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SaOk

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Posts posted by SaOk


  1. Its possible to add translations in stringtable.csv, just need to be sure there is no any symbols missing (" and , in right places), but I havent added everything in stringtable. The GUI cant be translated unless edited to use stringtable too.

     

    Havent managed to find any extra time. Started learning 3d modeling/texturing in february which have took much time. The UE4 Project have got much bigger. Still been working on some big issues (just got one big bug fixed that slowed gamethread  very much) and should rework on drawcalls next. But hope to have dynamic consept to show in it during summer. Already prepared much for it. E.g. lookout towers/recon teams that report enemy sightings. Camps and other "spawning" stuff will come easily since having all units in pools. Can have life-cycles without any performance drop spikes. Having pathfinding for ai driving/flying ready. Waiting new plugin to replace physX driving with much better system. Should finish military vehicle in houdini soon and also make some flying craft. Still need to learn 3d modeling some more, but can add special map scructures quite easily soon.

    • Like 1

  2. The respawn only bugs in SP if using ACE, since the whole respawn is custom made. The MP respawn should work normally.

     

    In MP the amount of AI unit dosent scale much up if using more players. Only more camps and some other features might be spawned if players spread around map much. Mostly the mission gets easier unless some players are put in opfor side. Orginally meant the MP version for small groups (~8 players in same team) to play. Made the bigger variants for Dwarden to test his powerfull servers. Mission seemed to run quite good when there was ~20 players. But mostly the consept didnt gather much players in open servers at same time.

     

    As side note - Creating my Unreal Engine 4 Project as singleplayer, but would be fun to add coop for it too later. Been gathering buggy WIP progress in my Twitter:

    https://twitter.com/TheRealSaOk

     

     


  3. Thanks for offering, :) I havent got game consept yet running in UE4 so bit too early to make homepage. But maybe later in summer or fall. Currently updating game progress only on Twitter and Youtube.

     

    Here is the COOP version for editor. Its only for Altis.

    https://www.dropbox.com/s/zb7xlzhtp3tk3b7/COOPWholeLottaAltis.7z?dl=0

     

    COOP dosent have the tasks updated from SP version. And there is some other features missing like undercover mode. Also dialogs are older and the mod section dosent seem to really work. Been so much time that I dont remember good.

     

    SP version of Tanoa is mostly waiting new story and own tasks. And A*-pathfinding would need addition to detect islands. It still shouldnt leak performance, but the map marked teams might not work ideally. I would be good to add air lift teams for blufor too which needs some addition in related functions. The WLT version is the newest, have worked it. New bugs have appear while game have got updates - Both SP versions have random respawn bug that prevents player sometimes getting respawned (if using mods like ACE the whole respawn/advanced first aid get probably broken and not sure if it can be fixed without modifying ACE). The advanced first aid hotkey seem to mix with action menu and GUI sometimes dissapear. Whole GUI would need tweaking. Its not looking good currently. And mod section is very clumsy too. Fireplaces also give some buggy damage for player, its conflicting with civilians throwing items at player. Didnt find solution for that 2 years back, but game could be different for that now.

     

     


  4. Thanks  :), there is no name set yet for the Project. I will try to have game available later in summer/fall, but depends how it comes. Hope to have proper content from start, even most likely bringing it as early access. Steam is removing greenlight so will see how expensive the new way will be. Not sure if I can afford steam release right away or should I try with some smaller gamesite first.

     

    You can freely edit the WLA, there is links for editor versions in my earlier post. But it could be hard to get started. There is so much code and havent kept them organized for 3rd party editing. Notepad++ file search will be essential.  


  5. Hi :) you would need to edit Afterloading.sqf. In row 80. under //CTRL + R , you need to change 0x13  (which is the R) to match some other DIK-keycode:

    https://community.bistudio.com/wiki/DIK_KeyCodes

     

    E.g. 0x14 would T.


    Here is the open folder version for editor (Altis and Tanoa):

    https://www.dropbox.com/s/7abb2i9ghajnwmf/WholeLottaAltis.Altis.7z

    https://www.dropbox.com/s/dks3xz3hbqxlg7n/WholeLottaTanoa.Tanoa.7z?dl=0


  6. You can toggle off the GUI boxbackgrounds in shift+1 options but there is no proper toggle for HUD elements. Before abandoning the Project mostly, I was just updating GUI but I left it bit WIP. Made some tweak last summer in that tiny update, but its stayed quite WIP.

     

    DISVAR was the variable. Sent personal message, but if someone else also like to change it. Just set value to e.g. 2000 in esc-menu with DISVAR = 2000; and pressing exec. Normally the value is between 1000 and 1500. The bigger value, the more dramatic spawn radius/FPS hit.

     

    That Get Tactical RTS interface looks ultra cool. Definitely trying it if some day playing arma more again.

     

    Never made any addons in arma, but I started now to make own 3d models with houdini for unreal engine 4. There is insane good tools today for indie developers so have to try myself too. :) Got Quixel SUITE2 for texturing too but first learning to model tatrapan, riot shield and baton. :)

    https://twitter.com/TheRealSaOk

     

     

     

     


  7. Hi for a long time. :)

     

    Even after MANW, I tryed to offer WLA to work together with BIS few times. But there were no reaction. It would have been cheap project to make WLA more polished together. They could have helped to make proper GUI and it would have been easy to implement proper story(tasks) inside the consept. I think WLA would have had very nice potential to gather own target group of players. Who knows how popular WLA could have become with some visibility. But cant force BIS. I had plans to keep working on the consept for many more years.

