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toadie2k

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Everything posted by toadie2k

  1. Were you grabbing the files off the first page? If you were, redownload, I noticed that I'd somehow left the link to HLC Core on the previous version.
  2. toadie2k

    Do donations work for arma modders?

    Yes, modding is, and always should be, treated as a hobby. If anyone comes in to modding expecting anything more, they're going to wind up disappointed, and I think this is at the core of why Kju's pateron failed. He wanted his mod work to give him a full-time income, and that isn't feasible. Heck, most tradtional artists who have Patrons (the source inspiration for Patreon's model) don't get enough off their benefactors to live, they usually work other jobs as well. That being said, a LOT of people make money out of hobbies. As example, there are people who, as part of their hobby, create resin kits and moulds for railway modellers in their home sheds. Now, it's not their primary income, and certainly they do it at at least partial financial loss to themselves, they are subsidising the raw goods and time spent creating that otherwise could be spent on other things. It's not mercantilism, it's giving back for their hobby,letting other people share in what they do without running themselves broke doing it. This feeds into my disagreement with your second paragraph, I think it's a bit disingenuous to say "Full studio or nothing". I say this with about as many years as kju doing modding with various communities. Let's say you do 3D animation, which is something I can talk about. 3D Animation from home at the professional level is monsterously expensive. Starting out, you need at LEAST one of a dozen or some pieces of 3D software, usually two if you want to get into motion capture(excluding blender, all the major suites are upwards of US$800). If you're not content with sticking to hand key-framing (and you shouldn't be, no game studio will hire you without experience in Mo Cap, and you're suggsting PROFESSIONAL here) - you need motion capture equipment. Two Kinects minimum CAN do it if you're no concerned about accuracy (US$150 per), but if you're looking for any sort of frame-to-frame precision, you're looking $4k minimum and a space to set up the IR Trackers. Now, one could argue that that should all be part of the deal, if you can't afford to animate at home, you shouldn't. You should go to a school and get your experience that way. Here's the thing, colleges are ten times more expensive, and saddle you with other imperatives regarding the end-result, and that, obviously is not for everyone, especially if you are doing it for a hobby. But then, honestly, you wouldn't have the likes of me. admittedly, my sunk costs have been amortised over a LOOOONG timespan, but my point remains. If what you're doing is expensive(both time and moneywise) and you can't make it at least SOMEWHAT more accesible for people with less to spend (lessening the blow for people with donations, allowing them to spend more time on improving or equipment), you aren't going to attract people into that field either as a hobbyist OR as a professional. Setting up a studio too is a very extreme jump to make, especially when you are perhaps one person with one skill. The sink for starting even an indie studio is not something that you could do for fun, and you need more than one person to make a game, as well as at least one good deliverable game concept(most modders do not have a whole one of those). So in my book, donations are fine, provided there's transparency. I think that was kju's real failing with his Patreon-lack of transparency. Patreon is modelled after the old school patronage of the arts schemes. Basically, people could support artists or creators that they liked at a consistent rate without having to put down the large one-time payments that a commission or pruchasing a work involvles, lowering the bar of access to artists to a much lower level. In return though, artists who were patronised (source of that word) generally had to keep an open house policy, allowing his patrons to observe progress on whatever was being created whenever they felt like it to make sure that the money wasn't just being wasted. Kju's Patreon plan was very top-heavy- low-tier donators got nothing, high-tier donators got something, and all through throughout the band, there was no reasonable ways to observe transpency on the projects he was working on as part of the scheme. So of course, his low-end donators were relatively small, and his high-end donators were all existing supporters of his work, there was nothing to entice borderline interested parties to become backers, just a nebulous promise that mods would be made from the money given, no quantifyables or deliverables. Certainly no mention of the works of others that may or may not also be part of his mods development. Of course, this scheme failed, and kju has since stepped out of modding for good, leaving whatever the secret mod project he was working on entirely in the waste basket and everything else in limbo. He can say that donations don't work for modding, I say he set himself up for that fall. (I say this as someone who as immense respect for everything kju's done over the years. There are plenty of modders around that would not be doing what they do if not for him) Donations are fine and work when done right, just don't expect a living off them. They're a nicety that enables you to work more above your baseline, not the baseline itself, not a neccesity.
