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tpw

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Everything posted by tpw

  1. TPW MODS 20220821: Steam, Dropbox Changes: [CORE 1.96, BOATS 1.44, FOG 1.98, SOAP 1.72] Added support for The Bra, Kaska, Northern Takistan. [BLEEDOUT 1.42] Prevent revival anims playing twice on the same unit. Remove interference with units with customised animation speed. [CORE 1.96] Added PIR animation support. [FALL 1.77] Hit reactions from Project Injury Animation (PIR) will be used if the mod is present (and its hit and medical functions deactivated). [FOG 1.98] Climate correctly adjusts for northern and southern hemisphere terrains. Hi everyone. OK so I got over my A3 apathy for a while and have made a few nice little changes to TPW MODS. The most important one is that I have integrated the excellent hitpart specific animations of Project Injury Reaction. This is a fantastic mod but in its default setup interferes with TPW FALL and adds a lot of other noises and medical stuff that is not to everyone's taste, so it's usually PIR or TPW FALL, not both. If you install PIR and then disable all its hit and medical functions, then TPW FALL will use the animations so that player and AI will now react in one of three ways to a hit: 1- body part specific reactions (PIR anims), 2 - animated fall to ground and recovery, or 3 - brief ragdoll "knockout" followed by varying degrees of incapacitation. This adds a real degree of variety to combat. To further spice things up, the user can now select how often a hit will transfer its real damage to the unit (ie a potential kill shot). By default it's 20%. The rest of the time, a unit cannot be killed outright, but will bleed out. Of course you can put a few more rounds into a unit to finish the job, if you are so inclined. The other decent change is to TPW FOG, which now correlty identifies which hemisphere the map is in and adjusts the weather accordingly. Enjoy!
  2. I can't deal with the default movement speed of Arma3 AI (particularly the comincal walking speed) and usually add a setanimspeedcoef = 0.85 or so to each unit to slow them down to normal. I've just noticed now that this setting no longer sticks. The unit will play one cycle of an animation and then revert back to speed = 1 (as determined by getanimspeedcoef). Is this a bug or a recently implemented design decision? Either way, it's a massive pain.
  3. Thanks @pierre MGI. Not only was it a mod causing the problem, but it was one of my bloody mods!
  4. Can't wait for another one of your fantastic terrains to hit the workshop! Thanks for continuing to put in the effort, the pics look awesome and I'm sure the final result will be too.
  5. Hi everyone, Sorry for being off the tools recently. I posted a brief explanation on the Steam TPW MODS page, but I'll go into a little more depth here. Basically it boils down to a bit of a conundrum I'm facing since the release of Reforger. I bought into Reforger with my eyes wide open and certainly don't subscribe the the delusional negative comments being bandied around by a handful of malcontents on Steam. As a tech demo it was probably overpriced, but $ I was happy to spend to help move my franchise of choice out of the 2000s and into the 2020s.To me, Reforger represents such a massive leap forward in terms of audiovisuals, environmental immersion and performance that it makes it very difficult to go back to the distinctly last gen visuals and atrocious performance of A3. On the other hand, the incredible depth of Arma3 and its huge range of official and 3rd party mods and content make it very difficult to handle the austerity and almost total lack of meaningful SP (and its woeful mouse handling) at this stage in Reforger. So I've actually found myself doing neither. I'm not quite prepared to ditch 13+ years of Arma modding to plunge into the the powerful but poorly documented Reforger workbench way of doing things, especially since my mods tend to address shortfalls in the game as I see it, and those shortfalls are not fully defined in Reforger yet. But at the same time I'm not sure how long I should persist with my A3 modding for a platform that is increasingly being abandoned by other modders keen to realise their talents in a more appealing engine. Sigh. Anyway, I think I will pick up the A3 modding again in the near future and keep an eye and a sense of cautious optimism out for Reforger. I'm sincerely hoping that this time around BI doesn't squander the chance (as they did for Arma3) to use early access as a platform to make meaningful engine level changes to Reforger and Arma4, instead of just rushing to bang out content. I'm also hoping that they don't just rely on modders to address shortfalls in the game content and systems. Lastly, TPW MODS recently joined the vaunted 10000+ subscribers club, and I'm very grateful to all of you for your support and feedback. Speaking of which, I will go back over the last few months of comments with an eye to addressing some suggestions in the shortish term. Cheers! TPW
  6. tpw

    Bcombat, Vcom, TPW, ASR, where are you?

