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patrix87

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Posts posted by patrix87


  1. Just to go over this again, Toadie already has said that he's not planning on adding an All In One NIArms pack to the steam workshop, mainly because the Collections feature in the workshop

    makes the AIO largely redundant. 

     

    https://steamcommunity.com/workshop/filedetails/?id=665702172

    subscribe to all.

     

    You're probably not administering a server running NiArms pack and RHS or Cup to say something like this.... 

     

    Having to copy and rename and add the the launch parameters for 30 mods instead of 1 is quite a pain compared to what it is to publish an AiO pack. *(Especially considering he is already publishing the AiO pack on other platforms)

     

    Also asking your players to select 30 mods in the launcher is quite insane.

     

    Anyway I'm gonna let go of this since it was finally made "official" that no AiO pack will be published on steam.

     

    But I have to say that I find this very sad and I still don't get why this community is so resistant against something so minor that would help so many.

     

    I'm definitely not the first and certainly not the last to ask for that.

     

    But for now I'm just not going to run NiArms on my server.

     

    Bye


  2. Nice work,

     

    I have a few question related to the steam workshop implementation in Arma 3.

     

    Do you plan improving it in the short term?

     

    Here's a few things that could be interesting to see added or fixed.

     

    • Mod loading directly from the workshop folder instead of the launcher copying them over to the Arma 3 folder. *Since some mods are quite large it would be nice not to store them twice.
    • The ability to select workshop collections in the launcher instead of just single mods.
    • Automatic mod loading and unloading in the in-game browser. *I know it's probably unfeasible but I'm asking anyway. 
    • Better mod recognition in the launcher server browser. Maybe something key based. Since a lot of mods are not on steam, comparing server keys and file signatures could be a good alternative *Note that I'm not 100% sure of the current inner workings of that part but I believe it's based on the meta.cpp steam id. Which obviously, a lot of mods don't have since they don't come from steam.
    • A button to alphabetically sort mods in the launcher. *OCD talking here.
    • Steam not preventing the launcher to start if another arma 3 executable is running. E.G: arma3server.exe

     

    Thanks a lot for your great work, it is very nice to see a company maintaining and improving a game for so long after the initial release.

    • Like 1

  3. I'm not here to start a war or praise lord Gaben.

     

    Here's why I don't like workshop collections.

    1 - They don't update on the client end when they are updated on the workshop.

    2 - They are hard to find in the workshop as you need to select "Collections" in order to get them when you do a search

    3 - You can "Select" a Collection in the Arma Launcher.

    4 - You can't show a Collection in the server browser.

     

    And Armaholic is the complete opposite of what I'm trying to get to. Which is simplicity for the users.

     

    I did expect that kind of "angryish" reaction facing my upload of the complete collection.

     

    I mostly wanted to get some kind of reaction, and also to prove that it's possible and not very complicated to do it.

     

    Sadly I knew steam workshop would take it down in a matter of hours which they did.

     

    Anyway, I hope that at some point we'll get the full collection as a single mod knowing that it can also be released as a bunch of mods at the same time without any conflicts of excessive maintenance.

     

    This way those who have slow connections can get the single mods and the other can get the full collection.

     

    If the reason why it's not working is because of Toadie's connection. Then I propose myself to upload and maintain the complete mod. With him as the creator/administrator on the workshop.

     

    Sorry if I offended anyone, that was not the point.


  4. I'm not that much into all of this licence-stuff, but I highly doubt that uplaoding things without the knowledge and the permission of the creator on whatever official mirror is legit or courteous. Sharing is the creators thing. If he is asking anyone to do it for him, thats fine. But to create a fait accompli and force him to add you on Steam won't make you many friends here...    

     

    I'm not here to make friends.

     

    I'm here because I like the mod.

     

    But since I've been asking for the past 6 month for a release of the complete pack as a single mod without receiving a single reply or reason why it's not done yet. I've chosen to take care of it myself.

     

    If an Official release comes out I'll happily remove mine.

     

    I have no interest in claiming work that is not mine.

     

    But, Arma 3 steam workshop integration is terrible so far and releasing a mod in multiple little packages only makes it worse.


  5.  

    I doubt this is possible. SWS doesn't allow such big mods as far as I know, and the HLC mods are around something like 1,2 gb. So keep an eye on Armaholic or deal with the collection. 

