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Everything posted by tupolov
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ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Now called the Virtual AI System ---------- Post added at 07:02 AM ---------- Previous post was at 07:00 AM ---------- Can you pastebin your server rpt? Did you turn on persistent in each module? Player persistence placed? ---------- Post added at 07:03 AM ---------- Previous post was at 07:02 AM ---------- Thanks will look into it! -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update to ALiVE 0.8, there is a tablet UI that keeps you up to date about the saving process. It can take a few minutes. -
CBA - Community Base Addons - ARMA 3
tupolov replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You rock! Thanks to the guys who contributed! -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We do have a Sector Display function as part of our Command and Control module (C2ISTAR) The module allows you to: 1. Have intel reports (map sector displays) on enemy activity 2. Map Sector displays on player locations 3. Create tasks and sub tasks for groups and individuals 4. Assign auto-created tasks (from a friendly OPCOM) 5. Auto generate tasks (side missions) based on the current battlefield 6. Send persistent SITREPs 7. Send persistent PATROLREPs 8. Create advanced map markers including icons, rectangles, ellipses, lines, arrows etc (that persist) The intelligence module (that handles map sector display) has been consolidated into the C2ISTAR module. C2ISTAR = Command, Control, Intel, Surveillance, Target Aquisition, Recon Tutorial Video: -
Actually Spartan from VCB and I created the bayonet. The L85A2 is a custom one from VCB.
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ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
SlammanDan! Thank you. Any reason why you type in Pascal Case? :D @Ethrendil As for support for dev branch... We're working on supporting FFV once it hits stable. There is a bug right now with assignAsCargo, I believe BIS are in the process of fixing it. Generally, we don't support dev branch so obviously we encourage you to use Stable. -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yay! All your support is welcome :) -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yah 0.8 is complete (which is why its not on the DH roadmap now). Once we get confirmation from closed testers all is good, we will release to the public. We have tutorial videos lined up for the new features too! In another update, we are prepping War Room for some updates (coming in 0.9). During Alpha/Beta we'd recorded over 1,000,000 events as our stats and tracking system went through a number of under the hood improvements. The plan was to reset player stats for 0.9, but due to a technical issue our hand was forced sligthly earlier than planned. So, if you go on War Room you'll probably note your player stats are back to zero. Mission persistence is not affected. Ultimately this will help us bug fix the War Room and get it ready for proper AAR when 0.9 comes out. That means you'll be able to truly track all player movement, kills and major events that happen in game on our web based Operations map. You'll probably have noticed that ALiVE Mod updates occur around about the same time as Arma 3 updates... Given the size of ALiVE now and the number of people working on it, a 4-6 week sprint isn't unreasonable. :) Thanks again for all your support! -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you provide a repro? Player state is saved automatically to db when the server exits the mission. You do need to wait until you are returned to the select mission dialog display for everything to be saved. -
v4.4 released!!!! Over 20 sample missions including: Celle2, Hazar-Kot, Eden, Tigeria, Qom Province, CLAfghan, Lingor, Tora Bora, Podagorsk, Cicada, Takistan, Chernarus, Zargabad, Celle and Utes A2CO, ACE, CWR missions AVAILABLE! COOP, TvT, CTI missions AVAILABLE! MAJOR PERFORMANCE IMPROVEMENTS! Experimental Persistent Database implemented! Get the latest 4.4 Missions AND MSO Code Base here Requires CBA Documentation You need ELITENESS to depbo these missions Note: We will be regularly patching/fixing the code and missions as feedback comes in, so please check back here for any newer versions. What's New for v4.4? Over 200 bug fixes or improvements (see Changelog.txt) Core - Added PersistentDB! Now saves mission, player, object, vehicle and location data to external DB. Updated to support latest version of Arma2Net1.11.1 by Scott W and MySQLPlugIn by Firefly. Note: PDB currently does not support R3F cargo functionality, remove cargo before exiting mission. Objects that need to be persisted (i.e. those that are