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NeoArmageddon

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Posts posted by NeoArmageddon


  1. 18 minutes ago, -ben- said:

     

    Rebuilt would be more accurate. We have converted out normal Autumn Chernarus into a Winter version with lots of content created by us for it. :)

     

    And to add to this: The new content will be part of CUP Core and thus be available for terrain creators to create new winter themed terrains and update old ones. For example with realistic winter leaf trees (no more white leaves).

    • Like 23

  2. 12 hours ago, beno_83au said:

    Seeing as I'd only buy one or the other at this point, is VR worth the hassle to use it in ArmA?

     

    If you want to use it for DCS and Arma, get a TrackIR. It has a direct integration and works as expected. 

    Even if VR works with arma, there is no real input support besides mouse, keyboard and joystick and Arma is no game where you can play without viewing what keys you are pressing.

     

    My TrackIR5 recently broke down and I will definitly buy a new one even though I own a Vive.

    • Thanks 1

  3. Just guessing but loop = 1; in your rsc_loadingScreen may prevent the videostopped eventhandler from firing. Some other ideas:

     

    The Biki implies that RscVideo uses BIS_fnc_playVideo for starting the video internally. So maybe the scripted eventhandler BIS_fnc_playVideo_stopped will work.

     

    If the new video does not start AND you called BIS_fnc_playVideo you can try the removal of the videoOverlay control and addin a new one,  directly with the correct video.

    Or you can just end the current loading screen and start a new one with a different video (make the video a parameter of the loadingscreen, so one loadingscreen can invoke a new one).

     

    • Like 1

  4. 17 hours ago, Team SFS said:

    There MUST be a way o implement native VR in Arma 3, VBS3 now has VR and im sure it's native, they only show it in vehicles, but still... there must be something we can do...

     

    Nope, no real stereo possible without changes to the renderer. I assume that is what they added in VBS to get native support.

     

    On 11.6.2018 at 3:48 AM, Nobi said:

    Hi, I am working on VR integration to Arma and tested vorpX with it. vorpX give good graphic when you find right setting but it still far away from native VR graphic. So I started intergrating openVR to Arma 3. If anybody have idea about that please share with me.

     

     

    I wrote a OpenVR implementation for A3 (complete tracking of all devices and vive tracker support) but still the lack of native stereo rendering makes this just a tech demo and nothing usable.


  5. On 27.10.2018 at 10:40 AM, b.a.verrecus said:

    hiho,

     

    we recently experience a strange issue on summer chernarus.

    https://www.youtube.com/watch?v=E48voP3ztII

    this only happens on summer chernarus and all 20 people in that mission had that issue to some extend. the video was taken in spectator, but it was the same during the whole mission.

    i just wanted to ask if that is a known issue and/or if someone else experienced it aswell.

    if that is new i will try to reproduce and then post it in the bug tracker but i wanted to check first if it is somehow already known and maybe even fixed.

     

    I have seen this flickering before and in the past it was related to other maps or objects are not 100% compatible with CUP Terrains (terrains that have self ported A2 content that was not moved to other). If you are sure this is a bug with Summer Chernarus itself, please test it without other addons than CUP Terrains loaded.


  6. 25 minutes ago, Halfsak said:

    [...]

     

    Hopefully someone else finds this helpful

    Thanks

     

    Thanks for your time you spend on this issue yourself and an even bigger thank you for you explanation and solution for the issue.

     

    I didn't even considered someone placing pbos not directly into the mpmission folder (albeit I knew about this new feature that was added a few patches ago). I assume linux is just not handling the subpath aswell as it was meant to be.


  7. 20 hours ago, Halfsak said:

    There's a lot of info in these 48 pages, but unfortunately I can't find a fix to one of my favorite missions

     

    My problem

    I very recently created my own linux dedicated server and when I try to play escape I spawn with full standard loadout, next to the same rock every time, with no prison anywhere around me.  I had previously been hosting this mission locally on my windows gaming pc/client and never had this issue.  Through all my testing, I've been sticking with mission co10_Escape_BIS_NATO_vs_CSAT in Tanoa from the 1.9 release, but the same result happens on other escape 1.9 missions.  The mission files were downloaded from the links at the beginning of this thread

     

     

    Try renaming the mission pbo to all lower case. linux A3 servers are prone to casing problems.

    Spawing with gear and at the same place just means A3 is loading the mission setup but is not starting any of the scripts. Most of the time (as you already said) this is related to autoinit but it can also be Arma3 just not finding the script files.

    I suspect the A3 linux server is loading the mission.sqm from co10_Escape_BIS_NATO_vs_CSAT.pbo but is internally refering to all content in lower case form (what shouldn't be a problem on windows), so it now looks in co10_escape_bis_nato_vs_csat.pbo which is non existent in your file system.

