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Everything posted by alleycat
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Fixed itselft after a restart.
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When launching dozer, the model does not show. It was imported as FBX, the textures and all are set and show in object builder. I also converted the texture to TGA. In dozer it is just a blank grey screen without any errors.
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Thanks
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Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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I cant get the bulldozer to start from the object builder. And running bulldozer from the folder basically boots arma3. What is wrong here? ---------- Post added at 11:20 AM ---------- Previous post was at 11:11 AM ---------- fixed. needs to have path in options
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Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The model is now complete and uv-mapped. Going to look at how exporting into arma3 works now. -
Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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Questions about copyrights (sounds, music)
alleycat posted a topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
I would like to know what the stance is on additional art assets, especially sounds and music. 1. Is using royalty free sounds and music which I have bought the rights to use legit? I am sure it is but I would prefer to know exactly. And by bought the rights I mean I can prove that with receits. 2. How strict is the control on sort of non-legit sources? I have seen quite a few missions (not for the contest, but on the workshop) that use audio clips ripped from movies. Are these disqualified? It would be bad if a mission gets voted highly in the SP category because it just jams famous music clips from hans zimmer/john murphy and then gets far in the contest because the public vote usually does not care much about the copyright fineprint. -
Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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Still same deadline for Addon category?
alleycat replied to mr. bravo's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
The real kick off was many months ago. And if you cant bring yourself to work on your mod because it is not on steam and people cheer for it then it is pure laziness. Also I think you underestimated the time needed and the amount of work possible in that time frame and now you complain about having too little time. I dont mean to be mean, but if there is a few thousand of € dangling in front of us all you should cat up and work faster or scale down your project. This is a contest about money, and effort. And effort is physically defined with (EFFORT = work/time). Also pushing the date back would be screwing over those modders that did plan ahead and started working early. There is serious € involded in this contest and as they say may the best one win. If you can not handle working for months for something you might or might not get paid for then someone else will be able to do it and grab the prize. It is very simple. The contest has a deadline and a huge cash prize. And those that put in the most quality work and volume are going to get it. -
Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Worked some more on the symmetrical parts. Now having to figure out the non-symmetrical parts and model that. My plan is to create a complete 1920s mod pack, for the contest, so players can re-enact their own prohibition era stories in Arma3. However let's see how exporting this model to Arma3 will work out first ---------- Post added at 11:59 AM ---------- Previous post was at 10:58 AM ---------- -
Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Probably going for something like this for texture -
Hunting Trip Hunting Trip is a multiplayer gamemode that pits two very asymetrical teams against each other in an epic battle for survival. A group of human players have the misfortune of crossing paths with the terrifying swamp monster on its hunting ground, in the black of the night. Swamp monster? The swamp monster gameplay differs radically from what you might be used to in Arma 3. Being an otherwordly/demonic/vampiric/alien* creature it can do things normal humans can't do: (*Still have not decided the story background) Swamp-vision The first striking feature that you may notice when playing as the swamp monster is the custom vision mode, called „swamp-vision“. It provides visibility in pitch-black darkness. Makes heat sources (flashlights very visible). Indicates the areas that survivors can't see, which provides accurate feedback telling the swamp monster wether it can be seen by the survivors. Some high-resolution screenshots: http://178.77.68.114/hunting_trip/screenshot1.jpg http://178.77.68.114/hunting_trip/screenshot2.jpg http://178.77.68.114/hunting_trip/screenshot3.jpg http://178.77.68.114/hunting_trip/screenshot4.jpg http://178.77.68.114/hunting_trip/screenshot5.jpg Levitation/Jumping Levitate effortlessly to get the drop on the human players. Climb roofs to stalk your prey in urban areas. Hide in trees because you can. Growling The SW can use an array of hisses and growls to frighten the survivors, increasing their fear and suppression, lowering their resolve and combat effectiveness. Superior health The SW can regenerate from wounds quickly and keep running when the body of a normal human just can't anymore. Superior melee skills The SW can easily kill a human provided it gets close. What about the survivors? Survivor gameplay is about getting somewhere alive, while trying not to get killed by the swamp monster. In the dark. Darkness? I can just jack up the gamma settings! Nyet comrade! Hunting Trip features custom post processing fx that artificially darkens the night for survivors to a level that makes anything outside of an artificial light source pitch black, regardless of the gamma settings. So what do the survivors have to do? In the current prototype they have to get from A to B, possibly while interacting with specific items on the way. The path and the objectives are picked in a highly automated manner to provide new unpredictable locations for every round. Do you even lift? I can do 137 110 push-ups. Without breaking a sweat. (You cant keep up that while sitting in front of a pc coding) Feature list: (everything below is fully working ingame, this is not a wishlist of things!) Asymetrical two-team gameplay Play as a swamp monster! Jump from roof to roof. See in pitch black darkness with trippy colors. Growl at players. Play as a dude with a flashlight in the dark! Real darkness made possible by post process shading. Get frightened (and possibly eaten) in the dark. Get to safety/a boat/da choppa in highly randomized scenarios. More features will be added to this list as I complete them. Contest entry http://makearmanotwar.com/entry/MTZBcHURWG DOWNLOAD v0.003 http://steamcommunity.com/sharedfiles/filedetails/?id=259086490
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Colt Detective Special .38
alleycat replied to alleycat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for the input to everyone so far. I am actually not using Blender, I use XSI. Also I am only modeling half of the gun. The mirrored part is only for the screenshot. Latest: -
Started to get massive desync issues on my dedicated server for about 3 weeks when playing zeus. Was able to narrow it down to the objective module and possibly more specific the disabled location option. Whenever I place this in a mission, desync starts, and I also suspect this might be a combined issue with JIP players. I tested this 3 times in a row on a mission with 15 players. Same units, same modules every time, desynced first 2 times, then I left out the objective modules and desync was gone. I am running the server on a dedicated remote box with a 100mbit connection, however my local home pc has only a connection of 2mbit. Which would suggest that the local client was overloaded with too much traffic. However I was able to rule this out by: Spamming Kavala with 70 infantry units, having players go full auto with AA vehicle guns, which choked the server fps down to 20 but it still did not cause any desync. So it appears that there is a problem with that module. Also the desync showed itself by objectives losing their text and attempting to direct control would simply place the zeus icon but no zoom in would appear. Also doors would not open. All on the retail non dev version. Started appearing at the same time when the option to remove objective locations was in
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Hunting Trip (MP gamemode)
alleycat replied to alleycat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
v0.4 Changelog -Removed flying -Added new scenario (El Chupacabra) -Added more weapons for survivors -Lowered travel distance for Broken Car scenario -Added parameter: Mission time -Added parameter: Scenario selection -Decreased cloak stealth meter drain slightly -Added Prey tracking. Hunters can see players on the map Version 0.4 is out -
BUG: Objectives module causing desync possibly
alleycat replied to alleycat's topic in ARMA 3 - ZEUS
This still appears on the latest version -
How to remove " from a string?
alleycat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to replace " inside a string with: https://dev-heaven.net/docs/cba/files/strings/fnc_replace-sqf.html -
How to check for a player slot?
alleycat replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yay thanks, I think that should work -
How to check for a player slot?
alleycat replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, but I still cant get the part to work that checks for what player slot a player selected. -
How to check for a player slot?
alleycat replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to check what slot/object the LOCAL player is? I think the solution above only checks for wether an object exists. -
How to check for a player slot?
alleycat replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, exitwith fixed the problem