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Gnome_AS

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Everything posted by Gnome_AS

  1. [AS] Editor Updates Current project goal is a set of EU's for A2/OA/CO. All 3 available in 2 formats, Lite or Full. The project as a whole is currently about 98% done, and is expected to be completed sometime in the future. In the meanwhile I'm releasing the OA betas. Should you happen across anything that doesn't work right, or find something missing, please let me know. Regardless of timing on future releases, current beta's are fully functional and will be compatible with future releases. All files are signed for MP usage. Notable information: -Lite Versions: Are intended for mission makers. They contain only pre-defined config references, thus the mission maker does not need to worry about requiring people to have the EU to play their missions. (Lite versions are currently under review, seems some objects are adding a requirement for the mod on the mission side.) -Full Versions: Full versions are just that, they've got it all. Including new icons, numerous manually defined objects such as roads, plants, lights and etc. The Full version requires all parties to have the mod to function properly. (servers & clients) In both versions I have taken the time to add some additional information to the displayNames of the objects. Most notably accessable buildings. Which currently follow the below naming convention: XXL_4F_RA_61BP - WIP Breakdown: XXL - General size of the building footprint. (XS-XXL currently) 4F - Number of floors. (1st floor is ground level) RA - Indicates whether or not there is roof access. (no RA = no roof access) 61BP - Number of available positions within/around the building. (not saying they all work, but they are there) WIP - Building/Object Name. (Left most of BIS's default names, upgraded some for clarity/detail) Additional Thingies: -Damaged & Ruins models included. -Destruction effects for objects that required such (Full versions only) -New Clutter Cutters are included. (invisible roadways: from 1m² round -> 25x75m rectangular pieces ;)) (Full versions only) Currently objects are sorted/organized within the following vehicleClasses: [AS] Commercial - Commercial buildings [AS] Industrial - Industrial buildings, equipment, pipes, tanks etc. [AS] Interioir - All the little things you find inside buildings. [AS] Lights - Lights, Streetlamps, etc. (Full Versions Only) [AS] Military - Military buildings, fortifications, targets etc. [AS] Misc - Lot's of misc. things. Imagine that. [AS] Plants - Bushes, Clutter, Trees and things. (Full Versions Only) [AS] Residential - Residential houses, apartments and the like. [AS] Roads - All roadway, path, airport surfaces. (Full Versions Only) [AS] Rocks - Rocks, boulders, ground clutter. (Full Versions Only) [AS] Sidewalks - Sidewalks (Full Versions Only) [AS] Signs - Didn't realize there were so many signs... (Full Versions Only) [AS] Walls - Exterior walls and the like. (Full Versions Only) [AS] Wrecks - All the vehicle wreck models. (Full Versions Only) [AS] Mosque Set - Contains all the pieces of the large mosque. (OA only) Clutter cutters can be found in the [AS] Plants vehicleClass. OA/CHANGELOGS ================ *Full* v1.1b | 19FEB - Second beta, config structure updated by Robalo_AS Fixed road.paa error, added (1) object Added information.txt And key folder, with key to archive v1.0b | 12DEC10 - Beta release v1.0a | 16NOV10 - Alpha release v0.91b | 27OCT10 - Fixed a slightly major oversight :rolleyes: v0.9b | 27OCT10 - Initial beta release *Lite* oops | 19FEB11 - Lite version removed for review. v1.0b | 12DEC10 - Beta release v0.91b | 27OCT10 - Initial beta release INSTALLATION ================ 1. Extract the .7z file and place the @ASG folder in your <arma installation root> 2. Add @ASG to your modstring or select it in your launcher or whatever you do. More info... NOTES ================ Many thanks to BIS for creating and producing a great MilSim/Sandbox for us to play in! A big thank you to the many members of this community who have invested their time in creating missions & mods. Without your previous work and sharing of knowledge ... you wouldn't be reading this. Robalo for his excellent config rework and direction. Props to: Lester (Mapfact.net), Jon-C5 Thanks for the inspiration, and indirect education! TODO ================ - Find any errors... - Put some effort into the icons... - Finish renaming a couple hundred A2 objects to english... - Update A2/CO config structures... FILES (.7z) ================ Current: (what you should be using) [AS] OA Editor Update - Full - v1.1b Lite version is currently under review to address core functionality issues. --------------------- More to follow ... hopefully sooner than later. Although likely later :p
  2. Gnome_AS

    PvPscene Tweaks

    Being able to modify it would be one better I think (serverside/mission/something slightly more clever than current). I have not looked.. But certainly not something I really want to see as a veteran player all the time. Just saying. Thanks man, will use as current best solution. :)
  3. Gnome_AS

