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Everything posted by DaSquade
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Hi, Not sure where to post it (no O2 problem, no mission editing..etc). Anyway, i decided to change the UI of arma a bit today. So far i was able to reposition all of the things i wanted in a different position (watch, compass, GPS, minimap). But somehow i can't modify the position of the action list menu. I'm talking about the transparent green menu in the right undercorner, where your actions come in (so not the "6" action list on the right topcorner). I thought it was the following codes: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Actions { font = "Zeppelin32"; size = 0.0234375; rows = 5; arrowWidth = 0.015; arrowHeight = 0.02; iconArrowUp = "\ca\ui\data\ui_action_arrow_up_gs.paa"; iconArrowDown = "\ca\ui\data\ui_action_arrow_down_gs.paa"; colorBackground[] = {1,1,1,0.55}; colorSelect[] = {1,1,1,1}; background = "\ca\ui\data\ui_corner_ca.paa"; }; I wanted some more lines, like 8 instead of default 5. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> rows = 8; But most important i wanted to have the action menu list a bit lower. So i thought it was to be found in this code group: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class DefaultAction { font = "Zeppelin32"; size = 0.02474; showHint = 0; showNext = 0; showLine = 0; relativeToCursor = 0; offsetX = 0.5; offsetY = 0.68; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">offsetY = 0.68; But non of the two edits worked . I was wondering if somebody knew what needs to be modified so i can have the menu list a bit lower on the screen and have a few extra line so they are (all) visible?
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True Synide. Well, afaik i was more or less correct. What i did was opening one of the UI mods that can be found on the net (i used TrueIngameUI mod). Found out they used a codeline that wasn't in the stock cfg, namely: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> bottom = 1; The 1 can be altered if not mistaken, but 1 was what i wanted (bottom of screen). I also shamelessly used their font size etc... In the end this is for personal use only and i'm not planning to release it. PS: the bottom = 1; code line goes into the Class cfgInGameUI - class Actions collum.
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I know it isn't correct to speak in someone else name , but afaik ArmA has been recently reinstalled on the server when it went 24Mbit. Not sure if it was a full reinstall (windows etc), but afaik the ArmA on the server is as vanilla as vanilla can get. Fox used to run Doodlittle (?) anti cheat addons, but since we encountered lots of servercrashes and lost connections before he went to the new 24Mit line, he decided to hold of that anti cheat pack, untill we were sure the server ran stable.
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I also don't think it is a server setting or bandwidth problem to be honest. Like we noticed Fox yesterday with you...we had it in some mission with 3 guys and with more then 6 guys in a pretty large mission. The only thing i can think of is: A: has to do with big list of ammo/weapons in the crate. B: has to do with the personal kit list of soldier trying to rearm. Although A doesn't make sense if we are talking about an unit. From what i know yesterday it didn't worked on a stock unit with stock gear. But A and B again doesn't make sense to me as afaik 85% where stock crates (would need to check the missions we encoutered problems with if not done yet). Maybe it has to do with replacement packs like Aimpoints weapons (although client side only, it has to replace them witch might cause problems?). Maybe those who encountered the same problems, can you report if you guys/girls are using any replacement packs (afaik only weapons etc might cause problems, so value and other cfg replacement packs excluded).
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Nevermind, got it all fixed now. ->Locky please.
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...and suddenly it is very still...(bump ) End of story?
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Turning down object detail (very low) doesn't help here . Only 'deletes' lots of objects in far distance, but in scope view it is disco all again .
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I need glasses, because i honestly can't tell if your fog is actually gone in that movie or not. Again no offence, already thanks for posting what you done sofar. But imho you didn't fixed anything...i still see a much 'whiter' ground and envirement in the middle distance (valley) and mountains in the back are covered in fog from what the blur can let me see. Imho the grass colour is a good indicator that the fog simply isn't gone. Again, no offence, but this doesn't convice me this driver fixes it...Please proof us wrong (friendly meant)! @Mehmehmeh: "sad how ppl accuse you of making up stories right away". I think i speak for 99% that those who might have posted a bit offended, they actually installed the driver and actually tested it...and 100% of them didn't noticed a single difference (i have the same result as smellyjelly...as good as no improvement, and maybe even worse...looks even more overall white). @[CAS] Daniel: Don't look it as a bad thing. We aren't retarded and surely the topic was made to help. But sofar nothing was added that actually proofs it...and if it was fixed, how to fix it for all those 99% others that sofar weren't able to fix it. Smells strange doesn't it. I really really hope he got it fixed on his side...and he is helpfull enough to dig deeper and find what actually fixed it. As for us who tried it, it didn't help jack . @Victor: God (guess Placebo ) only knows. Run out of locks maybe? Would be nice though one of the mods, well someone that got access to the devs and fog fix of 1.09, could jump in and clear things out a bit. Why would they (BIS) introduce a fog fix in 1.09 if the driver would simply fix it?
