Snake Man
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Everything posted by Snake Man
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How to use 3rd party addons ?
Snake Man replied to oldbear's topic in ARMA 2 & OA : TERRAIN - (Visitor)
If it doesn't use name space, then put it in P:\ If it uses name space, put it in P:\<HisNameSpace>\<addon> By using Synide's guide, if you have specific parts you don't understand please ask and I'll try to walk you through it. The folder textures is where your terrain's Layers/ directory is created. So call it like OLDBR\<TerrainName>\data That will then create P:\OLDBR\<TerrainName>\data\Layers Where the paa/rvmat terrain texture/mask files will be placed. You don't have to call 3rd party addon used in your terrain, in your config. Hope that helps. No, thats BIS name space. BTW if you join me on IRC, I can walk you through it real time. Just PM me for channel details if you can't find the info on PMC forums. I never set the folder objects so far. What makes you say that? I don't have the links at hand, but Maruk himself posted that ArmA 2 will start to "feature" the name spaces in UI/scripts and community should learn how to use it properly. I mean... what more do you need to start using name spaces. Not sure what you mean here, CA is BIS name space and user made addons use their own name spaces. -
GLT Campaign - The Chernarussian Defense War - Part 1 - Invasion
Snake Man replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
Topic says its a campaign, but download link is for mission pack. Which one is it? -
Updating config instead of binarizing whole thing again?
Snake Man replied to icebreakr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Well this is not an proper answer to your question technically... but How about making your island config separate from the main data (wrp + textures) during development? For example I have vte_iadrang.pbo <- wrp + textures. vte_iadrang_cfg.pbo <- config.cpp only. I even let them go to the release like that. I recall WGL and currently ACE is done like that too. If you do not like this method for release, then do your developing with it (fast) and when the final release is ready, then drop in the config.cpp into the main data pbo. Just a thought :) -
Vietnam the Experience: Discussion
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes I know the problem. I was looking at VTE ArmA 2 preview config and found out with Rellikki's help (thanks man, appreciated) that granQ has goofed up the config as he inherits from caManBase instead some of the more advanced classes. This is the sole reason why norrin's revive script doesn't work and the voice samples are mixed US/chernarus/russian. However I'm not here to blame granQ, yes he did bad config but I was my watch as the mod leader who released that bad config, so the buck stops here. I'll take the blame for this and get hotfix #2 out ASAP. Thanks for bringing this to my attention and sorry about the whole thing. -
Addon installer scripts?
Snake Man replied to Tankbuster's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Don't do EXE installer for ArmA 2 addon. -
Mapfact.net discussion thread
Snake Man replied to BadAss -Mapfact.net-'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Aww, all the heart warming memories of this team. Sad to see it go... -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
Snake Man replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
And the changelog this time... [60323] Changed: Formation direction now adjusts to human leader body direction, not a movement direction. If BIS says this is the changelog, then it is... but it just looks so weird when it is the same as before (only added in the beginning is the "Changed:" part and one 260 removed). Why I'm so interested in changelogs you ask? Well I'm writing them all down into main ArmA 2 changelog like I did with ArmA too. But now the last two changelogs have been really just same stuff. Looks strange. -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
VTE in DevHeaven Please report all bugs and issues into the DH project page. The final ArmA release is under development and good progress has already been made. The DH project page is empty at the time of posting this, I'm not sure if its bit cheesy for me to add all the fixed issues there or not. But I'll surely update the tickets you guys create, if I've already fixed the issue at hand. -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
Snake Man replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
I tried refreshing the changelog 60309.log link just now but it just says: [60260] Fixed: AI soldiers moving in Safe/Aware could sometimes be stuck near a bush or other objects. [60260] Formation direction now adjusts to human leader watched direction, not a movement direction. [60234] New: Scripting function enableAIFeature to disable new AI features when old behaviour is required. Could you guys please update the .log file in the server. -
Some Exciting Developments...
Snake Man replied to rocket's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Looks very good, nice job! Still Open Source so others can study the code? -
UK SF Afghanistan/Pakistan
Snake Man replied to Munkee(GBR)'s topic in ARMA - ADDONS & MODS: DISCUSSION
Use TexView2 to save the texture into FileName_CO.paa and it wont be transparent. If you want it to be transparent, save it to FileName_CA.paa then. -
Vietnam the Experience: Discussion
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
We have released hotfix for VTE ArmA 2 preview, see first post for details. As of the reasons for this hotfix, well I'm not going to comment on the details but I'll make this statement: VTE did not use any work, files or otherwise without permission, period. In fact we removed various items from the release so that we can stay clear of non permission files. Any rumors that VTE used stuff without permission are false. Thank you for the VTE fans and sorry for the hassle, we had nothing to do with it. Now we can hopefully continue to enjoy Vietnam mod and the future developments that are already underway. Thanks. -
Rip Village n Town layouts - script
Snake Man replied to [aps]gnat's topic in ARMA 2 & OA : TERRAIN - (Visitor)
When we were developing WrpTool there was some controversy about the copy-paste command, user could load like Everon, copy Montignac, load his own terrain and paste the whole city there. People were upset for WrpTool as this feature would encourage "theft". :) BTW Gnat check PMC Tactical forums... -
Removing Mountains in the background.
