Fadi
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Posts posted by Fadi
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I did see that and it looks promising, but will it work when it's just one person hosting a mission instead of an actual dedicated server?
Yes. Alternately
You can stick the exported settings in the description.ext of the mission defined under class ACE_Settings and it'll have the same effect. Something like http://pastebin.com/31XJB7UJfor example.
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Not sure if this is already know but the skybox seems to have some rendering issues, everything is black past your render distance and the sky is a weird color. I know IceBreaker had similar issues with his Isla Duala map so he may know how to fix it...
Hotfix is linked here ( https://forums.bistudio.com/topic/182043-australia-version-501-release/page-24#entry3033932) as well as on his Workshop page
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@schw4rzlicht
It's already been reported with solution in another ticket: http://feedback.rhsmods.org/view.php?id=2498#c5028
The Linux dedicated server process can't handle capital letters, whether it's the folder name itself (@Example), the addons folder (@example\Addons) or in any PBO inside it. Oddly bisigns/bikeys are okay.
There's one PBO in AFRF and another in the USF addons folders (rhs_editorPreviews and rhsusf_editorPreviews respectively) that you need to change to be all lowercase.
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2D Editor has unfortuneatly been removed with Apex update.
It's hidden but not removed. Hit CTRL + O at the editor menu when selecting a map to access it.
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Looks like 4.0 release was delayed until after this weekend.
Patch notes were released today (8/8/16) http://www.esimgames.com/?p=1959
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It is, I used it several times. What is your setup?
Send from my tablet, so pardon any autocorrect bollocks
Hm.
FHQ itself was set up in the description.ext under cfgFunctions.
Briefings including an example were written in the briefings section in Eden, tasks in the tasks one. Both briefing and task were entered in every units attribute box. Tasks states during the mission as well as new tasks were updated by trigger.
In another part of our mission framework, we have a postinit function that among other things looks for a boolean defined in an hpp, which if set to true will compile preprocessFileLineNumbers an SQF file for in file tasks and briefing stuff with templates. This is set to false by default so it won't run.
I have a copy of my mission here although with external dependencies it might not be very helpful.
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During the mission, JIP players saw notifications of task state changes as well as the creation of new tasks but were unable to see the tasks or briefing tabs itself.
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It seems using the Eden editor extension to set tasks and briefing isn't being run on JIP players.
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Yes, I am also having this issue. the "fog" at the render limit appears as a hellish black instead of the light sky blue. I downloaded off of PWS
Pics:
https://drive.google.com/open?id=0Bzko44PAXDRCNm43UnZwbkVtRGM
You're missing the hotfix: https://forums.bistudio.com/topic/182043-australia-version-501-release/page-24#entry3033932
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It's nice to see the squad radar and tactical ping added to the game. The mod equivalents to both (STHud and ACE Finger respectively) have been pretty helpful.
It would be nice to have an outline or background to the radar element. Under certain conditions, influenced by terrain or weather, the current version can get pretty hard to read.
Two examples for what I mean:
http://i.imgur.com/DMKFK4p.jpg
http://i.imgur.com/oMZGixE.jpg -
Was dragging/carrying the D30 removed? It no longer appears in my ACE interactions.
ACE made it so you can't anymore, not RHS: https://github.com/acemod/ACE3/pull/3566
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Yes, each setting is correctly set... weird thing is that this only happens with "respawn_west". Every other respawn marker works "respawn" "respawn_east" etc... I asked some guys of my unit that also edit missions and they say that they do not have this problem so I suppose it is something wrong on my side. Extremely annoying though :angry:
I tried adding the marker "respawn_west" after finishing the rest of the mission and uploaded it to our server. Then I went and started loading the mission after picking up a role, it crashes back to "#missions" menu with an "error loading mission" message. I kind of worked my way around this using the "respawn" instead of "respawn_west" because what I am editing is a COOP mission with only one playable side. I will keep using that until a find what the hell is this crash.
It's happened to me with both repspawn_west and respawn_east
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Yeah...
We had a rather large preset update and hit 948 PBOs without much thought, which combined with the games 229 put us over whatever limit at 1177. We've had to remove a bunch of things to get it to show up again and with the new RHS update, that's another 28 things to remove elsewhere to make it work.
