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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    Oculus Rift & Arma 3?

    They are not the same engines. A new VBS version is sometimes branched of the RV engine (Armas engine) but after that heavily modified and ultimately becoming more of a completly different engine. There are still contact points but none that make new features developed for both interchangeable. Also keep in mind that VBS developers not have gameplay and performance as their first goal. I am not a good programmer aswell but I made this yesterday:
  2. NeoArmageddon

    NEW DLC 2016 - 2017 SEASON PASS?

    Than I need another way to throw my money at BI :rolleyes:
  3. NeoArmageddon

    Oculus Rift & Arma 3?

    A realtime link between the OpenVR driver (aka SteamVR) and Arma3. Controllers, basestation and other devices are no problem aswell and the connection seems fast enough. The advantage (and maybe the main drawback) is that I get raw data into SQF. That means I can overcome all problems with VR and A3's build in head tracking (e.g. fisheye effect at the border of the HMD) by using a scripted camera. One of the drawbacks is that you can control a (native) unit with it anymore, as the input needs to be scripted. But I have some pretty good ideas what I can do with this tech. On another note I investigated developing a custom controller for SteamVR and the lighthouse tracking, something that reproduces the haptics of a rifle or something. It seems perfectly possible with the OpenVR tech but unfortunatly access to the dev-kit and documentation of the electronics is bound to a 3000$ seminar in Seattle :(
  4. NeoArmageddon

    NEW DLC 2016 - 2017 SEASON PASS?

    Wuhu! P.S. Do you have a link to that twitter post?
  5. NeoArmageddon

    Oculus Rift & Arma 3?

    It works pretty well when you spend some time configuring it, the only problem are the controls (A3 assumes trackir like headtracking) but I might found a solution for this. VorpX works splendid for just bringing the image onto the HMD
  6. NeoArmageddon

    Oculus Rift & Arma 3?

    VR already works with Arma3, you just need VorpX to get it into stereoscopic view and on the HMD. And if you have a look here you mind find the video I posted with my first experiments of roomscale VR with A3 (and it works).
  7. NeoArmageddon

    co10 Escape

    That is up to the people mantaining the RHS configs (AFAIK dystopian?).
  8. NeoArmageddon

    co10 Escape

    It doesn't affect anything besides AI skill (varying from 0.1 to 0.5 for general patrols AFAIK).
  9. NeoArmageddon

    Oculus Rift & Arma 3?

    I heard you like VR, so I put VR in your VR so you can be in VR while you are in VR: https://youtu.be/IUKvQpveebE
  10. That is exactly what we are discussing internally aswell.
  11. Was asked just one page before. Also the buildings were not SMD but JBAD.
  12. NeoArmageddon

    Oculus Rift & Arma 3?

    It is also dead simple: Downloaded OpenVR repo from github, compiled, 5 min of coding: Had my own Vive and Rift compatible demo.
  13. NeoArmageddon

    Oculus Rift & Arma 3?

    The link you posted is Carmack exclusivly talking about Gear VR and phone based VR. Also a lot of magazines are very quick with saying "VR is already dead again". Facts are: There are a lot of really good games in the pipeline that will release soon and some already have demos available. Games like Onward, Audioshield, Budget Cuts, The Climb, etc are awesome. Oculus Touch will release soon and will put it somewhat near the Vive experience. That enables game developers to do stuff you can't with normal PC gaming. A big publisher is working on three very promising VR titles (despite I don't like that publisher, the games look great). Playstation VR is comming out today and it is already sold out at most places -> This will definitly boost the acceptance of VR for a lot of publishers. This will most likely result in a lot of "PS4 -> PC ports" but will also make more people want to buy PC VR headsets as the pool of games increases. I own a Vive since a week and work on some Arma stuff with it ;) And regarding BI: I don't think A4 is somewhere near. The roadmap that will get posted for the next year will probably include more refinement to A3 itself, maybe with some tech exchange with Enfusion engine.
  14. Also there is a "Cheat" for exporting topological maps yourself: https://community.bistudio.com/wiki/ArmA:_Cheats#TOPOGRAPHY
  15. Most likely he means "missions".
  16. NeoArmageddon

    co10 Escape

    Would help if you post the exact error. Also the content of "Line 40" depends on the version you used as base.
  17. @taro8 Can you maybe compile a small guide how to get a p3d model into SP2 and reexport it? I have a SP2 license aswell but never really looked into using it for A3 objects (yet).
  18. When JBAD buildings are readded the terrains stay untouched and the buildings are replaced as JBAD buildings are (most of the time) the vanilla buildings with upgrades (added rooms, working doors and glass, etc). A few buildings were already replaced on AiA terrains but because of some misalignments we decided to not merge that change into the first releases of CUP TP. And no worries: Some ALiVE devs are already working with/in CUP
  19. NeoArmageddon

    co10 Escape

    You can safely ignore those. Both don't affect the execution of the misson. If you have scripterrors enabled and/or dev branch and you are bugged out by the popups: I will fix the display of that stuff in the next week. @callmesarge: Yes, please upload. Also I changed some stuff with the mission compiler. Addind your mission.sqms to the CI may be easier now.
  20. NeoArmageddon

    co10 Escape

    Remove the default mission and mission rotation from your server config. It is known to break some stuff.
  21. NeoArmageddon

    co10 Escape

    Not without sacrificing the number of enemy patrols. The amount of groups is very fine tuned between playable and "OMG my server is burning down".
  22. For me it looks somewhat bored, like "Meh... Roadblock... no shooting thingies...". :D
  23. NeoArmageddon

    co10 Escape

    Civilian traffic strongly depends on the map and the density of roads. For exmaple Altis has far more civilian traffic than Chernarus back in the original A2 Escape. In comparison Thirsk has nearly no civilian traffic.
  24. hideObjectGlobal is a very buggy command and I had my fair share of problems with it aswell, not only with terrain objects but with units and vehicles aswell. Can you test your script with remoteExec and hideObject (non global) and see if you get the same problems? I strongly suspect the problem is not the hangar itself but the command not being reliable.
  25. NeoArmageddon

    co10 Escape

    Sounds like spawning errors aswell and the missin pistols strongly indicate there is an error in your unit config and/or the array are empty.
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