Snake Man
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Everything posted by Snake Man
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Reshmaan Province v.0.80 beta
Snake Man replied to Fogu's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good release and excellent looking 20km x 20km terrain, very good work! Thank you for your contribution to the terrains of ArmA 2 :) -
MCAGCC 29 Palms (Island and Buildings) almost ready for Public BETA
Snake Man replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just yesterday I was fixing ambient vehicles and civilians modules as well as warfare support for my own terrain, the stuff is fresh on my memory so I could help you on that. Also I could take a look at the overall addon/package and help you get it right. Send me a PM with details if you want my help. -
ArmA2 / OA (low) performance issues
Snake Man replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Yes, when I first time saw this I was blown away and could not believe my eyes, I was sure my computer crawls to a 5FPS halt but no, client gets high FPS almost like running one soldier in mission editor. Excellent stuff :) -
Need a good tutourial
Snake Man replied to superdudey12's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good tutorials can be found from PMC Editing Wiki. -
Making an Object form to terrain
Snake Man replied to fuzzysquirrel's topic in ARMA 2 & OA : MODELLING - (O2)
At O2, select your model, SHIFT-E and tick Keep Height (fence). -
ArmA2 / OA (low) performance issues
Snake Man replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
I have AMD X2 7750, same motherboard as you, 4gb ram and ATI Radeon HD 4850. For years I ran ArmA 2 fine with it with all the fancy antialiasing, postprocessing etc settings disabled or low. But now after the v1.60 patch came out, somehow it runs much slower and missions which I could previously play fine with a bit low FPS are now in single digit unplayable FPS then. I don't know, maybe I goofed up something in my win7 64bit that causes it, but I start to think somewhere in v1.60 patch cycle enough was changed on the code to make the engine more CPU demanding... I can run small missions with only little or perhaps "normal" amount of AI just fine and Takistan or other user made light terrains help of course. Chernarus and 100+ AI is too much for this hardware. -
Exz8M0oPd5w Video from PMC 51km Desert terrain featuring some Apache action.
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PMC 51km Desert v1.1 for ArmA 2. This is 51km x 51km desert terrain with war torn cities and villages. There is also few modern (intact) cities, three airbases, six oilfields, five harbors, dirt road network and two lane highway. New features are terrain objects separated to their own addon. ArmA 2 screenshots, 10km viewdistance: image 1, image 2, image 3, image 4, image 5, image 6, image 7, image 8, image 9, image 10, image 11, image 12, image 13, image 14, image 15 and image 16. Read online manual: here. Required Addons: AGS industrial, AGS port and PMC Terrain Objects. Download PMC_51km_desert_v1.1.rar - 104mb. Mirror 1: n/a All mirrors are very much appreciated, thank you.
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Individual cfgEnvSounds per terrain
Snake Man posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
class CfgEnvSounds is what handles what sounds are played in the terrain environment. For example here is BIS sample models ARMA_SampleModelsEnvironmentOther\sounds\ config: class CfgEnvSounds { class Default // editor - sounds from landscape { name = $STR_CFG_ENVSOUNDS_DEFAULT; sound[]={"$DEFAULT$",0,1}; soundNight[]={"$DEFAULT$",0,1}; }; class Rain // rain { name = $STR_DN_RAIN; sound[]={"\ca\Sounds\Env\hard_rain01",db-25,1}; soundNight[]={"\ca\Sounds\Env\hard_rain02",db-15,1}; }; class Sea // sea { name = $STR_DN_SEA; sound[]={"\ca\Sounds\Env\wave_break_01",db-60,1}; soundNight[]={"\ca\Sounds\Env\wave_break_02",db-65,1}; }; class Meadows // default - no trees, no sea, no hills ... { name = $STR_DN_MEADOWS; sound[]={"\ca\Sounds\Animals\crickets06",db-45,1}; soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1}; }; class MeadowsNight // default - no trees, no sea, no hills ... { name = $STR_DN_MEADOWS; sound[]={"\ca\Sounds\Animals\crickets03",db-45,1}; }; class Trees // trees { name = $STR_DN_TREES; sound[]={"\ca\Sounds\Env\treesbirds",db-65,1}; soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1}; }; class TreesNight // trees { name = $STR_DN_TREES; sound[]={"\ca\Sounds\Animals\crickets03",db-55,1}; }; class Hills // hills > 250m { name = $STR_DN_HILLS; sound[]={"\ca\Sounds\Env\wind_day",db-45,1}; soundNight[]={"\ca\Sounds\Env\wind_night",db-55,1}; }; class Wind { name = $STR_DN_WIND; sound[]={,db-75,1}; }; class Combat // desinger effect { name = $STR_CFG_ENVSOUNDS_COMBAT; sound[]={"\ca\Sounds\Env\battle1",db-45,1}; soundNight[]={"\ca\Sounds\Env\battle2",db-40,1}; }; }; I wanted to configure individual terrain sounds for each of my terrains, however it looks to me that cfgEnvSounds is defined in the "global" space (sorry I have no clue what I'm talking about) and NOT inside the class CfgWorlds and more precisely not inside the cfgworlds{ my_terrain { }; }; space. I tried making a config where the cfgEnvSounds is inside my terrain config, no custom sounds were played as it reverted to ArmA 2 default sounds (dunno, maybe faulty config, maybe cfgEnvSounds just doesn't work inside terrain config). Are we not able to configure individual terrain sounds per terrain? EDIT: Boy do I feel dumb now. 5 min after posting this topic I found a solution :) If you want to have individual sound environments for each of your terrains, do it like this: class cfgWorlds { class CAWorld; class YOURTERRAINNAME: CAWorld { class CfgEnvSounds; class EnvSounds: CfgEnvSounds { class Rain { name = "Rain"; sound[] = {"\PATH\SOUNDNAME.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "rain*(1-night)*(1-forest)"; }; class RainNight { name = "RainNight"; sound[] = {"\PATH\SOUNDNAME.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "rain*(1-forest)*night"; }; Sorry for posting a topic where I found solution so quickly, however search in forums and wiki (even google search) came up empty, I guess now we have small tutorial how to do individual terrain sound environments then :) -
PMC Somalia Realistic Somalia mod, 1993 to present day Included units, in-game: 160th SOAR pilots African militia AH6 / MH6 Littlebirds Blackhawks (well BIS placeholders) HMMWV Mogadishu city in realistic dimensions US Army Delta Force US Army Rangers US Navy SEALs AH1 Cobra is included from stock game content. Planned features: 5t Truck Ruined buildings for present day Mogadishu United Nations Pakistani units Note; included units are fact, they are in-game and you can play with them today. Planned features mean that it is not 100% guaranteed that they will appear in this mod, we do everything we can to make it happen but no promises. This modification is currently under development and very much work in progress, basic units are in-game and playable, but modeling, texturing and config values are not finished. Especially buildings and their placement are mere placeholders now. If you want to join our team, we are looking for people to help with texturing, modeling, beta testing and research (facts, 1993 photos etc). ArmA 2 Operation Arrowhead screenshots; Jul 15th, 2010. image 1, image 2, image 3, image 4, image 5, image 6, image 7, image 8, image 9 (note; the building quality and placement will be improved). Jul 16th, 2010. Army Ranger by Fox '09. image 1, image 2 Jul 18th, 2010. Delta Force by Fox '09. image 1, image 2, image 3, image 4, image 5 Jul 22nd, 2010. Rangers with new vest armor. image 1, image 2, image 3, image 4, image 5, image 6 Greetings goes to Nicholas Bell for Mogadishu DEM data + satellite texture/mask, Icewindo for civilian / ArmA SF models, Fox'09 for soldier texture work. We are planning on releasing early alpha soon. More development details from the official PMC Somalia forum. FAQ Q: Your models etc don't look like anything on Black Hawk Down movie, why? A: This mod is about realism, not about any movie. Q: Does this big city lag on my computer? A: No, our design goal is to have decent enough frame rates in the city. Q: Will the weapons be like M16A4, Rangers used M16A2 in 1993? A: Weapons on few of the screens are just ArmA 2 defaults, we will make realistic load outs for soldiers. Q: Will the units be just re-textures? A: No, we will model more realistic gear to those units, if we find research material. Q: US Navy SEALs were not used in 1993 battle of Mogadishu! A: It was not so much publicized fact, but they were there. Q: How can I help? A: By doing research on historic realism (weapons, gear, units, uniforms, city photos, etc), texturing, modeling, also Visitor 3 or other tool terrain editing and also beta testing. Send private message to me for further details. Q: When is the release out? A: Stable release is "when its done", development releases you could even get now by asking / joining the team. Official PMC Somalia Homepage with manual in PMC Addons/Mods Online Manuals: PMC Somalia and PMC Somalia ArmA 2 Forum.
