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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. Kydoimos

    CTRG Mod

    Hi there, matey! Sadly, it will not - the scope is very small. Essentially, it aims to provide high-quality arid dazzle patterns for the Apex equipment, alongside some older accoutrement. On the other hand, though the focus is limited, everything in the mod is correctly configured, translated, and has the corresponding icons in the inventory menu. I like to think of it as a little addition, with an SP showcase at its heart. There are also a few new ambient objects and the head bandage, depicted below. I love the idea of the submarine interior; if I had the time, I would definitely attempt to do it! Unfortunately, there is no viable way to occlude daylight in building / vehicle interiors, which is a shame - but I suppose it could would work well in SP scenarios, where the creator could flick to a night cycle for the cutscene
  2. Kydoimos

    CTRG Mod

    One of the minor additions in this mod is the Sabre IPX58 tactical headset - it occupies the glasses slot and can be worn alongside standard headgear:
  3. Kydoimos

    CTRG Mod

    Concerning tasks to be completed before release, it's very nearly there. A video titlecard needs to be re-made (which involves exporting the existing 'Two Hours Later' titlecard from the East Wind campaign as a series of PNG files, then editing out the text in each of the three-hundred frames and overlaying it with a showcase image in After Effects, with appropriate interlacing and glitching), plus, I'll need to wait until the texture file for the Stealth Helmet is publicly released, before I can include a re-textured version in the mod. Other than that, everything is good to go and I hope to publish this enterprise at some point in January - so, watch this space. Massive thanks to everyone in the community (and outside of it) who has contributed - as well as to the wonderful devs at Bohemia Interactive!
  4. Kydoimos

    You've played to much Arma when:

    I'm loving this thread Here's my (god's honest!) additions: You've played too much Arma when: You know if you've seen the flash, it's already too late You have enrolled your wife to help create stringtables You have worn a neck-brace and endured weeks of physiotherapy due to your gaming posture - and still deem it a small price to pay Almost all your T-shirts are purchased from Bohemia Interactive You read military history and watch war films, solely for the purpose of finding ideas for your scenarios You find yourself using military jargon and acronyms; then seem surprised when no-one understands You have unintentionally clocked an obscene number of hours on Arma 3 in Steam - and people tell you how much time it is in years Your ringtone is the Arma 3 theme Your YouTube playlist history is completely Arma related All your friends on Steam are Arma friends You have all the Arma emoticons on Steam Your desktop screensaver is an Arma 3 screenshot You know most of the devs by name and never miss a livestream Your weekly reading of Sitreps has become a well-established ritual (involving tea) Your desktop is completely cluttered with _co, _smdi, _nohq, and p3d files You know who Nicholas Ramsden and Raymond Givens are Your copy of the Arma 3 Tactical Guide is beside your bed Your neighbours still think you're a terrorist after catching a glimpse of you brandishing a life-sized (toy) AK-47 during a photoshoot for RTM animation reference images... yeah, that took some explaining! You consider the community your extended family
  5. Hiya, [evo]dan! The barrel's looking good - well done, mate! Of course, as x3kj's pointed out, there are a few edges and vertices which you could lose. You'd be surprised how good a model will look, even with a rougher circle, containing less vertices in its circumference. On the other hand, I personally feel that poly-economisation will come with experience - though it is best to focus on it early. The most important thing, I think, at this stage, is not to lose any confidence. Maybe texture the model, get it working in-game, and enjoy the creation process :) On your next model, see what you can get away with, using the least number of vertices possible. Sure, if you fancied editing the existing barrel model - go for it! But my point is, it might be too detailed - but it will work and will still look great in-game. Keep at it! This community needs good modellers! And you're doing the best thing, posting questions and pictures on the forum. It's a great way of getting help, criticism, and feedback. Fastest way of learning ;)
  6. Kydoimos

    Lets get Arma 3 elected for a steam award!

    Nice thread, Silentghoust - yeah, let's do it! :D
  7. Kydoimos

    voice changes after respawn

    I must admit, I didn't think it was always thus either. However, a simple config entry should do the trick, or command in the unit's init. box. Naturally, if you feel it needs to be addressed, you could always create a ticket :)
  8. Kydoimos

    voice changes after respawn

    Hi mate - you could add the character's identity to the config (where the pitch can be defined - I believe). Alternatively, you should be able to set the pitch from the description.ext too (though it might be worth checking to make sure it doesn't revert after respawn). Worst case scenario, you might need to make a report on the feedback tracker and add an eventHandler to the character (resetting the _x setPitch 0) as a temporary solution. See: https://community.bistudio.com/wiki/setPitch. Interestingly, I've only just become aware of the fact that unit voice pitches are allocated randomly when not correctly defined myself :P
  9. Is there a way to disable radio chatter? A script, perhaps? I don't want grid references being called out at the beginning of the mission!
  10. Kydoimos

