s_Hole
Member-
Content Count
50 -
Joined
-
Last visited
-
Medals
Everything posted by s_Hole
-
i'm sure many of you have come across this and have got frustrated; without nightvision: ahh, a nice night out.. a bit dark though original BIS nightvision: hmm.. better, but still can't really see anything S_NVG: SWEET JESUS! Â ALARM! so what this addon does, is disable the HDR engine when nightvision is enabled the way the original is, it renders the entire nightvision unusable if there's a single light source in the picture it's damn frustrating now, the nightvision is locked to a single brightness level when it gets brighter, it gets burnt out as white(or bright green rather) on the screen, as you can see from the car lights on the right above i have no idea how this would play out with multiplayer, so i suggest you place it at an addonfolder reserved solely for singleplayer play using this addon online should be concidered cheating Gameplay notes: -The NV sensivity is set by default to 1.5, which is good for most nights of the year. -You can adjust the sensivity by PageUp and PageDown keys. -You can switch the game's stock automatic nightvision adjustment on and off from your action menu. It is disabled by default. installation notes: 1. unzip the addon to your addon folder 2. play download: S_NVG v0.5 history: v0.1: initial release v0.2: a number of issues fixed; - no longer conflicts with BIS' nvg.. you no more have to unassign the key.. the addon automatically deals with this - cleaned up the code some.. it actually makes sense now - eliminated the hack delay when taking off the nvg - made it slightly darker.. it was oversensitive for most nights v0.3: what it was supposed to be! - extended eventhandlers -> now works in every mission (including QG) thanks to Manzilla for helping me and sickboy for helping him - added an action when nvg enabled to switch auto-adjust on and off v0.4: - no longer conflicts with GMJ_SightAdjustment nor SightAdjustment_AutoInit (many thanks to i0n0s) - fixed issue where script ran for every npc, which was dumb - vehicles should work properly now - death, teamswitch and some other issues are addressed, but not foolproof - other stupid bugs i squashed but can't remember anymore - added keys to change NV sensitivity (page up and page down) v0.5: hotfix release to resolve some pressing issues - key assignments survive a savegame - no longer leaves action on old character on teamswitch - autoadjust action isn't echoed at the center of the screen anymore (distracting) plans for v0.6; - multiplayer support? should probably be required for all if somebody tells me what is needed, i'll add it i don't play multiplayer so it is not a personal priority - moved keydown event over to it's own addon, which will be required from now on - this will allow configuration of addon from a text file and futureproof compatibility, if other addon makers adopt the key event addon <span style='color:grey'>- automatic adjustment by date and time</span> - do this if you want to.. the code i started is inside the .pbo - is there anything else i should change or add?
-
made a hotfix version to make savegames work, and a few issues that were already fixed and easy copypaste from the next actual version i really dropped out on arma six months ago and haven't looked at it since hope this helps till i get around to actually finishing the appropriate addons i picked pageup and pagedown as wsad is pretty much the industry standard and those keys are far away from them if you want to change them, you'll have to decompile the .pbo and change them from keypress.sqf the .pbo contains keymap.txt which has all keys and their keycodes listed
-
try switch nvg off and on again that should fix it sorry for disappearing been discouraged from arma development for a while now due to 1.14 instability and emergence of armalib and it's lack of a file editing function, aswell as general laziness next version is still due when i get around to finishing the keyeventhandler code
-
people without armalib could edit the config with notepad (as with some addons already - sightadjustment range-tables for example) or the addon creator could make a tool that did the more complex configurations for them (as i did) being able to do these changes without leaving arma would ofcourse be much more user friendly but meh.. i'll just release two versions for now and merge them if a filewrite feature some day appears this thing is awesome in any case thanks
-
addon configuration there's several versions of some addons out that each are put on a different setting that could easily be changed ingame, though lost on next level load sure, people could use armalib's sqlite for it, but that would require everyone to have it and i'm sure there's people who are not going to use it due to it's "dubious methods" - as some skipped (the also brilliant) dxdll for security, probably best would be to chroot the function to somewhere like "%armadir%\addonconfig\" my design rationale from the previous page, in case it was missed;
-
so is that a "no" then? should probably be 'chrooted' to arma directory tree and non-binary to fend off people willing to exploit this
-
this is brilliant and definitely a great addition to arma i will surely take full use of this in the future but a basic file write function would be very useful pipe is great and all, but requires something seperate to be launched if you actually want to touch stuff outside arma and sqlite is great, but requires armalib i'm making a fairly general purpose addon that will benefit greatly from armalib in usability, but i'd hate to make the addon to exclusively require armalib, as i'm sure there's some people who shun on dll injection as such original design was to have an external application that would configure the addon - which is not the optimal solution, but acceptable with armalib i would either have to force everyone to have a background process altering files - which is unacceptable - or use sqlite - which would be limited to only those who have armalib, which is not a good solution at all either ofcourse i could do two versions, but with twice the work and bugs while a simple filewrite() from armalib would allow fluid functionality of both without conflict
