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lexx

CDLC Developer
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About lexx

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    http://www.advexx.de

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    Germany
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  1. lexx

    Arma 3 Creator DLC: Western Sahara

    That's [_interval, [_size]] call lxWS_fnc_showGroundDust; [0.5, [5, 8, 12, 20]] call lxWS_fnc_showGroundDust;
  2. lexx

    Arma 3 Creator DLC: Western Sahara

    In worst case you can just spawn the effect manually (outside of the module). [.1, 0, [OBJ_1, OBJ_2, OBJ_3], nil, nil] call lxWS_fnc_showDust; [alpha from, +random alpha, [objects], area size, spawn height] call lxWS_fnc_showDust;
  3. lexx

    Arma 3 Creator DLC: Western Sahara

    Thanks for the feedback! You have to sync it to every player. But keep in mind that the dust particles can hit hard if there's too many (I'm not sure right now if they are local) - in any case, you should use it carefully. If you only want the color correction, you can as well just drop the post processing module and select the template.
  4. lexx

    Western Sahara - Changelog

    Western Sahara v1.1.1 Data Added: Texture material properties to the Velko 35rnd and 50rnd magazines for better mod compatibility Added: Missing translation for the gun drone / 3den weapon selection strings Fixed: NATO gun drone was spawning with a 30Rnd instead of a 100Rnd magazine Fixed: IED drone AT grenade wouldn't penetrate armored vehicles correctly Fixed: Velko R5/GL rifle had invisible integrated bipod Fixed: GLX grenade launcher sights were off by a bit Fixed: CTRG (Desert) soldier classes didn't show up in Zeus game mode Fixed: CTRG (Desert) JTAC class was missing a battery for the laser designator Fixed: BTR-T Iskatel gunner and commander bodies wouldn't hide on vehicle destruction Fixed: AA40 smoke shell was shown as a mortar grenade when fired Fixed: PMC (Peace) uniform wouldn't show the pistol in 3rd person Fixed: Thermal effect of the pants/gloves on the CTRG Stealth Uniform (Desert) Fixed: In multiplayer, Zamak textures could change randomly on vehicle creation Tweaked: 12 Gauge HE shells balance tweaks (reduced splash radius) Tweaked: Reduced the amount of pellets created when shooting with the AA40 Pellet shells and the 40mm Pellet grenade to reduce performance impact on servers Tweaked: Weight of the ION caps unified Tweaked: aiDispersion values of the Velko R4/R5, and SLR rifles Missions Alchemist Added: Player count and Carrier hint for Spectators Added: Punishment for suicide respawn timer extended Added: Text title with match winner to the mission end screen Added: Very basic countdown timer for spectator Fixed: One of the character slots would only start with a pistol Fixed: The showcase would end too soon after collecting the Magic Beacon Fixed: Advanced hint (Alchemist Magic) behavior on mission start Fixed: Teleport/Explosion spells not responding after respawn if the player dies while trying to activate them Fixed: Player could teleport with depleted magic Fixed: Name of the carrier didn't show in notification when final clue was picked up Fixed: Particles of player with magic beacon are now visible even for spectator Fixed: Particles of final magic beacon are visible even for spectator (when carrier is dead or when final clue is activated) Tweaked: Respawn times (suicide, player kill, carrier kill now differs) Tweaked: Turrets positions in some locations for better view on magic clue Extraction Added: 2 more player slots. NOTE: This is currently considered experimental since the scenario originally has been designed and balanced with max. 4 players in mind! Fixed: Custom gunand IED drone loadout would reset when using fast travel via Pegasus
  5. lexx