resupplied) should have a name added to them in the editor (or via text replacement in SQM) - this has been done only on COOP missions so far. Turn off NOMAD if you are going to use it, see MSO wiki for PersistentDB installation instructions (https://dev-heaven.net/projects/mso/wiki/Wiki). PDB requires OA 1.60 Beta patch version with CallExtension feature. - DRN_WEATHER Updated to version 2 - Array addition performance improvements - Updated default parameters for best performance Support - Implemented custom CAS-spawn marker (default as is). Mission designer can place a marker named "CAS_spawn" on the pos he likes CAS to be spawned. Made CAS working on Clafghan (northern populated at least) this way. - Made WOB_Multispwn independent of CBA - R3F_logistics Translated to Frenglish - Check for ACE on initialization of RMM_Revive, R3F_Revive, RMM_Tyres - Excluded AC130 and UAV until we found a fix (client logics passed to server on disc) - R3F_LOGISTICS Added Wildcat - Added R3F_Revive Module (default off) Enemy - IED Disarm feature added for TUP_IEDs (must be engineer class or carrying ACE Minedetector / EOD mod THOR III device) - Client side AI enemy population module "CQB" added! Major performance improvements across the board for MSO. - Added parameters for ZORA - Added Sniper Operations to PO2 - Added Auto tasking for PO2 - Added Dynamic Enemy Population to improve performance of En Pop module - Enemy now populate in map bunkers and fortifications - Added support for Lingor factions - Fixed PO2 issues - Improved ambient bombers - Added Nuclear Mission to PO2. Ambience - Moved ambient civs to client side for major performance improvement - Added TPW houselights - Improved ALICE house effects - Changed ROE for ambient air - Numerous improvements to ambient civs for better immersion Missions - mission.sqm: removed some lamp-logics and surrender module that wandered to server on disconnect - Added Celle 2 - Updated Lingor - Updated CLAfghan - Updated Hazar Kot - Updated CWR2 on Everon Other [sCRIPTS] Nuke can now be easily called locally by a missionmaker (and is executed globally) [sCRIPTS] Added clientside Radiation-Zone FX for nuke Known Issues - PO2 tasks sometimes throw errors if there is no suitable position/building available - Terrorist Cells causing performance problems - suggest to avoid for now and just use CQB module for COIN. - Server Crashes with Ambient Emergency Services - PreNLOD error occuring when running PDB with CBA, ACE and ACRE - let us know if you see this - "player not found in playableunits" error when player disconnects, player data not saved occurs intermittently with latest beta patches Feedback, issues, bugs Report any issues here. What Is MSO? Multi Session Operations is a modular mission framework. Essentially it is a collection of scripts that create a persistent, living scenario in which the player operates. Unlike regular missions that have pre-scripted objectives, MSO procedurally generates enemy forces that are unpredictable and (semi) random. Players have to think beyond the mere tactical level and build up the intelligence picture, carrying out recce patrols to identify enemy locations and conduct deliberate attacks to neutralise them. Everything is persistent, including equipment, ammo, vehicles and even player lives. MSO is designed specifically for Dedicated Server use. Recommended Settings / Peformance Due to the dynamic nature of MSO and its reliance on scripting to generate ambience and dynamic enemy, it can be resource intensive. The default settings are the recommended ones for most maps. If you have a large map with lots of locations (Chernarus) or a large number of players you will want to consider disabling or dialling down ambience or enemy. If you enable ALL the modules, please do not ask us why it performs so poorly. :) Credits Thanks to: - MSO development team: Wolffy.au, Tupolov, highhead, friznit, WobblyHeadedBob, zorrobyte, HateDread, kieran, Ryan, Kolmain, and Rommel - PersistentDB dev "team" - JMan, Scott W, Firefly - Ryan, Antipop, Rommel, Militant, Scarecrow and Australian Armed Forces (AAF) - Friznit, Tupolov, DaveP and Volunteer Commando Battalion (VCB) - Krause, Beta, Sandiford, JollyResq - United Operations (UO) - Kremator, SCAJolly, Katipo66, vengeance1, VRCRaptor, Dingbat, CebAlmighty, Jayc-astv, 16AA, VCB and AEF clans for testing - Alef and Sickboy for CBA conversion for A2Free - Xeno and Mikero for their Mission Builder Script - Spyder for Object Network Update (ONU), LoyalGuard for ARMA Electrical Grids (AEG), ArmaIIholic and Highhead for World In Conflict (WICT), LurchiDerLurch for AC130 CAS - Robalo, USMCWall, Muzzleflash, Wobbleyheadedbob, Hatedread, Zonekiller, VoW Widow, Swedge, Lonestar, SBSMac, Prymsuspec, zGuba, Fireball, Nou, Jaynus, Norrin for bits and pieces we got from you - CWR² team, IceBreakr, Shezan, Commander, Old Bear for making your mods and islands MSO friendly - Roy86 for Patrol Ops 2 Module - Enigma for Weather Module
