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laxemann

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Everything posted by laxemann

  1. Thanks, Rydygier, your comment "or perhaps trying steps rather via model coordinates" actually made me write my own, more compact move function based on a dummy object and... it's working better now, still a bit laggy though... But still: Everybody, if any well-performing method of moving objects comes into your mind, feel free to tell me! Having this major performance breaker (which prevented me to work further on ES for many months now) almost out of the way, I'm glad to tell you that there's gonna be a public alpha/showcase version _very_ soon! :)
  2. laxemann

    X-Cam prototype map

    Dude. Just... dude. Oh my god. Dude. Yes.
  3. Aaaallright guys! Some news and a call for help at the same time: I spent the whole night (8 hours) with being a f*cking nerd and cellar kid and rewrote the mod completely. The results are fine, it's generally way faster, easier to implement and will allow people that want to create their own soundsets to do so in no time. But I'm struggling with one issue, and this is the point at which I need you guys! By rewriting the complete code, I've been able to find the performance bottleneck: I'm currently using an adapted version of twirly's function in order to move the reverbs away from the player. This function works fine and is no big deal used on single objects, but it simply lags out when using it on two objects for each shot, meaning the engine can't process everything at the same time and other scripts/shots begin to delay. My question therefore is: Do you guys know any other, performance friendly way to move an object from position a to position b? This really is the last big problem I'm having but I can't find a solution on my own. Thanks in advance, LAxe
  4. laxemann

    JSRS: DragonFyre -- WIP Thread

    The speed of sound simulation in DFyre and previous JSRS versions is totally scripted, since thr "actual" firing sound defined in the configs is only audible for a few meters. :)
  5. Hey folks, I'm having a little issue here. I'm working on a multiplayer mission in which random events happen for the player locally at (theoretically) random intervalls. The setup: I'm having a functions.sqf which is executed via the initPlayerLocal.sqf. This functions.sqf defines the "events" simply like this: I'd assume that the sleeptime is random for each player since the sqf is executed locally.... but it isn't! Every player gets the same events with the same intervalls. My theory is that the functions generate the same sleeptime for each player. Now my question: Does anyone know what's going on and how I could achieve different sleeptimes for each player? Thanks in advance, LAxe
  6. Hy Folks, I'm currently rewriting the mod completely to become more efficient and flawless. There's one thing that I'd like you to do: PLEASE VOTE FOR THIS TICKET I won't be able to do what I wanted to do without having this solved. :/ Thanks!
  7. Just a little proof for Drakeziel. Also, Drakeziel, you said that the mod author -which is me- gave you the permission to upload it here. I never did that. No allegations, but who did you talk to?
  8. I guess Toysoldier's simply not that much into the english language and just wanted to tell me that someone uploaded it. Thanks for informing me, I'll look into it. Oh, and btw: I'll continue working on the mod and finally fix some major bugs as soons the the new inventory eventhandlers find their way into stable. :)
  9. laxemann

    JSRS: DragonFyre -- WIP Thread

    Then your weapon pretty sure inherits from the MX config-wise, I guess, since just changing the default sounds doesn't do anything :) Edit: Argh, ninja'd by Slatts :D
  10. laxemann

    JSRS: DragonFyre -- WIP Thread

    So you mean that you're just refering to the standard A3 sound? If yes, then you'd have to make a seperate config for DragonFyre/JSRS since all weapons maximum distance have to be set to 130m. Also, you'd have to assign the JSRS effects in this seperate config, take a look at HERE and check for "For Mod Authors, Important". :)
  11. laxemann

    JSRS: DragonFyre -- WIP Thread

    We've made it like this: If the weapon has a Dragonfyre effect assigned, then this is used. If it hasn't, it will check if there's an JSRS effect assigned and if this is the case, use it. Meaning: DragonFyre Effects over JSRS effects. If you want old mod weapons that had JSRS effects to have DFyre sound effects, the respective modders would have to make a new config. But if they don't, no problem, the old JSRS effects will work! :)
  12. laxemann

    JSRS: DragonFyre -- WIP Thread

    Sure thing, but it's on hold right now since I'm involved in around ~9 other mods at the moment, including DragonFyre, and there are issues with ES that piss me off, haha :D In case I'll ever release it, ES would be too quiet for DragonFyre though.
  13. IMPORTANT UPDATE DOWNLOAD Thanks to [Knight] for pointing this out on the ArmAholic Forums!
  14. laxemann

    JSRS: DragonFyre -- WIP Thread

    That's what we're doing but this results in spawned projectiles not running the scripts ;)
  15. Nope, since the projectiles are being tracked inside the script and the player could meanwhile disembark from the vehicle etc. :)
  16. laxemann

    Sangin WIP

    The most recent version should be (or better is) this one found at the end of page 23.
  17. UPDATE 1.25 Allright, the fixed Version, DOWNLOAD Upcoming/ WIP: - Descending (with and without the help of other players)
  18. laxemann

    Sangin WIP

    Not really "big" but the details make it appear larger than other maps. Some maps consist of 200m with almost no objects and just flat/simple terrain and appear to be rather small when playing on them, Sangin however has so many details and terrain bumps etc. that it feels kind of overwhelming at first :D
  19. laxemann

    Hidden Flashsuppressors

    Never, ever, ever do that! :D Check out the installation guide on Armaholic
  20. laxemann

    Blastcore: Phoenix 2

    He's talking about the regular effects option, I suppose.
  21. laxemann

    Sangin WIP

    Stayed awale with you just to test this xP Got some texture errors, but dayum, running around in abotta and my cqb dreams are becoming true, can't wait to set foot on sangin - thank you! Edit: F*ck, this is way too epic!
  22. Update Download Changelog: Feedback is more than welcome. Also: Some guys mentioned that the shockwave should reach the player before the actual sound - is that true? Have fun!
  23. Allright, i'll play around with the intensities a bit as soon as i've got some spare time. Thank you very much for your feedback, let's make that small mod enjoyable as f*ck :D Edit: Also, feel free to de-pbo the mod (it really IS simple and small, don't worry) and play around with the formulas a bit. If you think that you just found THE right setting, let me know! :)
  24. Yup, changes dynamically with distance (I'm using simple formulas to calculate the intensity). Weaker explosions cause less shake whatsoever. Also, I've noticed that the effect appears to be very strong in the videos, however it's way more subtile when actually playing a mission - at least that's what I've experiences.
  25. laxemann

    Arma 3 , project the cave

    Very nice! If only ArmA wouldn't let the light shine through objects... on the other hand - oh well, the performance :rolleyes:
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