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ZeroG

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Posts posted by ZeroG


  1. Hello guys!

    Since I introduced major changes to Benny's masterpiece and its popularity is growing by the day on our servers, I hereby release my variation to the public for the first time.

    Basically, the ZGM modification tries to balance BLUEFOR and OPFOR with a little drawback on technical/historical accuracy. The modification should work without any addons, therefore the unaccurate change of loadout etc.

    Look into the NOTES section of the mapscreen to look for changelog ingame.

    Note that the parameters are setup for this variation. You can keep them the way they are and should have fun and play the mission the way its meant to be played1

    I recommend the usage of any FLIR/TWS addon in combination with this mission, to give OPFOR better chances. You will find our own addon also at the download section.

    Credits go to Draper for his awesome air support script and to SBS CoolBox for 3rd person disable option and helping me for a cool addition (in near future :yay:)

    ZGM is different and a little harder here and there, but emphasizes on long games, teamplay and mature players. Mind that it is work in progress. I'm happy for any suggestion of bugreport. Feel also free to modify it the way you want, as long as there are credits for Benny and me, it is ok.

    You can come to XR-servers to test it online. Have fun!

    Base version: Warfare Benny Edition 2.064

    v1

    All the below options get activated by "weapon balance" parameter:

    - T55 and T72 feature barrel launched ATGM > Counterpart for US tanks

    - ZSU features 8 IGLA > Counterpart for Avenger

    - Linebacker features TUNGUSKA missile > Counterpart for TUNGUSKA

    - AN2 has iron bombs in it > Fun :-)

    - L39 features 2 R73 AA missiles > Counterpart for Harrier

    - UH1 features flare launcher > was missing somehow

    - Mi24 D features R73 AA missiles instead of AT > No specific counterpart

    - Mi24 V features 12 AT9 ATAKA ATGM > No specific counterpart; more of these bad missiles at least do a little damage

    - Ka52 features 8 Hellfire > Counterpart for AH64

    - Ka52 BLACK features 8 Hellfires and 2 R73 AA missiles > Counterpart for AH1z

    - MH6 features Laser designator > wanted it, did it. Transforms it into a kind of observation helicopter.

    - F35 features 2 more sidewinders and 8 Mavericks > Counterpart to SU34

    - Static TOW usable again

    - US-ambulance on light factory LVL 1

    v2

    - Skills Spot & Lockpick added to every slot, cleaned slot skills (everybody either way wants medic or engineer, right?)

    - Changed town depot to comm tower (less protection)

    - Cleaned up factories off unuseful camo units and adjusted prices a little (no use in having same vehicles spamming the lists)

    - Greater "slotnation" variation for allied factions (when they are there, why shouldn't I use them)

    - Slot description in Lobby added

    v3

    - Debugged

    v4

    - Added Draper's air support script. The 2nd slot on each team side is the FORWARD AIR CONTROLLER. With him, you can choose between different air missions every 10 minutes. The aircrafts

    performs its task and returns to base.

    - Reapplied old camps after I only got negative criticism ;-)

    v5

    - Reapplied skins for Takistani faction and removed BAF skins bcs they look crappy for someone who doesnt have BAF

    - Bugfixed Air support massively

    v6

    - Bugfixing

    - Reapplied vanilla loadout cfg as it did not work, except for the SMAW

    - Cleaned up Air Strike menu. Air strike is now accessed by optics or binocular, not mapclick. Look at the hint in the upper right corner.

    v7

    - Limited 3rd person view to vehicles. There is NO 3rd person view for infantry anymore.

    - Changed helicopter strike vehicles, as they were far too strong.

    v8

    - Added artillery observer. Every 30 minutes he can call one of these artillery orders: HARASS, SUPRESS, ANNIHILATE, BLOCK, BLIND and ILLUMINATE.

    - Time between air strikes raised to 15 minutes and change of russian MI24D to MI17 with dumbfirerockets for balance reasons.

    - Price and level adjustments for guns and launchers.

    v9

    - Bugfixing artillery support

    - Price and level adjustments for guns and launchers, emphasizing the use of new XROPTICS addon.

    v10

    - Price and level adjustments for vehicles

    v11

    - Removed lockpick skill as it was more of a abuse than a helpful and used skill.

    v12

    - Airstrikes and artillery strikes now cost supply, as these assets were thought as team support option - so now the team really has to earn it!

    Base version: Warfare Benny Edition 2.065

    v1

    - Removed Forward Air Controller and Artillery Observer slot. Commander has these features now.

    - Don't bother to do Airlift upgrade anymore - it's on by default. Also now it is possible again to carry manned vehicles.

