BUG FIXES FOR VTE ARMA

VTE - The most detailed and comprehensive Vietnam modification for ArmA

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anzacsas
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BUG FIXES FOR VTE ARMA

Post by anzacsas » 2007-10-13 09:55:42

steve here dudes, Just thought i would create a section for bugs found in The Pre Alpha VTE Mod .

RSSZ crashes at The North Island AirBase.

Medivac UH1-H has weapons but not on the model.

Medivac UH1-H cargo Proxys.

High Viewdistance CTDs.(almost immediate upon getting aiborne in fixed wing aircraft.

Ak47 fire rate faster than the m61a1.(should be the reverse)

single shot, burst and full fire rates are different.

m16a1 abd others no reload time parameter.(it is reading basegun firerate which doesnt exist anymore.The full auto mode of fire firerate for some reason doesnt get read unless there is a sinlge shot fire rate)


the M16a1, XM ,AR15 and Car15 were virtually the same gun .

AR15 was the name used for the m16a1 before the US army officailly bought the design then it was named by the miltary according to USArmy doctrine.


The XM was a version of the M16a1 that had a 30 rnd mag and a couple of very small changes.It was issued to special forces and the odd lucky platoon leader etc.


The Car-15 was aa version of the XM but was cut down(shortened barrel)
for easier movement in confined areas likein huts,buildings and of course very thick jungle.The sacrafice was less accuracy form the short barrel this wasnt deemed a problem for the average firefight inVietnam was around 50 meters or even less.

( no change to cfg bit for a higher dispersion and a slightly different sound)


The M63A stoner was designed by the same man as the M16a1,MR.Stoner.(Cant remember his first name but i think it was Albert?).This Weapon is basicly the the 1960s version of todays m249SAW(Squad Automatic Weapon)

The concept of this weapon was to bring the best of both worlds together,
The M16a1 and the M60.

It was Half m16a1 and Half M60 but for a few parts that made them join together of course.

It combined m16a1 fire rate approx 850 rounds per minute with a larger magazine size and of course a heavyduty barrel for sustained suppressive fire.This weapon was Issued to US Special Forces and the Australian SAS when there was enough to go round.

(once again this should have the m16a1 fire rate and a slightly deeper sound but still be made from the m16a1 sound)


I hope i dont seem to critical but i have seen the weapons for most VTE stuff over the last couple of years getting a little confused .

Will Post anymore bugs and incorrectoins as i find them .this is all i can think of at the moment.

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Post by Snake Man » 2007-10-13 10:53:48

Excellent stuff Steve, not a bad critique at all, just right.

Here is my current bugs list:

--- bugs
- add full library database to every unit, every vehicle!
- CAair missing addon error on building destroying (pmc aircav ops1).
- uh1 cargo proxys are too low, but just a bit.
- meekong has "tall" grass on roads, cant drive vehicles as you cant see.
- fix the A1 skyraider scripts, the init sqf wont launch now.
- add ammoboxes.
- add terrain cutscenes.
- todo: move a1\scr, a4\scr and f4\scr into vte_config\scripts\ dir.
- mc130 bomb placement proxy and/or script causes death to the pilot.
- look rhs hind for double machine guns that fire, not just one.
- add ArmA native island class names capitol city bold etc name fonts.
- uh1 gunner sitting next to a helo in anim position on the early aircav missions.
- add "some" zoom for M113 ACAV machine guns?
- using huey tail rotor also rolls it (check if this is bug or not).
- add nam island environment sounds from VTE v0.4.
- huey controls are way too sensitive, difficult to fly. (weights in geoLOD?).
- adjust smoke shells to last longer. now its about 50 - 55 sec.
- check color of smokeshells (create VTE ones? I think).
- some tallgrass pieces are dark, why? recalculate normals not work?
- check all possibilities for island insects/animals config.
- make roadways/fix for ricepaddy or other objects so you can climb over/out.
- ask Anzac Steve what was it about swapping grass P3Ds.
- set the terrain water depths to deeper.
- set the water color to murky brown.
- check if smoke rockets is working for FAC O-1 Birddog?
- check if illumination rockets is working for FAC O-1 Birddog.
- add dynamic voice script.
- add Skaven's weapons. wait for AKM permission.
- tweak napalm damage and its visual effects (too laggy, too quick & low).
- large viewdistance and plane, CTD possibility or not?
- player character as VC has default west face.
- Huey gunners cant be shot.
- poleikleng lags, it has too many forest objects, tree trunks fill the scene!
- dak seang, 0430 or 1630hrs blue sky with fog on horizon. <- env fix corrected?

