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Von Quest

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Posts posted by Von Quest


  1. UPDATE:   v0.5.3
    ==============

    CHANGED: Complete re-write and overhaul of Reinforcements Module
    REMOVED: Several experiment models from old testing projects

    REMOVED: Most of the old Misc, Roleplaying, and Looting Items from the Editor

    ADDED: Dynamic Jets AO Option (vs old boring default BIS CAS)

    ADDED: Bomber AO option for carpet-bombing and flyover areas

    ADDED: Hundreds of New Misc, Roleplaying, and Looting Items

    TWEAKS: Several misc tweaks and small fixes, etc

     

     

    Notes :

    10,000+ line update and rewrites. Added HUNDREDS of odd, misc, military, personal objects you can Search for on Dead Infantry Bodies. At some point soon (not gonna disclose when or details) you will have to search carefully on the bodies for hidden Intel. Some Intel will be obvious, but most will be hidden. More on that later this summer.

     

    Considering a Name Change for this project. Been kicking this around for a while now. Something more official and sexier. I'm also considering starting a Website and going full CDLC for this project. That would likely remove this from further public updates, and I'd have to crank up the quality, and add numerous 3D Models, GameModes, Server Support, Custom Vegetation, Objects, New Large Terrains, etc. Curious on feedback on this. I can't disclose more at this time.

     

    Another path I'm considering is only offering Official Documentation to only those who are active heavily following this, and/or contribute, and/or support via donations.

     

    And lastly... My current focus this month is, I'm really motivated right now to work on a New Menu System. I absolutely HATE the default old menu we still have. I have a bunch of ideas for this and hope to have it released in the next update. If anyone has ideas, suggestions, input, post it here in the Forums. It'll likely be a central Radial-Type Player GUI Menu you will pull up at anytime (sorta similar to ACE3).

     

    Cheers Mates!

    • Like 5
    • Thanks 2

  2. There are often duplicate and several variations of the same thing, as things evolve and get re-writen, change, become obsolete, simplied, etc.

     

    Old code tends to stay listed in wiki/reference sources. There is often several ways to go about executing and accomplishing the exact same goal with varying pros/cons for different reasons. We also have different devs working on different sub-projects over years of development.

     

    Computer Science is written by humans with all the issues, baggage, psychology, and other quirks we make up and drag along with us in this journey though our wacky universe (and armaverse).

     

    And I'll leave with this... We can see your wheels turning. I'd recommend tackling ArmA in small bits and chunks. It's a massive hobby and labyrinth you'll be spelunking for years. Welcome to the madness that is... ArmA.

    • Like 5

  3. SOLVED

    Okay, this is embarrassing... Rookie mistake.

     

    It was just your basic File-Path/Workflow issue. My projects are years old, and 100,000+ lines of code. I ended up having to re-organize some things a while back, and forgot to remove the OLD workflow, so the OLD files were still there but obsolete.

     

    After some sleep, I just traced the workflow A-B-C-D, etc from scratch, and realized (facepalm) that I had changed the workflow to skip A altogether, and start at B.

     

    "When you have eliminated the impossible, whatever remains, however improbable, must be the truth."

    ~ Sherlock Holmes

     

     

    • Like 3

  4. Okay, this is a weird one. I'm going nutz!....

    Working on my projects, for some odd reason the Game does detect there are changes, as it throws errors. But its NOT detecting the very FIRST File we all use... the Init.sqf File.

     

    Any of you other wizards out there have any insight to this? This makes NO SENSE to me!

     

    Everything else is correct, spelling, file-paths, etc. as I can force the files/code via calling things manually in the debug console. But when I add "hint" and/or "systemChat" (to check) into the init file, nothing is being displayed to indicate its running that file at start-up.

     

    Its like its still running an OLD version of the init.sqf file, but not the new one. All other files, code, images, configs, etc all update just fine.


  5. Thanks!

    Dedicated support is planned, it's just super low priority since I have zero plans to use it. I've never done anything with dedi server stuff. It's not hard, just a pain in the ass and would (probably) take a long time.

     

    Since this is broken down into smaller projects, what ones did you want to see upgraded for Dedi? Some should be easier that others. I have 3 computers that all run ArmA, so I can setup a small dedi-test weekend some time this summer.

     

    You'll have to experiment and see what works and what doesn't, and let me know.

