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SaOk

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Posts posted by SaOk


  1. 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. 


  2. 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.​ ;)

    ​

    • Like 1

  3. 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.


  4. 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 :)

    CQ5vxD4UsAAmGkq.png


  5. 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.

    • Like 1

  6. 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.


  7. 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.


  8. 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.


  9. 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


  10. 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...".


  11. Best

    Getting much nice new scripts commands for the game. Engine first time allowing open world sandbox without bigger issues.

     

    Worst

    MANW - dedicated to work for it for a year with 5 last months under liver virus and horrible anxiety dissorder. Then my giant COOP get dropped by some one weekend projects. Later my SP project get judged by some clueless group that dont give a word of explanation why they their result was so opposite to target audience voting. Getting to hear lies from BIS workers that I thought were almost friends to me. I am offered feedback twice, but everytime there is another BIS worker about to play my entry instead of gathering thoughts from the BIS jury members that have already hope fully experience of the entry. Still I should believe that 30 missions (including campaigns and dynamic sandboxes) where properly reviewed by folk that dont have any experience of the job. As game reviewing freelancer I know myself how impossible task that would be - 100s hours of work. Still after that, jury dont like to share any word of the giant task? Shouldnt they get some spotlight for that massive work?

     

    Why MP category was at the end all about small consepts and why story was the most important part in SP (I even remember one BIS jury member openly seeking story from SP entries in twitter)? Why not bother to say what you seek, instead make people work on something for year that isnt given any value at the end. I thought you seeked new big gamemode, but its was about small PvP and more narrow CallOfDuty corridor storyride. I could have made 30 PvP modes for you. This wasnt some fun one weekend t-shirt competition. People could have invest money in their entries and get skipped like my entry. Absolute unbelieveable how you can deal things this way. Just lazy and clueless. Did you even play all the MP finalist? And you probably realized my MP entry wasnt same as SP, only sharing name. Had probably more features in than all winners combined and community liked it the most. How its even possible to create something out-of-the-box, get most target audience votes and still drop 3 or more places down?

     

    Your game is battlezone, I made a battlezone gamemode that can be played anyway you like (supporting automatically basically all mods that have been made or to be made). And you are not interested? You hyped open sandbox world still for game2, had some dynamic missions for arma2 campaign. But none in arma3, and once you have 3 year worked easily customizable open world sandbox with smooth FPS in front of you eyes then you are not quite in mood to check it? I could have easily helped you to create fully dynamic campaign for near free (that you clearly are incapable do yourself) and without real risks. Why not take it? You know I can include any material in quickly in only hours. The biggest AAA-title games are sandboxes today, still you want to copy some dying static CallOfDuty genre.

     

    Been 8 years very active in the community, working also as ofpec staff, prepared missions for arma2 community mission pack (that was never released and no any sorry was given), been supporting you everytime you have asked and even wrote the highest and only 9/10 arma3 review for magazine that is listed in metacritic (i still think the game deserved that rate). But you think its okay not to say one word of feedback and sell my hard work for few second extra publicity for MANW partners. How you sleep at nights? Thanks ruining my favorite hobby.

    • Like 2

  12. You need to download the dropbox version from the first post, unpack 7z, rename the pbo to WLA.chernarus.pbo and place it in steam\steamapps\common\arma 3\missions. Steam folder is usually in program files. Then just launch the game e.g. with AiA mod or the island alone and you can launch the mission for chernarus from scenarios menu. The overview will look as altis, but it launches for the map set in that pbo name. The other supported maps are listed in the first post too.


  13. WLA Status Update: In case someone is still waiting for more mission updates. I have to say that most likely I am not returning to create content for the game anymore. I still hang out in the forums, since its hard to stop the over 10 year habit. Cant forgive the fact they sold my work for quick extra publicity for their partners without giving any value for my long activity in the community. It was hard to stop playing own favorite game serie, but it been already for 3 months (only added the RSH template update). Luckily have found new game(engine) to be excited and put my creativity in.

     

    If someone happen to want creating modifications of WLA its still okay. But I am afraid, I will forbit to release Tanoa map support in public.

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