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haleks

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About haleks

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    Chief Warrant Officer

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  1. haleks

    Ravage

    Tada! Furniture shortage in the Livonian region is over, all thanks to EO. 😉 Several of the scripts involved in the furniture spawn system have been modified, so previous saves are not compatible. While this new feature isn't really used yet, the system can now handle any 3d object, whether or not they're present in the configs. As discussed earlier, further tweaks are being worked on, but I wanted to push this small update real quick since the demand for Livonia is high. Let me know how the update feels performance-wise, and have fun fellas!
  2. haleks

    Ravage

    That command has 2 syntax : one that accepts classnames (the one currently used by the mod), and another that takes the path to the 3D model. The advantage of that second approach is that we can use objects that aren't present in the configs (like vegetation) and thus don't have a classname. 😉
  3. haleks

    Ravage

    Yes, that's what I was hinting at when saying it'll be easy to tweak the script. 😉
  4. haleks

    Ravage

    Right now I'm thinking - if we go with the opt-in way - the most straightforward solution would be using alternate data sets when overgrowth is enabled. And maybe include a visibility factor if we want vegetation on the exterior side of buildings, but the margin performance-wise is going to be thin, most likely. In any case, I'm working on optimising the spawn system at the moment; all vector transformations are now factored in when registering the templates - that's a whole lot of calculations clients won't have to process, that should help a tad. Right now the system works with classnames - so that excludes vegetation in a vanilla environment. However it should be quick and easy to adapt the system to work with 3d models since "furniture" are simpleObjects. That means we could work with mods like @.kju's : they only need to be loaded when registering compos. So yeah, mods meant to expose vanilla assets should be totally good to go - I'll be happy to test your work mate! 😉
  5. haleks

    Ravage

    Holy shit yeah, totally! Increasing the visibility distance could tank the framerate, but it would work perfectly to give interiors that The Last of Us touch.
  6. haleks

    Ravage

    Tests on the new Furniture Spawn System getting out of control... Hey guys! As hinted earlier by EO, purveyor of apocalyptic interior decoration, an update for Livonia is being worked on. Well, it started as an innocent update for Livonia, but quickly turned into an overhaul of the furniture spawn system... ^^' The above screenshot is a test composition and isn't part of the final presets, but it shows what the new system can do. The current version is pretty straightforward and works fine with most compositions, but problems start when you want to include objects which are upside down or laying against a wall : it usually ends up with the object being slightly offset after vector transformations, and thus being either colliding with walls or too far away from them. As far as I know, this issue affects most furniture scripts using a similar approach, like @tinter's script. Took me longer than I thought (goddamn vectors ), but I finally cracked it : the new script spawns furniture with a 100% fidelity to the original template in terms or positioning and orientation. \o/ We can go nuts for future additions or tweaks to the old presets. I have to polish the final script and rebuild the data for all presets, so no ETA for now... But until then, here's an excerpt from the current code for fellow scripters : Factoring in the offset caused by the object's orientation as well as the model coordinates of its center did the trick and solved positioning issues. (It was a fun challenge, thanks EO. 😉 )
  7. haleks

    Ravage

    Ooooh, I was wondering where your latest screenshots came from. ^^
  8. haleks

    Tales From Nowhere

    Hello folks! I decided to remove Episode 2 from the OP, as it was relying on an obsolete version of OPTRE and therefore broken. A new episode will be released instead, but first I'm probably going to update Episode 1 : the new version will use the updated PKL terrain (or maybe another one I recently fell in love with) and, most likely, the MyST project I'm working on. See you soon in the Zone once again guys! Sorry for the very late reply... I'm still tweaking/iterating on it every once in a while, and I'm not 100% satisfied yet with the results, but if there is interest for that stuff, I'll be happy to go over my current approach in the scripting section of the forum.
  9. haleks

    Ravage

    @Jamie_STi: Glad to hear it, have fun buddy! 😉
  10. haleks

    Ravage

    @Jamie_STi: That is an odd one... Even though the mod is loaded, you seem to be missing the ravage.pbo file... Can you right-click on Ravage in the Arma3 launcher, and select "repair"? If your install is corrupted it should fix the issue.
  11. haleks

    Ravage

    This one seems to be incomplete or lacks the data I need. To make sure the RPT has all required infos, you need to reproduce the issue : launch Arma with Ravage + CBA, try to launch one of the scenarios. Once done you can exit the game, and the newly produced RPT file should be good for debugging. Make sure to select all of its content with Ctrl + A before copying.
  12. haleks

    Ravage

    You can copy the content of the RPT file with any text editor, and paste it here inside spoiler tags. 😉
  13. haleks

    Ravage

    Probably; your most recent RPT file would help too.
  14. haleks

    Ravage

    Just to be clear : the Ravage demos do show up in the Scenarios tab, but don't start properly? Does the game throw any error pop-up?
  15. haleks

    Ravage

    @Jamie_STi: Yes. Welcome to the Forum!
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