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sholio

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Everything posted by sholio

  1. the mod is very outdated as is i think you can detect light levels and NVG state with script functions now, so i would write it very differently if made today and i think it got integrated into ACE(?) and i haven't played arma in a while now but i'm getting back to it (damn you dayz!) if it bothers me i might take another stab at the addon, but this issue is finally fixed for good in arma3 (look at the glorious light show in the E3 demo, staring at car lights and seeing the world behind it too!) i claim no ownership over it so feel free to modify it
  2. Fixed Range Nightvision v0.7 The default high dynamic range while using nightvision in the game is somewhat faulty. Most of the time you can use it fine, but in some cases it becomes almost unusable. A light source in view makes the entire screen black or draws a contrast that makes gameplay impossible. This addon allows disabling the stock hdr engine in nightvision and allows manual adjustment of NVG exposure. So as promised, this is essentially a port of my addon for arma1; (original thread here) Note that while pre-v0.7 versions of the addon still work as-is on A2, it is recommended that you upgrade as it will have key-handler conflicts and might cause breakage NOTE: Requires CBA! S_NVG v0.7 You can configure the addon to your preferences at '<arma2 installation folder>\dta\S_NVG\S_NVG.hpp' Differences to earlier A1 versions; * It is now disabled by default - A2 HDR is greatly improved from A1, but still has some issues, so this addon needed to be made. * Much cleaner code. * Uses A2's new displayEventHandlers, so key conflicts should be gone. * Keys * Put key assignments and the default setting in the file \dta\S_NVG\S_NVG.hpp, so those who don't like the defaults can change it Future plans and current issues; * No known bugs at the moment.. only concerns listed below. * Are there any multiplayer issues? I don't play online much so i wouldn't know. * displayEventHandlers still won't carry over a savegame, so to make it work i'm removing and re-adding them every second - is there a better way around this and are there any issues expected with this? * I tried to launch the addon with Extended_PostInit_EventHandlers, as it should be ran only once and would save me from another global variable, but it didn't work - perhaps i'm misunderstanding it's functionality? (CBA bug - thanks spooner)
  3. looks good, but i'm sure it's a framerate terminator aswell? there's a lot of unnecessary detail there take out all unnecessary small indentations and reduce corners on round surfaces it doesn't need to match perfectly you can fake all small bumps and indentations with normal maps and round surfaces iron out with smoothing groups you will never survive to see it that close anyway especially places like the inside surfaces of the arms and the chest plate could be very low poly as you can never see them in detail even if you're right next to it the feet could just be sticks with normalmaps the thin wires could just be four sided, corners outward - smoothing will make it look round focus detail on the head as that's what people look at instinctively the model looks quite good, but i would rework the head.. it looks somewhat silly
  4. hear hear! even more so now that there's already talk of an addon, when even the primary game is in such an unplayable state
  5. sholio

