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tpw

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Everything posted by tpw

  1. TPW MODS TPW MODS is a modular and highly configurable suite of addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience without requiring any scripting or module placement. You can use the TPW MODS of your choice to enhance any existing missions and campaigns, or to simply turn any empty map into a living world a la Far Cry, with endless replayability and a host of subtle realism and immersion touches that you probably won't even notice until you play without them. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS is under constant development, and continues to be refined and expanded largely due to user feedback and suggestions. Download (125 MB) Dropbox: https://www.dropbox.com/s/b26x3umg119jw2r/TPW_MODS_20181117.zip Armaholic: http://www.armaholic.com/page.php?id=22592 - many thanks to Foxhound et al. PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion - many thanks to Sonsalt et al. Steam: This work is not to be made available on Steam. Any versions you find there do not have my support. Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20181117 [CORE 1.66, SOAP 1.43] Added Montella to region lists. [FOG 1.72] Improved heat haze effects. Dustdevils on treeless areas of hot desert / middle eastern / central asian maps. [HUD 1.71] American players can now select temperature display in Fahrenheit using ctrl + alt + f. [SOAP 1.43] Fixed errors for maps not on the SOAP list. Added additional winter maps. Improved traffic ambience. Full changelog 20181103 [HPP UPDATE REQUIRED] [ANIMALS 1.46 ] Frog noises near ponds and other areas with reeds. Additional insect ambience in dense vegetation. [COMPRESS 1.00] *NEW MOD* Simulates compression of loud audio by muting nearby gunfire. [SOAP 1.42] Adjusted Azan sample volume to prevent clipping & breaking up on playback. Features Infantry realism Units reacting realistically to suppressive fire by ducking/going prone, and running away from nearby unexploded grenades (TPW DUCK)*. Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Sounds for jumping, falling, rolling and turning prone, looking down sights (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). Automatic repair of player vehicle at fuel stations (TPW REPAIR). More realistic (slower) movement and stance change speeds. Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)**. Automatic volume reduction of nearby gunfire, to simulate 2035 era active noise cancelling hearing protection (TPW COMPRESS). * TPW DUCK replaces TPW EBS, which has been deprecated due to native engine implementation of suppression. ** Deprecated due to improvements in native AI reaction. Civilians Region specific civilians in towns, walking around and interacting with each other, and reacting to weather and gunfire (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS). Drivable civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). Civilian zombies, if using maxjoiner's zombies addon (TPW ZOMBIES). You may specify which native Arma3 and mod civilians to use on different geographic regions. Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present. Ambience Ambient furniture in enterable Tanoan, Altian and Maldenian buildings and houses (TPW FURNITURE). Lights in civilian houses at night (TPW HOUSELIGHTS). Fires in barrels and fireplaces at night (TPW FIRE) Region specific ambient civilian environmental noises (voices, coughs and sneezes, traffic, music radio, telephones, domestic and construction noises), with support for user added sounds/music (TPW SOAP). Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP). Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player, and distant police sirens in built up areas (TPW SOAP). Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP). Additional forest ambience such as creaking trees, falling branches, snapping twigs, small animals rustling undergrowth and leaves, occasional distant chainsaws (TPW SOAP). Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO). Appropriate sized flocks of baaing/bleating/clucking sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS). Owls and foxes at night, dawn chorus of birds in the hour or so before sunrise (TPW ANIMALS). Distant howling wolves at night on remote areas of European/Nordic/Arctic maps - may be configured off, or forced on for other maps (TPW ANIMALS). Frogs croaking around reedy ponds and waterways (TPW ANIMALS). Sharks around the player in deeper water, if using Feint's Sharks addon and or THA_Sharks (TPW ANIMALS). Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR). Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES). Buzzing flies gradually building up around dead bodies, rubbish piles and bins (TPW FIREFLIES). Whining mosquitos around the player at night (TPW FIREFLIES). Working streetlights on A2/OA maps (TPW STREETLIGHTS)***. *** Deprecated due to CUP Terrains implementing working streetlights Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust devils on treeless regions of desert / middleeaster / central asian terrains during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG). Rain droplet effects on most exposed ground and object surfaces near the player (TPW RAINFX). Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX). Raindrop noises on player's helmet and raised weapon (TPW RAINFX). Puddles on the ground around the player during and after rain (TPW PUDDLE). Documentation Full readme with installation and usage instructions Full changelog Sample HPP Bleedout Civs Compress Crowd Duck EBS Fall Fire Fireflies Fog Furniture Houselights HUD LOS Park Puddle Radio Repair Rainfx Skirmish SOAP Streetlights Zombies Disclaimer / Licence TPW MODS is an SP mod, portions of which may work in MP. I totally refuse to accept responsibility for anything that might happen to your MP game/computer/life as a result of using my mods. If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and properly acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside your pbo addon and monetising it does not count as returning it to the community. Distributing my work via Steam Workshop is expressly forbidden.
  2. Hi everyone. Sorry for the radio silence for the last few weeks, had a very hectic and stressful time at work and ran out of enthusiasm for everything. I'm finally on holidays for a few weeks and should hopefully be able to relax and address the various issues you've raised lately. Thanks for your patience!
  3. TPW MODS https://www.dropbox.com/s/b26x3umg119jw2r/TPW_MODS_20181117.zip Changes: [CORE 1.66, SOAP 1.43] Added Montella to region lists. [FOG 1.72] Improved heat haze effects. Dustdevils on treeless areas of hot desert / middle eastern / central asian maps. [HUD 1.71] American players can now select temperature display in Fahrenheit using ctrl + alt + f. [SOAP 1.43] Fixed errors for maps not on the SOAP list. Added additional winter maps. Improved traffic ambience. Another earth shattering collection of changes!
  4. Done. You'll be able top toggle metric/imperial temperature using ctrl-alt-f, will release update in a few days.
  5. Cool. Found and fixed the problem. I'll push out an update shortly.
  6. TPW MODS 20181103: https://www.dropbox.com/s/h1vqfemppfwf5b1/TPW_MODS_20181103.zip Changes: [HPP UPDATE REQUIRED] [ANIMALS 1.46 ] Frog noises near ponds and other areas with reeds. Additional insect ambience in dense vegetation. [COMPRESS 1.00] *NEW MOD* Simulates compression of loud audio by muting nearby gunfire. [SOAP 1.42] Adjusted Azan sample volume to prevent clipping & breaking up on playback. Gday all Anyone who has followed TPW MODS for any length of time knows I'm all about increasing the ambience of the A3 experience, particularly through sound. Sound enables me to simulate the presence of things that A3 can't provide, to deepen the immersion. I've been spending a lot of time on Anizay and Diyala lately, and those two maps do an incredible job with the visual immersion side of things, especially regarding the use of pond objects to overcome the default A3 drought experience. I thought I'd add a bit to this by simulating croaking frogs near reedy ponds and waterways, and additional insect ambience in densely vegetated area such as ponds and crops. I don't want to toot my own horn but the experience is really awesome, it's fantastic traipsing through a hot dusty central asian or mesopotamian environment and coming across a cool verdant pond oasis with a gentle chorus of frogs and insects. I've taken to turning up the volume to experience it better, but unfortunately that leads to ringing ears when a nearby squadmate starts shooting. You can of course turn the volume down but then the ambience suffers. It'd be great if the engine provided some kind of volume normalisation or compression to limit the relative loudness of nearby gunshots, but it doesn't. So I've implemented the next best thing with TPW COMPRESS, which briefly mutes the volume when the player or nearby units fire their weapons. Works pretty well for an initial release, and you can play with the parameters to get the desired balance, just like a real instrument compressor pedal. I realise that this can drastically change the sonic landscape of a military simulator, so TPW COMPRESS is disabled by default. I'd be interested in your feedback.
  7. Cheers cype I noticed some of the other Apex vegetation, looks great!
  8. Hey @Cype_Revenge thanks so much for updating this awesome map. The improvements to FPS are very noticeable and very welcome. Using primarily A3 vegetation assets gives the map a nice visual consistency. I have a couple of suggestions for you: 1 - Would you consider removing the EP1 foliage, specifically b_pistacial1s_ep1.p3d and b_amygdalusn1s_ep1.p3d? These bushes simply don't work with the lighting on the map. 2 - cype_phragmites.p3d has an LOD colour problem. These reeds look green from a distance and almost white when up close. I assume you made these models so it should be something you can fix. Thanks again
  9. tpw

