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serjames

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Everything posted by serjames

  1. had some funny messages pop up. Quite a few errors relating to the In game mission generator I think - (we don't normally use it, just wanted to see if it would run properly)
  2. May have spotted some errors 18:04:47 Warning Message: No entry 'bin\config.bin/CfgMarkerBrushes.None'. 18:04:47 Warning Message: No entry '.texture'. 18:04:47 Warning Message: '/' is not a value 18:04:47 Warning Message: No entry '.drawBorder'. 18:04:47 Warning Message: '/' is not a value 18:00:29 Error: PhysX 32: Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe), file ..\..\PhysXCooking\src\convex\ConvexMeshBuilder.cpp, line 270 18:00:29 ERROR when cooking mesh for PX scene! Model: ca\buildings\stodola_old_open.p3d Component: component12 18:00:04 Error: EntityAI SubSkeleton index was not initialized properly (repeated 580x in the last 60sec) 18:00:04 name: Land_smd_dum_mesto3, shape: smd_sahrani_artif_obj\buildings\smd_dum_mesto3.p3d, index: -1, matrices: 13
  3. Sahrani - Ha good answer... ---------- Post added at 15:29 ---------- Previous post was at 15:19 ---------- OK testing it - YES it seems to work fine :-)
  4. serjames

    Authentic Gameplay Modification

    Cyrus - yeah in theory you're right mate it would be doable - but it's genuinely a nightmare to manage with such a large unit - we have plus/minus 75 active players with our ops being minimum 50 strong so it's super difficult to have anything too bespoke WITHOUT it becoming a job for someone to maintain. 90 of this issue is solved I think by the load-order on the server. BUT given AGM's desire to be fully modular it would be nice to have the feature there.... Anyway I've taken up a LOT of forum space.. SJ Out
  5. serjames

    Authentic Gameplay Modification

    yes - I get that - ok for for server spawns. BUT for zeus and other reasons many Ai Mods are recommended to run both Server and Client side.. Either way would be great to get the AI element and weapons elements added so it's modular. Let me see if I can find the Git log thingy.... https://github.com/KoffeinFlummi/AGM/issues/2175
  6. Great feedback. Thanks Rydygier ! Will test it out
  7. serjames

    Authentic Gameplay Modification

    Problem for us is we use Pw6 as our community tool - for Client loading that would be an issue as I don't think you can specify loadout order
  8. serjames

    Authentic Gameplay Modification

    Hmm I think load order is the other way around - i.e. if you want to "over-write" a setting or a config it would be loaded AFTER the mod you wish to over-write. SJ
  9. serjames

    Authentic Gameplay Modification

    sorry Jackal, I should have been more specific - it's the weapons I spotted. We don't run ANYTHING vanilla on our servers *shudder* so it will not have any affect for our Opfor - which is why we go with ASR or bCombat etc - which can be tailored to suit the user. I'd feel much more comfortable having the Ai module as an option as it's something very personal to each unit's playstyle and more to the point it means all my careful tuning of Ai setup is overwritten by AGM's :)
  10. serjames

    Authentic Gameplay Modification

    Thanks Cuel.. Looks like that config will only work on Vanilla units ? Am I right ? if so I definitely would like a module to A)disable it altogether or B) allow me to add the ACTUAL Opfor/Blufor classnames I'm using. Potentially even tweak the settings in the module ? Is that possible commy ?
  11. tbh Tup we haven't touched war-room since I stopped being main admin on the public. So no we're not running it at the moment. HOWEVER i'm keen to learn about all the improvements and indeed the new server performance gadgets - ASM is good and we use it religiously to test stability etc, but if you can build on that then brilliant. More to the point I've given the other units enough of a headstart... time to regain our No.1 slot for kills etc... ;-) I'll have a chat with Apollo and as soon as you're ready with the hotfix we can try and give it a go. SJ *now where did I leave my War-room passwords....*
  12. thinking of trying this out... Any experiences of running this on the Opfor... Are they uber accurate ? by setting individual Arty operators skill levels can we adjust that ? I'm looking for environmental enhancement not wiping out an entire patrol - if you know what I mean. Which of RDS' pack weapons do work, which don't ? Cheers for any advice - was hoping to get some African rebel mortar and M119 crews hammering our ops on Isla Duala :) SJ
  13. serjames

    Authentic Gameplay Modification

    Rather than removing them. Please add a module to Define their usage in the editor. I'm still a little unclear as to what AGM is changing with AI ? Could that be defined (or point me to the post :) ) Does it mess with the Danger FSM in which case it will not properly be compatible with other Ai mods such as Vcom, bCombat, ASR etc ? Could that be clarified ? Thanks as ever SJ
  14. Hmm 0.9.5 was as stable as ever for us - we run persistent 24/7 servers and haven't had problems specific to ALiVE since the 1.38 warping/desync issue now solved.
  15. Great news on the update and the accelerated cycle... great to have you guys back pushing towards 1.0 Fingers crossed Sahrani still blooming works as it got updated TOO today... ;-) SJ
  16. I love the punch of 1.3 but agree the metallic ting noise you get from reverb off metal objects is much too strong. Shooting next to empty oilbarrels is a Great analogy Sent from my KFTHWI using Tapatalk
  17. Isla Duala - Rocking on our Public with ALiVE - come join the GOLD RUSH.... ;)
  18. Really liking it - hair on the back of neck liking it... ! Running it on our L7A2 is awe inspiring... just fun to shoot at stuff in the editor !! I've noticed it doesn't work too well with guns already configured with a custom sound reverb. I.e. a lot of the CUP weapons have one of LordJR's old JSRS sounds which come with simple reverb mixed onto the clip - they sound messy. I wonder if that M4 youtube clip above is suffering something similar? Ideally I guess the weapon sounds need to be clean with no effects added for this to really shine. SJ
  19. serjames

    Real Armor Mod

    Yes - the standard - needs to be droppable into Weapons and vehicle configs alike - i.e. we could then add it to our weapons packs etc.
  20. Have to say I've had a cracking time since 0.95... Really effective re-enforcement as an example - you take the town. Think it's safe, start mopping up and disposing of abandoned vehicles then the MSS team scream over comms "TANK COLUMN !!!! APPROACHING FAST" Love it. SJ
  21. serjames

    Authentic Gameplay Modification

    You would likely have to create a Clan Config script that adds that functionality in...
  22. serjames

    Real Armor Mod

    Sounds good Olds. Have you also opened dialogue with CUP ? I believe we'd be keen to understand how it works better also - for our vehicles etc... SJ
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