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sancron

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Everything posted by sancron

  1. Hello, i've got one problems with MCC (latest release). When i use MCC with my Mission, the VAS restriction doesn't work, if i disable MCC all works fine. So my question is, is it possible to use VAS with Restrections and MCC. At this time i need to disable MCC completly.
  2. Since Zeus, there are alot Cheater, using these damn gamemode DLC to Cheat in several MP Sessions. So how we can disable Zeus on the Server completly? It's the worst DLC ever in Arma History for my Opinion. It's a shame that i am not able to disable it in the Client or Server. So what's the Solution to prevent Cheater, to use these stuff?
  3. sancron

    Disable Zeus DLC

    @Nuno Basto: Where to find the official ban list? I don't see such a list for A3 yet. And Terox was say the right words. It's a problem that hacker uses Scripts, that are deliverd with Zeus DLC like the Lightning Strike. So that's more fun for this kind of people, since there is a cool animation when other Peoples get knocked down.
  4. Hello, since i was do some tests with my Video Settings, i found maybe a bug? My PC Specs are AMD Phenom II x6 1090T AMD Radeon R9 270X Windforce X3 OC 16 GB DDR3 1333 RAM And when i run the Test, Arma says i am able to play at Ultra, but i only have arround 20 - 28 FPS but when i Set to LOW i have 22 - 30 FPS. Is this a Bad joke? For me, there is no real difference between LOW and ULTRA Settings. So no real FPS Increase or decrease. So did i really need to buy me a nVidia+Intel Setup to Play Arma 3 with more then 30 FPS.
  5. Ok thanks for the hint, but i use the PC also for some Video and 3D Rendering, so HT is a nice Option. Personally i know that most games don't use HT Feature. But some Programs i use, support these features. So when i need to buy a Intel, i take a i7 to get the full range of features. That's the same, why i was buy a Phenom instead of a Athlon a few years ago.
  6. since i pay only 10 Euro more for a i7 4770k i buy these. I only buy only one time, for a long time. And i don't buy used, i only buy new, snce i have my 3 year guarntee on these Products.
  7. Thanks i will test something. Personally i am a Fan of AMD/AMD Setup (Not a Fanboy that says AMD is the Way). Sometimes it's a question about how much it costs. I was show on my Hardware-Dealer and for a i7-4770K + Mainboard i need to pay arround 400 Euro. But i want to play Arma 3 smooth like Arma 2. I will try your Tips.
  8. I only use the ingame Settings, the Viewdistance is at 2000 and the Objects are on 1400. I don't have any special Setup on my Driver for the Game, all is set to Use Game Settings.
  9. Frontpage Updated Highlights * New UI * first models for items * first balancing patch * optional health/pain regeneration * Accurate death timer Changelog 0.2.0 * new requirement: XActionUI (currently not available as seperated addon so laying in XMedSys/Addons folder) * new requirement: XLib (currently not available as seperated addon so laying in XMedSys/Addons folder) * XMedSys now uses XActionUI for others/self interaction [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=56&project=2 ]Please note that the put/pull unit into/from vehicle thingy is still working with old UI as the new one is not finished yet * You now can use ALL actions on yourself if not limited (but the defi ... because that will not make ANY stupid sense :F) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=53&project=2 ] * Fixed error message on respawn [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=51&project=2 ] * New variable for pain reduction per tick: X39_MedSys_var_Pain_ReductionPerTick (default: 0.01) * Added a way to regen Health/Pain over timer [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=52&project=2 ] * Added CPR option. Doing CPR will FULLY stop the timer until you stop it[ http://feedback.vbundeswehr.de/index.php?do=details&task_id=40&project=2 ] * New variable to enable HP Regen: X39_MedSys_var_HpRegenOverTime_Allow (default: true) * New variable to set max HP Regen (in percent where X39_MedSys_Display_TimeBeforeRespawnAvailable_Death is the max): X39_MedSys_var_HpRegenOverTime_MaxRegen (default: 0.2) * New variable to set HP Regen per tick (in percent where X39_MedSys_Display_TimeBeforeRespawnAvailable_Death is the max): X39_MedSys_var_HpRegenOverTime_RegenPerTick (default: 0.001) * New variable to disallow regen when bleeding : X39_MedSys_var_HpRegenOverTime_OnlyRegenWhenNotBleeding (default: true) * New variable to disable morphine zeroing when given (to prevent overdose if target has pain): X39_MedSys_var_Pain_disableZeroingOnReceive (default: false) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=55&tasks=&project=2 ] * Renamed variable X39_MedSys_LifeTime to X39_MedSys_var_LifeTime * Renamed variable X39_MedSys_Head_HeadShotDeathLimit to X39_MedSys_var_Head_HeadShotDeathLimit * Renamed variable X39_MedSys_Head_DamageMultiplicator to X39_MedSys_var_Head_DamageMultiplicator * Fixed: you can drag/carry endless count of people * Fixed: you can carry alive people [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=48&project=2 ] * Fixed: you cant disable the UI locally through changing the userconfig file [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=63&tasks=&project=2 ] * (hopefully) fixed drag/carry not stopped when own unit dies [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=44&project=2 ] * DeathTimer is now more accurate! (Respawn button is still working with sleep so it is not affected : / sry) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=57&tasks=&project=2 ] * New default values: - X39_MedSys_var_Pain_MorphineHealValue (1 -> 3) - X39_MedSys_Healing_MedKitValue (1.5 -> 5) - X39_MedSys_Legs_DamageMultiplicator (1 -> 2) - X39_MedSys_Generic_DamageBeforeKnockOut (1 -> 4) - X39_MedSys_Generic_DamageBeforePermaKnockOut (1.5 -> 6) - X39_MedSys_Generic_DamageBeforeDead (2 -> 8) - X39_MedSys_var_Action_CheckUnit_OutputRealValues (true -> false) * Some internal stuff: - http://feedback.vbundeswehr.de/index.php?do=details&task_id=41&project=2 - Ongoing improvements of code - put XEventSystem inside of the "requiredAddons" array of X39_MedSys_Scripting * !USERCONFIG CHANGE! - Added AllowMorphineView variable * Fixed X39_MedSys_var_Head_HeadShotDeathLimit variable (currently there is no way to revive you if youre killed with the "HeadShot") * Fixed: setting X39_MedSys_var_Pain_AllowHealthOvercharge to false will still add negative pain ammount when no pain is left * Fixed: setting X39_MedSys_var_Pain_AllowMorphineOverdoseEffect to false will still apply blurry effect to screen when having overdose * Added variable to manipulate healing value of Morphine: X39_MedSys_var_Pain_MorphineHpHealValue (default 0.5) * When X39_MedSys_PreventGuiOpening is set to true when respawn happens it will be automaticly now set to false
