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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    [Suggestion] Arma 2 3rd Party DLC for Arma 3

    How do you come to that conclusion? CUP adds new textures, models and animation in every update and is constantly improving the quality if its content. There are some assets that are more or less a direct port from A2 but the majority was either completly remade or was atleast impoved in some aspects. The rest is scheduled for rework/upgrading. Also CUP includes A1 and CWA stuff. Upgarading that many stuff just takes time. Than there is RHS which contains a lot of stuff we had in A2. Together you already have all of A2 (except the campaign) in A3 and that is why I think it is really unlikely to see something like that as CDLC. Nevertheless you a free to pitch this idea to BI yourself, if you are up to the task. P.S. Also consider the huge s***storm that is inevitable when the player see a DLC where BI is charging money for stuff they already released 10 years ago. It doesn't matter if the stuff is polished or not, the reviews would read "BI is selling the same game twice!11 RIPOFF! Don't buy!"
  2. NeoArmageddon

    Contact Expansion Asset Feedback

    I understand why keeping the assets EBO before release (objects in the wild will stay in the wild, older versions may stay around and conflict with later updates, etc). But it would be really helpful to get something like untextured, first-LOD-only p3ds of the terrain assets before or right after release (through samples or Licensed-data pack maybe) as a kind of placement proxy on terrains. I know of a mod that maintains a few well known terrains where the new, opened and polished buildings could be used as a replacement instantly. Also adding +1 to what @.kju said.
  3. NeoArmageddon

    co10 Escape

    Rosche and Schwemlitz should be in the 1.10 dev builds. You can find the latest here: http://escape.anzp.de/co10_Escape-master-458da44289d71884ea59e468cf5accd7ccae4ae7.zip
  4. NeoArmageddon

    Kujari

    Wow @Temppa, the speed you are posting new, high quality terrains is stunning. We can't keep up with uploading your terrains to our server and port our Escape missions to them. 🤣
  5. NeoArmageddon

    co10 Escape

    Download mirrors and this topic were down for two days. I am sorry for any inconvenience. The development server (dev version) is under maintenence and will be down for a while.
  6. Maybe 😶 It is not allowed by the DayZ license.
  7. I contacted the author a while ago (if I don't mix this mod up with another one) but unfortunatly he rejected the idea of working together because of CUP's license. We also looked at the original opened buildings by Augment (https://steamcommunity.com/linkfilter/?url=https://forums.bistudio.com/topic/171990-wip-buildings-of-russian-village/) this mod bases on. They were made complete open source, but unfortunatly the (technical) quality is far from our standards we use in CUP. For example the buildings are missing selections for glasses/doors and they only contain the first view LOD. Working around this is as nearly as much work as needed for
  8. NeoArmageddon

    co10 Escape

    You ar usuing reconnects to cheat the revive system. That is not really intended. The rest of the mission looked pretty fine.
  9. NeoArmageddon

    co10 Escape

    Heyho, there is a rather large overhaul of the initial mission bootstrap in the dev version. Mostly getting rid of a lot of A2 legacy init and adding a single server/client entry point. I suspect this may fix all the locally hosted and singleplayer problems with Escape. I also found out why autoinit+persistent options break escape and how it can be prevented (in this configuration the mission starts without players). Automatic mission rotations should now be possible aswell. It would be awesome if some people can test this and confirm the fix. Direct link to dev 132 archive :https://gitlab.anzp.de/escape/co10_Escape/-/jobs/230/artifacts/download
  10. NeoArmageddon

    co10 Escape

    Mission seems to load anyway after that error, or atleast the crash(?) is delayed. Can you try to start your server without Fallujah please and test again?
  11. NeoArmageddon

    co10 Escape

    Heyho, Cup_misc3_config is definitly a problem with CUP Core and not with the mission itself. Fortunatly for you, I am both, developer of Escape and CUP Terrains, so I might help you nevertheless. The mission only depends on the terrain addon you want to play on and this is most likely cascading down to cup_misc3. What I am wondering is, that misc3 is are objects from Chernarus. For Takistan and Duala you need Misc_e, which seems to load fine. Albeit misc_e depends in misc3. But that does not explain why Chernarus works fine (it should throw an error aswell if the addon is really missing). Can you post your servers rpt of that time you tried to start Escape? I suspect something is not working with your servers linux environment (it behaves quite different in comparison to windows based hosts).
  12. NeoArmageddon

