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Arkensor

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Posts posted by Arkensor


  1. I am not sure why there is so much confusion. All post's in this regard state the following:

    Quote

    All DayZ Mod data, previously released under DML-SA, will be made available under ADPL-SA. Users may opt for one or the other. (Source: https://www.bohemia.net/blog/licensed-data-package-for-dayz)

    This is not about data packages aka "All Licensed Data Packages previously released under [...]". That's meant specifically for the DayZ mod that is licensed under DML-SA that is subject to the license change to extend the "Arma only" clause to "Arma and DayZ only".

     

    This is again reinforced by this statement: 

    On 6/8/2019 at 1:22 AM, Tom_48_97 said:

    True that license-related things can be hard to understand (well, and to explain). In short, The data packages don't change but the way they can be used does. Then, the main thing for the Arma modding community is that DayZ Mod data can now be used in Arma 3 creations.

    Previously DayZ mod exclusive data under DML-SA is then allowed to be used in DayZ SA and Arma under the new ADPL-SA license.

     

    Quote

    As written above (and updated in the text), this applies only to the Licensed Data Packages, released by us (Bohemia Interactive). Generally speaking, the game data are in no way impacted by this change, they are under their respective EULA.

    In other words; no, this doesn't allow anyone to use DayZ data in Arma 3, nor Arma 3 Data in DayZ.

    What Julien says here is that the license does not allow DayZ SA <-> Arma 3. Neither Arma 3 nor DayZ SA have a license that allows and use of the content like that yet. That does not affect anything else.

     

    The intention for it is to allow the use of the released data packages and the unused DayZ mod assets. Primarily for the DayZ modding community but Arma 3 can make use out of what has not already been ported by CUP as a nice side effect because there is no reason to specifically exclude Arma 3 from the license. That would just make things complicated again. You could previously already remix the DayZ mod but it was never allowed to make use out of that for any other game than Arma 2. That has been changed now. For BI it's free content they release through the work of modders, just like it happened with CUP. There is no reason for BI to restrict the use any longer now that both Arma 2 and DayZ Mod are essentially dead compared to the highest player count record.


  2. 11 minutes ago, gingerlikeme said:

    So the GUI opt file turns out to be a dead end. It seems you can define widths and things of the separate tabs in TB but not much else. Gimme some time to dig around a bit more.

    Yes, I have seen that file as well. Maybe its used if people want to customize their layout by dragging things around. Not sure if that is even possible atm. I usually leave things how they were so I can follow tutorials when I need them without needing to look where I moved things compared to a tutorial screenshot.

     

    If you find something that would, of course, be very nice. I would appreciate it the "old" tools get a fresh design ;) Good luck


  3. I don't think that is possible. The GUI looks like its made with some sort of "old" GUI framework (Maybe not even that) and it also looks like its all hard coded. It's not only the design that matters but where when what is on the screen etc. All the view logic and with that the design is compiled into the program as it seems - for example, this is the case for the Terrain builder.

    While I generally do think that user interfaces should be nice and simple, but also good looking - in reality, 99% of GUI based programs are created in a functional way. the typical windows gray in gray look ... Reliability and efficiency are the no 1 priority. Nobody paid the developers something to make them pretty.

     

    You get used to where things are and forget about the design very soon if you working on something.

     

    I also think that they do invest in making the programs more visually appealing. Look at the launcher or publisher. But I think this only happens if they got the resources for reworking the program. Often this will be done when they need to update a lot or rewrite the program from scratch. 

    I did not develop the tools so I can not confirm with 100% guarantee that there is no option for having some sort of theme file, but from my experience on how those programs are usually written, I really don't think so.
     


  4. On 27.2.2018 at 7:10 AM, Mynock said:

    Will this work for missions as well? I get really sick of getting messages from people that they played a coop version of my mission and it didn't work and now they're demanding I fix it when I don't make coop missions in the first place...... Would be nice to figure out who is (poorly) modifying my missions for coop when they're not supposed to be. I know people are going to steal crap from scripts or whatever without asking, but I'd simply like to stop the angry messages that my mission doesn't work when they are trying to play a modified version I didn't even post...

