Frostman
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Posts posted by Frostman
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@Frostman finnaly you got it!! congratulation!! =) so whats the difference between the new gates and the olds gates that you release already ~2 years(?) ago. is it MP-compatible? or any other new functions compared to the olds ones? or only better performance and bug fixes and stuff?
greets =)
Well code wise these new gates are entirely different, apart from sharing a few basic design concepts its fundamentally a different mod.
Yes, this version is MP-compatible (excluding the latest SVN as I've introduced a bug which needs fixing), its easier to modify / distribute and has third party support (i.e. anyone can make their own version of the Stargate's by plugging into the DSF base code, say if you wanted to change a texture or sound).
As for performance theirs a huge gain as I'm using a completely new technique to track ballistic and unit paths; their will also be a number of graphical improvements on the effect and models but I'll probably wait till after the initial release to introduce these as they will take a while to perfect.
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Hi all,
Its taken two days non-stop coding but the transport code is now working.
EbosJWD5QgI
I've updated the SVN to the latest code but please don't start reporting bugs yet as I've still got to tweak code and add new functions.
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I think I can talk for the developers on the Stargate mod.
Unlike mods like ACE, PR, etc the Stargate mod team isn't really a tight knit group, the developers are more freelance sharing a common goal.
Eventually we will create a mod pack (probably when the ArmA II Stargate's are released) which will include a variety of units, vehicles, missions etc and when we do we'll make sure there all balanced out before hand.
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My cousin is a total "fan"natic when it comes to Stargate, so he wanted me to download this mod. But I don't know anyone willing to navigate through 20+ forum pages trying to download all the individual units and weapons and ships and maps. Is there some place you can just download everything in one big @SGMOD folder?I present you with the following links:
Links and news should be on the first post in each topic.
The only exception is the Stargate themselves which haven't been released but are available as SVN nightly builds (Link)
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nice video man! hows it going with the gates??Going well, I'm hoping to finish the transport scripts recode within a few days, then its just a case off adding all the little things.
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Hi all,
Here's a new clip for you all, there's no Stargate action because I only really made it to test out HD capture on my new 470 GTX but it didn't make a bad view so I uploaded it anyway.
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SVN Revision No 40 has been released, see first post for details.
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SVN Revision No 35 has been released, see first post for details.
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SVN Revision No 34 has been released, see first post for details.
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can you tell us, when the demo or first release is ready for use?I will endeavour to keep you updated to when one will be available, however I don't have a release date yet.
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cool video frostman.I was so looking forward to seeing the gate in action then you got killed i was like, awww man!
Yeah, I didn't specifically choose to publish that video for that exact reason... honest. :rolleyes:
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Hi all,
Got a new video for you.
UT8vujaHmA0
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SVN Revision No 33 has been released, see first post for details.
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In F2...F2HasBeenInit = TRUE;
In F1
waituntil {!isNil "F2HasBeenInit"};
rest-of-code.
That will make F1 wait until F2HasBeenInit has a value, any value.
I agree that that should work but I'm still having issues, here's my exact code with the trouble areas highlighted in bold:
*The addons being built within a mission atm so ignore any path errors you see
F1:
private["_stairs","_height","_dir","_gate","_home","_name","_address","_custom","_InitialArray","_thisgate"]; comment "Function Start"; _gate = _this select 0; _reverse = _this select 1; _height = _this select 2; _type = _this select 3; _dir = getdir _gate; comment "Initalize Functions"; if(isnil "RunOnce")then{RunOnce = TRUE;[] execVM "dsf_sg_basecode\fInitFunctions.sqf"}; if(local _gate)then{ comment "Set Default EventHorizion Texture"; _gate setobjecttexture [18,"\dsf_sg_gate\tex\eh\init1.paa"]; _gate setobjecttexture [18,""]; [b]comment "Initalize Arrays"; if(isnil "DSF_SG_Primary")then{DSF_SG_Primary = TRUE;[] execVM "dsf_sg_basecode\fInitArrays.sqf";}; waitUntil{!isnil "DSF_Initialised"};[/b] comment "Place Stairs"; _stairs = _type Createvehicle[(getpos _gate select 0),(getpos _gate select 1),(getpos _gate select 2)]; _stairs setpos [(getpos _stairs select 0),(getpos _stairs select 1),(getpos _stairs select 2)+(_height)]; if(_reverse)then{_stairs setdir (_dir-180)}else{_stairs setdir _dir}; comment "Create Stargate Variables"; _name = [_gate] call DSF_fCreateName; _custom = [_gate] call DSF_fAddressGlyphs; if(count _custom == 7)then{ _home = _custom select 6; _custom resize 6; _address = _custom; }else{ _address = [_gate] call DSF_fCreateAddress; _home = [_address] call DSF_fCreateHome; }; [_address,_home,_custom] exec "Debug1.sqs"; comment "Set Stargate Arrays"; DSF_SG_StargateArray = DSF_SG_StargateArray + [_gate]; DSF_SG_OriginArray = DSF_SG_OriginArray + [_home]; DSF_SG_AddressArray = DSF_SG_AddressArray + [_address]; DSF_SG_NameArray = DSF_SG_NameArray + [_name]; DSF_SG_ScriptArray = DSF_SG_ScriptArray + [""]; DSF_SG_ActivityArray = DSF_SG_ActivityArray + [[]]; DSF_SG_BufferArray = DSF_SG_BufferArray + [[[]]]; DSF_SG_IncomingArray = DSF_SG_IncomingArray + [[]]; DSF_SG_DHDOutgoingArray = DSF_SG_DHDOutgoingArray + [[]]; DSF_SG_GateOutgoingArray = DSF_SG_GateOutgoingArray + [[]]; DSF_SG_FocusArray = DSF_SG_FocusArray + [""]; DSF_SG_WormholeArray = DSF_SG_WormholeArray + [[]]; DSF_SG_DialingGroups = DSF_SG_DialingGroups + [[]]; comment "Send Stargate Arrays"; publicVariable "DSF_SG_StargateArray"; publicVariable "DSF_SG_OriginArray"; publicVariable "DSF_SG_AddressArray"; publicVariable "DSF_SG_NameArray"; publicVariable "DSF_SG_ScriptArray"; publicVariable "DSF_SG_ActivityArray"; publicVariable "DSF_SG_BufferArray"; publicVariable "DSF_SG_IncomingArray"; publicVariable "DSF_SG_DHDOutgoingArray"; publicVariable "DSF_SG_GateOutgoingArray"; publicVariable "DSF_SG_DialingPorts"; publicVariable "DSF_SG_DialingGroups"; publicVariable "DSF_Initialised"; }else{ comment "Client Wait"; waitUntil{!isnil "DSF_Initialised"}; }; comment "Get Stargate Index"; _thisgate = -1; while{_thisgate == -1}do{ _thisgate = [_gate,DSF_SG_StargateArray] call DSF_fGetIndex; }; comment "Launch Dialing Handler"; [_thisgate] spawn DSF_fLocalHandler; exitF2:
_InitialArray = [1,2,3,4,5,6,7,8,9,10,11,12,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37]; DSF_Address_Cypher = []; while {count _InitialArray > 0}do{_i = _InitialArray select floor(random (count _InitialArray)); DSF_Address_Cypher = DSF_Address_Cypher + [_i]; _InitialArray = _InitialArray - [_i];}; DSF_SG_StargateArray = []; DSF_SG_OriginArray = []; DSF_SG_AddressArray = []; DSF_SG_NameArray = []; DSF_SG_ScriptArray = []; DSF_SG_ActivityArray = []; DSF_SG_BufferArray = []; DSF_SG_IncomingArray = []; DSF_SG_DHDOutgoingArray = []; DSF_SG_GateOutgoingArray = []; DSF_SG_FocusArray = []; DSF_SG_WormholeArray = []; DSF_SG_DHDActivity = []; DSF_SG_DialingGroups = []; [b]DSF_Initialised = TRUE[/b];Honestly it seemed to be working until I tried running it along side the ACE2 Mod, now the timing screws up.
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I need some help with a problem i'm facing.
I have an unit which contains two coded functions (lets call them F1 and F2), F1 contains my units initiation code (F1 runs at map start for each unit), F2 contains my multi-player initialisation code (F2 runs at map start for a single unit only).
Now using pseudo code this is how its meant to work.
-- UNIT1 run F1 on map start
F1:
1) Has F2 has been initialised?
#Yes
Continue F1...
#No
2) Has another unit already started F2?
#Yes
Wait till F2 is initialised.
#No
Run F2...
*When F2 has been run it sets a global boolean to make sure its not run again (else we wipe previously set parameters).
The problem I've got is i can't find a reliable way of getting F1 to wait until F2 has been initialised, this is a problem because F2 sets up global arrays that F1 needs.
I just need these functions to run in the right order over multiple units, so any help would be really appreciated.
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Icewindo's latest vid:
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Icewind has just released a new video of his work:
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Cheers for the support guys, I'll try to get you some in game vids with the Stargates asap.
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SVN Revision No 28 has been released, see first post for details.
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Hello All,
I'd like to start by giving you a few links:
Stargate Addons SVN: https://armastargatemod.svn.sourceforge.net/svnroot/armastargatemod
Stargate Assault Forums: http://www.stargateassault.net/forum/index.php
Stargate Mods ModDB Page: http://www.moddb.com/mods/arma-stargate-mod
Now down to buissness... this news post is to show the community that we understand there frustration over missed deadlines and lack of releases, with this in mind we've decided to change our approach and open the development process to the communuty.
Above you'll find the web link for our SVN archive, it gives everyone access to the cutting edge code and includes instructions on how to get it working in ArmA II (not ArmA I atm); now I feel the need to remind everyone that we're currently in the middle of a full rewrite of the mods code which means the alpha currently has less functionality than it did two years ago, so keep that in mind if you feel the need to download and have a play.
The following information are status updates and will change as time goes on.
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SVN Revision No: 47
SVN Revision Notes: First update with working transport code, works for projectiles and units though may still be buggy; I've also fixed a few DHD bugs. The next version of the Stargate's will probably need OA to work.
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Mod Screenshots:
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surprisingly to see some new ingame footage from you frostman! do they already work?The actual dialing handler code needs tweaking, so not quite yet; though it only an hour or so's work to sort it out.
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Currently working on the ARMA II port of the Stargate mod.
Here a quick ingame vid (nothing to special):
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wow sounds great! so will you release only the new gates in the next version? or will there be any missions inclueded?Were gearing up to release the new gates first with missions and the mp gameplay to follow later.
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Were actually finalizing both the arma and arma 2 code as we speak.
However we are introducing a new stargate model as the one porter from ofp hasn't weathered time well (model errors).



ArmA II Stargate Mod
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
Umm... Yes, thats exactly my meaning.