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zgmrvn

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Everything posted by zgmrvn

  1. zgmrvn

    ASR AI 3

    After some tests, i think this sentence could be completed with : "ASR_AI has to be installed on server and clients if you want the settings panel to work." If you don't want it client-side (in the case of a team that plays mostly against AI handled by the dedicated server itself and without headless), it could be possible to run ASR_AI client-side only when you want to tweak settings.
  2. available on Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=737955709
  3. would appreciate an anwer too :)
  4. can't wait for a release :D edit: meant to be posted on dynasound thread but it worths for both
  5. Hi, I have noticed that since few Arma updates most of the objects shadows are based on the resolutionLOD. Is the shadowVolume still necessary ?
  6. Here is a comparaison, as i said, not all objects' shadows are rendered with resolutionLOD. Also, it's only supposition since i'm not an RV4 engine devloper nor 3D rendering expert. Looks like it's based on Alpha. Of course, it's not really noticable on box-like objects but you can see the difference on the trees Hope for a dev explaination/confirmation
  7. this visual issue can occure when you are using the splandid cam with time speed set to 0, nothing wrong with the model itself
  8. Hi, i was taking a look to the current dev branch commands and i have noticed getSoundController and getEnvSoundController. You probably are aware about these but if there's 1% chance you're not and it can help you...
  9. My team loves the map too and we don't care about this server attractivity problematic.
  10. Hi, do you plan to spend some time to update this map with the new 1.60 light rendering ? Because even if this is a prototype and the new rendering sucks to you, it remains a really good map zgmrvn ;)
  11. what do you mean ?
  12. 1.2.3 released - fixed : shoulder tap sound didn't worked anymore since 1.60
  13. zgmrvn

    Difficulty Overhaul

    It should be possible to define it in the preset/server profile so you don't have to specify it each time you run a mission for your team that plays with the same settings every time. Simplier.
  14. zgmrvn

    Difficulty Overhaul

    Another question, does reducedDamage determinates if egine will use myArmorCoef and groupArmorCoef values. if true will it uses 1.5 default value and if false 1.0 value ?
  15. zgmrvn

    Difficulty Overhaul

    works fine with your pbo, thanks ;). Which custom preset it uses, config one right ?
  16. zgmrvn

    Eden Objects

    quality is here, that's rare. Lab stuff and industrial machines would be nice.
  17. zgmrvn

    Difficulty Overhaul

    Exactly. So if i get it, there currently is no way to force the difficulty settings for players using profiles, each player has to select it on the mission selection screen, right ? The default preset could be defined with a config pbo but here again the player would be free to change it on screen selection mission ? A defaultPreset and displayName in profile would be nice.
  18. zgmrvn

    Eden Objects

    bookmarked in my "frantically check several times a day" folder
  19. found 2 more [3764, 7571, 0] [3771, 7597, 0] take adventage of the vegetation they said ^_^ also found what looks like roots of an upside-down tree, seems there is tiny trees and upside-down trees all around the map : [3766, 7564, 0] [4241, 7281, 0] Your map is really interesting, in my team we have our own uniforms for more than one year now, including the above winter uniform which we are about to use for the first time :) But if i can, to me this map needs a bit more vegetation and dense forests
  20. Hi, I found a tiny tree coordinates [4165.2, 8043.8, 0] :
  21. i'm following DynaSound and this mod from the begenning, great mods, keep going on ;)
  22. Hi, i'm using drawLine3D in a script i'm working on but color parameter behaves strangely, for exemple, these arrays make exactly the same 3D opaque red line : // r, g, b, a [1, 0, 0, 0] [1, 0, 0, 0.2] [1, 0, 0, 0.5] [1, 0, 0, 1] Futhermore, if i try to change color only : // r, g, b, a [0, 0, 0, 1] // black [0.1, 0, 0, 1] // 100% red [0.2, 0, 0, 1] // 100% red [0.8, 0, 0, 1] // 100% red [1, 0, 0, 1] // 100% red Does somebody has the same problem, or, does somebody get this command working correctly ? thanks, zgmrvn.
  23. Hi, gienkov the thread still figures in milstone but no infos from the devs : https://github.com/acemod/ACE3/issues/865 i'm busy this month but i'll try to get in touch next month to see if i can branch it zgmrvn
  24. v1.2.2 here, just a little fix, file in first post ;)
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