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tpw

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Everything posted by tpw

  1. Civs are spawning just fine. The walking TPW CIVS will spawn in houses near you, and walk from house to house. The stationary TPW CROWDS will spawn near houses more than about 75m from you, and will disperse to other houses if you get near them (or if battle or rain starts). Both civs rely on habitable houses, not ruins. The more you move around an area, the more you'll see. Thanks for the heads up on the glitching of injured CROWD civs. This happens because the system tried to keep them animating when they aren't moving. I've added the additional code to prevent this when their damage is > 0. Since you insist on tormenting CROWD civs by chasing them, then yes you will notice that they despawn when out of sight. That's the design. I've added additional code so that they have to be out of sight and >20m from the player. CROWD and CIV civs are intended to be decorative, to make an area seem inhabited, and have just enough awareness of the player and environment so that they'll gradually disappear when battle starts, to free up CPU. Because everything is dynamic, despawning is built into both. I'm not trying to be a prick here, but your edge case of civilian interaction is pushing right up against the design of TPW CIVS/CROWD, you might be better served with one of the numerous other CIV mods. Parked vehicles are very (I mean very) difficult to implement correctly. Why do you think BIS dropped the idea? PARK tries to pick appropriate places to spawn a car, but if it senses that the car is being damaged during spawn, will rapidly despawn it and try another car. Usually it succeeds after a couple of tries. All this is CPU intensive so I can't run it on a really fast loop, which means you can sometimes have the great good fortune of observing the process. TPW SOAP is working fine on Anizay and other maps. Most of the sounds are disabled once battle starts though, by design. Have you changed the config in some way?
  2. Nice to see some updates rolling in already. The performance is still terrible in built up areas unfortunately. I guess that's a bigger update. @DnA any word on getting the sound config looked at, that constant background wind noise is driving me insane.
  3. Thanks for the detailed report mate. The last version I uploaded (about 8 hours ago) is working well at my end. My setup spawns 2 custom blufor, chooses between 2 preset opfor, and 2 preset indfor. I can think of two possible reasons for it being tardy on your setup. 1 - you have enormous numbers of things in CfgVehicles due to mods. When you use a custom faction string, it has to scan all these CfgVehicles entries. The more custom strings, the more times it has to do it. 2 - you’ve got a dodgy string or more, that can’t find a matching unit in CfgVehicles. This would cause an empty group to spawn, which might give the appearance of nothing happening. If you could try dropping the skirmish time down to 10sec, and just spawn some presets for all your factions, and see how rapidly the system populates. That might tell me where skirmish is bogging down for you. I’m going to try to further refine the system by prescanning just the man class entries out of CfgVehicles.
  4. OK so maybe I'm a bit confused. Here's what is happening at the moment. There is an invisible shell about 5m in radius around the player. All it has is a collision geometry, so if a projectile hits it, a hit eventhandler fires. At the moment that eventhandler increments a counter if the projectile comes from an enemy, and if the counter registers 3 times in 10 seconds then it triggers the blur and other suppression effects. Now I can make it so the counter increments if any bullet hits it, including those from the player's squad if they're firing nearby. It won't register a hit from the player's own bullets, because they are hitting it on the inside. Player bullets could potentially register if they ricochet off something and hit the shell from the outside. This is what I have coded for, but haven't been able to test. When I was first doing suppression stuff years ago, I found that allowing bullets from the player's own side made firefights impossible, since the player just ended up visually suppressed constantly, regardless of whether the enemy was suppressing him. So what I have come up with is a compromise. All passing bullets will cause a low level of visual blur (but no other suppression fx). More that 3 enemy bullets will cause the full suppression (panting, edge darkening, increased heartrate etc) and heavy blur. Please don't make out that I am being unreasonable.
  5. I've added the code, but am not sure about it. If you can get 3 ricochets to fly past you in 10 sec it might work. If not, I'm not going to lose sleep over it mate.
  6. Hmm, I spent quite a few hours working on this and it was absolutely spawning units from multiple custom strings just prior to me uploading. Guess I’d better have another look. EDIT: All fixed, please download again. There was a massive delay due to multiple scanning of the config for appropriate units. I've "pre scanned" it and use that, so it only scans for custom units now.
  7. @AirShark @Valken @mickeymen Please download TPW MODS again, I've incorporated your bug fixes and suggestions.