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Vietnam the Experience: Discussion
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Settings? Yeah, maybe in my dreams :) There is some cool stuff in the upcoming version, I hope you like the release. No updates on the vegetation, its one of those limitations that I have right now. If someone is willing to join the team to model some trees and bushes, feel free to contact me. But for now, the vegetation visually is the same as in preview version, well besides that we have tons of more vegetation as this is full version. Tomorrow I'll send final "planned" upgrade for testers, when it gets some testing time and no bug reports arrive, then I'll put out full release candidate. If that goes well, then its time for release. At the moment I don't make much categories of beta or no, the public release is just an release with version number. What is important... is that all you guys get to play it. No problem to fight the enemy, spot the opponent? I don't get it, there has been no problems since early OFP test versions regarding visibility. We have very large city on one of the terrains. We have specific Meekong and RSSZ terrains. We don't plan to add Hanoi terrain, if I'm correct, there was no fighting there other than what you mentioned through the air to ground campaign. Of course if you have some specific ideas / designs for such terrain, please post them here and we'll take a look at them. We have A Shau Valley terrain. I cant say date for sure, but we are definitely on the last phase now, read this post above and there is the details. Its actually going to be like 1.6gb file :D I'm planning on making the release right. I'm naturally going with the news site hosting route, then I've been in discussions to get it into Addon Sync and also I plan to put out a torrent. So no, there is not going to be split files, but it would be very unforunate scenario that you would not find good download location. I highly would recommend torrent if you have download problems normally, like not using wget or some download managers. General update Sorry guys for not posting so regularly, been terribly busy editing to get this monster to shape up for release. I can honestly say with zero hype, that when you run VTE, it runs smooth without errors and it is fun to play. Yes there are few items that still are buggy (cough arty, cough mines...), but the basic operation is smooth as silk. Of course I'm just one guy, but I do not find any critical bugs anymore when playing on our MP server and solely rely on our private testing team to send me feedback of those hard to find bugs. Also I'm pretty burnt out for editing, so probably more than you guys I'm looking forward to this release so that I can finally get some time off ;) -
I've explained it already, better read the posts again. No he's not, the community is talking to shezan74 here and he just dismiss it. Excuse me, what does version had to do with the included external addons? What the hell are you babbling about? Never have I criticized the terrain work, the actual "artwork", just the fact that its commonly known to be WRONG to include objects into your terrains pbo files or the pbo's into the archive which you are releasing it. Sorry guy but you are barking at the wrong tree hehe, but no worries I wont take offense on your mistake, no problemo :) Sorry but you have absolutely no clue whatsoever of what you're talking about, so lets stick to the topic. Again what the are you talking about... I have never said that shezan74 should either use or not to use addon XYZ in his terrain, never. I have said that if you use addon XYZ in your terrain do not include it in the terrain pbo/archive! Damn... how many different ways do you guys want me to explain the same simple thing?
