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teacup

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Everything posted by teacup

  1. Yup, same here: http://feedback.arma3.com/view.php?id=19010 I thought AddonBuilder was the primary tool, but yes, started that new Arma3Tools.exe as well, still nothing.
  2. teacup

    Vehicles radar system

    When getting into ground vehicles, you trade some situational awareness for speed, and depending on the vehicle, armor protection, powerful optics and increased firepower. When working together with infantry, this can result in some good collaborative gameplay, where vehicles support infantry, and in turn, infantry acts as the MRAP/APC/tank's eyes and ears, while also protecting it from enemy infantry. The way it is now, every ground vehicle is like it's own magical AWACS, which i think is overkill. A solution could be disabling the radar via script command, the same way disableTIEquipment works for FLIR. This way mission makers would be in control of it. Or BIS could tie it to difficulty settings, that way server admins would be able to switch radar on and off. I don't want to have it completely removed, some might like it just the way it is, but i would like an option to disable it.
  3. teacup

    Vehicles radar system

    My thoughts exactly. The 360 degree radar, that can spot everything from quad bikes to aircraft, and also identifies them as enemy or friendly, is fantasy. Specially when mounted on things like MRAPs. And it ruins ground vehicles a bit, because all the effort players put into flanking enemy vehicles with their own and using concealment, is in vain. No matter how crafty you are in trying a surprise attack, as soon as you pop over their horizon even a tiny bit, Sauron's All Seeing Eye blinks at you. And then you see the flash.. It's unrealistic and arcade, but looking past that, i don't see what it adds to the gameplay really. On the contrary.
  4. teacup

    Su-22M4

    I'm still working on it. I finished up the exterior model/textures, there were lots of bits missing or untextured. Now i'm knee deep in main instrument panel and gauges. Rest of the cockpit is up next. Then gamifying. As much as i'd like to release at least a playable Beta this year, early 2014 looks more like it. About weapons, for starters it will have the cannons, Kh-25, R-60, couple sizes of FAB bombs (also guided) and UB-32/B-8 rocket launchers.
  5. wok, BIS themselves use MotionBuilder and Maya for mocap retargeting and editing, and also for the few keyframed animations in the game (animals, parachutes, flags, etc..). However, support for animation mods in their tool suites is almost non-existent. If you must create character animations for ArmA, you have to use 3DS Max or Maya (or OFPAnim, but it's very cumbersome), then use the method described by Kiory, or other community tools to export your animations. https://community.bistudio.com/wiki/ArmA:_Community_Tools#Animations O2 is wholly unsuitable for creating animations. Edit: Also found this: http://www.armaholic.com/forums.php?m=posts&q=25136
  6. teacup

    Napoleonic Mod 0.1 Alpha

    Icewindo! I hear you keep besmerching the good name of my crappy Maya rig. You say the fingers cannot be animated. This insult will not stand, a duel to the death it is. Will it be swords or pistols? :) Just to let you know, if you hide polygons and show joints, you can select the individual finger joints, pose them, key them. Actually, if you just show joints at the same time as polygons, you can select the tip of each finger, and walk up and down the bone hierarchy with the arrow keys. It's not very elegant, but it works. Skinning on the fingers is borked, it's best to unhide the "hard" meshes when posing the fingers, they give a better picture of what the final hand shape will look like (Unhide All, Hide "SoldierMesh"). Should you resume work on the mod, and have trouble with the Maya kit, drop me a line and i'll gladly help.
  7. teacup

    Su-22M4

    Thanks, but those ones i already have (they are pretty decent). When i started off, i scoured the web for days, collected and categorised every photo and bit of information. My hope with opening this topic was to find someone, an insider, the friend of someone's cousin, who just so happens to work in Odessa, at the aircraft repair plant. Or Miroslawiec. Or some air museum that has one of these in the hangar.
  8. teacup

    Su-22M4

    I could, but i'm not too keen on it for several reasons. All the stock vehicles in A3 look brand new, the Su looks weathered and battered. Stock vehicles are very modern or futuristic, the Su is an older generation. I don't identify with any of the new factions either. I'm not feelin' it, says my inner hippie. But i might end up doing it, i don't know. No plans for other aircraft at the moment. Some nice rifles, some animation addons are more likely to follow. The difficulty is that not only are there very few and low-res photos of the cockpit online, but they're often taken from terrible angles, with bad lighting, bad exposure. Ideally, the people taking the pictures would have texturing in mind, take the shots perpendicular to the different instrument panels, avoid glare, avoid excessive contrast, grain, etc.. It would really make my job a whole lot easier. Also, i would like a few precise measurements, the size of this and that - i have a good eye for proportions, but i trust numbers even more.. :)
  9. teacup