  3. I'm considering it at least. It'd have to be a "support patch" like RHS is, not inbuilt, but it could be done. Okay, look, chill out man. For starters, I read literally every comment and forum post everywhere my stuff is and I do my best to reply when I feel I have an answer of worth. I don't pick favourites on who I respond to, I don't only answer people I know, I answer when I have an answer. So yes, I saw your first comment here, and then the comment on Steam Workshop , and then the third comment here and then your rudeness in Steam Workshop. The reason I haven't responded is because, quite frankly I don't have an answer that isn't "it's probably another of the mods you are running and I can't say which", which is not a good enough answer in my book. I'm sorry if you thought I was snubbing you here(That was not my intent), but if you ABSOLUTELY want me to respond and it's not working in the thread, and to be certain I'll reply, there is ALWAYS private messaging.
  4. There is no 30 round magazine for the AUG SMG. Techncially speaking, the 40 round magazine from an Mpi-69, but they're not reportedy 100% functional with the AUG SMG. LWRC, yeah maybe, I'd like to do some more AR15s for sure. Yes. I'm working on updating the RHS patch as we speak. BLUH. Okkay. Gotta put out TWO hotfixes. First is the M60s. Fixing that Sighting issue, Second is the AUGs. Relayed to me was that the Reticle_a1.p3d not found error was stalling out servers, so I patched that over the weekend. That and the transparent mag should not longer have that weird z-buffer blue-out thing going on.
  5. Easy solution for the circular dependancy- SCAR mags aren't in use, so I commented out. Don't think it's worth putting out even a hotfix for it (one line comment), and given they're redundant I removed the reference in the G3 config, so next update none of these should be a problem.
  6. Both bugs suggest that your HLC Core isn't the newest one. Update that and you should be fine.
  7. Noted on all accounts, will be patched. Shouldn't have a bearing on how they play ingame. Yeah but but Okay, toadie's gotta go sit in the corner for these ones. For shame, me. yes, and preserves attachments.
  8. As much as I would have loved to do one, have had 0 additional free time to work on it. Might just have to do one retroactively. OR, if someone else does a really good one, I'll put that up instead
  9. Well the answer to the question was Yes anyway so. Release Time- many updates. There'll be an all-in-one file coming in the next 48-hours, but for now individual rars are what you're getting. AK Pack - -RPK12 given correct RPK Mag in Visual Lod -Added AK12+GP30 -Added RPK12,AKU12 and AK12+GP to ammo crate -7u1 Should actually hurt people now -Made AK ammobox more physically appropriate to the amount of weapons it stores (supply drop instead of small box) DOWNLOAD G3 Pack - - Added Aim-over-the-top and day/night filter modes to PVS4 - Added mk316 and Barrier Ball magazine loads for G3 - Altered Inheritance of suppressors. DOWNLOAD FAL Pack - - Added Aim-over-the-top and day/night filter modes to PVS4,and AOTT to SUIT - Added mk316 and Barrier Ball magazine loads for G3 - Altered Inheritance of suppressors. DOWNLOAD M60E4/M60 - -Added support to Bipod functionality and Overheating/Barrel Swapping support for AGM (For real this time) DOWNLOAD AR15 Pack - - Added Colt M4+ M203 - Visual LOD Change -Jack Carbine now uses correct B5 SOPMOD Milspec Stock - Visual LOD Change - SAMR, SAMR2, Jack Carbine use in-spec GI magazine DOWNLOAD M14 Pack - - Added Aim-over-the-top and day/night filter modes to PVS4 - Added mk316 and Barrier Ball magazine loads for M14 - Altered Inheritance of suppressors. DOWNLOAD MP5 Pack - - Corrected typo in suppressor inheritance DOWNLOAD Core - - Added Sequences for - AUGA3, AUG PARA, AUG barrel Swap, Prone AugA1 reload added - Added ballistic Data - 7.62x51mm NATO EPR, Mk316, Barrier Ball DOWNLOAD And of course, the main attraction: HLC AUG Pack V1 Frontpage will be updated soonish, but in the meantime, classlists in the readme. Special note- To replicate the Spz-kr 2-stage trigger, all the augs except the SR are full-auto-only (Only Thales/ADI F88s have a full-auto lockout bar). You will stutter shot your first few attempts to semi-auto on this mode, but I am reliably informed this is true to the real thing and it's a matter practise. Image Gallery DOWNLOAD there is at least one planned update to the AUGs in the future, when I finish of the AUGA3 SF, kindly donated by AUGStar from the Osterreichische Streitkrafte mod, and I want to do the shorter A3 railed reciever as well (integrating it into the barrel swap system as well). So stay tuned for that. EDIT- Oh and the AUGs use hidden selections, so you can retexture thes to look like the one in MW2 or whatever.