    • Like 2

  6. Okay, wow! I didn't see this coming... This is a huge expansion. I'm actually excited for this now.

     

    For those that know me, hear me often say that "anything that adds to the game, adds to the game". Even though I don't necessary agree with spending resources on expanding, I do understand and do support BIS and the series 100%. From a marketing perspective, this makes a lot of sense. This will draw in a lot of new users, content, and breathe new life into the King of the Mil-Sim sandbox... ArmA.

     

    And for that I will gladly "bend the knee".

    • Like 4

  7. If its aliens, I'll be disappointed...

    If its not Naval related, I'll be disappointed...

    If its not ArmA 4 related, I'll be disappointed...

     

    The ArmA series is unique in the business of gaming. Its the ONLY one of its kind. If BIS squanders time, money, and resources for anything other than what is missing, or doesn't expand and improve upon the core focus of what has become an epic gift to the mil-sim community, game-dev hobbyist, or passionate simmer......

     

    Well... I'll have some serious doubts about the vision, commitment, and management decisions over at the Bohemia studios.

    • Like 3

  8. @zagor64bz Right now the A.I. is NOT supported for the Heli Infil stuff. I'll have to add that in at some point. I never play with A.I. Easy add, just haven't even thought about it until you mentioned it.

     

    @darrenin I'll have to take a look. I still haven't had a chance to test that fully in-game (worked great in script testing). You tested by setting it to 100% and others to 0%? Keep in mind its a "Search" Mission. So the Task Marker is the marked-center of the Search Area. The OBJECT your are searching for isn't there, therefor must be "searched" for within the radius you set in the options.

     

    I'll take a closer look later this weekend.

     

     

    UPDATE:

    Okay, I'm an idiot. LOL. I see it wasn't turned ON yet for the public release. I'll fix and upload Friday. Sorry brother!

    • Like 1
    • Thanks 1

  9. When the Intel Report runs for Enemy AOs, it hides (not deletes) all Markers on the Map temporarily. Then after its done, which can last several minutes, it will reset and return all Markers that were hidden at the start. You shouldn't have to do anything.


  10. The 4.sqf note is to remind me to address it later. It is a placeholder of sorts...
    There is a Gear exploit in the official game from BIS I had to fix. I'm hoping it'll be fixed officially (preferred) at some point, or perhaps added into ArmA 4.

    Just ignore it for now. Its an Event-Handler for your keyboard. Its complicated. That note will be removed in the next update.


  11. I agree with tpw. Anything that incorporates lots of water features. Streams, lakes, rivers, ponds, marsh, bays, ports, canals, wetlands, swamps, swamps, and more swamps.

     

    Anything that is unique and different. Preferably fictional terrains as they offer the most creativity and flexibility. Fictional terrains also are neutral and can be role-played anywhere. Islands are great as you have unlimited ocean/sea surrounding it.

     

    Themed terrains are essential... There should be a REASON we are fighting for it:  Strategic Airfield, Submarine Base, Satellite Relay Station, Ballistic Missile Sites, Industrial Shipping Ports, Uranium Enrichment Plant, Military Railroad and Logistics Hubs, Intelligence & Data Centers, Armour and Munitions Factories, Borders between Countries, etc.

    • Like 5

  12. (Squads) x (Units in Squad) x (3 Sides) + (288 Civs) = 8928+

    If using 10-man squads. Official BI documentation is often lacking.

     

    Technically it can handle an UNLIMITED amount if using spawn/despawn. It comes down to performance, which will vary wildly on your settings, PC stats, network, mods/add-ons/scripts, urban vs rural, terrains, etc.

     

    The short answer is whatever your PC can handle within reason at the time. Being a mil-sim sandbox, I'd recommend smaller battles over the larger Battalion stuff. ArmA is about customization, detail, and immersion.

    • Like 1

  13. This has been driving me nuts for years!!! I wish BIS would fix this. The whole auto hide/unhide is silly. If I want to hide my backpack, I'll take it off if wearing a ghillie. If I don't want a helmet in the water, I can pack it away. The auto hide of facewear is terrible as well. Hyper annoying. One toe touches a puddle, and *blink* it's gone. Diving goggles blink out when on land. So forth and so on....  Grrrrrrrrr! 😬

    • Like 1
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