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Solus

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  1. Solus

    SLX Mod WIP

    blackpulpit: Yes, just slx_shout.pbo Stonehouse: It is hard coded, sorry. twisted: Hmm, it works fine for me. Check your AI skill settings in the difficulty options for the difficulty mode you are using then restart the mission, try setting it to regular or novice skill settings. You might have manually set the skills very low for Zeus AI or default AI but SLX makes the difficulty options effective at setting the expected difficulty levels. Fox '09, KrAziKilla: They already do, just get into a vehicle and following captives will get in if there is room. Yuya88: That's strange, check your video settings and drivers. I can barely run on the very lowest settings and the grey smoke/dust is not a problem for me. Check if there are other mods running.
  2. Solus

    SLX Mod WIP

    Here's the latest version: https://rcpt.yousendit.com/930114203/ff348f4b79ff974830bee7fd57ce1383 It's looking pretty perfect now. Changes: 2.3: Fixed: Dialogue crash in Quesh Kibrul/Takistan warfare. Changed: AI crouch more often in combat. Fixed: No suppressive targets high in the air. Fixed: Bleed rate time. Fixed: Give radios. Fixed: Limiting group shout comments to 20% of group. Fixed: Radio caller waits until hidden from everyone in enemy group. Changed: First aid reduces bleeding each time instead of always stopping. Added: Bleeding appears under legs when leg wounded. Added: Find cover excludes fences with min object width check. Sig: I'm not sure what the problem might be, maybe I'll look into it. kongfanxiao101: Thanks, I see what you're talking about! They should be better at crouching when appropriate now but they don't do it all the time like in the videos there where they are always force crouched. Actually those are pretty force scripted so you could just have a script in a mission where you keep running "{_x setunitpos "middle"} foreach units this" on the groups if you want them to be forced to always crouch. Pvt. Phillips: The Zeus AI skills are basically the same thing as the SLX_AISkill addon, they should work together but I don't know which is used when both are loaded. I might be biased but I like the SLX one a bit better for the more range of skills, where low skill AIs are bad at stuff and high skill AI are good.
  3. Solus

    SLX Mod WIP

    goliath86: Thanks for narrowing the problem down to that config entry! Here's the fix for that: https://rcpt.yousendit.com/929213689/e81a5a2133d33d6e4a6721fed35f2956 Also the SLX driving AI seems to work excellently in convoys in Quesh Kibrul, the default AI seemed to get hopelessly stuck just trying to drive down the street. Genesis92x: Hmm, it seems to still work fine for me. Try this one maybe? https://rcpt.yousendit.com/928645985/94f1562585a33d11f79cb221ac90c613 built4speed: Just extract the whole @SLX folder into your arma2 folder, mine looks like this: "C:\Arma2\@SLX\SLX.hpp" kongfanxiao101: That still doesn't make much sense, sorry. Where/when exactly are they slowing the rhythm down?
  4. Solus

    SLX Mod WIP

    Here's the latest version: http://www.yousendit.com/download/aHlSOGNjcklEa1ZFQlE9PQ Mirrors appreciated, thanks for keeping them updated! Changes: 2.2: Fixed: Many bugs/missing features in MP. Lots of testing for desync and performance for limiting effects (dropped weapons, blood, gibs). Fixed: SLX_Wounds bugs from sqf conversion. SLX_Wounds_Hit MP error. Respawn reset vars. Wounded marker text. Minor bleeding with new lower min bleed rate. Fixed: A2 female voice error. Fixed: Calls to new SLX_Wounds format in GL3, player surrender anim, vehicle effects. Changed: No visible dragged vehicle cargo. These are some special releases for MP compatibility thanks to Genesis92x and friends for the MP testing! kongfanxiao101: I would need you to describe or show me the exact situation that they're in to see if it's incorrect. Firewall: I think that's default behavior, check the first group's settings, speed mode, waypoint type, etc for the second group. KrAziKilla: Sometimes the throw animation seems to reset but the grenades always throw for me.
  5. Solus

