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Protegimus

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Everything posted by Protegimus

  1. Thanks and yes the weapon sounds vary deliberately. If you listen to any half decent footage of a firefight (or just drive to your nearest range) you will notice that the weapon does not sound exactly the same for every shot fired. Some experts (and some walts) post their opinion that it's overdone, but I actually prefer the variation as it helps prevent the sounds from becoming stale given the number of times they are repeated. I was going to separate the different samples for the weapon variations in the pack, but I enjoyed using them so much I decided to pretty much leave them all in. Technically, it helps prevent the phasing that can be a problem with ArmA 2 and is perfectly reasonable given the variation in firing sounds from the same weapon such as in the footage referred to above. You're probably right, though I haven't changed the SUSAT zero from what P:UKF set it at and the inconsistency appears worse in CO/OA than it was in ArmA 2. We'll see what we get with BAF before doing any more work on UKF stuff. It is possible to accurately zero it, but it would take some work to test it out. Protegimus
  2. Protegimus

    P:UKF Weapons Pack.

    CSM2 weapon sounds for P:UKF Weapons Pack is now available for download from the following location. There are versions for both ArmA 2 and CO/OA. For CO/OA, optional config updates / fixes are as follows: Zero is adjustable for the SUSAT from: 3, 4, 6, 7 and 800m. Emergency battle sight zero is reduced to 100m from 300m. Zero is also adjustable for the L96A1 from: 100,200,300,400,500,600,700,800, 900 & 1000m and the camera point is corrected so that your head isn't in front of the chamber which produced wierd effects (sonic cracks were audible when firing). The bug with invisible 10 round 762x51 L96A1 clips in CO/OA is also fixed. Finally, weapon dispersion is configured for L85A2 and L86A2 fire modes, taking into consideration the greater accuracy of the L86A2 LSW. If anyone has feedback, please post it in the CSM2 thread to avoid spamming P:UKF's. Protegimus
  3. CSM2 weapon sounds for P:UKF Weapons Pack are available for download from the following location. There are versions for both ArmA 2 and CO/OA. Protegimus
  4. Protegimus

    Zeus AI Combat Skills

    Thanks for that GossamerS, fixed and new version will be available for download presently. metalcraze: interesting one. I'll have a think about it - is that for all vehicle types? Protegimus
  5. Protegimus

    P:UKF Weapons Pack.

    Cool, so I have the CO/OA only weapon parameter config separated into its own .pbo allowing the sounds to be used with UKF weapons in the spirit of the original release. [Amended following review of ArmA 2 UKF Weapons version] Support will initially be for CO/OA users only, as although the ArmA 2 UKF classname are the same, the inheritance is different requiring a separate build. For fixes, this is what I had in mind: Zero is adjustable for the SUSAT from: 100, 200, 300, 400, 600m. Emergency battle sight zero is reduced to 100m from 300m (I seem to remember the zero is actually 25m, but it's pretty hazy...also, if anyone can confirm the range drum settings for the optic, that would be great). Zero is also adjustable for the L96A1 from: 100,200,300,400,500,600,700,800, 900 & 1000m and the camera point is corrected so that your head isn't in front of the chamber which produced wierd effects (sonic cracks were audible when firing). Finally, weapon dispersion is configured and explicitly set for L85A2 and L86A2 fire modes to avoid inheriting wrong values when other mod's are used. The dispersion is slightly reduced (closer to published information) as you're inheriting from the shorter barrelled M4A1 class and also to take into consideration the greater accuracy of the L86A2 LSW. Test version is available from the Zeus TS server if you'd like to check it out. If that's ok, I'll go ahead and ask for it to be uploaded for public web download. Protegimus
  6. Protegimus

    Zeus AI Combat Skills

    galz: is this conjecture, or have you tested this out? I understand what you are describing is default 'MicroAI' behaviour. Upload your mission to the server (if you haven't already) and I'll take a look if you have a specific scenario that we can look at. That's pretty much what it does, AI only moves if their cover is compromised. Not to say it can't be improved though. The quick reaction function stores the current destination and re-instates it after a move to cover. I suppose if the AI acted in the default manner and didn't take cover, then there is a good chance they will be dead or incapacitated which could also be very bad for missions? Bear in mind the behaviour in careless or safe mode isn't affected, so they are appropriate (with compact column formation) for moving to specific locations. Protegimus
  7. Protegimus

    P:UKF Weapons Pack.

