Jump to content

tpw

Member
  • Content Count

    3584
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by tpw

  1. Thanks for the report @gatordev. I very occasionally get an error thrown by my mods, and do my best to track it down. Believe it or not I do my best to release tpw mods bug free. I haven’t seen anything like you’re describing and would be keen to know if others do too so I can address it. I’ll have a deep dive into the code today. I have changed nothing in the initialisation routines recently. Cheers mate
  2. How did you install the mod? Using the included batch script? It sounds to me like there's some TPW MODS files somewhere else within your installation. Search for tpw_ in your file explorer.
  3. If you create and save a scenario using mods, and then try to load the scenario without mods it usually leads to various problems. The mods are saved as part of the mission.sqm and the scenario will try to load them. BTW, welcome to the forum :)
  4. So did you get TPW MODS working correctly in the first place? If it's correctly installed there will be the your_arma3_folder\@TPW_MODS folder containing all the pbos, and your_arma3_folder\userconfig\TPW_MODS folder containing the HPP configuration file TPW MODS does not install any other files, so if you remove the above folders you've essentially removed all trace of it.
  5. To do this you need to do two things: 1 - Have a look at the relevant parts of the HPP file: tpw_skirmish_friendlytype[] = {1}; // BLUFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {0,1,7} will spawn user selected, NATO and FIA BLUFOR. Empty = NATO default tpw_skirmish_enemytype[] = {4}; // OPFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {4,5} will spawn CSAT and CSAT PACIFIC OPFOR. Empty = CSAT default tpw_skirmish_resisttype[] = {6}; // INDFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {-6,-7} will spawn FIA and AAF resistance, wearing Shemaghs. Empty = AAF default tpw_skirmish_friendlyunitstring[] = {}; // Custom strings (comma separated) to select friendly units from config tpw_skirmish_friendlyvehiclestring[] = {}; // Custom strings (comma separated) to select friendly vehicles from config tpw_skirmish_enemyunitstring[] = {}; // Custom strings (comma separated) to select enemy units from config tpw_skirmish_enemyvehiclestring[] = {}; // Custom strings (comma separated) to select enemy vehicles from config tpw_skirmish_resistunitstring[] = {}; // Custom strings (comma separated) to select resistance units from config tpw_skirmish_resistvehiclestring[] = {}; // Custom string (comma separated) to select resistance vehicles from config You need to change the tpw_skirmish_XXXXtype[] = {0} so that they will use custom units You need to change tpw_skirmish_XXXXunitstring[] = {"STRING1","STRING2","ETC"} where the strings are present in the classnames of the units you want You need to change tpw_skirmish_XXXXvehiclestring[] = {"STRING1","STRING2",,"ETC"} where the strings are present in the classnames of the vehicles you want 2 - Find out the classnames of the units you want to add, and select the appropriate string that will best match them. You can easily do this in the editor. e.g "CUP_B_US_SOLDIER" will select CUP US Army units "CUP_B_HMMWV" will select US Humvees. Obviously I am not a mind reader and have no idea what WW2 forces you intend to use, but you should easily be able to do the same for them.
  6. TPW MODS 20190928: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [ANIMALS 1.57, CORE 1.77, FOG 1.79, SOAP 1.51] Added Svartmarka. [CORE 1.77, CARS 1.70, PARK 1.30] tpw_core_excludestrings[] will now correctly exclude vehicles and civilians. E.g. "IDAP" will exclude IDAP civilians and vehicles. Thanks for the bug reports guys. I've now fixed things so that exclusion strings work properly. Apologies for the oversight.
