Snake Man
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Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Read the FAQ in our online manual. -
Operation Rolling Thunder VTE MOD coop20
Snake Man replied to Lightninguk's topic in ARMA - USER MISSIONS
Thanks for creating the mission, can't wait for the additional parts. I have added it to PMC Tactical server now. BTW what parts of the queens gambit requirement come, is there any chance you could do plain vanilla ArmA version (for example we don't have QG in our server and I cant even remember the last time I ran ArmA with it)? -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
As I have stated on the alpha "features" there is no shadows, I have tried to remove all shadows from all models (LODNoShadow = 1) as there is no ShadowVolume LODs. So what ever you see, is some leftovers which I overlooked (except soldiers have the default BIS shadow). Copy that, I'll look into it.Strange as I though I fixed these already. Hmm I'll look into this. I really don't remember removing anything though. Good to hear. We played the mission last night on PMC Tactical server, it was great. It was great because there was the anticipation of battle, first time to play that mission for me so every meter I proceeded on the terrain was in scare of some VC lurking nearby. After some unnamed person *cough* crashed our Huey, we had to walk long way between targets, that was great experience, however I wouldn't want to do that twice since there was no contact but it was great indeed.I hope the units you added aren't that excessive that you end up with it being slaughter where you constantly revive team mates. I think on the big terrain picture you should add like 2-4 men patrols on large random waypoint radius ranges, then few guard waypoint squads (full 9 men or more) to cover a larger area, like, patrol would make contact with you which would then call the "sleeping" guard group to engage you if you are staying too long time in the contact position. etc. Anyways I'd hate to see the current mission turn into lagging slug fest, right now the atmosphere and anticipation of battle is awesome. I can't wait to test the new version. Please let me know when its ready. PMC Tactical server runs linux 1.14Your server is latest win 1.16 Wonder if the latest version is so "hot" in the MP community, that people just don't want to join much on 1.14 servers anymore? I have no changed the name to start with vietnam in capital letters, our group name comes after that. We'll see if that makes any difference :) Well I can guarantee those were never in VTE and would not be. Perhaps in cut and tweaked versions, but never in that size. -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I have the backbone working, but it needs all kinds of "mission stuff" to make it enjoyable. I guess its more like proof of concept now. Basically its insertion, extraction, target placement with briefing markers and triggers, then the whole campaign save variable stuff etc. But its not really anything playable yet. Yes I plan to complete the units to the OFP level regarding gear and textures. Same goes to all other units.I would be very pleased if some modeler would join in and help me on this, as its going to take me quite some time to accomplish it alone. Like I said above, they will be updated to the OFP VTE v0.4 level which Ebud did his masterpiece work. Its all about how many objects are stacked together, not how many there are in a terrain.I have made absolutely slowdown/lag free 25km terrain with 1.3 MILLION objects, however on other trial terrains only few thousand objects causes huge slowdown. Its a known bug for the 50m jungle blocks. ArmA engine wont align them to ground properly like OFP did. That would be PMC server :) I'm cautiously looking into converting the 4WVR single texture terrains into "native" ArmA 8WVR satellite texture terrains. Dont hold your breath though, it might never happen.I do have Ia Drang as the mentioned native terrain already, but the satellite texture in my configuration looks like pure crap, the scale is way way off, you're flying in 400m altitude and it looks like youre nap of the earth at 4m altitude. Not good. Sure it needs tweak, work and trials, but haven't got there yet. Well luckily you're no authority so it does not really matter what you say.There has been no official word if there will be more VTE releases for ArmA (1) and there is no word when we go into ArmA 2. So anything anyone is saying at this point is pure speculation quess work. Its now fixed. I also did my own warfare port for VTE, its semi ok at the moment except that many US soldiers spawn without rifles. Will have to work on that. I was just thinking about this last night when I flew AH1, I have no problems seeing out from the cockpits. Maybe its my settings (low settings) that cause it, dunno? Yep I wrote this bug down and it will be fixed for next release. Damn I thought I fixed all of these. Will have to recheck again. There is no shadows in ANY models, so if they are displaced or not doesn't matter, just turn off shadows when playing VTE, for now. Hmm can you identify this grass please? Known bug, been trying to figure it out for a long time now. No luck so far. PMC Tactical VTE server has no password for now, by miracle there hasn't been a flood of joe users who have no idea what mod we are using. So password is not used for now. Right now the name isPMC Tactical, Vietnam: The Exeperience (VTE) alpha Server description, you mean the welcome message?Right now our welcome message says where to download the addons, but yeah it only lists the forum root, user have to search for them. I think if we add a topic name, nobody in their right mind can remember that difficult/long link. I don't recall removing any sounds, can you be more specific? Yep thats they are called (test version use at own risk) heh. Downloaded and placed on PMC Tactical server, will have to try it tonight :) Good video niQ, thanks for creating and posting that.If you have more, please let us know. BTW would anyone care to record some multiplayer mission video, I would love to see VTE in MP action? If anyone can help us to build mission repository PHP code/web page, please let us know. I'm going to setup a temporary mission repo but naturally it would be a lot of manual work to update it and nobody could upload missions on the fly. So please if any php/web guru is there bored, code us a file-send mission repository system, would be very much appreciated by many people :) -
SARMAT studio presents: Ensk Island.
