems with the new beta even with it disabled.


  17. Shame about the new patch but thanks for letting us know. I've been using it until now.

    Can the mod folder name be changed or is it needed as is? I always cut Mod folder names to 3 letters so I can pack them in the shortcut target line, no launchers for me.

    I just want to make sure I wont screw anything up if I change the name when the new version comes along.

    Thanks for the performance bump!

    Concerning mod folder names, that should be no problem. I designed the batch files with that in mind, the base mod folder name can be anything and they will still function correctly.

    I'm working on the update now, for that beta. It will just replace the other, so no upgrade worries. Be ready in a few hours.


  18. oktane, which do you personally prefer - bloom on or off?

    I like it, it's the reason I turn post processing on. Especially at night, the explosions look nice.

    Will this still work with the beta patch BI just released today?

    No, because there are new config.bin changes I must merge tomorrow, and they recompiled the shaders. (yet didn't update anything in defPP)

    So I will have to make a new beta setting for 69645 and resign it.

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