-
well, i'd like to adjust the mip-mapping logic in some way atleast it's silly that everything looks very pretty, but only up to 10 meters, and then everything turns into blurry mess look at arma2 shots and this effect is only emphasized arma1; http://games.tiscali.cz/clanek....dg6.jpg arma2; (bottom left and middle right) http://games.tiscali.cz/clanek....og1.jpg um, yea
-
Dynamic viewdistance XEH by [GLT] Myke
s_Hole replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
i actually read that as "Adjusts viewdistance related to Age, Sex and Location" as the age old internet horny abbreviation goes a more complete implementation of this could perhaps be to shoot a ray from the player head to every direction every now and then and measure how far it flies and put the draw distance there or adding draw distance according to zoom level good idea in any case -
Nucleare Bacteriologic Chimic Combinaison
s_Hole replied to colonel well's topic in ARMA - ADDONS & MODS: DISCUSSION
it wouldn't be too difficult to create nbcc hazards in the game though a proper containment mission with full infection simulation would be damn cool anyone planning simulating this? -
SightAdjustment (windage+elevation)
s_Hole replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
if you're making a new release with XEH support and all, maybe you should add my displayeventhandler into it aswell, so it won't conflict with other key binding addons? once i get it made, probably by some time next week -
they better have a bottle of jameson as sidearm
-
oh dear why hasn't anyone added keydown to XEH yet? anyone mind if i make a generic fix addon of this issue while i'm at it? i'll look into externalising the config for keys and default sensitivity only real bug at the moment i am aware of is that the action stays with the previous character on teamswitch probably occurs in multiplayer aswell can someone with experience on this show how to fix it and i'll implement it for 0.5 aswell
-
yes, i use it, and prefer it over the awfully limited bis one possibly, but it would be silly as i couldn't make the light they cast glow like that which would make it look horribly fake
-
v0.4 ok, so i wasted two days trying to come up with an algorithm to reliably predict daylight due to the complexity of the task at hand and the utter crappiness of arma sqf parser, i just gave up instead i added keys to adjust the sensivity (PageUp and PageDown) and set it by default to 1.5 which is good for most nights also, multiple action spam, vehicles, death and teamswitch should be fixed now teamswitch leaves the action on the original character though as i couldn't reach it but all major issues should be gone now v0.4: - no longer conflicts with GMJ_SightAdjustment nor SightAdjustment_AutoInit (many thanks to i0n0s) - fixed issue where script ran for every npc, which was dumb - vehicles should work properly now - death, teamswitch and some other issues are addressed, but not foolproof - added keys to change NV sensitivity (page up and page down) plans for v0.5; - multiplayer support?  should probably be required for all  if somebody tells me what is needed, i'll add it  i don't play multiplayer so it is not a personal priority <span style='color:grey'>- automatic adjustment by date and time</span> - do this if you want to.. the code i started is inside the .pbo - is there anything else i should change or add?
-
yes, i should have made the WIP status clear from the start sorry guys any help is still appreciated
-
yes, i noticed this while testing aswell it should not be used online at all at the moment and not really offline either, other than for testing
-
that config example doesn't work lines 34 and 35 were identical on purpose.. there was a rare case nvg didn't turn off earlier without having it twice might be useless now that i've changed it around so much i totally forgot about death i guess the aperture setting is stuck until something touches it i'll have to look into it for the next version if you're looking for a bit where the stock nvg is useless, try the camp mission in the QG campaign or set time to night in editor and place a civilian car with lights on somewhere in your view doesn't even have to face you my example pictures would be even brighter with the stock nvg than mine, if it wasn't for that small car with it's lights in it
-
possibly.. but i rather like it that it becomes useless beyond a certain point - but you're better off without NV at that point anyway we'll see i just found a mission that it doesn't work in, again *dies*
-
new version fixed everything XEH and all comments and suggestions?
-
new version see first post the code is mostly rewritten from it's awful proof-of-concept state .cpp is still completely unchanged as i couldn't get extended event handlers to work (newbie arma modder still)
-
yes, the main reason for posting this was to get help to fix my shortcomings as a newbie arma modder i'm kinda bummed arma.info posted this in it's unfinished state any help is welcome
-
that's a failsafe for something else regular NV is still executed, but after mine and it functions as a toggle, turning mine off *looks at code* coming back to this now, i can't but wonder what i was thinking when i wrote this either way the main issue for me was that it didn't work in every mission like not at all in QG, which was my main frustration/inspiration in the first place
-
great thanks the code probably looks awful.. i just got annoyed when i couldn't get it to work proper and didn't clean it up that much i'll probably look into it tomorrow some edit: i can't use actionKeys as the addon conflicts with normal nvgoggles if they're activated simultaneously, effectively breaking eachother unless if it's possible to disable the normal nvg, in which case this would be quite optimal
-
some suppression addon i tried earlier broke the sight adjustment addon check this if you apply it