

dmarkwick
Member-
Content Count
7641 -
Joined
-
Last visited
-
Medals
Everything posted by dmarkwick
-
I keep getting an out of reserved memory error then a CTD when I play my test mission with these (rather nice I have to say) helos. I have stuffed them into a DAC config and am just letting them roam about picking off whatever they can find, but after about an hours playing it all goes south suddenly.
-
OK that was very helpful thanks, I got rid of the miner and now I don't see any errors, and no bas_opfor dependancies. Re-download the regular advanced version, it should be fine now. And yes, version numbers is a good idea now that I have the first working version that I'm happy to see being used, I think I'll call it 0.5.
-
Sounds like you don't hav the BAS Tonal islands addon Actually this is a real bug at the moment, I cannot work out what is requiring that addon, it never needed it before. I'm assuming it's something to do with using resistance crews in eastern vehicles but I can't be sure. However I have a hacked version where I simply remove the reference from the mission script. You'll get an error message still, but you'll be able to continue. new hacked version for peeps without Tonal islands: link removed because of fix
-
I don't see any performance drop, I assumed that the resources used in moving them about & controlling AI are more than merely keeping still objects in one place. But if it really is a performance killer I can lose it. In the version you have the resistance units in DAC are indeed eastern units. I was just being a bit lazy and used config 0 in the DAC unit config script, because it had the vehicles I wanted to use. I've since changed this and added a custom config which has actual resistance units but with a mixture of east & resistance vehicles. This means that although the units look like east, they are in fact resistance. Sorry for the confusion I was concerned with activities more than appearance but now it's fixed. This is available in the advanced version.
-
What you probably would need is a MS Flight Sim style method of playing with windows, so you can have a seperate window for each thing? I guess having the option would be good, but there's something to be said for making the player get into a safe position before pulling up the map But I understand that some scenarios (non combat or something) where you might like it as an option.
-
Thanks I'm constantly tweaking & updating it. The advanced version is the new one I'm putting time into, lots of behaviours are improved. That seems to be a CTI problem outside of my control. I too worried about this, but as far as I've seen the AI handle forests & hills well enough, can you elaborate on a specific circumstance? I'm not adverse to moving them, in fact each time I update the mission there's usually some amount of shuffling with start points, flag positions etc. Again a CTI problem outside of my control. Sounds like something that should be fairly easy to fix though. I could try & fix it, but then it stops being CTI v1.16A, and it's not my code. But I accept the findings The reason is that the DAC units are not part of the CTI "world" and are not recognised as salvageable items. I might try & change this if I find out how wrecks are tagged to be recognised, but I don't want to break anything by mucking about in someone elses code. Actually I quite like the permanent quality of DAC wrecks & bodies, they add a battlefield quality after a good long scrap, but I understand that manually trying to salvage these items could get frustrating Yes, ECP is the best one I've tried it with too. Thanks for the feedback
-
Nice to see another Novajev island mission.
-
OK, for a thoroughly more complete CTI experience here is a BETA of the advanced version. SP again due to large numbers on the entire island, but again you're welcome to try it out in MP if you have the bandwidth/CPU/memory etc. Grab it here: DM_CTI_Novajev_DAC_advanced.rar New elements are: Ground troops have manually placed waypoints as part of their random patrols. Bare in mind I know the best ways to attack most villages so it made sense for me to patrol these weak areas although you would need to be pretty unlucky to meet a patrol at these areas at those times. Unarmoured patrols are almost exclusively patrolling from town center to town center, using roads between. Very nice activity and very realistic. Armoured patrols no longer spend time on the coast/beaches etc, so there's more chance of meeting them. Also, as this is a beta, the DAC markers are enabled so you can see map activity. Mining the waypoints is cheating remember (but good fun nontheless.) If anyone gets an error message about a BAS_OPFOR addon please let me know. I never get this error but one of my friends said they did. It can be a very, very busy game indeed and most of the first half will be a desperate struggle for survival, which can be quite tense sometimes. I've been holed down in bushes & hollows while vehicles and ground troops search the area for me. And more often than not finding me too, but not without a fight
-
Performance issues/mouse lag on high end machine.
