Jump to content

biggerdave

Member
  • Content Count

    663
  • Joined

  • Last visited

  • Medals

Everything posted by biggerdave

  1. And if they only make 285 individual transactions, the publishers pocket the whole $399.99. :rolleyes:
  2. Which seems to prove the exact opposite of what he's trying to say, and exactly what everyone's complaining about? That the publishers are a bunch of greedy money-grubbing capitalist scumbuckets who'd suck the air out of our lungs given half the chance. Hell, just try to imagine how Codemasters would have handled DayZ. Because that's who's taking that 75% here, Zenimax and Valve, not Bethesda Game Studios.
  3. So, let's say I buy some dog's... er... "offerings". Let's say I then use my alchemical knowledge to turn it into gold. Should I give the dog 75% of the gold's worth for taking a dump?
  4. Except you wouldn't making a standalone derivative game that includes everything your Skyrim. You're making an addon to Skyrim, that requires a copy of Skyrim (which has steam integration by default, so you can bet Valve are taking their share there too). Zenimax has already made the money from their work before you even started making anything. If I may be frank, Dean Hall's thoughts are outright hypocrisy from the man who put ArmA.2 at the top of bestsellers lists for a good few months. Those custom hexpat SUVs BIS have driving around probably weren't a gift from fans :rolleyes:
  5. Apple and Google are our benchmark for fairness? That doesn't bode well! :butbut: 30% to Valve (and, remember, we still don't know the details of who's getting what of the 75%, though, I guess the other party is Zenimax who are confirmed bastards, so it could well be) is still an undue amount, given all they're really doing is hosting the content, again, something other people are more than willing to do. Then add onto this that they're only going to pay out at the end of the month if you make more than $100... yeah. IMHO, The only way valve could be exploiting their role in this situation more would be if they were getting the "Steam Wallet" involved: company money for the company store, and so on.
  6. Exactly my point, Game Devs get to decide how much the modder gets after valve have taken their cut. 25% translates to "half of half", doesn't take much to figure out who's taking which half.
  7. I have a lot of reservations with this idea. Firstly, who's going to vet this, exactly? Everytime steam has opened itself up to community content (greenlight, workshop), a shameful amount of stuff has been stolen, or heavily based on other people's work without their permission. Now that we're adding money into the equation, that's going to get a hell of a lot worse. Second, 75% cut is daylight robbery. I can get BIS taking a cut, but what exactly are valve providing here that justify them taking, let's face it, around half the money being thrown around? Hosting? You can get that anywhere, hell, people want to host your work free of charge, that's how folks like SiX make money. Steam workshop? No offence, but steam workshop is kinda, well... shit. Thirdly, this is only going to encourage competition, rather than cooperation between modders. Say you figure out how to do something neat with a config or model, in a strictly non-commercial environment, there's no reason not to share this, you get bragging rights and love from all for figuring it out. In a commercial environment? The exact opposite is the case, sharing your knowledge hurts you: if you're the only one with the gimmick, you're the only one getting the money from it, if everyone has it, your product isn't special anymore.
  8. Like this: class CfgWorlds { class GenericNames { class MyTag_WelshNames { class FirstNames { Aeron = "Aeron"; Aled = "Aled"; Afon = "Afon"; Alun = "Alun"; Bevan = "Bevan"; Bleddyn = "Bleddyn"; Bryn = "Bryn"; Cadoc = "Cadoc"; Cadwgan = "Cadwgan"; }; class LastNames { Alban = "Alban"; Awbrey = "Awbrey"; Anwyl = "Anwyl"; Bach = "Bach"; Barry = "Barry"; Baugh = "Baugh"; Cadwalader = "Cadwalader"; Carew = "Carew"; Conway = "Conway"; Dafydd = "Dafydd"; }; }; class MyTag_GermanNames { class FirstNames { Alexander = "Alexander"; Andreas = "Andreas"; Benjamin = "Benjamin"; Bernd = "Bernd"; Christian = "Christian"; Daniel = "Daniel"; David = "David"; Dennis = "Dennis"; }; class LastNames { Muller = "Muller"; Schmidt = "Schmidt"; Schneider = "Schneider"; Fischer = "Fischer"; Weber = "Weber"; Schafer = "Schafer"; Meyer = "Meyer"; Wagner = "Wagner"; Becker = "Becker"; Bauer = "Bauer"; Hoffmann = "Hoffmann"; }; }; }; }; You can have as many entries as you want in first names and last names, and use strings, if you're not a terrible coder like me. (Generally around 30 to 50 first and last names are enough to make sure you don't have a full squad of Aaron A. Aaronsons :p )
  9. Configs are working perfectly - you haven't put _ca at the end of your texture (ie, hiddenText_ca.paa) - you might want to check the rest of your .paas follow the texture naming rules. The inversion is probably caused by the UV map, just transform (2D) -> Mirror X/Y (depending on camera orientation) then reverse faces (since mirror points inverts faces for some reason) in oxygen/object builder to fix it (easier than messing with the UV-editor IMHO :p )
  10. biggerdave

    MagazineGroup standard?

