Snake Man
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Everything posted by Snake Man
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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. -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I'm not here (re)naming anything, you are :) Development now continues on ArmA version as I got the ArmA 2 preview out the door, actually I'm very relaxed now as I don't have to worry about the preview anymore. I have already done good progress and have excellent stuff planned. No matter if anyone plays ArmA anymore, but the last release of VTE for ArmA will be really nice one. If anyone wants to help me by modeling or texturing, please get in touch as that help would carry on into ArmA 2 and naturally would be greatly appreciated. -
Some Exciting Developments...
Snake Man replied to rocket's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Please make it open source so we all can learn :) -
Australians at War Addon Team
Snake Man replied to [xdf]kanga's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I can see your mod is mainly present day stuff, but does your team also wish to contribute to Vietnam war era where Australians were involved? I'm serious about "getting it right" regarding Australians for Vietnam: The Experience. -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Yes, final release for ArmA. Long story short; no. I was thinking about it, but not sure. Would you find any use for it, I mean really use and enjoyment in missions? Well, no, no other news than the usual development diary you can read in official forum. There is no such thing, there will be no such thing. Hmm sounds so lame to open topic when you don't have much to say especially with the recent feedback I've been getting on PMC releases. Nice to open empty topic. As I just said before, there is no "vte 2", no such thing. There is VTE which will be developed for ArmA 2. I'll highly recommend you check the official VTE forum for additional details, you will be amazed what you can read there. I see no reason to do something like that as I'm jumping pretty much straight from the final ArmA release into first full ArmA 2 release development. -
How big is the default Chenaurus map?
Snake Man replied to ZeosPantera's topic in ARMA 2 & OA - GENERAL
BIS removed the boundaries of our virtual world, that's why we love this stuff so much :)