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Belbo

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Posts posted by Belbo


  1. Thank you very much for all your feedback!

    I updated the mod to version 1.5.7, loosened up the licence and updated the description in the first post to reflect that:

     

    Quote

    Dear community!

    I spent a lot of time here on the board and writing mods for my own community and you to use. And it has always been fun for me. But I haven't played Arma in over a year now and modding without using the fruits of one owns labour would be equally selfless and tedious. So I quietly waited out the end-of-life timer of my mod, as it was only a question of time when ace³ would release their medical rewrite. As of 1. January 2020 this has now happened. I therefore decided to drop my work on ADV - ACE CPR completely. My mod still works with ace³ versions below 3.12.6, so there's still the option to keep using it (but I'd recommend dropping my mod to update ace³ to the newest version!). Additionally you may visit my github and download all my ADV-ACE CPR data and modify, rework or base your own work, and distribute the mod as you see fit. The licence has been updated to reflect this, as with version 1.5.7 only the ace³ provided GPL 2.0 licence applies. Please feel free to post links to your work in this thread, so I can include the successors of ADV - ACE CPR in this first post.

     

    Sometimes I may even still come here and take a look at questions, but please don't expect too quick an answer.

    I have to thank the whole community for their positivity, help and support not just for me, but for every mod creator out there. When I started I didn't think something so small and simple as a mod that simply modifies the way CPR works, would be used so widely and by so many people.  I'm thankful to have had this opportunity. You guys have been lovely to work with and I hope someone will pick up the lantern and provide you with the additional medical mods you need! Have fun!

     

    • Like 3
    • Thanks 5
    • Sad 2

  2. 25 minutes ago, Arwyn said:

     

    According to the licence file, the mod is GPL v2.0 licensed (with additional limitations).

    This means anyone can already fork your code and distribute it under the same (or compatible) license terms. 

    Someone could volunteer to update the mod for 3.13 compatibility ; however, they'd have to distribute it on their own. 

    Yes, that is true either way. But I'm planning on posting this explicitly and clearing that up.


  3. I've gotten quite some messages about updating my mod to ace 3.13.0.

     

    I'm terribly sorry really, but I haven't even played Arma in about a year, so an update out of my own quill is more than unlikely. I'm currently thinking about how to open up my licence for other modders to update my mod on their own, but I'm not yet certain on how I want that to happen.

     

    Nonetheless I wish all of you a happy new year and hope the new ace update will still have enough to offer for you, to make up for the end-of-life of my mod.

    • Like 1
    • Thanks 1
    • Confused 1
    • Sad 2

  4. 21 hours ago, pirkleawesome said:

    Been loving this mod! I've noticed that the sam splint option only shows up when the person needs one, which sort of defeats the point of doing limb analysis.

    You got me there... Didn't think about it when implementing the limb analysis feature. Will take care of that.


  5. On 6/28/2019 at 1:27 AM, longblox50 said:

    Hi Belbo, I have 2 questions regarding the AED.

    1: does the AED add 'pain' to the patient every time you shock the patient? 

    2: Can the patient keep his heartrate of 40 after the shock, if he is not fully stabilized yet (so if he is still bleeding) 

    Thanks!

    1. Yes - and to every bystander who's too close to the patient. Just like in a 90ies hospital show, I love clichés.

    2. All the AED or CPR does is raise the patient's medical variables to the base level. If the patient is still wounded or has been given the wrong medication, they will drop down again. So you might want to fix your patient up before applying the AED.


  6. 5 hours ago, T.Fork said:

    Hi Belbo,

     

    I know it's early days, and I'm not asking for this right now. I'm wondering if you're planning to make a version of this mod for the ACE medical rewrite in the future? I've really enjoyed this mod compared to the standard system. Our medics really loved the defibs too. If we have to go back to PAKs, it'll be a hard pill to swallow. 

      

    Thanks mate.

    I'm currently not planning for that. I'll probably consider it as soon as the medical rewrite has been officially published.

    • Like 1

  7. 6 minutes ago, maxl30 said:

     

    I know, i expect this mod as a CBRN + EW DLC in Contact DLC not a "make yourself a DLC" DLC with pure "cosmetic" stuff, thats a really bad joke, (@DnA) A REALLY BAD ONE !

    Can not believe that I bought this.

    How would you expect native functionality for CBRN stuff in multiplayer to work?

