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rebelvg

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Posts posted by rebelvg


  1. On 5/27/2021 at 7:23 PM, pognivet said:

    yea id also like to know since im the one who uploaded it

     

    it was originally just for myself after forking the code off github but then i decided to upload it for other people who wanted to play online using it

     

    since i wanted to remove the original items and replace them with the dlc stuff i just remade the mod since i didnt know how to patch it in that way

     

    i also wanted to add more features relating to the alcohol items added by sog, alter the functions/code and some other things

     

    i gave you credit for it then put my name at the very end but if you want i guess ill delete it or make it friends only or whatever

     

    it's fine

    it's possible to make a mod for a mod, so if anything updates it upgrades with it as well, but it's not an issue, so yeah it's possible to patch mod content to hide it from the game

     

    on that note, I also wanted to add alcohol and other drugs, just never got to do that

     

    mod is open source so people can learn, I probably just need to add some kind of licensing somewhere, but basically it's free for all

    • Like 2

  2. New update.

     

    Version 1.5

    Added cigs as NVGs.
    Added light up and put out animations (thanks to WebKnight).
    Changed text "Light up his Cig" to "Light up their Cig" to make it more gender neutral.
    Only add cigs in singleplayer now excluding editor preview.
    Take cig from pack works when cig pack is also located in vest (vanilla only, no changes for ACE version).

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=753946944

    • Like 5

  3. 16 hours ago, Asmodeuz said:

    Immersion cigs seems to have a tendency to spam server RPT with:

      Reveal hidden contents
    
    
    20:17:42 Warning Message: No entry 'bin\config.bin/CfgMagazines.murshun_cigs_lighter'.
    20:17:42 Warning Message: No entry '.picture'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.scope'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: Error: creating magazine murshun_cigs_lighter with scope=private
    20:17:42 Warning Message: No entry '.displayName'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.displayNameShort'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.nameSound'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.Library'.
    20:17:42 Warning Message: No entry '.libTextDesc'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.type'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.count'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.maxLeadSpeed'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.initSpeed'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.reloadAction'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.modelSpecial'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.ammo'.
    20:17:42 Warning Message: '/' is not a value
    20:17:42 Warning Message: No entry '.model'.
    20:17:42 Warning Message: '/' is not a value

     

     

    Should the server have Immersion cigs as a mod too or if not, why the above spam might be occurring?

    Server should have the files too.


  4. New update!

    https://github.com/rebelvg/klpq_musicRadio/releases/tag/1.0.9

     

    The disappearing turn off option after reconnect bug has been fixed.

    Easy pack option for the configuration tool.

     

    The packing process is not properly streamlined yet, but in general it should work fine. You have to select a folder you want to pack, generate a config and after pressing an easy pack option the tool will ask you to point to the location of the addon builder (once) and also ask you where you want your pbos exported to. In the middle of the process the tool will create a temporary folder on your desktop with the config and pack both folders with the addon builder to the destination that you've selected previously.

    • Thanks 1

  5. 23 hours ago, Krynoc said:

    Hello rebelvg, of course I have to start with the obligatory worship. Your mods, both KLPQ and Immersion Cigs, are awesome and have increased immersion greatly for my crew and I. You're awesome, keep being awesome.

     

    I am posting however to report that I am experiencing the same issue as jmbo with KLPQ on dedicated server when joining in progress. I have done quite a bit of testing over the past 2-3 weeks and can confirm that there is an issue with the turn off radio ACE action when joining in progress. The radio functions perfectly fine if I join during the mission start and will transition songs, turn on and off again without issue. But when joining in progress I either have the option to turn on the radio if the radio is off, or no option if the radio is on. Further if I turn the radio on after JIP I do not get an option to turn it off.

     

    I have tested all three cases of simulation on the radio object, simple, simulation and dynamic simulation. The radio does only work when simulated, as the git issue states, but it still suffers the issue jmbo and I are facing.

     

    I added the add radio function to the objects init eventhandler using an addon that clones the radios. I did this so that the objects can be built in a dynamic campaign my crew and I are playing, but I did all my testing in a blank VR world with just the radios. It all works correctly apart from JIP.

    
    class Land_LoudSpeakers_F_klpq: Land_LoudSpeakers_F
    {
    	class EventHandlers
    	{
    		init="[(_this select 0), false] call klpq_musicRadio_fnc_addRadio;";
    	};
    };

    I cannot seem to figure out what in the script might be going wrong, but not for lack of trying. Granted I only started getting serious about scripting and addons about a month ago, but I have spent many hours trying to figure it out. I'm hoping you might be able to do some further testing and find a solution and if you need anything from me I am happy to help.

     

    Again, thank you for your work on these great mods and I hope we can figure this out.

