Neverending development diary

VTE - The most detailed and comprehensive Vietnam modification for ArmA

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shaunman
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Re: Neverending development diary

Post by shaunman » 2009-12-23 20:17:33

Sounds good.About the Artillery.......TonyRanger who made FFN addon has a great artillery system that WORKS.Player or AI
simply designate the Target with a TR_Designator and thats the coordinates.(you dont have to click on a map)You might ask his permission to use his Artillery system or ask him to update FFN mod and just add the Artillery names for the pieces you have in VTE.

That would be awsome. :D

One other thing - will the rifle damage be adjusted?AK and M16 kills you with one shot.
will the Chaffee M24 and ZSU57 be in release?

I will get that M727 sent to you as soon as I have it fixed(close)

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Re: Neverending development diary

Post by Snake Man » 2009-12-23 22:05:14

Hmm this is the first time someone brings up rifle damages, I have no idea about those (I mean I think they work fine).

I have no M24 Chaffee or ZSU57 models in sight.
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shaunman
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Re: Neverending development diary

Post by shaunman » 2009-12-23 23:14:56

Alrighty I remember they were in the OFP version didnt know if all that stuff was going to be in the final AA version.

I play it with FFN,GL3,ACE and P85 so it might be overrighting the damage.
rifles do fire alot of tracers i noticed.The Aircav troops uniforms cause some fuse effects at certain distances when they are
walking or running.

I would like to do a Hue City update as a standalone island after VTE is released.a big urban setting with lots of rubble and temples. :D

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Re: Neverending development diary

Post by Snake Man » 2009-12-25 07:05:29

I checked out the FFN mods topic in BIS forums and some youtube video of the support artillery. I'm not sure what you understood about "working artillery" but that's no working artillery, its just camCreate arty. What we are looking is the same as in CoC UA and ArmA 2 artillery module where the guns really fire the rounds, they fly and land to the target.
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Re: Neverending development diary

Post by shaunman » 2009-12-25 17:45:43

Oh I always thought that it did the math instead of just creating shells at the pos.The artillery pieces do change gun direction and fire rounds. :roll:

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Re: Neverending development diary

Post by Snake Man » 2010-01-06 13:45:22

The development came to a very very relaxed mode after the Christmas time announcement that we cant make it for xmas or new year. Next I had in mind that maybe Jan 10th I could release, but now the pace seems to be so slow, if not near a complete stop that there is no way I'm going to make that deadline either. So right now I won't be giving any sort of estimates when it might be done, sorry.

Been still dedicated to the artillery and mortar project, check the appropriate topic for up to date status.

Satellite project is being tested (my limited testing) for my latest 50m object block split configs, so far so good but I think there is still room for improvement (hence the freaking delays on development deadlines), seems like the satellite AND 50m object block split project was an insane can of worms. Heh sometimes you think old method is better than new one, but oh well :)

Anyways today's update is that development continues to snail pace now, as there is no deadline and I so dramatically missed the holiday season's not to mention year 2009's deadline... I feel absolutely no pressure on keeping up mad cat editing right now. As I said I wont be giving any dates, but I can say a ballpark that I would be surprised if the release would come during January.
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Re: Neverending development diary

Post by Snake Man » 2010-01-17 07:33:38

Spent couple of days now (relaxed) to upgrade the terrain system into high resolution satellite images without DRAFT encoding to get to see the full glory (of file sizes, images are still from low quality sources), all terrains are in and VTE runs without problems.

It might be that the terrain system will be like this on the final release, but I was planning on adding the actual high quality textures in them, but it might drag this release even further more out. The actual difference in quality is not a show stopper for me at least.

Just wanted to give an update that terrain system is now done in high res images with low quality textures (nice statement, eh) and if time runs out, it can be considered final now, we'll see.
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Re: Neverending development diary

Post by Snake Man » 2010-06-01 08:04:33

Development has again started after almost six months downtime :)

In nutshell I didn't make to the Christmas or even new years deadline so then it went into very relaxed mode of editing, then I had some real life stuff to do from which I just few days ago returned to the computer nerd mode.

Now were back developing VTE, the M114 was just sent in by Banana and I added it in.

Right now the most serious issue is the terrain object floating, in nutshell all bridges and swamp (special) objects float high in the air.

This is because Mikero's ConvertWRP does not calculate/convert the real elevations for the objects so they need to be manually aligned (which is insane task for 26 VTE terrains). Mikero is working hard to fix his util and I'm waiting patiently when the fixed ConvertWRP is available and we can have properly converted terrains.

It is unacceptable to release VTE with floating bridges, but at the same time is almost the same unacceptable to release final ArmA version with the 4WVR haxxor WRP format 1 texture terrains.

Stay tuned.

BTW I'm looking for help regarding texturing, if anyone can texture and you would like to TEACH me (not do actual textures, just give me tips how to do them myself), please let me know.
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Re: Neverending development diary

Post by Snake Man » 2010-06-14 20:37:50

The final ArmA VTE build is now done.