    I finally jumped on the Reforger bandwagon a few days ago. Great to finally play a Bohemia game where the audiovisuals are not 5 generations behind the current state of the art upon release. Everon is just sublime. The new mod tools are also fantastic, but a completely different way of approaching Arma modding and will take quite a bit of getting used to. The scripting is completely different for starters. While I fully intend to port aspects of my mods across to Enfusion based games, it’s a non-trivial undertaking.
  7. TPW MODS 20220518: Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 Dropbox - https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip Changes: [CORE 1.94, FALL 1.76, SKIRMISH 1.64] Code for reduced incidence of dead bodies occasionally falling through the ground and disappearing now applies to all units affected by TPW FALL, not just SKIRMISH spawned units. [ANIMALS 1.66] Added support for Edaly cattle. [FOG 1.96, SOAP 1.70] Added support for Libertad, Niakala, Gliese, Hanter's Gorge, Guelb al Richat. [PARK 1.33] User can specify what percentage of spawned vehicles will be military (defaults to 20%). Hi all. You'll notice that I timed my release to coincide with Arma Reforger, just so I could steal all their thunder. I have to admit, as a showcase for the new engine improvements (and not as an Arma3 replacement), Reforger looks very impressive indeed. Many of the things I've been bitching about for years are addressed: proper dynamic shadows from all lights; proper running water; proper raindrop fx and wet surface (and uniform) handling; proper interior lighting with lights not going through walls; far better animations; massive shadow draw distance; stupid action menu removed; slicker interface; better tools; vastly improved performance etc etc etc. Almost enough to tempt me to upgrade my trusty Windows 7 rig to Windows 10. Almost. As an exclusively single player guy, I'll be sticking to and continuing to code for Arma3 for the time being :)
  8. Yep I added them in, next release in a day or two will allow the user to specify the % of military vehicles to spawn
  9. Do you have TPW FOG running? The temperature display depends on it.
  10. Do you have any goggles in your inventory? Tpw hud should assign you a pair, but it’s up to you to actually put them on
  11. You (and other AI) should be able to walk through any moving vehicles, that's by design to prevent vehicle AI causing carnage. Are you saying you can walk through stationary vehicles? @badanov all spawned cars get random 0.5 fuel. I would guess that occasionally the number is pretty close to 0. No shade to BI, but occasionally things are breaking even at this late stage of development.
  12. Tpw mods has ambient cat noises. You won’t see any cats, but you’ll occasionally hear them yowling in urban areas at night. Better than nothing I suppose.
  13. Believe me I've noticed the fall through the ground thing and it pisses me right off because it's sporadic and hard to reproduce. I'm sure the problem has something to do with all the animation switching that I use to try to get a slightly less unconvincing hit reaction (I don't think there's a way to make it more unconvincing) than vanilla. Might be units dying midway through a particular animation. I've largely eliminated it from TPW SKIRMISH units by using the killed eventhandler to spawn a function which checks if the dead unit is below ground level and repositions it accordingly. I'll have a look at moving the code into TPW CORE so that it's a generic fix for all units.
  14. TPW MODS 20220423: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip Changes: [CORE 1.93, SOAP 1.69] Added support for Bala Murghab. Adjusted civilian clothing for colder climates. Added support for Tenues Civiles civilian clothing. [FOG 1.95] Adjusted fog multipliers for Weferlingen winter and Cam Lao Nam, to reduce excessive fogginess on these maps. Added support for Bala Murghab, Legions Endor and Legions Scarif. [SKIRMISH 1.63] Further reduced incidence of dead bodies occasionally falling through the ground and disappearing. Improved healing animations. Not the biggest changelog of all time, sorry.