  10. New release: 0.1.3 Beta - Frontpage updated New Features: Pain and with this also usable morphine Reusable medkits Real value output of checkunit autoapply to all missions (optional via userconfig) some settings are editable via the module ​ Changelog: * added variable to change the "Check Unit" messages to real values instead: X39_MedSys_var_Action_CheckUnit_OutputRealValues (default: true) * added variable to set the upper limit for bleeding rate: X39_MedSys_var_Bleeding_maxBleeding (default: 10) * added variable to set the upper limit for received damage: X39_MedSys_var_maxDamage (default: 5) * added first basic functionallity to the module (currently only overlay settings) * added blood view in knock out gui (when dead) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=46 ] * XMedSys menu now outputs unit name too * Check unit now also outputs the unit name * new ppEffect for morphine overdose * new variable to (dis)allow morphine overdose ColorInversion: X39_MedSys_var_pain_ColorInversion (default: true) * new variable to (dis)allow morphine overdose ChromAberration: X39_MedSys_var_pain_ChromAberration (default: true) * MediKits now can be used up to 5 times (depending on the mediKit you take) [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=45 ] * new classes: - x39_medikit2 - x39_medikit3 - x39_medikit4 - x39_medikit5 * Bleeding now can knock you out (only when youre below the defined level) * removed variable: X39_MedSys_Healing_MorphineValue * added pain to game and gave morphine a use [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=25 ] * new variable to change tickRate (min. time between ticks): X39_MedSys_var_TickRate (default: 0.25) * new variable to (dis)allow bleeding: X39_MedSys_Bleeding_Allow (default: true) * new variable to (dis)allow pain: X39_MedSys_var_Pain_Allow (default: true) * new variable to (dis)allow morphine overlay indicator: X39_MedSys_Display_Overlay_EnableMorphineView (default: true) * new variable to (dis)allow health overcharge when using morphine: X39_MedSys_var_Pain_AllowHealthOvercharge (default: true) * new variable to (dis)allow healing when using morphine: X39_MedSys_var_Pain_MorphineAlsoHeals (default: true) * new variable to change pain addition: X39_MedSys_var_Pain_Modificator (default: 1) * new variable to change morphine overdose reduction: X39_MedSys_var_Pain_MorphineEffectReducedPerTick (default: 0.001) * new variable to (dis)allow pain blur: X39_MedSys_var_Pain_Blur (default: true) * new variable to (dis)allow pain ColorCorrections: X39_MedSys_var_Pain_ColorCorrections (default: true) * new variable to (dis)allow pain RedScreen: X39_MedSys_var_Pain_RedScreen (default: true) * new variable to (dis)allow pain GreyScreen: X39_MedSys_var_Pain_GreyScreen (default: true) * new variable to (dis)allow morphine overdose: X39_MedSys_var_Pain_AllowMorphineOverdoseEffect (default: true) * new variable to change max morphine overdose: X39_MedSys_var_Pain_MaxHealthOvercharge (default: 1) * new variable to change morphine overdose effect manipulator: X39_MedSys_var_Pain_HealthOverchargeEffectManipulator (default: 1) * new variable to (dis)allow blending of pain GreyScreen: X39_MedSys_var_Pain_GreyScreenManipulator (default: 1) * new variable to change the max pain a player can receive (gets calculated to a percentual number): X39_MedSys_var_Pain_minPainToMaxPain (default: 10) * new variable to change tickRate (min. time between ticks): X39_MedSys_var_Pain_MaxBlur (default: 1) * removed function: X39_MedSys_fnc_runCamShakeThread * removed function: X39_MedSys_fnc_runBleedingThread * removed function: X39_MedSys_fnc_stopBleedingThread * added function: X39_MedSys_fnc_runTickThread * added function: X39_MedSys_fnc_registerNewTickHandler * added function: X39_MedSys_fnc_TH_bleedingHandler * added function: X39_MedSys_fnc_TH_tourniquetHandler * added function: X39_MedSys_fnc_TH_painHandler * added function: X39_MedSys_fnc_setUnitPain * added function: X39_MedSys_fnc_closeBlackOutDisplay * updated userConfig to correct default value: - enableOnAllMissions (true -> false) * fixed "Captive after Respawn" [ http://feedback.vbundeswehr.de/index.php?do=details&task_id=43 ]
  11. sancron

