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rebelvg

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Everything posted by rebelvg

  1. rebelvg

    RHS Escalation (AFRF and USAF)

    THIS IS HOT. THANKS!
  2. rebelvg

    ACRE2 Stable Release

    This warning is still present in the latest 854 when running only cba and acre2. http://i.imgur.com/acssbuD.jpg Get's fixed after cup terrain pack is added. We're thinking about switching to acre2 with my community and after some tests with api I'm really delighted. API documentation is really detailed and has so many great features. Thanks a lot for this great mod.
  3. rebelvg

    RDS A2 Civilian Pack

    Skoda S1203 has this strange problem. You can't get out of the second row right seat properly. When you get out you get stuck in the air.
  4. I guess you uploaded the update as beta to the pws. So it's not available to everyone unless people change the branch for the mod to the beta branch. Just a heads-up. Great map btw, will look even better after the arma visual upgrade and new water shaders.
  5. rebelvg

    MGSR Mod

    No conflicts, it's just disabled for multiplayer by default. There's more in the first post of the easy way out thread on how to enable it in multiplayer.
  6. Also if you press J it will bring up the group menu even if you disabled it in the description.ext before using showHUD array.
  7. rebelvg

    MGSR Mod

    Does it provide any kind of error? We played yesterday with it on our server, worked fine.
  8. rebelvg

    MGSR Mod

    0.40 is here! Short changelog. New robe uniform. New textures for the uniform. Randomized numbers on the uniforms. Three properly configured prisoner civilians. Tons of fixes for materials for robe, headbag and eyepatch. Config clean-ups etc. All kudos goes to my friend Facel who made those beautiful models. Screenshots. http://images.akamai.steamusercontent.com/ugc/273967538692212160/041E9269F995A85233DFB0CF1914D6BFFB2DF037/ http://images.akamai.steamusercontent.com/ugc/273967538692212412/C49E135AA9D8B806A11A31C0B4462C36F2B64F82/ http://images.akamai.steamusercontent.com/ugc/273967538692212681/9D247D446DF7DD97BDB396D23EB774D53C55B852/ Download link. https://github.com/rebelvg/mgsr_mod/releases/download/0.40/mgsr_mod.zip
  9. rebelvg

    Difficulty Overhaul

    Is there anyway to force a certain difficulty on the server so even admins can't change it before the mission? Found a solution. I made a server side pbo that overwrites current difficulty settings. And apparently server sends not only the difficulty name but the whole set of settings to clients anyway. Config is here if someone wants to take a look. https://gist.github.com/rebelvg/9035b58265a9303f9837a8e974a059c7
  10. Hey Bohemia devs. I'd like to ask something. Can you improve how errors are handled in the engine. I know there's a lot of other requests here but just take a look. I mean general config errors. For example you can introduce a few new settings that can be switched on the fly. No Errors, No Logs. No Errors, Save All to Logs. Show All Errors, No Logs. Show All Errors, Save All to Logs. The reason that I'm asking this is because config errors behave really strange right now and it's really hard to track what's happening with your own mod. As it is now, some errors show up only once and serve no purpose for people that are not into moding. Let's say you're in the middle of the firefight and then suddenly this errors pops-up. http://i.imgur.com/8rBhmoD.jpg It completely blocks the UI interface and waits for you to close the error field. It serves no purpose for the player in the middle of the game. But it serves a lot of purpose for the developer of the mod. But after you close it it will never show up again when you do the same action that caused it before. And of course people that make mods play too, so they want a quick way to turn off errors and dive into the mission.
  11. Theoretically you can run a loop in the background that will check the weather and apply the new rvmat via setObjectMaterial to all units if the weather changed. Dry rvmat. http://steamcommunity.com/sharedfiles/filedetails/?id=667547763 Wet rvmat. http://steamcommunity.com/sharedfiles/filedetails/?id=668510656
  12. Reported a config problem a few pages ago. Was my bad, I didn't update all of the packs including core pack which afaik contained the inherited class. Didn't update cause pws didn't have the update. Anyway, amazing job, Toadie. Thanks!
  13. rebelvg