Snake Man replied to zenger's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah I'd hate to post negative feedback especially as I didn't do too much research on this one except looking all the pbo's and trying ingame. But... this terrain need a lot work on the objects, drop the buggy wrongly modeled objects and you instantly improve the rest of the terrain. Several bad configs, unbinarized models, wrong texture naming, wrong file naming (in Russian), weird config dirs in the terrain pbo, non working cutscene dir, addon naming, arma.rpt just filled with errors across the board... the list goes on. -
Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Technically we were never there (BIS forum), even though we did 5 releases already ;) OFP campaigns hmm... like... what? I don't understand... You want to play like CWR 1985 in Malden but using VTE units? Thank you very much, appreciated. To me, this release has kicked off way way too low key, I mean perhaps I should completely rewrite the release announcement as this version is miles away from the old ones, the amount of fixes and performance improvements is just amazing.I mean if I'd paste the changelog here direct, nobody would have interest to read it through completely, its that long. Just checked, there is 1194 lines in the changelog, yes one thousand one hundred ninety four... now that is bunch of fixes :D I really hope to get some multiplayer time on Vietnam again, so hopefully we meet in the server. To me its enough if the addon won't give errors in game, it works and its high performance... we can tweak the nuts and bolts on the artistic side later (when we get texture artist for example HEHE).Of course there are some items in VTE which doesn't work properly, but if they work at least some degree, again sufficient for me, for now. -
SJB Special Air Service Pack
Snake Man replied to Jackal326's topic in ARMA - ADDONS & MODS: COMPLETE
Just wanted to point out how its done right and told you the method how to change/fix it. If you think that will break your addon, then I can't think of anything to say. -
SJB Special Air Service Pack
Snake Man replied to Jackal326's topic in ARMA - ADDONS & MODS: COMPLETE
I noticed you guys are not using model.cfg, its something you really should do. All it takes is to cut paste the cfgSkeletons and cfgModels into the model.cfg file. Otherwise filewise the addon looks like solid work. Good job. If only I had time to test them ingame :) -
There is no such thing. You can do a sign model, then use set object texture thingy... but then each and every model is effected in the whole terrain, not really what you want to do here. So no, there is no other way than to make 60 signs with the name (enter town) and the "overruled" name (exit town).
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What are you babbling about?
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4 separate runways in a single map
Snake Man replied to stegman's topic in ARMA : MAP EDITING (VISITOR)
Thanks for posting the config, looks good. -
[/url]PMC Editing Wiki: Binarize tutorial will help you on the config.cpp error from binarize, how to find out what the error is. Never stop using binarize (tick on BinPBO) if that causes errors, you should rather stop making the addon if there is error and you think not binarizing is the solution.