dmarkwick replied to Stylez's topic in TROUBLESHOOTING
Is it a USB mouse? If you have a PS2 mouse try that out. I always use PS2 for my keyboard/mouse, USB is sometimes funny and the keyboard/mouse are two things I don't want part of that funnieness -
Mapfact.net releases DAC
dmarkwick replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Might have fixed it - there were one or perhaps two waypoints that might have been outside the zone. Difficult to tell as they were right on the edge. I increased the zone size slightly, so fingers crossed -
Mapfact.net releases DAC
dmarkwick replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Thanks for the reply Silola. There is only one zone, it covers almost the entire map. By the way - have I got the logic right with the waypoints? Is having "0" for group waypoint count the right decision? -
Mapfact.net releases DAC
dmarkwick replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Hi Silola, in continuing my CTI+DAC mission I've come across this small problem, concerning placed waypoints. I've successfully placed waypoints for unarmed vehicles to patrol from town center to town center, and they use almost exclusively the roads between, which is very nice, exactly what I wanted. I placed a logic object with 33 waypoints, ingame I get all these waypoints plus one extra random one, no problems with that. The non-armored snippet is as follows: [10,3,0,33] I found in small tests that I need to have that 0 in the third slot to force only logic unit waypoints, otherwise I get 66 waypoints, the number I specified plus the logic unit ones. But occasionally (about 10%-25% of games) I get no town waypoints at all, and all the vehicles spawn in the same place and don't move from there for the whole session. Is this a common occurrence, and is there a workaround or a fix? Kindest regards DMarkwick -
I don't know why WGL functionalty would not be available in CTI+DAC missions but I would suspect the CTI custom menu inserts have something to do with it. At the moment I'm going with CTI & DACs ethos of no addons or mods required (other than CTI addon) that the player is unlikely to have, however this might change in the future. I sure would like to see UKForces troops used instead of the default western ones in CTI Easy enough to do in DAC but CTI would be too much knife & forking through who knows how many scripts, what with units, weapons, ammo & vehicles & their respective ammos etc. I'd like to see default units in CTI abstracted to a seperate lookup script to make conversions easier, similar to how DAC does it.
-
I use DAC quite a lot, and a couple of times I've been shot by a civilian policemen after not being too careful who I shoot. Surprised the crap outta me
-
I use DAC quite a lot, and a couple of times I've been shot by a civilian policemen after not being too careful who I shoot. Surprised the crap outta me
-
I'm working on DM_CTI_Novajev_DAC_advanced now, numbers are up like the busy, but there are some improvements in the patrol activities now. The unarmed patrols for example now patrol between all the town centers instead of random wandering. The armoured will be tending to keep to the slightly higher ground (after I noticed lots of beach patrols ) and the troops will be visiting lots of farmsteads & buildings as part of a random patrol. I'm also toying with adding some dedicated zones around large towns, with their own smaller patrols around the area.
-
I'm quite happy with the way ECP handles it, a small reddish puff. Seems like a good way to indicate a hit in a visual way even if it's not strictly speaking "realistic". You're looking at a monitor with limited resolution and so sometimes you ned a slightly different way to communicate a hit to compensate for lack of tiny subliminal clues. Also, keeping with ECP blood effects for a while, I really do like the ground splatter effect around the body. Quite often I've been able to discern what direction a shot came from based on one of these elongated splatter trails. I don't suppose this effect will be implemented in Armed Assault so I guess we'll be waiting on a good blood effect modification, which surely won't be too long in the making
-
Crikey I hope not - Oblivion was the biggest disappointment this year. And a terrible step down for the series in general. Not wishing to hijack this thread, but in what way is Oblivion a disappointment? So far I've only played it for a few days and have a long way to go with it. I never played Morrowind or the others so cannot compare. I'm not a great fan of these sort of games but felt inspired to give it a try on grounds of graphics and also my wife was interested although she has now stopped playing it as it is a bit 'over magical' and somewhat confusing mission wise! I like the medieval setting though but am a bit put off by all the magic and myth! If Gothic 3 is a similar game I don't know whether I will bother with it unless the graphics are outstanding and the storyline is a bit more credible and realistic! Is Gothic 3 also set in medieval times and is it also full of myth and magic? .... Hmm, maybe I just need more imagination and fantasy in my life! Well I don't want to turn this into a bashing thread, but as I was directly asked... There are many things wrong with Oblivion, but at the same time it's subjective. I've heard of people who enjoy it like it's the best game ever. My problem with it is that it's aimed at people who don't like RPGs. It has a built in walkthrough. You hear that? A BUILT IN WALKTHROUGH At every step in the game you are: told where to go. an arrow always shows you where to go always told what you just did always told what you should do next always told what you think always told what you need and where to find it etc etc etc. You don't ever need to think any problem through. Ever. It's for people who like to look at pretty things while following a walkthrough, seriously. But anyway, Gothic sounds interesting. I've never played any of the previous games, but I'm willing to give it a go. After lots of reading from the actual players first, natch.
