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About biggerdave

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    Little is known of the man they call Dave. Only one thing can be said for certain, and that is that there was already someone with the username "Big Dave", and he was confident he was bigger.

    In terms of height, that is. What you're thinking of _may_ be true, but we've yet to track down "Big Dave" to find out.

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  1. I mean, the camouflage nets are already pretty abstract shapes, and set up with hidden selections. It'd be trivial to rework them as strapped on foliage just in the mission editor (you don't even need scripts, it's literally just one command for the texture, one for the material). Hell, you probably don't even need new assets, just find one of the bush textures that works. Or you could use the Tin Foil Hat textures to protect your tank from THEM.
  2. biggerdave

    EasyFIA for Global Mobilization

    I have updated this mod. Pray I do not update it further. Changenotes: (Also I dropped a stealth update shortly after the last one, so technically I've updated it twice. I've included the notes for that too, since I didn't put them here before.) (And I just noticed I've misspelt 'converter' as 'convertor' in all the other changelogs...) Oh, and if you're in the UK, go and vote. If you've already voted, go and vote again. The more you vote the more democracy there is. That's just science, that is.
  3. There's a joke here about the tank itself being a steel coffin... I seem to be having some issues with the feedback tracker right now (ironic), so here are some small bugs I've found on the RC: -RPG7 doesn't have a UI indication of zeroing on iron sights (the zeroing itself does seem to work, though) -PT76 main gun magazines don't have displaynames, so you just get "reload " as an action for different shells. -PT76 PK has laser ranging (may be intentional?) -The numbering on the left side (I think it's the left side - the side that was previously covered by the box) of the T55/A/AK turret is reversed (the individual numbers are correctly oriented, just the order is backwards, ie, 1234 will instead appear as 4321 - if the box is toggled back on, the numbers on top of it are correct) -The RPK (both East German and Polish variants) and KM-72 seem to have mounting brackets modelled (unless I'm misunderstand how the mount works, in which case ignore this), but aren't able to mount sights (also, isn't the mounting bracket on the AKMN and SVD the same? Seems weird that sights aren't interchangeable between the two - like, I know that they wouldn't 'just work' IRL, so I can see it as a design decision, but considering you can swap sights between the AK and RPG...)
  4. biggerdave

    ArmedForces:UK Vehicles

    Pinzgauer ❤️ There seems to be some issues with the headlights on the Supacats - some of them (the lightweight, resupply and ambulance versions, I think?) have the 'beam' effect permanently on (whether the headlights are enabled or not), and on all variants the 'flare' effect appears a lot further forward than it should (this might be an engine limitation?)
  5. biggerdave

    EasyFIA for Global Mobilization

    Pushed the first major update to the workshop, adding a winter faction. There are also two new uniforms for the woodland faction and a minor rework of the Iltis texture. Here's some screenshots: (Terrain is CUP's winter Chernarus) As a publicity gimmick for this update, I have utilized my newly constructed psychic beacon to subtly adjust the noosphere. The winterized T55 has now replaced the lorry of a popular brand of soft drink as the vehicle that rolls into your town to signify the arrival of the Christmas season.
  6. Firing "from the hip" (ie, when not using sights) shouldn't take zeroing into consideration. Having a 'flag patch' tied to identity, similar to how clan/unit insignia works. (think new XCOM games, or Stargate Atlantis =p ) Being able to cycle between firemodes and muzzles with a separate key. (really inconvenient when you forget you have a GL on your rifle... and very much a 'game' issue - no one's ever accidentally done this irl!)
  7. biggerdave

    3CB Factions

    I love it! Feeling very warm and fuzzy having jeeps and 5 tons again. Some issues: US cold war faction classes are defined as side=0, instead of side=1. Most factions don't have flags defined (looking at the ingame config viewer, it seems as though they've been ((incorrectly?)) assigned as icons. The 3CB BAF factions have the same problem) There's some alpha sorting(?) issues with the M60 - the infantry version has the bipod legs rendered over the heatshield, and the MUTT-mount heatshield is rendered beneath the entire weapon. Cold war special forces (on both sides and eras) don't seem to be spawning with specialist equipment (toolkits, democharges, etc.) I'm not sure if it's a bug per-say, but it seems odd to me that the M16A2 has a flat-top upper, while the colt carbine doesn't. (I realize this is the most insignificant thing to get peevish over, but I have very strong feelings on the subject of AR15 upper receivers for reasons I rather wouldn't talk about)
  8. biggerdave

    EasyFIA for Global Mobilization

    Posted a minor update, adding (some) stringtables and slightly adjusting infantry textures. The translations are a mix of "this probably makes sense" cut together from BI's translations, and Google Translate, so a lot are probably wrong. (particularly concerned about the Japanese and Korean - for some reason google translate insists on translating certain terms to wildly different terms and I'm missing some Korean transliterations). Vehicles aren't included right now. (Apologies for the wrong section mods - my understanding was beta addons weren't supposed to be in the 'complete' section!) Unfortunately, I don't have access to templates for GM's headgear, so that'll either have to wait until GM's data is decrypted, or their team update the sample data. I did consider including some reworked vanila stuff, but I want to try and keep 2035 content to a minimum.
  9. biggerdave

