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Asmodeuz

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Everything posted by Asmodeuz

  1. Guess I need to ask here since my ability to concentrate to endure mod "hassle" has worn thin trying to get IF with ArmA 3 to get to work again. Mind you, I had it working when it was initially done by using A2/OA to do the needed conversion, back then that went painlessly. So now I hear that you don't need A2/OA to do the conversion (which is great btw!) and you should be able to do it with only having Arma 3 and Iron Front. How's that done then? I mean, to my belief I should have everything setup correctly, but why I don't get to play is that I'm getting the error OA/Iron Front not found?. Yeah, there are a few to be found by Googling the error, but those might be from the A2/OA conversion period. What I have done so far: - did a fresh install of Iron Front (before doing that removed traces of the game from Windows registry) - Iron Front is patched to 1.05 - Arma 3 is the latest stable (opted out of beta) - Both IF and A3 have been run as administrator at least once and prior trying to launch through the PWS. - The checkbox is ticked for both games in PWS that says Force 'Run as Administrator'. - PWS has the correct folder path set for both A3 and IF (Iron Front is installed in E:\Iron Front to be precise) - I'm trying to use the Iron Front - ARMA 3 modset as a mod for ArmA 3 when launching from PWS and that's when I get that OA/Iron Front not found? error - Tried "re-installing" PWS, but since it does not come with an installer, removing everything takes care and patience. Aaand I think I missed something since even after clearing almost every little trace of PWS from my PC the new "installation" had everything (folder paths to games and mods, game launch options) set up like I hadn't removed the program in the first place. I bet it's just me being dumb here, but.. What are all that stuff "AiA this and that, Standalone this and that". I have downloaded separately All in Arma Standalone 13Gb pack, what on earth is that and do I even need it to play Iron Front with Arma 3 without the need to have A2/OA anymore? Seems by reading Iron Front in Arma 3 Play withSIX install that I haven't gotten to the conversion process yet, most likely because of the error I'm getting.
  2. Thank you for the answer! Keep up what you are doing with the mod! Meanwhile I'll keep enjoying what you guys have produced so far! :) cheers!
  3. Yeah that would do it. We also have a test mission that you could refer to for Iron Front - The Grind: http://alivemod.com/missions And indeed it does. Had some troubles of my own with almost everything to get the stuff working with the mission and the editor side stuff, but now everything is running smooth. How complete would you say that the compatibility of ALiVE with Iron Front is currently? Or is it intended "as is" from here on? Asking because of my own observations on this: it feels that map like Staszow is missing high priority Military placements and low priority (of 0) placements are an individual house on the outskirts of towns. Is there anything that can even be done about such behaviour? I'm just guessing here that how the modules recognize a military or civilian placement is somehow hard-coded or bound to actual models in the game world eh. Can info be found from somewhere if it's possible to make an AI squad to use their transport for long travels between the base and an objective they're headed for (talking about AI that OPCOM is commanding)? Short example: LIB_WEHRMACHT is created with mechanized weighting, so there they have a halftrack for transportation but don't seem to be using it when attacking.
  4. Also with the way if I follow let's say this to create a ALiVE dynamic battlefield? That using correct modules the mod will identify areas of importance (like military placements) for example Iron Front's map Staszow, like this ?
  5. I have almost the same error while trying to launch the mission "The Grind" (for Iron Front with A3) from the main menu. The error reads as follows: No entry 'config.bin/CfgWorlds.0'. I'm using Play withSix to manage all the mods, got @CBA_A3, @IFA3, @IF, @AiA and @ALiVE made as a collection. The mission files are placed in Arma 3\missions inside a folder (ALiVE_TheGrind.Staszow). I'd also like to take this moment to enquire how is ALiVE for Iron Front (with A2/A3) coming along? Also would like to congratulate for this mod. I gave it a try for Arma 3, and after testing that combination I'm now especially waiting to play with Iron Front when I some weeks ago found about through a couple of YouTube videos that it's being developed :)
  6. This is a double post from the thread Iron Front as mod in Arma 3. If either one should be removed, I'd like to ask to keep the ArmA III-discussion reply and this one be removed. Hello community, long time no see! I made a thread about "Iron Front as mod.." to spark interest in a forum elsewhere. I'll let the same content, although with some minor changes, serve its purpose also in here. The text in itself is not a bug report of any sort and it might very likely include issues already posted in this thread. Should there be factual errors I ask to point them out so I'm able to correct them accordingly :) Open the spoiler tag to see the text: Thanks to all the parties involved in making this possible and for the Community That Made This Happen with their undoubtedly relentless work to bring the old champ back in the ring!
  7. This is a double post from the thread Iron Front as mod in Arma 2. If either one should be removed, I'd like to ask to keep this reply and the one in ArmA II-discussion be removed. Hello community, long time no see! I made a thread about "Iron Front as mod.." to spark interest in a forum elsewhere. I'll let the same content, although with some minor changes, serve its purpose also in here. The text in itself is not a bug report of any sort and it might very likely include issues already posted in this thread. Should there be factual errors I ask to point them out so I'm able to correct them accordingly :) Open the spoiler tag to see the text: Thanks to all the parties involved in making this possible and for the Community That Made This Happen with their undoubtedly relentless work to bring the old champ back in the ring!
  8. Last Saturday (25th May) I was playing on Blue1's TeeTime warfare server. There was definitely a hacker that evening (~8.00PM +1-2 hours [GMT+2]), spawning buildings on top of a hill, creating bombardments out of nothing, spawning all the players to same location and directing the bombardment on top of us. The usual ArmA hacking display. Had to take a weeks pause from playing and coming back this weekend found myself banned from the server, just like P-Siddy's team mates earlier there.
  9. Strange really that the Skirmish module is missing, or has it been changed to something else like the Skirmish: Trigger under Misc? UPDATE: Anyone looking for an aswer, it can be found here or here:
  10. Asmodeuz