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4 separate runways in a single map
Snake Man replied to stegman's topic in ARMA : MAP EDITING (VISITOR)
Aussie, could you please show us the config.cpp on the airport parts and give us a rough overview what is required for create 2 or more airports? Would be great :) -
LODs not ordered by face count: Info, Help
Snake Man replied to bravo 6's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Yes you are correct, if the model's first LOD is 100 or less points with one section. I don't know. I don't know. Most of the BIS material is with incremental numbering, so that's what I'm using. In the hundreds of models BIS has made, only few are the exceptions which have irregular numbers, for example their BMP has them. Well my friend... if you place 30,000 point object in rahmadi on mission editor, it runs smooth, no problems. But place few of them, place 10 of them, place other units, place 500 units on the background, place whole complete terrain with 1 million objects, scripts, stuff, AI, uuh aah... and guess what, yes a stutter, a lag, a FPS drop.That's what you're getting if you're cutting corners. I know many "respected" addon groups do it, but there is no reason for your to sink to their level. Just do the low res LOD's and you can rest assured that your model/addon performs properly and doesn't cause any slowdowns, also you can feel good about yourself that you've done the addon "right" instead cutting corners. Oh btw, I just realized I haven't done complete "how to make low res LODs" tutorial, damn, sorry about that, I'll put that on my TODO list now. -
Previous post to this topic was on June 30th 2008, so we'll see if moderator chops our heads off :) Yes, Vietnam: The Experience is most definitely being worked on. If you see my name popping up in these forum posts/user lists, you can rest assured that PMC projects are being worked on.
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LODs not ordered by face count: Info, Help
Snake Man replied to bravo 6's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Generally BIS models start from 1.0 and continue incrementally 2.0, 3.0, 4.0 etc you get the picture. Some models have those weird jumps on the numbers. You're doing good if you use the standard 1.0, 2.0 etc method Because it would be wrong in so many ways.For starters: Your addon would cause framerate loss (assuming its normal/high res model), it wouldn't be standard addon, it would only be good for compat whore photography topic, you would be lame as mod maker. They gradually reduce the points/faces used in the model. 1.0 lod uses the most resources from your computer, the last lod uses the less resources. Engine swaps these LODs according how much under stress it is.LODs are the reason ArmA runs smooth. If there would be no LODs in any models, your ArmA would be a slideshow, most likely just CTD'in all the time. Well I think you need to visit PMC Editing Wiki: Section fixing and if you have further questions, feel free to ask. While you're at it, register to PMC Tactical forums and I'll answer ALL your questions there with more thorough than in there (I shy!). -
LODs not ordered by face count: Info, Help
Snake Man replied to bravo 6's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Yeah this is O2 modeling question, so wrong area. Name your resolution LODs in order, like 1.0, 2.0, 3.0 etc. Drop each lower res LOD 50% points like Sgt.Ace/Ace said. Do not forget to set last LOD with less than 100 points and with only 1 section. -
CfgModels.default error
Snake Man replied to bravo 6's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Yeah my bad, sorry. Was thinking about the "addon" itself, not namespace, sigh. -
CfgModels.default error
Snake Man replied to bravo 6's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Synide's guide doesn't instruct anything like this, why would you need to make ca\ dir into your namespace? -
CfgModels.default error
Snake Man replied to bravo 6's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Well I'm absolutely just guessing here, I have no hard knowledge so please take it as an just an idea :) The model.cfg class cfgModels should start like this: class CfgModels { class Default { sections[] = {""}; sectionsInherit = ""; }; I'm guessing this is missing from some of the new model.cfg files you created? -
CfgModels.default error
Snake Man replied to bravo 6's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Just a stab in the dark, but missing class default in the model.cfg cfgmodels part? Could you show us the model.cfg (if you know which one is causing it)? -
HiFi Novus Aevum - modular sound conversion
Snake Man replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
I would be interested of trying your sound mod, but before I start to download, I'd like to know what is the .EXE file on the link. Self extracting rar or executable installer? -
Okay but the config worked OK, no errors when loading it up? (never mind the crash). If so, don't you find the new config much more nicer? there was a lot of stuff which was not necessary.
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Just for the heck of it, try this config.cpp: #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class manan { units[] = {}; worlds[] = { "manan" }; requiredVersion = 1.14; }; }; class CfgWorldList { class manan {}; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class Sara; class manan : Sara { description = "manan"; worldName = "\manan\manan.wrp"; }; }; Let me know how it works?
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Tatawin config for release
Snake Man replied to floosy's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Thank you Planck :)