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brainslush

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Everything posted by brainslush

  1. brainslush

    ACRE2 Public Beta Release

    First of all let me say that i like your work and the detail you are giving the radios. I want to add two bugs I noticed: First of all it seems that clutter blocks/reduces the volume of a speaking person. I noticed that on the map Sangin where I knelt in a wheat field and couldn't hear the erected person 3 meters away from me. As soon as I stood up I could hear him loud and clear. Second, it seems that ACRE doesn't support Zeus properly. When you hijack another unit your speaking and hearing position doesn't get transferred to the hijack unit but resides at your stating unit. Further you can't access the radios of the hijacked unit. I'm eagerly waiting for the Omnibus update. :D
  2. brainslush

    TF47 Launchers [WIP]

    Another thing I noticed is that the launcher is missing the shadow lod. There is no shadow on the ground :D I wronged you with the recticle matter. One could discuss if it's to small but it is the corect one: http://de.scribd.com/doc/28709863/Carl-G-B-GL-385-009-PT-001#scribd , see page 66 and folowing. One would have to check if the speed marks are working, see page 69
  3. brainslush

    TF47 Launchers [WIP]

    You defined a parent class in a wrong place I don't know which one I would need to cross check it with the original. I did a complete clean up of your config and it works: http://pastebin.com/ZNTzPnmb
  4. brainslush

    TF47 Launchers [WIP]

    First let me say, congrats on the release. I like the detailed textures and model. Some small things I noted: First, your addon causes some problems with the curator module: Open Editor, place Modules/Zeus/GameMaster, then you receive following well known config error: 0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Addons/Values/All.default'. 0:32:19 Warning Message: '/' is not a value 0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Addons/Values/AllMission.default'. 0:32:19 Warning Message: '/' is not a value 0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Addons/Values/None.default'. 0:32:19 Warning Message: '/' is not a value 0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Forced/values/Enabled.default'. 0:32:19 Warning Message: '/' is not a value Second, as far as I know you are using the wrong recticle in the scope. I will let you know when I find an image. Third, the volume of the explosion sound seems too low. But apart from that great addon and keep up your effort.
  5. brainslush

    Advanced Ballistics (WIP)

    I just checked the AGM code. It is as you said: The default zeroing is set to 1meter for all scopes in AGM https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Scopes/config.cpp See scope starting at line 89, discreteDistance is set to 1.
  6. brainslush

    Advanced Ballistics (WIP)

    Another thing about the dll. I think the location of the dll doesn't really matter as long as the folder where it resides is included into the launch path.
  7. brainslush

    Advanced Ballistics (WIP)

    Bug: Shooting at Panthera causes the game to freeze Fault address: 212D2FA6 01:00001FA6 D:\SteamLibrary\SteamApps\common\Arma 3\AdvancedBallistics.dll file: world: Panthera3 Prev. code bytes: 0F 2C D2 F2 0F 10 94 24 88 00 00 00 F2 0F 5C D7 Fault code bytes: 0F AF 51 28 F2 0F 59 D5 0F 54 E2 0F 28 C2 0F 57 Registers: EAX:00000000 EBX:FFFFFFFF ECX:00000000 EDX:00000031 ESI:7A3B8778 EDI:00000000 CS:EIP:0023:212D2FA6 SS:ESP:002B:0254C2F8 EBP:0254C514 DS:002B ES:002B FS:0053 GS:002B Flags:00010202
  8. brainslush

    Advanced Ballistics (WIP)

    Ruthberg, how about you include the dll path into the userconfig so people can choose their own file location? But the path right now is fine as well.
  9. brainslush

    Advanced Ballistics (WIP)

    To be honest I'm a bit disappointed by the performance increase. I expected it to be more since we are talking about a VM vs. compiled C# or whatever you used. Well, this speaks for the Arma engine but I really expected it to be more significant. I don't know how familiar you are with performance increasing programming tricks but if you want to I can have a look at it, maybe we can get a bit more out of it. But guessing from your proper plots it seems that you are quite familiar with the matter. Another question: Is there going to be a stand alone version of AB after it was included into CSE? Not all communities want to use CSE. Don't understand me wrong, I like the features but our community sticks with AGM and so do others. Edit: By the way your plots are changing all the time.
  10. brainslush

    Advanced Ballistics (WIP)

    @Ruthberg: I can read minds, yeah! Have you measured the performance increase? It probably varies from machine to machine and also depends if you did some performance enhancing programming but still You specially noticed it when multiple vehicle MGs or automatic rifles were fired in MP. Usually the framedrop is negligible but in Arma one always appreciates some extra frames since either one or the other way you always will find a point where you could use some more frames.
  11. brainslush

    Advanced Ballistics (WIP)

    Have you ever considered pushing the time critical and heavy computations to an external program which you access via a .dll? This most likely would increase the computation speed by a significant factor since the VM of Arma is slower than a compiled C/C++ or Assembly code. Further this would give the advantage that you can use another CPU core to calculate the ballistics since Arma doesn't really access multiple cores.
  12. brainslush

    Realistic Wounding System [RWS]

    Just a short message to all people who are following this thread. We infact are still developing RWS. The only problem is that both code developers, me included, rarely find time to continue the development. We haven't given up the project but the coding part just consumes so much time for research and proper code implementation. We also hoped that we would be in another phase of the project by now but real life catched up with us. http://cloud-4.steampowered.com/ugc/531745346152602649/A63169391E566C668E50A58DC28AD25C849CA399/ (309 kB) http://cloud-4.steampowered.com/ugc/531745346152654132/5F8BE2A61AFC6C610757EF1F329A400442E0E2F8/ (369 kB)
  13. brainslush

