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Posts posted by NeoArmageddon
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But I'm wondering, is this a common design pattern? And also, exactly what problems are solved? Is it very difficult to add the function information to CfgFunctions by hand?
Yes, that is the way SQF functions have to be written, to be provessed by the game as function and not just as code variable (for example to be shown in the function library or to be able to recompile them at runtime. Very handy feature for mission development).
Adding the functions by hand is not a problem, but it is cumbersome in two ways: 1) You need to be exact in naming both file and functions 2) Every function needs it's own file, that makes it hard to navigate your local library.
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For everyone interested, I opened a channel for discussing virtual reality with Arma3 on my discord server. Direct invite: https://discord.gg/bAAupd2
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Maybe one idea that would be incredible useful: Treat files starting with fn_*.sqf as functions and allow new files to be automatically added to a include.hpp or description.ext in the correct class CfgFunctions {}.
All editors I tested treat SQF functions as scripts. It would be awesome to hide the file and .ext registrations behind an UI (but allow changes by hand aswell).
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The DLL has to be either in the exe's folder (your ArmA root) or another path that is in the environment PATH variable.
In theory you could add a .bat to your addon that adds the "/arma3/@myAddon/" to PATH but I doubt that is a good solution as people will just overlook that bat most likely and will run into problems and cause them to spam you with "OMG! FIX YOUR ADDON! NOT WORKING! TOTAL SHIT". Atleast that always happens to me when my readme goes beyond "drop this in your arma folder".
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Awesome! Looks like Notepad++ but with fancy instant error checking! Will definitly test when back from work.
But question: Can it also edit .ext and .hpp files? So I can use this for all my mission editing needs?
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Yesterdays update added native support of what Oculus calls Async Time Warp to OpenVR as far as I know.
Edit: kremator was faster^^. But yes, I plan to invedtigate native solutions aawell.
P.S. Is there a demand for a Arma3 VR discord channel? IF yes, I will setup one.
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Wow nice work Neo! How does it to actually be in zagrabad? :o Do you thinks this is something that would be working for multiplayer (framedrops, ect.) ?
Great stuff!
Can you tell us more about your plans?
Of course.
The control scripts are not very resource consuming. What is indeed an impact on the framerate is the program that makes A3 stereoscopic. My addon is designed such that you can use any program here: VorpX, Reshade, etc It works independent from the visual solution and that makes stuff like mouse emulation and trackir emulation unnecessary.
Obviously this kind of stuff can not be used as a drop-in replacement for ArmA3 movement. You need missions and mods designed for roomscale gameplay. For example you only have your 2x2m to move around freely, for bigger distances as you need in most missions you need teleport features as seen in many Vive games.
I am working one a set of very different showcase missions, from shooting ranges to editor addons but yet I don't know what will work and what not. But I am sure the possibilities of roomscale VR in Arma outnumber the limitations. Oh and as I am using OpenVR all you of this should work with the Rift and the upcoming Oculus Touch out of the box.
When things are a little bit more elaborated I will make a dedicated announcement thread with much more infos. But I will continue to post about my progress. Hopefully Soonâ„¢ with real gameplay.
By the way I named the project A3VR.
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Hmmm. i've jsut seen that VBS3 uses Oculus Rift but ARMA3 not and i would guess they uses the same engine. I cannot understand why Arma 3 will not support it... no words. Create a payed DLC and i would buy it and some more i guess.
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'm not a really good c++ programmer but may be it's possible to create an own VR implementation for arma?
I am not a good programmer aswell but I made this yesterday:
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The commenter on that video had a point. What was that sorcery?
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 :(
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for now, the only thing that was confirmed (via twitter) is that supporter edition owners will receive all these DLCs for free (as per purchase agreement).
Wuhu!
P.S. Do you have a link to that twitter post?
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It works badly with vorpex. Play any game with native VR support and you'll understand just how poor Arma is in VR.
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
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Come on BIS give us VR capabilities 111ELEVEN!!!
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).
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That is up to the people mantaining the RHS configs (AFAIK dystopian?).
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hello i was wondering does changing the difficulty affect anything else besides making the ai more accurate with their guns?
It doesn't affect anything besides AI skill (varying from 0.1 to 0.5 for general patrols AFAIK).
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I heard you like VR, so I put VR in your VR so you can be in VR while you are in VR:
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It would be nice to be able to select skins with and without dirt in editor/garage. I prefer "just rolled of parade grounds". :)
That is exactly what we are discussing internally aswell.
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AiA TP changed Arma 1 buildings to enterable buildings. Is it possible that this will eventually arrive to CUP Terrains?
Was asked just one page before. Also the buildings were not SMD but JBAD.
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There's the Rift and the Vive, and not an enormous amount to separate them in terms of game development, especially if you develop for SteamVR.
It is also dead simple: Downloaded OpenVR repo from github, compiled, 5 min of coding: Had my own Vive and Rift compatible demo.
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VR remains a tiny and a stagnant market:
http://www.techspot.com/news/66643-oculus-cto-virtual-reality-coasting-novelty.html
and I suspect that BI have bigger issues right now (finishing A3 & starting A4).
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.
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Also there is a "Cheat" for exporting topological maps yourself: https://community.bistudio.com/wiki/ArmA:_Cheats#TOPOGRAPHY
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Sounds like a weird question or I do not see - what do you mean?
Most likely he means "missions".
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Would help if you post the exact error. Also the content of "Line 40" depends on the version you used as base.
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@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).


confused by missing class Land in pbo project
in ARMA 3 - TERRAIN - (BUILDER)
Posted
DON'T use an unpacked CUP Terrains in Terrain Builder to place objects! Use the Arma2 samples files provided by BI to place them as you would do for creating an A2 terrain. Once ingame CUP objects will be used by the game.