There are also muzzle flashes on in these machine gun helos, aircraft gear and flaps are not working. Hmm what else.
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Post by anzacsas » 2007-10-13 11:12:03

Most M14 soldiers dont have ammo.

M14 firerate should be faster than the Ak47

Mfars on all vehicles no sound.

No gun sound on A1 skyraider.

Sound and gun not synced on most aircraft (A60 is ok).

F4 gun firing 30 or 40 in 1 burst.

Willy Pete smoke not working.

Bomb soundhit parameter way too loud.(sounds that are too loud can cause big FPS loss and even CTDs).

Bomb relaese and bombdrop sounds are too loud(too too too loud).

Gunship weapons are out of sync,too loud fire too many rounds.


P.S The cfg file i sent you last week fixed all these problems and more, these sort of problems for me i think really make it almost unplayable i have fixed these things for myself and my brother in the latest patch .I think there would be alot more people playing this mod if only the backbone of the units were playabe.I can send you another copy of the latest patched up cfg file with the above fixes .Snake man i dont have any O2 skills ,Texturing Skills and dont feel the need to do addons for public release, but what i do know is how to fix addons that simply dont work,feel right or were impractical. I am just an avid gamer with alot of mini modding experience.Tweaking files to make things work,fun and practical is what i do m8.I realise you havnt asked me but when i opened the weapons cfg after the last patch i had to post my opinion.Hope you dont think this as being too critical or forward ,look forward to the next MPgame with you fellas .

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Post by anzacsas » 2007-10-13 11:20:00

i think the flaps and gear are working but can stay down 4 some reason i used custom gar and f;aps sound of which i have given you (came outof an f18dwnload for flight sim) and everything worked fine but they wont gear up sometimes . an old ofp proble i think.the birdog rockets fire without a sound but i remember give an error thus no scrpit workn

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Post by Snake Man » 2007-10-13 11:29:50

anzacsas wrote:I can send you another copy of the latest patched up cfg file with the above fixes
Could you post me the changes you made, since the hotfix 3, I have already edited the config regarding weapons, so we cant just drop in your config on top of that without losing my edits.

I know its a bit work to pick out the edits you made, but should be doable. If you can just like post classname and what you edited, ie the new values, I can then take these values and put them into the official config.

I would really appreciate such changes list :)
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Post by anzacsas » 2007-10-13 11:53:04

B52 is playing up
c130 Talon playing up

this bug i am not sure how to explain but i will try anyway .
when i use a VRS (vehicle respawn script) these two aircraft respawn repeatedly withot being damaged or anthung.
this VRS incorporates a lonley parameter (if player gets in, moves it and leaves it it will respawn even if it has no dammage) which may be what is triggering it off. When i use ARMA way of VRS there is no problem other than if its abandoned it will stay there. example if some1 moves it onto the runway and leaves it will stay there untill somebody moves it out of the way . This is what i call 'idiotproofing' a mission,almost a must for big long persistent styles of missions.

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Post by anzacsas » 2007-10-13 18:23:03

snake man,
i cant post all the chnges for you m8 iam sry i really dont have the keyboard skills m8 just typing these posts are for me are a difficult process, but i am prepared to grab a copy of your cfg and give me a day and ill make the changes and you can jump in the server with me,test a few mission scenarios like planes flying over,big battles distant gunfire/planes and ill run you through them ingame where they mean something.
thnx for listening.[/quote]

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Post by anzacsas » 2007-10-13 18:28:38

NAM 25km main big city maybe too dense for leading ai squads through it or even sometimes around it is proving to be difficult.


Is there any chance in the near future that we can get Arma Tarmac and runway surface in some of the islands?

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Post by Snake Man » 2007-10-13 19:35:10

anzacsas wrote:i cant post all the chnges for you m8 iam sry i really dont have the keyboard skills m8 just typing these posts are for me are a difficult process
You cant copy paste the text here or that you cant find all the changes?
but i am prepared to grab a copy of your cfg and give me a day and ill make the changes and you can jump in the server with me,test a few mission scenarios like planes flying over,big battles distant gunfire/planes and ill run you through them ingame where they mean something.
Heh there is no way I could achieve same configuration tweaks by just looking stuff ingame, you really need to copy-paste me the stuff you changed or just tell like for example "M16A1 fire rate is 0.75 while it was before 0.95" etc type of clear information.

