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About woods825

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  1. https://github.com/acemod/ACE3/milestones Goal for initial release is still by April 30, 2015
  2. Fully modular, it's just as modular as AGM if not more. It's only 60MB unzipped... It's far easier for communities to play together if everyone already has the entire mod and its as simple as toggling something on or off in the editor. But to answer your question, removing individual pbos works as long as the core is kept.
  3. I've got a question regarding the road tiles that are place-able in X-Cam. I've always found it a bit difficult to place roads in TB as you can't always tell exactly how far apart they actually are and you sometimes get gaps where roads meet. If you placed all of the roads for a map using X-Cam exclusively, would the AI have trouble following the road or would they detect there is a road there and follow it for driving?
  4. Silola, this is absolutely fantastic work! I spent about 10 hours creating a small town using the BI tools before, I just remade it with far more detail in about 30 minutes with this. You've given the terrain building community more than we can thank you for, this is simply the most outstanding tool for designing terrains. Thank you so much for your efforts, hopefully seeing some great terrains built using X-Cam will give you the satisfaction you've given us.
  5. Latest version does not seem to allow users to change "group size" or "icon". Tried on both Dedicated and in Editor using PDA and Tablet.
  6. woods825

    Authentic Gameplay Modification

    I wonder if the way MCC can daisy-chain IEDs to go off simultaneously could be utilized. Maybe an additional button in the explosives menu that you can shift+click a few explosives and "link" them so when any of them is detonated they all go off since they're chained together?
  7. Shay & Spirit, I hope you guys don't let the complaints from anyone get to you. This mod is absolutely a must have and has allowed our unit and many others give mission making capabilities to members new to the game. Its great when anyone with an idea for a mission can quickly bring it to life on our server without having to learn how to navigate the default 2D editor or understand scripting. While we don't currently use a lot of the newer features you've implemented, the option to enable them at any point has had us flipping some on for specific missions giving us a unique experience or giving us the functionality needed when we need it. Thank you for all you've done because your work truly makes this community great. One thing I've been wondering, though I'm sure its a longshot just for complexity alone; have you looked into improving the weather system to have the sandstorms and blizzards have a scaling feature that would allow the mission maker to have a light snow increase to a full blizzard over an hour or something? I know the default 2D editor has ability to set something similar with rain. Would love to hear if it's even possible with the weather from MCC or if the way its implemented makes it impossible.
  8. woods825

    Turtle's Armory

    Hey Turtle, do you plan on making it so the Osprey can be spawned by Zeus?
  9. Figured this belonged here as it's a problem I'm having with a community made utility and not an actual terrain issue. So after 3 days, I'm admitting defeat. Hopefully someone can point out what I missed and why Mikero's MakePbo stops responding when I try to pack my terrain. It was working fine a few days ago, I even tried packing all my old versions of the terrain that packed fine last time I packed them, but all resulted in MakePbo not responding. I hadn't installed any new programs, no windows updates, even worked after the most recent A3 and A3 Tools updates so I'm fairly certain it's a configuration issue in PboProject that I screwed up and didn't realize it or I need to re-install windows. :confused: To be clear, the terrain has worked in-game. My latest change was ONLY shifting a few points on some roads that angled too hard. Nothing else was touched. I tried packing another mod I have and I get the same issue there as well, MakePbo stops responding. Here's the DOS Window: scanning for jobs to do.... Processing woods\woods_woods_remington_pointe scanning wrp for binarised p3d's Creating texture headers file... Failed adding texture woods\woods_remington_pointe\data\remp_concrente_nopx.paa to texture header manager. 5576 texture headers saved to file "woods\woods_remington_pointe\texHeaders.bin" using binarise.exe copying/crunching to temp... Bis Binarise... </end bis binarise> stripping the binlog MakePbo x32UnicodeVersion 1.88, Dll 4.91 "woods_remington_pointe" makepbo failed Here's the Output: rapify x32UnicodeVersion 1.75, Dll 4.91 "config.cpp" scanning cfgPatches...ok (altered) No Error(s) Output is to config.bin rapify x32UnicodeVersion 1.75, Dll 4.91 "RoadsLib.cfg" No Error(s) woods\woods_remington_pointe\texHeaders.bin 1 File(s) copied 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. Building entries:... cfgClutter.hpp cfgSurfaces.hpp config.bin M_000_000_lca.paa ----REMOVED DUE TO FORUM CHARACTER LIMIT---- S_042_042_lco.paa remp_beach.rvmat remp_beach_co.paa remp_beach_nopx.paa remp_concrete.rvmat remp_concrete_co.paa remp_concrete_nopx.paa remp_dirt_1.rvmat remp_dirt_1_co.paa remp_dirt_1_nopx.paa And here's the Binlog: Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\lucidaconsoleb8-01.paa" "p:\temp\core\data\fonts\lucidaconsoleb8-01.paa" Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\lucidaconsoleb11-01.paa" "p:\temp\core\data\fonts\lucidaconsoleb11-01.paa" Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\tahomab16-01.paa" "p:\temp\core\data\fonts\tahomab16-01.paa" Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\tahomab16-02.paa" "p:\temp\core\data\fonts\tahomab16-02.paa" When it reaches that point, I get a window that says "MakePbo has stopped responding". I've checked all my tools and even updated the few that had updates on 01/28/2015 (PboProject, DePbo and ExtractPbo), all of the tools are up-to-date. Here's my PboProject settings: Outpout Mod Folder: D:\Programs\Steam\steamapps\common\Arma 3\@Remington_Pointe Source Folder: P:\woods\woods_remington_pointe Noisy Output: Unchecked Strip Log: Checked Sign Pbos: Checked Full Build: Unchecked Check all file references: Checked Mission pbos are?: SP Engine: Arma 3 Use DateStamps in pbo: Checked Workspace: P:\ Use this Private Key: D:\Arma Stuff\Woods\Signing\Woods.biprivatekey Used only when building islands: P:\a3 (I've tried "P:\" and a few dozen other paths but I can't imagine its the issue as it binarises fine) And finally, here's what comes up when I select "View problem details" in the stopped responding window: Problem Event Name: APPCRASH Application Name: MakePbo.exe Application Version: Application Timestamp: 53fd63d8 Fault Module Name: DePbo.dll Fault Module Version: Fault Module Timestamp: 54c80285 Anyone encounter something similar or have any ideas to solve it?
  10. If it says "You must load an intro/world/mission to view/change", then I'd suggest doing as it says. As long as you have CBA and TFAR running, launch a mission, jump in the editor and preview, join a server, etc... anything that allows you to play as a character, then go ahead and follow the ESC > Controls > Configure Addons. It's worked for me since they implemented the menu.
  11. ESC > Controls > Configure Addons (bottom right of the pane) You'll find TFAR under the drop down menu and all the keybindings.
  12. Don't let a lack of responses fool you, we'd all love to see this! I think a lot of people have become hesitant about mods with lofty goals as we've seen a lot of them recently become abandoned, some without ever getting a first release.
  13. That is one gorgeous aircraft, well done firewill! Can't wait to call this for some airstrikes. As was mentioned earlier, it'd be great if you could get the service menu John_Spartan and Saul made for customizing the loadout for specific mission needs. Not needed, but would certainly compliment this beautiful model you made. Keep up the great work!
  14. Would it be possible to use the road .paa files and repaint them to look like railways? Then you'd use the same procedure for polylines and just define the railway .paa files isntead of the road ones. Really not sure if that'd work at all though.
  15. Thanks! That's almost exactly what I was thinking was possible with the polygon idea I was attempting. Not as easy as a brush tool to paint them in buldozer but certainly easier than the alternatives.