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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    Legal discussion regarding Steam Workshop

    How will Foxhound help you once you find your models on TurboSquid or on sites that are not a part of our community? How will you even know which hosting service the model was ripped from? Sites like Armaholic and PWS can protect your interests by removing offending content from their sites, but that's it. Don't expect them to fight your legal battles with people who rip your content to sell for a quick buck and whatnot. ---------- Post added at 17:42 ---------- Previous post was at 17:35 ---------- Fucks sake. :j: Yes, I did forget to mention them, all those sites are also easy targets for anyone wanting to rip something out of a PBO when you can download a file directly. Dropbox, etc. But you can't really expect me to list every single direct download provider, can you? I apologise for specifically singling you out. But if you want to interpret my words as me attacking you and your work, I can't stop you, but I explicitly stated that is not the case.
  2. Sniperwolf572

    Legal discussion regarding Steam Workshop

    People say and do stupid things to justify their own behavior once confronted or forced to defend their actions, if it's one thing I learned from this community, it's that. If he had talked shit about OS and then made the config replacement pack in the first place instead of repacking it, we wouldn't be having this (addon theft) discussion about him, right?
  3. Sniperwolf572

    Legal discussion regarding Steam Workshop

    A grand total of 2 things so far happened by people due to stupidity and ignorance rather than malice. Someone uploaded a modpack of some sort, and a guy did not know how to do a config replacement, because let's be honest, config manipulation and extending is not explained well anywhere. Action to remove those items seemed swift so far. What Dwarden is saying that for someone to STEAL your work and profit from it, it does not have to be on Steam Workshop. Do you really think exposure to audience matters when someone wants to steal a specific thing? A simple Google search will yield any download from any place they need models from. Let's imagine I'm a thief and I want to steal your model, I don't plan on using it within the community, but to sell it for millions and make myself rich off your back. Which seems like the worst case scenario. I already know it exists from a simple Google search. My options are: 1) Buy the game, download and install the game, download the thing from steam workshop, rip into the PBO. 2) Download and install PWS, discover how it works and if I need the game to download addons, download it, rip into the PBO. 3) Click on the download link on Armaholic/RapidShare/Dropbox/Whatever, rip into the PBO. Path of least resistance is the direct download. Disclaimer: Nothing but love for Armaholic here, just pointing out the obvious. What the actual problem is, is what Rock is arguing and it's this action might be giving Valve and Co. rights he does not want them to have, and with their actions, people might be unwittingly giving Valve such rights which they have no right to give. So, can that even hold up in court if it came down to it?
  4. Sniperwolf572

    RH Pistol pack

    Ran into a small bug, reloading the MP412 REX in prone stands you up for the duration of the reload.
  5. Sniperwolf572

    General Discussion (dev branch)

    Contrary to the changelog, optic effect from the main sights still carries over to the backup sights. I also can't seem to find the RscTestControlTypes. :(
  6. Sniperwolf572

    Fatigue Feedback (dev branch)

    Introduced in Arma 1.
  7. I like how it looks like they're attempting to play a twitch shooter, but the game won't let them.
  8. Sniperwolf572

    General Discussion (dev branch)

    Edit: I mean, The Banana is Dancing in the Hot Summer Sun.
  9. Sniperwolf572

    General Discussion (dev branch)

    They tried to simulate higher ROF than what the engine allows.
  10. Sniperwolf572

    General Discussion (dev branch)

    The benefit is that the SDK now supports identical patching/downloading as the Steam games have, so overall, it's going to be beneficial not to keep it a single archive for updating and whatnot. And considering that Steam always tends to download less data than I end up on disk with for games, I'm fairly certain they do some kind of compression inbetween.
  11. Sniperwolf572

    Voice acting

    There's a group for that.
  12. Sniperwolf572

    Valiant Hearts: The Great WAr

    George Weidman (Super Bunnyhop) review:
  13. Sniperwolf572

    ArmA is the game that changed my life

    I'm 26 in a few weeks. Been waiting for walking/shooting from vehicles and the 3D editor for 13 years and counting. ;) It's going to be weird when those two get implemented within Arma 3 lifetime. :p
  14. Sniperwolf572

    Legal discussion regarding Steam Workshop

    Exactly. Those things were made because I wanted to see them, and they're public because I don't really have a reason to keep them away from public. They're on workshop because they were handy single pbo addons that could be used to test the Publisher and the Workshop functionality. I was surprised at the amount of interest. One good thing about interest for modmakers is the fact that it provides two things. Motivation to keep on doing such things and the exposure to bigger developers who might hire such mod teams and whatnot. We've heard the "successful mod team/mod maker gets hired and jumpstarts their career" story way too many times to say it's not true. While I understand the stance Rock and others take. In my head, for any thing I make, if I make it available publicly, it's there to be ripped to shreds in any way if anyone wants it. Personally, even if I made models and whatnot for the sole purpose of distributing it to public as mods, I'd never expect it to stay under my control. Even with other public mod hosting providers, I'd be fooling to myself if I expected to remain in full control of it. Be it on Workshop, Armaholic or PWS, the models can be ripped out and redistributed at will. My time is better spent on things I enjoy doing rather than chasing idiots on the internet trying to make a quick buck off of things I made for fun or to learn. If my livelihood depended on me maintaining full intellectual property control over things I made publicly for free, then I seriously believe I'd be approaching the subject with the wrong attitude. If I believed that Valve or any other big dev will go out and plan to steal my shit and put it in their games, I'd be insane. The route of paying me off for it is much simpler and painless for both sides. I realized this during a call with such client about a five figure invoice payment being late. Their response was: "Oh, that's strange. Usually those small invoices go through the system pretty fast. We'll take a look." My annual income isn't in 5 figures and they're treating it like I treat my pocket lint. That's exactly it, I'd love it if we ended up with an awesome autodownloader and autoupdater. I'd love it even if you could specify other remote locations to fetch files from. While I'm fully capable of manually installing mods and whatnot, ever since Sickboy released the initial version of SixUpdater, it never left my PC due to sheer amount of convenience it provides. One day, I hope the BI launcher and the Workshop integration will reach the point where convenience for mod makers and users is paramount. It currently isn't.
  15. Sniperwolf572