Vietnam 25km big city, I know there is AI getting stuck in buildings problem, but thats not the problem of the city, its ArmA AI itself. I have same issue on the desert terrain and if you do search on BIS forums there is tons of people who have reported same on Sahrani. And if we play around that ok the city is bugged, then I still would refuse to change it as its so old island, the city has been like that forever, its stupid looking city... but if I start to tweak it to "todays standards / skills" when does it end? I can tweak it all day long and it ends up NOTHING like the existing city and I dont want that to happen. I just rather make completely new terrain where we plan & design new city from ground up, however it still doesn't fix the AI getting stuck at the building problem, as said its engine bug, not city design bug.

Nowadays I just leave my AI outside the city when I go in :)

Oh and the tarmacs, yes I'm already in process of adding them into Vietnam 12 and 25km terrains. About others, not so sure, will have to plan that carefully.
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Post by anzacsas » 2007-10-14 12:50:58

Hi m8,

Here are some to start with-

All weapons should have the same firerate for single auto and burst.

Only AIburst firerates should differ .They are there to simulate well aimed small bursts or single shots at a distance or faster more urgent type of firing for close range fights (AI only).


m16a1,xm,ar15,car15 and stoner should have the same average firerate-

class VTE_AR15: VTE_BaseRifle
class VTE_XM117E: VTE_BaseRifle
class VTE_M16A1: VTE_BaseRifle
class VTE_Stoner_AR: VTE_BaseRifle
class VTE_Stoner_MG: VTE_BaseRifle

sound[] = {"\anzacsound\M16.wav", 14.0 ,1};
reloadTime = 0.066;




class VTE_AK47: VTE_BaseRifle

sound[] = {"\anzacsound\ak47.wss", 7.0, 1.1};
reloadTime = 0.1;


class VTE_SKS: VTE_BaseRifle

sound[] = {"\anzacsound\sks.wav", 7, 1.1};



class VTE_TYPE68: VTE_BaseRifle

sound[] = {"\anzacsound\sks.wav", 7, 1.1};



class VTE_Mosin38: VTE_BaseRifle

sound[] = {"\anzacsound\mosin.wav", 5, 1.1};




class VTE_M21: VTE_BaseRifle

sound[] = {"\anzacsound\M21.wav", 6.0, 1.1};




class VTE_M14: VTE_BaseRifle

sound[] = {"\anzacsound\M14.wav", 4.7, 1.1};
reloadTime = 0.09;




class VTE_M60: VTE_BaseMGun

reloadTime = 0.08;



class VTE_RPD: VTE_BaseMGun

reloadTime = 0.08;



class VTE_M79: VTE_BaseRifle

sound[] = {"\anzacound\m79.wav", 3.162278, 1};




class VTE_M1911: M9

sound[] = {"\anzacsound\M1911.wav", 3, 1.1};




cfg ammo

All of these -

soundFly[]={"\VTE_Sounds\Weapons\bombfall.wss",db-65,1.5};


class VTE_Napalm : LaserBombCore

soundHit[] ={"\anzacsound\napalm.wav", 16, 1.5};


cfg aircraft weapons


The ah1g,ah1j,uh1c use the bis sounds and configuratoins for the m134 and m197. These sounds and configurations are very good and high quality sounds.I used these because syncing high fire rate sounds with burst settings can be a big pain in the butt, so why reinvent the wheel.. lol.

The standard ffar sound should do but remember to call the sound from every weapon cos i dont think they inherit the the base class weapon sound?
i have used a custom sound for this as there was none present.i will include these settings for this as it is ahigher qualitysound than the bis one.

sound[]={"\anzacsound\zuni.wav", 3.0, 1.1};


All of these -

sound[]={"\VTE_WPN\sounds\bomb.wss",0.0005,1};

All of these -

soundFly[]={"\VTE_Sounds\Weapons\bombfall.wss",db-65,1.5};



class VTE_20mmCannon: MGun

reloadTime=0.07;
sound[]={"\anzacsound\mg.wav",db+30,1};
soundContinuous=0;
dispersion= 0.015;


class VTE_RaiderSUUPod: MGun

use m134 4000 rounds per min settings


class VTE_uh1_gl_m75: M168

reloadTime=0.1500;
burst=1;
sound[] = {"\anzacound\m79.wav", 3.162278, 1};


class VTE_ah1_gl_m129: M168


reloadTime=0.17;
burst=1;
multiplier = 1;
sound[] = {"\anzacsound\m129.wav",.055, 1};

class VTE_SUU30POD: M168

once agin use m134 4000 round per min settings from default bis air weps.

