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granQ

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Everything posted by granQ

  1. the m90g was actually an "experiment" that we don't use it but I forgot it was still visible in the arsenal. but I will make sure we at least try fix all of the above issues (as ZiP said, he have added them on our list) and many more. Sadly the physx on tracked vehicles is extremely "complicated" for me so we kinda need one more person into the team that can work with "only" that. This is making the leopard, the cv90 behave very buggy :(
  2. yeah thats actually not supposed to be there, Mostly due to wrong version of the main rifle and the vests (that gives an annoying error) but also due to those things. Cv 90 i am so annoyed why it even show up to be honest, its hidden in the editor so it isn't supposed to be seen, that is.. as it states, for testing ;) EDIT. We have released an quick fix, 0.5.1. Its what 0.5.0 should had been but due to some server cache and transfers wrong file we uploaded at the last moment. http://hosted.anrop.se/sfp/@sfp_051.zip
  3. Right now the main problem is handling, we do our best but kinda guess work. One improvement we have added is torpedoes on the norrkoping, will be added to the subs too
  4. probably september, we just got the targeting pod working (note this isn't a user turret but a camera that locks on when you get a target)
  5. New version released! Changelog: New vehicle, Bv 206, the Swedish all tracked vehicle which is a very unique type of vehicle. Completely new model of the Stridsvagn 122 (Leopard 2 main battle tank) by Echo, and also a new model of the Pistol 88 (Glock 17) with attachable light. New model of the AK 5C by Ulfen. Three types of gloves that can be removed/put on, included also on the bluefor units. New jumping handgrenade, a swedish patented type of handgrenade that launches ~1 meter in the air before exploding. Added a small Swedish demo charge. (Sprängdeg 46) Fixes and tweaks ACE 3 compatibility. Ak 4 reloading and animation Ksp 58 and Ksp 90 holding animation Animation and zeroing on m203 grenadelauncher. Improved damage model on the tracked vehicles. Tweaked lethality on the 40 mm auto cannon As always, link in the first post (to make sure you get the latest)..
  6. granQ

    [DA3] The Congo Crisis

    What happened?
  7. So here is what I thought.. class CowsSlot; class WeaponSlotsInfo; class cfgWeapons { class RifleCore; class Rifle: RifleCore { class WeaponSlotsInfo: WeaponSlotsInfo { class CowsSlot : CowsSlot {compatibleItems[] += {"sfp_optic_aimpoint"};}; }; }; }; But it overwrites so instead of adding one SFP optic, it just becomes that. How can I fix my code to avoid this? EDIT: Updated the code, but still not working :/
  8. For information. Posting for Tordin, i know nothing of this... As the title states, is it possible to define the addressing mode for the UV? As it seems now the only option i have is to use the "wrap" mode, i would like to be able to set the Mirror mode instead. https://msdn.microsoft.com/en-us/library/windows/desktop/bb153329(v=vs.85).aspx With this it would be possible to uvmap larger geometry to get a higher looking quality model without increasing the orginal texture filesize
  9. hey, was it possible to import from visitor? ? Don't find anywhere that says how.
  10. what, you guys are faster than me :p I will update the first post and here is a short changelog: Added: Bipod functionality for weapons (marksman support) Added: Ejection of empty belt links KSP90 Fixed: The IFV (strf 90C) didn't leave any tracks when driving. Fixed: Aim was too low on the same IFV. Fixed: Several fixes for weapon sounds. Fixed: Error on patch for the right arm of the soldiers
  11. granQ