     

    We will be looking into this, but the redesign had including mission files in mind too. We just need to wait to see if everything is fine, and then we might be able to scan the entire arma3 workshop, not only mods. 

    • Like 1

  5. On 26.9.2017 at 11:58 AM, JuanAdamuz97 said:

    Hello! Ive started using this extension and sometimes it starts and other times it does not. you know why? I've changed the folder to another server addon and changed the config. When it starts, everything is ok :S Help!

     

    You need to be more precise than that and describe me what you mean by >it does not start<

    I would suggest if something seems to be broken, that you redownload it and change the options step by step to see where you might did something wrong. Also i would not suggest addon the addons and dlls into another @mod folder


  6. @syhrus,

     

    you deserve a medal for that idea. Even though I might not stick to your code 1:1, your idea of checking the size of the road element solved a problem I had for ages ... I would have never thought about something so simple but effective to identify a road type. Little troubles with road crossings etc aside, this works very reliably!

     

    Thank you for sharing it!!! If I come up with an improved version regarding scripting speed or reliability I will post it here.

    • Like 3

  7. Hey there,

    let me try to help you on that:

    _vehicle = _this; // for use within the mission.sqfm
    _vehicle = cursorObject; //When you look at something and want it to be added there
    _vehicle = (vehicle player); //When you sit in the vehicle and you want to add it to it
    
    _vehicle addEventHandler ["Engine", {hint format["This vehicle: %1, not as the engine state %2",str(_this select 0),str(_this select 1)];}];

    When you want to kick everybody out if the engine is turned off, for example, do this:

    _vehicle addEventHandler ["Engine", {if(!(_this select 1))then{{moveOut _x;} foreach (crew (_this select 0));};}]

     

    I hope that hep you out

     

    Regards Arkensor


  8. Hey,

     

    with an idc of -1 you can not identify the dialog class anymore, thats why you need to asign a unique value to it. Something like 12321 and then use this idc only for that dialog.

    You could use it in mutliple ones because of the namespaces, but that way its easier for you to track down which script interacts with which dialog.

     

    You could add an onEachFrame evenent handler, which would be as real time as it gets, but i think updating it every 1 second or .5 second is enough. So something like:

    [] spawn {
    	while{true} do {
    		//do the control work here
    		sleep 1; //sleep 0.5;
    	};
    };

    should do the job

     

    Regards Arkensor


  9. Hey,

     

    you need to make a function / loop in this case that updates the value inside the cutrsc via

    ((findDisplay) displayCtrl 101) ctrlSetText "Mmmmmoney";

     

    you need to add that idc 101 or what ever to your "CashDisplayControl" element.

     

    https://community.bistudio.com/wiki/ctrlSetText

    https://community.bistudio.com/wiki/findDisplay

    https://community.bistudio.com/wiki/displayCtrl

     

    That should do exactly what you want :)

     

    Regards Arkensor

    • Like 1

  10. Hey there,

     

    i will update the main post, since it the forum upgrade destroyed it, and also build and release the x64 versions of the dlls asap.

    Expect both to happen this weekend.

    Maybe x64 unlocks some potencial for A3Log, in case of performace.

    I will also try to get BE whitelist the new dlls, so that you can finally use them as client mod too.

     

    Regards Arkensor

    • Like 2

  11. We got out signatures back <3 Thx

     

    I noticed something else though: 

    (Uh there is a preview, nice ...) it shows this kind of chars: â–¬â–¬â–¬â–¬â–¬â–¬â–¬  ... this has not been what I liked them to be, they were some extended ASCII chars, if I rember it correctly it was the "box" drawing charater, so 196 on the table.

     

    Soo I guess, the admins should check ofther posts and see if other extended chars or other kind of chars in utf8 (Russian etc) are broken ins some kind too. I don't mind fixing my post but I think it broke many many old posts, that used that kind of chars for nice formatting.