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Thanks for the info kklownboy (w buffer). Well could be it is driver issue releated, but it is not like i will roll back several versions to get it away or slightly away, and to have other issues (like performence). But what i do wonder is if every 8800 user os having this issue? If 'you' don't, please post what could have fixed it for you... Atm i'm using the latest official driver of EVGA: 163.75. Only use game settings afaik. I do have nHancer but don't use it atm as if i make adjustments, witch i think would be an improvement, it doesn't load my game and reboots my pc (latest version of nHancer by the way). I just tried lowering several settings one by one, like texture detail and shadings, but non of them fixed anything. Not sure if nHancer settings could help get ride of it...as i have no idea what is causing it. PS: Although fully maxed out, the game runs very smooth, so don't directly think it is the lack of memory or HD buffer etc.
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No need to take it that personally. We (I) didn't want to offend you. I just mean, i and a few by now tested it and non of us noticed a difference. My eyes are playing fun with me as i though to noticed a very small difference, but guess it was an illusion. In the end, there is still fog and not the clear mega VD of +5000 like we know others (non nvidia users) can enjoy of. Why we take this so non-friendly, well because all of us (8800 users) paid a good amount of money and after all this time.....nothing . You don't hear me complain about the performence of the card (best i ever had...maxed out), but this fog issue is simply not acceptable. But again, PLEASE proof use wrong. I think i can speak for all 8800 users and say this would be the best fix in arma fixes (well sort if :d). If possible, please provide us with as much as possible info of your settings, hardware etc...Because if you are right, we are all noobs and overlooking something.
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Agree Fox. Well afaik we did had some flickering, but only white textures like on the poles and fences. Could be wrong, but somewhere allong the line of updating and patching i think the number of 'flickers' has gained again . PS: Running XP pro, 2048GB DDR2, EVGA 8800GTX (AC3), latest arma patch, latest (official) EVGA drivers etc... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">viewDistance=4718; terrainGrid=3.125000; gamma=0.993951; brightness=1.044354; sceneComplexity=1000000.000000; shadingQuality=100; shadowQuality=4; soundEnableEAX=1; soundEnableHW=0; anisoFilter=4; TexQuality=3; postFX=0; useWBuffer=0; 3D_Performance=9615.000000; Resolution_W=1280; Resolution_H=1024; Resolution_Bpp=32; refresh=85; FSAA=4; HDRPrecision=32; localVRAM=786063360; nonlocalVRAM=258998271; I wonder what the 'useWBuffer=0;' means?
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...time waster it was indeed. I demande picture proof (no lets make that movie proof) the fog is gone on your machine. Please proof use wrong . Like mentioned, not funny anymore. All hope in BIS 1.09 fogfix again (can't BIS release fogfix for 1.08 ). Sorry for asking and i know the answer i guess, but this kinda makes you depressed in a small way. Sickboy: could be right. I also didn't removed profiles etc. But still...
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Yeah, was think aswell, what the point is in relationship with 1.09 fog fix...Guess driver fix is a good alternative untill 1.09 hits the internet.
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Yup, some pictures (no need for 'before' pictures, we all know how it looks ), would be appreciated. Will test aswell when drivers are in, hope performence is the same..as long the fog bug is gone.
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@Matt: all makes sence and can life with. By any change you can upload a small demo movie of the effect so far? EDIT: just took a few minutes to check some recordings myself...and from what i see only the big 50cals produce enough air power to speak of kicking up dust. Again, this one has mayor air compression after shot + the muzzle head it made so it acts as reverse kick to compensate the recoil, witch leads to a big dust smoke. But also this is envirement/underground sensitive. Like expected, sand will produce a mayor cloud while in the grass land or on clean surfaces, this effect is very hard to spot. ->So imho, the effect would only apply to big calliber weapons (50cals and MGs) and not to assault riffles or pistols. But again, i think it all depends on the type of muzzle flash and surface. Just my cent.
