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nerdmod

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Everything posted by nerdmod

  1. WORK IN PROGRESS https://www.youtube.com/watch?v=K6LDXK1URr8 I've decided to openly release a very basic version of iBuild for testing. The main reason for this is to test the underlying foundations and iron out any kinks before I start piling new features and content on top. It's very basic and rough, but it has enough content to give you an idea of where it's heading. The mod has evolved from the first conceptual prototype I put together, and I've lost count the amount of times I've started over, so I hope you guys enjoy what I've settled with. I'm still in the process of writing most of the documentation, which I suck at doing, but you can find what has been written so far organised into a drop-down menu under 'iBuild'. More info can be found in the description on Steam. >| Download Pre-Alpha |< About time! ;)
  2. Awesome, thanks BIS team! Sadly it seems I don't have a medal... or do I need to do something to enable it ?
  3. Work is very much still in progress. :)
  4. Cheers bud! It's pleasing to see what others have built, and to receive some constructive feedback, and although this is a late reply, just thought I'd mention that I've fixed that foundation bug. ;) ---------- Post added at 17:26 ---------- Previous post was at 17:24 ---------- Thanks for the headsup! I had no idea until you mentioned it.
  5. nerdmod

    ARMA3 standard ladder dimensions..?

    Hey Marc, I'm currently pondering the same question. Did you work out a set of good dimensions ? Regards, - NM
  6. Fixed! ;) ---------- Post added at 10:02 ---------- Previous post was at 09:45 ---------- Agreed, and thankyou! I did start work on a concept crafting system that was implemented into the inventory: https://www.youtube.com/watch?v=sIqD5M8IWNU Although it works, I wasn't all that fond of it and I feel I can design something better. :)
  7. Thanks for trying it out, and nice code change. It's merely something I put together in minutes for debugging, but I'm curious to know why the exitWith had you worried ? Anyway, I've had a bit of a facepalm moment and figured it out. Thanks to you testing, and reassuring me that it was my fault. I realised that I forgot to try/change one simple thing; [b]-mod=P:\A3 Mods\@NerdMod Dev;[/b] to [b]-mod=P:\A3[color="#FF0000"]_[/color]Mods\@NerdMod[color="#FF0000"]_[/color]Dev;[/b] Yeah, I feel pretty stupid after all the crap I've tried. Banging my head wondering "WTF!? What has changed, why isn't this working anymore" haha. :P Cheers buddy, - NM
  8. Me too! ;) Good solution, but I would prefer to make changes to the doors rather than restrict the players abilities as it could have negative effects on gameplay in certain circumstances. I've tried inheriting from multiple classes but it makes no difference. (Strategic, NonStrategic, House_F, objects themselves, etc) I don't know what/if I'm doing wrong, but I can't even get the server to create custom objects, nevermind set their position. Maybe I have my server + mods setup all wrong. Thankyou sire! :) ---------- Post added at 01:26 ---------- Previous post was at 01:24 ---------- Hmm, as this setpos/setdir issue persists for me only with custom objects. I have uploaded atest mission & mod (WTF.zip) for anyone willing to try it out and get back to me. The Mod: Just a simple orange cube The Mission: 2 Player Slots. 1 Game Logic named 'SERVER'. The persistent server creates 2 arrows in front of the SERVER logic; 1 orange, 1 grey. The player then presses the TAB key. 2 cubes will be spawned and positioned by the client; 1 orange cube, 1 grey cube. The orange cube will be SetPosATL to the orange arrow and SetDir 45 (degrees). The grey cube will be SetPosATL to the grey arrow and SetDir 45 (degrees). Now if I exit the server after executing the above, when I rejoin, the orange cube is present but not set at the location of the orange arrow. This video will explain things better than me: http://youtu.be/k2LOQzGHFPM
  9. Erm... Hello BIS forum! :p It's been a while since I last posted anything, and I can only apologise for being absent and leaving you guys in the dark. I don't want to drown you in excuses, so let's just say I've been busy committing all my spare time and energy to the mods development. The OCD in me has also had me re-designing things that I wasn't happy with; which was almost everything, so yeah. Anyway, I digress... I thought I would update you guys (in text) on the progress: The first public Pre-Alpha test build of the mod is in PBO form and ready to be uploaded to the Arma 3 workshop. I'm still in the progress of writing the documentation for said build, but I hope to have this done by the weekend. Sadly I have no word on an exact release date because I have ran into some serious issues along the way which negatively impact the mod. The first issue: I've discovered a really weird issue when testing on my local dedicated server. When I place objects, everything works as expected, although it seems to be that way until I rejoin the server. I've found that the SetPosASL & SetDir commands only seem to be having local (client side) effect on custom made objects. When I rejoin the server, all placed objects direction and position are set to that of when they were initially spawned. If I spawn vanilla A3 objects, everything works as expected after rejoining the server!!!?? The second issue: Players can valt through doors in A3, which of course affects iBuild as this renders lockable doors pointless. Possible fix: I can remodel the iBuild doors and increase the thickness. The last issue: Objects are slightly misaligned upon server restarts leaving gaps in walls, floors, etc. This issue can be circumvented via a script that realigns each object when loaded from the database. The first issue is driving me crazy so if anyone knows why this is happening, a fix, or can reproduce it, I would tremendously appreciate some feedback. I'm not aware of BIS changing the way these global commands function, so I'm banging my head against my desk right now. I can't release pre-alpha until I have solved this issue. :( Thanks for the continued support and patients friends! Regards, - NM
  10. nerdmod