  15. Hi @redarmy, yeah mate the stutter is caused by the way tpw core now scans all houses at startup. This prevents in game stutters. I know the rain fx and radio don’t use house stuff, but c’est la vie.
  16. Can you please post a screenshot of the TPW MODS HUD settings?
  17. Yeah I get the crashes too. The things that cured it for me were a) switching to JEMalloc 64bit memory allocator and b) unticking the "Profile" box. Might be one or the other. Not sure if it's related but I can no longer repair mods from the launcher.
  18. Thanks mate but you don’t need my permission, I specifically release tpw mods with the scripts available so you can see what’s going on and change things to suit. So to make the cat noises louder, look in tpw_animal_fnc_catmeow: Line 563 : _vol = 1; // increase this Similarly for tpw _animals_fnc_dogbark: Line 371: // Reduce bark volume away from habitation if (count _nearhouses == 0) then { _vol = 0.25; } else { _vol = 1; };
  19. So if you're using the simplified display (just the dots) then you can't disable the civilian display. This is a design decision to keep the overhead lower for the HUD. If you use the full display (reticles etc) by pressing ctrl-alt-u then you can indeed disable civilian display. You can't, and I'm not keen on retooling the script to introduce parameters for it. Sorry :)
  20. Bahaha I aim to please. I have tracked the issue down to a broken steam upload. I've reuploaded the correct bloody data this time so you are all good to go. Sorry about that, the refund is in the mail.
  21. Hmmm, I always check the mod out thoroughly before uploading to steam, to avoid the avalanche of complaints. The cba setting menu worked just fine before I uploaded it. , I know this because I tested the new tpw air settings. I’ll have a look as soon as I get home from work
  22. Hi @gatordev, thanks for the reports. I’ve started using Weferlingen winter recently and noticed that it was foggy too, something I also put down to a deliberate config design by the devs. Tpw fog actually has an internal list of fog multipliers for different terrains, I’ll just add them for Weferlingen winter and cam Lao nam. Steam and Dropbox versions are the same.
  23. TPW MODS 20220315: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 Changes: [CORE 1.92] Added CIV support for PMC Uniforms expansion and EO Gorkas and beanies. Improved house scanning so that civs and other ambience won't spawn near ruins. [AIR 1.33] Added include list for aircraft. Will use all available assets if include list is empty. [FALL 1.75] Player stops looking through zoomed optics when hit. [FOG 1.94] Added steam on dead bodies. Removed foggy breath from hidden units. [HUD 1.77] Improved hud-capable goggles detection and automatic addition. [PARK 1.32] User can now specify friendly and enemy cars and tanks to be spawned. Vehicles can be spawned damaged by including "!" (no quotes) in their string. [SKIRMISH 1.62] Reduced incidence of dead bodies occasionally falling through the ground and disappearing (incredibly annoying).Fixed broken routines for AI calling support. Improved auto-ammo functionality. TPW UNIFORMS: https://www.dropbox.com/s/q8kuslmah5lgp05/TPW_UNIFORMS.zip https://steamcommunity.com/sharedfiles/filedetails/?id=2581537651 Hi everyone, seems like a long time between drinks. This year continues to go to shit at a rapid pace and on top of all the other crap going on (including massive floods in my town) I now get cognitive dissonance from modding and playing a military simulator whilst WW3 is threatening to break out. Sigh. Anyway, here's the latest TPW MODS which adds and fixes a few things and no doubt leaves your favourite bug untouched. On top of that I've massively expanded TPW UNIFORMS. Please keep the feedback coming, I do read it eventually and sometimes even act on it.
  24. Thanks @benouyt I've added include list functionality to TPW AIR for you. It will be in the next release.
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