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SaOk

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Everything posted by SaOk

  1. Very strange (your settings are near the same so something hides the GUI), but will do longer testing sessions but mod conflict is possible too. Already fixed the radar par that went sometimes over the up par. Also quick dialog text. Got stucked in wounded mode which I need to repair next. Jumping between the UE4 (just resetuped near 1000 anims during over 4hours :D ) and arma3, probably will release the tweaks in multiple updates since arma edit is just slow to work with.
  2. Screen ratio or resolution may affect GUI. I will look into what could be missing.
  3. No worries :) will get started now.
  4. I needed to get Win10 since Win7 only supported only 16Gb. Certain editor reached that limit quickly. When comparing to Win7, the Win10 runs much faster. Mostly have liked this so far, but not sure if its better than Win8. There is much alternative programs to edit SQF so wont be problem. I will get started in very near day.
  5. Sorry, its badly late. Notepad++ refuse to launch on Win10, but will prepare some other program to edit the sqf.
  6. It should have worked then. I will test that panthera myself. Or could be something that changes when not playing in editor.
  7. For me the custom maps play right (or tested with Chernarus). When you were playing map like panthera, did you remember to use the pbo name in ()? So it would be WLA.panthera3.pbo. I try to get bug update soon (also try other custom maps if there is some bug still hiding), but notepad++ stopped working after updating to win10. But need to stay in topic. Once getting the update out, I will leave the forum. You can still contact me in twitter or steam.
  8. SaOk

    Music Recommendations

    Beach House have put two nice dream pop albums out in 2 months. Latest arrived today: ​
  9. The tutorial aspect is quite lacking in the consept. I wasnt sure where to throw the info and dont like to write the guides (and my english is more like finglish :) ). The field manual and map info is quite hidden. In shift+1 menu I orginally didnt know how to add scroll-able text space. Mission is meant to be challenging to have use for the special call support features. I should have made the easy setting much more easy, but its time taking to balance all the features. But skill settings in game options should have massive impact. You can set that enemy basically dont see or hear anything or as opposite have eagle eyes. :D Sorry for the late update. Have stucked in UE4 editor, but checking the bugs soon. Some new pics - I learned to do own landscape materials that have multiple layers. Using of course textures from UE4 marketplace or free examples. Also got postProsessing again work. Made it look bit like Cities: Skylines: http://imgur.com/a/owwPl Constantly remaking the playarea while learning new tricks. Preparing new zombie video soon. They are now pushing fences dynamically down.​ ;) ​
  10. Hi, I will look into that too for the soonish bug update, unless its some mod conflict. But something similar happened once for me too.
  11. Sure here, use it like script. _f = diag_fps; _text = format ["Units %1 Groups %2 DeadUnits %3 Vehicles %4 FPS %5 CIVLIANS %6 EAST %7 WEST %8 OBJECTS %9 ENTITES %10",count Allunits, count allgroups, count alldeadmen, count vehicles,diag_fps, {side _x == CIVILIAN} count allunits, {side _x == EAST} count allunits, {side _x == WEST} count allunits,count allMissionObjects "All",count entities "All"]; hint _text; I will try to fix much these issues for next update. Bit late since got excited of new zombie anims. Had drooled after them for 3 months and finally those were -50% (and working properly with ue4). Here is latest zombie pics even looking better in motion: http://imgur.com/a/KtsLW Starting to get more and more ideas for the project and its getting closer and closer to WLA as structure (not in military way). :) btw. that GUI will get remade.
  12. I can increase the height slider. ;) Yes, there is first person camera already. But maybe will need to add separate 1st person hand animations for that, but will see how managing to make it look. Planning to get better weapon pack later which should look better in 1st person view too. Since working alone, the game will be cheap. Was thinking 5$/5euros maybe (10$ at very most). But still too early to set that. And if getting in steam, not sure what terms they have. Will get proper zombie animations this friday. Also hopeing to invest for 1 hand melee weapon anim pack. The fistfighting in that vid is very bad still. Missing proper collisions. Heavy work still needed on everything. The same way as with arma the most time goes to problem solving. :D In arma FPS drop is caused by AI and villages, in UE4 the dynamic lights. At least got texture streaming working nice,. Edit: Adding the new zombie anims :)
  13. Here is the latest UE4 vid. Quite sneak peak of scenery and WIP zombies:
  14. Not yet, but I wil try to prepare it during weekend after getting Cities Skylines DLC review written for thursday.
  15. Thanks :), do you have WLA addon running (so the hint isnt displaying constantly)? Mods can also add extra FPS hit. Else the mission can be more demanding than campaigns. Even there is proper spawn-delete loops, I am trying to spawn so much life that is possible before FPS drops very much. So there is 60-80 units spawned at one time. You can try decreasing life range and set ambient life to half. Else there isnt much to do. Map location of course affect much. Will also check if there is some new bugs when playing with 1.50. EDIT: Also lower the max vzone setting. So there is less spawned platoons at one time. Thanks :), the UE4 vids are very outdated. Have now trees and other stuff placed on whole map. Much more other scenery too, even still much more to add. Few days ago found out Mixamo Fuse. Using now characters made with it. Adobe have bought that so need still to read the new terms, but hope to have those in released game. Having also WIP zombies and flying bots now. Should get better zombie animations soon. Those will be in more optional/rare role, but want to add them anyway. ;) Just throwing material in and slowly forming game of it. I try to remember to change that RHS chopper when jumping in editor. You can get more those map platoons from mil center (shift+1) when visiting camp. Purchased platoons spawn to nearest pier and when head to your direction.
  16. Thanks :), some of the map buildings dont have effect on lineintersect-check. That prevent entering the undercover-mode. Seems like there have been some small changes that have broke the custom maps to work right. I will try to check and release small update for that in near weeks. The UE4 project is still very work in progress. Much stuff still missing and to add. But hope to have some kind of early access late this year or very early next year. Was thinking to use indiedb.com for that. And later try to get through steam greenlight. Planning to keep updating the project same way as this WLA for year or more (after release), listening player feedback (if there is any :D). Going to have new videos soon even its quite too early to show it. Mostly vids are just to show the progress. There is not much game yet.
  17. Thanks :) the COOP version is quite rushed. Copied much content from SP version and prepared it for competition deadline in 1,5weeks. Much more work would be needed. Have left the game behind, but will try to do some tweak&fix updates at some point. Hectic times going in UE4 Project, but sooner or later checking the editor.
  18. SaOk

