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super-truite

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About super-truite

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  1. Again, this is a fairly 'quick and dirty' caching system that fit a really specific need (it is a by product of something we develop), but we thought it would be nice to release it because it could provide a simple starting point for other use cases. We made some effort to document and organize it as intuitively as possible (for once 😅)
  2. 1. just began to look into it. Since we do no need it a priori for what we develop, I do not know if we will have the time to do it though. 2. Players are already excluded, any units that spawn via script is by default excluded from the grid caching (you need to do a _unit setVariable ["UseGrid", True] for it to be registered). By default, all the units on the map at start, except players, are registered for caching. You can use this setVariable ["UseGrid", False]; in the init field of some units to exclude it.
  3. @[BL] Hannibal yes this might overlap with some of alive functionnalities. As @anthariel stated, we guess there are other caching system in already existing mods/missions, but we wanted our own that fits our needs. The goal is to be able to place a lot of AI units in the editor and let the system cache them if there are far from the players with an option to get a persistent state of the units if needed. Most caching systems I came across (one was called EOS I think) were spawning units via scripts in markers area, which did not fit our need for custom (tedious 😅 ) AI placement.
  4. super-truite

    Annoying with vanishing particles

    yes, random particle disappearing seems to be fixed! Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance) After further investigations, it seems to be with custom particles only, so probably a mistake on my end ... Not sure of what is going on though. edit: The problem was on my end. My custom particles were rescaled in the p3d for some reason (there should be 1m^2 for those having similar issues) ... everything seems back to normal
  5. super-truite

    Annoying with vanishing particles

    I don't remember exactly, but I think that with particle settings set to " high", the limit is somewhere near 15K particles (you can check the particle limit with the arma3 diag.exe in dev branch https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe ). you can push the limit a bit further by defining your own "Ultra" config option for particles with a mod: class CfgVideoOptions { class Particles { class High; class Low; class Normal; class Ultra: High { particlesHardLimit = 20000; particlesSoftLimit = 19000; text = "Ultra"; }; }; }; I did not test if you can go really much further than 20K particles since 64bits exe but I did not see any changelog regarding this, so I guess the limit did not change.
  6. super-truite

    [WIP] Armageddon - a PVP game mode

    we are a bit stuck atm by rendering issues with particles in Arma 3. In order to make this problem more visible for the devs, it would be nice of the people interested by ArmAGeddon to suscribe to this feedback tracker ticket: https://feedback.bistudio.com/T119284 more info in this topic : https://forums.bistudio.com/forums/topic/202663-annoying-with-vanishing-particles/ Thanks in advance!
  7. For the mod Armageddon I am really handicaped by this particle rendering issue. Even if there are improvments with 32bits and diag_x64 executables, the particle system is not completely fixed. One bug for which there is no improvment when switching from the regular exe to the diag_64 one is the disappearance of large 2D particles when the camera come close to the Billboards. I am working on a pyroclastic flow and you see clearly this issue in the following videos: regular (64 bits exe) https://www.youtube.com/watch?v=hN3lvudCvoU&feature=youtu.be diag_x64.exe https://www.youtube.com/watch?v=N_RI-5NlM4M&feature=youtu.be
  8. super-truite

    Annoying with vanishing particles

    For the mod Armageddon I am really handicaped by this particle rendering issue. Even if there are improvments with 32bits and diag_x64 executables, the particle system is not completely fixed. One bug for which there is no improvment when switching from the regular exe to the diag_64 one is the disappearance of large 2D particles when the camera come close to the Billboards. I am working on a pyroclastic flow and you see clearly this issue in the following videos: regular (64 bits exe) https://www.youtube.com/watch?v=hN3lvudCvoU&feature=youtu.be diag_x64.exe https://www.youtube.com/watch?v=N_RI-5NlM4M&feature=youtu.be
  9. super-truite

    [WIP] Armageddon - a PVP game mode

    yes, it is modular (not actual arma module though. I will think about packaging it this way). The original goal was to develop the escape mission after the PvP one (which is easier to develop). I don't know if we will have the time though. If we find other scripters interested in the project, it would be possible to do it in parallel of the development of the PvP gamemode.
  10. super-truite

    Annoying with vanishing particles

    Weird, on my end it does not work with the 32 bits exe. What specs do you have ? I tested on a G750JS laptop.
  11. super-truite

    ArmADeus 2.0 : French & Belgium [WIP]

    The download link for an older version (this "Armadeus 2.0"version was never released): http://www.armaholic.com/page.php?id=25926
  12. super-truite

    CH View Distance Addon

    hello, the scripted version works well but an error pops up when exiting a mission (or sometime even when loading the eden editor). In the RPT : ERROR: [CHVD_fnc_updateSettings] Error: type DISPLAY expected SCALAR on index 0 in [Display #46,4]" I did not try with the addon version.
  13. super-truite

    [WIP] Armageddon - a PVP game mode

    This is something we are thinking of. Not promising anything though ;). We started with MP to avoid dealing with AI path finding in flooded environments right from the start of the project. Thanks BI, for the nice presentation of the game mode in the SITREP !
  14. Armageddon brings the apocalypse to Arma. The first playable content will be a PVP game mode. Two teams fight against each other. The water level is rising and the attackers need to reach high grounds to wait for evac. Meanwhile, the defender team tries to protect routes to the evac points. In practice a series of flags needs to be taken/defended in succession, each flag being higher in altitude than the previous one. Attackers can respawn at their current controlled flag as long as it is not under water. This respawn is updated when the next flag is taken. If all the attackers are killed and their flag is under water, the defenders win. The winning condition for the attacker is the capture of the last (higher) flag. All along the game, meteors, earthquakes, hurricanes and eruption spice things up and force the players to adapt. The mod is a revamp of the original Armageddon game mode that was develop with MakeLoveNotWar and myself for the Make Arma Not War contest. This first version was a survival game mod made in a rush for the contest and was difficult to maintain. We thus decided with Anthariel to start from scratch and develop a more stable platform to bring the end of times to Arma! The choice of a PVP game mode is also linked to this desire for maintainability. Release date is as usual soon™ ;), but we might do some multiplayer testing and will need some players to stress test the mission. We will come back on this topic to organize it. screenshots: Teaser: Follow us on twitter: https://twitter.com/ArmAGeddon_mod Website: http://armageddonmod.com/ If a developper is passing by, there is currently a bug with the particle system which would like to point out. It is quite a handicap for us especially when making meteors, volcanoes, hurricanes and stuff like that ! see this : https://feedback.bistudio.com/T119284 https://forums.bistudio.com/forums/topic/202663-annoying-with-vanishing-particles/
  15. super-truite

    Annoying with vanishing particles

    When using config animated particles, the particles seem to disappear completely when using the splendid camera with the time cursor to zero. Not happening with scripted animated particle effect though.
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