    SLX Mod WIP

    Here's the next version: http://www.yousendit.com/download/aHlUNnFETStrWTlFQlE9PQ Mirrors appreciated! Changes: 2.1: Converted SLX_Wounds to sqf. Improved performance and fixed some possible MP bugs. Fixed some A2/OA standalone errors. Genesis: Sure, I'll try joining, what's the server name? I think there was a bug in SLX_Wounds.sqs where it could get stuck, but I never saw it when reviewing save game files because it was only in MP.
  6. Solus

    SLX Mod WIP

    Great! I'll try looking at making SLX_Wounds into sqf and reviewing the functions to see if I can find where the problem is, if it's not just that it's still using sqs. Unfortunately my internet is too spotty to really play much online. :/ Tell me where/when/timezone and I'll see if I can try joining. Have fun!
  7. Solus

    SLX Mod WIP

    Thanks everyone! Thanks for the mirror Foxhound! Just making sure things are left in good shape with 2.01. The pbo list has been updated in the first post. Genesis92x: Thank you very much for that report! So it ran fine with multiple players for several hours? Were you running everything else except SLX_Wounds when it ran fine? What missions were you running? Thanks for helping!
  8. Solus

    SLX Mod WIP

    Here's the last version: https://rcpt.yousendit.com/920939193/b1fcbadbb1bd4bf4aaf0358a9b4964ba Version 2.0: Optimized GL3 and other addons. Optimized MP functionality. Fixed play move/action locality execs. Much more netcode efficient. Fixed dropped weapon array input and output over network. Give radios doesn't need GL3. Added incoming missile tank smoke and "incoming" shouts if shooter is known. Fuel explosion effect goes over network. Added spawn skill addon to make spawned units have skills according to their loadout and rank. Made object/dead dragged cargo stay in vehicles until unloaded. It seems stable and as far as I can tell it runs almost as well as default A2 on the laptop. It's about as optimized as I can get it, although there's still the sqs format in SLX_Wounds that could be rewritten in sqf. There's someone that's interested in doing that and he might get to it in a few months. I'm not going to be working on it anymore. Thank you very much to everyone that has helped and given feedback and support! The licence in the readme still stands, anyone can continue development of the addons or take parts and make smaller addons if they want. I'll check in to answer questions but most development is stopped. There will be a new release thread in a bit with an updated addon description list. Muahaha: As far as I can tell it won't break any default mission that I have run through. Genesis92x: Thanks! I've tried optimizing everything you noticed, hopefully that solved all the desync problems. Without more extensive testing abilities I don't know what else it could be in there. I think general low fps might be the problem with the freezes, I get the micro freezes in default A2 and can even get the bigger freeze when alt-tabbing, so it could be default A2. In the MP testing I can do SLX seems to run about the same as default A2, there's a little less bandwidth and maybe 1-3 fps loss but other than that it was running smoothly. John_Chrichton: I finally added that. Medevac (and even a whole load of ammo/weapon cargo) is now possible. Thunderbird: Hopefully it should be optimized enough to run fine with everything now. Thanks for FFUR! ;] twisted: Thanks! That's what the SLX_AI danger.fsm tries to do, immediate quick reaction drills and taking cover, suppression/reaction fire, and evasive maneuvers. Protegimus is continuing development of the danger.fsm so maybe you can help him with the logic. Firewall: Thanks for the testing! Thanks for spotting that with the wheeled APCs, no more development though, sorry. You could take the tank smoke addon and add that to it though, copy the tank class and put wheeled_apc class and test to see if it works. In large battles the AIs do have trouble seeing the enemy, all that can be done is optimizations for speed. The AIs have the ability to man the defenses but it's not necessarily always used at the needed time. It was probably the base defenses in warfare? Sometimes if the base is attacked they might get in the base defenses when defending from an equal or larger force. The AIs seem to have their own danger mode control and stay in danger whenever there's an enemy. GL3 will automatically have the player's group call for help, but unfortunately there's no control over it.
  9. Solus

