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Posts posted by mondkalb

  1. What Pufu said about the armor system hits it quite accurately on the head. It is compatible with RHS by nature of how the armor system works in Arma3 and is applied. We'll see what tanks DLC will do this, though.

    Our mod is 100% standalone, no outside dependencies. No CUP, No RHS, absolutely nothing, in large cases not even Arma3 itself.

    We do all the models, textures, configs and surrounding work ourselves. It is the principle we founded GM on. That is also why we do not accept model donations or similar. We are building this mod because we enjoy the process of building and refining it, not because we want to have a specific list of things thing done for someone to play with. This is a fundamentally different approach to modding than other people may have. Please understand this. This means that if you want to use our NVA units with other mod's weapons you will have to set this up in the editor or do your own compatibility addons.

    "The journey is the reward."


    • Like 19

  2. Oh my, great to hear that there are more people with their heart beating for the cold war era of warfare.

    I think it would be a good idea to gather everyone who is interested in this topic together - to keep each other updated with the various and plenty projects around Arma's birthing era (Back then as OFP).

    So if you are interested, please PM me and I'll try to set something up. These days a discord server is pretty good at bringing people together, think of it as a fancy IRC.
    I've just now set up a server titled "Arma Cold Warriors", here you can join it right away: https://discord.gg/VhdaJu5

    So if you're a cold-war enthusiast and know me, you'll want to be there. :D
    I think we will be able to pool news about cold war related mod development there, I'll certainly try to gather them there, as I am following quite a few projects as well as developing my own. So I guess there you wont miss any of it, and you could add more infos that you come across as well.


    Big thanks to Scimitar for his list and mentioning our efforts here. 

    • Like 4

  3. Heya everyone!

    I wanted to share some more details today, as the projects have been progressing at a tremendous speed currently. First off the pictures for those of you with short attention spans. :P


    By now a majority of the settlements on this massive 20.48 x 20.48km terrain have been assembled. In fact, 32 of 46 in total are built.
    As I am progressing through these I am finishing up my assets as well (All buildings have fully modeled interiors and I have already begun making partial destruction states).

    While I am loving all the progress I am making and and I am indeed steadily approaching the final state, I get more and more worried about how this massive new library of assets will be abused by the various people who do not care about content owner's rights and will plunge in happily exploiting my work on their monetized roleplay server communities.

    This makes me multiple-sad, as not only will my work be exploited for monetary gain, but I am also very sure that stupid, disrespectful - and worst of all - very inaccurate "escape" missions trying to "simulate" an escape from East Germany into West Germany will be made. Or other related RPG events around this, along the lines of "East German Life" and other such things. I absolutely WILL NOT allow any of these. My heart in this project is military cold war gone hot, the original Arma/OFP type of game...
    And it really sickens me that I am already receiving requests about "free use" of my terrain from these types of communities. Worst of all, I don't know what I can do against this other than not release it, which I don't want to do. However, I am still on the fence about this.

    I have studied these border fortifications very closely, and I am extremely satisfied with their authenticity. I am actually so confident about these that I have planned to write and produce a small documentary about the Inner German border in this sector during 1983, the time where the fortifications were the deadliest. I believe this border complex is a very unknown part of history. It is - if at all - just briefly mentioned as a side note in history lessons when the Berlin Wall is brought up as a topic, which is again not done everywhere on the world. Actually this is one of the big reasons I am actually making this terrain: I want this to serve as a great new medium for exploring history: It is visually present, easy to access, explore and interact with. I have also plans for a small interactive "museum guide" for this terrain that will be bundled with the terrains release where you can learn about the fortifications and all the background information I have gathered over the course of this project.

    This does stand somewhat contrary to what I said earlier about the "escape simulations", but please try to understand the difference here: One way is using this map as a time-machine and museum park to go exploring in, to make it visible what once existed so clearly and crassly across germany and is now almost completely gone, while the other way is a pretend re-enactment of a situation that is impossible to accurately recreate in arma. This is not due to technical limitations with Arma, it is a problem with immersion and abstraction that does not allow recreation in any way other than actually having to live through it. Reliving any of this is should never be the goal. The goal should be to make visible what disappeared and decayed over the course of time.

    I am absolutely fine with missions playing out a NATO vs Warsaw Pact invasion across the border in a cold-war-gone-hot scenario. This "traditional" military scenario is very interesting and Arma is (will be ;)) absolutely suitable to make this a believable and intriguing experience.