    Well, by that logic, no one needs it. Given that BIS have a bunch of Stanag rifles, you've got to admit it does seem like a pretty weird thing not to add. I checked Weapons_f cfgmagazines, and none of them have magazineGroup[] set up, and none of the default rifles in Weapons_f have any magazineGroups in their magazines[]. So, either, it's not implemented or it's overwritten somewhere else (the only place that'd make sense I haven't checked is the marksman DLC ebos, and no one's getting into those anytime soon :p )
  11. Have you defined the hiddenselections as sections in your model.cfg file? You'll probably want something like this: class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class St_Box: Default { sections[] = { "Text" }; }; }; I don't think you need the animationssources section of your config, either. (AFAIK BIS have all the different boxes in one p3d, then they render dynamically based on what sort of crates are needed)
  12. biggerdave

    HSO A3 SLA Pack

    I could, but it wouldn't really be worth it. There's a lot of interdependency between the factions (CDF and RACs share webbing, for example), so ultimately it'd be a case of having the core PBOs that weighs around 600MB, and a handful of faction PBOs that only weigh around 5-10MB each. They could probably pass as Soviet Troops, there's a CDF flag on the shoulder, and American style webbing. Oh, and they're on Blue, that might be problematic for some. Can't have those pesky lefties on the good guy side! :butbut:
  13. biggerdave

    HSO A3 SLA Pack

    £Bipods It's supposed to be a pound symbol, right? An American told me it was supposed to be a pound symbol.
  14. This: class Wounds { tex[] = {}; mat[] = {"A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"; }; Is your problem, and a perfect example of the importance of good formatting. You haven't got a closing bracket at the end of the mat[] section, and have a semicolon where you really don't want one at the end -EDIT, nvm, you can apparently use semicolons and commas interchangeably here. If you'd formatted your code like this: class Wounds { tex[] = {}; mat[] = { "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"; }; Sure, it takes about 20 times longer to scroll through the code, but spotting the exact problem can be done instantly (you can clearly see where the bracket is missing). Since I'm assuming you've copy-pasted the class wounds from each vehicle class, you need to replace the wounds section in each of them with this: class Wounds { tex[] = {}; mat[] = { "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", }; }; Hope this helps! :)
  15. biggerdave

    HSO A3 SLA Pack

    This isn't a bug per-say, the LRRP and GL interceptors were never finished, and just left in the config because it would probably have broken something commenting them out. This was before the virtual arsenal was added, so the only way to find them would have been to know the classname :p I'll fix them up for the update, since I think some dynamic missions will try to use them regardless.
  16. biggerdave

    HSO A3 SLA Pack

    You should be able to get it off the SiX updater - http://play.withsix.com/arma-3/mods/5PWVyvYu5BGHBgAVF72WTA/HSO-ArmA-3-SLA-pack (I forgot to add the link to this first post, whoops :p ) If you can't use SiX, the Armaholic link should be working, I just tested it and it seems fine. Though I have noticed their page request site thingy (not an HTMLer, but I'm pretty sure that's the technical term) can be a bit temperamental at times, refreshing the page usually seems to fix any problems, though.
  17. biggerdave

    HSO A3 SLA Pack

    Gentlemen. I have some good news, some bad news, and some very bad news. The good news is, my computer exploded, and I hadn't backed up any of my work on this. The bad news is, the hard drive itself was undamaged, and I was able to transplant it to another machine and back everything up. The very bad news is, I now have a computer that can actually run ArmA.3 half decently and as such have had my desire to continue this project rekindled. So, plan of action is this: There is going to be an update. It's probably not going to come out until after the marksman DLC, since I want to add proper support for #bipods (why is there a no. symbol in front of it, anyway? Is it one of these social medias I've heard so much about?) and such. Don't hold your breath for vehicles, but I might be able to get them sorted. Need to talk to a few people first, though. But, I do have some things to show you, first, I know I said I wasn't going to do Takistani forces... and I'm still not doing Takistani forces, but I have done a new scheme for the CDF that's based on the Soviet Afganistan uniforms, tentatively named "Takistanka"! (nb - the helmet in this picture is the SLA's M1953 helmet - these guys are going to have SSh68 helmets in the actual release, also replacing the M1953s used by Chedaki and NaPa - it's ready now, but I derped the config in the instance these pictures were taken in, so had to switch the helmet out to the very similar looking SLA helmet :p ) On the subject of the CDF, the SkSp have a new gun, the AR-SF, effectively a modernized Krinkov And, on the subject of Krinkovs, you'll be able to get those, too. Modelled here by one of these little green men who've been showing up amok the Chedaki recently. Finally, since we can't let the ex-soviets have all the fun, there's some CIA Operators Mercenaries Security Contractors Independent Specialist Observers. (Observing what? The Lumber industry, of course! Look at his shirt!)
  18. biggerdave

    Middle East Conflict mod

    Looks to me like Vocativ have picked up on a jokey post made by some kid about how he wants to play the bad guys because "I'm so edgy! Wow!", and then the Mail, the newspaper that famously supported Hitler, has decided that this means "International Superterrorist Organization ISIS's illegal paedo immigrants are using videogames to make our kids give Princess Diana Canceraids" or something along those lines. Presumably, the Daily Mail is next going to report on how Sid Meier is "Sick Filth" who is "secretly recruiting for the Ottoman Empire"?
  19. biggerdave

    New Chernarus Perspective?

    Only on Store.bistudios suggests to me it isn't an addon for ArmA.3 or DayZ (since both are Steam dependant). Maybe some sort of minigame? (or we'll finally see the zombie preLC for TKoH!)
  20. Instead of having a pistol/rifle/launcher slot, it'd be pretty neat to just have two or three generic "ready" slots. It'd make PDWs and dedicated grenade launchers a hell of a lot more useful - With the current system it's a PITA to use something like an M79, since you have to wrangle the inventory system to switch to anything other than a handgun, while something like a Javalin, which would realistically be much more unwieldy, is just one button away.
  21. biggerdave

    European Politics Thread.

    As opposed to every other British politician, who is a right-minded and well educated, speaks only the truth and has a very rational outlook on the future of our economy?
  22. Good Day to you, Sirs and Madams. If you don't know me, I'm the guy who did the SLA pack for ArmA.2. And now I'm back, doing an SLA pack for ArmA.3. Kind of a one trick pony in that regard. Except not! For now, I have implemented my newly developed, revolutionary "not-SLA" technology. I know, I know, it sounds risky, but trust me, it's worth the risk! So, let's meet the gang, first off, in the red corner, we've got them damn dirty commies, the SLA: In the green corner, we've got everyone's favourite "are they fascists or are they just <EXPLICIT CONTENT>?", RACS: And in the blue corner, we've got the CDF: (Click the thumbnails for a larger view) I've decided to go in the same direction as BIS have with ArmA.3's equipment, so while there are a few real guns being used, a lot of the equipment is fictitious (albeit heavily based upon real equipment - aside from a few very obvious examples, almost everything in the pack will have a real-life counterpart, although a few of them are a bit obscure, or never left the prototype stage). The initial release, likely coming within the next few weeks, should include infantry, weapons and a small number of vehicles (think "ArmA3 alpha"). But I've got a lot of plans for what's going to be included in future versions, so prepare your butts, because this will undoubtedly end up being the biggest and best SLA pack yet!
  23. biggerdave

    HSO A3 SLA Pack

    Source Files: (Meant to upload this yesterday, but I forgot) https://mega.co.nz/#!7gMD0ShJ!_P7bx-HctGaiCw64bf53OSpWfynjeOrIX0nnn4wZLSE Includes MLODs, configs, and some sample PSDs (I don't work in PSD format, so converting all the source textures would be a major hassle and massively increase the filesize. If you need a specific texture, throw me a PM and I can sort you out). Share and Enjoy :)
  24. biggerdave

    HSO ArmA 3 SLA pack

    Flak Jacket - probably not, I don't know what I'd use it for, and it'd be a bit too similar to the plain PASGT vest. BDUs - are bugged (I messed up the layering, so the textures are too dark/oversaturated on this model). Fixing now. Models - Can't really fix the vests (all my attempts to solve it have just made things worse :p ). I could maybe improve the texture on the M16, though, which might make it look a lot nicer, but, it'd be a lot of work, so I probably wouldn't be able to get it done by Monday. Realized M16 textures were a bit poorly implemented - one 1024*2048 texture and one 2048*2048 texture that was barely used. Switched to 2 2048 textures, and added a very tiny amount of weathering, and it's basically made it look a million times better. (plus, IIRC the engine doesn't like rectangular textures, so it shouldn't make any difference performance-wise. I might be wrong there, though. Wouldn't make much difference, anyhow.)
  25. biggerdave

    HSO ArmA 3 SLA pack

    It should. I haven't tested it recently, but it did work - unless ALIVE have changed how things work there shouldn't be any problems. Right now RACS and the SLA airforce/navy don't have a full set of groups defined yet, so they might be a bit iffy.
×