    SLX Mod WIP

    Thunderbird: Thanks! Try removing GL3, that might be the problem with lag on that mission, I've done some optimization and it looks like it's working here although still a little twitchy. The lag does get worse later on though for the second flight but I've still been able to make it without crashing. Try pressing esc a few times to let it load stuff and it might run better. It looks like the other pbos have been narrowed down for lag and I'm looking into fixing them. Firewall: Thank you for helping! HyperU2: Heh, I just noticed that with the 5.56. I'll try raising the cost of the other ammo so they're a little more careful. Genesis92x: Thanks! That narrows it down. Did you try removing just VehicleEffects before and it was still freezing/lagging? So it must be Wounds that is causing it? Component Actual: I don't know what could be causing the gear screen lag thanks for helping to test to find it! I wonder if it could be something with CBA gear event handlers? SLX doesn't use those but maybe it's something with it that changed in CBA during this time? I get both the freezing and "receiving..." texture flush after a while. The texture flush is obvious with the receiving screen and then the textures looking like they're reloading, the freeze is just the same frame ingame that freezes for a long time before continuing. Sometimes there are shorter freezes, possibly texture loading and low fps as it mostly happens when moving around and zooming in.
  10. Solus

    SLX Mod WIP

    Genesis92x: Thank you very much for the report! I was having slowdowns/lockups after long MP missions too but I thought it was just my slow laptop and that it stabilized after a while. I'll check through on the locality of the damage/hit EH effects and net code sends to see if there's anything out of place that might be causing anything excess. If you test again try removing these: Wounds, VehicleEffects, t72 destroyed, ragdoll, AI dodge. That would help narrow it down. Thank you!
  11. Solus

    SLX Mod WIP

    Thanks for the mirror Miller! fideco: That one was removed as the AIs now move forward when turning most of the time, so checking for the turn moves is a performance waste when they are so rarely used.
  12. Solus

    SLX Mod WIP

    Here's the next version: http://www.yousendit.com/download/T1VueEVkdENreER2Wmc9PQ Basically I went through and cleaned up and optimized almost everything. Most of the code should be readable and commented and everything seems to run smoothly and reliably. I tested in MP and optimized the net code to minimize desync. Thanks to Armaholic, Armedassault.info, and ArmA2Base.de for the regular mirrors! Changes: 1.9999: Fixed M1A2 loader. Optics when turned in, turn out when firing. Separated radio addon. Fixed find cover road check. Thanks to Protegimus! Fixed people standing on buildings completely. Fixed dragging more than one person at a time. Fixed jaw shot. Made flies take longer to gather. Made following captives automatically get in captor vehicle cargo if there is room. Made AI handling of wounded vehicle crew. Made GL3 stationary defending AIs mount empty unassigned static weapons and vehicles. Made static weapon gunners suppress at mission start and when someone mounts the weapon. Fixed missing A2 addons error in OA standalone. Fixed dropped weapon pickup reliability. Made first aid and bandaging take longer and look better. Updated silent vehicle commands to OA. Added body armor to Army soldiers. Fixed AI SCAR ROF. Lower sight range for tanks in general, higher for M1s. CAVS armor for M1s. Fixed trace particle source not getting deleted for short range shots. Went through all functions in MP debugging. Optimized AI distance checks. Wounded markers are only in cadet mode. Long MP testing and optimized all net code to try to minimize desync. Binarized all addons/configs for fast loading. Deleted all unused commented out code. Fully commented AI and FindCover addons. Fixed loud fly sounds in MP. Bleeding is slower and can bleed to death. Fixed BIS AIS compatability. Added SLX steering config to Ikarus bus. Updated rocket engine effects. Made RPG sights OA compatible. Changed impacts to use A2 effects. guiltymanjohn: Other than speed issues I don't know of what could be causing that. Speed should be increasing with this version which might help. Component Actual: I might look into adding that stuff, we'll see. The SLX_GL3_Settings.sqf may be able to be read from the \Arma2\scripts\SLX_GL3\f\ folder to try configuring things in missions. Genesis92x: Thanks for that report! If you test the new version please report back if you can narrow down what might still be causing desync. kongfanxiao101: Thanks for those bug reports, they should be fixed. OA only compatibility should work now but I can't test it as I don't have the stripped OA common addons anymore. I'll release an updated compatability addon quickly if this version doesn't fix it. Also like Component Actual said I would recommend getting ArmA 2 to add to OA, it's a good game. fideco: GL3 is active by default. There aren't really many configuration options now. What would you have in mind? Firewall: I'm not sure what more could be done to keep the AIs from bunching up behind cover, they should have slightly offset positions they are told to move to, but then the default movement AI takes over and maybe it's moving them into the same spot. The tank armor is slightly fixed, track kills should be less common from getting hit in the front but they still seem to happen. In OA it seems a better than last version at least. I don't think I'm going to work on it anymore. Fox '09: The AIs should only divert move on "move, wait, hide, and in formation", so a get in or resupply command shouldn't get interrupted but the default AI is very slow to move under combat. I usually try setting them to aware mode when I want them to do something, and they shouldn't divert anywhere when in aware mode and in formation at least. Devil Dogs SF: You can load dead people into vehicles by getting into the vehicle while dragging them. It's hard to load multiple people though, you need put them in front of or on the other side of the vehicle and then get in, then you can select the drag action and it will move them in. Same thing with objects like static weapons and ammo crates. Maybe it will be changed to be like the "unload people" action later.
  13. Solus