    Morning Pathy, It's nothing elaborate, two modular .pbo's (config, content) that update the sounds and config entries. They depend on your mod, so complement it rather than replacing anything. Protegimus
  8. Protegimus

    P:UKF Weapons Pack.

    We've been using your stuff quite a bit recently together with ACRE and it's made for some great missions, I appreciate the work you put into it. I've made some CSM2 sounds (something I've been meaning to do for ages) for the L85A2 and derivates, LSW, L96A1 and LAW80 together with a couple of config fixes - would you mind if I make the sound pack available for public download? Thanks, Protegimus
  9. Protegimus

    Zeus AI Combat Skills

    megagoth1702 & Kevaskous: for Zeus AI together with ACE - as I described you already have the last version for ACE, the only thing you need to also use the dynamic AI is extract the following files (and only the following files!) from the new archive: zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign zeu_FindCover.pbo zeu_FindCover.pbo.ZEU_test.bisign zeu_sys_AI and zeu_FindCover require Extended Eventhandlers. This is already part of ACE, so just check to ensure you are loading it. That's really it! With the exception of the FOV mod designed to provide realistic scaling especially for TrackIR users, ACE already has a lot of the other stuff (plus a lot more!) hence the reason it is not required. There are a lot of repeat questions here fellas, in the interest of keeping the discussion interesting/informative put the effort in and read the posts regarding your specific area of interest before asking the same question again. Alledgedly, the first person to find and use the search function wins a one year subscription to free ArmA 2 content! verde13: what snipers, where? Protegimus
  10. Protegimus

    ARMA 2: OA Beta 72716 is up

    Why not download Process Explorer from sysinternals.com, fire it up and monitor the arma2.exe/arma2oa.exe process, you will see multiple threads (typically 8-12) running which can be scheduled on a seperate physical (or logical) core according to the O/S. You could also have a look here for more information about the specific approach taken by the developers. Protegimus
  11. Protegimus

    ARMA 2: OA Beta 72716 is up

    No mate, -cpuCount = is limited to however many cores you have in your system (or fewer), ref.: Dwarden, Bi Developer. If you need additional references, I'm sure the search function or a search engine will turn up something useful to all of us. Protegimus
  12. Protegimus

    ARMA 2: OA Beta 72716 is up

    @ST that information is only valid for Windows 7. -cpuCount = 8 is not a limitation suffered by Windows XP where it significantly improves performance - be specific, it's important to give accurate advice. Protegimus
  13. Protegimus

    Zeus AI Combat Skills

    Hi Robalo_AS, thanks for letting me know. I'll ask Terox (maintainer of Zeus repository) to update - great fix! galz: Thanks, already reported, acknowledged and fixed. Protegimus
  14. Protegimus

    Zeus AI Combat Skills

    AnimalMother92: thanks for the "isFlat" bug report, fixed and will be included in the next update. metalcraze: cool, testing how AI perceive silenced weapons is not something I've done so it would certainly be interesting. If there is a disparity something could probably be done about it as well, especially if you can set up a repeatable test scenario. maturin: did you get it sorted by ensuring CBA was running? (thx Kremator) megagoth1702: You have the last version built for ACE. To use the dynamic AI, extract the following files into your Zeus AI directory: zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign zeu_FindCover.pbo zeu_FindCover.pbo.ZEU_test.bisign zeu_sys_AI and zeu_FindCover require Extended Eventhandlers (thanks to Killswitch, Sickboy): cba_extended_eventhandlers.pbo & .bisign file as you're running ACE that should already be taken care of. Wrt to editor skill slider settings, use whatever is appropriate for your mission; for the particular effect you are trying to create. The recommend profile values are tested and known to work well - use whatever you prefer and post your own experience. camus25555: @zcommon offers a selection of good addons (including a number from third parties) to enhance gameplay in addition to Zeus AI. Thanks to everyone posting answers to additional questions. Protegimus
  15. Protegimus