    Su-22M4

    Why all those warm greetings from the old-timey mod makers.. :) Thanks for the encouragements, and my gratitude to those who PM-ed me to help. Making the plane to ArmA3 standards, the first phase, i can handle by myself. I guess it will take me another two months or so. There's no danger of an imminent release, as i will have to texture the cockpit, re-map the whole plane to fit into it's texture budget, make LODs, configure, etc.. But if you can help me out with more info, more material, don't be shy. The more support i get, the more detailed i can make the second, higher resolution, aviation porn version of it.
  10. Howdies! Here's my modest offering to the gods of multiplayer: DM[14] - Air Station Mike - v1.1 DM[14] - Base Brawl - v1.2 Two free-for-all deathmatch missions, good for warming up before more serious gaming. Players spawn randomly, with random weapons, and get to have a go at eachother. There are no boundaries, players can leave the area if they wish, and take a walk on the island. But it's practicly impossible to camp out the fighting area from the outside. CTF[16] - The Point - v1.1 No flags in Alpha? No problem. They're substituted in this mission by road cones masquerading as hats. Players have to fight their way to the enemy base, steal the road cone, put it on their heads and run back to their own base to gain points. Anyone remember "The Point"? The cartoon with Oblio and his cone-headed folks? HARC_PvP_Minipack HARC_PvP_Minipack (Arnaholic mirror)
  11. teacup

    [H.AR.C] DM/CTF Minipack

    New version is out, fixed and expanded. It contains 2 new missions: a vehicle DM and a 20 player Sector Control. HARC_PvP_Minipack
  12. teacup

    [H.AR.C] DM/CTF Minipack

    That's my bad. When playing Base Brawl with other than the default weapon set (e.g. Pistols only, Launchers only or Rifles only), the scripts go bonkers again. It was a hasty edit on my part, missed a couple of lines, and before releasing it i only tested with default setting (All weapons). I fixed it last night when we noticed the errors on our server and updated the ZIP file. Version number is still the same, but if you donload the pack again and overwrite the ones from 2 days ago, it should work fine. Thanks for the bug report.
  13. teacup

    [H.AR.C] DM/CTF Minipack

    Changes: Fixed - DM scripts were broken by latest Alpha 0.56. Fixed - DM intro now covers all aspect ratios, triple screens, what have ya.. Fixed - CTF was counting flag touches wrong (bug introduced by a previous Alpha that went unnoticed). HARC_DM_CTF_Minipack_v1_5.zip HARC_DM_CTF_Minipack_v1_5.zip (Armaholic mirror)
  14. Should be good, before he changes lehermit to leJeanClaudevanDamme, leflagger to leRockyBalboa and lehitter to leArnieSchwarzy - and then we can start the dance all over. But good info there Aciidiux. At least now we know to blame the French, heheh.. :)
  15. Now there's the good news right there. [Pretentious Hacker Prick] 0 -- 1 [ArmA3]
  16. No reason to think Dev branch is magicly unaffected. And it's not that practical for a dedicated server, for obvious reasons. The "too big custom file" is a normal message as well - many servers disallow the use of face textures or custom sounds, thus the above error. If anyone has better ideas, i'm all ears. Also, if BIS could look into it and fix it, that would be best. Otherwise their Alpha/Beta testing is shot, at least on the MP side..
  17. teacup

    [H.AR.C] DM/CTF Minipack

    Glad you liked it.. :) Like mlacix said, when the flag(cone)-runner dies, the cone immediately falls off his head. Players can then pick it up again (to continue the run) or return it using the Action Menu (in this case it will teleport back, no need to carry it back). You have to search the spot where the guy was killed, look around and find the cone on the ground. Sometimes it will be hard to spot - you can check the map in these situations, there should be a marker pointing to it (if you didn't disable that option at mission start). Also, if the enemy has your cone, and you have theirs, both sides can still score, unlike in usual CTF.
  18. teacup