    • Like 2

  8. I'm amazed. Bloody aliens! I love it.

     

    Plus: The aliens aside there seems to be so much content usable for all kinds of scenarios (the ugvs for EOD-scenarios, the cbr stuff and whatnot, even the tractor!)

     

    But I'll be fighting some aliens for some time when this comes out.

    • Like 2

  9. 1 minute ago, lex__1 said:

    If you change the control method, turns and moves forward / backward from the keys, and the mouse control does not participate in the turn - you will have no problems with control.

    Except that the steering behaviour is very different with the different modes - and the seemingly preferred (or with the commander steering now only viable) option is the worst of all.


  10. On 3/10/2019 at 5:37 PM, eggbeast said:

    TFAR seems to be FUBAR, with weird popups causing game freezes too.

    I just played a mission with TFAR (and little other mods). While we had no connection issues, I encountered severe fps drops (creeping around 5-10 fps), that could be solved by disabling the tfar plugin. After changing to the current performance binary on my client end, this issue had been solved.


  11. 1 minute ago, Dedmen said:

    Prefix isn't necessary.

    And the problems that atleast one player could reproduce with Enhanced Movement are also not a prefix problem it seems. Both broken and working versions have a prefix, the same prefix.

    The broken version is a older one though. But I don't see the connection. Both versions also have v2 signatures. 

    I just had the idea that maybe the pbo checksum is wrong. But that's not the case either. 

    That may be the case with EM. The mods I tested didn't work without prefix and worked with prefix.


  12. I've currently done a bit of troubleshooting with mods (without the new binaries from Dwarden's post). For this I've created a fresh privatekey with the current dssignfiles from the arma 3 tools, resigned the mods I usually use with that key, added one after another to check if I get kicked from my windows server with verifysignatures at 2.

    So far I've found a couple of mods creating problems with the connectivity. Something these mods have in common is for one their age - and their pbos have not been created with the necessary prefix. Repacking the pbos with Addon Builder and a prefix fixed the connection problems with these mods. So that might be something to look into.


  13. 4 minutes ago, oukej said:

     

    At this point please share the details with us here. We'll investigate.

    Atm we've got a report of (a probably older) version of Enhanced Movement mod causing the issues. We're looking into the acquired data whether there's just something corrupted or if it's something that could happen elsewhere too.
     

    If only I knew... https://github.com/Pergor/ADV_Medical/issues/22

    But I haven't been able to reproduce this on my end.

    • Like 1

  14. 12 minutes ago, celticalliance said:

    My point is if the game won't even connect to a server without any mods running, then why should I enable / disable them one at a time? If the game can't connect to a server with no mods running then it is not a mod issue.

    If disabling all mods doesn't solve the problem, your troubleshoot has found an early end: It's not a mod issue. In that case complaining about disabling/enabling mods is kind of useless to begin with - especially if it's about the amount of time it would take. Your specific kind of experience is on the other hand not the only problem occuring since 1.90 - some of these are not related to mods, some seem to be. Additionally every reasonable server admin has a mirrored server test environment on his local computer to check this stuff in a matter of minutes. The test branches are made for that as well - so that you can check beforehand if you have to put some extra hours in before an update - and give constructive feedback to the developers if something breaks.

    It's not that you don't have a right to your views - it's just that they're at best self-explanatory and at worst self-contradictory.

     

    So, to get on the constructive side: A possible cause for the problems are mods. What kind of changes have to be made to fix a mod that creates connection issues?


  15. 4 minutes ago, oukej said:

    The verification has become stricter - there's been no other way to prevent certain known hacking methods - so an error that may have previously passed through unnoticed may now cause an issue.
    It is a possibility, not a certainty. That's why we're asking you to try to go through individual mods and see if the issue isn't cause by just one of them. It has helped already in few cases.
     

    Enabling and disabling mods is the only way to actually troubleshoot a problem. This can't be put on the developers - because they're mods, delivered as is.

     

    The question is: What can we do (provided, we have the ability to update a mod or its bisign files) if we encounter a mod that causes one of these problems?

    • Like 1

  16. The bobcat takes just as much damage from mines as from every other damage source. In its current state you can remove more mines before being completely destroyed when driving an MBT. The plow shield has no function besides cosmetic.

     

    But fret not, that's why I've made this little script a while ago: https://github.com/Pergor/ADV_Mods/blob/master/adv_bobcat/functions/fn_bobcat.sqf

    With this you not only have an action to move the plow, but also the incoming damage is reduced while the plow is down - and additionally you can flatten craters and trenches from ace and grad_trenches.

    • Like 1
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