    ASR AI Skills

    Just stopping in to check up on things over here, lots of reading I had to catch up on. (sorry Rob) While I'm here though I have to say, it's been awesome to watch this grow and test it from the beginning. And it's really awesome to see all you guys utilizing and enjoying Robalo's work. I know we have for many, many years. For me personally, I don't think the gameplay against the AI has felt this good to date. The suppression is stellar and the diversity ... well, I know it's changed the way we play the game. Which I believe was the original intent. Really looking forward to what kind of creative things might come about as we move into A3. I'd almost be willing to bet on epic. ;) And for those of you who have invested the time to help with beta testing and feedback, thank you. I know that Robalo has a true passion for creating and modding a vast array of things. Our for that matter, so do most of the guys who bring awesome stuff to the table for free, all the time. Which by default generally requires little sleep on their behalf. The feedback, input and "thank you's" are what fuel these guys and help facilitate growth and continued development. Idea's and concepts while not always new, are often just missed by the right people. So keep it coming, as I'm pretty sure somebody is keeping a list. :) -Gnome
  4. @BIS It's unfortunate more companies don't engage the their communities and continuously strive to perfect their product as you guys do. Many thanks for many years of excellent work. And an extra thank you for the more recent push to refine and expand the Multiplayer & Dev aspects of the game. As proven by other recent ventures, it can be beneficial in many ways, for all. Congratulations on your continuing success, and I hope you guys continue to do it your way. All hail ARMA3! Oh, and the DLC. Which I assume is right around the corner? Cheers, Gnome
  5. Had to find my password so I could login and say, epic. :) Wasn't long ago I was wondering/thinking deeply about these things. As always, keep up the great work!
  6. Gnome_AS

    World Machine 2, terrainbuilder

    A little late chiming in here, but.. I've used WM2 for other things in the past. It's actually a fairly complex app, but relatively easy to learn. From my experience in generating terrains for ArmA with it ... meh, there are a number of apps as mentioned above and below that are what I would consider much more functional. None the less you can export from WM2. Probably the single best tool for doing many things related to the map making process would be L3DT. Although I do not use it for generating my base terrain, it has fairly powerful realtime 3D terrain manipulation tools. And what you see is generally, what you'll get when using the .xyz export functions. I do all my mask painting in this app also. Most of which is automated. I quite enjoy building my terrain, ie.. defining where everything will be like ridges, valleys etc.. A personal favorite for me is actually GeoControl 2. A little older, but the isoline abilities are pretty awesome. And really quite easy to learn. (tutorial videos are available) Terragen 2, is actually fairly powerful also, although the learning curve is slightly profound. And while it's not really designed for terrain creation, you can get some pretty wicked base terrains with a fair bit of trial and error. All in all, most terrain generation apps are going to have a learning curve. And each app has it's quirks and drawbacks. But for me, and screwing around with ArmA stuff, Geo Control 2 and L3DT pretty much handles it all. Again L3DT being the most useful of all. Learning curve, moderate. Although I'm sure there are some guys around that would be happy to share some files to make it a little easier, like myself. Haven't tried Daylon, but seeing some of B's screenshots elsewhere, looks like it might be a great tool. Will have to try that out. Best Regards, Gnome
  7. Gnome_AS

    Clutter on infinite terrain

    While I still believe it's not really possible to accurately control things on the infinite terrain currently, I'm curious to see what you guys come up with. I have some down time towards the end of the week, so maybe I'll jump in and see what I can sort. Interesting reading none the less, good luck and I hope somebody finds a creative way to address things. :)
  8. Gnome_AS

    Clutter on infinite terrain

    To my knowledge, that is not currently possible.
  9. Hey Bushlurker, Nice to see you out and about in a not so lurking manner. Grats on the releases! And a secondary thanks for providing useful material to the community. Hope some guys/gals make use of it. :) Haven't had a chance to check everything out yet, but looking forward to it here very soon! Cheers, Gnome
  10. Gnome_AS

    83244: Feedback

    Well I've only put about 20mins into things, but I had to come back and say I agree with sbsmac on the controls side of things. I'm currently X/Y @ 3.0 with mid sensitivity and it's great. Moved Z to 1.0 though, and sensitivity to 0 and a slight deadzone. I can now use almost the full range of the throttle. (ie.. it's well into the indents and almost full range of motion to hit -/+ 100) Most excellent, just having the ability to see whats going on is very helpful. But actually having the controllers behave in a fairly intuitive manner ... and I can use the full range of motion on the throttle ... well, thats just awesome. Hopefully this becomes standard across the titles. Much appreciated, going back to flyin around now. :)
  11. Gnome_AS

    What's Your Setup?

