Jump to content

*zeewolf*

Member
  • Content Count

    187
  • Joined

  • Last visited

  • Medals

Everything posted by *zeewolf*

  1. *zeewolf*

    Modern War(fare) Crisis

    Yes, it was developed on v1.99, beta tested on v1.96. There are a lot of scripts that would have benefited from GetposASL but they all use work arounds for backward compatibility.
  2. *zeewolf*

    Modern War(fare) Crisis

    Health regeneration works as an init eventhandler script assigned to the Soldier:Man class in the main config so there are three ways to disable it. 1. Remove the heal.sqs script from Soldier:Man in the main config will disable all health regeneration. 2. Use addon units that inherit from Man rather than Soldier. 3. Use addon units that override the Eventhandlers class. For options 2 and 3 this also means losing the swimming and secondary weapon scripts. If you want to use addon units in an MWC mission then you'd need to manually add the swimming, secondary weapon and healing scripts to the unit when they spawn using the core game mode's SpawnDialog.sqs script or the wager match mode's respawn.sqs (in the same place they add mission specific fired and killed eventhandlers to the respawned unit). I guess I should put this information in the editor's guide but it's already 39 pages long! EDIT: See release thread for download link.
  3. EDIT: See release thread for download link First the sales pitch... This is a WW4 based multiplayer total conversion. Persistent client side player profile implemented using Sinews of War saving. In game currency: FlashPoints, earn ten flashpoints per kill in core game modes, earn a match bonus based on how long you play. Use your FlashPoints to purchase weapons and attachments in the Create-A-Class mode. Gamble your FlashPoints against other players in wager matches. Several lobby buy-in options available, in-game double down voting supported. Create-A-Class mode; Try out weapons at the firing range, purchase weapons from an in-game shop that can be saved to one of five customised loadouts. Saved custom class loadouts are available for use in core game modes. Five base classes available for use until the player replaces them with custom classes (base class loadouts can be tailored to the mission by the mission designer). Modular Weapon Attachments; purchase custom optics and accessories. Up to 72 possible accessory combinations per weapon, 32 weapons available. MP weapon balancing; carefully chosen weapons and parameters to ensure no weapon is identical to another, each have their own strengths and weaknesses in terms of damage, recoil, rate of fire, magazine capacity, price and accessory range. Arcade health system; regenerating health, wounds cause blackouts depending upon severity. Inverse armor, hitting the torso does more damage than hitting arms or legs. Only sniper rifles and explosives are one hit kills. New gear; including proximity triggered claymores, underslung shotguns, grip-pods, flashbangs, frag-12 ammo and more. Killstreak system; all core game modes support the following killstreaks; 3 kills=UAV recon, 5 kills=Predator missile, 7 kills=Precision airstrike/JDAM, 10 kills=Reaper UCAV, 15 kills=AC-130 pass Support for faction dependent multiplayer announcers in all game modes (audio files are not included). Template mission folders for each game mode to allow rapid creation of new missions. Just add props and vehicles (lots of multiplayer missions for all of the MWC game types have already been written to support beta testing). Choose the camouflage you want to use from the lobby (each playable role in a free-for-all mission corresponds to a different camo pattern). Core game modes: All core game modes support two to eight players, 3 Team Capture and hold supports up to nine players (three teams of three). Wager Match modes: All wager matches support two to six players, the winnings are split accordingly. Weapons: In MWC you may carry a primary weapon, secondary weapon, launcher and ancilliary equipment (hand grenades, mines etc). The primary weapon can be of any type except a pistol. The secondary weapon can only be a pistol, SMG, carbine, assault rifle or shotgun. Why bother to take a pistol you may ask? In MWC it is much faster to switch to a pistol than either reloading your primary weapon or switching to a secondary long barreled weapon. Magazines for the primary weapon consume standard ammo slots which must be shared with launcher ammo and ancilliary equipment. You may carry up to four magazines for a secondary weapon (regardless of type), secondary mags don't use up inventory slots. The weapons of MWC have been carefully selected to provide strengths and weaknesses that match their real life counterparts. A few examples: When you want an assault rifle do you choose the lower damage, low recoil, 30 round clip AK-107 or the high damage, high recoil, 25 round clip ACR 6.8? When you want a carbine do you choose a fast firing but less accurate G36C or the higher damage Groza or the low recoil AKS-74U or the jack of all trades M4? When you want a sniper rifle do you choose a one hit kill L-115A3 or a low damage automatic marksman rifle like the Mk-12? Whatever your style of play you should be able to find a weapon that suits you and use different attachment sets and customised loadouts to tailor your gun to a wide range of battlefield situations. Weapons List: Weapons marked in red are either non-BIS/ww4 weapons and/or placeholder models. Attachments: Sales pitch over now the reality check... MWC cannot be released in its current form due to the large number of weapons that are not part of the open source ww4 mod (these are marked in red above). While the mods in question can be used unmodified with MWC so I believe there wouldn't actually be a breach of their EULAs, I would much prefer the effected weapons to be redone in an open source optimised fashion according to the principles of ww4. Unfortunately for you I do not do modelling or texturing so I'm going to require help if you want this mod to be released either way. All of the game modes listed have been subject to beta testing in non-dedicated server four player LAN games. While the game modes have been designed to support dedicated servers and up to eight players these configurations have not been tested. Minimum spec of client machine tested so far is Intel Atom N270, 1GB RAM, Intel GMA 950 graphics. In addition to the non-ww4 models in the weapons and attachments listed above I also need an open source claymore model. Anyone know of one? So would anyone like to help?
  4. *zeewolf*