  10. Mate, that stuff is Top notch. Running a test build of My M14s with the EPR and Mk 316 , REALLY digging the performance of the rounds across the board, bloody nice job as usual.
  11. Hmm, yeah, I'll definitely give the damage a work over. It won't be as effective as the standard Ball or EP, but it won't be THAT bad. When the time comes for it, wouldn't say no. Technically yes, unless you need the magazine interoperability. That said I'll be updating the patch now for 0.3.5. So addressing your questions in order- No, not really. I wouldn't be opposed to doing some collab with him if he were interested. Can't speak for RHS' models, as they're not mine, but I wouldn't be oppsoed to sharing the animation work I do, at least particularly regarding small arms. The reason I got into ArmA modding was basically because there was not enough animation to cover the content being released, and providing some baseline additional content in that regard is still my goal, so if there's some overlap with RHS and they're cool with it, I want to spread that wealth. What your saying is part of the reason I tried to avoid doing "normal" AR15s and much as possible in that pack- nearly Every infantry mod out there has one variant of the M4 or M16 or a related weapon in some form, whether that's their own one, Massi's, etc,etc, and none of them 100% match each other in visual execution. The only reason eventually I did them was because Ultimately, people wanted one in there, and the same goes with the M203 variant. I do also to somewhat agree there should be a JAM-like mod out there that unifies some of this. CUP at first seemed a contender, but really, the goal of that is working from Arma2 content as a base and some of that looks and acts a bit sketchy in Arma3 by comparison. Especially the ARs. The problem is that ultimately people are going to make what they want, so you'll get more M4s and M16s anyway, and no two people really create things the same way. Some people will share, some won't and there's little you can do about that from the outside.I mean I get what you're on about but this isn't an AMAR-like situation, because there's no definitive "right" answers for anything in creating models and textures, there's no hard rules about which way x or y looks that aren't up to liberal interpretation or skill level. The altruism is nice though, so who knows, maybe one day. And yes, Robert and I have used parts of some of the same ARs(Tigg, Twinke Masta,etc), but as you can see, we've got different results anyway. Gack, lots of talk, gettin back on top - So I'm sending out RC builds to testers tomorrow for the AUGs and literally everything else, so barring anything major cropping up in the interim, I'm looking at having links up Monday morning US time- AUGs+Everything else, both as a single download and separate. There's even a new mechanic in it that works without any other mods but works BETTER with AGM (you are going to dig it).
  12. the Exhibition and Firing range mission that came with SMA Weapons. It's literally about the best for range/zero/impact/accuracy testing. They're a combination of Killoch's Multinational Pack and Niko's USA uniforms Megapack SOPMOD Stock is in the works, and I certainly can do an M203/M4 Combo What range was that hit data taken at? The ballistics of the Subsonic are based off the 7U1 Round, which there is little-to-no actual data in the open about, and everything I've seen on it suggests the outer effective range is about 100m. Even at that, everything is a best guess as to effectiveness, but if it's underperforming THAT badly, yeah, I'll see what I can do to at least make it borderline feasible.
  13. Here's my take on over-the-sights- Arma's default stance always has the weapon at shouldered, there's no Commando hold or off-the-shoulder aiming at all, so my understanding is that switching beween unaimed and aimed mode is that one is reflex shooting off the shoulder(which is basically what the over-the-sights mode also is replicating - no actual point-of aim mark just using muscle memory combined with visual estimation to take the shot) and one is putting all the fundementals together and going for accuracy. Doesn't quite replicate this perfectly, but that's how it is. To me, at least with that as the context, makes having a AOTT mode for optics that don't have BUIS capabilities is entirely redundant. THAT being said, I also recognise that there are enough people running sans crosshairs or any artificial guides out there that would like something like this as an alternative , so I'll implement it anyway, even with the ludicrious Height-over-bore the likes of the PVS4 (likelihood is that any AOTT aim modes are going to be 0m zero just to emphasise the oh shit factor of them). the .300 Dissipator still is bugged with that. I've got patches coming out next week and that is among them.
