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lordprimate

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Everything posted by lordprimate

  1. hey there, just was wondering if there were any changes besides optimizations. are there any plans to integrate this in to L_Immerse?
  2. lordprimate

    CBA - Community Base Addons - ARMA 3

    is the CBA team only one person , is viper the Only one that can update CBA? i thought it was a small team of peeps. Please dont kill the cat.
  3. is this akin to a dev build... as there has been no workshop update, and its labeled pre release... :( for a split second my dumb ass thought it was an update... Great work guys cant wait to see the update live.
  4. lordprimate

    JTD Flies ArmA3 version

    Hello Dmarkwick, I have always loved this mod, and have a few edits that kinda corrects some issues. You have not responded to this thread in some time and there have been no word or hit of your return here. I would like to post the changes i have made publicly for others to try, however, If you disapprove please respond. I'll remove it right away Your key for this mod has been broken for some time. so i have quickly resigned it, so other server admins can allow it on their servers. and the changes i made to your code for testing were : 1: createvehicle [0,0,0]; optimization, this creates the logic that the fly's spawn or are dropped from. at the dead body. check bis code optimization page. 200 times faster to use [0,0,0], and then set the final location. so thats what i did there. 2. increased the distance the fly sound was heard from 20 m to 50m in the sound config. and increased the volume by 0.10 . to address several comments and personal experience not being able to hear it. 3. the command "say3d" has a format { object say3D [sound, maxDistance, pitch] } the way its written in your script say3d["soundname",1]; the "one" represents the Maxdistance heard. so i changed that to 50m as well. the idea here is that with a low volume they may not be able to hear it at 50 meters but its there as they get closer it fades in organically. 4. i changed some config settings in the "drop" command for the fly's particle. I reduced the timerperiod and the life time. now when fly's first start it looks like a few flys rather then a small hord, as time passes the effect of the mod is more dramatic. basically less particle life time means fewer overall / overlapping particles, in the beginning. 5. optimized under water check to make sure the body has died under water/ and body has ragdolled. 6. just added weight to the blood particles they will not float out of the water any more (hopefully 7. and i just deleted some things that were redundant. comments etc. 8. No flies in the winter but again this is just temporary until Dmarkwick responds. this is just a few tweeks with a new key and sig so it can be used on servers with verifysignatures=2; (dare i say i have not seen any mention about a license restriction but again. im not here to split hairs i just want to keep an awesome mod alive. So again, Dmarkwick if you dont approve of this please dont be to upset i just want to help, and ill be more then happy to remove it) DOWNLOAD: JTD_Flies_5a
  5. i read and understand what you said, however, i do disagree a lil bit. I never thought that a corrupt key would have caused my problems. I knew that once i went vanilla everything would work. I again didnt fathom a faulty key causing my issues. however, on that note i have it working. all except the units page seeing my server. and please dont take this the wrong way but your explanation of the way it works, was a bit much. I have over 6000 hours in arma. Ovbiously didnt stop me from chasing my tail. but i know about what you speak. the reason why i listed those (server side addons as "mods" was because some of them are required by the client (ie they have to be on both the server and the client to work properly) i know how keys work, i know how verify sigs works. i know how server mod and mod works as command parameters. I just didnt think that a corrupt key would cause my server to not provide its mod info to the launcher. And about creating a player base. I just recently quit a group. after 5 years of busting my ass making missions (vanilla and modded) after 5 years i noticed one think people are or there not going to play. the biggest hurdle was making sure they knew where to get the mods. and have them up to date.. It has been made obvious that you dont use the arma launcher. maybe your not to keen on how it works now but when you set up your server with out a corrupt key like i had, players get a list of mods that are required and ones that are suggested. It makes it super easy to locate and download the mods. I know there is a small change that people will play on my server. However, the major hurdle, the one that caused all my connection problems, has been crossed, people now know exactly what is needed to get on my server. And further more, Its my server for My use. I pay for it and I pay to create and experience I like to have in arma. that is the bottom line. Just like everyone else, My desire is to share my experience with others. people will join my server. they may trickel in... but again the main purpose / problem was people not knowing what mods are required and what are not. Since all that info is now made public. it will be alot easier (since all the mods are on steam) for people to aquire the mods. I also can say that as often as i am on my server, and do see people try to get on. they try to get on Over and Over. most of them at least 2-3 times. before they give up. and that is when they Dont know what mods are required. I can only hope that now the mod requirements are more obvious that may change to them getting on the 2-3 time rather then giving up... Thanks for all your help. Sincerely, Lordprimate/BigAl I still need to post my RPT to figure out why the arma 3 units page cannot connect to my server.