    But a "Border troops vs. Civilians"-Scenario is the worst possible thing in my eyes. For one because of Arma's technical limitations, but mainly because there is no way to make the players on both sides of such a scenario understand and assume character in/of what was going on. There is no game design on this world that will convey to a player the desparation needed to risk a likely death by attempting to clear through this border complex.

    A similar thing has to be said about the Border Troops: In East Germany military service was mandatory if you wanted to have any progress in any more sophisticated choice of career, especially if you wanted to be eligible for higher education. This military service included with a certain probability to be assigned the border troops and be posted at the border. I don't see a good way to convey the dilemma these soldiers would face when they found themselves in a situation where it was their responsibility to stop an escapee by any means necessary. It is such a topic full of canned worms that I really don't want to take this lighly, or worse: Judgemental. The entire complex of political indoctrination, that was such a massive factor in keeping the walls up for so long, cannot even be fathomed. So just don't do it, even though my digital museum makes it very easy to do. It may not be so obvious with this map here. If you had a concentration camp recreated in Arma, It's the most obvious thing that you wouldn't do a camp simulator. That's the point I am trying to drive here.

    These details are what I hope to shine a light on in my "documentary", which hope will be used as a substitute by anyone who has the urge to make any kind of GDR Secret Police roleplay missions.

    Oh wow, what a wall of text. But I wanted to voice my opinion about this early on and that it is actually something that keeps me thinking and re-thinking a release of this project.

    • Like 28

  4. Oh wow, this is a very nice tool!

    The UI/UX immediately sticks out here, which will make working long stretches of time with it not as tiring/frustrating as with similar tools.
    And after throwing a quick look at the github link, I am impressed at the modularity of the tool allowed through config. A solid framework that makes me say that this is seriously good engineering seldomly seen. Keep it up!

    As I am clubbing my way through almost 50 villages on my terrain I found that assembling fences is always the most time intensive part. Do you have any plans for rapid fencing of areas that includes matched edges and corners?

    • Like 1

  5. All I did was take the original movements and adjust them. Took about a day for all speeds and stances. It is not _that_ terribly work intensive, but certainly requires a lot of knowledge about the subject to not fall into the many pits. Especially on the config side.

    A WW2 style animation movement set falls into the same category. About 500 anims would need to be motion captured for a reasonable movement set. The adjustable stances are a minimal contributor to that number. It's certainly not impossible, but the mocap would still need to be paid for.

    • Like 10

  6. Hello everyone, here's an update of what many of you were probably very curious about:

    The border fortifications.

    I finished with the many villages in the west and I am now tackling the border strip before I go into building up the east. So far I have only completed the enemy-facing part of the border, but it is already very spooky.
    I'm still working daily on this. :)

    • Like 26

  7. The further my current A3 content project progresses towards the finish line, the more I start into looking how to license my content upon release.


    However, something keeps my will to publicly release at an all time low for quite some time: Being exploited by monetized gaming communities. I am not talking about the communities that rely on donations on merit, but those that actively sell ingame items, rights, privileges and general advantages for real money.

    I absolutely do not wish to enable this behaviour at all, and I fear that my upcoming content (Several tens of European themed structures as well as a terrain) will only enable these types of communities further.

    Luckily BI has regulated these communities somewhat by introducing the Approved Server Monetizers for both Arma 3 and DayZ.

    At first this made me think that BI has this issue of mine firmly covered and got my back on this:

    I can simply release my content with the extra bit of info stating that it is not to be used on monetized servers at all and I will not need to worry any further about having my work exploited for money. But then I looked into that list of approved Arma 3 servers and I wondered:

    Is this list of Approved Server Monetizers an effective measure?

    Because found it to not give me a lot of trust into the BI monetized server system.


    For starters, when was a listed community first approved for monetization? And when was it last checked if it still complies with the rules? This info is not present in that list.

    Why is this worrying me?
    I see here the opportunity for a group to just apply for monetization with a clean server modpack, and once granted approval by BI and added to this list, dig out the illegitimate content (Willfully or by accidental ignorance).
    I understand that these communities push out updates regularly, so it will be extremely labour intensive to keep track of all their changes effectively. Especially as each change would need to be checked in depth if it actually does not contain items that would lead to removal as approved monetizers. I have real doubts these checkups are being done reliably. Simply from an economical standpoint I do not believe BI has dedicated a full time person purely on this investigative policing duty. And It will almost certainly be a full time position, especially since this task would need a senior technical developer familiar with the intricate process and all aspects of content creation and scripting, who is also up to date within the community to know who made what in order to be able to spot stolen content.