    EasyFIA for Global Mobilization

    In my defence, it's really difficult to mess up vehicle retextures with GM. I'll have another look at the infantry textures before the full release. There are a few things (ok, quite a lot things) with them I'm not particularly happy with, but I've found if I try to make everything perfect, I end up never releasing anything! (hmm... all those "emojis", and there's no embarrassed face... don't they know shame is the only emotion I'm capable of feeling?)
  10. Classic Style Resistance for Global Mobilization Features: Randomized Headgear At least 3 new uniforms Full suite of vehicles (including your very own Command Beetle!) Custom Emblems and Font Svelte 6.5MiB archive, and 9.6MiB modfolder. Small enough to fit on 10 (and a bit) BBC microcomputer floppy disks! Currently Requires both Global Mobilization and either the Dev Branch or Release Candidate. Download Links: Current: (0.2.0/20190721) Steam Workshop 4Shared Legacy: (0.1.0/20190719) 4Shared (beware, here be Dragons those awful adverts that cover most free file hosting sites nowadays) Screenshots: "12 o'clock, enemy, APC, I'm detecting notes of rolled steel, and, mmm, is that diesel?" "Sir, that is not how you use binoculars! Sir! Sir!" "Psst, hey kid, wanna buy some 100mm HE shells?" "Ugh! T-tell my Wife... I think... I left the back gate unlocked..." "Brum! Brum! Buda-buda-buda-buda"
  11. Not sure if this is intentional or not (since they are part of NATO), but the LDF groups have friendly (rectangle) rather than neutral (square) icons in the right hand menu in eden (once placed they default to using the rectangle ones, since I guess that's hardcoded).
  12. biggerdave

    Issue with Gryphon retexture?

    Ok, you've nearly got it - texturesources is a class within your vehicle class (just like how your vehicle is class within cfgvehicles). Then each of the texture sets are defined as classes within that class, like this: class LDF_Gryphon_Grey: I_Plane_Fighter_04_F { author = "Shadowhunter388"; scope = 2; scopeCurator = 2; side = 2; faction = "IND_E_F"; displayName = "A-149 Gryphon"; crew = "I_E_Helicrew_F"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"Livonia_Gryphon_Retex\data\Grey_Fighter_04_fuselage_01_co.paa", "Livonia_Gryphon_Retex\Livonia_Gryphon_Retex\data\Grey_Fighter_04_fuselage_02_co.paa"}; typicalCargo[] = {"I_E_Helicrew_F"}; class TextureSources { class LDF_Gryphon_Grey { displayName = "Grey"; author = "Shadowhunter388"; textures[] = {"Livonia_Gryphon_Retex\data\Grey_Fighter_04_fuselage_01_co.paa","Livonia_Gryphon_Retex\data\Grey_Fighter_04_fuselage_02_co.paa"}; factions[] = {"IND_E_F"}; }; }; textureList[] = {"LDF_Gryphon_Grey", 1}; }; I've formatted this so only the classes are indented, that should make it a bit easier to understand what I'm getting at here.
  13. biggerdave

    Issue with Gryphon retexture?

    Yeah, I didn't want to copy out everything else... let's pretend, instead of being lazy, I didn't want to write out a full config that you could just copy and paste, so you'd need to do stuff yourself, so like, it's a learning experience? As if I'm some kind of wizened mountain monk.
  14. biggerdave

    Issue with Gryphon retexture?

    Anywhere within class Gryphon_OD - you'll need to do it for the other two, as well. You could save some time by only having the texturesources in the first vehicle class, then inheriting for the other two. So, like: class Gryphon_OD: I_Plane_Fighter_04_F { //stuff class texturesources { class LDF_OD { //tuff }; class LDF_Camo { ///stuff }; class LDF_Grey { //stuff }; }; textureList[]= { "LDF_OD",1 }; }; Then just have: class Gryphon_Camo: Gryphon_OD { displayname = "Gryphon Camo" textureList[]= { "LDF_Camo",1 }; }; class Gryphon_Grey: Gryphon_OD { displayname = "Gryphon Grey" textureList[]= { "LDF_Grey",1 }; }; For the other skins, which would tidy things up quite a bit. Something else to consider, Gryphon_OD isn't a very good classname - if anyone else is using the same, it can cause a lot of problems - I'd use something like "SH123_LDF_Gryphon_OD" instead. (also, configs are code, not script, everyone knows coders are way cooler than scripters!)
  15. biggerdave

    Issue with Gryphon retexture?

    Sounds like your hiddenselections are being overwritten by texture selection system. Try: class TextureSources { class LDF { displayName="LDF"; author="My name goes here"; textures[]= { "Livonia_Gryphon_Retex\data\OD_Body.paa", "Livonia_Gryphon_Retex\data\Underside_OD.paa" }; factions[]= { "IND_E_F" }; }; }; textureList[]= { "LDF", 1 }; Also, you should fix your texture names, aside from being a mess, that format isn't ideal for the engine - I'd use "OD_Body_co.paa" and "OD_Underside_co.paa". AFAIK missing out the _co doesn't matter for basic textures, but it's good practice to have in regardless. Here's the biki page on how your should name your textures.