    C&C - Tiberian Era

    have you considered a more "open" development plan? So often I seen cool stuff but they never reach release. I would be happy to just get the RTS interface and standard arma3 units as placeholders and then get a new unit once in a while. While enable other mission editors to improve on the RTS factor of the game.
  12. First, yeah! great news. Second, just to give some perspective from an addon maker why I like your approche. I am the leader, coder, monkey whatever for the Swedish Forces Pack. We try to make as much content as possible, including "simple" new soldier models, weapons to more advance missile systems like the famous laser guided RBS 70 or the new "jumping hangrenade" thats been developed in Sweden. Sweden also make some of the most famous anti-tank weapons including the AT (m136) and the Carl Gustav. Something a Swedish mod of course should provide the best and most detailed simulation of. There is however always a limit of time and resources, thats the reality. So using the AT 4 as an example, how can we not release a mod that features backblast? Of course we have to, so we made a script for that + content. Then mods like AGM/CSE was released. Now the question for us, should we make ourself dependent on one mod, continue using our own? What happens if both is run, should we disable our backblast or should we try disable the other mod's backblast. Its tough to keep up, and its hard to deliver everything. With this merge, we can more easily keep updated whats going on and focus more on content and new cool things rather than basic backblast. If there are new features that we sees is much needed we could now instead of making them part of our mod, simply add them to ACE3. I have my own personal wish list that I want to make sure ACE 3 supports and that I hope I can add.. * Backblast defined by ammunition, rather than weapon (to support the new round for the Carl gustav) * More types of bandages, instead of a generic, I want to see the item for the Swedish bandage and that it also works * More modules, like the Anti Submarine Warfare (depth charges, sonar, torpedos), insignia selector, suicide bomber of Swedish Forces Pack
  13. Since it is impossible to post in the health care in danger section (Warum?), I had to post this somewhere. Personally I feel this is the most interesting price and I was surprised to not see any real contendats for it (afaik). Thats why, I right before the end, did a mission which I can't say I too proud of but at least have the aim to do something. My aim was only to "rasie the bar". Link to my mission So I am not saying I do deserve to win, the medical system in AGM is more advance and better done than my simple mission. yet, I don't really find anyone that done anything? and since it won't have finalist like the other categories, I am asking you.. 1) Which entities do you think could win? (which are the candidates) 2) There wasn't many submissions, but if some addon/mission that wasn't in the competition could win, which one would you vote for?
  14. I think the winner, perhaps not really reflecting health care in danger as it seemed more like a "normal healthcare" but anyway seems like a much more worthy winner than my contribution. Still, I think its a complete failure that there wasn't more to choose from but its over now. The community died a bit, not much to cry about now. Its just hope that next year they won't repeat the same misstake.
  15. hi great inititive! I think the "arma3:ification" of the buildings should be the top pirority, sure could be fun with "new" versions of the old islands but I would prefer not seeing a changed version of lets say Everon with bigger towns/dense forest. Call me conversative but I like them the. if you have a git or a email, somewhere were people could submit fixed houses that would be good so you could get some help.
  16. http://makearmanotwar.com/winners its up, congrats to all of you that won.
  17. granQ

    ACRE2 Public Beta Release

    I used a normal ammocrate.. but anyway, I have to say it feel a bit ignorant to ruin peoples experience because you want to lower the amount of tickets posted. Isn't a single warning enough, does it really need to be gamebreaking. For us this happend right at the beginning but if I had played a 2 hour coop with no respawn and suddenly I started getting hints that made it unplayable, I would had used a lot of bad words to describe my feelings. Anyway, i guess its your comfort over mine and you make acre2 so guess I just have to be aware that there is a potential mood killer in the addon.
  18. granQ