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Then you download it elsewhere. Use google. If you are referring that an author of released addon/mod comes back and says "I demand all copies of my work being removed from internet!" then I don't know what to say except that you must be kidding or are seriously living in a dream world where such things can happen. When author comes to internet, releases publicly free addon/mod/tool/thingy for in this case for ArmA 2, then its out, its on the wild, there is NO recalling it anymore. Any such ideas would be pure fantasy. That would never going to work. Emule? hehe I cant even remember when that was used. I feel bad that such a nice work like you've done, is diminished with bad design. When the stuff is in-game nobody knows where and how the objects got there, but if all authors would release their stuff again and again with all objects packed in the archive, then our ArmA 2 mod directories would be several terabytes in size. Is this what you want? This is not a matter of opinion, this is how its done, its well documented back in 2004 OFP days in WrpTool manual. All I'm trying is to help you to make better (terrain) design / releases. I hope you finally start to realize it. BTW it would really be shame if this all comes down to translating English to Italian which I assume is your language. Perhaps you could ask real life friend to translate stuff to you, using google translation might not give the proper wording of text. You can of course PM me for more step by step discussion of this matter, but dunno how much more plainly written text I could do there either.
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To me its amazing that you are terrain tool developer yet you are not grasping the most simplest of terrain making things there is... that you do NOT add objects into your terrain pbo/release. Is there some language barrier or are you just refusing to accept this fact or what is going on here?
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World Tools forest tutorial
Snake Man replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Is the tutorial complete now or are you still going to add text to it? Yeah you wish, take a guess how many OFP islands were made with WrpTool and no mentioning in the readme... all I'm saying is, don't get your hopes up for such crediting. -
Vietnam the Experience: Discussion
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
New version was sent for private testing. Its more and more difficult to find new critical bugs, I can't find any, testers doesn't seem to find either, so dunno. I was thinking that maybe a public beta would be good option for now, not sure yet. -
Vietnam the Experience: Discussion
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sure lots, but dunno how much geek development detail you guys want here ;) At the moment v1.3.7 changelog has over 40 entries already, so its going to be packed with nice fixes and tweaks. Most notably I would list fixes for few plane pilot proxys (no more head through canopy), rpk machine gun added, nva sniper now using correct rifle, new m134 minigun and m197 chaingun sounds, napalm fire/smoke is working again, antitank rocket launchers ironsight view fixed, etc etc. We have several MP missions for Ia Drang and it is completely enjoyable gameplay for me there with the current build. Yes of course there is issues on the whole mod, many issues... but it is already totally playable. I'm now just trying to find a balance that enough issues / bugs have been fixed for public release. I know from experience that many people enjoy the upcoming (and would enjoy even current) version and many people dislike it also, there is never a way to please everyone that goes without saying. But the main focus is not to have critical bugs like errors on the screen or newbie stuff like CTD's. -
After we release VTE (full), we plan on releasing PMC Somalia on the traditional way in direct http download. How many weeks/months after VTE this would happen depends solely on how burnt out for editing I am at that point (because this needs one round of work before releasing, simply packing it up is not really an option at this point). I did new building placement for Mogadishu terrain since the last screenshots but nothing more is done for it.
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Vietnam: The Experience final ArmA release!