    Modern War(fare) Crisis

    It's finished. Zipped the mod is 190MB, I'll upload it tomorrow if I have time. To avoid any addon issues with the pre-made multiplayer missions the missions included in the release will only use the default islands and they won't need any extra addons (I tested it out on a clean install of 1.96 to make sure). But to do this only about half of the 24 included missions were part of the beta test. The rest I cranked out today using the game mode templates (hopefully that gives you an idea of how fast you can make missions for MWC if you use the templates properly). My favorite missions that were beta tested all use a lot of diverse props and islands so I'll try to package these into "content drops" :) with each one containing missions that have the same addon requirements, so each "content drop" would have a different theme and addon requirement to the others (and probably a stupid CODish name as well just to be irritating).
  5. *zeewolf*

    Modern War(fare) Crisis

    The finished version of Macser's G36C: 1936 vertices, 3 textures for the highest poly model (ODOL explorer vert count).
  6. *zeewolf*

    Modern War(fare) Crisis

    Weekly update for everyone. Macser has finished the G36C here's a picture of an earlier version just to give you an idea of how it looks: So there's a standard version; suppressed; standard barrel+M203; suppressed+M203; standard barrel+Masterkey and a suppressed+Masterkey. Also a new iron sight optic model is provided. The G36C is being generously provided open source (i.e. MLODs will be distributed), permission free for everyone to enjoy. Same goes for the claymore which has also been completed. The remaining permissions issues have now all been resolved. The authors listed previously could not be contacted so I'll be releasing there material under a disclaimer, but I don't see it being a problem. The Intros for the main menus are done. I haven't done the main documentation yet (credits, license and editor guide) and there's still the odd bug coming back from beta testing (mostly public variable race conditions which are pretty difficult to reproduce in a reliable manner) but again these are minor issue that won't hold back the release. I will be providing a load of pre-made multiplayer missions of each game type, but they currently have some rather exotic addon and island requirements, so I'm going to have to look at what can be rationalised to maximise compatibility (I can't justify including all the required addons in the MWC distribution). I don't know what people really use as default islands and core addons. Maybe I'll put a list together to give you an idea of what you'd need. The template missions won't require any extras at all. I've added another new feature into the config for the ww4_vehicles addon which are gunnerless vehicles. Basically it provides classes for all of the armed BIS and WW4 vehicle models but with the driver able to control the turret and fire the weapons. This allows free for all game modes to make better use of some of the vehicles namely the armed jeeps and helicopter gunships. Imagine if you will chasing each other around in JeepMGs with turrets that can be fully controlled from the driver's seat using freelook. Or being able to control the cannon on a helicopter from the pilot's seat for frantic dogfights. No more waiting or searching for a human player to use as a gunner, no more relying on AI to do what you tell them, no more attempts to shoot people with a fixed weapon in manual fire mode. There is a downside however, you're restricted to using the driver's POV and optics which means in a tank you can't aim the gun using the gunner's sight, this makes gunnerless tanks slightly less useful. But the other vehicles are fine and the AI (should you choose to use them) can use gunnerless vehicles without any issues.
  7. *zeewolf*