     

    I released the WLA too early in steam and got much downvotes from game bugs too. Negative rates were 10% while now its 4%. Without the early votes it would be around 1,5%. There seems to be much excited players too so it will be unsolved mystery why BIS isnt interested at all. With Game 2 (that ended being ArmA2) they still hyped to create dynamic whole map campaign. They didnt have skills to make it. I would have something quite close waiting polishing. But no interest since suddently they have decided to focus only on fast-phased small scale stuff. I dont get how that is a good idea with the heavy engine that is made for large scale hiking. Isnt there better platforms for PvP urban pistol shooters? While watching footage from upcoming Espace from Tarkov, will it be good for ArmA to jump into that scene (Unless they get animation system and movement controls much forward)?


  8. Thanks all, :) all data is in the open folder version available in the first post. Only recommending to use notepad++ to be able to work the most fluent way. The folder versions again:

    https://www.dropbox.com/s/7abb2i9ghajnwmf/WholeLottaAltis.Altis.7z

    https://www.dropbox.com/s/dks3xz3hbqxlg7n/WholeLottaTanoa.Tanoa.7z?dl=0

     

    Sorry for late reply KiLla CoS, you only need to unpack this 7z and put the pbo in to arma3/missions folder. After that it shows in scenarios menu. ArmA3 folder is usually in programfiles\Steam\SteamApps\common\. It should work with normal arma3 version and also with dev branch.

    https://www.dropbox.com/s/pffiouyj530x33a/WholeLottaTanoa.7z?dl=0

     

    Great to see 64bit coming to the game. Not sure if I need to recompile the mission files to make it enabled in mission. Or should it work directly.

     

    EDIT (8th January): I am checking this thread time to time, I will reply mostly only via private messages (in this forum).

    • Like 1

  9. Hi, :)

     

    calling Unreal Engine 4 as UE4 (maybe shouldnt since everyone is asking what it is ;D). Making own game for it. You can follow progress in my Twitter:

    https://twitter.com/TheRealSaOk

     

    Middle of working on bigger additions/changes. Will capture better pics and videos soon in some ~weeks. The project dosent yet look much anything. Mostly been practicing to get proper performance and stability. Got proper plugin to add instanced meshes only recently. Can now make much more detailed enviroment. Interesting to see how much directX12/Vulkan allow even more dense details. Decorating have been constant practice too. So much to learn. Aiming to have bit similar consept as WLA. Just more fictional and scifi, and smaller scale. Would be ideal that all events would be connected to AI decisions and growing resources. But will see how it comes. Still heavy WIP.

    • Like 1

  10. Thanks :), its better to use my custom savegame system. You need to save in shift+1 menu using the button, or press 0-0-0. Wait until hint says the progress have been succesfully saved. Then launch the mission in scenarios menu using reset-button instead of resume. At mission start options, there is button to continue your mission progres. That also reset all performance/GUI issues and loads in few seconds. It bit more GTA style savesystem so it only bring back the overall status. 


  11. Hi for a long time. :) Great to see you again.

     

    There is test version for Tanoa:

    https://forums.bistudio.com/topic/139169-spmp-dynamic-whole-map-arma3-missions-by-saok/page-207#entry3043706

     

    WLA mission pbo or open folder for editor:

    https://www.dropbox.com/s/c9teb12jubx88qf/SPWholeLottaAltis.7z

    https://www.dropbox.com/s/7abb2i9ghajnwmf/WholeLottaAltis.Altis.7z​

     

    WLA Addon:

    https://www.dropbox.com/s/78e2wypdx0ja5p9/%40SaOk.7z

     

    CUP maps should work if the maps have the orginal pbo names (e.g. chernarus.pbo).​

     

    ps. I could be slower to reply since I got placed in moderator quene. Which probably cant be talked about. ;D

     

    Mostly staying away but you can contact me also in Twitter https://twitter.com/TheRealSaOk

    • Like 1

  12. Thanks, :) no worries I have limited english skills too.

     

    The vehicles and other get cleaned when getting away from them. Unless those are meant to spawn back. Use savegame button in shift+1 menu to create my own savefiles. You can load those when reseting mission in scenarios menu. At mission start there is button to continue your progress. That my save-fuction resets performance. The default game savesystem is very leaky and unstable.

     

    Guardpost AI units/vehicles/static can get destoryed during virtual battles. If I remember right, that dosent happen if playing with easy difficulty. If you mean the marked vehicle platoons on map, those might not spawn if there is other platoons nearby. There is gap for spawned state platoons. Until there is room, the platoon is waiting in reserve state.

     

    Character getting killed when getting in is new to me. Could be some change in game update. That resets when using my savegame.

     

    You need to build repair-module for guardpost. I think there was some hotkey that needed to be pressed while pointing at the damaged vehicle (the module also need to be next to the vehicle).

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