    AMD Mantle Support possible?

    I know that the PhysX feature of Arma 3 is powered by CPU not by GPU, but nVidia has a exklusiv acceleration on GPU when supported by the Game like in the Batman Game Series. But you can also play PhysX enabled games that needs a nVidia Card without a nVidia Card, then most only the features are not visible, like some Smoke or the Cape animations (In Batman Series) i think this is then FLEX. But AMD already says, that Mantle isn't bound to AMD Graphics, nVidia will also be able to use ist. But only the HD7000+ Cards will Support it for now. But Mantle and PhysX are not the same. Mantle is a low-level API specification developed by AMD as an alternative to Direct3D and OpenGL, primarily for use on the PC platform.[2] Currently the only implementation is for graphics processing units with AMD's Graphics Core Next architecture,[3] although there is speculation other GPU vendors such as NVidia and Intel might be able to implement it in future.[2] Mantle was created to allow games and applications to utilize the GPU more efficiently, and have much faster draw calls, and makes game development much easier by nearly eliminating hardware abstraction.
  12. sancron

    AMD Mantle Support possible?

    So nVidia is also able to support the Mantel API, it's not like PhysX which will run better when you have a nVidia Card to compute this. PhysX is can be computed by CPU but has his full potential only on nVidia Cards. AMD Mantel can also be also computed by nVidia Cards if the will provide the Support, there is no limitaion.
  13. sancron

    AMD Mantle Support possible?