    Site Proposal: Missions and Scripts

    Well I wouldn't say it was utterly useless :p. I didn't know you could apply that filter to search Armaholic, but I think when you're browsing scenarios by type it should clearly state on the short description which addons are required for the mission. In fact it would be nice if it hyperlinked each addon in the requirement list, clicking an addon hyperlink would automatically search for similar mission types for that addon (so missions that also use the addon and are in the same scenario category). It should be pretty clear to you from the relatively high activity of this forum (given the age of the game) that people are still making missions for the game. I'm in the somewhat unusual position of not having to release missions in order to play it multiplayer with reasonable numbers of people every day (I don't even need to play online). So I have a backlog of a hundred or so decent multiplayer missions just sitting on my hard disk, having a reliable place to host them would be a motivation to release more. Although the best stuff I've done will be coming out as part of MWC anyway (assuming I can find a host for that!).
  8. *zeewolf*

    AC-130 camera script

    If you read the comment lines in the script you will notice it says ";Move up changes weapon (105mm M102, 40mm Bofors L/60, 25mm GAU-12)" This means that if you press the move up key ("Q" by default) it will cycle through the weapons in that order. Move down fires the selected weapon ("Z" by default). If you look a bit further down (line 75) you will see the "time on station" setting is currently "_timeout = _time + 40" which means 40 seconds. This is just to match the equivalent Modern Warfare 2 killstreak time, increase it to whatever value you want. Fans of this script may be interested to know that the version to be included in my MWC mod will include support for AC-130 commentary. Specifically a "Shot!" announcement when the 105mm is fired and a "Gun ready!" announcement when the 105mm has been reloaded. It will also support idle intercom chatter (e.g. such classics as "Recalibrate azimuth sweep angle, adjust elevation scan"). The released mod will not include the audio files for these voices for obvious reasons, but I'll provide some basic instructions on how to add your own audio files to the mod to enable this feature and the audio for the faction multiplayer commentators.
  9. Recalibrate your azimuth sweep angle and adjust your elevation scan. That's right it's (another) AC-130 thread. As an alternative to the existing aircraft based solution, this one is a camera only script like my predator UAV script (I didn't see any script listings for a pure camera implementation like this one). The script deliberately limits the weapons to fire in bursts for multiplayer balancing and exits after 40 seconds. I quickly tested it MP and it seemed ok. I commented out the playsound and cutrscs, so you can try it without setting up a description.ext. V1.99 users could probably optimise this considerably by using getposASL for the firing calculations, rather than the trig workaround required for 1.96. It's probably adaptable to work on a real aircraft model by replacing the orbit section with script to keep it attached to the side of the plane. ; AC-130 script ; move forward/move backward/move left/move right pans camera ; move up changes weapon (105mm M102, 40mm Bofors L/60, 25mm GAU-12) ; move down fires weapon ; position to orbit _pos = _this select 0 ; sea level reference for manual ASL calculation _sealevelref = "logic" camcreate [0,0,0] ; target marker for manual ASL calculation _target = "logic" camcreate _pos ; selected weapon number _currentWeapon = 0 ; on screen weapon names _weaponNames = ["105mm","40mm","25mm"] ; sound class names defined by descrition.ext or config cfgSounds _sounds = ["m102","bofors","gau12"] ; cfgammo class names _weaponClasses = ["shell125","shell73","Bullet4x23"] ; FOVs _zoom = [0.4,0.15,0.05] ; Pan/tilt sensitivity to compensate for change in FOV _panGain = [60,30,15] ; muzzle velocities in m/s _MuzzleVelocity = [472,881,1040] ; time between bursts/seconds _BurstReloadTime = [5,4,3] ; timers for weapon burst cooldown _BurstReload = [0,0,0] ; rounds per burst _burst = [1,4,20] ; rounds left in burst _roundsLeft = [1,4,20] ; time between shots in a burst _ReloadTime = [0,0.5,0.15] ; timers for reloading _reload = [0,0,0] ; dead time timer for switching weapon _switchDeadTime = 0 ; on screen weapon status _reloading = " " ; Laptop opening animation defined by description.ext ;cutrsc["RscLaptopOpen","PLAIN"] ; remember if the player had NVGs _removeGogs = false ?