     

    Well, I just released it. So it is possible.

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=668306727

     

    I did it in accordance to the current Arma Public Share-Alike (APL-SA) License.

     

    All signed with the original signatures and keys so it's 100% compatible with the separate pack

     

    @Toadie2k - [s2] Still A Lime

    - Add me on steam and I'll make you Contributor on the mod if you want.

     

    Otherwise I'll just keep updating it with the new files as they release.

     

    Thanks


  6. Licensing

    All content released by myself fall subject to the Arma Public Share-Alike (APL-SA) License, unless otherwise specified.

    APL-SA.png

    Exceptions to this license are made in the following, with stipulations regarding use -

    • Any persons or entities directly or indirectly involved with active development of Arma 3 Life OR Arma 3 Life derivatives ( additionally, by alias; Caiden). Stipulations - Do Not Redistribute, No alteration or de-binarizing of content, no use at all within publicly distributed data-archives(including executable installation) for entities that receive more than US$10 in lifetime donations. This exception applies retroactively. Failure to adhere to this will result in legal action.

    Any persons who have directly contacted myself (toadie2k) to seek out explicit usage permissions prior to 11/11/14 still retain use under those agreed terms.

     

     

    Just a small licensing question here.

     

    How does that license is still Share-Alike with an exception like that?

     

    Anyway, if it still is Share-Alike then would that mean that I can release "HLC Weapons Pack" on Steam in its full integrity while stating the original authors?

     

    Because I honestly think that It should be available on steam as a single mod.

     

    Thanks.


  7. Hi,

     

    I think my last message just went unnoticed, if not, sorry for repeating myself.

     

    It would be nice to have the ability to disable the bleeding function integrated in RyanZombies.
     
    Maybe with a public variable declaration like the logic do for RyanZombiesBleeding or something similar.
     
    Because right now on the second hit or whenever your life goes under 90% you bleed for 10 seconds and almost die.
     
    Thanks

  8. Here's a small popup combo box script I built

     

    Config.cpp

    class cfgPatches HERE
    
    class CfgFunctions {
    	class Lootpos {
    		class init {
    			file = "lootpos\init";
    			class init {
    				postInit = 1;
    			};
    		};
    	};
    };
    ////////////////////////////////////////////////////////
    // GUI EDITOR OUTPUT START (by Patrix, v1.063, #Nazibi)
    ////////////////////////////////////////////////////////
    
    class IGUIBack;
    class RscCombo;
    class RscText;
    class RscButtonMenuOK;
    
    class popup 
    {
    	idd=983475;
    	class controlsBackground 
    	{
    		class Background: IGUIBack
    		{
    			idc = 2200;
    			x = 0.37625 * safezoneW + safezoneX;
    			y = 0.291 * safezoneH + safezoneY;
    			w = 0.2475 * safezoneW;
    			h = 0.121 * safezoneH;
    		};
    	};
    	class controls 
    	{
    		class combobox: RscCombo
    		{
    			idc = 2100;
    			x = 0.386562 * safezoneW + safezoneX;
    			y = 0.346 * safezoneH + safezoneY;
    			w = 0.226875 * safezoneW;
    			h = 0.022 * safezoneH;
    		};
    		class instructions: RscText
    		{
    			idc = 1000;
    			text = "Select building category"; //--- ToDo: Localize;
    			x = 0.381406 * safezoneW + safezoneX;
    			y = 0.313 * safezoneH + safezoneY;
    			w = 0.232031 * safezoneW;
    			h = 0.022 * safezoneH;
    		};
    		class okButton: RscButtonMenuOK
    		{
    			x = 0.448438 * safezoneW + safezoneX;
    			y = 0.379 * safezoneH + safezoneY;
    			w = 0.103125 * safezoneW;
    			h = 0.022 * safezoneH;	
    			onButtonClick = "call popupclose;";
    		};
    	};
    };
    
    
    init\fn_init.sqf

     

    catList = ["Tourist","Military","Medical","VehicleService","CivillianLowerClass","CivillianUpperClass","Shop","Industrial"];
    
    //Script called on ok button click
    popupclose = {
    	_combobox = (findDisplay 983475) displayCtrl 2100;
    	_sel = lbCurSel _combobox;
    	ComboboxValue = _combobox lbText _sel;
    };
    
    //this script create the dialog and fill it.
    //the filling part could be called By Onload of the dialog.
    _ok = createDialog "popup";
    _combobox = (findDisplay 983475) displayCtrl 2100;
    {_combobox lbAdd _x} forEach catList;
    
    
    PS: that could would only work in an addon, not a mission, since in mission file you somehow can't inherit from arma 3 classes.

