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About goko--

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  1. apart from the in-game stuff, I have a question for c++ programmers. last week I was doing some tests on tbb memory allocator, compiling with different options, testing etc. while reading various docs on net about tbb and memory, I came across parallel STL: https://github.com/intel/parallelstl/releases/tag/20190321 via this article https://www.bfilipek.com/2018/11/pstl.html is there a way to implement this on game's main loop without changing much of the source code so it can benefit from these techniques and get boost from it?
  2. I have built some memory allocators using thread building blocks 2019 source code, updated few weeks ago. I wanted to see if there is an improvement, sent the builds to my friends, seems like results are all the same, sharing here for you others out there might want to test and give feedback. 2nd test builds: https://mega.nz/#!jC4VWALL!0e41USDZ2DyccYkXrSp8ls7oEb6u8vk2VjZiGK9hfpI unpack & move memory allocator dll files to "\Arma 3\Dll\" folder; enable-select malloc from a3 launcher (x86 or x64) *BE has to be disabled (it blocks loading of memory allocator...make sure BE is disabled) *avx and avx2 extra versions provided for newer cpu's, as well as SSE2 version built from tbb2019_U8 source code: https://github.com/intel/tbb
  3. No errors present in RPT file, but throws in these msgs: changing side and trying to spawn in in koth: full rpt file here
  4. @Dwarden latest binary breaks KOTH scenario loading, you spawn at remote island and player initialization fails.
  5. couldn't find another name at the moment :] this is a project I've been experimenting on since I started A3 scripting. Old Bad company2 had a great player HUD, one of my favorite FPS. This will build up to (hopefully) that category for A3. will be open-source add on A global "feed" so to say, which will pop-up on every client. CBA is not implemented yet. but I'm planning to have wide variety of options such as colorblind mode, being able to select feed with pictures or weapon name, fully custom positioning from LAYOUT options so individual can drag-drop and decide which position this feeder will be. A second 'feed' will be popping in only for the instigator: It will be center of screen and going to have small hints about the shot such as headshot and score. another thing will be for instigator-less kills such as falling from heights or blowing yourself up with your own grenade. I remember from quake3 when I was a kid, there were many fun console msgs like "playerX cratered" for falling from heights and dying. it will have randomized strings for each stupid suicide event just for the kicks. will be updating here as soon as I setup github so you can see-contribute development. stay tuned.
  6. Looks perfect and to be honest it is a breath of fresh air from run&gun FPS' of today.
  7. alright dev branch got an update, anybody knows anything about this new "PathCalculated" command and eventhandler please share. thanks
  8. UPDATE - *NEW*: CBA options implementation - Added: More error checking to deal with random situations - Tweak: Muzzle event handler for 'rifle' and 'pistol' class (less overhead) CBA Options: Some magazines don't have proper P3D models defined, or they have weird models rather than a magazine model. Causing bad rotation on ground, etc. Now you can disable default P3D getter method of simulate mag mod when things don't go as expected. BW-Mod for instance doesn't have proper p3d models for its magazines and this causes weird placement / rotation of spawned magazines. You can add / find "author" name located in magazine's config; then add this using CBA option, this will force mod to use generic magazine p3d model for those authors' magazines. (xcuse for grammar). Also MP scenarios throughly tested on DS and on Listen server, I can say there were no errors, glitches, duplication of stuff, etc. Globals and locals are throughly tested.
  9. hello can we have distinctive models with all 6.5mm mag variants, right now the black caseless 6.5 shows regular mx model, like seen here: https://youtu.be/tGUHkpmh52c
  10. Wooooooooooooooo killzone kid the legend wadap m8
  11. goko--

    RHS Escalation (AFRF and USAF)

    That is so cool. Reload EH will bring many possibilities for content creators, exciting!
  12. goko--

    RHS Escalation (AFRF and USAF)

    I think I understood the problem. RHS uses "Fired" muzzle EH to do what it does. The class you mention is F_Rifle_Base, just looked up RHS weapon muzzle configs. What I forgot to add at my old post, I was using (trying to use) "Reload" muzzle eh, which was broken until last DEV branch update, now game has pure reload detecting EH for first time. Now coming to issue; when I use this new/working muzzle "reload" EH with cfgWeapons on DEV branch, its all good and working. But when RHS USAF or AFRF Loaded, reload eh debug not working. Pistols do work, rifles don't. I am using this class CfgWeapons { class RifleCore; class Rifle: RifleCore { class EventHandlers { reload = "systemchat format['reload EH output: %1 [time: %2]',_this, time]"; }; }; };
  13. kind of a hotfix - Fixed: Mod not working on RHS class soldiers now fixed - Fixed: Magazines spawning random bug is gone for good - Tweak: Model getter method: All CUP and RHS weapons now fully working. - Added: Now using CBA ClassEventhandler method: improved compatibility - Added: Boolean for shooting from vehicle (mag simulation won't happen while shooting from offroad etc)
  14. goko--

    RHS Escalation (AFRF and USAF)

    Thanks for reply but I have one more Q: Is it normal for regular/vanilla arma MX not reporting muzzle EH with RHS is loaded? It somehow stops working when loaded with RHS USAF or AFRF. Same cfgWeapons muzzle eventhandler config/initialization reports fine with no USAF/AFRF.
  15. update! V1.23alpha - 04-04-2019 changelog: - *NEW*: Persistent decals throughout mission time - *NEW*: Using BIS' super simple object method to simulate dropped magazines - *NEW*: Rewritten code and functionality for better simulation and efficiency - *NEW*: particleSource detection and protection method (no more flying mags) - Added: CBA WaitUntilAndExecute to improve mod performance - Fixed: Red Hammer Studios' mods working again - Fixed: models now stand on correct alignment on surfaces - Fixed: Multiple particle source's being stacked on model - Fixed: Soldier randomly spawning magazines is fixed for good - Tweak: sound emission max hearing range decreased to 30m - Tweak: Particle3D simulation weight and air friction adjusted - Tweak: attachTo model memory points