((Daytime < 17) and (Daytime > 7)) : goto "start" ; night time, force night vision by giving player goggles ?!(player hasweapon "NVGoggles"): _removeGogs = true; player removeweapon "NVGoggles" player addweapon "NVGoggles" player action["NVGoggles"] #start ~0.5 ; orbit spherical coodinate variables ; azimuth _theta = random 360 ; radial distance _r = 500 ; polar angle _phi = 30 ; cartesian conversion variables _rx = _r * (sin _theta) * (cos _phi) _ry = _r * (cos _theta) * (cos _phi) _rz = _r * (sin _phi) ; setup camera _camera = "camera" camCreate [(_pos select 0) + _rx, (_pos select 1) + _ry, _rz] _camera cameraEffect ["internal","back"] _camera camSetTarget _pos _camera camSetFOV 0.7 _camera camCommit 0 @camCommitted _camera ; remove laptop cutrsc cutrsc["Default","PLAIN"] _campos = GetPos _camera ; time on station _timeout = _time + 40 ; camera target coordinates _tx = _pos select 0 _ty = _pos select 1 ; frame counter for on screen text _i = 0 #orbit ; if weapon burst cooldown time over, reset burst counter and update on screen status ?((_roundsLeft select _currentWeapon == 0) and (_BurstReload select _currentWeapon < _time)): _roundsLeft set[_currentWeapon, _burst select _currentWeapon]; _reloading = " " ; compute new azimuth _theta = _theta + 0.0344 _theta = _theta mod 360 ; convert to cartesian _rx = _r * (sin _theta) * (cos _phi) _ry = _r * (cos _theta) * (cos _phi) ; update camera position _camera camSetPos [(_pos select 0) + _rx, (_pos select 1) + _ry, _rz] ; update camera target _camera camSetTarget [_tx,_ty,0] ; update FOV _camera camsetFOV (_zoom select _currentWeapon) _camera camcommit 0 @camCommitted _camera ; switch to manual _camera camCommand "Manual on" ; save old camera position _campos = getpos _camera ; wait for next frame ~0.02 ; increment frame counter _i = _i + 1 ; display on screen text every ten frames ?(_i == 10): _i = 0; titletext[Format["\n%1 %2 %3\nAGL: %4 %5", _WeaponNames select _currentWeapon,_reloading,(_timeout - _time),_campos select 2],"PLAIN DOWN",0.05] ; detect if V pressed (camera killed), if so, restart ?(_camera != _camera): goto "restart" ; switch manual mode off _camera camCommand "Manual off" ; check for changes in camera position due to user input _cx = (_panGain select _currentWeapon)*((getpos _camera select 0)-(_campos select 0)) _cy = (_panGain select _currentWeapon)*((getpos _camera select 1)-(_campos select 1)) _cz = ((getpos _camera select 2)-(_campos select 2)) ; calculate distance of camera target to orbit datum _rx = (_pos select 0)-(_tx+_cx) _ry = (_pos select 1)-(_ty+_cy) _distance = sqrt((_rx^2)+(_ry^2)) ; limit pan and tilt of camera ?(_distance < 300): _tx = _tx + _cx; _ty = _ty + _cy ; check for increase in camera AGL due to "move up" pressed ?((_cz > 0.05) and (_switchDeadTime < _time) and (_cx == 0) and (_cy == 0)): goto "switchWeapon" ; check for decrease in camera AGL due to "move down" pressed ?((_cz < -0.05) and (_cx == 0) and (_cy == 0)): goto "fire" ?((_timeout > _time) and (alive player)) : goto "orbit" #end ; if player didn't have goggles remove them ?(_removeGogs) : player removeweapon "NVGoggles" _camera cameraEffect ["Terminate","back"] _camera camcommit 0 @camcommitted _camera camDestroy _camera ; Laptop closing animation defined in description.ext, requires custom .rtm file ;cutrsc["RscLaptopClose","PLAIN"] ~0.5 ; destroy local objects cutrsc["Default","PLAIN"] camdestroy _sealevelref camdestroy _target exit #switchWeapon _currentWeapon = _currentWeapon + 1 ; clip index ?(_currentWeapon == 3): _currentWeapon = 0 ; set deadtime timer _switchDeadTime = _time + 0.5 ; update on screen status _reloading = " " ?((_roundsLeft select _currentWeapon == 0) or (_time < _reload select _currentWeapon)): _reloading = "RELOADING" goto "orbit" #fire ; check if any rounds are left in the gun ?