    J.S.R.S. 1.5

    LordJarhead, you've got some great sounds in the mod, good work. As mentioned, if you'd like some of my original samples to work from for the M230, supersonic cracks, etc. then just ask - they are good quality samples and authentic. Also, the fix for the MK.17 CQC playing unsuppressed sounds is quite simple, ensure you include the modes[] = line in your class definition as shown below: class SCAR_H_CQC_CCO_SD : SCAR_H_CQC_CCO { modes[] = {"SCAR_H_SD_Single", "SCAR_H_SD_FullAuto"}; class SCAR_H_SD_Single : SCAR_H_Single { ... }; class SCAR_H_SD_FullAuto : SCAR_H_FullAuto { ... }; }; Protegimus
  16. Protegimus

    VopSound 2.1

    Hi vo.2, Some great new sounds mate. The fix for the MK.17 CQC playing unsuppressed sounds is quite simple, ensure you include the modes[] = line in your class definition as shown below: class SCAR_H_CQC_CCO_SD : SCAR_H_CQC_CCO { modes[] = {"SCAR_H_SD_Single", "SCAR_H_SD_FullAuto"}; class SCAR_H_SD_Single : SCAR_H_Single { ... }; class SCAR_H_SD_FullAuto : SCAR_H_FullAuto { ... }; }; Hope that's useful and thanks for your help ;) Also, I've some pretty solid modular configs that I developed for CSM2 that you're welcome to base yours on if it helps. Well, almost any sound mod... Protegimus
  17. Protegimus

    ARMA 2: OA Beta 72716 is up

    This beta is a significant step forward on my system - much smoother gameplay and it permits use of higher detail terrain and models without any loss in performance. My experience is very similar to that of Das Attorney, perhaps hardare platform is playing a part here, I'm on core i7 on X58 with triple channel DDR3. sprit: Interesting, I too have also lost a few FPS on the counter, but the overall experience is a noticeable improvement - much smoother. In scenario 2 there appears to be far more visible & audible effects too, so although the counter says 3 FPS less the overall effect is very positive. metalcraze: star on the numpad also enables freelook, you could try that. NeoHazard: mate we are the QA team for the betas - that is exactly the reason BIS make them available, to allow you to actively partake in the process. It means you get to shape the game, where else do you get that kind of development & support? A number of the posters run very thorough checks and provide detailed feedback. You have the choice about being pro-active instead of whinging about it - formulate a checklist and share it and the test results for everyone's benefit. Protegimus
  18. Protegimus

    Zeus AI Combat Skills

    Yes, zeu_cfg_core_ai_skills & .bisign will overwrite the old version though, so only six files. Sure, if you'd like those additional features go ahead. One very important thing - if you would like to use dynamic AI then you also need CBA for it to function, a major change from my original Zeus AI releases. If you mean to share amongst a group of friends to make setup easier, then yeah; go ahead. If on a broader scale, then as discussed earlier they'd be better off being referred to this thread to make sure they are up to date - bear in mind that it is beta/dev versions of code. I was asked by GvsE via PM for an ArmA 2 compatible version of the FOV mod. It was a simple task to do so therefore a test version is included in the \ArmA2 only directory for the next release. Also, there was a question about performance on 3rd party maps. I'm implementing performance optimisations referred to me by SNKMAN (thanks!) from here - very useful information. At this stage it is one step at a time so I've not even looked at other maps, as the mod and my ability to code improves there will be ample opportunity to do things in a more efficient manner that will no doubt help though. oldy41 & Mudkip: I won't start public version control and change logs until I get to a proper beta release version as already discussed in this thread. I'm very grateful to Terox for keeping the Addon Sync and web downloads updated, those are the correct sources for downloading the latest version. Also, I'll update the first page when I consider it's ready for release on a broader scale, though in the interest of minimising confusion it could perhaps stand an update in the interim. Protegimus
  19. Protegimus

    ARMA 2: OA Beta 72716 is up

    For posting system specs. you could use the items listed in my sig as a reference - it is relevent and useful information. With regard to your issue, I experienced the same thing and it was due to an additional (unneeded) Explorer shell extension being registered during OA installation: CmdLineExt.dll - the SecuROM context menu for Explorer. Disabling or removing that immediately returned my system performance to what it was prior to OA install. If you have good cooling for your CPU and decent RAM, you could investigate overclocking your processor too - it will make a big difference to the raw performance. Protegimus
  20. Protegimus