Snake Man posted a topic in ARMA - ADDONS & MODS: COMPLETE
This is the leading, most comprehensive and detailed Vietnam war modification. This is the Vietnam: The Experience final ArmA release (06-14-10). Even though this is our last ArmA (meaning Armed Assault, ie ArmA 1) release, this is work in progress. We just want to warn anyone who is interested to not get their hopes up, VTE team is not in the business to over hyping their work. VTE will continue on ArmA 2. Current issues - terrains with 1 texture 4WVR haxxor method. - mines are not working. - kittyhawk is broken. - artillery is work in progress. DO NOT DOWNLOAD THIS UNLESS YOU ACCEPT THAT THIS IS WORK IN PROGRESS. This release contains the following: A1 Skyraider, ACH-47A Gunship, AH1 Cobra, A4 Skyhawk, A6 Intruder, B52 Stratofortress, C130 Hercules, CH-34, CH-46E, CH-47 Chinook, CH-53, F5 (camo and grey), F4E Phantom (camo and grey), F105 Thunderchief, MC130 Combat Talon, MiG-17 (two camos), MiG-19, UH-1 Huey (slick, dustoff and gunships), O1 Birddog, OH-6, S56 Sikorsky, LSSC, PBR, two sampans, USS Kittyhawk, M48 Patton, M113 ACAV (3 machine guns), M551 Sheridan, PT76, SA-2 SAM, T55 and ZU23. For personal weapons we have: AK47, AR-15 (Colt Commando), CAR-15 GL, Bren2, Browning, DP27, Enfield, Garand, Ithaca, Kar 98K, L1A1, M1 Carbine, M3A1/SD, M14, M16A1, M21, M39 Hush Puppy, M45 Swedish K, M60/shorty, M72 LAW, M79, M1911, Mas36, Mosin 38, Mosin Nagant, MP40, PPD40, PPS43, PPSh, PRC25, RPD, RPG2, RPG7, SKS, Sten/SD, Stoner, SVT, Thompson, Type63, Type 56, Type 68, Uzi and XM177e. And much much more... Config for all the VTE v0.4 soldiers (in theory basic OFP VTE v0.4 missions should work with little tweaking), there is now new models for most of the infantry branches. And of course the VTE objects/terrains, including two prototype terrains. Screenshots: I run ArmA with all details set to low/very low and disabled, but I did take some shots from our MP sessions with the first release, check them out in VTE ArmA screenshots topic. Here is few screenshots of the newer stuff. SEAL SEAL 2 SEAL 3 SEAL 4 SEAL 5 LRRP ERDL LRRP ERDL 2 LRRP ERDL 3 LRRP ERDL 4 Future plans: VTE will continue on ArmA 2. Vietnam: The Experience ArmA online manual can be found here. When you see something missing or wrong in the manual, please send feedback to us in our forum, thank you. Download VTE_06-14-10_final.rar - 1.25gb. Mirror 1: Armaholic.com. Mirror 2: Armedassault.info. We appreciate the mirrors and more would be very welcome. -
Vietnam: The Experience final ArmA release!
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
They don't work, fix is to just not use them. We are not developing for ArmA anymore so it will not be fixed. Sorry. -
You fail to mention this requires Extended Eventhandlers, also it would be decent to mention this uses scripts to create the pellets.
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Vietnam the Experience: Discussion
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
New private test v1.3.6 is being compiled right now, have to do bit file shuffling to get it to be small and working upgrade, but it should be available within today. New sounds coming in which totally changes the battlefield environment as well as geometry fixes for the vegetation. Things are looking good, as usual :) -
Squint - the sqf editor and error-checker
Snake Man replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Haha guys I was joking, to make a point. The whole point was that Squint should: This to me, is so ridiculous that its like you would require your coffee maker machine to walk your dog while making coffee. Do you guys get my point now? You have specific tools for specific jobs, that is the way to do it. Anyone's experience has nothing to do with the tools in question. Squint is excellent SQF SCRIPT error checking utility, its absurd that it should have features to edit 3D models. But anyways this discussion is spiraling out of control and I certainly will not have part in it anymore. -
Squint - the sqf editor and error-checker
Snake Man replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
How about adding mission editor too, and terrain editor, and sound editor, yes of course we cant forget modeling program, yes it needs all of those. Oh and also image viewer, winamp, ftp client, browser, ssh client... yes, it would be cool to have them all in one tool so all we had to do is have one util open in any time. Cool, I like that. Okay enough joking around. Squint is great tool for checking SQF and even some degree CPP files for errors, it doesn't need to be anything else than that. -
Squint - the sqf editor and error-checker
Snake Man replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Damn T_Rex, ever heard of Mikero's tools? :confused: