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rebelvg

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Everything posted by rebelvg

  1. rebelvg

    Immersion Cigs

    Only ACE. Edited the post.
  2. rebelvg

    Immersion Cigs

    There's something new coming. New update will be stand-alone (ACE only), it will have new cig models. Cig pack, matches and lighter reconfigured as magazines so the game will count exactly how many cigarettes you took from the pack or how many times you used matches. Also it's fully backwards compatible, no need to change your old missions etc, all classnames are the same, so command like player addItem "murshun_cigs_matches"; will give you mag-configured matches. And it will still work with ewk cigs the same way it worked before. The "light up" animation won't be used if you don't have ewk cigs enabled, the only thing that's missing from standalone. But it will work if ewk cigs is enabled. Also one small thing is that matches and lighter are gone from the item menu in the virtual arsenal as they are magazines now, but, next arma update will have all magazines list in the virtual arsenal. And addon will have a steam workshop release.
  3. My config is fairly similar. I'm not sure why that bug happened, but after I changed DAC_Res_Side back to 0 it was fixed. I'll do some more tests later and record a video and try to create a repro mission, just DAC and vanilla arma. And try to look through the dac source code.
  4. Did you play as INDI and enemies were WEST? Cause it worked fine before when I was playing WEST and enemies were EAST. I probably should've mentioned this before.
  5. Light flare has some preloading problems. I made an issue with a video attached. https://feedback.bistudio.com/T120031
  6. I always have indi relation to nobody in my framework and didn't have any problems before even when using DAC_Res_Side = 0. But after changing DAC_Res_Side to 2 dac started to act weird (that's why I even changed it to 2, cause i noticed that docs say that if you have indi relation to nobody this should be 2). I wound understand if units stopped attacking someone or used the same waypoints or stuff like that, but groups stopped building-up when you get close to them and we started to hear ai radio chatter, I'm not sure that's related.
  7. Can someone help with DAC_Res_Side cause I'm not sure what it really does. So the docs says it sets the relation between guer and other forces but isn't that already manager by the mission editor alliance thing? Second is that after i changed it to 2 all kind of strange things started to happen and only on the dedicated server. First is groups stopped building-up. Second we started to hear some radio chatter of the ai which is DAC sounds afaik. I'm not sure how that can be caused by DAC_Res_Side but after I switched it back to 0 dac returned back to normal.
  8. Bug with damage on spawn is still present in some situations. Repro mission. https://gist.github.com/rebelvg/bf29c219d36554eb00cf6acf296d120a
  9. To add to the above there's this script error when firing MLRS. Cheers. http://imgur.com/RMYIrxL
  10. rebelvg

    MGSR Mod

    Making of Rain Poncho. As usual sources are available on my github page for educational purposes. https://github.com/rebelvg/mgsr_mod Sketchfab previews. https://sketchfab.com/models/8b9c913641794176bd7907f1b375973a https://sketchfab.com/models/b3b50324911f448ebd72db7ac274abec https://sketchfab.com/models/f640038ae4c74fc19a20b7b3728704e2
  11. rebelvg

    MGSR Mod

    0.41 New poncho (Model, textures and materials by Facel), located in the backpack section of the arsenal. Editor previews for units. Some config and rvmat fixes. I encourage people to use steam workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=588179142 https://github.com/rebelvg/mgsr_mod/releases/download/0.41/mgsr_mod.zip
  12. rebelvg

    MGSR Mod

    Coming soon. Model, textures and materials are by Facel.
  13. rebelvg

    Zombies & Demons 5.0

    It's really fun to make and play missions with this mod. We use it sometimes in my community when we want some change of scenery and just have fun with some zombies. Really great job, Ryan and crew, so many amazing features and settings allows for so many fun scenarios. And amazing job on the animations and sounds, really impressive.
  14. rebelvg

    Config Errors Displaying

    Exaggeration. No error in arma will ever put your health at danger. Don't put all eggs in one basket. When I code I use IDEs, they show me everything that is wrong with my code. When I play the game, I don't necessarily want to see any errors, well cause it's an immersive first-person game where tension can build up without anyone firing a bullet for an hour. Theory that doesn't work in practice. Most error pop-ups don't show any relation to any mod. Showing them to the 80% of the players is useless. I'll post a few examples. http://i.imgur.com/uIrjZKT.jpg http://i.imgur.com/gzouMeY.jpg There's literally no hint for what caused these. I know what caused these, do you think other 80% of the players do? Do you know that scripts can call a non-existent class and it will produce an error pop-up? So basically if some mission is trying to access a class that doesn't exist, error pop-up will show. It's not even a mods fault, it can be just a typo, or that class was renamed or removed. How are you gonna report something that you don't even know where it came from? Mods overwriting base classes, mods forgetting to configure cfgpatches required addons section causing all kinds of stuff (stuff that don't even show errors). Game will never be error free. Have anyone of you even looked at the any source game console and how it is filled with errors (in fact console like that would be useful as hell in arma, you can open or close it at any time you want)? Have you looked at the source engine source code? It's filled with workarounds and hacks. You're saying about blissed ignorance when in fact you are ignoring one big thing, it's impossible to fix everything, it's not a perfect world. Modders don't owe you anything, developers of the game don't even owe you anything. I'm not arguing for a standard, I'm asking for an option. For people to choose. Hide all errors, show all errors, show all errors without a pop-up manual close thing. I'm sorry, but players are not potential testers, we're seeing more and more AAA devs using that logic and look what it did to the industry, kickstarter, greenlight, half-finished games that are never gonna be finished and are forever stuck in a greenlight limbo. This is a bit offtopic here anyway. Why do people even bring performance into this discussion? You know you can write a disaster while loop in a non-scheduled environment that will kill all your performance and it will not show ANY errors.
  15. rebelvg