    Intel Core i3-6320, the ultimate Arma CPU?

    Its more around +40% or bit less, but still more promising than I had read before somewhere. Quite fun results with those 6core CPU that give only few % boost over 2600K in Arma3. But having high hopes from DX12, maybe multicores become more used in many games. Definitely would like to jump into 6 core next. Not sure if the CPU wars have silenced. I think its more that they have reached the limits how small chips they can create. We can only hope they finally would find superconductors. The current CPUs would start look like some slow amigas then.
  19. SaOk

    Intel Core i3-6320, the ultimate Arma CPU?

    I have understood the CPUs have only for 10-20% faster than what we had 5 years ago. E.g. there is not much meaning to replace i7 2600k unless getting 6core i7-5820K or faster and even then its up to game/program how much it uses it.
  20. Hi, :) there is no 3rd party code in the mission. Have made all by myself. That hint message is bit misleading, the addon is called WLA addon now. And its required because it adds custom cfglocations classes that are used for camps and guardposts (if I remember right). If that addon isnt enabled, those dont exist and there will be massive FPS leaks and whole mission can break.
  21. Could be that something have changed bit in the game or mod. I try to check that soon'ish. Was that takistan the normal takistan.pbo? If the pbo name would be different then its not supported map.
  22. Rarely the camps get missing, but you should be able to fix that By saving in shift+1 menu and restart the mission from scenarios menu. You can then continue the progress from start options. The camps are then recreated. Unless you are missing the correct WLA addon. I am not familiar to add mission stuff in addon pbo, so may need to keep those separate.
  23. It looks right, but make sure there isnt old addon version also enabled somewhere. Podagorks is launched with WLA.FDF_isle1_a.pbo. The first post have all supported maps listed. If there is pbo inside (), you need to name the mission pbo like that.
  24. You need the latest WLA addon that can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=422592108 https://www.dropbox.com/s/78e2wypdx0ja5p9/%40SaOk.7z If you had it already, make sure the addon was enabled. HC should be quite easy to add, already tried it year(s) back but then the HC was still too WIP. ps. Opened Twitch channel yesterday. Will try to stream some UE4 Project WIP sessions (not commentary or webcam - only game sounds) soon and make those stay watchable. Still bit too early to show, but core stuff is partly there. http://www.twitch.tv/thesaok
  25. SaOk

    What is your best/worst experience in Arma 3?

    They only say noone is responsible for making it joke and there is no way to be contact with the Spanel or other MANW judges. Basically there is only workers between trying to solve the problem (keep me silent). All my points go through deaf ears. And its like the community votes/comments dont exist. They say my WLA COOP was worse than paintball pvp. And they speak like WLA COOP was the main version, while its only a WIP demo of SP version. Also getting censored and once someone say anything against me, the moderators come shut down the conversation with phrase "And that being said...".
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