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Robster

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Everything posted by Robster

  1. We had an incompatibility issue with ACE since "windows" key is used for ACE medic interaction and i44 replaces this for hand signals... Please, take notice of this and assign some key just like "H" for hand signals... thanks!
  2. yup that issue has been addressed several times... hope we can fix it at once...
  3. I am really flattered with your effort... I am looking forward to see this running asap on www.arma2la.com/foros Congrats!!! :D
  4. great news!!! wish to see all this over here... ya poh Malaco ql ponte las pilas po xtm!
  5. Thank you for your quick answer, Sir! I never meant to ask for any kind of OPSEC violation... I just wanted to know if we shall cut a blue wire or a red one... lol You know, we do not manage technical stuff... in fact, the closer I've been to these artifacts was at cinema... watching "The Hurt Locker" :p
  6. Looking impressive so far! As you are an expert and have a lot of experience with these kind of devices... Would you like to tell us more about how to deal with them? Which of them are absolutely unbeatable? Which ones could be avoidable, disarmed and/or remotely triggered? Will you include some "tools" or measures to manage risks when facing these devices? I know there are so many questions but you got us all really interested in this new focus on AW Saludillos!
  7. donloading about an hour and file was corrupted... could you make a torrent ? pleeease! :pet5:
  8. At this thread there are some stickies tutorials to help you find out any general question you may have... anyways I guess you know a lot since import some L3DT files into Visitor3 is a big deal yet... You have to place objects manually or import them using some fancy custom made apps for A2... try with Danielle Pistollato's World Tools for massive placement of trees and other stuff... you might try with avenue script for placing electric poles besides roads and the like... just like you might see them in clafghan beta version ... for roads you could use Homer Jonston's Road Painter... it saves a lot of pain ;) To assign names you have to select one of the tools in the list... can't remember which one... but there you have to read wiki... isn't big deal... just remember that you have to manage your list of names as UTF-8 codification to be able to see special characters for non-english language... I recommend you to use Notepad++ for this purposes... The way forests are displayed is defined into config.cpp belonging to your island... it's a tricky process to know every detail around island config... I recommend you to read CCTOIDE's explanations Saludos washon!
  9. Usually we import road network using Homer Johnston's Road Painter... it's a flawless but manual process for A2 roads... so, i couldn't tell what's going on with misplaced roads using Vis3 directly... If you just made some 2x "zoom" scale over mask to make it bigger you have to realize that every pixel is now 4x bigger, so accuracy over map is affected... anyway I would recommend to keep a 4x ratio or bigger for mask base layer and terrain grid size, i.e., if your terrain grid is 10m then your mask base layer should be 40m, since a reduced size for base layer mask reduces FPS performance when zooming or turning around 180º
  10. When you place objects over a certain grid, those objects will mantain their coords regarding that grid, no matter the new bigger or lower size you might use ... so, if you change terrain size you can't keep going without having some sort of displacement of objects which coords were inherited from former terrain ... anyways, I guess there shouldn't be any change if you just make an extension of your terrain, i.e. where you have placed your objects at south west area (on a 5x5 km) and then you make a new terrain (10x10 km) and you want to put objects into northern zones... If you see a bit of displacement, then notice that over an x,y grid coord on a 5x5 scheme there are quite accurate coords, so you should use export / import objects scripts (inside visitor3 folder) to be sure that your coords are identical to those already made... you can't export / import custom sizes so, everything will be imported / exported with default size... Those copy & paste methods are not recommended since they do not work properly... Shortly, you might try as follows: 1.- Use export objects script -> export natural and artificial objects 2.- Make a new terrain 10x10 kms -> import new heights 3.- Import template -> use older pew from 5x5 kms terrain 4.- Import sat and mask for new terrain 5.- Use import objects script -> import natural and artificial objects ... if everything works fine you will start to see how your map show imported objects and zero objects will be rejected... Hope this helps... saludines!
  11. I like armaverse cause its engine, and I think of IA gameplay as an optional module rather than the game itself... thus, I would like to see ARMA engine improved mostly than other stuff, which certainly will be developed by BIS community if it's not available anyway :) Long story short: ACCURATE VIRTUAL WORLD + EYE CANDY - Caves, tunnels, holes, trenches in the ground (not objects pretending to be any of those)... this is quite common in RL but ArmA engine simply does not have any, specially caves, highway tunnels, subway... the maximum expression of this idea: to get a shovel or some "buldozer" and dig a hole, a trench, etc... just like in RL - Rivers, streams, going down the slopes, flowing cascades (not mere bit lagging particles scripts)... I wonder which easy and elegant solution Physx has to offer at this matter... Perhaps it's quite difficult to achieve into BIS development... but this is just a wish Thank you people!!! :D
  12. Robster

    Arma 3 Community Alpha - Announcement!

    4-5 months to go ?????
  13. Not very sure, but I think in your project folder you should put only config.bins to get ladders and doors working... perhaps you put more than those files and thus you got a crash...
  14. Robster

    Noobish map questions

    erm... I don't know what you mean, but afaik Arma uses standard US Army map symbols
  15. Robster

    What languages do you know or want to know.

    LOL @Celery: In spanish that word "ano" means that infamous little orifice at the end of your back hahahaha y no es chiste perrín!!!!
  16. mmm wake island... which flavor BF2 or BF3 ????? hahaha keep going! cheers!
  17. erm... it takes data from game and send it in realtime to real world GPS ???? No more GPS on screen but a real one next to you ???? Will I be able to use one of my GPS smartphone apps??? erm... I think i need a Garmin... :P
  18. @Mini: yup! but my glitch happened with those big rocks from BIS and BIS ponds... it wasn't related to OPX or MB objects... @Rudy: I haven't tested it yet... IMO that's a local issue, I mean, It's related to a very specific PC hardware config and not something we might fix from config or the like... @eggbeast: Thank you so much Sir! I will request a server upgrading ;)
  19. That's it... Will we have anything just like Visitor for ArmA 3 ? Will we keep using same tool or we will have an improved one ? Will that tool be released as DLC ? How many lasers will we need to shutdown a flying drone? nah! just joking :P cheers!!!
  20. Robster

    RUBE Weather Module

    Whoaaa! Really impressive!
  21. I share the same concern about ALICE & SILVIE modules ... I would like to improve this aspect of our current development, so if you know how can I get some better balance or performance I will really appreciate your help. Till now, I only added some code in order to get game logic working, as you may see in attached config that follows: http://dl.dropbox.com/u/61945206/config.cpp There I defined CityCenters and logic relations with neighbours according our original setup, but I am thinking that, perhaps, I can subdivide, i.e., Ovallestan to split it into more tiny units to get a better performance of ALICE... does anybody know if this could work for better??? Saludos, Roberto ---------- Post added at 09:10 PM ---------- Previous post was at 09:04 PM ---------- @Coulum: I did a quick test yesterday... applied a bit desaturated color for trees silhouette and then a bit of gaussian blur filter... i looks much more better as you can't notice those sharp color shapes... regarding that grassy look everywhere, I guess I will have to add more green paint to the mix but it's hard to comply with mini's specs as I still keep thinking in terms of a dry and more desertic look... After all this time it seems that Mini does not tolerate dry dust anymore! :D Saludines Saludetes tío!
  22. erm... I don't play them yet... but they worth to be mentioned: - Wing Commander: Privateer - Hardwar
  23. Robster

    moving cargo

    you can drag a lot of things in PR... but this is a mod, which means it's not included in original game... you could pay a visit to www.realitymod.com for further info...
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