dystopian1
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Everything posted by dystopian1
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Escape Trinity v1.8 Originally Escape Chernarus by Engima of Östgöta Ops ported by Dystopian with NeoArmageddon and Scruffy help (Escape Podagorsk and Escape Takistan) Description This is a port of Escape Chernarus coop mission to the Trinity island. Download co08_Escape.trinity.7z Armaholic mirror Original info Please read original Escape Chernarus thread for original description, features, etc. Additional requirements Trinity island addon Cold War Rearmed² Notice Briefing is not ported at all. Those who played Escape Chernarus don't need it, those who didn't - please play :). Generating missions for Trinity and scripts are included in mission pbo. Please read Escape Chernarus porting guide to know how to use them.
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tortuosit I tried to play it in SP mode and didn't succeeded. There are some errors in norrin revive script in SP mode and it would take much my time to fix them. Sorry.
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tortuosit Sorry, this mission is made for multiplayer. Even in SP your teammates are deleted at the mission start. Can't find "single player mode" string in the last version of Escape Podagorsk.
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Cold War Rearmed² - Public Beta
dystopian1 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I ported Escape Chernarus to Trinity. My port uses CWR² units, weapons and vehicles. Come to taste. -
URR Islands: Kolgujev 2010 v1.1, Nogova 2010 v2, Everon 2010 v3
dystopian1 replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hotzenplotz Another houses with plants on Trinity 2.0 This is the best :) -
URR Islands: Kolgujev 2010 v1.1, Nogova 2010 v2, Everon 2010 v3
dystopian1 replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hotzenplotz Trinity v2.0, a tree on a road. Also this error appears in RPT when trinity loaded ca\buildings\misc\zidka_branka.p3d: house, config class missing ca\buildings\misc\zidka03.p3d: house, config class missing -
NeoArmageddon I used original v1.8 with some my and your changes. I haven't managed to find original v1.7 so I haven't seen all your changes. I posted my fixes in EC thread, if you want to see them.
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Escape Chernarus (Mission Release)
dystopian1 replied to engima's topic in ARMA 2 & OA - USER MISSIONS
Engima I've ported your mission to Trinity. Here are some bugs I want to report. I think it would be right to add links to the 1st post to all ported missions: Escape Podagorsk and Escape Takistan by NeoArmageddon and Scruffy, and Escape Trinity by me. -
Animation Viewer
dystopian1 replied to Clayman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I modified filter.sqf and now it shows all available in game animations (include addon anims). Also now there is no need to have 2 versions for A2 and OA. And big animations.h is not needed anymore. Script is a little slower, but it's worth. -
Not receiving email reply notifications from BIS
dystopian1 replied to zeep's topic in BOHEMIA INTERACTIVE - GENERAL
It seems to me it doesn't work again. Changing email sends verification successfully, but notifications and "Send Email" feature don't work for me. -
In my config I also added this line, maybe you'll like it: "BRDM2_Base","UAZ_Base","Ikarus","BMP2_Base"
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v7 automatic mission patcher (AMP) 1.0 Download Description AMP automatically edits some mission features. For example you're fed up with standard weapons and want to have your own weapon gear set in each mission you play - AMP will add it very easily. Or everybody hates locked vehicles. With AMP any vehicles will be unlocked. AMP is mostly for coop missions but it can be useful for other mission types. Many AMP features are for A.C.E. mod. If you aren't using it, don't use such features. Almost all features are made for ArmA2. Some of them had been used for OFP years ago. I don't doubt AMP can be used for any sqm-based missions. AMP is open-source. You can add/edit (VBScript required :)) any feature if you know how it can be done with simple text editor. (VBScript files can also be edited with text editor) Usage AMP can operate with unpacked missions only. There is included "unpack+edit+pack.vbs" script that can be used for automatic unpacking mission pbo, calling AMP, packing (ExtractPbo and MakePbo are required). AMP has no UI. It has 2 command line modes: 1-feature and many-features. Features can be viewed with edit_mission.vbs starting without any params or in source code in MODES_* variables. Syntax: edit_mission.vbs [feature] <mission_folder> [...] If feature is specified then only this feature will be applied. If feature isn't specified then features from MODES_DEFAULT variable (see source code) will be applied. You should edit this variable for your needs. There can be several mission_folder parameters passed to AMP. If