    Ok, so assuming BI is not doing these detailed checks for whatever reason: What if I want to do these checks myself? Or what if I simply don't trust BI or that particular magical allrounder person to do these checks correctly 100% of the time. Mistakes happen, so it's always good to have the larger crowd dig at it to find things that were overlooked. After all, early access was all about that.


    But again, the list of Approved Server Monetizers falls short of being any use. There is no list of initially approved content files used by a server or what content each community or their specific servers are currently using right now.

    Is BI relying here solely on the good will of the server owners to orderly report their modpacks? Do they count on the players of these communities to call out possible violations from within?


    If so, then this is a very bad solution. Why would anyone in these communities become a "snitch"? Most of the time the players have no idea about the origins and legitimacy of the content. All they want is just to play a game. I don't blame them for wanting that.

    So assuming BI does not track these content changes accurately and reliably in the first place, and it is safe to assume self policing from within monetized groups does not happen, I am left with one last option:


    To go to each of the 100+ approved community websites, go through the various approval programs and stages (some with admission fee) in order to gain access to their addon file repositories so that I may see if they use any content which I do not allow to be monetized. Then having to unpack the files and check if they repacked stolen content.

    (So I can start the ever-annoying battle of getting them to actually comply with removing my content from their servers, which in itself is another big issue.)


    All in all, the current way things are done by BI with the Monetized Servers cannot be how they seriously intend the monetization programme to work. Especially since it is the duty of the content creator to enforce their own IP rights within Arma 3 (Although the creators themselves directly cannot make money off assets in A3, which only adds insult to injury). So please at least enable us to do this policing ourselves in a realistic and efficient way.


    The current list provided is just a gimmick, as it does not enable anyone besides those in each individual community and (presumably) BI to see if they are actually complying with the rules of using only content licensed for monetization. 


    I'm asking that BI provides an accessible way for any content creator to independently verify that these groups do not use specific creator's content.


    Right now the "Approved Server Monetizers"-System is a black box that requires us to blindly place trust in BI and assume that they are handing things thoroughly.

    Simply by going through the process (see above) of what it would take to see if a single server complies with the monetization rules I believe any trust into the "Approved Server Monetizers" list is not justified!


    A sharper tongue might claim this list to be merely security theatre.


    So, how can you build this trust?

    - Tell us more info about the monetized servers
    - Tell us when they started monetization
    - Tell us when you last checked they weren't in violation
    - Tell us their complete list of used addons that you last verified so we can at least see if our stuff is in there that you may have overlooked. (So without going through their registration-/paywall to check ourselves)


    Additionally I think it is absolutely unacceptable for these communities to keep their addon-packs so secretly tied away behind an onion of checks and registrations. This way we have no way to easily do the check to see if they use content (repacked, renamed, modifed or just simply copied) that they have no rights to doing so with. We can only rely on BI's word that they are all good. Since we have no way to check if BI's "word" is actually true, that list of Approved Server Monetizers is completely useless.


    I suggest that an extra condition to be approved for monetization must be the requirement of a login-free full speed complete download of the client side (!) addon pack the server is using (The Steam Workshop would create beautiful synergies here by providing a DMCA option as well as letting these communities directly use the official uploads of content. How neat would that be?).

    Server only mods are of no concern to content creators who want to check if a group is monetizing their content.


    Am I seeing this wrong, or is my logic here in order? Do others see the the "Approved Server Monetizers" list also as useless?

    • Like 23
    • Thanks 1

  8. On 11/10/2015 at 3:16 PM, granQ said:

    or see Lipany city hall somewhere.


    Sorry for digging this ancient thread out, but through a random chance I stumbled across this here and began digging.

    When I redid some of the Nogova structures for CWR2 I had access to the original photos taken for reference back in 2000-2001 and with some little detective work was able to actually do find the original source building that stood in for the Lipany city hall.

    In street view
    In OFP

    I hope this bit on ancient trivia makes up for digging up this old thread. OFP Vets will appreciate it. :)


    Found a bonus in Milovice:

    • Like 6

  9. Heya, sorry for the late reply @morthon.

    The pivotsModel parameter in cfgMovesXXX points at a .p3d file. In this .p3d file's memory lod there must be memory points with the name of each bone (technically skeletal joint in this case) at the position of each joint. This information is crucial for layered animations (Commonly called "Gestures" in Arma) to work.