  6. Same command line. as stated the mods and the dlc and the difficulty shows up correctly now. however, my units page cannot connect and detect my server, And when the server has a mission loaded the arma 3 launcher doesnt show it running a mission. it shows everything else correctly in the information just not the mission info further testing indicates that a faulty key was causing my problems with certain info not being shown (difficulty, dlc, and mod info). However, the launcher for some reason will not show the mission type or name. and still cannot connect to my units page. progress was made so thanks ill post up a rpt soon just want to do some more testing
  7. so far i have rename the keys folded created a new one and added the a3.bikey so i have a vinalla keys folder that allows No mods. then i removed all unnecessary parameters from the command line. starting with the Bare minimum. -ip=xx.xx.xx.xx -port=xxxx -profiles=Profile -config=server.cfg -cfg=basic.cfg The server shows up properly in the launcher. but still cannot be connected to my units page.. so im going to have to move past that. and just add one mod and its key at a time to make sure it works. until i find the mod and key that causes the issue. im baffled as to why the arma 3 units page cannot connect to my server given the correct ip and port... i have check soo many times its the right ip and port.
  8. I have to disagree about the arma 3 launcher. with all the integrated mod/server stuff its suppose to be super easy for new player / and expecially experienced players to find their way into any modded server. I cannot believe how many people have tried and still try to get on my server. but cannot . and my only guess is that they are trying to get on via the launcher. and think that because the launcher is saying they need No mods ... they are not loading any.. or because the server says they need No DLC and my server has all and often requires it. its a legit problem and i would be super thrilled just to fill up my super small 16 man server, with tacticool arma players that love ACE ACRE Alive and a ton of immersion mods. but i cannot because no one seems to be able to join( except me i can join fine...). Your right about the server side mods. all of those are pretty much just server side. the advanced urban repel does require clients to have it if they want to use the animations and get the sounds. Bloodlust and head gore are required to be on the server and the client, to work correctly. headgore actually has a mission module placed in the editor. so it creates a requirement. After dealing with trying to get the mods to show up i had the exact thought... why am i doing this i should figure out if i can get it to work with just a vanilla mission. I had given up after my last post (for the day) Ill be doing this for the night. This is done and done. my server is signature protected. via verifysigs=2; I have several keys in the keys folder. I join my server with several clientside mods that are allowed on my server. my mission.sqm's check out with all the required mods they should. regardless of weather or not a mission is loaded the launcher never shows any mods needed or suggested. If the suggested mods ran off of what is in my Keys folder. then i should see a ton and i mean a TON of suggested client side mods. and if the mission.sqm was referenced for what is required then something is definatly wrong. because there not being shown in the launcher. i am at a real loss as to whats going on hence my begging....
  9. Ok, My server provider had a new feature that was hidden unless asked for. Command line access. So I have removed the .par file and added everything to my startup parm's... It still doesnt work as it should. The server launches the mods just fine. however the original problem still persists my server is not shown on My units page and the mods/dlc/difficulty are not properly shown on the launcher. In the launcher my server shows up as in Recruit difficultly even though i have it set to Forced Custom. It also shows that no DLC is required when there is. And it also lists my server as not having/allowing any mods to join. the following is my commandline. -nosound -nosplash -nopause -profiles=Profile -filePatching -ip=xx.xx.xx.xx -port=xxxx -config=server.cfg -cfg=basic.cfg -malloc=tbb4malloc_bi -servermod=@SLX_A3;@zeu_TK -mod=@cba_a3;@CUP_Terrains_Core;@CUP_Terrains_Maps;@CUP_Terrains_CWA;@CaribouFrontier;@RHSAFRF;@RHSUSAF;@RHSGREF;@RHSSAF;@asr_ai3;@tpwcas_a3;@mcc_sandbox;@ace3;@acex;@AliveServer;@ALiVE;@Spyder_Addons;@Ares;@3denEnhanced;@Mocap;@AdvancedSlingLoading;@AdvancedTowing;@AdvancedRappelling;@AdvancedUrbanRappelling;@SAN_Headgore;@L_Align;@L_Mount;@BloodLust The mods load fine and i can launch and join with the launcher manually. However, if i try to just use the join button it unloads all my mods and then cannot connect. Someone please help. The rpt seems clean as the server starts and runs fine. but if it will help i can post it.
  10. @rcantec, when you say server launcher perameters you mean my .par file. because this is what is in my .par file. And All mods are loaded on in the servers root directory. arma3.par: class Arg { checkSignatures="-checkSignatures"; mod="-mod=Kart;Curator;Heli;Mark;Expansion;dlcbundle;@cba_a3;@CUP_Terrains_Core;@CUP_Terrains_Maps;@CUP_Terrains_CWA;@CaribouFrontier;@RHSAFRF;@RHSUSAF;@RHSGREF;@RHSSAF;@mcc_sandbox;@ace3;@acex;@AliveServer;@ALiVE;@Spyder_Addons;@Ares;@3denEnhanced;@Mocap;@AdvancedSlingLoading;@AdvancedTowing;@AdvancedRappelling;@AdvancedUrbanRappelling;@SAN_Headgore;"; servermod="-servermod=@SLX_A3;@asr_ai3;@tpwcas_a3;@zeu_TK;@L_Align;@L_Mount;@BloodLust;@JSRS4APEX_SS;"; };
  11. lordprimate