    [H.AR.C] DM/CTF Minipack

    Changes: - Missions work with Stable Alpha 0.54, they have been future-patch proofed to some degree. - Minor cosmetic changes. - Framerate optimisation, selectable terrain detail at start. - DM: Simultaneous mission end dictated by server. - DM: Configurable weapon sets at mission start: pistols only, rifles only, launchers only or everything. Weapon lists are dynamically compiled from config. - CTF: Added more buildings and objects to Agia Marina, more cover. There's also more signs warning of killzones. - CTF: Fixed animation bug for players featured in the intro. - CTF: Added options to show friendly player locations on the map and also "flag" locations.
  19. teacup

    Arma 3 with 1,000 players online .. possible?

    I sure miss the old IC-ArmA 120-140 player battles from the ArmA1 days. They were at times laggy and tended to crash towards the end (JIP was out of the question during the last hour) but it worked. From my experience, the ArmA server has/had 3 problems, possibly related: 1. Poor scalability: the dedicated server usually maxes out one CPU core, and maybe uses a bit of a second one, but that's it. It doesn't spread the load out evenly or comparably among all available cores. This might be one of the bottlenecks. I guess multithreading is not one of the server's strengths. 2. Performance degradation. Put 80 players on the map, let them play for 2 hours, and the server FPS will sink from the initial 40-45 to a lowly 5-6 over time. It's still playable, but the risk of a server crash becomes very real and experienced players can sense the server struggling. Not sure what causes this, happens even when killed units and vehicles are cleaned up so as not to clutter the game over time. 3. JIP. Apparently this was fixed or improved in 1.60. It used to be a major pain in the ass for large MP games. I guess only BIS could tell us exactly what's what, what can realistically be improved, and eventually what they consider worthy of spending some engineering muscle on. I for one always got a major kick out of these large (100+) PvP tournaments, but we might be a very small minority of their customers. I have no doubt even FPS-s can have large crowds playing simultaneously on one server, much like MMO-s do (but real time). It's not that programmers are not capable of writing servers that span across multiple CPU cores, physical machines, network interfaces. Probably more a question of demand.
  20. Hi everyone, We're about to kick off a large, combined arms tournament for ArmA2+OA. If you ever played in IC-ArmA (Charlie Foxtrot these days), AToW or ATC - this might sound familiar: large weekly battles, chain of command, a variety of available roles (infantry, armor crews, pilots), balanced equipment and in general, an organised play style. The mission itself is a mix of CTI (no AI) and C&H, and it's based on Takistan, where a network of 52 strategic zones are divided between the beligerant factions at start, with a clear frontline running through them. Battles will be fought along this line, where each side will need to defend an objective and at the same time try to capture the opponent's zone. In case a zone is captured, the retreating commander has one minute to pick from the adjacent zones under his control, where he would like to defend next. The conflict zones are selected before each battle by the previously victorious commander, and the situation is saved over from one week to the next. It's not too complicated.. The strategic zones are villages, oilfields, gas stations, army bases, etc.. and not abstract squares or circles placed on the map. Of course there are triggers underneath, but they're not displayed on the map, rather they are the size and shape of the object(s) on top of them. The idea behind our capture system is not to have abstract shapes on the map but rather something intuitive, immersive and simple - at the risk of being a bit vague. There are lots more details i'm not going to go into, like forward bases, parachuting, vehicles and weapons, repair/rearm, etc.. but we have considered and detailed many aspects of the game - notably balance. We tried to equip both sides with comparable gear and even made a mini-mod for this purpose. It removes FLIR from US armor for instance, adds the OA rangefinder/zeroing mechanic to T90/BMP3, removes "radar" from all ground vehicles and prohibits MBT/APC/Aicraft guns and rocket pods from locking onto targets. Hopefully it's a good mix of PvP balance and realism. It also requires more skill and collaboration between players. We have been play-testing this past month (40-50 people) and are at a stage where we feel comfortable inviting more people to try it. We do want to gradually expand it to 80 players, perhaps more - so if you're interested, join our Tuesday night games (21:00 CET). Please let me know in advance since we don't have limitless slots. Server details, passwords, will be sent to you. The tournament language is English, although the bulk of the players are currently Hungarians, Poles, Ukrainians, Lithuanians, Germans, etc. So far only Europeans, mostly experienced OFP/ArmA players and squads, and khmm.. way past adolescence.. :) You can check out the video below, for some gameplay footage we cut together in a hurry: txcqPOIwwvI Or you can visit the tournament forum for more info: http://frontlines.arma2.hu/ Will be keeping this post updated with further battle details and availability of slots.
