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Posted: January 19th, 2010, 21:25
by friznit
Fettled v1.27 and stuck it on the server. No new addons included and still not got around to putting vehicle ammo in just yet (maybe tomorrow). Changes seem to be minor tweaks to patrol spawns and some fixes for ACE, but we're not using ACE so meh.

To clarify: you don't need to change anything client side to join. The new mission will synch automagically when you join the server.

There's also a completely unfettled Ruski version on there. In Communist ArmA2, missions fettle you.

Not gonna fuck about with Mando for regular 5punky games - it's cool but adds an element of complexity to missile firing that might scare average 5punkers. Same deal for ACE. Maybe we'll run up a second server with these (and the Wargasm map, which looks awesome if a little scary)

Posted: January 22nd, 2010, 8:17
by Dr. kitteny berk
http://www.armaholic.com/page.php?id=6123

is pretty good, makes the NVGs a lot less unpleasant to wear, just throw the .pbo in your @5punk\addons or @5punkoptL\addons folder

Posted: January 22nd, 2010, 9:01
by Dr. kitteny berk
As I mentioned last night
TFM wrote:__AddToExtraVec(ddvec)
Macro
Will add ddvec to extra_mission_vehicle_remover_array which will remove all extra mission vehicles after the mission
is finished. You have to include x_macros.sqf for that (#include "x_macros.sqf")
Which seems to live towards the end of the side missions like so:

Code: Select all

[snip]

if (isServer) then {
	__Poss
	_vehicle = "Land_telek1" createvehicle (_poss);
	_vehicle setVectorUp [0,0,1];
	#ifndef __TT__
	[_vehicle] execFSM "fsms\XCheckSMHardTarget.fsm";
	#else
	[_vehicle] execFSM "fsms\XCheckSMHardTargetTT.fsm";
	#endif
	sleep 3.21;
	["specops", 1, "basic", 2, _poss,50,true] spawn XCreateInf;
	__AddToExtraVec(_vehicle)
};

if (true) exitWith {};
I'm thinking removal of __AddToExtraVec(_vehicle) will stop vehicles despawning after the sidemission is complete, double edged sword, obviously, as missions that get ninja'd will present a lasting threat.

I'm wondering if there's a similar thing for patrol vehicles too, as those despawn after about 20 minutes if you rob them

Posted: January 22nd, 2010, 9:49
by bomberesque
Dr. kitteny berk wrote:http://www.armaholic.com/page.php?id=6123

is pretty good, makes the NVGs a lot less unpleasant to wear, just throw the .pbo in your @5punk\addons or @5punkoptL\addons folder
gonna give this a go, but is it just me or is the contrast and brightness on NVGs borked to hell and back? I understand (and rather like) that they take time to adjust when you're looking around and get a lit area in your FOV but while the intent is there it doesn't seem to .... well .... work very well and often last week I found I went for long periods all but blind and no apparent reason.

Or perhaps that was the beerz

Posted: January 22nd, 2010, 9:55
by Dr. kitteny berk
Yeah, NVGs can be problematic sometimes, I think there's a bit of realism > usability there, too much light makes them unusable, too little makes them useless.

Posted: January 22nd, 2010, 10:09
by friznit
bomberesque wrote: is it just me or is the contrast and brightness on NVGs borked to hell and back?
Unfortunately that's because they're modelled on the real thing, but are rather better because there are fewer light sources in game.

And Berk: if you want to go through all 50 side missions removing that line, feel free :P

Posted: January 22nd, 2010, 10:11
by Dr. kitteny berk
http://www.armaholic.com/page.php?id=6251

that addon appears to be pretty decent, removes all the HDR stuff from the NVGs, so you get a fairly consistent brightness, still blinded if you stare at illum flares through a cloud, but if you look away, you can see again.

Posted: January 23rd, 2010, 4:00
by Dr. kitteny berk
Looks like the new 8k default view distance is possibly causing crashes. Drop it back down to 6k if you're finding it keeps falling over.

Posted: January 24th, 2010, 9:34
by Dr. kitteny berk
:shakefist:

I've been trying to clean the base up most of the night, but the AI appears to be pissed, so I'm not getting far, down to 1 Cobra, 1 Apache and 2 Kiowa dead now.

I did accidentally manage to duplicate the Apache though, so we have 2 of them, which is nice.

Posted: January 24th, 2010, 9:47
by Dog Pants
I jumped in to see if it was working and everything was on fire. Did you leave the gas on Berk?

Posted: January 24th, 2010, 9:51
by Dr. kitteny berk
:lol: did you get the fire bug? (massive fires in the sky)

Appears to be caused by some wrecks sometimes, not quite worked it out yet.

Posted: January 24th, 2010, 9:55
by Dog Pants
Well the sky was on fire, yeah. Glad it's a bug. I thought it was strange.

Posted: January 24th, 2010, 10:03
by Dr. kitteny berk
Yeah, It's an annoying one, mostly fixable by restarting the game.

Posted: January 24th, 2010, 12:54
by friznit
Server bombed. v1.27 back up, view distance defaults to 6000m again which should hopefully prevent so many texture memory overloads.

Incidentally, I noticed there's a -maxmem command line param. Would this prevent the game chewing up your entire RAM until it assplodes?

Posted: January 24th, 2010, 13:06
by Dr. kitteny berk
friznit wrote:Incidentally, I noticed there's a -maxmem command line param. Would this prevent the game chewing up your entire RAM until it assplodes?
Possibly, maybe.

I'm running

Code: Select all

-winxp -maxmem=2047 -nosplash -mod=@5punk;@5punkoptL
As far as I'm aware:

-winxp = multiGPU support in Fista/7
-maxmem = most memory allowed to use, 2047 is hardcoded max (possibly stops it running out of memory, or might just cause problems, suck it and see.
-nosplash = no splash screens, faster loading.

Posted: January 25th, 2010, 1:25
by Dr. kitteny berk
:faint:

That was an epic one, Made good progress, and game stability appears to have returned, which is nice.

Gvozdno: Captured, Resistance present, 2 BMPs and many doods.
Krasnostav: Captured, Safe.
Berezino Harbour: Mostly clear, radio tower down. Requires clean up and camps captured, Left unfinished for easier staging for Berezino proper.

Broke Toys: (in base, CBA to fix them myself)
2x AH64
1x AV-8
1x Kiowa

Posted: January 25th, 2010, 18:52
by Sheriff Fatman
All toys un-fucked.

3x Apache
3x Harrier
2x Kiowa
1x A-10

Plus the filthy Commie T-90 and BMP 3 that are in the base.

There is also an unnamed "wreck" in the water off the SE coast. I tried to lift it, but I suspect it might be a bug.

Posted: January 25th, 2010, 19:02
by Dr. kitteny berk
It's a placeholder thing, we think.

Posted: January 28th, 2010, 0:37
by Dr. kitteny berk
Found the missing thing in Berezino Harbour.

There's a Vodnik under the north pier somewhere, tried satchels with no luck :(

Posted: January 28th, 2010, 13:53
by Pnut
A SMAW did the trick, Berezino Harbour now taken :)