class VTE_M61Vulcan: VTE_SUU30POD

same as above


class VTE_4x20Gun: M168


sound[]={"\anzacsound\mg.wav",db+40,1};
reloadTime=0.04;
burst=1;

this weapon system did fire all guns at once i think but since there is only 1 real gun on it i have given it a faster 4 gun simulated fire rate .the reason for a 1 rnd burst is the sound is a single shot sound which is easier to deal with sometimes.



cfg vehicles-

Air cfg

all air vehicles-

soundDammage[]={"Objects\alarm_loop1",db+2,1};
soundGetIn[] = {"\ca\air\Data\Sound\heli_door1", 0.1, 1};
soundGetOut[] = {"\ca\air\Data\Sound\heli_door1", 0.1, 1};

all planes-


soundServo[]={"\anzacsound\flaps.wav",db+6,1};
soundLandCrash[]={"\anzacsound\tire.wav",db+0.05,1};
this needs to be mixed better

all choppers

soundLandCrash[]={"\anzacsound\land.wav",0.05,1};
this needs to be mixed better



F4


audible=12;
soundengine[]={"\anzacsound\f4.wav",16,.5};
soundEnviron[]={"\anzacsound\env.wav",15,.5};
soundServo[]={"\anzacsound\flaps2.wav",db+5,1};
insideSoundCoef=0.00001;


ch34

audible = 40;
soundEngine[]={"\anzacsound\ch34.wav",10.162278,1};
the old sound needed repalcing badly



ch47

audible = 40;
soundengine[]={"\anzacsound\ch47.wav",23,1};
the old sound needed repalcing badly

ah1g,j

audible = 40;
soundengine[]={"\anzacsound\ah1.wav",20,1};
insideSoundCoef=0.001;

b52

audible=30;
aileronSensitivity=1.4;
elevatorSensitivity=1.4;
armor=120;


A4

audible=10;
soundengine[]={"\anzacsound\a4.wav",15,1};
soundEnviron[]={"\anzacsound\env.wav",14,.5}; insideSoundCoef=0.00001;



Birdog

aileronSensitivity=0.55;
elevatorSensitivity=0.2;

a small tweak to flight


thats all i remember for now m8

the lines that include sounds is becuse there either wasnt one or the one that was being used was very low quality.


A nice change was the napalm sound although it could be tweaked a little . TPMs M60 sound is very good. Did it come from the game vietcong?I am thinking i might use his sound now instead of the one i have been using ! thnx. This Was my fav m60 sound and still prolly is . the m16, ak 47 and quite a few other sounds are a little low quality which was understanderble for OFP but its simply not good enough these days.. the sounds for the aircraft i have given to you previuosly included in it are the sounds which i deemed neccesary to change to improve quality of gameplay . Of course all these changes may be tweaked but these sounds/settings will be enogh to get people into the mod and keep em there lol. Plz check out the sounds for as i have already noted that sounds are more than half of the immesion factor of a game .

Suggestion-
Use these sounds and settings i have sent you and if you dont get a significant positive response i will forever hold my peace, And ill stop Harrasing you about these changes. hehe

thats it for now, thats the most i have typed for about... ever lololo.
Last edited by anzacsas on 2007-10-14 16:06:53, edited 3 times in total.

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Post by Snake Man » 2007-10-14 13:21:14

That is very good list, I can now easily implement them into the next release, thank you. I'll ask if tpM can work with the vehicle sounds as well as weapons.
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Post by anzacsas » 2007-10-14 13:27:38

thak you for taking the time to liste m8.

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Post by anzacsas » 2007-10-14 16:04:57

-Ah1 cobra pilotView position a little too low

-Ah1 cobra gunner proxy too low

The P3Ds is swapped in the VTE_Objects Pbo were all the Low grass pieces ,and i swapped them for Arma Grass long pieces that are used in the clutter cfg in the islands(terrain detail grass .the long ones).

-A little More zoom for the ah1 gunner optic

I dont think the UH-C Minigun/ffar models had an optic system,just a sight that folded out for the pilot.

Pilot Only controlled this weapon System.