    Tooltip multiple lines

    This works for me... _Control lbSetTooltip [_ID, format['%1<br/>%2<br/>%3<br/>%4','My Multi-line Tool-tip:','Line 1','Line 2','Line 3']];
  11. Hey ruebe, AI, AI, AI... Always has been a sticky topic in regards to ArmA. I tried a few things back when I first started development, but I had no success. They would walk through walls when passing between modules. That said, I was still learning the basics of arma's O2 models & configs and probably did things wrong. I did however get them working well at one point, but that success was limited to ground level. I will re-visit AI eventually and hope for a miracle. ;) Destruction... Well, something again I have played around with. I have some ideas but it's not something I'm all that focused on at the moment. I've played around with A3's PhysX and I have uploaded a video but it's set to private atm. It's on the more advanced things to-do-list along with AI. LOD... I've looked at a distance via Splendid Camera and didn't notice anything peculiar, but I will give binocs a try and see what happens. I'll get back to you on this one. Really iBuild is aimed towards PVP game-play, but I understand the benefits of AI support and destructible modules. My main focus has been optimisation and keeping object count down to a minimum for obvious reasons. Afterall, I don't want iBuild to be an hindrance to servers or mission designers.
  12. Hey Mesh, Cheers man! Yeah, life started to get jealous and decided to throw it's dummy out of the pram because I wasn't giving it enough attention. ;) Because of that, I've been busy catching up when and where I have the energy. Damn insomnia isn't helping either. All that in-mind, I'm still enjoying the project and keep learning new things. Funny that the majority of my Google's in regards to modelling seem to always point me to one of your forum posts which help a lot! :D I feel like I should ask how NZ is going, but I read the bad news. Didn't post anything because I didn't want to rub salt in the wounds. I will still look forward to it regardless to whether or not the project get's resurrected. ;) ---------- Post added at 01:22 ---------- Previous post was at 01:20 ---------- Gee, how time flies when you're having fun! :D ---------- Post added at 01:58 ---------- Previous post was at 01:22 ---------- Ah yeah, I just kept things basic for the moment as I've re-designed everything multiple times already. Plus I'm not all that good at it so I will leave the modelling to the pros. ;) I plan to support various materials in future, but for now we are stuck with what I like to call... Chuck-Norris-Wood aka Bulletproof wood. :D ---------- Post added at 02:02 ---------- Previous post was at 01:58 ---------- Haha, sorry man. Yeah, when the time comes, all will be explained thoroughly. Well, I'll try. I'm not all that good at explaining things. (cough cough) :D
  13. Struth almighty, I've missed so much!!! That concept art and those latest screenshots leave me speechless. I thought you were talented, but I didn't realise you were such a pro! Thanks for my new wallpaper btw, haha. :D I do wish you some luck in regards to RL stuff mate. Hell, I personally think BIS should hire you to make this an official DLC. I'd be more than happy to demolish my piggie bank for any last penny to pay for it. ;) Keep up the great work when and where you can Marc. Your work is truly inspiring and motivating to me, and others no doubt. :icon_eek: Oh and cheers for the info on the RMAT stuff. I thought I had replied saying thankyou but it seems not. I'm still not fully certain on how to best utilise them, but I'm slowly better understanding them as I go.
  14. Me too. ;) ---------- Post added at 01:03 ---------- Previous post was at 00:51 ---------- Structures are persistent across maps, missions, or both. If you build something in mission1.stratis, it can be loaded in mission2.stratis. Structures are saved to a txt file which can be shared with fellow mission makers to include in their missions. Not sure if that answers all your questions...
  15. Here read this: http://www.thezombieinfection.com/topic/8149-base-building-ibuild-arma-3-drop-in-mod/ ---------- Post added at 23:47 ---------- Previous post was at 23:45 ---------- Do you mean material textures or variations ?
  16. Glad you understand Kremator. The problem is that going the modular community supported route is very time consuming. I mean I could just hard-code everything and be done, but then when server admins want to disable or add things, it gets a little messy for everyone. Staying true to mod support is key, though it's easier said than done, especially in terms of getting everything to work in a not so complicated way to keep things streamlined and optimised. All this means a lot of planning, tea, trial and error, and patience. ;) It's reassuring when you have such understanding supporters. :) - NerdMod