    ArmAlib v1.0

    also, the hdr is a damn nightmare in A2.. any chance of adding a readable light-level variable for A2, so a proper hdr disable mod could be made? and/or a 'getAperture' that would return what the hdr engine currently wants it to be so it could be polled for comparison to get an idea of the real situation
  6. nope gmj_sa, and any addon using displaySetEventHandler will overwrite all previous displayeventhandlers A2 introduces displayAddEventHandler, which instead of overwriting the old ones, adds to them, and should be used instead however, this still gets lost when you load a savegame, so BIS didn't really fix much you could have a loop that removes and re-adds the displayeventhandler, like i do in my nvg addon but CBA will have a proper implementation of this that everyone should use instead, once it's released this was a proof of concept i wrote for A1 as A2 added displayAddEventHandler, it is not anymore required also, using it would demand everyone to use it - which i don't think is a good idea as CBA is coming out with their own, proper version
  7. -breaks any addon loaded before it using custom key assignments -won't carry over savegame -would be nice to have the config files at /userconfig/sightadjustment (range cards, key assignments, moa/mil switch) probably worth waiting for CBA key/savegame framework for the fixes though
  8. yay \o/ but should use displayADDeventhandler instead of set, which overwrites any previous key assignments, and put remove and add in the loop so it works over savegames or wait for CBA's keyhandler framework which would solve this more elegantly
  9. i was PM'd this bug about my nvg addon; i can't see how anything in my addon could cause this behaviour, other than using extended init eventhandlers?
  10. mine shouldn't any addon that doesn't use extended eventhandlers (like GDTmod) is going to have trouble with the game and other addons
  11. if someone does port this, please add XEH support aswell we don't need any more addons that break eachother
  12. another thumbs up would really like to see a proper slow paced large scale fps like the one for ofp was for the sake of getting the thing done, i would recommend to first focus on getting the guns into the game and completely functional and release those and then start working on the soldiers and then later other stuff if motivation holds up doing and releasing stuff in the order of importance there was a samurai addon for ofp so you could try see how melee was done there - if it's still applicaple for A2
  13. i'd like to see a proper XEH version of this also or has anyone tested if the A1 version works reliably?
  14. sholio

    Coop Zombie Mod

    well obviously you should only have slow ones in cities so that the player is safe outside the city area, but has to go in to find supplies and there should be tons of them draw a fog at 50 meters and spawn them only at that range for framerate too bad A2 urban areas are still so damn tiny
  15. sholio

    Coop Zombie Mod

    the point is that the atmosphere of the mission is completely different when it's got running things, it's a game of whackamole when it's got tons and tons of slow things it's less about shooting fast and more about planning your approach to not get cornered just like the films they're slow, they're dumb, they're unarmed and easy to kill, but they will still kill you i do like the running sort missions aswell, but i rather see both i really liked the epic missions in ofp, scouring for fuel and ammo in a dead city
  16. here ace1 used same code - ace2 probably aswell
  17. sholio

    Full Screen NVG

    edit; nevermind - TrueNVGoggles works on A2, so i can use that
  18. sholio

    Full Screen NVG

    very nice, but it seems you put the texture on visible layer aswell as the alpha layer the end result being that the edges have an odd grey effect and the entire nightvision being somewhat desaturrated
  19. well, yes, but then it would look like nightvision inside the border does there's no way to apply one effect on one part of the screen and another on a different part it's always one or the other that question did give me an idea though on something i need to investigate
  20. naw, this should focus on combat vehicles for now, and once those are done and working fine, then perhaps do additional stuff like the transport ships
  21. arma does not support render-to-texture, so that effect cannot be reproduced or perhaps theoretically could, but would cause very significant slowdown, incompatibilities and be ridiculously hard to do :)
  22. CBA_fnc_addKeyHandler should accept an array as keys my example; [(actionKeys "nightVision"), [false, false, false], { _this call S_NVG_togglekey }] call CBA_fnc_addKeyHandler; i can work around this easily by doing a foreach, but it's not really optimal also, i get spammed with this in my RPT 0:01:12.288 [x\cba\addons\events\fnc_keyHandler.sqf:34] WARNING: Nil result from handler. also, won't carry over savegames :) is the next release still weeks off, or should i wait for it?
  23. sholio

    Full Screen NVG

    yea, but i get a nasty feeling inside like i'm cheating the computer-people with my superhuman vision :) and i like that it looks like i'm actually wearing something, rather than having a natural terminatoresque nightvision
  24. -default aperture is in config for next version -animation? i don't get what you mean -you can use seperate overlay addons in conjuntion.. for example, the fullscreen nvg addon works fine also, modifying an addon will break it's ties to the signed key, in case you play online thanks, i'll look into it
  25. uses extended eventhandlers, focuses on night vision only and probably works better due to it's legacy also, using mouse wheel to adjust is a poor idea i think i couldn't find any common consensus on addon config files so i used the folder structure ACE did i may change it for the future if it becomes common
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