  7. Yeah there's no way to exclude cars at present, I'll add it in. @Morriski have a look at tpw_core_mapstrings[] = {"c_man","c_man","cup_c_c","cup_c_tk","c_man","c_man"}; // civilian classname strings for Mediterranean, Oceanian, European, Mideastern, African, Asian maps respectively If you always want cup euro civs regardless of the map: tpw_core_mapstrings[] = {"cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c"};
  8. @Temppa, your work to take a beloved but dated map and use Livonia assets to turn it into an overgrown a post-war wilderness is absolutely inspired. It looks absolutely spot on and the performance is phenomenal. Apart from a few missing pond objects and some misplaced ruins as noted, it's just a fantastic terrain, and deserves to be a standalone terrain too, like some of the others in your pack. Congratulations on another outstanding terrain, and thanks!
  9. You need to make sure that you have a 0 (for user specified) in tpw_skirmish_enemytype, then it will use whatever vehicles matching the strings you specify in tpw_skirmish_enemyvehiclestring By default tpw_skirmish_enemytype is set to use CSAT vehicles (4) tpw_skirmish_enemytype[] = {4}; // OPFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {4,5} will spawn CSAT and CSAT PACIFIC OPFOR. Empty = CSAT default
  10. TPW MODS 20190922: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [HPP UPDATE REQUIRED] // ANIMALS tpw_animal_crows = 1; // crows will build up around dead bodies. 0 = no crows //>< [CORE 1.76, FOG 1.78, SOAP 1.50] Added Khoramshahr. [ANIMALS 1.56] Crows may be configured on or off. [CORE 1.76] More injury animations added. Units will immediately stop playing injury animation if killed. [DUCK 1.13] Improved AI reaction to nearby grenades by running away and diving to the ground - should improve grenade survivability (thanks Mickeymen). Player suppression deactivated in vehicles to prevent anomalous behaviour (thanks Mickeymen). [FALL 1.70] Prone units will ragdoll instead of flinching. Hit (by bullets or the ground) units will be temporarily "dazed" and less effective. Injured prone units will no longer soak up damage. [SKIRMISH 1.54] Adjusted speed of sound calculations so that camera shake is slightly delayed after hearing explosions. [SOAP 1.50] Added train sounds to Ruha.
  11. Howdy all I've got some ideas I'd like to try out with improving FPS by spawning simple geometric occluder objects around the player to reduce the amount of rendering in busy scenes. May or may not be naive bullshit, but the problem is that I am simply unable to generate a simple geometric occluder object to test my ideas out with. So, based on this page: https://community.bistudio.com/wiki/Geometric_Occluders , I fired up object builder, created a simple 5x5x5m object with only a view geometry LOD, selected the cube, converted it to convex using Structure->Convexity->Component Convex Hull and renamed the selection from Component01 to occluder_01 as per the page. I saved the p3d and wrote a very simple config packaged it up using BinPbo to give an object which can be placed in the editor. So far so good. However when I preview the mission, the placed object does not occlude a single bloody thing. So am I missing something obvious here? Is there in fact a way to make a standalone object which will prevent rendering of the other objects it obscures? Any info appreciated, thanks!
  12. Of course you're right. There's a happy medium between the current system where almost no AI react, and the extreme where every AI reacts instantaneously and in the same manner. I'll keep plugging away.
  13. linvonia.pbo is in the addons_optional folder. Transfer it to the addons folder and it'll work. Be aware, the mod merely reduces the volume of the overly loud ambient "silence" that makes Linvonia sound like the inside of a waterfall. It doesn't remove any sounds and doesn't do anything to improve the (shithouse) performance of the terrain. YMMV :)
  14. The principle is that if now there's a grenade object within 25m of any AI they'll immediately turn away from the grenade, run for a few seconds then dive to the ground before it explodes. The current version of TPW DUCK you are using actually has AI vision active, so AI will run from the grenade if they have line of sight to it. However this is part of the reason for the current inability of most AI to react (pretty much anything blocks line of sight, even a single blade of grass, so I've removed it. So as you have guessed, the code now only works relative to radius, and does not take into account vision, hearing, or any other random factors. But at least it works. Having the AI react to grenades at all is a large boost in authenticity. Pretty much any aspect of Arma3 fails the realism test if you look at it closely enough, so I'm not really keen on writing in totally humanlike responses to grenades.