mission_folder contains spaces, double-quote it. Examples h:\ArmA2\scripts\edit_mission.vbs r:\miss\co05_versus_augescimus.Chernarus "r:\miss\co09 cwr2_adam_busters.adam" edit_mission.vbs enableSaving r:\miss\co08_Escape.Chernarus unpack+edit+pack.vbs "r:\miss\CO6 NarcWars_Villa_Assault_v3.lingor.pbo" Included features "v7_weapon" - add your own weapons to "description.ext" (my weapon set is in included description.ext for example); "unlock" - unlock all locked vehicles; "respawn" - enable respawn ("SIDE" is default); "no_norrin_revive" - disable Norrin's revive feature (I prefer ACE revive); "3rdView" - disable ACE "Force 1st person" module; "no_alarm" - remove the alarm sound from mission (it is better not to hear it at all than to "enjoy" it during gameplay because mapmaker forgot to shut it up); "spectator" - enable ACE spectator after your death (you can watch your side players, see included onPlayerRespawnAsSeagull.sqs); "enableSaving" - enable saving if it is disabled; "ACE_Fix" - fix "nil" variable assignment (see https://dev-heaven.net/projects/cca/wiki/Nil_Check); "no_music" - disable and remove music from mission (some mapmakers abuse of music including); "ACE_Repair" - replace all repair vehicles with ACE's ones; "Disable_BIS_FA" - disable BIS First Aid modules; "AI" - enable disabled AI (in network lobby) (not included in MODES_DEFAULT). 2 very easy ways to use AMP: (for Windows Explorer users) just drag'n'drop mission folders onto "edit_mission.vbs" icon or shortcut (or drag mission pbos onto "unpack+edit+pack.vbs"); (for Total Commander users) create buttons for "edit_mission.vbs" and "unpack+edit+pack.vbs", then select objects you want (dirs or pbos) and press corresponding button. Buttons: Some implemented functions, useful for further using Requirements Windows XP and upper (tested on WinXP 32bit and Win7 64bit). Bugs Sometimes AMP makes mission crash Arma. Most often because of wrong patching of "description.ext" - there are duplicate entries after patching. I've found 2 reasons: "#include" directive and mission user variables named like "Weapons" or "Magazines". Both cases are rare. Very big sqm-files cause unhandled error and can't be patched. Very rare bug for me. "patternWeaponClass" RegExp should be improved. It mustn't include descriptions like mission user variables. If anyone knows how to do this with VBScript RegExp please tell me. AMP can't patch binarized files (I've met a couple of such missions). The source code contains russian comments. If it is very necessary I will translate them. Some day :)
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DevCon - the developer console
dystopian1 replied to .kju's topic in ARMA 2 & OA : Community Made Utilities
ACE Debug Console can be turned on: in SP mission editor: Preview - Esc - Debug Console (since ACE Build 576); per mission with my script ace_debug_console.sqf (for example player addAction ["dbc", "ace_debug_console.sqf"]); with my addon ace_debug_console.pbo, in SP: Esc - Debug Console (main menu); in MP: Esc - ACE Debug Console (to the right of "About"). Better late than never :) -
Sickboy replied about debug console: Does anybody know how to use ACE debug console he's talking about? Added 2012.11.12. I know! ACE Debug Console can be turned on: in SP mission editor: Preview - Esc - Debug Console (since ACE Build 576); per mission with my script ace_debug_console.sqf (for example player addAction ["dbc", "ace_debug_console.sqf"]); with my addon ace_debug_console.pbo, in SP: Esc - Debug Console (main menu); in MP: Esc - ACE Debug Console (to the right of "About").
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Robalo Some CWR2 classes are not equipped with meds. This classes could be added to ASR_ACE_Wounds_AutoInit_vehiclesWithMeds: "cwr2_HMMWV","cwr2_UAZ_MG","cwr2_M113","cwr2_bmp1","cwr2_BMP2","cwr2_Mi17","cwr2_UH60MG"
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Escape Chernarus (Mission Release)
dystopian1 replied to engima's topic in ARMA 2 & OA - USER MISSIONS
Engima Thank you for your great mission! Could you add alternative escape ways? We were playing for about 2 hours. We hijacked a communication center and got to extraction point. But we saw BMP-3 too late... It blew up our boats before they arrived :( We managed to hijack another communication center but there weren't new extraction points. It was a bad final. Later I checked if it's possible to hijack the helicopter in the airport but the pilot never gets out, only when I damage the heli. My suggestions: if boats are dead we must be able to call them once again (from already hijacked CC or another one); maybe some team members are able to operate the helicopter (e.g. FAC operator) - then we could hijack it. But the pilot and the crew must get out of the heli when it's on land. -
virus100 Most likely it means that your AddOns\air.pbo version isn't 1.02 as your arma2.exe one. You can try to follow my manual patching instruction to get proper version. Be careful it's not official advice and my instruction is not tested by anyone else.