((_roundsLeft select _currentWeapon == 0) or (_time < _reload select _currentWeapon)): goto "orbit" ; update target position _target setpos [_tx,_ty,0] _reloading = " " ; set the reload timer (time between shots) _reload set[_currentWeapon, _time + (_ReloadTime select _currentWeapon)] ; decrement rounds left in burst _roundsLeft set[_currentWeapon,(_roundsLeft select _currentWeapon) - 1] ; calculate ASL (manually for v1.96 compatiblility) _distance = _camera distance _sealevelref _cameraHeight = sqrt((_distance^2) - (((_campos select 0)^2) + ((_campos select 1)^2))) _distance = _target distance _sealevelref _targetHeight = sqrt((_distance^2) - ((_tx^2) + (_ty^2))) ; calculate distance to target _rx = (_campos select 0)-_tx _ry = (_campos select 1)-_ty _distance = (sqrt((_rx^2)+(_ry^2))) ; calculate polar angle of target to camera _gunPhi = ((_cameraHeight - _targetHeight) atan2 _distance) ; calculate azimuth of target to camera _gunTheta = _rx atan2 _ry ; calculate velocity vector _vx = (_MuzzleVelocity select _currentWeapon)*(cos _gunPhi)*-(sin _gunTheta) _vy = (_MuzzleVelocity select _currentWeapon)*(cos _gunPhi)*-(cos _gunTheta) _vz = (_MuzzleVelocity select _currentWeapon)*-(sin _gunPhi) ; spawn round _round = (_WeaponClasses select _currentWeapon) createvehicle _campos ; "fire" the round _round setdir _gunTheta _round setvelocity [_vx,_vy,_vz] ; play the weapon sound ;playsound (_sounds select _currentWeapon) ; check burst status ?(_roundsLeft select _currentWeapon != 0): goto "orbit" ; burst completed update on screen status and set cooldown timer _reloading = "RELOADING" _BurstReload set[_currentWeapon, _time + (_BurstReloadTime select _currentWeapon)] goto "orbit" #restart titletext["","BLACK IN",10]; ~0.1 titletext["","BLACK IN",0.1]; ?(alive _camera): camDestroy _camera _camera = "camera" camCreate [(_pos select 0) + _rx, (_pos select 1) + _ry, _rz] _camera cameraEffect ["internal","back"] _camera camSetTarget [_tx,_ty,0] _camera camsetFOV (_zoom select _currentWeapon) _camera camcommit 0 @camcommitted _camera goto "orbit"
  10. :j: Vehicle respawn script on OFPEC Here's the same mission again with the vehicle respawn script. Note that this only respawns empty vehicles for players to use (or command their AI to use). AI will not automatically board available empty vehicles, that would all have to be scripted. For this vehicle respawn script the first vehicle placed down in the editor must have "vehicles = [this]" in its init line, all vehicles placed after that need to have "vehicles = vehicles + [this]" in their init lines. It really depends on what kind of mission you are making if you want AI to use vehicles. You can either use them in a "single player" style of spawning an entire crew, telling them to get in a vehicle (using script) then moving their waypoints around to control them, they then fight together as a team in the same way as they do in single player. The other style is if you want "bots" which act like spawned humans to occupy playable slots in a multiplayer mission, these are much harder to script, since generally they need to locate a vehicle (having decided they need one), decide which position they need to occupy then control the vehicle in a human like way. The last part is very challenging since a human player can control a tank by themselves, changing between the driver and gunner positions when necessary, an AI needs to be told via script when to change to gunner and when to drive. Either way it is quite a bit more complicated than the respawning empty vehicles or units with weapons. If you want examples of how to do it, you'll have to tell me which style of AI you want.
  11. Here's a demo mission with that script working. It's pretty barebones but it has a timer script and outros, as well as selectable loadouts in the briefing. Basically all the background stuff needed for an infantry mission. There's no vehicle respawning or game mode scripting included since that might be confusing if you're just trying to get infantry respawn with weapons working. If you're still having issues zip up the mission folder and upload it somewhere we will take a look.
  12. I'm amazed people are still using versions of this script for Arma 2, it's a good example of dynamic code generation but it isn't the most efficient or best written implementation. The error means it can't find a script by that file name. Is there a script with that file name in your mission's folder? Your mission folder would be in Operation Flashpoint\Users\profile name\MPMissions\mission name.island name (assuming you're using OFP not Arma:CWA). Check the file name extension is correct, for some reason the version on OFPEC is using the extension .xsqs. When it really should be .sqs so either rename the file extension to .sqs or change the exec call to the .xsqs.
  13. *zeewolf*