    Anizay

    Thanks so much for implementing my CUP replacement suggestions @Temppa! I have retired my replacement script now, everything just looks fantastic. The 10m cell size has given a nice boost in speed whilst still retaining the interesting topography of the map. Thanks again for such a fantastic central asian map.
  10. Some of the ambient voice samples have a bit of traffic background or beeping horns.
  11. OK mate I'll look into it again. In the mean time, if it pisses you off too much, you can disable weapon aiming sounds and raindrop sounds in the HPP.
  12. Shit, I thought I'd fixed that one. Are you using the latest version of TPW MODS @benouyt?
  13. I experimented with replacing the Cannabis plants on Anizay with large and small phoenix "date" palms and the results look pretty good. Dates are farmed in Afghanistan, so seeing clumps of cultivated date palms around that map looks reasonable.
  14. TPW MODS 20181018: https://www.dropbox.com/s/pr08veq9nns30je/TPW_MODS_20181018.zip Changes: [CORE 1.65, FOG 1.71,SOAP 1.41] Added Mogadishu, Anizay to region lists. Duststorm fx are now disabled during rain. [FALL 1.67] Reduced incidence and severity of prone units cartwheeling when killed. [PARK 1.27] Trucks and vans no longer excluded from parked vehicles. [SOAP 1.41] Improved German EQ, reverb and sound balancing. Fixed issues with polyglot sounds not playing correctly. Improved sound levels between regions. Improved balance of kid sounds and house noise sounds. I guess the weekend came early. Let me know how you get on with the prone units fixes. Remember, this is just an (imperfect) workaround because I can't do an engine level fix for the ridiculous ragdolling that A3 is infamous for. While I have your attention I would also like to take the time to extol the virtues of the incredible Anizay map by Temppa, which I've added support for. It's fantastic to finally see such an organic and immersive Central Asian map that uses modern A3 vegetation models which look like real trees and react properly with modern lighting.
  15. Sorry to blow my own horn, but you should have a look at tpw mods, it does exactly that.
  16. OK so I think I have a reasonable workaround for the cartwheeling prone units when hit/killed - I just disable simulation for 0.25 sec when they're hit. They still occasionally flop around but I've seen no-one launched into the air. Will probably release this on the weekend.
  17. tpw

    Anizay

    Speaking of sub-optimal models, I hope that in a future update the A2 pistachio bush and tree models can be removed. Their ugly dated textures are jarring and they don’t work properly with the map’s excellent lighting. As an experiment I wrote myself a simple terrainobjects replace script which hides the offending plants and replaces them with the A3 small fig (bush) and mulberry (tree) and the improvement is massive. While I was at it I replaced the A2 poppies (with reeds) and dope plants (with pines) , as these also don’t work properly with the lighting - despite being integral to the feel of the region. Temppa, I understand fully that you’re constrained by the available assets and have to juggle authenticity and visual fidelity. I think you’ve done a remarkable job.
  18. tpw