    Visual Upgrade – Feedback

    Bohemia brought the light conuses back from the alpha! THANKS! Weapon light. Dev Build. http://images.akamai.steamusercontent.com/ugc/278470593334995873/47B4D8C538431D6E754E17BDC54FEDA3B31BC453/ Alpha. http://i.imgur.com/ocqeTn8.jpg Stable. http://i.imgur.com/gxMIDi3.jpg Heli light. Dev Build. http://images.akamai.steamusercontent.com/ugc/278470593334996099/F344D0A2E475C661BBA0E3CDD5B94C6DBB6E8F40/ Alpha. http://i.imgur.com/EVgonNc.jpg Stable. http://i.imgur.com/Yh2piq7.jpg Lighthouse. Dev Build. http://images.akamai.steamusercontent.com/ugc/278470593334996214/2087EC2964C2C806D56C12E43CB0BEE02902BD3D/ Alpha. http://i.imgur.com/NhmQE4t.jpg Stable. http://i.imgur.com/7Dc6F9Q.jpg
  14. rebelvg

    MGSR Mod

    New robe model coming soon. http://steamcommunity.com/sharedfiles/filedetails/?id=667547763
  15. PWS version seems to still have the units and the weapons in it.
  16. rebelvg

    Action Menu Streamlining

    Also, please separate grenade launcher attached to the weapon from the weapon itself. Make it so we can bound GL to 3 and primary to 2. So we can switch fire-modes on the primary by pressing 2 and switch to GL at any point by pressing 3. It's done like that in ACE, for example.
  17. rebelvg

    Action Menu Streamlining

    Changing show to 0 in the LoadOtherMagazine sub-class for CfgActions will hide those. And thanks to the one of the previous patches we now can load grenades into the grenade launcher from the inventory.
  18. I had a feeling it was a some inheritance issue. That's not a problem at all, just wanted to report. That clears things out. Thanks.
  19. rebelvg

    Action Menu Streamlining

    I have a few ideas on the topic. Some of them were discussed a lot here. I think interaction menu is a very important part of the game. And we really need some changes. What I wish was done. Let's say you press 5 and you bring up a hand model, that holds a grenade. You press 5 again, you switch between all types of grenades from your inventory. You press LMB you throw it. Something like that was done in-house on shacktac and they donated it to ace. Let's say you press 6, you bring up a satchel charge. You press LMB you place it down. You press 6 again, you switch between charges or detonator. You bring up detonator you blow up the charges. This solves a few things - both interaction menus for placing a satchel and for detonation. More visual interaction with vehicles. Like it was done in AMB mod. You look at the position you wanna jump in, you jump right into it. This gonna be extremely helpful now cause after introducing FFV (which is amazing) we have all kinds of interaction menus like sit on the right front, sit on the right back which is crazy. Same with doors or any other handles. Same with inventories. All those open backpack, open box, open vehicle inventory can be moved to a visual one button interaction. Interactions like reloading can be removed from the interaction menu at all, without any regret. Everyone knows that R is reloading. Interactions like change mags can be disabled too, all you need is to visit your inventory and drag the new tracer mag to the mag place on the weapon. All those actions that can be bound to a key can be hidden from the interaction menu. Thank you Bohemia and keep up the good work.
  20. Small report. Error occurring when firing a Saiga-12. Depends on the surface you're hitting. Nvm, was fixed in the NI update pack.
  21. I made a config for myself that hides alot of actions that can be bound to keys. If someone wants to have a look it's in the link. http://pastebin.com/A78EpsQX Thought about that long time ago. Shacktac has a similar system, you kind of take a grenade in your hand and only throw it by pressing LMB. It doesn't have the grenade in the hand model, but it works. ACE will have that soon too. Can be done for charges too. There's so many things wrong with the interaction menu right now. The game has grown so huge but yet we still use the same old mouse-wheel system from 2001. Dslyecxi's video is right on point on that topic.
  22. God damn, the size of that update. AMAZING WORK, thank you very much CUP team.
  23. rebelvg

    Visual Upgrade – Feedback

    One small suggestion while you're at improving the visual experience. Can we have a small fix for flickering of the dynamic lights. What I mean is if you have your dynamic lights at let's say normal, you have a limited hard number of light sources in the scene. So when you fire a gun, somewhere in front of you one light source will turn off for a second creating sort of flickering. Nothing game-breaking of course, but would I nice addition to the visual experience. Not sure what solution would go nice with this. Maybe just don't count muzzle flashes as a light source, but that creates a question what to do if there's 20 guns firing. On the other hand that's not really a common situation where you see 20 guns firing in front of you. And it's for a short time anyway.
  24. rebelvg

    Murshun Easy Way Out

    altair70, you need to open ACE3's self-interaction menu and equipment menu next. Not the usual arma's mouse wheel menu.
  25. rebelvg

    Immersion Cigs

    Signed version is on the github now. https://github.com/rebelvg/murshun_cigs/releases
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