    Legal discussion regarding Steam Workshop

    Right now, I'd say inconvenience. Only addons since the addons on Worshop were enabled are still my two little features and a set of dezkits planes and there's nothing like that happening. Yet. Inconvenience due to the fact that only single .pbo addons are publishable right now, the publishing tools are stashed away in the tools kit dev branch, etc. But, here's some positives. More people have been exposed to the stuff I made than the entire year they've been available. I can't imagine the exposure a proper mod could find there.
  16. Sniperwolf572

    Development Blog & Reveals

    I'm not sure why you're expecting extras even if the data lock did not exist. Nothing that can be considered an extra can be planned, developed and QA'd in 3 days. Either way, when they sort out the uploads, stable will be pushed and the dev will be back on track. Not like they lost 3 days of development.
  17. There should be a requirement to label a game as a potential health hazard if it includes such sound effects like that flashbang.
  18. Sniperwolf572

    Switching weapons on the move

    Took a look for you. :) Basically it's this: class UserActionGroups { class TEN_Whatever { name = "Whatever category"; // Category name group[] = {"User17","User18"}; // Actions that go into this category }; };
  19. Sniperwolf572

    Switching weapons on the move

    Not at the moment and I don't think there's any documentation on it, but the relevant class in the config is UserActionGroups. Off the top of my head, if you unPBO Sakuras Keys addon, you'll probably find it in the config there. When I'm back from work, I can write a quick tutorial in regards to this if the Saku's config isn't telling you much. :) If you're thinking you can have multiple Use Action XX if they're under a different category, then I'll have to disappoint you. Action being in multiple categories is still the same action, only you can see it in multiple locations.
  20. Sniperwolf572

    Switching weapons on the move

    Nothing to be sorry about! Hopefully I managed to answer your question. :) Wow, X-Plane has it quite advanced, but I don't think that we will see that specific implementation and it would probably be overkill for the game of Arma 3's caliber. Arma 3 already has a decent keybinding UI and you can already create any category you desire (Image from the FT, that's an actual category added to the game). So for example "ABCD Mod" could make their own category "ABCD Mod Keybindings". You can also put currently existing input actions in there. A single input action can be in multiple categories. But what is lacking is the ability to add new actions and assign functions to them. Something like this would be desired and what the ticket is about. class CfgCustomInputActions { class TAG_HideInABox { name = "Hide in a tactical box"; function = "TAG_fnc_deployTacticalBox"; }; }; Then you could add this action to the category and the user would be able to assign the keys through the native ingame menu. Pressing it would trigger the function and you're golden.
  21. Sniperwolf572

    General Discussion (dev branch)

    On another note. Would it be possible to have some AI diag tools in the diag executable? Things like their navigation plans, various detection ranges, etc. I'm currently experimenting with stealth in regards to the AI, and they're wildly inconsistent. I have a setup of 2 AI, one on top of a hill, one on a slope and me as a player next to the one on the slope. I can shoot my silenced guns, throw grenades, alert the hill guard and chase him about, injure him, and the slope guy will not detect me. Until I actually kill the hill guard, then the slope guy knows about me and goes alert. Doesn't matter if I kill him with the first shot or 5 minutes after the hill guard detects me. I have a feeling there might be something wrong with the detection of bodies, as if they can see them through terrain or vegetation, but buildings seem to block them.
  22. Sniperwolf572

    General Discussion (dev branch)

    Nope, as BlackPixxel says, the video shows both the slidey one and the normal (Arma 2-like) one. The slidey one where your rotational axis is somewhere in front of your body was never rolled back and it's been that way ever since beta. Well, I'm not sure if arcadey is the right word, but it's artificial, as the gun becomes your rotational axis, instead of your own body. You can then clip half of your unit inside walls and whatnot. Think of this situation a wrench and a bolt. Before this change (and in Arma 2), you were the bolt and the gun was the wrench, when you turned, the gun swung around. After this change, you became the wrench, and the gun is the bolt. As the gun rotates in place, you are swinging around it.
  23. Wow, amazing quality as usual. SVDM cloth bits look especially marvelous. :D Bit of an observation if I may. The camo bits of RShG-2 tube texture makes it appear a bit like it's made of concrete.
  24. Sniperwolf572

    General Discussion (dev branch)

    I hate this change and that it happened long ago without much reaction from anyone. I have a . It looks horrible and it causes so many clipping issues. Any time you're in a situation when you're near the edge of something you go into the "I'm falling down something, now wait I'm not" loop that is difficult to get out of at times. :(
  25. Sniperwolf572

    Controler key not always working

    It might be similar to this. Try turning up the time acceleration and see if you can reproduce it.
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