    I export my .rtm files via FBX2RTM (beneficial in batch processing), so my rig makes use of export helper boxes that already track the joint's position and rotation. To make a skeleton pivots I simply export this and collapse my export helpers, then merge them into a new memory lod.


    CollisionShape is a simple P3D with geoLod that is used for computing the collisions with the character and the environment. It's what allows you to crawl through narrow openings and prevents you from walking through them.

    • Like 3

  10. Indeed, the cold war does get hot. Currently the temperatures around 30°C do make the work a bit more tiresome, but nonetheless I'd like to share some info on the terrain project.

    The obvious choice is of course the northern plains of Germany. In this case, we'll be fighting directly, smack on, just before and just after the Inner German Border.
    Located at the border between the towns of Weferlingen in the East and Grasleben in the West, the area of almost exactly 20.5km x 20.5km will be the stage for grand mechanised warfare that even invites Artillery for a suitable tango alongside. It is scaled so that 1 meter ingame equals 1 meter in reality. Arguably the terrain grid of 5m does make this not entirely accurate, but this is OK for me.

    Now, seeing that this meant to be the cold war, the terrain will be 80's-tastic, along with old signs, flowery wallpaper and, of course, the Inner German Border in all its brutality. I am taking this project as an opportunity to create a digital museum of this end-of-the-world construction. This means that I am doing extensive research into how the area looked like and what was where in and around the year of 1983.
    To do so, I am currently sitting on a big fat stack of books around the topic of the Inner German Border, as well as one 1:25 000 scale map depicting the area how it was in 1984 as surveyed by the Government of Lower Saxony. Additionally, two original maps printed for the East German Border Troops help me complete this picture. These maps help me accurately place roads and villages as they were in the early eighties. A lot as changed since then.

    Rather gratefully, I am also supported by first-hand witnesses of the Border Troops who served there in the early and late 1980s. Their knowledge and input on the engineering of "the wall" greatly help me accurately placing assets and to make sure they are of the correct kind.

    I will top all this off by a visit to the Federal Military Archive of Germany later this summer to gain access to explicit documents about this installation, including what I hope to be (formerly) top secret maps of the installations. The ones I currently have were only declared "Secret". 

    What this means: The map is literally divided. Not only by rivers and railway, but also by one of the most known, yet actually very unknown in detail, structure of the 20th Century.

    Along with this big massive 20x20 terrain, I am also creating completely new assets. Houses, factories, sheds, fences, lamps, bridges, rails, road signs and other incidentals. So far the enterable structures count 26 unique files on their own.

    Currently the status of this terrain is the final asset creation state. There is no point in starting cities and villages without all the assets ready yet. I plan to finish these soon and then making them available to individual mapmakers who wish to start using these in their project prior to my release. Please PM me in these cases. Also, PM me if you need something from the Military Archives. While I'm already there, why not go digging deep. :)

    I hope you can truly appreciate the magnitude of this project, and that I am already halfway done.


    • Like 28

  11. Anim configs are notoriously difficult to debug by proxy. So here some basics to help you understand the tech you are dealing with.


    Attempting to switch to a launcher without a weapon (civil Lying) goes into multiple animations ending up in civil standing

    This symptom means that the cost values are not balanced. The cost values are the values behind each animation state name in a linking parameter. (interpolates and connects). An A* system uses these cost values to find allowed and the most direct path to a new state. In your case ACE_LauncherProne links to all your movement states back and forth correctly. However, it may be that the transitions are too expensive. IIRC the standard cost A3 uses is 0.02.

    But be warned, messing with cost values and available links can easily break other animation-chains you weren't even thinking of. A classic example I every now and then encounter is that the transition from standing unarmed to prone unarmed transitions through a free-fall state instead of a correct transition animation.


    and it does not work when switching from launcher standing or launcher kneeling.

    You will need to set up correct links to allow for this. For example:

    In your action map (LauncherStandActions) you have correctly defined the lying and playerProne parameters to link to your new prone animation states. However, does your playerProne animation state (ACE_LauncherProne) know it can transition from the standing animation? The animation state that LauncherStandActions's default parameter links (From memory this should be AmovPercMstpSrasWlnrDnon) must also be connected to your ACE_LauncherProne state.

    So ACE_LauncherProne should have either an interpolateFrom entry linking to AmovPercMstpSrasWlnrDnon or connectFrom a correct transition animation that serves as the bridge between LauncherStanding and LauncherProne animation states.