    co10 Escape

    You simply can't run this mission with these settings on, it just doesn't make sense to run a non persistent mission in persistent mode and without any players. Your problem is elsewhere and likely in your server configuration. From all of your parameters and configs it looks like you are not running your server "out-of-the-box" but with many modifications and tweaks. Please checkout the official Arma3 dedicated server tutorial and run your server in the most simplest configuration. That means: No mission rotation, no autoinit, no missiontomemory loading. Start the server to the mission selection, log in as admin, choose the Escape mission from the dropdown, choose a slot and start.
  13. NeoArmageddon

    co10 Escape

    That is not the logfile from when you tried to load the mission. It is empty except server startup.
  14. NeoArmageddon

    co10 Escape

    Without any log information from your server or the console, your statement is very cryptic and I can't do anything. It seems you are using an Addon version of Escape (from the Workshop). You should probably also remove loadMissionToMemory from startup.
  15. NeoArmageddon

    co10 Escape

    Okay, there are several settings that don't make sense. You tried to start the mission as "persistent = 1". That means the mission is run even without players which does not make sense in terms of a COOP mission. That is also the reason the mission is not shown after autoinit is removed. Change persistent to 0 and remove the autoinit from startup.
  16. NeoArmageddon

    co10 Escape

    Hey @Cheome526, could you post your servers startup line (arma3server.exe -something ...) and your servers config file?
  17. NeoArmageddon

    co10 Escape

    Yes, that is something that bugged me aswell for quite some time. In an early version we had all random artillery vehicles be available for artillery, but we found that in most cases those vehicles are too close to the player to actually shoot indirectly. Can you please make tickets in the gitlab for all this points? That would help me not to forget about it and bring it in some order. Also regarding the heli pilots I would say I add another ending where you escape in the helicopters but the mission is a fail for shooting your saviours 😄
  18. NeoArmageddon

    co10 Escape

    10 Internetpoints for the person locating the error with the AI spawn when mission is played with TADST and why only on DS everything runs as expected 😁😁😁
  19. NeoArmageddon

    co10 Escape

    Thank you 😊 We received config and mission.sqm as a donation but unfortunatly the sqm's were binarised and as such useless for us. I will give @scruffy a headsup about Tembelan.
  20. NeoArmageddon

    co10 Escape

    Make sure your friend has the addon loaded correctly and that he has the same version of terrains (and core). If the problem persists use a dedicated server (or start a server in the background with "-server") and the problem should be gone. Also make sure you don't start Arma with -init commandline param. Some launchers add this automatically and it seems to break some eventhandlers ingame.
  21. NeoArmageddon

    co10 Escape

    Nice! You can upload the templates somewhere?
  22. NeoArmageddon

    co10 Escape

    Maybe a bit big. Not sure it will fit all playes of previous comcenters. But besides that, it looks gorgeous!
  23. NeoArmageddon

    co10 Escape

    Also the message suggest that your server had trouble downloading some of the addons. If you used steam, there is a change the Terrains download is corrupted. Steam seems to have problems with large mods. Try to redownload here: http://cup-arma3.org/download Also I always suspect autoinit in the commandline may cause problems later on. You may be safer to just remove it.
  24. NeoArmageddon

    co10 Escape

    Seems to work now. Here is the direct link to dev #212: https://gitlab.anzp.de/escape/co10_Escape/-/jobs/213/artifacts/download
  25. NeoArmageddon

    co10 Escape

    Flags are defined at the top of the unitclasses.sqf. The units in the mission.sqm needs to be replaced aswell. But if you want to contribute your unitsclasses.sqf to the repository, you can skip that and just tell me the player classnames you intended. The rest is managed by the continuous integration server when building the mission. Upload the unitclasses.sqf somewhere and write @scruffy a PM about it containing the download link. Argh! I couldn't see the wood for the trees there. You are absolutly right. There is some old code in the init.sqf I moved to the initServer function when I split all the mission bootstraping by their locallity into functions. Seems like I either forgot to remove it after copying it to the function or it got accidentally back in by a git rollback. Thank you so much for pointing this out! Should be fixed in latest build on Gitlab.
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