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jshock

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Posts posted by jshock


  1. Well, not too many updates tonight, the whole "end of week" exhaustion hit me like a damn brick....but anyways, got the new mask overlays in, looking better for sure (sorry no pics, too lazy and too tired), rain effect functionality is there.....untested....but there.....haze effect added, so far my favorite one, only issue I had was when I initially entered the zone the wetD looked like it did in my previous video, but then quickly went into the proper "haze" look, so I don't know what could be causing that, can post a video later date if needed. 

     

    As far as public release, I'm still fiddling with respawn (I know, how could this be....), need to add some modularity to the gear checks that I forgot about, and I want to add an action/ability to the player to be able to turn off the detector without having to take it off (either via addAction, or I may build a small dialog that pops up to turn it off). These three things are what I consider to be the last things that need to be done prior to an alpha/beta public release. That is not to say the future plans list is much shorter, but I think the initial release of this should have sufficient functionality as to not make my work load go off the charts right at release, barring overlooked bugs or general errors. That is also not to say we can't expand on the current features as well during the process, but I'm trying my damndess not to produce more and more functionality without at least first getting it to a workable/releasable state.

     

    And I've been trying to get this fking mod.cpp file working, but it does absolutely nothing....what do I do to make that work? Cause as far as my addon knowledge goes, I just put it in the addon directory (a3\@myAddon\mod.cpp), and it autodetects? I'm assuming that is wrong since it's not working....


  2. Depending on what your're doing, if your mod is more script based (no extra models, animations, etc.) you can easily just setup a test mission with all your functions in that mission folder, get it working the way you want to without having to restart the game, just resave the mission in the editor, and load it up again, then when it's all working the way you want just translate the functions from mission library to an addon library, pack it, and your're good to go. But obviously if you are messing with models and such, you would have to restart the game every time.

     

    Definitely not conducive for a learning environment, but you have to learn quickly so you don't have to restart as often :P.


  3. Boy oh boy guys this look amazing. I can't wait until you have a working public version to get this into my Day Of The Dead series, we have been looking for a good chemical, gas effect for some time now.

     

    I do apologize if this has been covered but do you plan on making this mod compatible with Hidden Identity V2? and its gas masks?

    Short answer is it's already done.

    There are no dependencies with this mod, everthing is user defined (or just about everything) through modules.


  4. I tought the glass layer on first overlay was too thick so i made it more transparent, but looks like it was a mistake. I will post them with thicker glass layers.

    Yea, I was kind of thinking the same, but I was like f**k it, let it ride, haters will hate :). Will update later today.

    @The Villianous Organ, too bad the wet effect can't look good (or at least acceptable) without so much overcast, but I have a simple fix; wait for it to be raining in game to enact the effect ;). Will update later today.


  5. Gotcha'....will post additional info regarding the color effect once i get back from work today, but your right the color change is to simulate a post-apo feel, should have been clearer about that, my bad.  

     Your're all good, this is just my lack of knowledge on ppEffects coming out, cause I would have known that there was something missing without nagging you about it, lol. Again, appreciate it all though :D.

     

     

    Outside of that, all the effects are working as intended, I have also got the other gear checks in place (checking for uniforms and vests), at the moment, I have not implemented specific settings for specific areas, I'm still trying to decide how to handle that from both an efficiency scale and accessibility standpoint.


  6. Ok, but what about that brownish/yellow, whatever damn color that you have in your screenshots? Is that just a filter you used outside of the game or is that supposed to happen in game as well, cause I'm definitely not getting that (as the video suggests). And those values I changed were just the priority of the ppEffects, I kept the priority sequence the same, just changed the priority values, but anyhow....changed them back why I changed them in the first place is beyond me..... :D. (Looks about the same as the video even after changing it back to the original values)

     

    But with the filter or whatever (if there is one), would that theoretically be the "atmosphere" in the area or at least was that your intent? Honestly it's just the color that's tripping me up atm, lol, and it may help to have a video from your end on how the other two effects react to the player movement and such as well :D.