    It's a easy supply and demand question. When enough demand on this Topic is gained, it would be in the intrests of BI to implement it. But when only a few people aks about, the work has nor relation to the demand. Perosnally i think so, correct me if i be wrong.
  14. Thw whole vBundeswehr Project Team, wishes all a happy new year. And with the new year, we also have a new version of XMedSys for you. First post already up to date: Download: XMedSys 0.1.1 Beta and last but not least the Changelog: 0.1.1 BETA * Now also using XMedSys requirement: 'XEventSystem' (sry for adding this to the last changelog but forgot to remove it from there again : /) * New Document added to .zip: events.txt (file contains the events added with XEventSystem) * fixed FX error message * fixed XMedSys items have been usable as medKit (seems like itemCore is the solution to get rid of it too but i will check later on this) * new Variable which represents current mod version: X39_MedSys_var_VERSION * new Variable which manipulates overall received damage (only damage received via HandleDamage!): X39_MedSys_var_DamageMultiplicator * new Variable to enable/disable the event system calculation (requirement stays!): X39_MedSys_var_UsingEventSystem * you now can close the medicalMenu with the same buttons like you open it * added first events (see documentation --> events.txt) * XMedSys deathScreen --> Respawn button has been resizes (after many requests to do) * Changed Following item mass values (community vote): - x39_bandage (10 -> 2) - x39_morphine (4 -> 1) - x39_epinephrine (4 -> 1) - x39_defibrillator (50 -> 20) - x39_medikit (20 -> 10)
  15. How i got this to work in Multiplayer? When i set up markers like this: ["kpz1",pz1,west,["armor","2"],-1,1] call vk_fnc_addMarker; i see all when i preview my mission in the Editor. But when i use this ["kpz1",pz1,west,["armor","2"],-1,1,[west,independent],"",true] call vk_fnc_addMarker; i do not see any markers at all. And both won't display on Multiplayer. Did i forget something? I was try several things and want that my Units / Vehicles are tracked. The first thing works also on empty Units in the Editor.
  16. Update released, frontpage updated. Download: Version 0.6.1 Alpha Feedback Tracker: feedback.vbundeswehr.de Changelog: 0.6.1 ALPHA * Fixed the broken setDamage function (only changed things locally) 0.6.0 ALPHA * Changed behaviour of Defibrillator (not directly ... but in a passive way) * ^ext: Defibrillator now is an item * ^ext: removed backpack from game * new BackPack (containing everything) className: "X39_MedicBackPack" * fixed typo in "STR_X39_MedSys__msg_TargetIsNotKnockedOut" * fixed cam shake * !new userConfig file! * ^ext: you now can edit some more HUD things AllowHealthView * ^ext: you now can edit some more HUD things AllowBoodView * ^ext: you now can edit some more HUD things AllowLegView * ^ext: you now can edit some more HUD things AllowTourniquetView * Changed position of the MedicalMenu
  17. Hello, after doing some repaintwork for my Unit, i just came to the question, why Bohemia does not provide PSD Files, so it would be easyer to create high quality Repaints. So there are good work outside. But it's hard to made a good work, when a painter need to recreate a Template and maybe loss some informations. So the small Question is, would Bohemia maybe made some Templates for Cars and Units, to made the life of repainting easyer? And what does the Community think about this? Regardes sancron
  18. You can extract textures from the PBOs, but when you start Painting you loose some important things like Shading or Small parts like Screws. So you need a lot of time to recreate these effects by hand. When i have a Model to be used in 3DS with UV-Maps i can render the Shading. And yes there are many retextures outside, but not all are on high quality, or missing some things like shading.
  19. New Version available: v0.5.1 Alpha (Hotfix Release) Now 0.5.1 Alpha is available and ready to download. First post also Updated Changelog * Fixed Others blood interaction * Fixed camShake to act local only * Fixed camShake to act only if unit is player
  20. New Version available: v0.5.0 Alpha Now 0.5.0 Alpha is available and ready to download. First post also Updated Changelog * MedicalLimitation v1 has been added (see devReadMe 6.A) * Initilizing mod variables works now in a better way (first checks if variable is already set) * XMedSys Overlay v1 has been added * ^ext: added new variable to config file (transparency - Manipulates overlay transparency (does not includes the total screen overlay! Only the icons)) * ^ext: added new variable to config file (refreshRate - Overlay refreshRate in seconds (can increase performance if set to higher values)) * ^ext: added new class to config file (bleeding - Options for the blood status pic. Usualy you can leave this like it is shipped) * ^ext: added new variable to config file (enableCamShake - if enabled, your cam will shake when you have taken a hit) * Added optional shaking when hit (thx to Tinter for adding an implementation) * Changed some internal stuff (ordering files etc., cleaning up some code) * Changed classParent of x39_medikit to itemCore
  21. It was in Cliffs Of Dover. Also IL2 1946 provides Templates for all his Aircrafts by Maddox Games. rFactor 1 and 2 the Publisher ISI provide Templates to repaint. RACE Series by SimBin, SimBin was realease Templates for all cars they included in the Game, also pCARS. Ok this are all SimRacing games (with exception of IL2 and Cliffs of Dover). So it would be great, if they would provide Templates. And i don't think they get any copyright / licensing Problems in cause, most of the Equipment are modifyed Versions of Real counterparts.
  22. New Version available: v0.4.0 Alpha X39 gave me an improved Version to release. Now 0.4.0 Alpha is available and ready to download. First post also Updated Changelog * Removed the disableUserInput dummy implementation for KnockedOut/Dead units and added the first version of the BlackScreen * Module is now also usable for singleplayer (removed both limitations from previous versions) * added exception for isMoveProneMove function if given string is not in correct length * added first version of DevReadMe
  23. An Update was released, Version 0.3.1 is ready for testing, First post updated.
  24. So what i need here: ClientRequiredTs3_Channel = ["1", "2"] did i need here the ChannelID or what? There is no Explanation on this
  25. Here a quick and dirty Tutorial how to start a Windows Server on Linux ;) Install Wine 1.6: apt-get install python-software-properties -y add-apt-repository ppa:ubuntu-wine/ppa apt-get update apt-get install wine1.6 winetricks xvfb x11vnc blackbox -y [optional] Add new Linux User: adduser arma3 && su arma3 && cd ~ Now open a screen Session screen -S arma3 And now we start our Server with this commands (include VNC to see the Arma 3 Terminal) Xvfb :99 -screen 0 1024x768x16 -ac & 2>/dev/null export DISPLAY=99 blackbox & 2>/dev/null x11vnc -display :99 -passwd "YourVNCPassword" -rfbport 5900 & 2>/dev/null winetricks xact winetricks d3dx11_42 wine arma3server.exe -port=2302 -ip=xxx.xxx.xxx.xxx -someothercommandlinestuff
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