The co-pilot did have Control of the weapons on some weapon systems though.

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Post by anzacsas » 2007-10-17 10:13:01

-aircav MG soldier
not showing up in editor or when spawned with script


-aircav GL M79 soldier
not showing up in editor or when spawned with script


-aircav Downed pilot soldier
not showing up in editor or when spawned with script

-ah1j pilotview far too low

-ah1g pilotview is not as bad but needs lifting a little

-ah1 cobra (not sure if its both) has rear seats?

Can uh-1d,uh-1h choppers be fitted with dashbord from uh-1 gunships?

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Post by bigstone » 2007-10-17 18:20:35

Is there going to be new Vietnam Soldier models? You know like the Jungle Fever, VTE4, and unsung soldier models?

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Post by anzacsas » 2007-10-29 13:53:30

F4 Phantom elevatorSensitivity needs to be increased.
It takes too long to loop and turn(whole of ai drang island almost.this will also help with shorter take offs .The aileron sensitivty seems ok.

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Post by anzacsas » 2007-11-13 08:49:05

hiya snake,

uh1D/H slicks pilot positions need adjusting.The dashboard/avionics panel seems to obsruct view.

Sidewards movement is much improved(not as sensitive as before).
Forward and rear movement needs a little more adjustment(air resistance?).

Can the runway/s be altered/extended in Ashau.wrp to allow the jets easier takeoff.

The tall grass is stopping the AI from engaging.

The Tall Tree/Mangrove pieces in Khe Sahn blocks AI view and stops the AI from engaging.(these pieces have no real ground cover, so it seems odd to see opposing groups walk into each other in full view) .

Iam starting to see some real problems with using object blocks in arma.In some area the AI just wont engage though they will move through it.
Not sure if these things can be modified inside the P3d or if using single objects is the only answer.

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Post by anzacsas » 2007-11-18 12:56:31

hiya snake,

steve again with a few things to mention.

The Dak DinLop AASearch mission has AI landing choppers in an Open field.This open field area has low grass objects in it.This grass object is another piece of the low grass that is prolly not needed anymore cos we have the arma grass that does the same thing(it is also a non fit to ground block piece/object so by not using this it will help reduce this problem).

It also has an AI detection problem for the AI chopper landings.The AI chopper will not land fully and dismounts its cargo/troops a metre or two in the air in a hover which sometimes results in woundings.


The default choppers in arma have an arnour hit parameters in them including a armourresistance parmeter(never seen this b4 in OFP) .

Without these parameters the choppers (and fixed wing aircraft too i suppose) the vehicle respawn doesnt work correctly for the game doesnt recieve the right balanced info.

e.g.

a blackhawk(defaualt uh-60) is hovering and the AI pilto was killed.The chopper falls slowly to the ground and gets enough damage to trigger a terminal failure and the engune stops.The game now declares the heli dead,most scripts anyway (-Canmove=0 or someting).


The vte uh1 as of now does this-
Same scenario and the choppers engine doesnt stop and it is still flyable.It doesnt seem much but it makes a fairly big difference when all the choppers seem to have been abandoned in a mision but they were legitamately shot down but are still laying about.

Hope this can be in the next patch as it will help the missions to run a bit smoother :)

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Post by Snake Man » 2007-11-18 15:16:36

anzacsas wrote:The AI chopper will not land fully and dismounts its cargo/troops a metre or two in the air in a hover which sometimes results in woundings.
This is known ArmA bug. Well dunno about bug but its hellowa feature if everytime you disembark some of your squad members get wounded.
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Post by anzacsas » 2007-11-18 16:39:29

if you use a helipad/invisible the heli will land fully. :D

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Post by anzacsas » 2007-11-22 17:59:01

I have been doing some testing with the AI in regards to some of the "AI not engaging in the grass" problems that arise in some places.

I think the problem lies in the head height and above Tall grass block pieces.
These pieces have more room between each blade section that makes up the block.We (human players) can see through the "Blades" fairly clearly but the AI cant see at all it seems.

re- Khe-Sahn Tall Tree Problem.

I still cant find any reason why the AI wont see through the bottom of the tall brown tree pieces in Khe -Sahn.I think these are another type of mangrove tree block but i cant remember exactly.

re-APCs crashing into someting in grass.

Still tracking down the "APC crashing " grass object.
I think its a grass piece cos if i remember correctly i rectified this problem(swapping .P3Ds) in OFP for ron and myself.

