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subx

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  1. Sorry should have said, I was talking about FTP. I don't think HTTP will have the same problem, because the file request is all in one connection. And testing on your repository seems to back this up (successfully downloaded large files). So it's probably a FTP only issue, but adding a bit of robustness against networking errors is always a good thing.
  2. Just been trying to use Arma3Sync to download a repository and have encountered the same stops in the download process as previously reported by another user: I can't see resolution to the issue in this thread, so I'll explain what I think is going wrong. I was finding that any file larger than about 250Mb would cause the problem, but it's not the size that's the issue, it's the time taken to download. A file of that size was taking about five minutes to download from the repository. A quick look at the network traffic to and from the server when a file is requested shows there are three parts: the initial request, a small piece of information about the file, and then the file contents itself. The problem is that the initial request does not complete until the file contents completes, and when a file takes a long time to transfer one or both parties lose interest in the initial request and it never completes. The file finishes downloading, but Arma3Sync is left indefinitely waiting for the initial request to complete. Not sure if the miscommunication is caused by a server configuration issue, but Arma3Sync should really be able to handle the situation, even something as basic as timing out if no data is being transferred anymore and moving on to the next file, would help.
  3. VA seems to be a case of style over substance (and another example of BIS's inability to design a decent UI). It overcomplicates a simple task. Its use fails to be immediately obvious. Once you understand the way it works, it's cumbersome and lacks clarity (being surprised to find things in your inventory after using it isn't a good sign). The VAS UI is not perfect, but it is a damn sight quicker and clearer to use than VA.
  4. The lack of analogue controls for vehicle acceleration and braking has always seemed like a bizarre omission. Even more so with the karts addon. Considering there's an analogue steering control, it just seems odd. Anyone know why they're missing? (Bit puzzled that I can't find any other posts asking this simple question... makes me wonder if I'm missing something!)
  5. Excellent, I was looking for an output window for debugging and this has that and much more :) Quick note on the included script with dummy functions for when the addon isn't present: executing this at init for a mission (as suggested in the readme) causes problems because (isNil "FHQ_DebugConsole_Commit") is always true at this point because the debug console functions are not yet defined. Adding a slight delay gets round the issue, and quickly looking at the code, I don't think debugConsole_outputconsole_fn.sqf gets included in preinit because init.sqf only references it with execVM. Below is a slightly modified fhq_debugconsole_support.sqf with a delay so it works with the current addon. I've also added an override of FHQ_Debug_KeyHandler to add an extra binding so the output window can be directly toggled (far more convenient!) sleep 0.01; if(isNil "FHQ_DebugConsole_Commit") then { FHQ_DebugConsole_Commit = { }; FHQ_DebugConsole_Clear = { }; FHQ_DebugConsole_DebugOut = { }; FHQ_DebugConsole_SetOutput = { }; } else { hint "FHQ DebugConsole initialised"; FHQ_Debug_KeyHandler = { _res = false; if((_this select 1) in (actionKeys "User20")) then { [] call FHQ_DebugConsole_MainDebug; _res = true; }; if((_this select 1) in (actionKeys "User19")) then { [] call FHQ_DebugConsole_User19Key; _res = true; }; if((_this select 1) in (actionKeys "User18")) then { [] spawn FHQ_DebugConsole_ToggleOutputWindow; _res = true; }; _res }; };
  6. subx

    Tao Folding Map

    Not sure about voice commands, but GlovePIE seems to be able to control this mod without issue. For example, if I set "X" to toggle the map in tao_foldmap_a3.hpp, I can then use GlovePIE to assign a button on my midi control surface to do that action: GlovePIE script: Pressed(midi0.cc46) => Key.X;
  7. subx

    Tao Folding Map

    Thanks for the update, think it's looking pretty much perfect now :) Also I think the control weirdness that tortuosit reported was probably due to the same CTRL variable issue I found.
  8. subx