    I know this sounds complex and uses a lot of specific terms, but RV animation configuration is a complex subject that requires extremely tidy work, which brings me to this:

    class Interpolations {

    Class interpolations is a thoroughly bad idea to use. While does get the job done of neatly creating interpolateWith links between all items in there, it makes debugging animation links so much more complex its not worth using it.
    BI themselves aren't even using the -With type of links in regular animation states. Also, class Interpolations is so obscure and unused, that I believe the origins of this Launcher-Prone animation config come from SLX Mod for OFP/Arma1. That was the last time I saw class Interpolations being used.

    Cheers, I hope this helps. Don't hesitate to ask specific questions when you're stuck. :)

    • Like 3

  12. Heya,


    I stumbled across this command buldozer_LoadNewRoads and was wondering how to actually run this in Buldozer when connected to Terrain Builder. There was no console available or any interface for script input. Using the Dev-Build executeables as Buldozer didn't enable the internal debug console as well (RscDisplayDebug). You used to be able to use the Cheat1 + C hotkey to bring up the internal debug console, but that's no longer working (for me).

    So I did quick and dirty config trick. I took the core configs on P:\ drive and modified the F1 menu that appears in BZ when connected to TB.

    How to:

    • Unpack P:\dta\bin.pbo or debin the config.bin in P:\bin
    • Open P:\bin\config.cpp
    • Find "RscDisplayOptions"
    • Find "class Controls"
      class Controls


    • Go add this into a new line under the open squiggly-brace:
      class G_Expression: RscControlsGroup
      	x = "SafezoneX+0.1";
      	y = "SafezoneY+0.055";
      	w = "SafezoneW-0.2";
      	h = 0.23;
      	class VScrollbar
      		color[] = {0,0,0,0};
      		width = 0.001;
      		autoScrollSpeed = -1;
      		autoScrollDelay = 5;
      		autoScrollRewind = 0;
      	class HScrollbar
      		color[] = {0,0,0,0};
      		height = 0.001;
      	class ScrollBar: ScrollBar{};
      	class Controls
      		class TextExpression: RscText
      			x = 0.01;
      			y = 0;
      			w = 0.2;
      			h = 0.03;
      			sizeEx = 0.027;
      			text = "$STR_UI_DEBUG_EXPRESSION";
      		class ValueExpression: RscEdit
      			idc = 101;
      			style = 16;
      			x = 0.018;
      			y = 0.03;
      			w = "SafezoneW-1+0.76";
      			h = 0.16;
      			sizeEx = 0.027;
      			colorBackground[] = {0,0,0,1};
      			colorSelection[] = {0,0.4,0,1};
      			autocomplete = "scripting";
      		class B_Apply: RscButton
      			idc = 102;
      			x = "0.018+0.1";
      			y = 0.195;
      			w = "SafezoneW-1+0.76-0.1";
      			h = 0.03;
      			sizeEx = 0.027;
      			text = "$STR_UI_DEBUG_BUT_APPLY";
      			default = 0;
      			action = "call compile ctrlText ((findDisplay 3) displayCtrl 101)";


    • Save it and run BZ again.
    • Receive this:


    Maybe this helps one or the other, and maybe this could become a regular thing from the tools side, as this core-config hacking means you'll have to update this every time a new config.bin is placed in P:\bin, which is probably every buldozer.exe update.


    • Like 1

  13. I would recommend you to start with yourself:
    Introduce yourself and lay out the reasons why this thematic/topic interests you. What skills would you bring to the table of your mod project?
    What is the scope of the project? What would need to be done, how far has the project gotten already? Show any concepts, layouts, stories, gameplay ideas you have or what you are looking for and open to. Potential interest can only be created by being interesting. Simply referring to a previous post that was locked due to becoming off-topic won't cut it. 


    Right now the entire mod idea is depending on you pitching it well and honest. Without that I would guarantee you that this will not go anywhere, as people don't know you, don't know what you have done so far and are unsure whether your project will actually be still around a month from now.

    • Like 2

  14. Terrain is looking very stunning. I haven't seen one like this so far. And great use specular wet puddles. Definitely something to learn from. If I see that correctly, you are using the shapefile roads to draw field furrows. This does look great from afar, but I am wondering how those look from a close up, since there won't be any parallax on them to my knowledge. Or did you manage to work around that limitation?

    Keep at it!

    • Like 10