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graphics bugs with ATI 4800 series (4850/4870/4890)
dystopian1 replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
I found a solution of "triangle-texture" trouble on my HD 4870 with 512MB. Hardware: Core2Duo E8400 @3GHz, 8GB memory (3.5GB visible), ATI HD 4870 with 512MB (localVRAM=536870912, 512M). Software: XP SP3 32bit, A2CO 1.62 with latest beta patch. Reason (I think): bad "nonlocalVRAM" value detection. How to repeat: fly with a plane over the Chernarus big cities from one to another. Solution: install Catalyst 10.4 driver and boot at least 1 time with pagefile >= 512MB. How to bring the problem back: reinstall the Catalyst 10.4 driver with disabled pagefile or install any other version with any size pagefile (in fact I tested only these driver versions: 8.10, 9.8, 10.3, 10.5, 10.12, 11.1, 12.4, 12.6). Full description is under Could anyone test my solution please? I want to report the bug to BIS or even to AMD if it need. -
qwertz Thank you for your threads. In fact if it is enough for you to use numbers for analyzing (without diagrams) you can use ProcMon built-in feature "Tools - File Summary...". You can sort pbo's by reads count or read bytes and find most "popular" files.
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For those who don't like game reinstalling after patch fail. I will use ARMA2OA_Update_160 as example below. I think other BIS updates looks similar. First of all you need to know which files exactly will be updated with the patch. You need 7-Zip archiver (9.20 is OK). Open downloaded ARMA2OA_Update_160.exe as archive. There are some exe-files with self-explanatory names - patches, sometimes DirectX and BattlEye updates. Extract patch you need. Then open extracted file as archive. Go to the .rsrc\0\RCDATA folder. %old.version%-%new.version% folders contain ".UPD"-files. They are used for file patching with xdelta3 utility. For example 1.50-1.51\EXPANSION\ADDONS\ANIMS_E.PBO.UPD is for patching expansion\addons\anims_e.pbo from 1.50 to 1.51. Note: cumulative updates contain such folders from previous patches. "ALL" folder contains entire updated game files which just replace corresponding game files. I've never seen both ".UPD" and entire files in a single patch - it will be strange. So now you've got file changing list and can backup them only instead of the whole game folder. Patch rollback is easier now! But what if you need older version file and don't have a backup? At the best needed file can be found in "ALL" folder of proper patch (see above). If not, you can patch it on your own. But this routine mostly suites for a few needed files, many files can be boring without automation :) You need xdelta3 command-line utility. I've had some troubles with XDELTA3.EXE included in every patch so I've preferred to download it - but you can try both. Syntax: xdelta3.exe -d -s anims_e.pbo ANIMS_E.PBO.UPD anims_e.pbo.tmp where "anims_e.pbo" - source file, "ANIMS_E.PBO.UPD" - ".UPD" file, "anims_e.pbo.tmp" - result file. If source file version is OK and patch successfully completed the utility outputs nothing and exits. But if the source file can't be patched it will output error message ("target window checksum mismatch", "normally this indicates that the source file is incorrect", "please verify the source file with sha1sum or equivalent"). Now get original file from your game DVD and apply every ".UPD" from older versions to newer for this file. To simplify this routine you can use cmd. Put in one folder source file, xdelta3.exe, extract there %old.version%-%new.version% folders and open cmd in this folder. Note: you can extract even those folders which don't contain needed ".UPD" files, they will be skipped automatically. Then run command (this example is for expansion\addons\anims_e.pbo, replace it with your file path): for /D %i in (1.*-1.*) do @( echo %i & if exist %i\EXPANSION\ADDONS\ANIMS_E.PBO.UPD ( xdelta3.exe -d -s anims_e.pbo %i\EXPANSION\ADDONS\ANIMS_E.PBO.UPD anims_e.pbo.tmp & move anims_e.pbo %i.anims_e.pbo & move anims_e.pbo.tmp anims_e.pbo ) & pause ) On every found ".UPD"-file cmd will patch file, rename original file to %old.version%-%new.version%.source_file (version will show which patch saved it), rename new file to source file name and ask for key pressing. The "1.*-1.*" string means folders with names like "1.50-1.51". As result you'll get all patch versions of source file. Command is not ideal but works, you can modify it as you want. I will be glad if this post helps anybody :)
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Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
dystopian1 replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