    Tao Folding Map

    The class defined on line 14 of config,.cpp is what's causing the second entry to appear: class CfgMods { class tao_foldmap_a3 { dir = "tao_foldmap_a3"; name = "Tao Folding Map"; picture = ""; hidePicture = "true"; hideName = "false"; actionName = "Website"; action = "http://ryanschultz.org/arma-3/"; }; }; Now obviously I'm no expert with my full two hours worth of experience :) - but I believe it's unnecessary since (based on this old thread) it's just replicating the information from mod.cpp anyway.
  9. subx

    Tao Folding Map

    Hmm no fix for this... so I guess I'll learn a bit about making addons for ArmA and debug it myself... lines 367-369 of init.sqf have incorrect variable names for the CTRL key setting from tao_foldmap_a3.hpp. Corrections needed are shown in red: tao_foldmap_keyZoomIn = [TAO_FOLDMAP_ZOOMIN, TAO_FOLDMAP_ZOOMIN_SHIFT, TAO_FOLD[color="#FF0000"]MAP_[/color]ZOOMIN_CTRL, TAO_FOLDMAP_ZOOMIN_ALT]; tao_foldmap_keyZoomOut = [TAO_FOLDMAP_ZOOMOUT, TAO_FOLDMAP_ZOOMOUT_SHIFT, TAO_FOLD[color="#FF0000"]MAP_[/color]ZOOMOUT_CTRL, TAO_FOLDMAP_ZOOMOUT_ALT]; tao_foldmap_keyNVMode = [TAO_FOLDMAP_NVMODE, TAO_FOLDMAP_NVMODE_SHIFT, TAO_FOLD[color="#FF0000"]MAP_[/color]NVMODE_CTRL, TAO_FOLDMAP_NVMODE_ALT];
  10. subx

    Tao Folding Map

    Thanks for adding the option for manual key bindings, much appreciated :) Second entry on expansions list: I think I've got some vague memory of it happening with some mods on ArmA 2, no idea why though. Interestingly it doesn't happen with version 2.1 of the mod. Issue: CTRL modifier on its own doesn't seem to work for zoom in/out (key bindings work whether CTRL is pressed or not), However SHIFT does work, and CTRL does work for recentre map,
  11. subx

    Tao Folding Map

    If I enable via the expansion menu in ArmA and restart, a second entry for folding maps then appears in the expansion menu....? Re: the controls: You can't use modifier keys with mouse/joystick buttons, so I'm unable to zoom the map becuase I use the mouse wheel to zoom. So being able to configure the keys would be a real help (even if it's done by manually hacking a config file like with VTS weapon resting). Also didn't you used to be able to recentre the map? Can't seem to do that anymore...? When the map was "paper" it made sense that it didn't scroll, but now it looks like a tablet there no longer seems to be a reason for it to be static.
  12. While some UI elements have gradually improved over the versions, the Action Menu has stayed pretty much the same (possibly since OFP?) Almost everyone will have experienced the highlighted option changing between deciding to select it and actually activating it - always fun if "touch off bomb" is the one you accidentally activate. There's nothing more annoying than blatantly bad UI design being ignored, especially when it could be fixed with minimal effort. It's probably the most efficient use of time to improve user experience. The Action Menu fails to adhere to some very basic UI principles: - do not move interface items - only the user is allowed to change the function of an interface item So to fix: (while the Action Menu remains on screen) - do not remove menu items, just disable them (important: only prevent the user from activating them, not selecting them) - never change what the user currently has selected - when adding new menu items, do not move existing ones It's not some amazing new concept, it's just how it should have been programmed in the first place.
  13. Anyone who's spent some time hacking around the A2 Domination code should realise that doing a straight port would be more trouble than it's worth anyway. I mean, it works but, well... lets just say that creating a Boolean with a triple negative meaning is some kind of achievement! Take the concepts and reengineer them.
  14. A few people have reported slow down issues on the mission, which may be due to the higher concentration of enemy units. Default view distances have been returned to the values from the original version in an effort to alleviate this problem.
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