    ACRE2 Public Beta Release

    Had sadly and extremely annoying "bug" yesterday that made me so upset. Imagine this, you get 10 people on a server, running a mission you been playing (with acre) since arma2 days. Its a nice mission and we enjoy it, even after all this time. When I moved my small radio to the ground, to put on a new uniform.. there was this extremely annoying hint message with the sound. "This ain't an ACRE bug, this is a bug with the mission!". Well, first I would claim this is indeed a fault by acre, somehow but lets say it was a mission related bug... it would be fine with the hint, but it never went away. Since I was hosting the mission, all I could was to simply kill the server. We restarted, once again I moved the radio from my inventory to the ground and got the message.. So please, please, for the love of God, your mothers and everything you hold dear. Don't let your warnings kill the game. Let me and my friends decide if its still playable (for instance, acre continued to work fine with the radio and 3d positional audio, the mission also worked.. but of course unplayable with a hint that says pling every 5 seconds). So please, could you consider to remove it?
  19. Just thought I would drop of a small situation report from my perspective. I am in charge of making the soldiers and (unofficially started with the weapons), in arma2 unsung had a great variety of details, almost all US soldiers had some unique details on the their helmets, like cigarettes or weapons oil, but they were stuck on the model. In arma3 as you know, you can remove vests and helmets (even the uniforms) and so far I got 12 helmets ingame for the US forces, most are just different "shade" of the texture. I think this will make our mod come alive much more, other details will be the necklace with a peace sign thats randomly selected on some troops. 2.6 was a massive addon, the amount of content is incredible so while its taking me some time the new system with uniforms, vests and helmets are so nice since instead of having 50 different unit models. I can have a few models and mix them in the code, this means for instance if I notice an error on a vest. I fix that vest, no need to go through 50 models and try to fix it. So thank you BIS :) My biggest headache now is to figure out what from 2.6 should remain "unchanged" and what should take advantage of the new arma3 features. Example is the attachable scopes from weapons, but there was no "rail" system in Vietnam. Silencers will of course be attachable. Anyway, just my 2 cents on whats going on from my perspective.
  20. So me and my friend often discuss how editing made traveling with bus/train in Sweden so weird as you spend much time staring out the window to see things like: "how is the object density in the forests? what is the ground clutter? whats the typical height of trees in garden?" There are sooo many examples on how brain washed/damaged I become since first starting editing OFP and thought could be fun to hear yours. So first I will share some stuff that I done due to editing. - Removed my ear protection when an APC rolled by during an exercise to "hear what it really sounds like", it opened fire luckily not with the 20 mm but the 7.62 mm. (also my assignment actually changed since a Sgt liked our mod) - Written scripts on paper, while drinking beer on a beach in Thailand. - Bicycled to the edge of the village just to take a photo of a sign for the game. - Studied how snow falls on a vehicle for making more real textures - Committed bug fixes from 10 000 meters (why stop editing just because you flying?) and last I will share a longer story. I went to Mexico for 6 months for exchange studies without a gaming laptop, all I had was a small thing (one of the first netbooks) that I used for school. One day I got a letter from a guy that wanted to do a radar and some other stuff with some scripts but he didn't knew anything about arma editing. So we developed a workflow where he sent me a model on email, I did the config, codes and scripts. Sent the file to a guy in Sweden (Vort) that tried it ingame, and then told me the error messages. Note, sometimes it was a simple ; missing. Sometimes it was "didn't get anything error but didn't see any markers?" and I redid the thing. It was one of the funniest things I done, even if the end result wasn't very complicated it took some time and 3 people to solve it over the timezones and I couldn't even see it ingame. My then girlfriend started to get jealous because I was spending way too much time emailing "that swedish guy" rather than spending time with her, so I had to do my editing in school during the breaks and in the morning before she woke up... In the end we had like zero use of this but like I said, one of my funniest editing moments. Now please share your stories :)
  21. officially I am only doing code (and sandals) but give me some pictures and I will see what I can do ;)
  22. New version is almost complet, exterior is done but the interior needs more work. Hopefully not too far away. There is a reason why we created the ASW module ;) Anyway. SFP 0.4.3 Released. Changelog. Added: A new more detailed Antitank mine added (Stridsvagnsmina 5) Added: AGM_BulletMass = X; in our ammo configs Fixed: Pskott disposable in AGM Fixed: Pskott68_used no longer visible in Arsenal Tweaked: Strf90, Strv122 and Ikv91 Turret traverse and elevation rate adjusted to real specifications Tweaked: Engine, gearbox and handling characteristics of Strf90, Strv122 and Ikv91 Tweaked: G-boat engine torque curve is now based on the real engine Workaround: Moved center of gravity of G-boat to the port side to prevent it from leaning starboard when it should be at equilibrium. As always, newest version is in the first post but here is 0.4.3 http://hosted.anrop.se/sfp/@sfp_043.zip Around 700 mb
  23. We could (and will try) to improve it, on bigger maps it also slows down FPS a lot if I understand correctly. Things here can be tweaked.. but, from my point of view (which could be wrong), if we take an area of 100 meter, thats like no distance at all for an eye and you look just straight forward. Everyone can detect a person walking within that lines. The problem with the jungle is that our brains don't see it... even when our eyes see it. A clear case of "can't see jungle because of all the bushes". Where the AI have the same brain and eyes, no filter. So I think, in most cases the problem is that while we see a jungle as: bush, trees, different trees, flowers, butterflies, part of something dark (a VC leg).. The ai see: "space, blocking objects, a target (a USMC leg)". Which the ai then quickly act on.. Just thinking out loud (not part of any unsung discussions) but one way could be to minor things, as give the soldiers a much higher camouflague value that increase the time it takes for the AI to realize what "threat" he is seeing, another one to change behaviour.. problem is that they are so incredible hard to test and verify. We always want the AI to react slower than us, be a little bit worse on aiming but still offer a real challenge if you don't focus otherwise its boring... and this both in cities, jungle or open terrain.
  24. I don't believe, I know.. there are no problem with the weapon animations. Its just the path missing as it used default arma2 ones. So thats no concern. The reason why the guns doesn't sound is because arma3 introduced a new way to define them to enable "standard/silcener" mode on weapons. Its very little config work. So weapons, from a config perspective is no problem for arma3, not animations or anything. It would take a few hours to bring it into ArmA3 "working" but we want of course to make all arma3 features as well (like adding/removing silencer). The work ahead of us is mostly to raise the quality of our models/textures and to find the structure. Config wise, it's very easy with soldiers and weapons. Scary part is tracked vehicles, if anyone out there feel for joining the ranks of Unsung to specify engine torque and similar things for our tanks/wheeled that would be wonderful as we don't really have that competance in the team currently.
  25. how would you tell what camo its using? For me faction is the best way? fun to see people use this, I am not even sure why I made the orginal but guess I just wanted a easy way to get some units on map..
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