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tpw

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Everything posted by tpw

  1. I wonder what is going on. I'm used to shit framerates in Arma, but Contact takes it to a new level. Editor missions on Livonia give acceptable framerates outside of towns and less than acceptable framerates in larger towns (the "new" buildings are CPU killers), but Contact itself is just sluggish everywhere.
  2. @Temppa this release is a masterpiece. It's amazing what you've done with the Enoch assets. All the fantastic forest ambience of Livonia but without the terrible frame rates. All this map needs is a few streams / small lakes / dams and it would 103% perfect.
  3. Hi mate. You were right about TPW DUCK, I've fixed that. I'll look at reintroducing tpw_fall_player = 0 for you shortly. Thanks for the feedback, much appreciated.
  4. @EO I've had a go at making a simplified version for you, which runs independent of other TPW MODS. Crows will gather around dead bodies during the day, and will make various crow noises if you have tpw_sounds.pbo. Because I've unhitched it from TPW CORE, they won't disperse when there's nearby battle.
  5. No chance of a custom edit from the great man, but 100% chance of an edit from me. Give me a couple of hours. PS I’ve incorporated the boars into tpw animals too, to great effect. I’ve added some custom grunt noises too. Speaking of grunts, I wrote a little patch to drop the deafening default grunt noises. Let me know if you’d like to use either in your mod.
  6. Thanks so much for this EO, it’s really appreciated. If only the devs would get with the program and release a bit.more ambient stuff to flesh out their worlds.
  7. Hi @rainbow47 Sorry to hear that you are having issues. So before I can try to help you, let me get a few things straight. 1 - There is no AI infantry realism module in TPW MODS per se. There are several mods that affect AI: TPW FALL makes them fall when hit, TPW DUCK makes them duck when shot at, TPW BLEEDOUT makes them continue to bleed to hit. None of these mods intentionally affects their movement speed or other behaviours related to combat. TPW SKIRMISH is not an AI realism module either, it just spawns ambient squads of BLOFOR and OPFOR who'll move towards each other and start trading insults. Nothing in TPW SKIRMISH affects the speed of the player's squad. 2 - There are animation speed changes which you can set back to defaults, or just remove TPW_ANIMSPEED.pbo from your installation. These also do not affect player squadmate behaviour, they just dial back some of the (IMHO) cartoonishly fast animation speeds. 3 - If you don't run TPW MODS at all, do you still see the squadmate behaviours you have reported? In my experience Arma3 AI require extreme degrees of micromanagement to get them to behave appropriately, regardless of mods. So I need to know what specific TPW MODS you are actually running (not "AI Infantry Realism module") when you observe your problems. If you just installed TPW MODS and didn't modify the TPW_MODS.hpp, then that should mean FALL, BLEEDOUT and DUCK are active, and SKIRMISH is not.
  8. Thanks @alky_lee. Skirmish shouldn’t be active in the default install.
  9. tpw