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Where can I find the RC changelog?
https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/#entry3023745
That's the only changelog I know of for RC
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The lack of interior for gunner and commander doesn't bother me as much because yeah, they should be spending their time scanning with their optics.
Drivers though is a different story. The single periscope has it's uses, being full screen means you can see things in better detailed than zoomed out sitting an interior but it's terrible at giving you an idea of your surroundings. I don't think an interior would have to be heavily detailed either -- I'd be okay with something simple and shadowed to act as a supplement to the periscope view.
Uh, excuse the lazy editing (10 minutes before I leave for work..) but something like this (an edited Steel Beasts screenshot) would be more than enough for me: http://i.imgur.com/KwWPnrd.png
Admittedly PIP screens having their issues would more or less mean the sides wouldn't be offset like that but OFPs nor the vehicles views with interiors in A2/OA (like the Bradley) weren't either.
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Noticed the mention for increasing opened files for Linux with 1.56.135357v5 after stumbling on this thread. Using either the perf or prof builds on the server and perf build on clients, our server still isn't accessible without removing any random mods to reduce the number of files open.
RPT from server when prof builds used (normally I'd clean up the RPT without mods but given the issue..): https://dl.dropboxusercontent.com/u/14592975/arma3/profbuild_13042016_156135357v5.rpt
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Have you had any luck in finding a solution?
At a glance, we seem to have run into the exact problem you had except without the crashing. When the full presets active, clients and neither see the server in the server browser or connect. Removing any mods at random will allow both to happen.
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Hey Auss,
I went ahead and indexed Australia 4.04 for ALiVE but because of the issue that causes module problems, it may not quite be usable. The solution was a tiny change I mentioned here on your tracker.
I know you've been working on 4.05 but in the meantime, would it be alright if I posted an edited PBO of e76_buildings.pbo to get around this problem? The actual buildings sources were all released awhile ago but to make sure everything is the exact same otherwise, it would be an edited version of the PBO included with your island.Edit: Here's a copy if anyone wants it: https://mega.nz/#!StMQ2ZIY!OmWghj54lw0DtKl3QYZHmKg3mXbVbnexl6i8g1xWyGU- it's not signed
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Thanks for the update and congratulations. I'm excited to start playing with the indexing.
Small typo on the wiki also, it says alive_objects_blacklist.txt is needed while the logs say alive_object_blacklist.txt (http://pastebin.com/3NjAq3Fe from index log) -
I have GTX 750 Ti - 2GB from ASUS. And also video-drivers: 364.51. And no, it's not overheated, not overclocked, no viruses or errors in windows or something similar like this... Looks like I have to go back to 355.60. Someone tested it..? is it really working..? the 355.60. Because my shadows start glitching after some period of time...
Rolling back to 355.60 worked for me.
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Using the setcaptive module the a.i. are not able to be "escorted" or moved at all.
Any fix for this or know what could be causing it?
Already reported/fixed for next release: https://github.com/acemod/ACE3/pull/3536
As a temporary workaround, you can stick this in your missions init.sqf:
if(isServer) then { sleep 3; ace_captives_captivityEnabled = true; };
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(snip)They had a thread posted here about it: https://forums.bistudio.com/topic/187515-wip-arma-3-youtube-play-youtube-videos-and-watch-them-together/
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Still seems to be a problem with a 750 and version 361.91 drivers on stable and dev branches.
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the missing face_hub hitpoint selection in the mlods of the uniforms are causing game and server crashes occasionally
The leg hitpoints have problems as well.
Using ACE, the hitpoints for the legs are underground: http://i.imgur.com/T1UhFvu.jpg
This sort of behavior was seen as a result of sample models that were missing missing certain memory points (http://feedback.arma3.com/view.php?id=20761#c93372). Not sure whether that's the case here or what.
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A SuperAmphiGavin prototype by Kllrt Industries, never reached production because it was way too ahead of its time sadly. :D
Looks like it may have been a sister project to the M113A8 Aerogavin https://www.youtube.com/watch?feature=player_detailpage&v=24Rr03hqDec#t=269
Too bad Big Bradley killed all M113 related projects.
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Australia Version 5.09 Release
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
That was the official upload. Archived page -> "That item does not exist. It may have been removed by the author."