     

    Can you try renaming the .pbo and teting again? Also make sure to start server and client with -showscripterrors command line, so A3 will prompt warnings about missing files.

     

    Regarding the amoun of pbos: They all go into mpmissions. You can copy the mods and terrains you want to use and leave out the rest if you want. Every pbo works standalone.


  8. 3 minutes ago, fckwit said:

    Hey, is there a way i can edit items for the hidden bag myself cuz i want to add more different pistols that came out with the new RHS update

     

    Weapons and magazines can be added in te unitclasses file under a3e_arr_PrisonBackpackWeapons.

    As there is no config array for items, you need to add them manually in functions/Server/fn_initServer.sqf just before the line // Spawn more guards. The local variable _backpack contains the backpack object.

    • Like 1

  9. Just now, Gts37 said:

    The fact is that I went to several co10 Escape servers and there were 5-8 bots on all servers on ComCenters, AmmoDepots and other points. I started the server but I only have 2 bots at each point. Did I do something wrong? Or am I not right setting up the server?

     

    Okay, you are talking about the enemy AI. The number of patrols and patrol size depends on the difficulty you set in the mission params in the lobby screen, before you start the mission.


  10. 1 hour ago, winter_mute_ said:

    Anyone working on a mission for Rosche, Germany?

     

    Yes.

     

     

    1 hour ago, winter_mute_ said:

    Also does anyone have any problems with guards not spawning at the prison in the latest dev builds for RHS only? I have it set to to the 1-3 player configuration (forgot the setting name) and I havent seen prison guards for a few months.

     

    Could you check your RPT for errors please? Dev build or release 1.9?


  11. 17 hours ago, perezmh said:

    . Particularly how he managed to get the mission not to end if everyone is unconscious. .

     

    That is actually an unintended bug^^

     

    Feel free to make a Git fork/pullrequest with different setting if you see yourself in a position to do so.


  12. I doubt there is a hack involved. Why? Because it does not make sense to have a hack that is that bad. He could just use "a good one" and just edit out the parts out of his videos were it could be seen (or just remove his playername/the server name) or not upload it in the first place.

     

    Also your whole claim is: He is moving two times in the same direction/distance. Within this argument are two problems: First you don't have an exact measurement scale and the "same distance/direction" is just a subjective assessment. Second the video is long and taking the limited options into account (he needs to target at a specific spot on the screen) it is perfectly valid to assume that over the course of a complete gameplay round a player would make similar movements more than once.

    • Like 1

  13. I looked closely and it seems perfectly fine. He is just moving his mouse too far. Why do you think that would be a hack (it is definitly not a cheat)? That would make no sense at his sway movement is making him miss the other player with the first shots. I would expect an hack to make one aim better, not much worse :f:

    At 0:25 it takes him about 10-15 bullets to hit the other player in 4m from the hip. That is actually a pretty bad aim.


  14. 6 hours ago, Dedmen said:

    He isn't trying to patch anything from RHS. Don't see why one should patch RHS if it has nothing to do with the problem.

     

    What I was trying to say is, that he can't unpbo something, take the config, change values and repack it. That is the same as editing a p3d and reupload it. RHS was a typo, but my text also applies to RH.

     

    Quote

    No you don't. You don't need permission to make a compat mod with a config patch.

     

    Absolutly right, but you need permission, if you unpack a pbo, change stuff in the config, and repack it as is. That is what I understood what Blitzen is doing. For private use nobody would mind of course.

     

     

    The best way for a config patch/compat is to overwrite values in a config (that is what I meant with patching) and not unpacking -> changing a value in cpp -> repacking.

     

    When this is the config you want to patch:

    class CfgPatches
    {
    	class SomeAddon
    	{
    		name = "Some Addon";
    		requiredAddons[] = {};
    		units[] = {};
    		weapons[] = {"SomeWeapon"};
    	};
    };
    class cfgWeapons
    {
    	class SomeWeapon
    		{
    			something = "blah";
    			anarray=["blah","blub"];
    			anumber = 1;
    			//More
    		};
    };

    You are creating a new config with your own cfgPatches and dependency on the SomeAddon class. Later you add the existing config class and only overwrite the values you want to change. Otherweise your compatibility patch may break when the patched addon gets an update.

     

    Your config:

     

    class CfgPatches
    {
        class MyCompatAddon
        {
            name = "Some Compat Addon";
            requiredAddons[] = {"SomeAddon"};
            units[] = {};
            weapons[] = {"SomeWeapon"};
        };
    };
    class cfgWeapons
    {
        class SomeWeapon
            {
                anarray=["blah","blub","with","more","entries"]; //Just as example
            };
    };

    Works the similar with subclasses (for the rails in this particular case).

     

    Hope that clears up, what I meant.

    • Thanks 1
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