    - Price and tech level adjustments

    v2

    - Player kill bounty now 1000$

    - Price, level and parameter adjustments

    - Static AA-pods are 10000$ now, but feature 8 TUNGUSKA missiles

    - Additional spawnvehicles

    v3

    - Loadingscreens introduced

    - Reintroduced 32 slot version with AI due to lag issues

    - Changed order of weapons and their prices in loadout

    v4

    - Introduced fake bases. Players now can build decoys via construction menu. This hopefully will stop basehunters and add some interesting gameplay.

    - Added castle walls. As we don't want to use any addon by now, I looked into data and found these neat walls. They are about 10m high and can take 5-10 122mm shells before they collapse.

    - Static AI behaviour hopefully improved

    v5

    -Bugfixing

    v6

    - Changed income system. Only the commander receives the town money. The rest of the team gets money through kills and a minute payment depending on their score. If a certain level is passed, the amount will be raised.

    v7

    - changed buy system. Depending on your rank (i.e. score) you are able to build unit types or not. Check the diary for details.

    v8

    - Balanced paycheck and ranking system. Maximum amount per minute is now 1500$ for the Colonel. As a private, you get promoted fast and earn more money. As soon as you are Captain, your score decreases by 1 per paycheck (Major 2 & Colonel 2). So you basically have to fight on once you reach these levels to keep them up.

    - Hopefully fixed transfer bug

    - Score penalty for death = -1

    v9

    - Added useful PMC content to OPFOR

    Base version: Warfare Benny Edition 2.066

    v1

    - Reduced power of AN2

    - Changed KA60 price

    - Implemented nametags from BERZERK/ADVANCE AND SECURE, thanks to WIN WITHAGUN! Activate with 0-0-0 (RADIO > NAMETAGS ON), deactivate with 0-0-9 (RADIO > NAMETAGS OFF)

    - Implemented 360° defense from ARD! Activate with 0-0-8 (RADIO > 360° defense), deactivate with 0-0-7.

    v2

    - Debugged new scripts

    - Revamped paying system to be dependant on rank & team SV

    - Lowered buy levels to 50 for tanks and 150 for planes

    v3

    - Redid techtree to enforce usage of ALL factories. Barracks now contain light, mostly unarmored vehicles. LF contains wheeled armored vehicles, HF tracked armored vehicles.

    - Changed access to factories to enforce usage of ALL there are. As Staff Sergeant (50pts), you have access to LF, as Lieutenant (100pts) to HF, as Captain (150pts) to AF.

    - Exchanged spawn truck for spawnable medevac helicopter. Will give new tactical elements.

    - Got back to old money system as SV based was not working. GRMPH!

    v4

    - Debugged

    - Added a "starting aid": fresh players get additional points until they reach certain levels to buy vehicles.

    v5

    - Air strike and artillery strike are no longer available only for commander but for Captain/Major/Colonel now.

    v6

    - Nametags hopefully fixed. Available by actionmenu.

    - Starting point aid hopefully working now.

    v7

    - Nametags switchable by TEAM-menu.

    - Death penalty = 1 point.

    v8

    - Realistic loadout modified

    - Added community islands

    - Balanced equipment

    - Added UPSMON script

    v9

    - Changed some vehicle weapons

    - AI point-sharing system by Arma.is.great added

    v9a

    - Rebalanced Air & Antiair

    - Increased death penalty

    [v9b+c

    - Price adjustments

    - Reduced death penalty

    - Changed town occupation

    - HF is also accessible at 50pts now

    - Income for the first ranks increased

    Basic version 2.067

    v3

    - Paycheck sytem modified for better performance

    - Lasermarkers and flares for several airvehicles added

    - KA137 enhanced

    - Default parameters modified

    v4-v6

    - Major rebalancement

    17 ISLANDS AVAILABLE!!

    Credits go to SBS COOLBOX and WIN WITHAGUN for the nametag script and ARD for the 360° defense.[/b]

    DOWNLOAD

    Warfare Benny Edition 2.067 ZGMv6 17 islands pack

    XR OPTICSv5 addon


  2. Any tips for me with the sat image resolution?

    Use Universal maps downloader.

    Insert the coordinates from your square from Global mapper. You can choose several map services: Google, Yahoo, Microsoft..either way street maps or stamaps...up to the level of every house. You can download the tiles and merge it with the program. TADA: you have a perfectly fitting satmap and heightmap

    But you will recognize that this kind of satmap features too much detail. I advise you to use the UMD map only for placing objects i.e. as a mask for Visitor or the ingame editor.

    After this, I myself would make a more simple satmap with L3DT or Photoshop.:bounce3:


  3. Nice thread idea, Shezan!

    WESERBERGLAND

    A 20kmx20km map in north-western Germany, actually the first mountain-ridge southwards the north sea (heights up to 400m) with the Weser river flowing through the PORTA WESTFALICA

    Status: Heightmap done. Consecutively, I develop a kind of blog-tutorial on how to make islands from scratch, as this was my initial idea at the beginning of this year.

    I don't want to stop people's engagement, but there are some things that concern me when I read all these posts:

    1. I think Chernarus has nice detail and this level I also want to achieve. Its 15x15km...has more than a million objects...and is very hungry on hardware. I wonder on what kind of machines people want to run 40x40km, 80x80km or even 120x120km maps?! I think even my planned 20x20km will be a lot of work until they have Cherna quality?!

    Nothing is more unsatisfactory when you spend like one year on a map and people do not play on it because their machines and servers are not capable of displaying it.

    2. Secondly, why so many big maps at one time? I say: better finish off one first :rolleyes: Otherwise, there is the danger that in the end none of the map gets finished, because finishing only one already takes ages. That's also my experience as I worked on my heightmap for more than 2 months, on the riverbed alone more than 2 weeks.

    So far from my corner of view :j:


  4. Well... not exactly

    The workflow you wrote is correct but:

    The ingame mission editor has been used only by some clan mates that are helping me in some specific areas. I don't have never used the graphical tools from A2 mission editor. I don't need them, i've the map sources

    Ok. Its your right to develop a tool that suits your needs in the 1st place and not others :)

    But you say that my descirbed workflow would work this way, right?!

    I know about the patience issue bcs I spent almost 20 hours with Photoshop to create a river that has nice edges and doesn't look like the grand canyon :p

    But work on that particular map stopped bcs of my anger towards Visitor...because I was missing a graphical tool with the comfort of the ingame mission editor. I've see the beauty of the sample island from A1, made

    with 3DE. I even thought on spending 400$ for VBS2, just to have Visitor 4 and the chance for creating nice looking islands from scratch in less time.

    Now you say that I CAN use the inbuilt mission editor in combination with EU addon plus your tools to workaround that "bitch" Visitor3 and just use it as a workbench where all parts made with other tools get stitched together??! I can finally continue my work which stopped 7 months ago!! THANKS!! :yay::yay:


  5. New fallujah airport has been made 70% in this way.

    Sometimes the program is not able to get the object name from internal database, but it's easily fixable with a copy/replace action changing internal object names to full p3d paths.

    Ah! So, the Fallujah-Process was:

    1. You created a heightmap, a mask and sat-layer with Visitor.

    2. You pbo-ed it.

    3. You loaded this empty island into A2 ingame mission editor.

    4. You placed the (MAPEU-addon) objects with the editor / main-menu editor.

    5. You saved the sqm-file and exported it with you world tools.

    6. You imported all object types, position etc. with import script from World Tools into Visitor.

    8. You refined the map using your/Homers tool (especially roads)

    9. You pbo-ed it.

    10. You added proper cfg

    11. Map was Ready

    Did I get this right?

    If yes, how long did Fallujah take you? I noticed that Spritz island was released soon before...was it THAT easy??!

    :eek::eek:


  6. Hi ZeroG!

    Did you know about the latest feature in Shezan's World Tools?

    Basically, you can get friends to make stuff in the usual game 3D editor and just send you the mission files - World Tools will turn them into "import object" scripts and you can just import the arrangement to your island!... Brilliant!

    B

    !

    Didn't see that in the first place. Wonderful!

    If its getting even more user friendly, its gonna be a revolution!


  7. Hi guys!

    Calling all the skilled programmers out there!!!

    Have you ever played Warfare Benny Edition?

    As the commander, you have a 3D menu to place base structures. While I was looking for appropriate walls for my modified version of the mission, I realized that you can insert all kinds of objects in the config for that commander menu.

    You have a green cursor and can turn stuff etc. so its really comfortable to use already. The script itself is quite small...

    All we would need is to get the position data of the placed objects into a textfile to insert it into Visitor...like with trees etc. am I right??!

    Shezan, Homer, Leopotam or any other skilled programmer....what do you think....is that sth you could work with ?!

    I found out that the basic idea of this editor is from the COIN-Module..

    3dex.jpg


  8. Hello!

    I was wondering if it was possible to include addons in a mission.pbo. Not necessarily big files, but for example simple config value changes for weapons, vehicles etc.

    Basically, that is how MANDO works, right?! It overrides BI default weapons systems, HUD etc.

    My idea was a small balancepackage as an additional mod for download...but as my planned changes could be done in less than 1 MB of cfg.cpps, I thought including these in a mission would be far less complicated for people...like: connect to a server - download mission - done.

    So: any ideas on this?! Thanks in advance!


  9. Ah, Gnat..not exactly^^

    There is a way to extract the pew of Cherna...with a tool called wrp to pew, released by mikero's depbo.dll on dev heaven

    Drawback here: All objects are converted as natural objects..so you have a mass of green spots and have to look for specific objects among the zillions of trees^^

    Second drawback: Well you might manage to change the pew, but then you need the Satmap and Mask again...which can be done with Photoshop and reverse engineering...which is a pain in the ass..but is possible...