Snake Man replied to grub's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
vte_skybox_remove.pbo :) In fact the cpp is so small I'll just throw it here, sorry if its beyond the scope of this topic: class CfgPatches { class VTE_skybox_remove { units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {}; }; }; class CfgWorlds { initWorld = "VTE_IaDrang"; demoWorld = "Utes"; class DefaultWorld { class Weather { class Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; }; }; }; class CAWorld: DefaultWorld { class Weather: Weather { class Overcast: Overcast { class Weather1: Weather1 { // sky = "ca\data\data\sky_clear_sky.paa"; // skyR = "ca\data\data\sky_clear_lco.paa"; horizon = "pmc\vte_skybox_remove\data\vte_sky_clear_horizont_sky.paa"; }; class Weather7: Weather1 { // sky = "ca\data\data\sky_veryclear_sky.paa"; // skyR = "ca\data\data\sky_clear_lco.paa"; horizon = "pmc\vte_skybox_remove\data\vte_sky_veryclear_horizont_sky.paa"; }; class Weather2: Weather2 { // sky = "ca\data\data\sky_almostclear_sky.paa"; // skyR = "ca\data\data\sky_almostclear_lco.paa"; horizon = "pmc\vte_skybox_remove\data\vte_sky_almostclear_horizont_sky.paa"; }; class Weather3: Weather3 { // sky = "ca\data\data\sky_semicloudy_sky.paa"; // skyR = "ca\data\data\sky_semicloudy_lco.paa"; horizon = "pmc\vte_skybox_remove\data\vte_sky_semicloudy_horizont_sky.paa"; }; class Weather4: Weather4 { // sky = "ca\data\data\sky_cloudy_sky.paa"; // skyR = "ca\data\data\sky_cloudy_lco.paa"; horizon = "pmc\vte_skybox_remove\data\vte_sky_cloudy_horizont_sky.paa"; }; class Weather5: Weather5 { // sky = "ca\data\data\sky_mostlycloudy_sky.paa"; // skyR = "ca\data\data\sky_mostlycloudy_lco.paa"; horizon = "pmc\vte_skybox_remove\data\vte_sky_mostlycloudy_horizont_sky.paa"; }; class Weather6: Weather5 { // sky = "ca\data\data\sky_overcast_sky.paa"; // skyR = "ca\data\data\sky_overcast_lco.paa"; horizon = "pmc\vte_skybox_remove\data\vte_sky_overcast_horizont_sky.paa"; }; }; }; }; }; Also I only now realize that the initworld might give error on standalone use, so my apologize for that one. And to continue with the excuses, I recall now that the skybox/mountains removing while its ok, its not perfect, there was still bit lowest mountain edge showing in some compass bearings, those paa's are quite tricky with the alpha channel etc so I need to touch them up bit more. -
Removing Mountains in the background.
Snake Man replied to grub's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
VTE ArmA 2 preview release has standalone pbo to remove the mountains. -
NoBlur Modification - Test Release
Snake Man replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Oh there is some version thing... I had no idea. Then I'll definitely try yours if this works for current versions. Thanks for making noblur addon :) -
Flight Sim'ers: Lock On 2.0 Announced
Snake Man replied to -Total-'s topic in OFFTOPIC - Games & Gaming
Yeah I'm just trying to educate the children here ;) http://tactical.nekromantix.com/f4/ -
Flight Sim'ers: Lock On 2.0 Announced
Snake Man replied to -Total-'s topic in OFFTOPIC - Games & Gaming
And in the end of the day when you want true combat flight sim, fire up Falcon 4 with latest user addons ;) -
NoBlur Modification - Test Release
Snake Man replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is this better than Kegetys noblur addon? -
Blurry Buldozer
Snake Man replied to soul_assassin's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I was just talking about this with buddy of mine yesterday... no solution found. All configs point to a very high details, no luck. I have never ever to this date in my editing life have gotten ArmA to run buldozer with in-game quality. Never. -
Read PMC Editing Wiki: campaigns and PMC Editing Wiki: campaign design.
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LineMapper Test Successful! Place fencelines, powerlines...
Snake Man replied to rocket's topic in ARMA 2 & OA : TERRAIN - (Visitor)
We can definitely make city streets with that using only straight road pieces. Great work man, city creation just got that much easier :) -
Vietnam the Experience: Discussion
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'll contact "ANZACSAS Steve" regarding this issue and try to sort it out, until its resolved this topic will be closed. Thank you. -
Some Exciting Developments...
Snake Man replied to rocket's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Can we use the lines for roads too... hmm not really asking, just thinking out loud. I mean it does straight objects? Can it do curves like in roads? -
Some Exciting Developments...
Snake Man replied to rocket's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Open source way to go. Wow, this is excellent, thanks man, appreciated.