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scruffy

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Posts posted by scruffy


  1. Just a small heads-up, no idea if you are playing with development branch and already know/fixed this:

    BIS added new icons and they result in an error at mission start when the HUD is activated. Adding the following four classes to the class Rsctitles\ST_STHUD_Rsc\Controls\Minimap makes the errors disappear. Maybe saves abit of time when next main branch patch is here.

        class PowerSolar
       {
        icon = "";
        color[] = {0,0,0,0};
        size = 0;
        importance = 0;
        coefMin = 0;
        coefMax = 0;
       };
       class PowerWave
       {
        icon = "";
        color[] = {0,0,0,0};
        size = 0;
        importance = 0;
        coefMin = 0;
        coefMax = 0;
       };
       class PowerWind
       {
        icon = "";
        color[] = {0,0,0,0};
        size = 0;
        importance = 0;
        coefMin = 0;
        coefMax = 0;
       };
       class Shipwreck
       {
        icon = "";
        color[] = {0,0,0,0};
        size = 0;
        importance = 0;
        coefMin = 0;
        coefMax = 0;
       };

    No idea if I already thanked you for this addon when released for A2, but I'll do it again here. Thank you very much, it's very useful and we never without it :)


  2. Hey Alwarren

    Just a small thing:

    The G33 still has the crappy effects on the edge of the screen when using the normal holo sight. Can you please add the opticsPPEffects[] = {""}; part for them in the next update as you did with the ACOG and VCOG backup sights?

    Apart from that I'm with deniodan, thanks for the pack and also for using joint rails :)


  3. Hey EricJ

    Some things I noticed with your weapon pack using RC20 and the development branch:

    Warning Message: Cannot load texture p:\u100\data\wpn_m24_d_co.paa.

    Probably wrong path somewhere in the model?

    Warning Message: Picture \iar\data\ui\gear_u100_magazine_x_ca.paa not found

    The base U100 mag uses picture = "\U100\data\UI\gear_u100_magazine_x_ca.paa"; but the three tracer mags have this other path. Is IAR another addon that I don't have?

    There is another one about Robert Hammers M4 pack if that one is not active too.

    Warning Message: No entry 'bin\config.bin/CfgMagazines.RH_30Rnd_556x45_Mk262'.

    I get why you don't want to add them as a requirement, but can you list all the dependencies to get rid of errors?

    It seems none of your guns have sounds, but didn't try all. I didn't use the JSRS config. The modes are missing the following arrays

       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
      soundClosure[] = {"closure1",0.5,"closure2",0.5};

    u100.pbo alone breaks all rifles in game, even standard BI ones. You changed the Rifle_Base_F parent class to Default there, so change that back to Rifle:

     class Rifle_Base_F: [color=#ff0000]Rifle[/color]
    {
     class WeaponSlotsInfo;
    };

    Using u100_tmr_bipods.pbo changes it back, so hard to miss, but you should fix it anyway.

    While diving into the config I noticed you could probably clean it up a bit by not using the same parent class for all your guns and declaring only the changes.

    One last thing:

    I'm having a lot of fun ragdolling infantry around with the M82 HE rounds, but can you dial down the amount of smoke a bit? Blastcore makes it even worse to see through. This is from the AA-12 HE ammo, put that inside the cfgammo bullet class:

      explosionEffectsRadius = 5;
     explosionEffects = "GrenadeExplosion";
     craterEffects = "ExploAmmoCrater";

    Keep the updates coming, I'm looking forward to that M468 :)


  4. Thank you very much for porting this over to Arma 3 HJohnson, we already took out a few wheeled APCs with the liberal application of HE ammo, time to try it on the tanks :D

    I just made a small personal modification to allow using all kinds of optics by adding (and requiring) ASDG Joint Rails and lowering the enormous buckshot spread. Just add "fireSpreadAngle = 0.784825;" to the weapon class, those are the A2 values.


  5. The problem with custom grenades is that you can't modify the actual "Throw" weapon used by vanilla soldiers without breaking compatability with other mods that also add grenades. This means that you have to create your own "Throw" weapon, which retains compatability, but leads to some other problems, such as the fact that vanilla soldiers can still only use vanilla grenades. So until BIS introduces a CfgGrenades or does something else to allow for easier implementation of custom grenades, we can't really do anything about that.

    It should be possible with this change (look under "Operations"), the class Throw is specifically mentioned.

    I didn't manage to play around with your mod so far, but congrats for the first release and thanks to everyone involved. I'm looking forward to what you have in store for the future.


  6. On the other hand they can do this:

    This is a very extreme example, but I have seen this already in the Alpha. Hitting an enemy AI gives him info about you and I've seen it multiple times turn around in a milisecond, might be the best way to reproduce.

    I can't remember if I have seen it in SP yet, might be something with MP and the changed turning synchronisation. Is there a ticket in the bug tracker already?