  7. Well, the overlays are looking pretty damn good:

     

    4drdMAc.jpg

     

    WGPVxIE.jpg

     

    cJeCfUI.jpg

     

     

    I've got the environment effects working, as far as them turning on/off when entering/leaving an area, but they in no way look like your pictures Evil, would those be affected by client side video settings by chance or am I screwing up the implementation possibly? I did change the priority values a little (cause I did have some small time PP effects for when you start to get damaged by the area without a mask), but I don't think that would change the fact the effects don't look right either. See video below:

     

     

    Here is the function that adds the effects:

    /*/////////////////////////////////////////////////
    Author: J.Shock
    			   
    File: fn_addEnviroEffects.sqf
    Parameters: none
    Return: none
    
    *///////////////////////////////////////////////
    switch (JSHK_contam_enviroEffectsType) do 
    {
    	case 0:
    	{
    		_chrom = ppEffectCreate ["ChromAberration",1200];
    		_chrom ppEffectEnable true;
    		_chrom ppEffectAdjust [-0.02,0,true];
    		_chrom ppEffectCommit 0;
    		_dyna = ppEffectCreate ["DynamicBlur",1500];
    		_dyna ppEffectEnable true;
    		_dyna ppEffectAdjust [0.03];
    		_dyna ppEffectCommit 0;
    		_film = ppEffectCreate ["FilmGrain",2000];
    		_film ppEffectEnable true;
    		_film ppEffectAdjust [0.12,1.52,3.54,2,2,true];
    		_film ppEffectCommit 0;
    		_unit setVariable ["JSHK_contam_enviroEffects_enabled",[_chrom,_dyna,_film]];
    	};
    	case 1:
    	{
    		_chrom = ppEffectCreate ["ChromAberration",1200];
    		_chrom ppEffectEnable true;
    		_chrom ppEffectAdjust [-1,-1,true];
    		_chrom ppEffectCommit 0;
    		_dyna = ppEffectCreate ["DynamicBlur",1500];
    		_dyna ppEffectEnable true;
    		_dyna ppEffectAdjust [0.41];
    		_dyna ppEffectCommit 0;
    		_film = ppEffectCreate ["FilmGrain",2000];
    		_film ppEffectEnable true;
    		_film ppEffectAdjust [1,4.5,4.08,2,2,true];
    		_film ppEffectCommit 0;
    		_unit setVariable ["JSHK_contam_enviroEffects_enabled",[_chrom,_dyna,_film]];
    	};
    	case 2:
    	{
    		_wet = ppEffectCreate ["WetDistortion",1300];
    		_wet ppEffectEnable true;
    		_wet ppEffectAdjust [-10,0,0.03,5,5,5,5,-1,-1,-1,-1,2,2,5,5];
    		_wet ppEffectCommit 0;
    		_dyna = ppEffectCreate ["DynamicBlur",1500];
    		_dyna ppEffectEnable true;
    		_dyna ppEffectAdjust [0.36];
    		_dyna ppEffectCommit 0;
    		_unit setVariable ["JSHK_contam_enviroEffects_enabled",[_wet,_dyna]];
    	};
    	default {};
    };
    
    • Like 1

  8. That's completely cool man, it's clear we all enjoy playing around with this awesome sandbox, and i have already learned a few neat tricks over the last 24 hours using ppeffects!

    Regarding performance using in game post process effects, the impact is minimal to zero, I believe it's the use of particle effects that can reduce a mission to slideshow after a while.  :)

     

    Anyway, looking forward to seeing where this goes.....enjoy burning that midnight oil man!

    Yup, my brain ain't working at the moment, particle is what I was thinking, but PP was on the tounge (or fingers in this case). And that burning oil is starting to smell terrible, but I guess that's the smell of success I'm just not used to it yet :D.


  9. Hey man, WIP is all bout them pics n' vids, and I guess my statement earlier implied that I care about goats, this is not the case :thumb:.

    @Evil Organ: I appreciate you taking the time to try out making the overlay via PP, but the reason I won't pursue it is the fact that (at least to my knowledge) PP can be demanding after a while, and depending on the user's computer, could be detrimental to gameplay overall. And with this mod (mostly one big script), to make it work properly it evaluates heavily and constantly, so I'm afraid of adding any more unnecessary weight where I don't have to. That's why the display route in my slightly educated opinion would be better in this case, but your PP is spot on for sure, glad to have guys like you, Zarg, and Lft around to pick up the pieces where I can't.

    Speaking of Lft, Evil's PP for the environment overshadowed your overlays, they look great as well, will be getting those in as soon as possible.

    • Like 1

  10. I would take my time, but I sit down to work on it for a little bit, which turns into 4+ hours, which turns into random videos at 3:30am, which all inevitably turns into progress...so I estimate it won't take me bery long to hash all this stuff out, mind you it's not every last feature that I want to release with, I just want to get this out there for bugs and MP stability reports, and release some of the other features as it goes along.