    Site Proposal: Missions and Scripts

    A more reliable host for sharing missions would be great, I'm sick of using one click hosting for <1MB mission files. Some kind of organisation is badly needed for the existing mission repositories into more than just SP Missions/MP Missions. Armaholic's scenario section is organised well, but you should also have separate categories for missions built for popular mods/TCs. E.g. You might want to just look for missions using WW4 weapons/units.
  14. You should try searching the forums I could answer in this thread but here's one I prepared earlier. And it's even a script on Ofpec called "Respawn with weapons", the irony is so sharp I might be bleeding...
  15. Well if you want to place actual chemlights you're going to need glowstick models. However if you just need a coloured light source say attached to a soldier then you can just make a config.cpp (or add it to an existing one) with some light sources in CfgVehicles.
  16. *zeewolf*

    Modern War(fare) Crisis

    Thanks for your interest. The weapons in MWC have been carefully selected based on dissimilarity of calibre, accuracy and handling ability. While the G3 is a classic COD weapon, it doesn't really offer anything over the existing selection of weapons. If either the FAL or G3 were included they would be too similar to the SCAR-H that is already provided, being all the same calibre and magazine capacity. The current modelling efforts are focussed on replacing models from addons whose authors cannot be contacted for permission. On an entirely different subject, what are people's thoughts on swimming animations/scripts? My testers have checked out combining MWC with Itweas' swimming animations and they seem to work ok in MP (although I had to tweak the swimming script to fix a very irritating bug). Unfortunately he hasn't included a license agreement in his readme and I'm really not in the mood to start another permissions wild goose chase relying on seven year old contact details. But if people feel strongly that it should be included in the release I'll consider if anything can be done. EDIT: Itwea's email address doesn't work and he doesn't appear to have been a member of these forums (correct me if I'm wrong). I've contacted a moderator to sort out what to with permissions for this this and LSR weapons.
  17. *zeewolf*

    Modern War(fare) Crisis

    A little progress report for everyone. I'm currently working on a spiffy looking main menu intro mission (or at least as good as it can look on desert island). I won't spoil the surprise but it's inspired by the intro used for Southern Sahrani in Arma. Beta testers are still finding the odd bug associated with obscure loadout combinations but there have been no major problems that I haven't been able to resolve. Models wise, Macser is looking at replacing the G36C and claymores with new versions so that the only addon left still requiring permissions is LSR US Weapons pack v2.00 (LSR_uswp.pbo). I've had no response to any PMs to Laser or emails to the contact details listed in his readme. So at present it's looking like the mod will have to be released with a "permission asked for, no reply" disclaimer for this addon given the time period since the addon's release and last activity on the forums by the author (I'd appreciate the input of a moderator on this issue).
  18. *zeewolf*

