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seba1976

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Posts posted by seba1976


  1. ...

     

    http://blog.topazlabs.com/wp-content/uploads/2011/03/HDR_Example_Clean.jpg

     

    Looks familiar?  ;)

     

    BIS is using some HDR-like technique, that's why there are no more dark areas in the scene. In photography that's something good, when you want to show everything that is in front of the camera (good example -> http://www.luminescentphoto.com/blog/wp-content/uploads/2015/12/Odell_20130109_3496-HDR-Edit.jpg), but is the opposite of a realistic look. In short, the "visual upgrade" is making sure every part of the scene is visible, regardless of natural lighning conditions, so we are able to see now, parts of the scene that are, in real life, too dark to be seen. Also, every part of every texture, is much more exposed now, so they better be good, which is not the case in most cases, specially with older stuff, or non proffesional work. And the bigger the monitor, the bigger the problem.

    • Like 3

  2. I had disabled the mod for testing, but then i forgot, then I fired up a mission that usually takes an hour and a half to complete, and instantly realized the mod was not loaded. Closed the game with resolution. That was just not the way it's meant to be played  :)


  3. This position returns false (empty array actually) if the second parameter is set to -1 (check-only mode):

    systemChat str ([4274.66,12113,0.00139618] isFlatEmpty [1, -1, 0.5, 1, 0, false, objNull])
    

    But it returns the position (meaning it meets the criteria), if the second parameter is set to 1 (find-position mode):

    systemChat str ([4274.66,12113,0.00139618] isFlatEmpty [1, 1, 0.5, 1, 0, false, objNull])
    

    I'm pretty sure you won't need anything more that this ;) .


  4. You state in the new page, that the second parameter must be always set to -1, or the command becomes useless. It was known before that, that isFlatEmpty could search a little area to return a valid position, as it is seen in the doc before your changes (thank a lot BTW I was looking for that previos version):

     

     

    position isFlatEmpty [float minDistance,float precizePos,float maxGradient,float gradientRadius,float onWater,bool onShore,object skipobj]

    _isFlat = (position _preview) isflatempty [
    		(sizeof typeof _preview) / 2,	//--- Minimal distance from another object
    		0,				//--- If 0, just check position. If >0, select new one
    		0.7,				//--- Max gradient
    		(sizeof typeof _preview),	//--- Gradient area
    		0,				//--- 0 for restricted water, 2 for required water,
    		false,				//--- True if some water can be in 25m radius
    		_preview			//--- Ignored object
    	];
    

    I'll provide a testing position as soon as I can (I know where to look, main road north-east of Neri, i just need the time).

     

     


  5. @killzone_kid May I ask why you have change the documentation for isFlatEmpty on the Wiki? The variant where the second element was used to allow the command to move a little the original point and return a suitable place is working nice, as far as I can test it; and the check-only variant is definitively not. I've spent hours testing and getting negative on tests for specific points that, to my knowledge, completely meet the criteria, until I tried setting the second element to at least 1, and it magically returned true for all the expected positives, and false for all the expected negatives. Care to retest you tests or share some info?


  6.  

    For Ai teammates , well 99% of the time our players dont have Ai teammates and if they do, i suppose it would then use vanilla ai routines on their part correct? (which i dont really have a problem with)

     

    If any player has ai units under his command have them running this mod. The most glaring problem you will face will be terminator ai that will eliminate opfor units too easily. Also they will not use proper fire modes and engage from unrealistic ranges. It happened to me by accident and it broke projected difficulty during some sessions, until I stumbled upon this as being the cause of the problem.


  7. So someone does something with your map, you have a problem with that, and as a consequence, we don't have your map anymore. You don't really loose anything, but we loose the map. Something's wrong somewhere. Imagine every mod maker doing the same thing. I am really very sorry that you feel that way about how to deal with this problem. Let's hope some day every single individual will respect your wishes, so that one day, maybe, we will be able to enjoy what you do again. Until then, thank you for all your work :) .


  8. private _car = _this select 0;
    
    clearWeaponCargoGlobal _car;
    clearMagazineCargoGlobal _car;
    clearItemCargoGlobal _car;
    clearBackpackCargoGlobal _car;
    
    _car addWeaponCargoGlobal ["rhs_weap_M136",4];
    _car addWeaponCargoGlobal ["toolkit",1];
    
    
    _car addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",50];
    _car addMagazineCargoGlobal ["hlc_30rnd_556x45_EPR_G36",8];
    _car addMagazineCargoGlobal ["rhs_200rnd_556x45_T_SAW",8];
    _car addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell",20];
    _car addMagazineCargoGlobal ["rhs_m136_hedp_mag",4];
    _car addMagazineCargoGlobal ["HandGrenade",10];
    _car addMagazineCargoGlobal ["SmokeShell",10];
    
    _car addItemCargoGlobal ["ACE_fieldDressing",50];
    _car addItemCargoGlobal ["ACE_morphine",20];
    _car addItemCargoGlobal ["ACE_epinephrine",10];
    _car addItemCargoGlobal ["ACE_bloodIV_250",5];
    _car addItemCargoGlobal ["ACE_EntrenchingTool",2];
    _car addItemCargoGlobal ["ACE_TacticalLadder_Pack",1];
    _car addItemCargoGlobal ["ACE_ACE_wirecutter",1];
    _car addItemCargoGlobal ["toolkit",1];
    

    Call from init of unit with:

    [this] spawn "scriptname.sqf"
    
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