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bensu

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Everything posted by bensu

  1. bensu

    Linux Port for BI Titles

    Hm, I don't know what copy protection they used in ArmA2 but if it is the same as in ArmA then we need a no-cd *.exe. But we know that BI always removed the copy protection in a later patch, so we just have to wait or find a working (inofficial ;) ) no-cd *.exe And I would really like to know how the performance of ArmA2 is with wine...
  2. bensu

    Linux Port for BI Titles

    Well, I'm about to sign the petition but that petition site is so f***ing slow... And there was someone who tried ArmA2 with wine... and it worked! Comment #2 (german) http://armed-assault.de/news/arma2-mark-released.html Unfortunately I can't test it myself cos I don't have ArmA2 yet...
  3. I am just wondering if the tunguska fireanimation is still WIP? Just see the difference: ArmA 2: http://www.armedassault.info/ftp/pics/news/pics1/arma2russia9.jpg Real: taken from this video: (@0:53)
  4. hi, I'm about to make my first map for arma, but I have a problem: it does not appear ingame.  here is my config.cpp. I took the one form the BIS sample map and just replaced "samplemap" with "island_01" and changed the description and the path to the *.wrp file. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class Island_01 { units[] = {Island_01}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds {  class DefaultClutter  {   scaleMin = 0.9;   scaleMax = 1.4;  };  class DefaultWorld;  class CAWorld : DefaultWorld  {   class Grid {};  };  class Island_01: CAWorld { access = ReadAndWrite; worldId=8; cutscenes[] = {Island_01Intro1}; description = "Bensu 1 test"; icon=""; worldName=\ArmA_Islands\Island_01\Island_01.wrp; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850,  2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false;   class ReplaceObjects {};   // sound sources   class Sounds   {   sounds[]={};   };   class Animation   {    vehicles[]={};   }; // default - no film   class Lighting : DefaultLighting {};   clutterGrid = 1.11;//pred demem to bylo 1.5   /// how far clutters are visible   clutterDist = 55;   noDetailDist = 40;   /// where ground detail texture is fully visible (begin fading out)   fullDetailDist = 5;   minTreesInForestSquare = 3;   minRocksInRockSquare = 4;   class clutter   {    class GrassGeneral: DefaultClutter    {     model=ca\plants\clutter_grass_general.p3d;     affectedByWind = 0.3;     swLighting = true;     //relativeColor[]={0.8,0.8,0.8,0};     //colorByGround=0.9;     scaleMin = 0.75;     scaleMax = 1.0;    };    class GrassFlowers: GrassGeneral    {     model=ca\plants\clutter_grass_flowers.p3d;    };    class GrassLong: GrassGeneral    {     model=ca\plants\clutter_grass_long.p3d;     affectedByWind = 0.6;     scaleMin = 0.60;     scaleMax = 1.10;    };    class GrassSevenbeauty: GrassGeneral    {     model=ca\plants\clutter_grass_sevenbaeuty.p3d;     affectedByWind = 0.2;     scaleMin = 0.70;     scaleMax = 1.10;    };    class GrassYellow: GrassGeneral    {     model=ca\plants\clutter_grass_yellow.p3d;     affectedByWind = 0.2;     scaleMin = 0.70;     scaleMax = 1.10;    };    class GrassDesert: GrassGeneral    {     model=ca\plants\clutter_grass_desert.p3d;    };    class ForestFern: GrassGeneral    {     model=ca\plants\clutter_forest_fern.p3d;     affectedByWind = 0.1;     scaleMin = 0.90;     scaleMax = 1.10;    };    class SmallRocks: GrassGeneral    {     model=ca\rocks\clutter_stone_small.p3d;     affectedByWind = 0;     scaleMin = 0.90;     scaleMax = 1.10;    };    class FlowersColor: GrassGeneral    {     model=ca\plants\clutter_smetanka.p3d;    };    class FlowersWhite: GrassGeneral    {     model=ca\plants\clutter_white_flower.p3d;    };    class MushroomsHorcak: GrassGeneral    {     model=ca\plants\clutter_horcak.p3d;     affectedByWind = 0;     scaleMin = 0.85;     scaleMax = 1.25;    };       class MushroomsPrasivka: MushroomsHorcak    {     model=ca\plants\clutter_prasivky.p3d;    };       class MushroomsBabka: MushroomsHorcak    {     model=ca\plants\clutter_babka.p3d;    };       class MushroomsMuchomurka: MushroomsHorcak    {     model=ca\plants\clutter_muchomurka.p3d;    };   }; class Subdivision { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; // max. value for squares containing road maxRoad = 0.02; // max. value for squares containing track maxTrack = 0.50; // max. coeficient depending on slope maxSlopeFactor = 0.05; }; // white noise component of subdivision // change size is independent on rectangle size class WhiteNoise { rougness = 2; // max. value for squares containing road maxRoad = 0.01; // max. value for squares containing track maxTrack = 0.05; // max. coeficient depending on slope maxSlopeFactor = 0.0025; }; // do not divide surfaces that are under given limit minY = -0.0; // do not divide flat surfaces minSlope = 0.02; }; class Ambient   {    /*  Layer cost and species probability use expressions.  