  15. Thanks guys for your support. @domokun I have filed a DMCA takedown (thanks for the link), let's see how that goes. I was a bit conflicted doing so, DMCA has been wielded pretty bluntly by big corporations. @gatordev I have added a crow switch, will release it shortly @mickeymen, I've massively sharpened up the AI response to grenades (by disabling various AI parameters so they just run instead of @#$%ing around).
  16. Thanks mate, I appreciate you going in to bat for me. At least he didn’t call it Xandro’s Mods.
  17. TPW MODS 20190831: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [CORE 1.75, FOG 1.77, RAINFX 1.21, SOAP 1.49] Added Cham Winter. [MUFFLER] Reconfigured to patch JSRS_Soundmod_Complete. [SKIRMISH 1.53] Any faction may be assigned civilian clothing by adding 0.1 to its number. e.g 7 = FIA, 7.1 = FIA in civilian clothing, -7.1 = FIA in civilian clothes + shemaghs. -0.1 = custom faction in civ clothes + shemaghs. Improved damage ambience around explosions: immediate terrain objects vapourised, nearby objects damaged, trees reduced to stumps, more persistent haze. I haven't had a lot of time to work on TPW MODS over the last month, so I'll just release what I've done so far. @mickeymenI'll work on the issues you identified as time permits.
  18. All cool, it wasn’t your comment I was referring to. No doubt something in contact upset things, because I have changed nothing related to the (vestigial) map support. I’ll ry to investigate, but no promises!
  19. Thanks guys for the various reports, which I'll look into (apart from the "why doesn't your explicitly single player mod work on a dedicated server")
  20. TPW_PUDDLE.pbo just contains the custom puddle objects that spawn after rain. If you change: tpw_puddle_ripple = 2; in your TPW_MODS.hpp it'll just use the Malden puddles, and you'll be none the wiser.
  21. I got the same thing with Arma3 tonight, and also rFactor2. Both games use the Steam workshop for content. https://forum.studio-397.com/index.php?threads/latest-steam-client-causes-problems-with-workshop-items-re-downloading.63791/ The bug is with Steam, and I assume (hope) it'll be worked out shortly
  22. TPW MODS 20190805: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [ANIMALS 1.55] Wild boars with customised grunting sounds will spawn in forested areas, if using EO's ambient boar mod. Flapping wingbeat noises for nearby crows. [CARS 1.69] Fixed bug when spawning mideast passenger clothing. [CROWD 1.21] Fixed bug when spawning mideast clothing. [CORE 1.74] Support for EO's Ravaged/Frithified civilians. [CORE 1.74, FOG 1.76, SOAP 1.48] Support for Temppa's Cham terrain. [DUCK 1.12] tpw_duck_nosquad should now properly exclude the players squad from suppression if set to 1. [SKIRMISH 1.52] Proper 3D "Contact" craters at bombsites. [SOAP 1.48] Lapping water noises near ponds and rivers. Hi everyone. Not an enormous changelog but I have been quietly plugging away adding small new features and support for some of the other excellent mods. Big ups to EO for his awesome civilian clothing in the Ravage/Frithified civ mod, and also for his ambient boar mod, both of which are now supported if you have them loaded. And huge props to @Temppa who continues to stun me with the sheer volume, quality and high performance of his terrains. I've added support for the excellent Cham terrain, which brings some awesome Bavarian goodness using GM assets. And lastly, speaking of mods, I've never used NIArms, but I am sorry that it's causing a few issues for a few people. I'll look into it.
  23. I never use Battleye, I shudder to think how bad the FPS would be if it was on :)
  24. Thanks for the bug report, which I sadly can't replicate because it's all working for me :) Can you please PM me your TPW_MODS.hpp so I can see what TPW MODS you have loaded and what their parameters are? There will be an update before too long.
×