    ArmA 3 Launcher - Adding Suggested Addons

    i am also curious about this. I cant even get the mods loaded on my server to show up as required mods..
  12. lordprimate

    64-bit Executables Feedback

    i read that the tobi thing doesnt work with the 64.exe there was no mention of track ir TRACK IR is not working with the 64.exe I am all about helping track issues and give feed back, but i dont play arma with out my trackIR.. just will not do it. so when that is enabled you have one more tester! #downloadingstablebranchagain
  13. Cool ,now if it can be done for ACRE, and ALIVE that would be awesome!!
  14. is there any way someone could push out a x64.dll??
  15. I am getting Insane performance increases from the new.exe so sexy
  16. ok, so a littl back story, I recieved the update, decided it would be good, since it was a large update, to reinstall the game. So, i deleted and reinstalled the game. Consider it a "Hard" file verification. So I did that. play'd the game. could not put my finger on what was happening. So i deleted my user.arma3profile.. da da da... and boom brand new game like its never seen me... So, I put all the settings back, my keybinds back. go in and play and i cant figure out why i cannot use my action menu.. im soo use to the mouse scroll left click it was crazy i was shooting and i almost Tk'd. (i had hopped on a pubby server) so after that i was thinking ... hmm something not right.. kinda frustrated. i looked threw the keybinds to find the action stuffs. and tried a few things .. ended up haveing to choose a new action button... which is good... just a change i didnt know about.. i looked threw the changelog and saw some stuff pertaining to that so ... i figured, fuck my life... gotta retrain that finger.. and since it was so simple i kinda felt more of an idiot then normal. yea, they changed the way the action menu works.. which is cool but different
  17. its the screen that you look at that others can see glowing green its not nessarily glowing in the dark its just the light from the NVG's being seen from someone else i couldnt tell you which one exactly but i remember this in arma 2 .. so i imagine that if you were to use CUP weapons and units you will see what your looking for
  18. lordprimate

    VCOM AI Driving Mod

    just a heads up. @Genesis92x. I know they "did some work" on the ai driving ... but they still need your driving class. I have noticed that AI will run over friendlies more then ever now a days. And even though there suppose to have better pathing I still find them stuck on rocks ... and trees.. etc.. Please, if you can, do not drop this mod. The AI still need help driving, expecially stopping when things are in front of them... I also see a lot of cars/truck with no front wheels because they speed into obstacles..
  19. i for the life of me cannot get fireflies to work any more. i have the latest version.. anyone else having this issue...?
  20. Thanks that was it it was the zeus modules... for some reason i always put them by georgetown ... never made the connection... Thanks again you just saved me about 10-15 fps in SP.
  21. hey all, again with a question of experience/bugs. On Tanoa, is it a known bug that units will spawn at georgetown. evern when no one is near... I have done a test with ONLY CBA AND ALIVE on tanoa nato vs syndicat. in every test... the spawn distance is 1k. for some reason every test i have done Enemy spawn outside of the 1k radius set in the modules. its always around georgetown. for example i have this mission set up with nato in the main airfield in the center of tanoa. and syndicate hold all the rest. In this mission the enemy should only spawn with in 1K of the air field (where the player starts) However, for some reason 3K away there are Enemy Units spawning and running around GeorgeTown... I usually run with quite the mod list but turned it off to be sure this was Alive doing this and it is... can someone confirm this to be know or should i report it?because it causes quite the bit of lag and all my missions suffer on tanoa because of units being spawned where No one is... or where No one is near... At all
  22. lordprimate

    BloodLust (Version 2022.04.13)

    OMG.... I was playing a highly modded mission the other day. sorry, no pic's but a Prowler was hit with and rpg. I found a body part about 100m away up on a hill in some rocks while trying to secure the area... was gruesome.... Thanks again for this .. are they are plans for future enhancements
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