SU's Game Manager wants me to use 1.62 version of arma2oa.exe, but required md5 checksums of some other files are from 1.60. For example [table=width: 900, class: outer_border] [tr] [td=align: center]File[/td] [td=align: center]1.62 md5[/td] [td=align: center]required md5[/td] [/tr] [tr] [td]Addons\missions.pbo[/td] [td]71ae081e9b1afd29b927f5e20a0b6b9d[/td] [td]6153b9e2ae5ddc09fbc18500a7efbd3e[/td] [/tr] [tr] [td]Addons\missions.pbo.bi.bisign[/td] [td]61221525f5e13f39bd49c9f169008e9f[/td] [td]d9780db7451adbae88abe09963dc77ad[/td] [/tr] [tr] [td]Addons\missions.pbo.bi2.bisign[/td] [td]7e49002417748b6e38ae30d3d1f6f6cd[/td] [td]211a7b941529190b8fb22bffa79327cc[/td] [/tr] [tr] [td]Expansion\Addons\anims_e.pbo[/td] [td]9b005ec1bcecbd711add07a213258998[/td] [td]c2fe7e6f1c98c54182133f9d13afa64f[/td] [/tr] [tr] [td]Expansion\Addons\anims_e.pbo.bi.bisign[/td] [td]1b448167a2fcd72a64e91d5ba27c6d84[/td] [td]152cc403b409445ff878964f3760cee4[/td] [/tr] [tr] [td]Expansion\Addons\anims_e.pbo.bi2.bisign[/td] [td]7f543bc776527aa0c9ecaafd7c451f27[/td] [td]969573ed29cb9dbafa1d7a4116724cfd[/td] [/tr] [/table] In fact all *.pbo and *.bisign in the required list are from 1.60 (except core.pbo* and product.bin, they're included in 1.62 but it looks like they weren't changed from 1.60). Is it OK or I should create ticket at Issue Tracker? -
ARMA 2: OA beta build 94103 (1.60 MP compatible build, post 1.60 release)
dystopian1 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
After beta 88027 I allways have errors in RPT (without any addons, only beta): Warning Message: No entry 'bin\config.bin/CfgVehicles/M119.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/DSHkM_Mini_TriPod.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/SearchLight.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Igla_AA_pod_East.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Metis.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/2b14_82mm.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M252.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/KORD.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/KORD_high.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M2HD_mini_TriPod.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/MK19_TriPod.turnCoef'. Warning Message: '/' is not a value I know that the reason is deleted hotfix_oa_154.pbo. And it seems to me that I'm alone with this problem. What can I do to fix it? 2012.09. There were some troubles with previous patch install. I had to fix wrong files and everything is now OK. -
Mouse Wheel View Distance (MWVD)
dystopian1 replied to tpw's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Fixed but unsigned version of mwvd_102.pbo is available here. -
Mouse Wheel View Distance (MWVD)
dystopian1 replied to tpw's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
tpw please replace displayAddEventHandler with CBA_fnc_addDisplayHandler, it saves EHs after loading. mouse_wheel_view_distance.sqf.patch --- 0mouse_wheel_view_distance.sqf 2012-03-19 23:55:31.000000000 +0400 +++ mouse_wheel_view_distance.sqf 2012-03-19 23:55:24.000000000 +0400 @@ -18,7 +18,7 @@ }; }; -(findDisplay 46) displayAddEventHandler ["keyDown", "_this call functionName_keyDown"]; +_nul = ["keyDown", "_this call functionName_keyDown"] call CBA_fnc_addDisplayHandler; functionName_keyDown = { private["_ctrl","_alt"]; @@ -29,7 +29,7 @@ mwvd_ctrl_alt; }; -(findDisplay 46) displayAddEventHandler ["keyup", "_this call functionName_keyup"]; +_nul = ["keyup", "_this call functionName_keyup"] call CBA_fnc_addDisplayHandler; functionName_keyup = { mwvd_ctrl_alt = false; @@ -37,7 +37,7 @@ }; -(findDisplay 46) displayAddEventHandler ["MouseZChanged", "_this call functionName_mwheel"]; +_nul = ["MouseZChanged", "_this call functionName_mwheel"] call CBA_fnc_addDisplayHandler; functionName_mwheel = { private["_state"]; And I think "Extended_EventHandlers" should be added to requiredAddons[]. -
It seems to me that this feature always stops bleeding with one bandage. Meanwhile serious wounds like a 12.7mm hit require 2-4 bandages using the standard ACE menu item "Stop bleeding". Tested with a M2-HMMWV and shooting to legs.When an unit is unconscious and you take some actions using the standard ACE menu items, the feature doesn't work correctly after. If you've just stopped bleeding and choose "Combat First Aid" the animation stops without morphine and epinephrine injecting. If an unit requires only epinephrine (bleeding and pain are stopped) it injects morphine once again and epinephrine after. Works OK :) Doesn't work. The variable "ace_sys_repair_default_tyres" is true when a mission starts but there aren't any tyres in cargos. When the ACE module "Enable spare tyres in vehicles" is added it works.In 1.03 I just put "ace_sys_repair_default_tyres = true;" in asr_settings.hpp and it worked. And you've forgotten about "ace_sys_wounds_all_medics" :(