-
Content Count
194 -
Joined
-
Last visited
-
Medals
Everything posted by marceldev89
-
Iron Front in Arm3 LITE - preview versions
marceldev89 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey .kju, Any chance of getting the PwS version updated? It's incompatible with the workshop version and most of the public servers (getting a "signatures don't match" message in Arma 3 Launcher). Unless that implies another new version, then I'm happy as well. :lol: -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
marceldev89 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Didn't test it but as far as I know they only fixed the lighting stuff which shouldn't affect anything else. I think? -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
marceldev89 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You could use the hueys from the CUP Vehicles or Medium Utility Helicopters mods for the time being, they work fine last time I tested. Noticed the same thing with the hueys from the 7cav Vietnam collection a while ago. -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
marceldev89 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can use the config browser in the editor to find class/faction names. It won't work properly with ALiVE for now though because the CfgGroups isn't compatible with ALiVE (and other similar mods) yet. You'll have to wait until someone creates a custom faction mapping for ALiVE (http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings) or the CfgGroups itself is updated. As far as I know the Unsung team is aware of it and it's somewhere on the roadmap. -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
marceldev89 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ALiVE indexing for the Da Krong terrain is done, grab it from https://dl.dropboxusercontent.com/u/38551057/alive_index_dakrong_bravo.zip. To get this working in your mission, copy the 'x' folder to your mission folder and ALiVE should pick it up properly. I'll probably do the Doung terrain tomorrow. :) -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
marceldev89 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For those waiting for ALiVE compatibility, I'm probably going to (re-)index Da Krong and perhaps the other new map this weekend. :) -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
marceldev89 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It seems to be updating properly now. Thank you for reaching out to the withsix guys. :) -
Well, it's telling you that there's an error in userconfig\asr_ai3\asr_ai3_settings_ss.sqf on line 44. Judging by the error message, there are 2 commas after each other (an empty array element) on that line between "Militia_Militant_D" and "Militia_Militant_E" which isn't allowed. The default ASR userconfig files don't have those values in them so the issue isn't with ASR.
-
The Unsung Vietnam Mod 3.0 WIP THREAD
marceldev89 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here's a small bit of the config with a few comments about how things "should" be. Note that I'm basing all this on how things are configured in the alpha release. For further info it's probably best to take a look at http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation. -
The Unsung Vietnam Mod 3.0 WIP THREAD
marceldev89 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nearly there! Are there any plans to redo the CfgFactionClasses/CfgGroups so that they follow the BIS "standards"? That would make Unsung usable with ALiVE mod and a lot of other mods/scripts that depend on those classes. -
With the feedback tracker being down and all, I figured I'd post it here. While playing with some AI squad members the other day, I noticed that they stopped shooting for whatever reason. After "investigating" the issue, I noticed that they just didn't have ammo for their primary weapons but never reported this back to me (even the FX-5-5 command didn't report it). Basically the AI doesn't seem to report ammo states per weapon but based on a global magazine count. I've attached a mission that reproduces the issue below. Repro mission: https://dl.dropboxusercontent.com/u/38551057/low_ammo_repro.VR.zip Repro steps: start the mission, it's automated. Tested with 1.58 and 1.59.135908. How I think it should work in "pseudocode" (ideally it would even report ammo states per weapon like "No ammo for X"):
-
Tophe's Arma Dedicated Server Tool (TADST)
marceldev89 replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
This isn't caused by TADST. By default, the dedicated server will listen on all known IP addresses. When you're hosting the dedicated server locally and open the LAN server browser, it will show 2 servers with the following addresses: 127.0.0.1 & 192.168.2.2 (or whatever LAN IP you get from your router). To override this default behavior you can use the -ip parameter. For example: arma3server.exe -ip=127.0.0.1 [+ the rest of your server startup line...] Not entirely sure though, been a while. :) -
Just a heads up, those asr_ai3_caf_ag_c files are still part of the mod on PWS (v0.9.28.1).
-
BattleNET - C# library and client for the BattlEye protocol
marceldev89 posted a topic in ARMA 2 & OA - Servers & Administration
BattlEye Protocol Library and Client BattleNET is a C# (.NET) library and client for the BattlEye protocol written by me and Vipeax. BattleNET client The BattleNET client basically replicates the official BE RCon client but uses the BattleNET library to do all of it's work. Usage: BattleNET client.exe -host [ipaddress] -port [portnumber] -password [password] -command [command] Command line options: -host [ipaddress] RCon ip address -port [portnumber] RCon port number -password [password] RCon password -command [command] Sends command to RCon server and exits again Note: If no arguments are specified the client will ask for the login details. Examples: BattleNET client.exe -host 127.0.0.1 -port 2302 -password 123456789 BattleNET client.exe -host 127.0.0.1 -port 2302 -password 123456789 -command "say -1 Hello World!" BattleNET library Code example: https://github.com/marceldev89/BattleNET/blob/master/BattleNET%20client/Program.cs GitHub project page https://github.com/marceldev89/BattleNET Licence LGPL Changelog -
Community Tools Updater
marceldev89 replied to Tom_48_97's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Awesome! After all these years there's finally a tool to keep our other tools updated! -
BattleNET - C# library and client for the BattlEye protocol
marceldev89 replied to marceldev89's topic in ARMA 2 & OA - Servers & Administration
Uhm yes, it's been down since forever. I'll remove the link. ^^ -
BattleNET - C# library and client for the BattlEye protocol
marceldev89 replied to marceldev89's topic in ARMA 2 & OA - Servers & Administration
https://github.com/ziellos2k/BattleNET/blob/master/BattleNET%20client/Program.cs <-- That's basically a full implementation of the library, all you'd need to know to use it. :) -
BattleNET - C# library and client for the BattlEye protocol
marceldev89 replied to marceldev89's topic in ARMA 2 & OA - Servers & Administration
No need to compile anything. It should run fine out of the box with mono (if you get the binaries). -
[UI] Algorithm behind safeZoneX/Y/W/H
marceldev89 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi, I'm looking for the algorithm behind the safeZoneX/Y/W/H variables. I know there's a bunch of things involved in getting those values like aspect ratio, resolution, interface size, absolute positioning and probably more but I couldn't come up with how it's actually calculated. I'm convinced there must be someone here that does know this. :) -
[UI] Algorithm behind safeZoneX/Y/W/H
marceldev89 replied to marceldev89's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It seems that I don't need the full algorithm anymore. :) For those looking for this info in the future: Apparently you can fully disregard safeZoneX/Y/W/H when positioning the controls using pixels. -
BattleNET - C# library and client for the BattlEye protocol
marceldev89 replied to marceldev89's topic in ARMA 2 & OA - Servers & Administration
Ha, I guess not many are interested. :p -
I've noticed that the dedicated server is listening on UDP port 51656, any ideas what it's used for? EDIT: I guess it's used to report the server to gamespy/ign since it's connecting to 69.10.30.231 (IGN Entertainment). :)
-
WarFX : Blastcore
marceldev89 replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome, looking forward to it! -
WarFX : Blastcore
marceldev89 replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
OS, any news on the sound mod? :D -
WarFX : Blastcore
marceldev89 replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What's your post processing set to? I think someone mentioned in here that it had to be lower then normal (mine also is lower then normal).