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Hyperz

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Everything posted by Hyperz

  1. :blush: By the way, when you say AI behavior do you mean the fact that they were 'dumb' while being laser accurate en being able to spot you from 1km+ away? Because when we played I think that was before we fixed/rebalanced the AI: https://github.com/Vormulac/co08_Escape.Altis/commit/a0f0f9ee22d9443a72cc73a83da97656d9e4e554 It's been tweaked a bit further since and IMHO they perform much closer to the original mission now.
  2. Not sure if something like that would be included since the goal for now is having direct port. Anyone is free to create modded version though. Also, there's really not enough content in A3 to randomize much, I think. Norrin is back and he'll be porting the original revive script to A3 so we're waiting for that. Until then I think we'll stick with the current revive script. I don't think this has been posted yet, the mission repo's: https://github.com/Vormulac Just keep in mind that often times debugging stuff will be enabled in there.
  3. I personally wouldn't want to go trough that using SQF. And besides, I'm happy with using the original version as a base to improve upon. Now if we'd get JVM, or better yet, Mono support with a _proper_ OOP implementation (not a collection of static functions accepting only Objects, directly ported from SQF) I might think about it again :).
  4. Btw, DEV build is no longer required. It works with yesterday's patch to the stable version :).
  5. The latest dev build is required to run either version. Without it it'll hang for minutes when the mission starts or even crash depending on the server/PC hardware. At any rate you should ignore the one I posted since it's being merged with Vormulac's and we'll work off of that. We're just setting up the github repo's for it now.
  6. Tanks are in the the files I posted so I suspect they'll be in the mission when Vormulac posts the updated version. But yeah there are quite a few things that will need further tweaking and finetuning. Some of them will be things BIS has to change though like the AI pathfinding which is horrible at the moment to say the least. I've also noticed that even on the dev build the near*/nearest* functions still have a much bigger impact on performance than they did in A2 and are likely the cause of the occasional 1-2 second freezes/stutters.
  7. Hyperz is the nickname I use everywhere so yeah that's fine. A git repo sounds like the best thing to do in any case since it'll allow anyone to easily report issue or create pull request etc. Me thinks BIS made the only kind of escape mission they could make after having broken most 3rd party scripts relevant to it, removing widely used functionality and being constrained by the engine's performance ^^. This is what I have atm: https://www.dropbox.com/s/p8f4hbm2fmxiefm/co08_Escape.Altis.rar I doubt there will be much that needs merging though since we likely made the same or very similar changes to get it to run. Maybe some vehicle class names or whatever. I know I use "o_installation" for ammo depot markers instead of the normal X marker. And your map markers for debugging work while mine don't. Do you have a teamspeak server or something you're usually active on?
  8. The upsmon file in my first post had the init file missing, fixed: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip Yeah well, you saved me more time with the town, ammo depot and comm center markers, so thank YOU ^^. But no I haven't skimmed trough the code with the intention to find stuff to improve. My personal goal is/was to have a port that is fully identical to the A2 version, just on a different map and on A3 :). I think Escape Takistan had some modifications to the original that might be useful since many (including myself) considered it to be better than the Chernarus one. I think it also had more CIV traffic on the roads. Your versions performance was fine on my system. And Kavala will always run like sh*t even on an empty map hehe. I think any performancce issues that are left are down to the game and not the mission. Reasoning behind that is that the ArmA 2 version is one of the smoothest running missions that still has plenty of AI. So most performance loss will be because of bugs such as the one that forces it to be run on the dev build for now. EDIT: Well since we're both trying to achieve the same thing we might as well work together on it instead of having 2 versions with stuff copy/pasted from each other. If you add the UPSMON, revive_sqf, player types for the mission file and the UnitClasses code I posted it'll be near complete and on par with the version i have right now. I'm currently looking at fixing/tweaking the dynamic weather and replacing some of the functionality BIS removed. Btw, did you change anything apart the things that needed fixing for the port?
  9. Well, this saved me some time :p. This version of the original revive script (which IMO is better for this mission) should work with ArmA 3: https://www.dropbox.com/s/4p8bkxxl2w8fx2h/revive_sqf.zip. This version of UPSMON works on my end for ArmA 3: https://www.dropbox.com/s/62ipbpvqetujtvc/UPSMON.zip. Btw, instead of making a version without roadblock why not create a mission parameter and assign its value to _useRoadBlocks in initserver.sqf? Most, if not all, of the errors are harmless anyway. It's just the dev build forcing them to be printed in the middle of your screen as it would with the -showscripterrors command in the stable build. This won't be a problem once the patch is out. Lastly, the correct player types: and you might want to copy-paste this to work off of (minus the ammo depot part that's missing in mine): Anyway, glad to see this mission is almost ready. Was one of my favs from A2 :).
  10. Deal! I'm not a mission creator or an SQF Pro but since I want this mission ported BADLY and having previous programming experience I thought why the hell not. Result (early/unifinished test with godmode enabled): Not everything has been ported/converted yet and on the current stable release it's virtually uplayable and prone to crashing because of a bug that heavily affects the mission. It's fixed in the current dev build though and should make it into the next patch for the stable build. I'll post the mission as soon as the the ammo depot and comm center locations are ported (it still won't be finished at that point though).
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