    So you see...you can get some parts of the island...but a complete overdo...phew...:j:


  10. Nogova's shape is fantasy, while some names have been lended from the Bohemia/CR.

    I do know where you can get super-duper 30m DEM of the whole world, on ASTER:

    http://asterweb.jpl.nasa.gov/gdem-wist.asp

    Furthermore, you will need the tool GLOBAL MAPPER to get it properly into Visitor 3. A tutorial for this can be found at the VBS2 online manual:

    http://developer.vbs2.com/onlinehelp/Content/Terrain_Manual/TM_Introduction.htm

    If you have further questions on doing it, just contact me. I've done this so often the last 4 months with different sizes of DEM, it's no problem at all.

    Furthermore I can tell you how to get 100% matching satmaps in almost the highest Google quality...if you really want that, because I only find it useful on non-civilized spots.

    Take care


  11. I agree :) but we're using different technologies. It will be not so simple. Leo is using dos interfaces, homer is using arma and me graphic gui.

    Maybe a unique menu for leo tools can be useful :)

    Yeah, you're right. Actually it is funny to see tools from ARMA 1 times re-produced and improved..like Homer's approach reminds me of 3DE and your approach of the Mask Mapper 2 :D

    Although there are 3 tools with overlapping features, each of them has different benefits for different purposes, like Homer's 3D approach for example is great for finetuning and giving LIFE to the map (just look at the stunning beauty and detail of the 3DE island)...

    Using this one generator I'm dreaming of won't be enough. It might be a really great help for large areas of woods, basic road networks, basic city shapes, BUT for nothing more, as not any GIS-data is either way freely available on the net OR has been archived (like walls, fences and such)

    Therefore, after the use of the generator, one would have to really look on the map and give his personal touch to it...rotate objects, add stuff like bus-stops and such...i.e. making it look real and thus creating an awesome immersion...and for THIS purpose your's and Homer's tools would have their finest hour then!

    Furthermore, for a complete fantasy island one wouldn't use the generator, I guess...

    So basically, what we are talkin about are at least 2 tools (for realistic maps):

    1. A generator using large scale GIS information, working on a routine like the "import terrain from xyz"-option in Visitor for creating the "big picture"..

    2. A detail-in-game 3D object editor for adding "life, immersion and the editor's personal touch"

    :cool:


  12. Truly awesome! I have hope that with all of your masterminds help we can create a perfect community tool, to allow all these features mentioned in the "terrain" section of VBS2 VTK handbook.

    http://developer.vbs2.com/onlinehelp/Content/Terrain_Manual/TM_Terrain_Manual.htm

    http://www.vbs2.com/media/docs/Visitor4_leaflet_preview.pdf

    Leopotam, wouldn't it be possible to build sth similar like the "professional toolbox" shown above..at least for realistic maps?

    1. I'm thinking of a "sandwhich" idea, i.e. layers like one might know from photoshop or, as seen in the above, featured by VISITOR 4:

    1. Layer: heightmap by point data (i.e. the "import terrain via xyz" option, which is the only really helpful thing in Visitor 3 IMHO :) )

    2. Layer: vegetation by point/area data

    3. Layer: roads/fences/walls by line data

    4. Layer: buildings by point data

    You see, all the generator would need to feed on would be rather simple data. A lot of the needed data is available on the net for free and also can easily be created/converted by using Global mapper.

    All of these four layers would have to be at the same geographical coordinates and use the same projection ofc..but some mismatches in this surely could easily be fixed by shifting these things around, like in PS.

    2. Another idea would be to evolute the mask mapper, i.e. create a color mask out of a satellite pic, featuring the above mentioned 4 layers and let the generator then convert this color mask into 4 *.txt files, i.e. Visitor 3 readable format.

    I'm even definetly willing to donate for this, no fun. As long as it is cheaper than 420 EU for VBS2 PE, does almost the same work and furthermore saves something that is even more worth than money: lifetime and motivation!


  13. Shezan,

    concerning object templates and p3d u might wanna look into the PboDll project at DevHeaven:

    http://dev-heaven.net/projects/mikero-pbodll

    Those are imho THE BEST tools for looking into the special BI files...and might be an inspiration/toolbox for a skilled tool-developer like you ovisously seem to be :)

    In addition, you could also open your own project there, as all other skilled editors find themselves in in this system...maybe, connected with Leopotam and Homer Johnston, this will be the beginning of a whole new map-making toolset?!

    Take Care


  14. Really really awesome! Alone your GUI is far better than the whole Visitor! You know, your small preview window there is something that LACKS...cause it is stupid to be not knowing what you place on the map and always having to look in Bulldozer...

    Say, Do you have an integrated p3d-viewer for that? or did u just paste pictures from the catalogue into the editor for the default objects?

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