    Saitek X52 Pro Stick & Pedals, TrackIR 5 (also testing FreeTrackNoIR), Belkin n52te, Razer Lycosa keyboard, G9x mouse. And while I'm at it ... on the graphics side, Tri GTX285s, TH2G, 3 Samsung 920nw. (16:10's) I rarely play on the triple monitors, use a Samsung LN32A550 instead. Requested Info: Last update was great. Just now getting to some free time for the week, hope to check things out in depth later on today. Thanks BIS peoples, will report back soon.
  12. Well I have to say, 82767 finally got my attention. I really wasn't sure what to think with the initial releases, but alas my faith has been found once again. Sound improvements are very nice. Especially like knowing the seat belt is keeping me firmly attached to the seat. Some additional layering of metal stressing types sounds might be nice. Flight model is starting to feel good also. Torque and ground effect related things seem much more balanced, realistic. Deadzone removal will be great. Although with a slight boost in sensitivity to the controls, its somewhat decent right now. Really looking forward to some sort of airframe stress features and whatnot. Loops, inverted flight and brake turns are fun and all, but meh.. not really conducive to the more realistic flight model concept. The tweakage on the contact points was great though, aircraft actually sits down like its on skids. Will for sure put some more time in now, maybe provide some more specific feedback. Flying the powerlines in an under/over pattern on Zargabad is fun and challenging. :cool: Great work BIS guys, making a believer out of me. :)
  13. Gnome_AS

    ACE for OA 1.11

    Grats on the release guys! I was looking for some mid-week goodness :cool:
  14. Gnome_AS

    Robalo's ACE configs

    If Robalo had a quarter for every time I cried about the Aimpoints in ACE, he'd be able to take a nice long vacation. But none of us want that, so I guess it's ok. :D Really glad to see all this work being utilized by others Rob, I know we love it. I'd ask you to do pistol pack or something, but I'll save you the /facepalm. Cheers, Gnomer
  15. Just dropping in to say, this rocks! Think Buehgler mentioned we're using it on our servers, and I'll second the "it enhances our gameplay" statement. Really looking forward to the next release. I'd mention the few issues here and there ... but it looks like they've all been mentioned so far. Really kick ass work guys. :cool: Regards, Gnome
  16. Gnome_AS

    E3 2011

    Curious to know if anyone is planning to attend. Drop me a message if you'll be hanging around the expo. Cheers, Gnome
  17. Gnome_AS

    Thank You BI

    :rolleyes:
  18. Gnome_AS

    Thank You BI

    Interestingly enough I was reading some commentary from Mr. Crowe..
  19. Gnome_AS

    Thank You BI

    I have to say, I was really surprised and quite pleased to see this news. I started my computer gaming so odd'teen years ago with flight sims. Helo sims always being amongst my favorites. Cheers to BIS, very much looking forward to this. :cheers:
  20. +1 for the effort and initiative. Haven't had a chance to really look at it, but hopefully will in the near future. Looks like a huge chunk of the important stuff though :) Also +1 for getting this and or some combination things into the biki. I'm sure between all the brains around here, a complete and thorough guide/tutorial can easily be compiled. And it's way overdue, at least imho. ;) .
  21. Lol, awesome! Well then, now I know who to harass. Interesting idea, seems reasonable enough. Thanks for that JDog. .
  22. Gnome_AS

    Improving Buldozer.exe load time!

    It can be directly related to which executable you are using. And I suppose in general other things like map size, objects etc.. Some people have seemingly not been affected. There are a couple things that are unaccounted for currently. I'd be specific but meh, can't really at the moment. .
  23. That thought has come about on more than one occasion. Hard for me to accept coming from previous ventures of a specific nature. Yet I know this game, so why I continue to beat my a head against the wall is probably a valid question. @Mod We probably belong in the multiplayer cage or somewheres else more clever. .
  24. Gnome_AS

    Improving Buldozer.exe load time!

    It's all Commanders fault. He did it first. :) Should help all with said issue. Thanks for everyones assistance in sorting things. Now might be a good time to also mention continued handling of "things" in this nature would be ideal. Cheers, Gnome
  25. Gnome_AS

    Mask problem

    CS4 default is F5 for Brushes, should be 3rd, 4th down the left hand side ;) .
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