    Cham

    Hi Temppa, I just knew you were going to be the first to release a terrain based on Global Mobilization's wonderful assets, and I wasn't disappointed - it's a bloody beauty! I love Weferlingen, but it's nice to see a similar style of German map but with a bit more topographical variety. I do have a couple of issues: 1 - Even though I have paid for the GM DLC, the steam launcher tells me I'm missing Global Mobilization DLC Compatibility Data for Non-Owners. The terrain still loads just fine though. 2 - Any chance you could reduce the number of fig trees and bushes around the map? They're not terribly German looking :) 3 - Any chance you would consider making the water in the rivers and lakes less crystal clear? The water around Livonia is a good example. I've sent you a PM regarding this if you're interested. Thanks for all your hard work to keep bringing such beautiful terrains to Aram3.
  10. @EO, I thought you might like the crows. I'll have a look into the startled birds thing, no promises though. TPW FIREFLIES already spawns buzzing flies around rubbish and bins. Lastly, I'll have a look at integrating your awesome mod into the system too!
  11. TPW MODS 20190704: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [ANIMALS 1.54] Crows will congregate above areas with dead bodies. [CARS 1.68, CIVS 1.65, CORE 1.73, CROWD 1.20] Support for Aengus' Casual Civilian Clothing mod. Support for Arganiny's Civilian Project mod. Support for Weferlingen civilians. Howdy all. Not a huge changelog, but I have in fact done a lot of under the bonnet work on civilians, to try to get a reasonably diverse spread of civilians from available assets. And of course TPW MODS will automatically supplement the piss poor range of default civilian clothing if you use DADPAT (https://steamcommunity.com/sharedfiles/filedetails/?id=1744343347), Arganiny's civilian project (https://steamcommunity.com/sharedfiles/filedetails/?id=1788425976), Aengus' Casual Civilian Clothing (https://steamcommunity.com/sharedfiles/filedetails/?id=1784363143), and the Global Mobilisation DLC and Contact Expansion. The other thing I spent a little time on was wrangling bis_fnc_crows so that squawking crows will accumulate around dead bodies (animal and human) once there is no nearby combat. They add a bit of post battle ambience and can help you to establish if there are bodies in the area. I bloody hate crows, surprised myself for including them really.
  12. That’s a really big job, don’t hold your breath!
  13. TPW MODS 20190623: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [ANIMALS 1.53] Frog support for Livonia. [CORE 1.72] Prescanning available building types - massively reduced house scanning overhead. Added support for additional Livonian civilian clothing. [FIREFLIES 1.10] Buzzing flies will spawn around Livonian manure piles. [FURNITURE 1.06] Preliminary furniture support for Livonia. [LIVONIA] *OPTIONAL NEW MOD* Patches out the overly loud ambient "silence" on Livonia. Hi peeps. Just been adding various suppor to Livonia, so this will really only affect those of you who've bought into the early access. I'm in two minds about the whole Contact Expansion, regardless of its pre release status. Besides the fundamental issue of BI continuing to pump out expensive DLC for a problem ridden platform that they no longer have the ability, resources or will (apparently) to fix, Livonia itself is pretty interesting. As far as a naturalistic environment it's absolutely superb, the landscape, vegetation and much of the environmental audio is right up there with the best that BI can produce. The human side is again let down by BI's insistence on every single 2035 dwelling being a delapidated shithole straight out of the Soviet 80s, with terrible performance thrown in for good measure. Anyway, whinging aside, I've sprinkled in some furniture (not too much though, the performance is bad enough as is) to bring it up to the standard of the rest of the official content, added a few sundry environmental things, and as a bonus patched out the incredibly annoying ambient "silence" (the audio on this map needs a good look into, hopefully this patch will be redundant in the future).
  14. Another sound issue for the devs: loud popping (left channel) at the end of the ambient daytime cricket sample. Seriously guys, I hope you get some time to go over the audio issues which are distracting to say the least.
  15. @.kju Thankyou x 10000000 I made a class Enoch: CAWorld and commented out class EnvSounds: CfgEnvSounds { soundSetEnvironment[]= { ... //"Silence_Bg_Night_01_SoundSet", //"Silence_Bg_Day_01_SoundSet", ... }; Problem solved, map is free of that ambient noise. Transformative! Thanks again EDIT: Looking in the config viewer: configfile >> "CfgSoundSets" >> "Silence_Bg_Day_01_SoundSet" >> "volumeFactor" = "1.9 * 1"; might I suggest that the devs drop this to "0.019" EDIT 2: OK So I ended up patching out the noise thusly: class CfgPatches { class TPW_ENOCH { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F_Enoch_Loadorder" }; worlds[]={}; }; }; class CfgSoundsets { class Silence_Bg_Day_01_SoundSet { loop = 1; soundShaders[] = {"Silence_Bg_Day_01_SoundShader"}; sound3DProcessingType = "ForestNight_3DProcessingType"; spatial = 0; volumeFactor = "0.2"; }; class Silence_Bg_Night_01_SoundSet { loop = 1; soundShaders[] = {"Silence_Bg_Night_01_SoundShader"}; sound3DProcessingType = "ForestNight_3DProcessingType"; spatial = 0; volumeFactor = "0.2"; }; class Forest_Bg_Morning_01_SoundSet { loop = 1; soundShaders[] = {"Forest_Bg_Morning_01_SoundShader"}; sound3DProcessingType = "ForestDay_3DProcessingType"; spatial = 0; volumeFactor = "0.2"; }; class Forest_Bg_Noon_01_SoundSet { loop = 1; soundShaders[] = {"Forest_Bg_Noon_01_SoundShader"}; sound3DProcessingType = "ForestDay_3DProcessingType"; spatial = 0; volumeFactor = "0.2"; }; class Forest_Bg_AfterNoon_01_SoundSet { loop = 1; soundShaders[] = {"Forest_Bg_Afternoon_01_SoundShader"}; sound3DProcessingType = "ForestDay_3DProcessingType"; spatial = 0; volumeFactor = "0.2"; }; class Forest_Bg_Night_01_SoundSet { loop = 1; soundShaders[] = {"Forest_Bg_Night_01_SoundShader"}; sound3DProcessingType = "ForestNight_3DProcessingType"; spatial = 0; volumeFactor = "0.2"; }; }; This will work on any worlds that inherit the Enoch "ambience"
  16. tpw