    Zeus AI Combat Skills

    Dynamic AI is fully compatible with base ArmA 2 - I did all the original development work with ArmA 2, so there should be no problems. You won't need any of the _OA components, so just use the .pbo's listed below together with those from base Zeus AI - ArmA 2 / CO & OA AI core skills: zeu_cfg_core_ai_skills.pbo zeu_cfg_core_ai_skills.pbo.ZEU.bisign ArmA 2 / CO & OA Zeus AI: zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign FindCover required by zeu_sys_AI.pbo zeu_FindCover.pbo zeu_FindCover.pbo.ZEU_test.bisign Note, zeu_sys_AI and zeu_FindCover require Extended Eventhandlers (thanks to Killswitch, Sickboy): cba_extended_eventhandlers.pbo & .bisign file Protegimus
  21. Protegimus

    Zeus AI Combat Skills

    Hi Mudkip, Which version are you using? Please use the latest version from the Zeus download link/repository. Protegimus
  22. Protegimus

    New ARMA2 OA Beta Patch 72418 Available!

    Interesting spin, but in the UK we still have a quaint law that holds the vendor responsible for the quality of the goods, not the buyer or a third party - which I happen to agree with. On that basis, I've reported it to Sprocket and published it here so that anyone experiencing the problem can deal with it immediately. ...and yeah, it is a frustration, why the hell should I put up with undisclosed software installations that mess up my system? Protegimus
  23. Protegimus

    New ARMA2 OA Beta Patch 72418 Available!

    Yeah, my system suddenly started running like a dog, micro stuttering and noticeably slowing down around trees. As I've been working on other stuff and testing betas I'd put it down to that and put up with it. Finally reached the point where a bit of investigation work was required to find out exactly what was going on and whether it should be attributed to the betas. I discover a new Explorer shell extension was registered: CmdLineExt.dll - the SecuROM context menu for Explorer courtesy of Sprocket OA, removed that and normal service is resumed. Well thank you Sprocket, you just lost another customer. Hope it helps someone else. Protegimus
  24. Protegimus

    Zeus AI Combat Skills

    Thanks AnimalMother92, bug report appreciated and already fixed for upcoming (hopefully later today) release. metalcraze: Fixed as in they don't pinpoint your location as soon as you fire ;) Once you've downloaded the new version, it will be worth running your mission again as the above improvement should help with the problem of AI 'seeing' too well in the dark. Also, for feature requests and things inherent to the game that you already know about, you'll get more mileage out of me if you present them as such rather than as complaints about Zeus AI - I have my own design/features that I'm interested in developing, you know, not chasing bugs in the game. Protegimus
  25. Protegimus

    Zeus AI Combat Skills

    ok metalcraze, I tested your mission with default AI and experience exactly the same behaviour! The good news is that the AI ability to locate you so easily, despite using a silenced weapon in the dark is improved over vanilla (fixed?) in tomorrows release. Note that you are using precision way above what I recommend, so you'll have to deal with the precise shots... Perhaps you should post this to the bugtracker with an edited version of your mission that places you in the correct position to easily reproduce the problem. What are essentially BIS 'features' have no place here, unless you are posting suggestions on ways to fix them. Note that when you move behind cover, you need to be careful that you're not simply being caught out by the AI's excellent prediction algorithm - if they have seen you moving and you keep going without changing your track they will be expecting you when you emerge on the other side of the object. Mandrake5: 'asr_cfgweapons_fix_grenadiers.pbo' excellent fix is from Robalo_AS, anything you need should be available from here. Simon C & Dogmeat of Finland: I haven't done any work with ACE, but you should be able to use the existing ACE ArmA 2 Zeus AI core skills with the new components: zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign & FindCover required by zeu_sys_AI.pbo: zeu_FindCover.pbo zeu_FindCover.pbo.ZEU_test.bisign and enjoy the dynamic AI features. Note, zeu_sys_AI and zeu_FindCover require Extended Eventhandlers (thanks to Killswitch, Sickboy): cba_extended_eventhandlers.pbo cba_oa_main.pbo & .bisign files Protegimus
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