    Western Sahara - Changelog

    Western Sahara v1.1 New Content Missions Added: Alchemist (multiplayer game mode and singleplayer showcase) Vehicles Added: UAV (IED) Added: MSE-3 Marid (Unarmed / HMG) Added: BTR-T Iskatel Weapons and Attachments Added: AA40 12G Added: GLX 40 mm Added: SA-77 7.62 mm Added: SA-77 Compact 7.62 mm Added: Velko R5 5.56 mm Added: Velko R5 GL 5.56 mm Added: Galat ARM 7.62 mm (Old) Added: SLR 7.62 mm (Jungle) Added: Mk18 ABR 7.62 mm (Snake) Added: RDS (Low / High optics) Added: Saber Light (Flashlight / IR) Added: Stubby Sound Suppressor Added: Camo variants for the RCO, ARCO, Mk17 Holosight, and IR Laser Pointer Added: Ammo type - 40mm Pellet Grenade Clothing Added: CTRG Plate Carrier Rig variant Added: CTRG Stealth/Combat Uniform (Desert) Added: Deserter Clothes (Desert) Added: Light Combat Fatigues (Hex) Added: Cap (ION, Headphones) Added: Ballistic Mask (Turban) Ambient and Scenery Added: Dromedary (Saddle) animal variant Added: Desert Tent Added: Desert Tent (Floor) Added: Saddle scenery object Added: Pottery scenery objects Added: Various new details to the Sefrou-Ramal terrain Added: All rifle types are now compatible with the AP-5 Bustard / Roshanak gun drone Added: New and improved idle animations for the dromedary Added: New "riding on dromedary" static animations for sceenshot makers Added: New music tracks Content Changes Data Added: Various soldier classes with new weapons and equipment Added: Galat and Velko rifles can now use the accessory / pointer attachment slot Added: "Extraction" scenario color correction effect to the post-processing template module in 3den (named "Sefrawi Desert") Added: CBA Joint Rails mod compatibility Fixed: Zu23 turret gunner hands are now holding and moving with the cranks Fixed: WS Zamak variants would switch to the lowest LOD too soon Fixed: The drone operations center CSAT emblem had the wrong rotation Fixed: Velko R4, Ballistic Mask and Portable Shield TI/thermal texture issues Fixed: Dark shade on the PMC (Peace) uniform texture Fixed: The watch on the Contractor Outfit (Black) couldn't be retextured Fixed: "50 Feet" changed to "15 Meters" on the UNA fuel truck Fixed: AP-5 Bustard / Roshanak now has appropriate VIV bounding boxes Fixed: The NATO (Desert) A-164 Wipeout was not available in Zeus game mode Tweaked: Ballistic Mask armor values slightly reduced Tweaked: Rear view camera on AMV-7 variants adjusted to the vanilla vehicle (https://feedback.bistudio.com/T164530) Tweaked: Raven vest (Black / Olive) fits better to vanilla uniforms now Extraction Added: New CDLC weapons and assets Added: Civ population and vehicles into new villages Added: Advanced hint for how to demine the minefield Added: Team Regroup function in singleplayer (use campfire) Added: New soldier classes into randomized pool (SFIA, UNA) Added: New Marid (HMG) into randomized vehicle pool Added: 3D UI marker for soldier recruitment in singleplayer Added: Repair vehicle depot in singleplayer mode Added: Skip specific mission task as Server parameter (Alternative to a save system in MP). Intel loot progress is set according to the skipped tasks Fixed: Music Event Handler script error message Fixed: "All players have to return to base"-Notification only showed up for the host Fixed: Completing the sniper side-task would lock up the dialog mode until the delayed voice line plays Tweaked: Singleplayer difficulty / AI team survivability Tweaked: Some vehicle spawn positions Tweaked: During the first mission, APCs won't spawn in the AO anymore Last Stand Added: New CDLC weapons to randomized weapon pool Added: New Marid (HMG) to enemy wave pool
  6. I just noticed that the Kamysh damage texture is broken. It's on dev-branch and on stable, so it might be broken for a while already. Can't see why that is happening, tho. The rvmat defined in damage class seems to be the same as in the actual model file. Yet, when damaging the vehicle ingame for more than 50%, the texture doesn't swap to the damaged variant. /Edit: Kamysh is missing zbytek selection for the hull. Once that is added, damage should work again. I wonder when this got broken.. maybe with tanks dlc? 😄
  7. lexx

    Arma 3 Creator DLC: Western Sahara

    All I can say is, there will be an update, but sadly I can't talk about any details right now.
  8. lexx

    Reverse cameras

    I didn't know this, so did a quick google search of the topic. It seems that many reverse cameras are flipped, but not all of them - also modern cameras have an option to unflip them. So the way I see it, it's not at all a fixed standard (anymore) that reverse camera images are mirrored. There is also a good amount of tutorials on how to "fix" the mirrored image, so for an amateur like me it looks like most people prefer it to not be mirrored. /Edit: Here is some visualization. Marshall on dev-branch is correct: But for example the Marid is wrong: tl;dr - you are right that some reverse cameras are flipped, but you are wrong that the Marshall is broken with this update - it is indeed fixed. /Edit²: I just reverted to stable-branch for comparison and it looks like the Marshall reverse camera mirroring wasn't changed at all. It's only the FOV that has changed: More in-depth explanation for everyone who was just as confused as me: The "issue" with the Marshall reverse camera is that the monitor is not in front of the driver, but to the left of him. Because of this, under certain circumstances the shown image can indeed feel "wrong" or be confusing. As the monitor is to the left of the drivers view, looking actually left means you should see front of the vehicle on the display first, because if you would physically look out of the vehicle to the left, that's exactly what happens - you see the vehicle front first. However, as the display shows the back of the vehicle first ... it causes the confusion. Now if you imagine the monitor to be right in front of you instead, the currently shown image is correct. That said, after looking into this more, it really seems like almost every vehicle is suffering from the reverse camera image being wrong (see Marid-example above). It's an easy fix, though, -- the uv map of pip_screen.rvmat in the pilot LOD needs to be horizontally flipped... on all those vehicles.
  9. lexx