    SLX Mod WIP

    Thanks for the mirrors! Fox' 09: Thanks for spotting that! Fixed. Vilman: The SLX A2 Back Compatibility addon in optional will fix those missing OA addon messages. I'll try making it part of the main addons in the next version. froggyluv: Thanks for spotting that, those must be removed in the standalone OA addons. I'll see if the Back Compatibility addon can be made to make it easy to work with. Muecke: That's in SLX_Mod_Veh_Core.
  14. Solus

    SLX Mod WIP

    Here's the next version: https://download.yousendit.com/K0JSd0VBMm1UME5jR0E9PQ Mirrors appreciated! Changes: 1.9998: Limited GL3 radio check/info share instances and removed allowfleeing set. AIs should ambush more correctly, send radio updates faster at the right time, and run smoother. AI change tire only when just one is damaged. Tweaked AI steering more for better convoys. Made groups in stealth not go in buildings at start. Fixed auto AI weapon pickup after wounding/capture. People standing on buildings should stay put for ambushes. GL3 stealth groups will go to combat when everyone has been spotted. Objects with fuel cargo will explode when burned. Made people that recover from being critically injured still look injured. Added tank recoil when firing cannon with tracer rounds. Fixed rare pickup weapon error. Fixed tank shell damage. Increased AT launcher use probability. Removed ArmA2 island dependency for OA only use. Added optional ArmA2 only backwards compatability addon. Added turn in for M1A2 TUSK loader. There are some issues with the M1A2 loader that will be fixed in the next version, optics and turn out when firing. Devil Dogs SF: Setting them to safe while guarding should keep them in position, and now stealth mode should too. Firewall: It should work now with the A2 back compatability addon so you won't get the missing OA addons thing. You should be able to use the previous CBA version for ArmA2 to solve the version check thing, the latest one seems to be for OA. The second person helping drag someone is told to suppress while the other is dragging but it's hard to make sure they actually shoot. The A2 tank damage system has been changed again and it's even stranger to get working. I'm not going to work on tank armor much anymore. Maybe you could ask around and see if someone else wants to make a scripted handledamage vehicle damage system. In GL3 there's no range limit for radio calls for backup, and people/vehicles without radios can only call a very limited distance. The nearest group that will help match the enemy will be called, so maybe someone else was being called to help. The person/vehicle with the radio also has to live long enough to make the call. H.U.N.K: I installed OA over my A2 install and deleting the 3GB of extra/stripped OA addons in the A2\common\ folder seems to work too (test just renaming the folder first). If you have a separate install try the folder linking thing in the main forum for combining them. froggyluv: I noticed that earlier, thanks for mentioning it! I just made a change so that they should think about using RPGs 90% of the time now, and they seem to use them more reliably against vehicles, but I haven't tested them against infantry only to see if they waste too many RPGs. guiltymanjohn: I'll do that for the next version. Thunderbird: Great! Thanks!
  15. Solus

    SLX Mod WIP

    Devil Dogs SF: It's GL3, but setting them to safe or blue should stop them from going into buildings at mission start. Have you tried removing the enemies and they still do it even when in safe or blue? If they're only doing it when reacting to the enemies what should they be doing instead? H.U.N.K: Yes it should work with OA. Make sure you have the latest CBA and that it's being used correctly. A_Blunt_Rifle: I'll check that, thanks. panda123: Make sure it's in Arma2\@SLX\SLX.hpp
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