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EO

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Posts posted by EO


  1. ADgcT3z.png

     

    Livonia Ambience is a config based environmental soundset replacement modification adding the environment soundsets from Livonia to various and suitable Arma 3 terrains.

     

    Features include:

     

    • Environmental soundscape from Livonia.

     

    • Ambient Birds - Adds crows, kestrels, eagles to the ambient system.

     

    • Autumn Leaves - Wind affected leaves, grasses and pollen.

     

    (Note to mission makers, this mod doesn't create a dependency)

     

    CB6pDMf.png

    • Like 5
    • Thanks 3

  2. 1 hour ago, honger said:

    2. Zombies seem to spawn only near the "main" road but ignore the smaller paths as shown on the screenshot. Since the map (Kholm) I'm making a scenario on has most of its paths made of these "brown" road types I'd like zeds to spawn there too in the same numbers. Can I do that without making a patch mod? 

     

    I'm aware Kholm has little to no structures but placing down some structures near the "brown" roads will generate a place for zombies to dynamically spawn around. 

    Of course this may spoil the aesthetic of a structureless map.

     

    • Like 1

  3. N7Rapfx.png

    Sullen Skies tweaks the cloud and overcast systems for Novogorsk.
     

    Darker, more turbulent clouds.
    Lowers base cloud significantly.
    No cloudless skies.

     

    Environmental soundscape from Livonia.

    Ambient Birds: Adds crows, kestrels, eagles to the ambient system.

    Autumn Leaves: Wind affected leaves, grasses and pollen.

    Server key included.

    Thanks to swurvin for creating an authentic provence of Chernarus.

     

    Steam Workshop.


  4. Sorry to hear about your troubles, sounds like a right pain in the ass. (excuse the pun)

    Can't help, but can confirm those environmental sound issues still persist on Livonia.

    There are still small sectors of the map that have those cracking and popping anomalies, more noticeable when moving around Eden with the camera, less noticeable, but still there, in-game.  

    Those sound issues were reported way back when Contact was first released, clearly they still haven't got to the bottom of it, and doubtful it will be fixed now.

    Good luck trying to find a solution buddy. :rthumb:   

    • Thanks 1

  5. And so it goes on....

    Can anyone take a look at my latest .rpt and make some sense as to what the problem might be....

    Spoiler
    
    2023-04-24 10:43:56,659 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Current dir: C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Publisher
    2023-04-24 10:43:56,668 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Command line: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Publisher\Publisher.exe" 
    2023-04-24 10:43:56,668 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - OS Version: Microsoft Windows NT 6.2.9200.0
    2023-04-24 10:43:56,668 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - OS 64bit: True
    2023-04-24 10:43:56,669 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Process 64bit: False
    2023-04-24 10:43:56,669 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Personal dir: C:\Users\EO\Documents
    2023-04-24 10:43:56,669 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Local App Data dir: C:\Users\EO\AppData\Local
    2023-04-24 10:43:56,669 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Compatibility flags: DisableDXMaximizedWindowedMode RunAsAdmin Win8RTM
    2023-04-24 10:43:56,699 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Render Capability - Tier: 2 (0x20000)
    2023-04-24 10:43:56,699 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Render Capability - Max Hardware Texture Size: 16384,16384
    2023-04-24 10:43:56,699 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Render Capability - PS 2.0 (DirectX 9): HW = True, SW = True
    2023-04-24 10:43:56,699 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Render Capability - PS 3.0 (DirectX 9c): HW = True, SW = False
    2023-04-24 10:43:56,699 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Render Capability - PS 4.0 (DirectX 10): HW = False, SW = False
    2023-04-24 10:43:56,699 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Render Capability - PS 4.1 (DirectX 10.1): HW = False, SW = False
    2023-04-24 10:43:56,699 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Render Capability - PS 5.0 (DirectX 11.0): HW = False, SW = False
    2023-04-24 10:43:56,701 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Visual C++ 2010 Runtime installed: True (version v10.0.40219.325)
    2023-04-24 10:43:56,701 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Visual C++ 2012 Runtime installed: True (version v11.0.61030.00, is from DevDiv: False)
    2023-04-24 10:43:56,701 [INFO] 1 (:0): SharedResources.ApplicationBase.LogSystemInformations - Visual C++ 2013 Runtime installed: True (version v12.0.21005.01, is from DevDiv: False)
    2023-04-24 10:43:56,701 [INFO] 1 (:0): Publisher.App..ctor - 
    2023-04-24 10:43:56,701 [INFO] 1 (:0): Publisher.App..ctor - 
    2023-04-24 10:43:56,702 [INFO] 1 (:0): Publisher.App..ctor - 
    2023-04-24 10:43:56,702 [INFO] 1 (:0): Publisher.App..ctor - WELCOME TO ARMA 3 PUBLISHER
    2023-04-24 10:43:56,703 [INFO] 1 (:0): Publisher.App..ctor - Version: 1.5.150132
    2023-04-24 10:43:58,683 [FATAL] 1 (:0): SharedResources.ApplicationBase.CurrentDomain_UnhandledException - Caught unhandled exception:
    