     

    Regards Arkensor


  12. I appreciate BI updating the forums, BUT:

    • The new editor for making posts, does not offer any good formatting, as you were able to do manually with the old one. Thats not your fault, but its just how IPB4 works. Maybe you can find some plugins to extend the forum.
    • Signatures, we need to them!
    • Cover photos on the profiles. Come on, please let us upload fotos there. Its one of the features, that make a users profile worth to visits
    • Two words: Dark Theme. Thx

    That are some suggestions I think anyone will agree on now or later, so maybe consider working on them as soon as the forum upgrade is finished in a way of "no real errors anymore".

    Regards Arkensor

    ---

    (I guess this is how to make a sginature now)

    visit armaholic.com | never diag_log into rpt again A3Log


  13. Hey there,

     

    I would like to clear some things up about this whole 64 bit version of arma3. I do not have acess to the arma 3 source code, but from different behavior and experienced over the last years I can tell you the following:

     

    1) 64-Bit won't be a "whole in one" solution for fps drops, bad fps in general or mirco lags etc. A potencial client performace boots can only result from a load shift from the cpu to the ram. Currently I would say that 70% of the performace in arma is based on the clockspeed and effiecency of the CPU. Arma seems to calculate many many things via the cpu - things that could also be calculated from the GPU for example. But to be able to adress 32bit * 2 adresses here, wont make ANY differnece. In fact, the devs would need to reduce the amount of calculations etc and make use of all the new ram storage that they can use. Maybe this is not possible at all, as values and properties can not be stored too long, and they need to be refreshed so often, that you can calculate them each time again.

    The case 64 bit can help is when the up to ~3,6 GB of ram allocated via 32 bit bottlenec your cpu's and GPU's performace. I do not know if that could happen in arma, I did not make any tests of that yet, but maybe this could be a thing.

     

     

    2) So why do the devs even care about 64-bit? Well every program needs ram, to store data -> variables -> temp results for calculations -> exchange between arma and other applications like BE (or your cool new YT free 2016 hack, no survey!!!!1) - and if you can only store up to 3,6 GB of data in the ram (yes 32 bit does not take 3,6 gb by default - but there are things like "large pages") this limits your application. Also remember the application itself also takes up ram.

    Having 64 GB or ram for example, gives you the opportuniy to store many many things at once, without having to free old used memory. This also means  . . . Servers can restart less often. Why is that? If you ever had a server with more that 20 players, you will most likely have noticed, that 2-3 hours after the server has started, its performace got worse and after a while the ram the application is able to use will exceed 3,6 gb and crash. If you now have XX GB of ram, you can have the server running for ever, and the only problem is, that if you have got 10000 vehicles on the server, the client calculations will be horrible again. But the server does not care about that anymore.

     

    Also the download of mission files leaves memory leaks, so if you have got a XXX mb mission file, your server is gonna crash after a while. Each time he serves the mission file to the client it leaves some of the ram blocked, since the programmers kinda messed it up. #NoOffence. That + the memory needed to store where is what on the server, and have the scripts running, which take up ram too etc, is pretty bad, when you only have got 3,6 GB.

     

    So to put it into a nutshell, 64 bit will result in higher limits for ingame data, which can remove its bottlenec effect on the game perferformace. Both - server and client - have a noticeable increase of performace when using custom memory allocators. Why that? Because they manage the limited ram very good. Now if we have got much more ram available, it should result int he same effect.

     

    --- 

     

    I repeat, I could be wrong about everything I say, but this is what i think is correct and what I think will happen. And to cleary point it out: Those of you who wrote things like 64 bit network traffic, please stop posting here. You did not try to misslead or tell lies, but some people might acutally think that things like the mentioned one have any influence, or in this case even exists. 

     

    Bohemia will have plans on how to use the 64 bit and its potencial, and most likely improve arma 3 to make more sales with that (never forget BI wants to make money in the first place, thats their business). So expect things to get better or orther things to stay the same. There is no way BI can make the game worse when moving from 32 to 64 bit. (Well maybe they can, but its very unlikely ... we will see).

     

    But do have high expectations, or you might be disappointed in the future.

     

     

    Regards Arkensor

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