  21. Our first campaign is starting in earnest this upcoming Tuesday from 21:00 CET, with the 40-50 core players who have been with us these past weeks. Anyone still interested in joining or trying it out can do so, but they will not be entrusted with vehicles or specialist gear. They would have to start out as regular infantry and work their way up to better gear. Anyone interested can find us on TS most evenings: 81.0.119.99: 9987 ..or the website/forum: http://frontlines.arma2.hu/
  22. I bumped into the same problem, and scratching my head.. I just moved, took my whole PC with the games installed, set it up at my new place, and bamm: on some dedicated servers (including our clan server) i get either blank or partial lobbies (either no playable slots are available, or they're fewer than there are supposed to be, wrong slot description compared to what's in the mission). Other symptoms: mission is re-downloaded every time, even if the correct version already exists in both missions cache and MPMission folder. After mission download it just hangs there with "Receiving data". Some missions also give "[scriptFile].sqf not found" errors - scripts that should be in the newly re-downloaded mission On our server i was able to #login but #missions didn't bring up the mission selection screen. I'm stumped. As far as i can tell, the only thing that changed was my internet connection (ADSL -> "Fiberlink", i'm guessing fiberoptics, PPPoE, single UTP wire with RJ45 connector, no modem or router, username/pass authentication when connecting). My screen also changed, resolution, etc.. but i can't imagine it's related. Other than that it's the old configuration. I have WinXP, turned off the firewall (Commodo), still the problems persist. Tried with both beta and stable release, with mods and without (both client and server). No change. I also suspect the ISP, some communication issue, faulty NAT or port forwarding - but since i have no physical modem/router to tinker with, what could i do? Any ideas, tips would be appreciated. ------------------------------ Update: called my ISP, they said no ports are blocked except for 25, i should be fine. Then i remembered my current subscription also came with a free USB mobile net modem. Which i tried, managed to connect and it all worked fine. Then, as i reverted to my Fiberlink thingy (was trying a trick: connect with the crappy modem, then see if i could switch to broadband on the go), surprise, surprise, no problems there either. Still haven't figured out what the glitch was - and now i may never figure it out, but hope the above info might be helpfull to someone.
  23. I agree with you, we removed FLIR before disableTIEquipment was available (patch 1.52), or we became aware of it. And you could argue that adding FLIR to T90 would balance things out. Truth is, we don't care for FLIR in PvP, specially in MBTs. It turns an already powerful vehicle into an all-seeing powerful vehicle. We much prefere having the infantry be the eyes and ears of armor - it generates tighter teamwork and collaborative gameplay. Most PvP is symmetrical. This mod really isn't my, or our stab at modding glory, it's just something like minded players might find useful and could adapt to their needs.
  24. Hi all, Below is a tiny config mod we made for a tournament we're trying to set up, and for our day-to-day PvP. Some of our friends liked it and started using it as well, and there's this guy that keeps pushing me to make a public release. So here goes nothing.. http://publicfiles.armedassault.info/teacup/SticksAndStones_PvP.zip What it does: - Removes "radar" from transport helicopters, Mi-24 and Cobra, Su-25 and A-10, tanks and other ground vehicles that wouldn't normally have one (unlike the Tunguska for instance). - Removes FLIR from US armor for balance purposes. - Removes cargo weapons&ammo from many vehicles, they no longer work as resupply points for infantry, unless the mission maker explicitly loads them with gear. - Removes ability to lock targets with tank/APC guns, aircraft guns and rocket pods. Implicitly removes auto ranging/targeting computer, so that aiming a gun becomes more challenging. - Adds the rangefinder/zeroing mechanic to T90 and BMP3. - Removes ground textures from the map when zooming in. Requires both ArmAII and Operation Arrowhead. Note: the mod does not add itself to your mission.sqm, so if you wish to enforce it's use, you have to edit the mission's addOns[]= array, or enforce it server-wide.
  25. This thing was near completion, so i put the dog i was working on aside and finished it. If there's anyone out there, who has access to Maya and wants to make some animation for OFP, you can try this kit. Or not. Download 1.2 Mb Back to the dog..
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