    Like seriously, worked for like 3.5 hours straight without getting the stupid overlay working, and at 3:25am, got it working, made a video, posted it, and went to bed. <-This is now my nightly routine...

    • Like 3

  11. General Update: I keep screwing with "the cool stuff"....cause why not, but this is of course leading me away from releasing a workable public version (for SP and MP), but I do have a short list of what I would consider required components before considering release, but I'm sure I will either get side tracked with other stuff or that required list will grow but hopefully, if I can get some of these bugs worked out along with a couple of the extra features, I can release a public alpha/beta in the coming weeks.


  12. Is it just me, or am I the only one who feels sorry for the goat in picutre #1 :p.

    Funny business aside, those effects looks great, I will certainly be implementing them here in the next day or two (expect another video highlighting such).

    @Lft: It's not up to me how I use them, it's up to the mission developer, as all I'm going to do is throw all these into an "Environmental Effects" module asking for which ones they want enabled/disabled, that my friend is the beauty of generic coding, less mental stress on me :D.

    • Like 3

  13. Got bored at 3:30am so here's a short video of the mask overlay in action :D:

     

     

     

    Again, not my overlay, but for testing purposes.....I may end up asking LordHeart for permission to use it, but I think that may translate into me asking ACE (seeing how I'm almost certain they are using his mod in ACE), but we'll see, I've got a friend working on some possible overlays, don't know where that will end up.

    • Like 1

  14. Well, I've made progress on the mask overlay, I'm using the overlay from LHM Glasses for diving goggles (the mod Evil Organ linked), solely for concept testing and making sure I've got stuff working, I will not be using it once this mod is released. *See here*

     

    But that leads to the next issue, I need this overlay made for me.....it's basically just a picture, but with the outline of a gas mask with the eye slots transparent, essentially....

     

    The picture would need to be 1024x512, I would like to have two versions, one with the two eye slots and one with a panel type view port (no separation for the eyes), that way mission makers can define which overlay to use, based on the mod/gear they would be using.

     

    So the one for the two eye slots would need to look like your're looking out of something like this: 

    3gEvc4u.jpg

     

    And the other like this:

    2014-03-14_00003_zpsa48834bf.jpg

     

     

     

    And if anyone asks....no the pictures depict none of my own content or media, simply found on a Google search for visualization purposes.

    • Like 1

  15.  Although helping in such a small way a "TOP" scripter like you would have been a source of pride

    Though I'm happy you consider this to be fact, I suck in all honesty, I may understand somethings quicker than some, but I am in no way near the top of the totem poll in this community :).

     

    Well, I can use one of yours for the logo of the mod (the thing that will show up in the bottom left of the main menu when you launch the game with it) :D. Or if you want to develop a logo specifically, with the name of the mod and everything, up to you :thumb:.

    • Like 1

  16. Is there scope for adding a first person overlay to visually simulate wearing a gas mask?

    Of course there are mods out there that cater for this kind of immersion, LHM Glasses springs to mind, but having a visual overlay included in this project would eliminate the need for additional mods to round of the experience.

     

    Those module icons look pretty neat.  :)

    That was already on the internal list I've started ;).

    • Like 1

  17. I'm sure jsock intended this as "generally contaminated area" to address any mission maker fantasy.

    This. ^

    And you have to realize, that video was made when I first put together this whole idea (pre-addon mind you), so yes, all I have on is a "gas mask", but that "mask" is a patrol cap, which wouldn't actually do much good...it was all 100% for testing and media purposes.

    I'm trying my hardest to be generalized, at times it's difficult, but I could have an area "contaminated" with radiation, so I would need full body suit and mask, or maybe just a smoggy area, would need just a mask. That's the future concept for this, because if I keep it generalized, I save myself some workload in the future (at least with brainstorming) because I don't have to keep expanding on a vary narrow concept, but if this can handle anything from full blown nuclear radiation to a simple gas line breaking, the possibilities are plentiful.

    With that said, like what was posted earlier here, I plan on implementing gear checks extending to the uniform and vest, and then possibly even allowing for mission makers to define specific loadouts for specific areas.

    Side Note: Thanks for the icon updates, I'll mess with them later today :D.

    Side note to my comments above: I am a scripter, no modeller, that's why I am asking for someone to do that for me, but it isn't required by any means, because with this general system I've got going you can run with any mods that have that type of gear and just define it within the module.

    • Like 3
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