    Skirmish module tutorial?

    Can't seem to find the Skirmish module anymore. Has it been changed to something else, or is it actually missing? Only related seems to be the Skirmish: Trigger under Misc. UPDATE: Anyone looking for an aswer, it can be found here or here:
  11. Asmodeuz

    FDFmod 1.0

    I second that. Now that the mod is completely finished, one would think it wouldn't be too challenging to integrate 'just like that'? Well, someone can chime in and tell if it's the other way round :)
  12. Hello. I'm trying to create a custom face to a online game server, and for the possible 100kb restriction that server holds I've stumbled upon a problem. I've made a 1024x1024 custom face template and compressed it to just under 100kb .jpg-file (not touching the resolution, only image quality-slider when saving the picture). Now jpg's seem to be hard to control when getting the colors right, always too bright, and if this is being compensated with darker colors in image editing software the colors seem to start to fade away in-game the darker color is applied. See picture below: Converting to .paa is a solution on it's own what comes to getting the colors right, but what is with the compression? So, as the topic already states, I converted this jpg-file that was already under 100kb limit to a .paa with TexView2 and ended up having over a 600kb-file to use. Goes without saying, it's a no-go. Then why are the 512x512 and 256x256 .jpg's being compressed, if I recall right 512 had a file size of something over 250kb-> converted to .paa with a file size of ~140kb, just a TAD over the limit. And 256 went under 100kb in jpg-format, and converted to .paa it's 45kb! I'm not intending to use 512 or 256 resolutions unless it's a 'you have to', because those are losing all the detail. Editing to .tga or .png usually end up with a larger file size but converting to .paa has the same file size as converting from jpg. Any suggestions how to use TexView2 properly, or advice how to properly configure compression? Anything that comes to mind??? Might as well put some tags here (without understanding how a modern days Google search is working :P), hard to find any information about what I'm dealing with: TexView 2, TexView2, compression, converting, custom face, Arma 2 Greetings: Amontieri
  13. This worked. But you would know that, I think :) So the MipMapRemover could shrink file size, but not to extent that in the end I would have had a file under 100kb. Some observations: 683kb 1024x1024 .paa shrank to ~530kb 230kb 512x512 .paa shrank to ~120kb I also fiddled with the MMR numerals and got 512x512 file to shrink to 43kb, with ("1 0") but then using that file made Arma 2 to crash when applying as custom face :) So I conclude here my testing. Made the decision to use 256x256 .paa-files with camo (woods and desert) applied on them and then as a no-camo face a 1024x1024 .jpg. Thanks again T_D and Max Power for your help!
  14. Hi T_D and Max Power. And thank you for the answers. So there wasn't too many options to try like you both pointed out. I took the BiTools pack (I think it was the latest) and installed TexView2 from there. Got the same result, converting from .tga or .jpg (1024x1024), didn't matter, the .paa file size was 683kb in the end. Tried to use MipMapRemover through Windows Command prompt, but that gave an error "Input string was not in correct format". (I have bis.dll in the same folder as MMRemover). Click if care to read on: (program didn't want to run straight from desktop, was telling me about a "MipMapremover has stopped working"-error. Shame. But have to try making as detailed face as I can to 256x256 size :) Cheers mates!
  15. Asmodeuz

    Update FaceTrackNoIR

    Same problems here. Seeing machines' Head tracking demo is working well. Waiting eagerly for the 1.6 update. Just the other day realised this possibility of head tracking with the stuff I already have, PSEye. Then with your wonderful idea of head-tracking with open source methods/program. Shame that couldn't get this work right away, but any day is better than never. BTW. Specs with what a-no-go for FTNoIR: Intel Core i7-2600K RAM 8Gb Asus Radeon HD6970 Windows 7 Home Premium, 64-bit Thank you for your ongoing work with this application FaceTrackNoIR-team
  16. Good news was that finally there would be some use for Crossfired ATI's for ArmA2, but.. Bad news went this way, after installing Catalyst 10.8 AND newest patch 1.54 for OA, I've been getting strange graphical bug in start menu (lightning shaped gap from side to side through the screen moving up and down) and in-game when moving around with mouse picture is warping.. of that can't think of anything else but it seems like that game is trying to display 3D (overlapped pictures), uhm.. shame that I ain't got no 3D glasses on me. So yes, not working here as should. But I can confirm that both ATI 5770's are working in Crossfire-mode when playing. Regret to say, but as it is now, it's unplayable :/ With no help from these: -Tried to put everything in-game on LOW settings -Tried enabling Catalyst A.I. to Advanced (as rory_pamphilon had, though with different cards)
  17. Asmodeuz

    Why is this game not more popular?