    Config Errors Displaying

    You're being really naive saying that modders HAVE to do anything. Most mod groups don't even accept reports from the forum. We are people, errors will always be there. Even in the main game, more likely in the 3rd party content. 95% of them are not game-breaking, just some minor misconfiguration. So you think that annoying the player is gonna help? (Only 5% of the players will even consider reporting). Recent example would be that "author is not a value" thing, that eden couldn't read an author array from cfgpatches (it's fixed on the dev atm). Everytime you save a mission you see that error and you have to close it. Which comes back again to the point - if it's not gamebreaking, why show it at all, if it is, well, I guess the player will see that something doesn't work right. Error != not working. I know tons of examples of the code that doesn't produce any errors, but it just doesn't work. That was an exaggeration but it comes down to one thing, both are annoying so people found ways to get rid of them. To be fair, my first post was a bit of an overstatement, I wanted a discussion on this topic, didn't know it will produce such a backlash. Middle ground here is to show config errors in a less annoying way, without clicking close each time, that's all I wanted from the start (well it was in my second post technically).
  16. rebelvg

    Config Errors Displaying

    And I understand that, all I'm saying that all those pop-up blockers were there to streamline the web experience. Why don't you want the same for the immersive videogame experience? If you look to the bottom of that problem, it's the same problem here. Do you care what that pop-up on the web-site might say? No. You're here for the article. Do you care what that error pop-up might say during the multiplayer pvp firefight? No. You're here for the videogame. Well if yes, you always should have an option to enable pop-ups (as like right now every decent web browser has that option). Vanilla arma has config misconfigurations too, of course it's less but it's there anyway in some cases. What I wanted to add is that it's a good thing that developers are now aware of the problem as they moved this thread and can decide what to do (if anything).
  17. rebelvg

    Config Errors Displaying

    Seeing so many people saying pop-ups are okay makes me think that maybe all those web pop-up blockers in the 2000s were wrong.
  18. rebelvg

    Config Errors Displaying

    You underestimate the power of the default option. If errors will be shown by default only 20% of the players will know that you can turn them off, other just will not bother. I'm not arguing for hiding all errors forever for everyone, I'm arguing for more options for the people and for less annoying error outputting. Or do you think if config errors are moved to the black-box area or systemChat area is a bad thing too? I have no problems with script error box, in-fact I always play with it enabled. Cause I'm a mission maker myself and make missions for my community. Why can't we have something like that for config errors? Why is it blocking the UI? Most of the config errors I encountered are not game-breaking at all. But most of them come at the most inconvenient time. Just some value is missing, is it even relevant to be shown at all? It will not help if your download is broken, only RPT can help in that case to detect that. And now we have even more error pop-ups cause "faulty inheritance definition no longer tolerated by the engine". It was fine before and now it's producing more errors. Isn't RPT enough for this kind of thing? People that report stuff (each mod has it's own issue tracker and will NOT accept reports from the forum) are merely 5% of the player base (probably even less). I don't think it's reasonable to force the option on everyone.
  19. rebelvg

    Config Errors Displaying

    The point here is - if you enable. So it's disabled by default, right? Right. Guess have many players even know you can enable that? 20% at most. Guess how many actually have that enabled? Estimate would be 10% tops. But at least script errors don't require you to close them everytime. Config errors block UI interface and don't stop the game for everyone in the multiplayer, for obvious reasons. So while you're try to close the error mid-game someone may actually shoot you down or you can crash a helicopter cause while landing you got this error and lost control of the helicopter. I don't think it's fair.
  20. rebelvg

    Config Errors Displaying

    I think people should decide if they want to see errors or not. Believe me, vanilla has misconfigured things even now. Second is that if you have noLogs enabled it will show errors only once per mission. How is it even remotely helpful? 10 other errors can pop-up after the first one, they will never be shown. It's useless. Why not print errors in chat? Or in the black box like script errors? Why does it has to be a UI blocking thing that requires you to close it manually. It serves no purpose for 90% of the players, in most cases it's even impossible to tell what mod caused it, it just shows some generic base class that doesn't have something or etc.
  21. rebelvg

    Config Errors Displaying

    About the never ending errors. Can we really get this implemented? https://feedback.bistudio.com/T118260 Would be really great to see the option to disable all error notifications.
  22. Ramps is a very interesting topic. Of course everyone wants ramps to work. But there's a small problem, if ramps can be opened people WILL try to go inside or driver inside (which is a normal response to a visual clue of an opened cargo bay) which will cause damage to both vehicles. Some mods made driving inside of a vehicle possible, it works most of the time, but it's not 100% reliable and can cause a great disaster too. I vote for stability, whatever makes it less prone to explosion is better. Inconsistent workarounds always cause unpredictable results. Maybe allow ramps opening only in the air just for the visual effect and close when landing.
  23. For the author thing read this. https://feedback.bistudio.com/T116872 For the script error, update alive.
  24. This is a units showcase mission that dynamically spawns every UNS_ unit available in the mod. Beware as this may not work on Alpha, only tested it on Bravo. http://steamcommunity.com/sharedfiles/filedetails/?id=690849769
  25. rebelvg

    US Military Mod

    With ace some of your uniforms do not have legs interaction points. It's because models use old arma 2 memory and hit-point lods. Just copy and paste those lods from arma 3 sample character model and that should fix it.
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