  17. Maybe you have settled for one of the above solutions, but for future reference... _Num = 1.9567; _Num = (_Num - (_Num % 1)); Output: _Num = 1
  18. Hey MC, I'm doing fine now that I'm not ill. Damn seasonal viruses got one over me so I was out for a week recovering. It wasn't all bad though because there are benefits to being bed bound; like having time to think, think, and think. :D It's pleasing to know that you are paying attention to detail. Like you say, it just doesn't sit right to have inconsistent res textures spoiling the immersion, or even spoiling the work of such great modelling. Just looking at the images you linked, and OMG they look beautiful under A3 lighting! My excitement just doubled! haha. I see what you mean about the sun rays beaming through the gaps and such. Really does look STALKER-like and would be awesome to get a similar effect under Moonlight. Curious to know how you set up the RVMATS and textures that come with that side of things. I seem to have this issue where objects just look completely black when facing away from a light source. Man, damn GeoLods continue to haunt me too. Even on basic structures like the Window/Door modules I find myself baffled as to why what you mentioned above is happening. It pains me to think how difficult it must be to set up the GeoLods for such intricate models. I can only wish you some extra success in the matter. :P Anyway, I will now browse through the latest posts in search for more images to dribble over. ;) ---------- Post added at 18:06 ---------- Previous post was at 17:55 ---------- Man that sucks! Get well soon bud, and I look forward to seeing what you come up with. Take Care, - NerdMod
  19. Hey Mesh, Just checked out the latest on your DevBlog... Damn, I just can't get over just how awesome these models are! I can't help but get excited thinking about what the end result is going to look like. :D Curious to know how they look (texture wise) in-game under the A3 lighting... Everything I gaze at in Buldozer looks completely different (horrible) when loaded in-game for me. :P Keep up the stellar work! :) - NerdMod
  20. Bridges are definitely on the list of future features, but likely not until long after the initial release date. I'd like to model some suitable bridge-like modules that would work better over water. ;) ---------- Post added at 22:53 ---------- Previous post was at 22:35 ---------- Hey mesh, thanks man, that means a lot! I guess having to learn so much along the way takes it's toll, especially the modelling side of things with texturing, configuring, etc. Just recently I've been working out the animation side of things too with doors and such so it took a while. Figuring out why some things wouldn't work was an headache, but I've got it figured now. Pleased to say that I've recently been enjoying myself again and have got quite a lot done in the past few days, so progress is good. :) Thanks again! ;) - NerdMod ---------- Post added at 22:58 ---------- Previous post was at 22:53 ---------- We will just have to see what nice new features future development brings. ;) ---------- Post added at 23:07 ---------- Previous post was at 22:58 ---------- Sounds good BSW. I might release the files of the vanilla models once I've got them up to a standard that I am happy with, but anything you can contribute will help immensely in the meantime. Just please let me take a look at the models before you commit to the detailed process of texturing them. I wouldn't want you having to go about completely re-texturing them if something needed changing, but It's up to you. ;) 6+ faces will be fine. Thanks! - NerdMod
  21. Yeah I've tried this but it just doesn't work for me... I get the launcher, just not the ammo. I've tried running said commands on initialization, and at run-time. I've also tried a magnitude of other commands but still the launcher ammo continues to be elusive.
  22. Sorry, sorry! :D Clearly your ideas as a skilled modeler would greatly benefit the iBUILD Mod and I can not wait to see what you come up with. I do understand we both need to priorities our main projects, but there is no harm in putting forth any sporadic ideas that may spring to mind. We may even spark ideas that could improve our existing projects! ;) I only got as far as Sand, but I hope to re-visit it sometime. I'd love to see BIS implement a real weather system into the game. Now that it supports PhysX, I'm sure they could utilize it in some way. This would amount to some really atmospheric possibility's especially for a map like "NOVA ZONA". Hmmm, maybe this could be my next project... ;) Hope things are going well on your side mate. I can not wait to see "NOVA ZONA" in all it's glory! :D - NerdMod
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