    Arma 3 Creator DLC: Western Sahara

    Thanks for your feedback. Regarding 1 - sadly there isn't much we can do. Saving the mission in multiplayer is quite complex and has a bazillion possible issues attached to it, which we weren't able to deal with appropriately. About 2 - this indeed was not supposed to happen. Guess it slipped through QA because it happens rarely that someone plays the mission in sp and mp simultaneously. I'm not 100% sure right now, but I think the issue is the savegame created by the host. We will fix this with the next update - sadly at this time we can't say when exactly this will be (it's not in our hands).
  10. We simply can't reproduce the ai issue. Do you play with any other mods? Same about the immunity -- can't reproduce it. That said, we are not using any custom mechanics for that, so whatever is going on there (tank invulnerable after loading savegame), must be a vanilla game issue with the simulation manager. If that's the case, sadly there isn't much we can do. It's especially hard to deal with if there is no 100% sure way of reproducing the issues.
  11. There's no separate ammo crates. You stock up with ammo in the arsenal. Click on your vest / backpack and on the right side you'll see the option to add magazines to your loadout.
  12. Here: https://feedback.bistudio.com/project/profile/62/ Or you could have just written here what's going on. 😆
  13. lexx

    Western Sahara - Changelog

    Christmas comes early, but only in the form of a very tiny hotfix. Too hot to hold onto till the next patch. Sorry! Western Sahara v1.03 Missions VR Showcase Fixed: Files in the VR Showcase would cause a game crash.
  14. lexx

    Arma 3 Creator DLC: Western Sahara

    The Marshall ATGM can carry passengers. Only the mortar variant can't.
  15. lexx

    Western Sahara - Changelog

    Western Sahara v1.02 General Added: UNA was missing their ammo truck variant. Fixed: Only the host of a multiplayer game was able to disarm/rearm the AP-5 drone. Fixed: The desert module works correctly in multiplayer now. Fixed: Helmets were sorted under "Hats" and not "Helmets" in 3den. Fixed: Muzzle flash / texture issue with the XMS SG variant. Fixed: SLR hand animation was clipping a bit into the rifle. Fixed: SLR AT rifle grenade now spawns HEAT submunition upon impact. Fixed: The insignia on SFIA Combat Fatigues didn't work correctly. Tweaked: XMS and SLR weapon reload animations. Tweaked: Updated some map compositions. Tweaked: initSpeed settings of the Galat, Velko, and XMS rifles. Tweaked: Increased wall thickness on refugee tents to prevent players from vaulting inside. Missions Extraction Added: UAVHacker trait to players (and AIs in single player). Added: Check for dynamic sector spawning (prevention for exploding of vehicles during spawn). Added: SPOILER - More possible locations for the journalist to spawn. Added: Players will disconnect from UAVs when they die. Fixed: Duplicated title with time after cutscene. Fixed: Double spawn of the gundrone at the FOB. Fixed: Camera task wasn't completed if the item was carried by a subordinate unit. Fixed: Sometimes, HVTs were running away from the AO. Fixed: The journalist was still following dead players across the whole map. Tweaked: The journalist will now try to join the group of the closest player. Tweaked: Increased contractors recruit limit from 5 to 9. Tweaked: Dynamic Simulation distances. Tweaked: Condition for arsenal purchase (any change will cost money). Tweaked: Extended timer for the time skip when players are back in the FOB. Tweaked: Vehicle composition at FOB, so AIs can easily ride on mission in vehicles. Tweaked: Trigger area sizes. Tweaked: Less civilians in town during night time. Tweaked: Defend checkpoint AI behavior, Enemy behavior, and compositions. Tweaked: Static units now have randomized gear. Tweaked: Civilians will try to avoid minefields. Tweaked: Mines spawn distance area. Tweaked: Side tasks will give players a higher reward in MP than SP (because more intel is required). Tweaked: Friendly AI skills. KotD Added: 5 more locations into random pool. Added: More cover in some OA locations. Added: Lock and Unlock action for vehicle crew. Added: On/Off toggle mission parameters for allowing different assets on server (Helos / Tanks / APCs). Added: Check to prevent adding money while player is AFK inside the capping zone. Added: Check to prevent the deletion of vehicles that are still being used by players while the AO changes. Fixed: Tura wouldn't respawn with NVG. Fixed: Levitating compositions. Tweaked: Removed launchers from tier 1 weapons. Tweaked: Vanilla Marshall swapped for AT variant to balance the OPFOR Kamysh. Tweaked: Changed slots to 10v10v10 for even teams + 3 spectators. Tweaked: Moved spawn area markers for improved legibility. Tweaked: Point reward notification moved into system chat system. Tweaked: UI elements for fitting different monitor resolution. Last Stand Added: Failed task notification with number of the current wave. Added: An active task will now show the current wave info. Added: A map marker will now show the current AO. Tweaked: Enemy AIs behavior (should approach a bit faster).
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