    Modern War(fare) Crisis

    Thanks, the model is slightly over the top but it will do the job (aren't you glad I'm not making the models for this mod, they'd all be blocks or sticks with matte textures on the grounds of saving resources, "M4 in just 8 vertices and 1 texture! Now that's efficient. What do you mean it's just a black stick?" etc). I don't need scripts for it, I already have one that does the job, more importantly it doesn't rely on spawning oodles of "shrapnel" and throwing it at people to kill them (which strikes me as a nice way to waste bandwidth). Since MapFact is now disbanded are they still knocking around the forums? I can't find any EULA for these either. Is there a single point of contact for permissions for mapfact addons? ---------- Post added at 22:52 ---------- Previous post was at 21:27 ---------- I know how to "reg-edit" an ODOL but notepad++? Arrggh the unprintable characters hurt my eyes! HxD is my weapon of choice.
  19. *zeewolf*

    Modern War(fare) Crisis

    Well I'll tell you what I've observed from years of butchering addons in that manner. If you have a PC that requires -nomap to run OFP with a large collection of addons, if you cut out redundant models and textures you can drop below the -nomap threshold, so obviously the size of the addon affects memory usage even if its contents are not instantiated. I think certain class definitions can have an affect on memory usage as well (I seem to remember having a big problem when I was making the config for a 210MB voice pack, it was ok up until a certain number of classes then it required nomap). Anyway, I digress. I appreciate your point of view on the matter of reusing models without repathing them. So I will defer the decision on whether to use your M4s until the high priority items (G36C, M39, claymores, M1014 and mildot) are sorted out. I still haven't had any replies to my emails and PMs from Laser or Nicholas Vinen (guy who made G36Commando.pbo no evidence he was ever a member of these forums so I'm relying on a 9 year old email address!), however Macser has kindly offered to have a look at the G36C which helps keep the mod moving. I'll start working on an editor guide that will describe the few steps necessary to customise the template missions and delve into the guts of how all the mission scripts work for people who want to expand upon any part of this mod (I'm intending all of my scripts to be completely permission free, attribution only, I've never released stuff with anything more stringent than a modified BSD license and I'm not going to start now). P.S. I'm still missing a claymore model of any kind, I can't imagine it would be hard to make a little green box on legs with some widgets on top (but who am I to say). Any one care to help with that one?
  20. *zeewolf*

    Modern War(fare) Crisis

    Ok, I'll use the ww4 M4s to make up the difference (assuming you're giving me permission to use your models which is what you seem to be implying, in which case thanks!). Given the incredible number of classes needed in MWC I've been worrying about the impact of leaving all the configs in the non-ww4 addon pbos. MWC uses the main bin\config.cpp for pretty much everything (it also provides unit and weapon replacement for stock BIS classes). All the configs in the addon folder will be concatenated and compiled into one class hierarchy so when the game starts the mod is going to be using memory to store effectively redundant class definitions (since they won't be used in MWC missions). For WW4 it's not really a problem since I can remove all of the configs for ww4 units and weapons (most of them are handily packaged separately from the textures/models they use). My thought being that people would just use the MWC mod folder to run MWC multiplayer missions and another mod folder for the proper addon .pbo. Assuming I can use it would it be ok for me to remove the config.cpp from your M4 addon and repack it with the same name (which saves me repathing all of the textures)? Or do you think I'm just being paranoid about memory usage?
  21. *zeewolf*

