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rebelvg

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Everything posted by rebelvg

  1. Posted this in the previous thread. Tested on the new 2.1 Some sound files have double explosion sound. Files in question "LAxemann\DynaSound\addons\DS_m_explosions\sounds\rocket_big\0m_3" and "LAxemann\DynaSound\addons\DS_m_explosions\sounds\rocket_big\0m_4". From the CfgSoundShaders DS_rocket_big_0m_SoundShader subclass.
  2. rebelvg

    KLPQ Music Radio

    New update. https://github.com/rebelvg/klpq_musicRadio/releases/tag/1.0.2 Added CBA settings for volume control, they take effect only when the next song starts playing. Playback can be disabled completely. These are your personal settings for your client, they can be edited as long as mission maker or server don't force them. Also you can make use of backpack loudspeaker option now in SP and MP (only if enabled by mission maker). For mission makers, export function was added, check readme. For admins, for this new version, you'll have to generate a new config with the tool included in this release. The new tool uses md5 as a base for the classname and it configures sounds to support the new volume control system. Known issue: right now ace hearing module will overwrite "radio volume" turning it to maximum every few seconds. Right now solution can be removing ace hearing pbo or adding into your mission. Also, music volume slider in the arma game settings will still work fine.
  3. rebelvg

    KLPQ Music Radio

    Makes sense, I'm gonna include both next time even if one of them didn't change.
  4. rebelvg

    KLPQ Music Radio

    Only the tool was updated.
  5. rebelvg

    KLPQ Music Radio

    You have to change "_object" to whatever you're using. If you're adding this code to the init box, you have to change "_object " to "this". In this case this will refer to the object.
  6. rebelvg

    KLPQ Music Radio

    Update for the tool. https://github.com/rebelvg/klpq_musicRadio/releases/tag/1.0.1 It now uses md5 as a base for the classname. Previously the tool generated classnames depending on the order of the songs in the folder, so if you added something new the order could change, breaking compatibility with missions that use classnames of the songs. And old method didn't allow for packing new songs into other pbo since the new classnames would overwrite previous classnames. Now, the classnames will always be the same unless the file was actually changed somehow. I wanted to actually build classnames using tags but it's not 100% reliable. And now you can create music_config2.pbo and music_files2.pbo and just add it. There's a progress bar in the program now and a copy to clipboard button. In the next update for the arma code, I'll add a special function for mission makers to get all the list of the songs currently in your mod pack.
  7. rebelvg

    KLPQ Music Radio

    Glad you got it working, have fun!
  8. rebelvg

    KLPQ Music Radio

    It's planned. No ETA atm. But I still want to keep CBA as a dependency.
  9. rebelvg

    KLPQ Music Radio

    If this is exactly what you're using, then this doesn't look right. class CfgMusic is not closed anywhere, and it should be closed before class CfgSounds. Other than that, it looks fine, just run the program and copy all and paste all into the config. Don't edit or don't copy it by blocks, it's all prepared right for the fast copy-paste. And double check if you're packing everything correctly. If you want, PM me both PBOs, I can take a look.
  10. rebelvg

    KLPQ Music Radio

    Send me the config that the program generated. Looks like some tags or filenames have some forbidden symbols.
  11. rebelvg

    [WIP] Terrain Diyala province Iraq

    Great terrain, thanks!
  12. rebelvg

    MGSR Mod

    Yeah, we're thinking about adding some new uniforms and new textures for existing content.
  13. rebelvg

    MGSR Mod

    Making of carrier belt by Facel.
  14. rebelvg

    MGSR Mod

    New update. 0.46 Carrier belt (SV) by Facel. Only steam workshop release this time. Releases are getting more heavy and heavy and I don't feel it is necessary to upload them to the github. Source code will still be available there. Steam workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=588179142
  15. Thanks for the update. I keep seeing more and more mods fix this. Was that caused by something that BI changed or why is this happening? Thanks.
  16. rebelvg

    KLPQ Music Radio

    Short answer is no, not right now. Mod supports themes, but they are global. But, that's a nice idea you have, I think I'll add that at some point.
  17. 1.68, CBA 3.2.1, CUP WUV 1.9.0 https://www.dropbox.com/s/2wjya88nzydet4i/AiO.1.68.CBA.CUP.zip?dl=0
  18. rebelvg

    Alpha Lens Flare

    This seems reasonable and probably an answer to why it was dropped. Still strange they dropped it completely and only brought it back in the lighting update.
  19. rebelvg

    Alpha Lens Flare

    No idea. As far as I remember there were no problems with it. As for the performance, there should be no drop at all, it's just another texture for the flare effect. The texture we have in the vanilla right now is pretty good and it's around 2k in size. Old alpha texture is 512x512.
  20. rebelvg

    Alpha Lens Flare

    I remember I even made a thread about this years ago. https://forums.bistudio.com/forums/topic/169067-arma-3-lighting-alpha-vs-final-version/ That thread I posted is about the absence of the flare effect after alpha ended. The lens flare effect we have after lighting update a few patches ago is pretty good now. Still nice to see someone bringing back the alpha lens flare effect. Some comparison screenshots. Vanilla. This mod.
  21. rebelvg

    Immersion Cigs

    Hello, ladies and gentlemen. Me and Facel have a special April fools' update for you. Version 1.3 Changes. Added lollipops (as goggles and packed lollipop as magazine). Refactored some parts of the mod. Players now start with cig pack, lighter and a few lollipops in the singleplayer (for now, later I'll add something like a cba option for that so you can choose). Small mod name change, now it's called immersion cigs. I didn't change any old classnames for backward compatibility. New classnames. immersion_pops_poppack - packed lollipop (mag). immersion_pops_pop0 - unpacked lollipop (goggles). Downloads. https://github.com/rebelvg/immersion_cigs/releases/download/1.3/immersion_cigs.zip http://steamcommunity.com/sharedfiles/filedetails/?id=753946944
  22. Vanilla 1.68 https://www.dropbox.com/s/7lphbj9nb7d0psd/AiO.1.68.140908.zip?dl=0 All thanks to penny for the script and new x64 export dll!
  23. rebelvg

    Murshun Easy Way Out

    To be honest I'm not sure how steam community would look at this mod. It's not a serious mod by any means but I have a feeling there's something about that kind of stuff in the steam community guidelines.
  24. rebelvg

    Immersion Cigs

    There was some small issue discovered that interferes with some of ace interactions inside of the vehicle. That was part of my mod's problem and part of ace's problem. Ace is fixing it on their end. https://github.com/acemod/ACE3/pull/4883 And I'm fixing it on my end. Small update. https://github.com/rebelvg/murshun_cigs/releases/download/1.211/murshun_cigs.zip Steam workshop will be updated too.
  25. rebelvg

    MGSR Mod

    There was some small issue discovered that interferes with some of ace interactions inside of the vehicle. That was part of my mod's problem and part of ace's problem. Ace is fixing it on their end. https://github.com/acemod/ACE3/pull/4883 And I'm fixing it on my end. Small update. https://github.com/rebelvg/mgsr_mod/releases/download/0.451/mgsr.zip Steam workshop will be updated too.
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