  8. I see you're wasting civilians again... Well spotted, bug fixed.
  9. I'm sorry to hear that you're experiencing these issues mate. The only long shot idea I can think of - are you running MSI Afterburner? I while ago I had issues with Arma3 crashing if I tried to load mods such as CUP. It turned out to be the old version of MSI AFterburner. I upgraded and everything was ginger peachy after that. If that's not it then I'm shit out of ideas. If you can get hold of your rpt file after a crash, that might offer some clues. It'll most likely be in c:\users\ruthal\appdata\arma3 (obviously I have no idea what your windows login is)
  10. No problems mick, I'll definitely shorten the blur time considerably. I'll see what I can do about the player suppressing himself, it might be a problem using the invisible suppression shell around the player.
  11. Hmm I've never heard of that one before. Did you try running the installer script in the download? That should put everything where it needs to go. EDIT: I just had a thought. When did you download TPW MODS? You might have tried to download it just as I was updating it through Dropbox. Please try downloading it again just to be sure.
  12. @AirShark @mickeymen @Zakuaz Please download TPW MODS again. I've incorporated each of your suggestions. If they're OK then I'll announce the release.
  13. @mickeymen I told you the effect was subtle 😉 Do you have radial blur enabled in your video settings? The higher you set it the more pronounced the blur will be. I’ll have a look at adding some additional blur, but I should warn you I’m not going to go Hollywood with this.
  14. Skirmish periodically puts squads into careless mode, so that they don’t spend their whole time sprinting over the map. Battle conditions should snap them out of this though. I’ll have a look shortly.
  15. Indeed you’re right, and both give me the shits. The Tanoa sound is altitude related, the Livonia is not. I really hope it is changed, it’s getting in the way of my desire to explore and find bugs to help terrain development.
  16. You're big on delays aren't you? You need to stop killing civs and kicking them out of cars :) I actually used to have AI who left a commandeered vehicle just move to the nearest building, to despawn but somewhere along the line this went pear shaped and one or both of them would just stand there. I'll investigate further.
  17. TPW MODS 20190525: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [CORE 1.71, FOG 1.75, SOAP 1.47] Added preliminary support for Livonia DLC terrain. [ALL] Added global delay to all mods to allow all TPW CORE functions to complete initialising. [CARS 1.66] Improved range of default Arma3 vehicles spawned (more vans and trucks). Prevent cars from running out of fuel. Better stuck car removal code. [CROWD 1.18] Improved idle animation speeds. Distant simulation disabled civs will now disperse if cars nearby. Injured/dead crowd civs will now be removed after 30 seconds or so, if not in view of player. [HUD 1.74] Simplified unit dots brightness will match overall HUD brightness (thanks Zakuaz). [MUFFLER] Reduced engine/rpm pitch correlations (ie engines won't rev to such high rpm). Vans now get more appropriate diesel MRAP sounds. Trucks get more appropriate Ural sounds. [PUDDLE 1.03] Will use Livonian puddle objects if available. I’ve broken my long standing injunction against using the sometimes flakey dev version to get my hands on the Livonia terrain. Pretty impressive for a prerelease, let’s hope they sort out the poor urban performance, shrink the buildings a little, add a bit more diverse content and get the background ambient noise sorted out. In the mean time , TPW MODS will help you enliven it. Currently the ambience is Russian, I’ll get to work on a Polish pack.
  18. I'm sure it's that annoying constant ambient environmental whoosh sample. I also often get the pops when hitting escape, or alt tabbing.
  19. I don't have a NASA supercomputer either, and can run most maps at 50+ fps. I tried turning textures to low and it made no difference. I wonder if the buildings aren't properly occluding stuff from rendering.
  20. Any reason why the Chernarus+ buildings are such framerate killers? Can they get away with it in DayZ because the engine is more efficient?
  21. @Rydygier: preorder it, switch to A3 dev branch, and the map and some assets will be available in game.
  22. Yeah it's easy to get carried away with installing everything. Your game takes 5 minutes to load and can bog down a bit. My stripped down A3 is CBA, TPW MODS (obviously), JSRS Soundmod, Tactical Position Ready and Enhanced Movement. If your game is running too fast might I suggest Chernarus Redux, or the new Livonia terrain :) I've rejigged TPW HUD and the dots now respect the overall HUD brightness, same as the full HUD. Not sure how I let that one stay in so long. I'm hoping to release an update tomorrow, TPW MUFFLER / JSRS config errors not included.
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