    Modern War(fare) Crisis

    The 72 attachment combinations for any of the carbine type weapons: No other weapon type has that many combinations, I can provide a similar grid for the other types if you want. The blue text above indicate the WW4 models available for the M4 (which has the most models available compared to any other weapon, see the spoiler below for an example of the most common situation). The red text indicate attachment combos that are not allocated a separate class in the config because they are currently implemented using an alternate magazine rather than a weapon to achieve the desired stats. I could change how the database coding works to implement these as actual separate weapons but there's no point in me doing that unless the models were actually available. The remaining items in black text are defined weapon classes that use the closest model in appearance (so it would use a model from one of the weapons in blue text). Jackal326 has given permission to use material from his SJB weapons pack which is good news. That leaves the G36C, M39 EMR, M1014, claymore and the mildot scope requiring replacement or permissions to use. Assuming a 1:1 replacement for a release to take place of the currently used models the list of required replacements is: Which is actually quite short! So er... any volunteers yet?
  22. *zeewolf*

    Modern War(fare) Crisis

    Well if you look at the numbers you'll see that it's completely impractical to provide a model for every single attachment combination in MWC. So as it stands people are going to have to accept that the gun they'll be holding isn't going to look exactly like the one they have selected. If it were done properly then for example the Groza alone would need 72 models (36 if you combine the two suppressor options, the masterkey with the grenade launcher and don't provide separate models for guns with grips fitted). Currently the Groza is done with just five different models. While it's possible some generous people will help increase the model count substantially, the priority is currently to replace non-bis/ww4 content. So I would say that 90% of the time the gun model you hold won't have the optic on it that you see when you aim down the sights or appear to mount all of the attachments you selected. If people don't like that then I'm afraid this mod is not for them. I would say the innovations this mod brings to multiplayer gameplay outweigh the purely cosmetic limitations imposed by the restricted model count. The only reason I brought up the vertex and texture count issue is to provide some target numbers for volunteer modellers to aim for.
  23. *zeewolf*

    Modern War(fare) Crisis

    Thanks Sanc! You can probably see that MWC would never have been possible without WW4 and its wealth of models. MLODs are fine to get me going, obviously if things are going to be kept in the "spirit of ww4" then ODOLs would be nice. Great stuff! Clear proof that you don't need 10000 vertices and 50 textures to make an amazing looking model! Here's some more marketing material, a user manual I produced for my beta testers. It goes into some more detail about how the game modes worked and gives an overview (top trumps style) of how the weapons are balanced. For those interested in how the underlying config works, it relies on defining each weapon as a series of orthogonal class names depending upon its attachments. E.g. Just for the Groza the actual classes are: The database scripting can then spawn the required gun by concatenating strings depending on which attachments the player has selected for a given weapon. All class names have to be structured in a similar way (weapon name, optic name, handguard, barrel). Magazines are chosen depending on the handguard and barrel attachments. ---------- Post added at 16:12 ---------- Previous post was at 14:33 ---------- In ODOL explorer LR300M203.p3d pilot view has 5632 vertices, 2822 faces, 5 textures.
  24. *zeewolf*

    Modern War(fare) Crisis

    Thanks STGN. Could you give me some rough texture and vertex numbers for that model? While the SJB and Laser models do look very nice they use way more textures and vertices than WW4 models, the SJB Mk12 for example is almost 8000 vertices and 25 textures, compare that to the most detailed WW4 models like the LR300 which is nearly 5500 vertices and 5 textures. It would be nice to get some WW4 style open source low poly count, merged texture weapons. I've had another idea to get this released without using non-bis/ww4 models which is to go overboard with placeholder models for all of the weapons. For example: So I'd be forced to use models for guns that look nothing like the one that it's meant to be but at least I could release the mod. The main reason I can't use BIS models as placeholders for SMGs, carbines and assault rifles is that at a minimum I need suppressed and non-suppressed versions for each weapon of these types. I've PM'd Jackal326 and Laser for permission to use their material (I'm not too hopeful about Laser since last activity was 4 years ago). Anyone know how to contact the owner of the G36Commando addon? The readme provided isn't very clear who the model itself belongs to and the email addresses are nine years old, so this weapon may be the priority for replacement by any volunteer modellers.
  25. *zeewolf*

    Modern War(fare) Crisis

    Oh and does anyone know how I can contact the makers of SJB Weapons pack and LSR US Weapons? If I can't recruit any modellers I'll need to use the content from these addons. Which means getting permission before releasing any material for MWC to anyone.
×