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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    Contact Expansion Asset Feedback

    I suspect mostly assets as seen in the trailer. Focus seems to be on the "Science and investigation" stuff. Enemy is most likely something like soldiers with their minds taken over by an unknown entity. I doubt we will see many stuff in terms of driveable assets, alien weapons or even alien units. You can perfectly pull of this scenario with only abstract encounters.
  2. NeoArmageddon

    Contact Expansion Feedback

    No it is not and just releasing them with no hardcoded function makes perfect sense. There are dozen of missions, scriptrs and addons out there that emulate stuff like this and releasing a DLC with "official" function will render most of these script broken or duplicated. As a official function would be rather limited, it will make the situation worse as "normal" players will have to discern between the official functions/keybinding and scripted solutions that are already around. Releasing this stuff as cosmetic only and leaving it to the people to use it however they like is the best way. Simple example: They add a radiation function that can harm or even kill the player. That would instantly break a lot of revive and medical scripts (ACE for example) and will require updates/fixes by the authors. When the objects are only cosmetic, the author of a mission can decide himself, if he adds radiation and a medical script that works with it. The range of use for this kind of stuff is to diverse across all possible scenarios to implement some hardcoded behaviour. For everything else you can always take what is in the SP campaign and put it in your own scenarios.
  3. NeoArmageddon

    co10 Escape

    Most likely.
  4. NeoArmageddon

    Contact Expansion Asset Feedback

    Maybe missing action entry for the doors?
  5. NeoArmageddon

    co10 Escape

    The grass setting is actually broken in the last builds of 1.10 but the rest of the selection works in all my tests and for all other people I asked to test it. If that is the only setting you use to test the params, please try another one. Also checking your rpt on server/local would be helpful. There was no change to escape for a while, so your server must have changed something. Zargabad is in internal testing right now.
  6. 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!"
  7. 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.
  8. 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
  9. 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. 🤣
  10. 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.
  11. Maybe 😶 It is not allowed by the DayZ license.
  12. 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
  13. 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.
  14. 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
  15. 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?
  16. 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).
  17. 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.
  18. NeoArmageddon

    co10 Escape

    That is not the logfile from when you tried to load the mission. It is empty except server startup.
  19. 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.
  20. 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.
  21. NeoArmageddon

    co10 Escape

    Hey @Cheome526, could you post your servers startup line (arma3server.exe -something ...) and your servers config file?
  22. 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 😄
  23. 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 😁😁😁
  24. 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.
  25. 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.
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