    Why not put a review at Metacritic, or someplace else, meaning spreading the word now. Myself, I can't find much bad to say about this game, only random crashings with servers I tend to join game, this also has something to do with mods being used. The worse thing now, is that I'm not able to play as often as I wanted :) I believe that there's people thinking silently, maybe even visiting some forums to read about This game and hoping someone gives the spark "hey, this game is anything but like it used to be on release date and how it was written about: now patched up, getting mods that one can't even dream about in wildest manner, supported by a community that still somewhat keeps even the one and only Operation Flashpoint breathing! so why don't you now get rid of your fears and give it a try??" Hell, yea'
  18. Asmodeuz

    FDFmod for ArmA II

    Haha, here's to that! :D :cheers:
  19. Asmodeuz

    FDFmod for ArmA II

    Oh but when and then again, when is this coming out?? Can't wait to get this and Swedish army mod installed, and you know what then :p But are these two mods going to be published as 'Resistance addons', just as FDFmod was made for OFP in the past...so these two factions...couldn't shoot at each other, but only through hard scripting :D And then, some more whiplashing towards the great eastern nation, here comes, come get some! *whipcrack* NOTE: this post was not intended towards any nationality, and actually I find myself joining more as OPFOR-side than the omnipotent BLUFOR when in-game.
  20. Asmodeuz

    Stress Simulation Module

    To start commenting this briefly: the line should be drawn here where it is now. You don't stress too much sitting in front of your screen and playing these games, because you have the possibility to revert your mission anytime, so why should AI get stressed out when you don't. Yes, it would be a realism boost, but then again, read the second sentence again and think out loud "adding realism to that extent would be just useless, yeahhh".
  21. Hi everyone here at the BIS forums, at least those that happen to read this topic (hoping that someone would cross his/hers path through here:) Me and my friend come in a late train and are still playing OFP (:Res and especially FDFmod) when most have already changed theirs to ArmA or possibly to the number "II". Some time ago we started making a new island based on our hometown with WRPtool and we've advanced to a state, which allows us to not only concentrate on building roads but also modelling houses from our very own hometown. After making (with O2 from BIS) my first addon crate, I went on making the first object to our town, the water tower that stands so tall, had it done and got it rightly added through WRPtool to the island and checked it in-game. Everything works fine, the tower stands so tall when in-game (see pic) but the in-game editor doesn't show any grey box (or whatever shape it should be) for the water tower where it's standing in-game (see pic, should be just a bit to the left from the 'crosshair') and the next pic shows what I mean with these "grey boxes, those that represent "houses" (see pic) Ideas what could cause this? I'm lost because I'm not able to connect all these pieces for the lack of knowledge what comes to modelling and scripting. Does it need something to be made in O2 (anything to do with LOD?), or is it something to be written in config.cpp perhaps? (I had our island and this addon working the way that the island has it's own .pbo and the models to the houses (the future ones) are going to be in different .pbo. edit. so that I don't stray myself and everyone from the path with all this gibberish, I underlined the problem :) Any help is appreciated. Greetings from Finlandia Amontieri
  22. Here comes...or goes :) This is from my config.cpp (that is in *.pbo with our island and *.paa icon for our island in the game) class CfgPatches { class temp { units[] = {}; weapons[] = {}; worlds[] = {temp}; requiredVersion = 1.96; }; }; class CfgWorlds { class DefaultWorld {}; class Intro : DefaultWorld {}; class temp : Intro { access = 3; description = "Temp"; icon = "\temp\temptress.paa"; worldName = "\temp\temp.wrp"; cutscenes[] = {"..\addons\temp_intro\intro"}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class NonStrategic : Building {}; class Fence : NonStrategic {}; class WireFence: Fence {}; class House: NonStrategic {}; class ViewTower2: House{}; class vesitorni: NonStrategic { model="\talot\vesitorni.p3d"; armor=200; scope=2; displayName="Vesitorni"; class crate: Static { model="\talot\laatikko.p3d" armor=200; scope=2; displayName="Vlaatikko"; }; }; There. Could you ProfTournesol give me somekind of hint about what the words after "class *something*" mean: like in 'class vesitorni: NonStrategic (or Static etc.') Would it be just the same if I'm making houses that are not allowed for entrance (meaning...the houses are not enterable [is that even an english word???] that I use NonStrategic in everyone of them?
  23. Yes, there it was and after toying with that given possibility I managed to get those map objects showing. I read from the Bistudio Wiki link, that You gave, that class "map" with value of "house" should show the DisplayName from config.cpp when one hovers mouse pointer over a map object, but I didn't manage to get that working, also I cannot see in the game editor my named object under 'Empty' --> 'Objects'. Wonder what's up with those, but then those aren't as important as the question that is now solved. Thank you for your assistance ProfTournesol :) Amontieri
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