  7. Aloha :)

    Amongst other testing we played the new "Defend Kamino" MP mission yesterday and had some bugs:

    It was as if we shared the player character with an AI sometimes. I only had it happen to me once, it was af if my "A" key got stuck and I constantly strafed left, until I was killed because of it. Another player had it happen again and again to him, suddenly walking without pressing in a direction, even when tabbed out of the game to the desktop, suddenly reloading a full mag and constantly putting his weapon up and down. This last animation could not be seen by other players.

    Has anyone else seen this behaviour? Two self build missions and the combined arms showcase worked fine before, all on a dedicated with the new dev beta build without any addons, the .rpt shows nothing that caught my attention. I copied and renamed my old .arma3alphaprofile, the other players didn't. We'll likely try again this evening and see if it happens again.


  8. MMrrTTs screenshot shows ATOC with a low AA setting. That grid looks awful on low AA and mostly fine on high AA settings.

    There is the really bad version of the bug looking snow white like this, but that was on older patches/driver versions, and it happened when ATOC (and AA of course, as ATOC only works with AA) was activated. I could never reproduce it, because I got my 7970 when it was already fixed.

    I think I get the same bug you are talking about, it looks like a less extreme version of the second screenshot I linked, more like the bushes in the distance with less white dots.

    It happens randomly and when it appears it has something to do with the direction you look at and it only shows on the trees and bushes for me, not on grass. It has no connection to AA, because I mostly play without it and use a higher 3D resolution instead. It does sometimes disappear when changing AF though, only to reappear from another angle for the different AF setting. When it happens you can pause the game with Esc to freeze it and try changing the video options.

    I never saw that bug on a 5000 or 6000 series Radeon, so it seems to be a problem exclusive to the 7000 series. A friend with a Geforce never saw it on 500 or 600 series.

    dotsk6dvc.jpg

    Now to the important part: I think I got it fixed. Open up the CCC and put your "AF quality" on "high quality" and/or change "surface format optmization" to "off". I don't know the terms in English, so here's another screenshot to help find it.

    I didn't try which one of these two options helps or if you need to change both. You can change it globally or create a new profile for Arma.

    For testing I used this mission here, just load it in the editor and start, don't move and just look around, up and a bit to the left would show the dots for me but doesn't anymore.


  9. The grid on vegetation is normal I think. Size and visibility change with the AA setting, it's awful in low and fine in high.

    As HatBuster said, try a higher 3D resolution. Finer details on vegetation, more AF and no edges in front of smoke. It might even run better depending on the situation, if the smoothing isn't enough couple it with PPAA.


  10. Aloha :)

    After downloading Patch 1.06 I wanted to crash some Hinds on Chernarus in multiplayer with Neo, but we ran into the following problem:

    "Registration failed: Invalid CD Key"

    The message appears when opening a server (LAN or Internet), I can still choose a mission but no slots or even the sides show up. The second player can not join and is kicked with the message "Bad CD Key - Player ID not registered".

    Neo has got a clean install, only Take On, Take On Hinds and the new Patch. I used the RC before and have also got the Noisecontrollers DLC, we both use a Sprocket version.

    BAF and PMC are both always activated and can not be deactivated in the Expanson menu. Disabling ACR or Noisecontrollers or Hinds does not help. We both own BAF, PMC and ACR Full. All registry entries seem to be fine.

    Starting Take On without Rearmed doesn't work anymore, it shows the following errors:

    "No entry 'config.bin/CfgInGameUI/MPTable.shadow'." and "Error compiling pixel shader PSSpecularAlpha:0"

    Can anyone else play multiplayer? Which version and DLCs do you use?


  11. To upload ACR lite to a server I installed it after I already had installed ACR full. ACR full installs a new folder "ACR" in your Arma 2 directory (as do BAF and PMC), which has to be loaded as a mod if you load any other mods. ACR lite is installed to the folder "common" (again same as BAF lite and PMC lite) and does not need to be activated.


  12. The right mouse button sometimes doesn't work, but other keys do when you bind them. "V" is for climbing over stuff I think (but I changed it back to optics, too. To much OFP to change my habits now), so only "0 Numpad" works by default.

    (I personally think the default zoom/optics/hold breath RMB is about as bad as the now common interact/sprint/whatever one-button-solution you normally associate with a console port.)


  13. Aloha :)

    This addon sounds very nice. I just read this thread and haven't tested it yet, but got an idea: Can you add a check for the weapon used by the player and change the distance accordingly?

    That way you can add another feature missing from Arma for too long and get a difference between assaulting a house with M107 or MP5. Best solution would be a .cpp file in "userconfig" I guess, so anyone can add new weapons.

    Either way, thank you for making this (and everyone else helping/making suggestions) and I'll have a go with it tomorrow.

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