    Contact Expansion Feedback

    Ever played Kingdom Come Deliverance? The countryside and forest are astonishing, the towns are a slideshow.
  17. tpw

    Contact Expansion Feedback

    Let me know if you need a hand mate. I've been hesitant to do Livonia furniture templates in case the buildings get changed (eg shrunk to the correct size).
  18. So the performance in inhabited areas (even with only a handful of enterable houses) is still atrocious. Can someone tell me exactly what the DayZ buildings bring to the game (because it's certainly not furniture) that warrants such a big performance hit? PS that constant annoying ambient distant traffic/ wind noise is still there too.
  19. Bullets have to pass within about 5m of the player to suppress him. Doesn't matter if they hit the ground or not. I don't know how to hook into the bullet hitting nearby surfaces, and to be honest I'm probably not about to look for it, because if the bullet passed within 5m of the player to his that surface, then the player will already be suppressed.
  20. Mate this is working exactly as I always intended it to, just not the way you like :) If you have ("a*", "b*", "c*") set, and don't have mod b loaded, then in effect your list becomes ("a*","nato","c*")., not ("a*","c*"). If you have no mods loaded then it becomes ("nato","nato","nato"). But since you're a VIP customer I'll try to change it for you. I had an explicit string to remove any classnames containing "zomb". I'll remove it, see how you go with that. Zombies spawned by TPW SKIRMISH will always attack the player. Only those spawned by TPW ZOMBIES can have their focus altered. If I were me (and I am) I'd just use TPW ZOMBIES if I want zombies. Hmm. Airstrikes don't actually drop anything, I just spawn a bomb at groundlevel and let it explode. I'll look into it. As for nukes, I think that might be slightly outside the remit of the skirmish philosophy - I don't imagine a squad calling in a tac nuke on an enemy squad 1km away - but I'll have a peek at the code anyway.
  21. Do you play without TPW HUD? I've fixed it. Please download again mate.
  22. I have to admit the whole "Arma4 is years away from even being announced yet alone released" vibe does not fill me with joy. BI are obviously committed to providing more content to us and money to them via various DLC and expansion initiatives. But the engine this income stream runs on was basically multiple generations behind state of the art when A3 was released 6 years ago, and is only going to fall further behind in the years to come. I don't think it's unreasonable for the player base to expect that at some stage our beloved series will transition to something that properly leverages the fast multicore CPUs and decent GFX cards most of us have, to provide the graphical immersion and performance the series so desperately needs.
  23. TPW MODS 20190529: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [CARS 1.67] Orphaned drivers or passengers from commandeered or crashed vehicles will be deleted if out of sight of the player (thanks AirShark). Fixed setfuel error (also thanks AirShark). [CROWDS 1.19] Civs will not despawn if closer than 20m to the player, even if not visible (thanks AirShark). [DUCK 1.11] Degree of visual blur when suppressed may now be specified. 0 = no blur -> 1 = strong blur. Player will get slight blurring of vision when any bullets pass by, and stronger blurring and other FX when suppressed by enemy bullets (thanks mickeymen). [SKIRMISH 1.51] Changed behaviour of units to prevent walking under combat conditions (thanks Zakuaz). Proper selection of multiple custom unit or vehicle strings (thanks Valken) Thanks for all the testing, suggestions and bug reports guys.
  24. Hi mate 1 - The system as it stands will give light blurring and no other suppression fx when any bullet passes the player, and heavier blurring and other fx when 3 enemy bullets pass in 10 seconds. I'm happy with that to be honest and am not really keen on further complicating the system. Try downloading the current TPW MODS and see for yourself. 2 - The other FX are those built into the fatigue system. So if you're suppressed you get panting and pulsing darkened screen edges. If you use TPW BLEEDOUT then you'll get optional camera shaking to simulate increased heartrate. And of course screen blurring courtesy of TPW DUCK (if radial blur is enabled). 3 - Yes the value can be anywhere between 0-1. tpw_duck_player = 0.44 if that's what you want :)
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