  9. Hi patrix,

     

    that's a good point, but no chance to get the source data ... sorry.

    So maybe we will port the map to CUP after we have finished Taunus :)

     

    Silola

    Thanks for your reply,

     

    After further testing it seems that the map is currently fairly compatible with CUP.

     

    Some minor errors on client side if NOLOGS it not in the launch parameters. Otherwise it is running fine so far with CUP Terrain Core.


  10. Hi, 

     

    I just discovered that map a few weeks ago, very amazing work you did there.

     

    We are trying to get it to work on an Exile server with a lot of mods to make the experience even better.

     

    Performance does not seem to be an issue anymore since the last few updates and the pc hardware that keeps getting faster. I can get 50 fps on that map with 1000m object on a dual GTX670 System. Which is a little less than a single GTX970.

     

    We seem to be running in some issues trying to run it using CUP Terrain Core instead of AIA Terrain pack. I would like to know if it's supposed to be compatible ?

     

    Also, if it's not compatible, I would like to know if you would be open to discussion about me porting it to CUP Terrain Core and keeping it up to date.

     

    I have a fairly decent amount of experience with arma 3 modding, a LOT of free time and 3 other people to give me a hand with that.

     

    I would leave you all the credit of course and you could compile and sign it yourself.

     

    Thanks for your work and for considering my offer.


  11. I would like to know if there's a command to get the Addon Name AKA Prefix also often the PBO name from a class name...

     

    I searched google and I only got the other way around.

     

    You may ask yourself why I want that ?

     

    Well I wrote a software that manages items from mod to use them in servers like Exile.

     

    And being able to pull the name of the pbo or addon that the item is from, automatically would be very nice.

     

    So that's why.

     

    Thanks.


  12. Well, after working with that for a couple of days I still maintain that Multiple Inheritance should be a thing.

     

    Because I think that the Current Inheritance structure is unnecessarily complex to work with for a simple reason.

     

    Every-time you want to redefine something on more than one level at the time you have to re-declare the whole tree of parent classes making sure not to mention one class twice...

     

    Which makes it especially hard to do pragmatically or even manually if you have a lot of classes to redefine.

     

    Since then they all at some point inherit from each other on multiple level and even sometime on the same level.

     

    Multiple Inheritance would solve.

     

    Being able to redefine inherited sub-properties without being forced to re-declare them would also solve that issue.


  13. Hey,

     

    Me and =RAV=Mustang Aka DirtySanchez Aka DonkeyPunch guy... released a RZ infection compatibility mod for Exile.

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=614815221

     

    It's basically the injector and the pills but in exile item format. *(it requires the RZ mod since it's only a config file)

     

    We also added the exile mission code override to get the effects working.

     

    We added pictures for the items.

     

    MrSanchez, Ryan. Feel free to use the pictures or any part of the code as you may like!

     

    We've put the source in there as well.

     

    Thanks


  14. Just write a macro set if you don't want to have to constantly write the same parameters:

     

    Make a .hpp with some macros e.g weapon_macros.hpp

     

    #define _556_MAGAZINES_ magazines[] = {"30rnd_556x45_EPR","30rnd_556x45_SOST"}
    
    #define _add_special_pointer_ \
            class WeaponSlotsInfo {\
                class PointerSlot: PointerSlot{\
                    compatibleItems[] += {"special_pointer"};\
                };\
            }
    

    Then include them in your config.cpp via the PreProcessor:

     

    #include "weapon_macros.hpp"
    
    class cfgWeapons{
        class modB_weapon_m4a1: modA_weapon_m4a1{
            _556_MAGAZINES_;
        };
        class modB_weapon_m16a4: modA_weapon_m16a4{
            _556_MAGAZINES_;
            _add_special_pointer_;
        };
    };
    

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

     

    Very interesting, I did not though about that.

     

    Thanks

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