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Post by anzacsas » 2007-11-25 11:10:39

Hiya snake,

I was doing my "personal" sound mod last night and had Ron testing it for me.We put 1 squad of each side (vte) and adjusted things frm there.

What we noticed and that we are pretty sure wasnt happening before was-

Some weapons the AI wont fire untill the Enemys were within and around 60metres or so. ( we tested ak47 m14,m16a1 to name a few)

So i had a look in the cfg and some of the weapons had an ai engagement range set for this distance and nothing above.
Some weapons had ranges for 200m max.(sks i think was 1 of em).

Also i adjusted the init FOV of the UH1 Pilot view to 1.3 from 0.7 and it seems to have helped alot.Still could be a little higher though.

Pilot proxys on some of the Jets is poking through canopies.

51klm Isle has floating Forrest pieces over Airbase at around 1000m altitude

F4 Napalm wont fire .

Ah1g m129 wont fire.

Still trying to track down the Large viewdistance CTD.

I got a feelling it is a mangrove or tree Block piece.

Btw RSSZ and RIJ dont crash with big viewdstance settings.(The only ones i think)

Thats all for now . :)

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Post by anzacsas » 2007-11-25 16:36:20

Regarding Floating objects in 51k nam-

Just remembering now that this was a error from OFP :oops:

Has to have the forrest blocks around Airbase redone . :oops: lol

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Post by anzacsas » 2007-11-26 14:47:09

Re- Large viewdistance crashes.

Today my bro and i swapped and renamed around 120 P3D's looking for a"faulty" object.
We changed all the tree blocks,tree,bushes.All the objects That are widely used on all islands.
The object we used was a standrd ARMA Palm.

All islands still crashed.except for RIJ.

I tried Removing the subfractual division parameters in the cfg but it made no difference.

After today i am 85% sure ths CTD problem is not due to an object.

Textures maybe is the problem? too big?

The map ingame doesnt line up.The numbers are offset.Maybe this has something to do with it?

Some people have said they get a CTD when they pull up the map ingame.

The islands ar about 10 klm bigger than when they were made.Maybe the extra "overhang" is causing the CTD?
:?

Also The ai not firnig fromthe right distance has caused most of my missions to not really work at all :(

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Post by Snake Man » 2007-11-26 17:22:36

What do you mean terrains are bigger than before?
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Post by anzacsas » 2007-11-26 18:39:35

e.g
Vietnam_25km used to finish(ingame/onmap) at pretty much the edge of the outer island/airbases..Now in ARMA the ingame/in map view extends the island/in game map view by about 10 klm.

The 51Klm island pbo ingame from corner to corner measures approx 110klm(from memorey this wasnt the case in OFP -I WISH lol).

Btw the ANZAC name is held in almost religous status in OZ so as not to offend anyone.(Real ANZAC's)I would like to request that you change the name of the island to another name m8....plz(ANZAC 51klm NAM).


The ANZAC SAS "clan" name is fictional.


This island from now on and forever will be property of "VTE" and whoever wishes to modify and redistribute.

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Post by Snake Man » 2007-11-26 19:39:07

No the terrain still is same size, ArmA just creates that infinite terrain on all areas, what ever it might be and in our case its ocean, so it does infinite ocean. It could be ground also.

While I dont have any facts, its pretty obvious to me that it causes absolutely no effect on memory, framerates or anything similar. So... dont worry about it.

What should I call the Anzac terrain?
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Post by anzacsas » 2007-11-27 15:15:23

Name it NAM 51klm.

CTDs ingame aren't something i can ignore.

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Post by anzacsas » 2007-11-28 04:52:54

I understand the "streming " stuff going on outside of the maps borders.Was OFP the samee?iknow the water kept going but i never tried no water to see if the ground tex's would be "streamed ".


I dont think you understand what i am trying to say.The map view ingame is bigger than before.You havnt noticed this?
From the waters edge in nam25 there is around
10klm before you hit the end of the ingame map.


In OFP islands CTDs could happen if the ingame map wasnt setup correctly.

My new pc runs ARMA at 5000klm viewdistance with ease.
The vte islands run even better.So iam always flying around so it happens to me at least a couple of times evrytime i boot vte up.