    Eden Objects

    Go on then, one more render before the weekend! :P
  11. Kydoimos

    Eden Objects

    Some upcoming objects - whenever I have an afternoon free (which is becoming rarer and rarer, nowadays - due to more pressing Arma work!), I'll be working on some bits for a Syndikat drugs lab. The volumetric flask is the first item. Again, no idea when we'll see these in the mod, as the glass items will need some form of damaged model too. All the same, it's in the pipeline! The bandage is part of another project I'm working on; it's a wearable headgear item that becomes the roll of bandages object when deposited.
  12. Kydoimos

    [SP/MP] Old West - Wild West Map

    If I didn't have so much going on at the moment, I'd offer to lend a hand! :) But yes, good luck on your endeavours - it does sound like an interesting project! As Pufu mentions, could be worth linking up with mod-makers? I'd recommend on focusing on the core mechanics first and really pouring your heart and soul into it - possibly aim small, work on one or two Western outfits, alongside a revolver and rifle - and really go for gold. Maybe even look for talent outside the Arma community too (Blender community, etc.) - but as you're probably well aware, you'll still need a solid foot in the Arma modding camp; there are quite a few tricks of the trade that are Arma-specific (I'm still learning many of them myself!). I think Pomigit and the Blue Harvest Interactive team were on the right track with their excellent SW mod - they started very small, and built up from there. Quality over quanitity - although, I may be wrong, as Lenin said, 'quantity has a quality of its own', lol! PS - highly recommend downloading Blender, with Paint.net, and embarking on the adventures of A3 content creation (for free)! This community is always very helpful with any questions and problems you have. I know you're not aiming at releasing a fullscale Western mod here, but, nevertheless, give it a thought :D The more you learn, the more freedom you'll have to follow your imagination!
  13. Last time I checked, I don't think the fix was on stable - presuming it's sorted on dev branch, can anyone confirm? :)
  14. Try enlarging the image - the gradiated lines on the left are quite distinct. I must admit, looking at the thumbnail image, I wasn't quite sure, but on closer inspection, it became very clear :) A very significant improvement, nice!
  15. Kydoimos

    Tanks DLC Feedback

    In addition to X3kj's awesome overview of some current issues, I just wanted to mention a waypoint option to allow tanks to stay on roads even in combat situations. Sometimes, for a particular scenario, it's not always desirable to have a tank go offroad when being engaged by small arms fire. In the past, I've had to add a whole new config entry with preferRoads ​enabled. Of course, this would also be good for convoys, that include tanks :)
  16. Hi there, I'm searching for translators in any of the following languages, to localize a single community mission (950 words): Spanish German Italian Czech Polish Russian French Portuguese Though I can't offer up much in way of financial compensation, I'll happily buy an official Arma 3 T-shirt or credit a similar value via PayPal. If you're interested, send me a private message via the forums. Many thanks!
  17. Kydoimos

    Eden Objects

    Another small addition:
  18. Kydoimos

    Modelling Tracked Vehicles

    Genius! Thanks, mate - lol, saves me a lot of modelling work on the tracks :P
  19. Kydoimos

    Arma 3 Aegis

    Some splendid work there, Night! Very impressive! :D https://www.blender.org/download/! Take the plunge! :P
  20. Kydoimos

    What Makes a Good Arma Campaign?

    Great to hear, mate! :D Any aspects discussed in this thread you plan on focusing on? Good luck with the project!
  21. Kydoimos

    Eden Objects

    Gentlemen, I've just updated the files; Objects can now be used in Zeus (curatorScope in config was needed). Compositions folder has finally returned to the addon. New bed object New mattress object New flashdrive object New hotel sign object New roll of bandages object Enjoy! Let me know if you experience any issues. @inlesco - good idea on the sign, may have to add that soon!
  22. Kydoimos

    What Makes a Good Arma Campaign?

    Good question, Wiki :D Ideally, I was hoping it might provide a clearer idea of what it is that we, collectively, enjoy in an Arma campaign. As a result, this thread would help mission makers in their work; allowing them to focus on those areas which we deem most important. I suppose, in a wider context, it might also prove to be interesting reading for the developers too (though the findings here do not reflect the wider, casual Arma gaming community). Lastly, it helps us understand our own constructive criticism in terms of official and unofficial releases.
  23. Can anyone confirm if the unitPlay function is working on Dev? It seems if you load a saved game, any unit where the function has been executed on will resume normal behaviour.
  24. Kydoimos

    What Makes a Good Arma Campaign?

    No worthless opinions here, mate! :D Actually, your thoughts and feelings are gold dust on this thread and you've already highlighted some important points. Remember, there's no right or wrong answers. Our adventures through the Arma franchise are all very different! Save games, auto saves, and their impact on a campaign are another excellent point. Despite our mixed feelings on them, I think they should certainly be something content creators should consider. This, I suppose, ties in with the broader ideas of 'challengeability' and balancing in general. Obviously, this is an unknown variable and will differ from player to player. Perhaps avoiding extremes, with either superfluous saves or none at all, is the best plan of action(?) Thanks guys, for all your posts!
  25. Hi - just a quickie, Is there a way to turn a building's lights on using the game logic? For instance, the military offices? They having tube lights but they're all off? Or is this just because the game is only in the Alpha stage? Thanks,
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