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ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've just implemented a splashscreen.pbo for ALiVE 0.8 (shipping soonish). Remove that pbo and the splash screen won't show on startup. You will ofc see the Arma III splash screen instead :) Unicorns to follow. -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the feedback. We're surprised that people are so bothered at the splash screen. Its something ACE always had and many other mods include. Can you create a ticket on our issue tracker? If there is enough support for it we'll take a look at changing it :) http://dev.withsix.com/projects/alive/issues/new -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Interesting! Not seen before. Do you have the RPT from that session? please post a ticket for us! Thanks -
Realtime Geographical Weather
tupolov replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We have this working in Alive dev version. The extension is written and working and allows you to select a real location. Real weather will then be applied. Like everyone we are still having to deal with the bugs in BIS weather... -
I've got a full Melee system completed, you can punch, strike with a weapon and use a bayonet. I've donated the system to the CSE Mod. In addition I've worked with VCB to help them implement the melee system along with their own bayonet model (by Spartan in VCB). You can see two pics below. The bayonet is obviously a VCB asset and private. However, there maybe a point where we can get the bayonet and melee system released publicly. The melee and bayonet is currently being tested. http://i.imgur.com/LIbstkC.jpg (193 kB) http://i.imgur.com/yVS8bw4.jpg (250 kB) and yes the bayonet gets blood stained once used... you can fix, use and then clean your bayonet ;)
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ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So we are looking at a way to support both Linux and Windows for local data support. However, we are keen to keep momentum with War Room and drive folks to use the site for all mission data related stuff. War Room will be the primary place where you can review, edit and delete mission data. This allows us to provide a centrally administered system with minimal support hassle for everyone else. For local data functionality, we are looking at possibly file based system for SP mode (on Windows), so that SP players can save ALiVE state to their local machine. For MP sessions we are looking at using local data systems for storing things like player/vehicle tracking data (stuff that could possibly be too huge for us to store on our servers). Again we want to provide a system that requires just a config file rather than having to setup and administer a DB. We'd be interested in your thoughts on why you'd like a local data feature and what you would use it for. Cheers -
Coming soon ;)
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ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not today, its on our roadmap. What would be your preferred platform? -
rksl RKSL Attachments Pack
tupolov replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congrats mate! Amazing quality work. Loving the LDS. ---------- Post added at 12:45 PM ---------- Previous post was at 12:44 PM ---------- Bayonets!!!- 98 replies
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ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Follow the instructions, should work fine for those servers now. Just place your alive.cfg in your game directory, not need for any root access at all. -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fixed in the next release, thanks for your patience! -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Everybody, For those groups using a game host like JestServers, we've now added support in War Room for you guys. Please test and let us know. Thanks for your continued support! ALiVE 0.6.8 is almost ready to ship, not long now. We have some goodies coming! Cheers Tup -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving your sig! Many ALiVE team browny points for you sir! -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can see you have data in ALiVE War Room already, so it looks like you have had this working before. Can you try changing the name of your mission? Remove the : from the name. Thanks Tup -
ALiVE - Advanced Light Infantry Virtual Environment
tupolov replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1 Para, jump on our public support skype channel or pastebin your server rpt.