-
Hmm, I have no idea really If you are able to run official CTI missions then you should be able to also run this one, there is no coding differences at all, it's literally a straight port over to another island. Most differences are simply in-editor differences, dragging around triggers, starting positions etc. So assuming you have both the map and the CTI addon file in your res/eddons folder then you should be good to go. I have tried it with ECP, FDF and vanilla GOTY games and they're all fine. Are you running a different mod? It shouldn't make any difference but any info is relevent when the reasons are not known. It doesn't sound like a DAC problem because decription.ext is a CTI file. But just in case try out a DAC mission if you can find one. All I can tell you is that if you can run DAC missions and CTI missions (both of which need no addons other than the CTI one which you should already have if you've hosted/played CTI before) then this one should run OK, I have not changed any code other than to turn off DAC dynamic weather & other small changes. I haven't touched description.ext at all.
-
That's a problem you might find in any CTI or DAC mission (whichever one is causing it) and not really anything I can do anything about. I don't want to make any fixes (even if I could) because it's simply not my place to, I didn't write it and I take no credit for the generally excellent work in both scripts. Sorry, but I'm mostly concerned with this particular mission(s) than changing the way the addons work. My only advice would be to find out which one is causing your problems (I would suspect CTI, try out an official CTI mission and see if it still happens.
-
You can do that with an Repair Truck, however there is a limit on the amount of MG, HE and AA guns (although it can be disabled via voting). The MHQ isn't meant for moving around to build static defenses, it is the vital part of every team and so it should be one of your highest priorities to guard it and keep danger away from it. You can move the HQ about, and are encouraged to do so there's no reason for you to accept the given location, if you're playing as commander you can move anywhere, build whatever you want wherever you want. Anything that is allowed is allowed But yes, it's top priority as far as defence goes.
-
Thanks for trying it out I am not involved in the gameplay scripting side of it (apart from shoehorning some areas to fit) that sounds like a question for the guy who wrote CTI. I thought that I would make a UK forces version at one stage but that involves two things: Major script hunting & searching for all instances of soldier, weapon & ammo type and Making the mission reliant on addons that most people won't have. So I left it. Hopefully Mr CTI bloke (can't recall his online name as I type this sorry) can abstract the unit, weapon & ammo names (as well as vehicles etc) into one lookup script for easy conversion to whatever forces you like. As for the savegame implentation - I think that's already in the works. It's outside my area of interest for CTI so it won't be me
-
Yes it can be I find that it's a different experince each time, which is what I was hoping for. The DAC abd the CTI are different game entities, and do not interact in any way other than indifference to each other. They are both Resistance of course but do not communicate targets or salvage or anything. I can probably arrange it easily enough (DAC is good like this) but it would make taking the first town a nightmare every time you play. The DAC entities probably are missing some vital naming convention or other property that allows it to be salvaged. Heh, yeah the DAC can pull in some tough backup sometimes. And of course once the East base knows your location it's engage & destroy time Sounds like you had exactly the sort of experience I was hoping people would have. Nice one. More than welcome. I'm very happy with them and hope to enhance them more.
-
Does anybody have any thoughts on this? Feedback is what I require right now before I go further with it, how are people reacting generally to it? If you did NOT try it out - what was the reason? The new map? Don't like either CTI or DAC? Think it won't perform well for you? Simple indifference/apathy? Have any good/bad experiences with it? Last night for example I had one of the best CTI games I ever had, me & three others were half an hour into the game before the first eastern attack on our base. We were inundated with wave after wave of trundling armour and came this close >< to being wiped out. We were forced into using teamwork (;) ) to turn the situation around, pulling a victory out of our asses.. Moment of the night was 3 shilkas trundling into a minefield we had set up after observing that there was a forest chokepoint with a narrow passthrough.
-
Crikey I hope not - Oblivion was the biggest disappointment this year. And a terrible step down for the series in general.