    2023-04-24 10:43:58,684 [INFO] 4 (:0): SteamLayerWrap.SteamAPIWrap.Init - SteamAPIWrap::Init
    2023-04-24 10:43:58,685 [FATAL] 1 (:0): SharedResources.ApplicationBase.CurrentDomain_UnhandledException - System.OutOfMemoryException: Insufficient memory to continue the execution of the program.
       at System.Windows.Media.Composition.DUCE.Channel.SyncFlush()
       at System.Windows.Interop.HwndTarget.UpdateWindowSettings(Boolean enableRenderTarget, Nullable`1 channelSet)
       at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
       at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
       at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
       at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
    2023-04-24 10:43:58,690 [INFO] 5 (:0): Publisher.PublisherViewModel.HandleSteamInitialized - Steam initiated, status: SteamInitializationFailed
    2023-04-24 10:43:58,693 [ERROR] 1 (:0): Publisher.App.HandleUnhandledException - System.OutOfMemoryException: Insufficient memory to continue the execution of the program.
       at System.Windows.Media.Composition.DUCE.Channel.SyncFlush()
       at System.Windows.Interop.HwndTarget.UpdateWindowSettings(Boolean enableRenderTarget, Nullable`1 channelSet)
       at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
       at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
       at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
       at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)

     

     


  6. @IceSlayer233 Hello and welcome to the forum, for future reference try using the search feature (top right) before posting a new thread, as this particular forum is for the release and subsequent discussion of addons/mods.

     

    If your referring to the SFP: Swedish Forces Pack it's still on the Steam Workshop and was last updated April 2022, I think they are now working on content for Arma Reforger.


  7. Thanks man, in reality the screen shots will probably be better than the mission itself. :icon_biggrin:

    I think the mission is nearly done, here's a few more details on what's included with the Island itself...

     

    Mission will ship with a Redux version of Moschnyi Island. (changes made with full permission from Jakerod)

    • Sullen Skies.
    • Ambient Birds.
    • Clutter adjustments.
    • Livonia Environmental Ambience.
    • Almost 90% of all Arma 2 structures replaced with their Livonian equivalents. (This aspect is part of the mission file )

    Few more screenshots for your pleasure...

    dD39yVC.png

    5e4dded.png

    YdDgeyA.png

    7iUvOs6.jpg

    pu5L7Gu.png

     

       

    • Like 4

  8. Is it possible to synchronize a hand placed boat with the tidal system from Utes?

     

    Mission takes place on Moschnyi Island (which inherits the tidal system from Utes) and ending requires a boat to leave the island, however the placed boat doesn't sync with the time/tide...

     

    Boat is initially placed at 06:27, all good...

    NDprjmP.png 

     

    Submerged by 10:42...

    alxBp3y.png

     

    Reappears at 16:40...

    FGvT30r.png

     

    Tested in-game, same results. Clearly I don't want the player to roll up on the extraction point to find a submerged boat. 

    Any ideas folks? 

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