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bovine3dom

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About bovine3dom

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  1. bovine3dom

    Interiors for CUP buildings

    A brief update on 0.0.3: the broken signatures were caused by newly-introduced bugs in HEMTT (and their fork of armake2). Some of those have been fixed but not all. If it isn't fixed upstream soon I'll intervene but for now I'm just going to wait 🙂
  2. bovine3dom

    Interiors for CUP buildings

    There's something quite wrong somewhere in our toolchain, which has lead to broken keys. I don't have time to look into it now so I've reverted the Workshop to version 0.0.2.
  3. bovine3dom

    Interiors for CUP buildings

    Version 0.0.3 released on Steam Workshop and GitHub. Changelog: New features: - Water stations and Guardhouses without interiors are now replaced by versions with interiors - "aesthetics" PBO added for purely visual changes. Replaces the hay bales, long wooden barns, small brick barns and large metal barns with slightly prettier versions from the Contact DLC. If you don't like these changes, you can remove this PBO. Fixed: - Broken damage model on one building. Thanks to "Steve 161st" on the BI forums for helping us to find the issue. - Signs that were often attached to buildings and were now floating have been replaced with empty models. If you really want these signs back, remove the "remove_floating_signs" PBO. Thanks to dave_beastttt and velzevul for pointing out these floating signs on the BI forums. --- When uploading the release to the Steam Workshop, Publisher ominously said that there were no signatures despite there definitely being signatures. It appears to have worked but let us know if there are any issues.
  4. bovine3dom

    Interiors for CUP buildings

    Ah, bingo! Found the building and fixed the problem. Thanks for reporting it. I'd be very surprised if there aren't more problems like it - it's a fundamental shortcoming of the very dirty code I wrote to extract the configs in the first place.
  5. bovine3dom

    Interiors for CUP buildings

    Thanks! We still can't find it though ... could you get me a grid reference, or do you remember roughly where it was within Chernogorsk? Glad you like it. We think we've done most of the buildings that are straight replacements of those that didn't have interiors already. We've probably missed some, so any classnames of old buildings that we've missed and their replacements would be helpful. We can't rotate / move the models (if anyone knows how we could, we'd love to know); most of the buildings we haven't replaced would need this. There are models that are replacements for other objects and buildings which already had interiors, but look a bit nicer. We're adding some of these in the next version as another PBO.
  6. bovine3dom

    Interiors for CUP buildings

    Could you take a picture of the building? We can't work out which one you mean 🙂
  7. bovine3dom

    Interiors for CUP buildings

    Thanks for pointing it out. I'm working on fixing it. This is better, right? 😄 (Edit: I've fixed it for real now, will probably do a real release on Monday. If anyone wants to test in the meantime, click the most recent link on https://github.com/16AAModTeam/LSR-public/actions and then click "Artifacts" in the top right to download the latest development build of the mod.) --- I have no idea what causes the AI to use or not use buildings. If anyone has any pointers, I'm all ears 🙂
  8. Hey @Ex3B, we've been using your F-35 in the 16AA for a couple of months now. On the whole we really like it. We noticed a couple of bugs: The "mirroring" in the pylon configuration in-game doesn't work as you have set every F35 >> Components >> TransportPylonComponents >> Pylons >> Pylon* to have a mirroredMissilePos. You should only set them on one half of the pylons - the pylons for which it is not set can then be changed by the players, and the ones with the mirroredMissilePos will be greyed out and follow what they have set for the other pylons. Currently everything is greyed out once you tick "mirror" 🙂. The other issue is that in multiplayer we have noticed that we can hear what appears to be the landing gear retracting from a very long way away, far louder than the actual engine of the jet itself. Is there anything we can do to help debug this?
  9. bovine3dom

    Interiors for CUP buildings

    It doesn't require the DLC - I don't own it myself 🙂 I don't think anyone would disagree with you - that would be better. It would also be vastly more work. Without a hint of sarcasm, I'm sure CUP would love to talk to anyone who was interested in helping out. I hope this mod inspires someone to do it properly, but until then we have this 🙂
  10. bovine3dom

    Interiors for CUP buildings

    Thanks! What do you think would be the best way of doing that? I'm tempted to just replace those objects with empty ones as a separate PBO distributed in the mod as it doesn't seem like it would be a great loss. If people don't want them removed they could delete that PBO. A map patch seems like it would be quite a lot more work? I don't really know what I'm doing there.
  11. bovine3dom

    Interiors for CUP buildings

    velzevul - thanks. I guess that was attached to the building. Removing that object from CUP is the only way I see of fixing it unless anyone has bright ideas about how we can fix the offsets. Does anyone know if that object is widely used? Are we safe to remove it?
  12. bovine3dom

    Interiors for CUP buildings

    I've pushed an update to Steam Workshop (which was the only version effected) that should fix that error.
  13. bovine3dom

    Interiors for CUP buildings

    Someone else just reported this on Steam. Are you doing anything slightly unusual, like running with file patching on? That file is a build time dependency (but is indeed missing). I haven't been able to reproduce the error myself. It's similar in that there are now houses with interiors on any terrains or missions placing CUP buildings. We didn't make any buildings ourselves and don't have any control over the exact placement of the buildings, which don't line up perfectly with the buildings that they have replaced, so there will be more glitches. On the other hand, we replace more buildings, 23, and all modern ArmA features should just work (e.g. damage penetration).
  14. bovine3dom

    Interiors for CUP buildings

    Ah, good spot. Fixed, thanks!
  15. The 16AA is proud to present a little mod we've been working on for a few weeks. It replaces many buildings from CUP Terrains - Core with their counterparts from the Contact DLC, to the point where most buildings on e.g. Chernarus now have interiors. There are a few glitches where the ground clips through buildings. We don't see any way of fixing this - we had no luck with adding scripts to init events. If anyone has any ideas we're all ears. For clarity, this replaces the CUP buildings at a config level and therefore replaces them on any maps that use them. It does not provide any maps itself. You'll probably want CUP Terrains - Maps for that. Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1883956552 Direct download: https://github.com/16AAModTeam/LSR-public/releases/latest/download/@16aa_public.zip [NB: this link will contain all of our public mods, which is currently just the interiors] Thanks to Dunwall who did most of the leg work of working out which buildings could be replaced with which, the people on the CUP Discord for their help, commy2 for convincing me to give up with trying to replace the buildings in a clever way, and the developers of HEMTT for making continuous integration possible for ArmA mods 🙂
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