Variables which can be used inside of expressions:     rain: rain intensity.     night: 1 during night, 0 during day.     hills: 0 at 150 ASL, 1 at 400 ASL.     windy: 0 at 0 m/s, 1 at 20 m/s.     trees: tree density.     sea: distance to sea.     houses: house density.     meadow: meadow character.     forest: 1 in the forest.    Any values are continuous/interpolated in the range of 0 to 1.    Values they are independent unless notes otherwise    (meaning meadow and forest can be 1 at the same time).    You can observe these values in real-time using:    diag_toggle "ambient"    */  class BigBirds  {   //Container radius:   //Species are normally spawned at the edges of the circle defined by this radius.   //One exception to this is the initial start of the simulation, where the whole   //circle will be filled.   radius = 300;   //Points allowed for this container:   //Xbox: 1 * (1 - night) * (1 - sea)   cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";   //Classname in Species corresponds to type name:   class Species   {    class Hawk    {     probability = 0.2;     cost = 1;    };   };  };  class Birds  {   radius = 170;   //Xbox: (1 - night) * (2 + 8 * sea)   cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";   class Species   {    class Seagull    {     probability = 0.2;     cost = 1;    };   };  };  class BigInsects  {   radius = 20;   //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)   cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";   class Species   {    class DragonFly    {     probability = 0.6 - (meadow * 0.5) + (forest * 0.4);     cost = 1;    };    class ButterFly    {     probability = 0.4 + (meadow * 0.5) - (forest * 0.4);     cost = 1;    };   };  };  class BigInsectsAquatic  {  radius = 20;  cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";  class Species  {  class DragonFly  {  probability = 1;  cost = 1;  };  };  };  //The wind is blowing various particles around:  class WindClutter  {   radius = 10;   //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])   cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";   class Species   {    class FxWindGrass1 //Dark green grass.    {     probability = "0.4 - 0.2 * hills - 0.2 * trees";     cost = 1;    };    class FxWindGrass2 //Dry grass.    {     probability = "0.4 - 0.2 * hills - 0.2 * trees";     cost = 1;    };    class FxWindRock1 //Dust.    {     probability="0.4 * hills";     cost = 1;    };    class FxWindLeaf1 //Green leaf.    {     probability = "0.2 * trees";     cost = 1;    };    class FxWindLeaf2 //Dry leaf.    {     probability = "0.1 * trees + 0.2";     cost = 1;    };    class FxWindLeaf3 //Green leaf with a dry spot.    {     probability = "0.1 * trees";     cost = 1;    };   };  };  class NoWindClutter  {  //Xbox: 10   radius = 15;   //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))   cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";   class Species   {    class FxWindPollen1    {     probability = 1;     cost = 1;    };   };  };  class SmallInsects  {   radius = 3;   //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)   cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";   class Species   {    class HouseFly    {     probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";     cost = 1;    };    class HoneyBee    {     probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";     cost = 1;    };    class Mosquito    {     probability = "(1 - deadBody) * (0.2 * forest)";     cost = 1;    };   };  };  class NightInsects  {   radius = 3;   cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";   class Species   {    class Mosquito    {     probability = 1;     cost = 1;    };   };  }; };   class Names   { #include "Island_01.hpp"   };  }; }; class CfgWorldList { class Island_01 {}; }; class CfgMissions {  class Cutscenes  {   class Island_01Intro1   {    directory = "ArmA_Islands\Island_01\data\scenes\intro.Island_01";   };  }; }; And here are the sources (if someone wants to have a look at them): map
  5. bensu

    map doesn't appear ingame

    Ah, yep, that was the fault. The PBO just contains the island_01 folder so the path to the *.wrp file is Island_01\Island_01.wrp thanks a lot Sergei_Q
  6. bensu

    ArmA available for linux ?

    perhaps someone could start a petition or something like that... so we could at least see how many people would be interessed in a linux version
  7. bensu

    ArmA available for linux ?

    You are a minority then. What great newer games/sims does really play on linux other than the arcadish quake/doom/half-life (if it does that)? well, i don't think he's the only linuxgamer out there...(i use linux for gaming too ) and that minority isn't that small everybody thinks of.
  8. bensu

    Arma openGL support?

    I really would like to see a linux client. But without opengl, there is no chance... Â
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