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Post by Snake Man » 2007-11-28 23:14:31

anzacsas wrote:I understand the "streming " stuff going on outside of the maps borders.Was OFP the samee?
No, it just went to water on the edge.
The map view ingame is bigger than before.You havnt noticed this?
Nope. Any way I could notice this? (no its not cynical question, honestly, how can I tell?).
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Post by anzacsas » 2007-11-29 04:47:22

i give myself a waypoint in the editor to edge of the ingame map and put myself on the waters edge.In OFP the outer islands(25knam) were almost at the edge of the screen/map view.

Also there is a missing desert2.pbo error (clutter rocks i think) that comes up if you dont have QG running.
Was in last patch also.I think this might be the error Aussie Dave is refering to in his last post.

It might be worth posting that at the moment Queens Gambit is required.

This doesnt cause a CTD but it does give an error that you have to click "OK" to get past.Which is surprising cos in OFP this would have caused the server(dedicated) to crash.

Or at least not load the mission.
Last edited by anzacsas on 2007-12-09 20:55:26, edited 1 time in total.

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Post by Snake Man » 2007-11-29 08:28:43

Hmm maybe I made mistake on the config, but I did not put QG requirement intentionally. I thought about it on princible, but decided against it as we really dont use any objects from it now.

I have never gotten desert2 error in testing, I have QG installed but I dont run the dbe1 mod dir setup. I have no clue how QG installed effects, but I am sure I havent used anything from desert2 addon.
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Post by Snake Man » 2007-12-23 02:54:07

OK so in a quick overview the highest priority bugs are:

- 60m engagement range.
- shore foam class is blue instead of brown.
- F4 phantom has no napalm bombs.
- AI cant shoot over sandbags.
- M129 is not firing.

If you got more config related bugs, please post as I'm planning to fix them tonight at Dec 23rd so we hopefully can play with them in MP already tomorrow morning.
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Post by hanky » 2007-12-23 04:51:21

Snake Man wrote: - AI cant shoot over sandbags.
Is this really a VTE only problem? I read in the latest 1.09 ArmA patch that they fixed this.

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Post by anzacsas » 2007-12-23 16:22:54

Hanky -i havnt tested the VTE stuff with 1.09 patch but i will.

Snake man the Grenade Launcher has the same problem as M129,wont fire.(Fitted to uh1C-ARA).

If Ya could it would be good if ya had another playaround with the Pilots views of some of the Fixed wing aircraft as they are stiking a fair way out of the cockpits.

Napalm scripts-CreatevehicleLocal isnt transfering through MP Network.

Maybe drop the m16s etc dispersion (Not sure if its supposed to or not but the "new " dispersion settings are on Human players aswell as the AI).

Also i added default groundhit/fly/bulletcrack sounds to the base ammo cfg copied from the defualt base ammo weps cfg,only a few lines to add so was quik,easy and a massive boost to playability. :)

Without these sound parameters we couldnt hear if we were gettn shot at,only if we get shot do we know if we are takn fire.

Maybe also offer a cfg with radio voices.Doesnt matter to us as we can enable or disable if we fell like it but obviously not everyone can.

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Post by Snake Man » 2008-04-23 14:03:13

anzacsas wrote:Pilots views of some of the Fixed wing aircraft as they are stiking a fair way out of the cockpits.
F4 USAF CAS fixed, others will follow. And yes this time I confirmed this ingame myself.
Maybe drop the m16s etc dispersion
Done for all weapons, including AI and human dispersion values. We'll see how these new values play out.
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Post by anzacsas » 2008-04-24 02:32:43

Sounds great.

To place some plant objects in ia drang ,nam12 and nam25 k islands would be very nice for they seem a little baron.It would'nt take long .As i have said, i would be helping with this but i cannot get the objects i place with WRPTool to align to ground. :(


The carrier you were talking about the other day,was it playable ingame and do you know if the "Land with Line Break" action comes up when you are within range of the ship?

Thanx.

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Post by The-Architect » 2008-04-24 17:24:21

What's the status on unit not being able to have more than the default face?

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Post by granQ » 2008-04-28 22:07:17

would a ticket system be possible?

hard to keep track on stuff..

EDIT: And i am back on vte.. will fix the face issue ASAP.

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Post by Snake Man » 2008-04-28 22:37:16

Hmm I have never used ticket system, so no idea whats it all about.

I think if we keep one bugs topic here, where everyone updating the SVN can post fixes list or I'll grab them from the SVN directly and update into the first post of the topic then. Of course such topic would not be update all the time, the SVN would be, but at least in big picture we could have one topic/link to check all the remainig bugs and so far fixed issues.
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