    Anizay

    Wow that was quick. The ponds look fantastic!
  19. tpw

    Anizay

    This is a really fantastic map @Temppa! It's always really interesting seeing how different terrain makers approach creating maps for the same geographical area using the same pool of assets. In your case the results are brilliant. Great satmap and colours, interesting terrain, really organic and believable town layouts, and fantastic performance. I think your decision to use mostly A3 trees instead of those horrific pale A2 trees with their crap LODs is particularly inspired - they may not be geographically 100% correct but at least they look like real bloody trees, and give the whole thing a nice hybrid middle eastern / central asian vibe. I also like your decision to work with the current lighting model instead of going for the retro look. My only small quibble is the total lack of fresh water anywhere. The green portions of the maps could benefit from a pond or reservoir here and there IMHO. The devs might have given up on meaningful improvements to this game, but talented modders such as yourself definitely haven't. I anticipate many happy hours on this map :)
  20. I agree totally with you guys. As far as value, I appreciate that A3 has given me literally several thousand hours of enjoyment playing and coding, something that no other game in my collection has even come close to replicating. The unfortunate reality is that for me at least, much of that time has been spent working around the major and minor flaws in the game. Yes there's nothing quite like A3, but the game was already a couple of generations behind the times when it was released in 2013, as far as resource utilisation, optimisation, rendering pipelines, physics, animation etc. To say nothing of the broken mechanics of the game's 'realistic' core infantry focus. I've sat here for 5 years bug reporting and buying DLC to support the devs in the hopes that there'd be truly meaningful changes to the software, but it seems these are never going to come, because all the development investments have been made elsewhere according to the new priorities. BIS titles without AI and proper scripting and mod support are not the titles I'm going to invest money and thousands of hours in.
  21. Yep, for a military simulator it's absolutely !@#$ed how poor the ragdolling is. You can lecture me all you want about how I should be able to solve the issue if I wanted to, but the answer is if I could I would have 5 bloody years ago. As far as I know it's simply not possible to turn off ragdolling (for whatever reasons BIS decided not to allow meaningful access to this feature), or if it is, it's so well obfuscated that no-one has been able to find it. I've tried work arounds such as adding 10000kg of mass to killed units, but they don't work. The only thing that comes close is hiding killed prone units before they somersault, and replacing the unit with an identical "pre-killed" unit. But that just looks crap in a different way. I'll continue looking into this, but I make absolutely no promises.
  22. TPW MODS 20181006: https://www.dropbox.com/s/19d1ry9i4od9ofv/TPW_MODS_20181006.zip Changes: [ANIMALS 1.45] Decreased shark density. [CORE 1.64, FOG 1.70, SOAP 1.40] Added additional Rosche buildings. Added Rosche to region lists. Added German soundpack for Rosche and other German maps. [PARK 1.26] Adjusted parking positions to better cope with narrower roads. Wie gehts? Back with another update, this time largely centered around Rosche, a sublime new north German map which I demand you install this instant. As someone who's had the great pleasure of spending a bit of time in this area of the world, it's a real delight to be able to head back there virtually. It's been an even greater pleasure being able to flesh the region out sonically by expanding SOAP to include a new German sound pack. This contains the usual mix of crowd and individual conversational sounds (male/female, young/old), and a mix of traditional and contemporary music all extensively processed to sound like it's emanating from inside buildings. I know there's lots of Arma players of the German persuasion, so I hope the sounds aren't too jarring. If they are, just go outside and listen to the real bloody thing (or better still, record it and send it to me)! TPW SOAP has been retooled to accommodate the new sounds, and will automatically switch to German sounds for Rosche, Celle and Taunus. If you have other German maps you'd like added to this list, please let me know. OK, back to Saxony for yours truly. Auf wiedersehen!
  23. Apparently the killed prone units flying into the air is a byproduct of some aspect of ragdolling. Personally I have no idea how to fix it and any improvements due to TPW MODS are entirely accidental :) Have you tried Incon Effects Mod? Apparently this mod greatly reduces the flying ragdoll behaviour.
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