  14. To make the bipod visibly flip down/up, it's possible and entirely, but with select fire weapons it's not worth the complexity. Due to the way Arma handles animation, the only feasible way to animate sort of thing at the moment is to map it to different modes, which basicly means doubling firemodes just to have the functionality. f the situation changes, and I can do it some other waythat makes more sense, I'd be all for it. Yeah, this wouldn't be the first time I've heard something about workshop syncing. TBH, there's nothing I can do about it short of blasting the existing copies off Workshop entirely and starting again, which is frustrating to no end. yeah, asJona33 said, I'm working with RHS on their animations directly, so by and large by next release the animations in that patch will be outdated by content officially in RHS. I'd just bare with it until then TBH, unlike the durn MX/ABR reload animations, the GP ain't as much of a deal-breaker to me. Regarding Close-quarters aiming on the PVS4- The thing is the PVS4 was never meant to be used in that way it's fixed-power fixed-purpose scope, for engaging targets at moderate distance in otherwise darkness. Basically when using it, it's using the optic or nothing. I'll have a look into providing some equivelant to the day/night adapter, as that probably is closest you are going to get out of this old NV tub. The same can be said of the SUIT- the real world SUIT nor the FAL "T-piece" it's mounted to have any accommodations for use of the rifles sights or other backup aiming methods, so you're just going to have to make do there. With the new AKs (I'm assuming you're using the RHS patch, and you're talking about the scopes that that brings to the HLC AKs), the RHS and HLC AKs have slightly different mounting offsets, so using for example, the RHS PSO1M2 the points where the camera expects the sights are off. That being said, it's really low on my priority list to fix - it's a secondary side effect of using two things that in actuality weren't designed to work together (that I'm smashing together like two bits of clay to make work with the patch), if it gets done it gets done, if it doesn't, don't be surprised. So I might be a little late for the Christmas-New Year refectory period release, but it's only because I'm flat out until the weekend with holiday related festivities.Best guess, next week is golden time. meanwhile- King of Bullpups, do you have enough AUGs?
  15. GP for AK12, yeah. Drum Magazine... well, we'll see. Yes. That's the uber-short barrel, yeah? It's doable, considering it's the same profile as the 9mm SMG barrel. At the very least, Carbine,Standard and HBAR lengths will be available on bot the A1 and A2 AUGs. Speaking of, Merry Christmas Sidenote- Finding good res references of the HBAR kit was NOT easy. Thing is rare as hens teeth apparently.
  16. I'll answer you with three pictures and say no more for the moment- (also, all of the FH stuff looks REALLY good in Arma 3) So my plan for the next week or two, and likely in the refectory period between Christmas and New years is to put soome final edits to everything (correct not-as-intended function on the M60, inheritance on the FAL/G3 scopes), compile it as an all-in-one with the AUGs a cherry on top. Can't give you an exact number of variants that are going to be in, but suffice it to say that noone should be disappointed. Different colours, variants, barrel lengths, oh my.
  17. Yes to the fixing of the RHS compatability, just need to find a spare 20 minutes to do it Re: bipod- Yea that's because I put the side mount on the left-side instead of right, as Vanilla A3 has it, so the proxy for the slot is 180 degrees offset from that (strictly speaking the Default arma ones are actually the ones upside down, but whatever). While I could switch it the other way, I'm not super rused to do it, as it's only really notciably awkward with 3rd party stuff like those bipods (which is beyond of the intended use of slot anyway). And yes to UGL AK12. Maybe even a 762x39 one too.
  18. ECH. I'll look at it. EDIT: Looks like I missed an underscore. Link for a fix below The compat patch should function as-is. Out of interest' date=' which versions of Joint Rails and Joint Muzzles are you running? So, obviously, new versions of eveything are out, check the first page, or the previous page for links, and do be sure to check the changelogs- There's some new stuff. You'll notice that on the M14 and FAL, there's new animated sights to boot, and you're probably wondering why those aren't on other weapons, there's some debilitating inconsistencies as to how camera axis/angle, barrel-axis and trajectories all interact- I left it on the FALs and M14s because there's the least amount of zero drift, on other weapons it became A HUGE issue. M60E4 - M60E4 v7a
  19. Yeah, I wouldn't trust those figures for the shadowlod at all, that triangle count is more than the entire format supports, actual shadowlod count's 1/20th of that at best. Relatedly, I've managed to get an additional LOD step on the Jack Carbine specifically, so at the very least as long as you don't 20 people literally right on top of you, you shouldn't get as dramatic performance drop even in moderate CQB ranges. Double-checking the weapon zeros with animated iron sights is taking some time though, so I'm pushing back another 24 hours so I can be satisfied that where you point, you actually shoot, on every gun at every zeroing.