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I like the idea of muzzle dust effects. No expert but i assume the rule 'the bigger (weapon), the bigger effect...'. Meaning a M107 will 'blow' more then a MP5. Not sure how far you can and will go into it, but lot depends on the muzzle head (reducer) etc afaik. Like for example, the M107 with 'stock' muzzle head will have more effect or blow facing backwords and spread out effect then same weapon with silincer on (yes, they come with silincers...but Barret itself doesn't recommand it ). Anyway, lost of reference on the net i assume (google, youtube, live...etc) and don't suppose you want to turn your topic into a fotoalbum etc... But just wanted to post this one... Static image (doh), but even for this caliber weapon it is more or less low. On a side note, depending what is possible, i hope it will more or less keep in mind what type of surface the effect is taking place. Meaning, desert dune vs nicely urban cleaned street/building . Anyway, all up for that. Would be a nice 'cheat' if the dust stays hanging in the air for a few secs when fading out, so it acts as a target location spot. Good luck (ArmA-Effects user and fan ).
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'Simple' but very good job. Keep it up.
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yeah i had a feeling the two idlers (if those are what i think) are the poly eaters. Always looks beautifull modelled like now, but you might want to lower it in detail or go alpha. Imho 16 segments are the way to go...i mean..16-8-4 if you lower in lod. If model allows go higher like 24 or even 32.
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15k polys..sounds ok, but on the other hand...sounds pretty much imho if i base my WIP car is around 17k, has dual weapons on mounts, open interieur, crazzy rollbar frame, 6 wheels and lots of lots of (overkill) detail like example 2k of bolts . I'm don't want to break your model..looks overall very good, but something went wrong imho if i compair. Feel free to bring your model to the 'stuff your working - bodyshop' topic and bring some wires if you can. Again, no breakdown...just free advise. One thing i can suggest from a 5sec look, is to make the center wheels as single wheel instead of two individual once. Imho the 'gap' isn't a mayor detail. Meaning, for the polys you gain their you can add smoother (more segments in side view) for the same money. As the 'corner' wheels look much more smoother. Just a mather of balancing the smoothness of your model to the same level. Anyway, good WIP. Good luck.
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WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@Kristian: A wireframe would be welcomed..anyway, i guess it is obvious how it was made. I might suggest to made it a more or less 'closed' construction, instead of boxes. It will look smoother (depending on how you made your current construction), but also will be easier to texture imho. You might also have a look regarding how to properly use 'sharp-smooth' on the edges. -
...I was wondering how long it would take you (oyman) to jump in. No hard feelings . But yup i do hope some understand there is more in life then quick convertions. Personally don't really have a problem with it, as long the creator of it (original stuff i mean) gives his go on it. But i also hope the models you bring in are much more optimized then the once i have seen converted. Beside these non offencive meant points, good luck. It is nice to see someone it spawning weapons at the speed of light, when others do months over a base weapon or pack (from scratch if the clue wasn't dropped yet). Is it possible to have a face (poly or tri) count on some of those weapons and more usefull some close up wireframes? Again don't get me wrong, we definatly don't need to reinvent the wheel...
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Russian Federation Units V.2.00
DaSquade replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
Sorry to ask, but any report/fix regarding the 'flying-hoovering' jeeps caused by the vehicle replacement pack? I like the retextures on them (well T72, BRDM etc) very nice, but sadly the pack can't be used due to the flying jeeps bug... Would be nice to hear if you guys found out what is the problem. If not, no biggy...was just wondering. -
WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@ 'the barrel': Yup face saver, but depends if he wanted a barrel with a hole in it so you can look in the barrel itself. But still the main barrel can be one 'streched' cilinder, and: 1. Simply keep the current additional cilinders (with the hole in it). 2. Use closed cilinders and map them with an alpha hole, at least the faces to the front as the back ones won't be visible anyway (this can be applied to 1 for the faces pointing to the back). SO you can mix it, but fact is this as a part with room for optimazition so you can use the extra faces somewhere else . EDIT: same goes for the wheels, no need to 'connect' the inner cilinder their. Even in case it is not flat...it will be pretty hard to spot anyway. -
Not sure if it can be said, but Frog is working on the RKG-3's aswell. He showed me a model pic some time ago and said someone (scripter) would look into getting it to work. Sadly Frog doesn't come here (BIS forum) anymore.... Might post some info when i know more. EDIT: jsut checked with Frog and model is done and from what he know the scripts aswell, but the two haven't met each other, so not ingame yet. Problem aswell is deanos (scripter) is thinking of stopping working, at least what Frog told me, so this might get on hold....:(. Picy:
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WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@Troffmeister: All models look very good and detailed (from what we can see), but i'm afraid if they are all around the same poly count nobody will be able to directly help you. 44k models are almost not possible (if we are talking polys as a tris model would be around 60k-88k...and that is simply too much). Not that ArmA won't be able to run them, but it is simply overkill. Don't get me wrong, but you or somebody will need to lower it to half more or less other wise they are just good for the screenshot section. Just my 50cent. Hope you or somebody can fix it.