    Advanced Ballistics (WIP)

    Hey Ruthberg it's me again after a while. ;D We found that the subsonic ammunition for the G28 of the BWA3 behaves strange since you introduced the BWA3 config enhancements. I haven't checked yet but maybe you left those out? Or do you have problems calculating the trajectory for subsonic ammunition? I will do some more excessive testing for vehicles when I find time for it. Thanks
  14. brainslush

    Advanced Ballistics (WIP)

    We have this mod running for some weeks now. One thing we noticed is that the game becomes extremely unbalanced fighting AI having harsh weather conditions since they are not influenced by the ballistics. Depending on the wind strength one could apply setskill. Another things is that for heavy vehicle projectiles the zeroing gets messed up, maybe you could implement some kind of ammo whitelist or blacklist to exclude such special ammunition.
  15. brainslush

    TMR Modular Realism

    I can tell you that TMR AI isn't the problem in either way. The TMR AI only contains altered configs. I don't know how well ASR and Alive play together since both run scripts trying to change the behavior of the AI. There is a large possibility that there may occur contradicting behavior between ASR and Alive eg one says move over there and the other says stay fortified.
  16. =TSS= SLOVETIR - Scopes Love TrackIR by: brainslush Version 0.3 Download http://www.tracker.tactical-stealth-squad.de/projects/tss-slovetir/files Motivation With the new 3D-Scopes in Arma3 TrackIR-users can look around with a magnified view. This addon is supposed to tackle this problem by unzooming the player when looks around. It also enables the TrackIR-user to watch around in the 2D-Scopes. Furthermore it disables the possibility to use nightvision with zoomed scopes. I know that some might disagree on this topic but it doesn't work with most scopes. So far the addon was only tested by a couple of people, so please give a feedback if you find any kind of bug or like to see some other features. I will add some images and video soon. So far it doesn't work if you play on a difficulty level different from elite, because using the 3rd-person mode messes up the addon and your game experience. Features Implemented Features Disable abbility to look around zoomed in magnified 3D-Scopes Look around unzoomed in 2D-Scopes No nightvision in zoomed 3D-Scopes Planed Features So far non Required AddOns CBA - Community Based Addon Report Bugs http://www.tracker.tactical-stealth-squad.de/projects/tss-slovetir/issues/new Known Bugs http://www.tracker.tactical-stealth-squad.de/projects/tss-slovetir/issues
  17. brainslush

    =TSS= SLOVETIR - Scopes Love TrackIR

    I'm not completely sure what you're suggesting but do you mean that the TrackIR (or any other headtracking) movement should be disabled when looking through any scope? I guess this won't be possible since you can't alter the inputs of the client, at least not for controllers and TrackIR. I guess there even is a ticket suggesting to enable the feature to alter the client inputs.
  18. brainslush

    Advanced Ballistics (WIP)

    A summary of our last test. It seems that the wind doesn't apply for firing from vehicles on dedicated servers but in the editor it does work. We will check that again. Having multiple people firing at once using machine guns doesn't cause any noticable framedrop Is it intended that the Kestrel and the AtragMX can't be opened when they are located in the backpack? (I like it) It seems that sometimes the bullettrail takes a different path than the bullet but this needs more testing The impact points are synchronized
  19. brainslush

    Advanced Ballistics (WIP)

    ASDG JR definitely not and also ASDG JM shouldn't make any trouble since both are only class defines to make weapons attachments and silencer compatible for different addon packs containing weapons, optics, bipods and what so ever which infact are all using the same rail system in real life. ---------- Post added at 23:12 ---------- Previous post was at 23:09 ---------- That's what I thought.
  20. brainslush

    =TSS= SLOVETIR - Scopes Love TrackIR

    Oh sorry, I never pushed the correct version up to the server since I never imagined that people are using that mod. Actually not the path is wrong but I packed it with the BIS-Addonmaker which is unable to read the $PBOPREFIX$ files properly. I will be redoing this mod in the next few days, since I came up with an idea to make it more effective and reliable The reson that it doesn't work in any other gamemode than elite was because I didn't see any point in fixing that when third person is enabled.
  21. brainslush

    Advanced Ballistics (WIP)

    We tried it with a few Jackals (three I guess) and I didn't experience much of frame drop but I will try to get some people together to make some proper testings.
  22. Version 0.8 has been released Download here #10/01/14, v0.8 Added GUI for configuration Added CBA-Keybinding system userconfig has become obselete for the clients some code tweaking rewrote some of the code http://s11.postimg.org/reii2gwsz/tss_ntcfg.jpg (245 kB)
  23. brainslush

    Advanced Ballistics (WIP)

    Funny thing, fixing the error above does the trick to enable the addon also for vehicles. I can post you my fixes which I had to do since we've this mod already running on our servers.
  24. brainslush

    Advanced Ballistics (WIP)

    The first error occurs b/c the map is not supported yet I guess. Where are you standing when the white circle appears? The wind behaves according to the terrain and the surrounding environment so near and in houses you measure reduced or no wind, same holds for thick bushes. Further you measure reduced wind on the far side of mountains. In case you are testing it on Imrali it just might be a follow up error from the first one.
  25. First of all are you running dev or stable? Second, have you tried what happens using a dedicated server?
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