     

    Hey, thanks a lot for your kind words, really appreciate it and really appreciate that you tried to find a fix yourself! The information that you've given here is a lot and I really appreciate it cause it makes it so much easier to find a fix for this issue, as they say, "A problem clearly stated is a problem half solved". Can't promise anything, but I'll definitely make a closer look at the problem as soon as I get some time for this. Really busy with all kinds of things right now (good things at least).

    • Like 1

  6. On 2/20/2018 at 11:59 AM, jmbo said:

    I tried a few more things. When I add it with the radio already running, I don't get any action at all, so it looks like something with the turn off action is wrong for dedicated. Everything works fine when I host it in Multiplayer from the editor.

     

    But when I log onto the dedicated server, select any object as Zeus and add this to it using MCC's init box:

    
    [_this, false] call klpq_musicRadio_fnc_addRadio;

    it works completly fine. Only when I add the call within the editor it does not seem to work on dedicated. Am I doing something wrong here or is this a problem within the mod?

     

    https://github.com/rebelvg/klpq_musicRadio/issues/3

    It looks like you have the same issue.

    Try disabling any kind of dynamic simulation for the object and check if the object has simulation enabled in the properties (or that it's not a simple object).


  7. 3 hours ago, Seed Freeman said:

    It would be very cool if this mod worked with Exile!

    It should work, there's nothing in the mod that could conflict with anything.

     

    2 hours ago, -XFIRE- said:

    hi i have question this mod can use on server side only or need install on client  both?

    Both server and clients should have identical set of files.

    • Like 1

  8. On 10/2/2017 at 12:27 AM, kerozen said:

    Is this coming to steam workshop?

    Some time soon.

     

    On 10/2/2017 at 3:20 AM, Outbreakdubs said:

    Is there any chance you could make a patch for the SMA guns to use Dynasound sounds?

    Probably not, would require too much hassle to find sounds that match the guns correctly. Plus these patches only cover explosions mainly.


  9. 18 hours ago, BigDad said:

    Still stuck on "how" to place this into server. Installing has confused me. Where to be placed and start up. I can figure out to get working with this idea for setup with streaming files. thanks in advance.

    I already answered you on youtube. This mod doesn't support any kind of streaming from anywhere.


  10. Update.

    RHS support.

     

    Okay, so RHS support was added, but it was kinda hacky, RHS doesn't use vanilla shaders anywhere, so it was hard to differentiate between what new shaders should correspond with vanilla ones, but it works. If you find any issues, PM me or post some info here. GREF and SAF do not need their own pbos, changes made in rhs base pbos are enough to cover them too.

     

    https://github.com/rebelvg/klpq_ds2/releases/download/1.0.1/klpq_ds2.zip

    • Like 2

  11. KLPQ Dynasound Patches

    What is this?

    It's a pack of different patches for Dynasound 2.

    I really like dynasound and I know it's WIP, but I just wanted to switch all explosion sounds to dynasound ones, even if they didn't fit too well.

    So this project takes dynasound and makes a patch that applies explosion sounds to other vanilla stuff that wasn't covered by dynasound (yet). So almost all mines, bombs, satches, clusters, etc. All configs were generated via script based on names of the original sound shaders, so all explosions should at least match the firepower.

    Patches also provide a few fixes, ability to disable scripting in dynasound and compatibility with CUP and RHS.

    This only touches explosions, dynasound covers vanilla weapons, plus LAxemann already makes sounds for CUP and RHS. So all sounds are consistent across the board, major thanks to LX for his effort!

     

    More details.

    klpq_arma3_ds2 - is a base pbo, contains a few fixes and applies dynasound sounds to other vanilla content.

    klpq_arma3_ds2_ns - pbo that disables all scripting in dynasound. I personally don't really recommend this, dynasound has very fast and good scripting and very little of it, only some very small features rely on scripting but you can completely disable even them if you want and keep your dynasound completely script free. Dynasound uses new arma sound system so that makes everything else purely engine based and perform with the same speed as vanilla sounds. Basically I can only recommend this for huge multiplayer communities that want to save any frames possible, even if it's only 0.1 fps.

    klpq_cup_ds2 - pbo that enables CUP compatibility and adds explosion sounds to all cup rockets, missiles, bombs, etc. Requires base pbo to work.

    klpq_rhs_ds2 - pbos that add RHS compatibility. Both should be enough to cover GREF and SAF too.

    If you find any issues, PM me or post here in the thread.

     

    Dynasound.

    https://forums.bistudio.com/forums/topic/200911-dynasound-20-by-laxemann-and-jokoho482/

     

    Coming soon.

    Steam workshop repo.

     

    Sources.

    https://github.com/rebelvg/klpq_ds2

     

    Downloads.

    https://github.com/rebelvg/klpq_ds2/releases

    • Like 2
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