  20. So to answer this is short order, those numbers are at LEAST double what I've got on my source meshes, both in the game's format and the source material, so either the game's double-rendering everything (which is possible, but unlikely), or the numbers are inflated somehow. Regarding LODs- Generally speaking I do do LOD meshes( every other pack I've done has them), however, exceptions had to be made for the AR15s due to the sheer number of concave objects (railed recievers+hollow foregrips), The SAMRs, Jack and AR15 Carbines ran into the hard vertice limit of the game's format, which made it a choice of either Having LODs on those weapons OR dropping LODs. From testing I had to knock out all but ONE addition detail LOD, meaning that it would stay at full detail to about 50-100m (depending on graphics settings).All of the above mentioned have ONE additonal detail LOD that's about somewhere beweeen 1/10 and 1/5 complexity that of the main LOD, most everything else has at least two. The end effect though shouldn't have that great of an impact though, unless you can see 50 of them in a scene, you shouldn't get more than a 1-3 fps drop with shadows on, Arma3 is certainly capable of handling that level of scene complexity. Now ShadowLODS, they're a performance killer, and you can be sure as eggs I kept those as simple as possible. Especially the Jack and SAMR, both use LODs that are based off Arma2-level Shadow complexity. If you're still getting performance issues, I would chalk that up to individual rigs rather than anything I've not done, and certainly you would be experiencing similar issues with other weapon packs. THAT being said- I'll look into it, and if I can get additional LODs for performance in without compromising functional detail somehow, I will. In the works. Might even roll it out in the patches coming out mentioned below. Fixed in the last version. Related, Patches for everything coming up in around 12 hours. Fixes will include, across the board- - Support for AGM (Barrel changes/Bipods, where applicable) - Advanced Ballistics configs for all weapons - Fixes in the way suppressors are inherited - GeoLOD/Hitbox tweaks (weapons should all now be made of metal) - Some ShadowLOD improvements - Some handgesture clipping tweaks - Where applicable, Animated rear sight leafs/apertures (movement on Elevation adjustment,notable exception being the M60/M60E4) - Adjustments to Mass and Interia
  21. yep, will patch in the next few days.
  22. Yeah, I saw it, I'll look into it some more. http://i.imgur.com/UWdgyBj.png (127 kB) I hope that answers your question :)
  23. ACK! Alright, update incoming. I'm on the team, they've got a small laundry list of things that need animations Possible to do the AK12 family, yes. It's more a question of time than anything Underwater? no, no plans for that.
  24. Well, I'm working of the animations and such for RHS now, sooo.... ;)
  25. So I've packed it up - the RHS Escalation-HLC Weapons compatability patch is done. I don't plan on really keeping it current if anything major changes with either weapon sets, but it should hold up for the most part (It's written in a way that is non-destructive), and I'll put the source for the config up on the front page shortly. Pre-reqs- HLC Core,RHS:Escalation,HLC AK pack,HLC M14 pack,HLC AR15 Pack What it does- Applies HLC animations to : RHS AK74M rifles, PKP GPMG, M16 and M4 Rifles, M240B, M14 EBR Applies HLC firing sounds to : RHS AK74M rifles, PKP GPMG, M16 and M4 Rifles, M240B, M249 Adds support for HLC Magazines to : RHS AK74M rifles,M16 and M4 Rifles,M14 EBR, M249 (support for AR15 magazines) Adds Support for RHS Attachments to: HLC AK pack weapons Adds support for RHS Magazines to : HLC AK pack weapons What it does not do(and known visual issues) Moving weapon parts do not sync with character animation (un-solvable) RHS AK attachments sit low on HLC AK weapons. Causes alternative view mode(the Ironsight backup mode) to be unaligned. (Not likely to be fixed in the short term) Does not add additional JSRS support beyond whats inherited from RHS Does not implement ASDG Joint Rails on weapons not currently supporting them Does not alter unit loadouts. Credits- RHS Escalation-HLC Weapons Compatability Patch
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