Known "new" issues:
- 1 texture 4WVR haxxor terrains.
- Mines are not working.
- Artillery is work in progress, some work though.
- Kittyhawk build script broken, ie its not working at all now.

And probably 100 other issues I can't remember right now.

I'm very sorry that the satellite texture / mask terrains did not make into this release, but I don't think anyone would want to play in them when all special objects would float in the air. I'm sorry for mines still being just models without any functionality. Also I'm sorry that I broke the kittyhawk.

There is huge list of improvements and fixes on the changelog and with exception of the kittyhawk this is another major step forward on the VTE development history.

Check out the insane changelog:

Code: Select all

--- fixes
- added m114 artillery.
- added satellite texture / mask for all terrains.
- splitted all 50meter jungle object blocks to individual objects.
- changed into new ch53 model.
- added ch46e model, fucking finally!
- added ov1 mohawk aircrafts.
- added ov10 bronco aircrafts.
- vte_igrassfield has geometry, fixed.
- vc models has broken shadow volumes, fixed.
- ah1g cockpit dashboard is transparent, fixed.
- ah1j cockpit dashboard is transparent, fixed.
- canberra animations are broken, fixed.
- a1h skyraider has rvmat's not applied to all lods, fixed.
- a1h skyraider has cockpit glass rvmat missing, fixed.
- a1h skyraider has bad low res lods, fixed.
- Warning Message: Picture equip\m\m_vte_15rnd_762x33.paa not found, fixed.
- Warning Message: Picture equip\m\m_vte_30rnd_762x33.paa not found, fixed.
- mpl/mpk missing from ammo boxes, fixed.
- config.cpp major reorganization, is much nicer to read now.
- c130 has somewhat bad low res lods, fixed.
- c130 has very bad _co and _cockpit_co textures, fixed.
- oh6 unarmed has ugly low res lod, fixed.
- oh6 left gunner has ugly low res lod, fixed.
- oh6 right gunner has ugly low res lod, fixed.
- VTE_vcshelter3 removed reflections.
- VTE_vcshelter removed reflections.
- VTE_vccross removed reflections.
- VTE_vccache1 removed reflections.
- VTE_UStent_small removed reflections.
- VTE_UStent_sb2 removed reflections.
- VTE_UStent_sb1 removed reflections.
- VTE_UStent_med removed reflections.
- VTE_Ustent_hooch removed reflections.
- VTE_townshopl removed reflections.
- VTE_townshop9 removed reflections on specific surfaces.
- VTE_townshop8 removed reflections on specific surfaces.
- VTE_townshop7 removed reflections on specific surfaces.
- VTE_townshop6 removed reflections on specific surfaces.
- VTE_townshop5 removed reflections on specific surfaces.
- VTE_townshop4 removed reflections on specific surfaces.
- VTE_townshop3 removed reflections on specific surfaces.
- VTE_townshop2 removed reflections on specific surfaces.
- VTE_townshop11 removed reflections on specific surfaces.
- VTE_townshop10 removed reflections on specific surfaces.
- VTE_townshop1 removed reflections on specific surfaces.
- VTE_temple04 removed reflections.
- VTE_temple03 removed reflections.
- VTE_temple02 removed reflections.
- VTE_temple01 removed reflections.
- VTE_temple_ruin12 removed reflections.
- VTE_temple_ruin01 removed reflections.
- VTE_silo removed reflections.
- VTE_shanty2 removed reflections on specific surfaces.
- VTE_sfbunker1 removed reflections.
- VTE_sbwall2_5 removed reflections.
- VTE_sbridge removed reflections.
- VTE_sandrock1 removed reflections.
- VTE_sandbag_single removed reflections.
- VTE_radio1 removed reflections.
- VTE_pagoda removed reflections.
- vte_lumbershed has glass faces not sorted, cant see through, fixed.
- VTE_ishack1 removed reflections.
- VTE_imperial_palace removed reflections.
- VTE_grassrock3 removed reflections.
- VTE_grassrock2 removed reflections.
- VTE_grassrock1 removed reflections.
- VTE_gbunker removed reflections.
- VTE_fueltank removed reflections on specific surfaces.
- VTE_fuelbladder removed reflections on specific surfaces.
- VTE_fortress3 removed reflections.
- VTE_fortress2 removed reflections on specific surfaces.
- VTE_fortress1 removed reflections.
- VTE_fbshower2 removed reflections.
- VTE_fbshack1 removed reflections.
- VTE_fbhut removed reflections on specific surfaces.
- VTE_fbhooch removed reflections.
- VTE_fbbunker1 removed reflections.
- VTE_ehut1 removed reflections.
- VTE_crate6 removed reflections.
- VTE_crate5 removed reflections.
- VTE_crate4 removed reflections.
- VTE_crate3 removed reflections.
- VTE_crate2 removed reflections.
- VTE_crate1 removed reflections.
- VTE_concfence3 removed reflections.
- VTE_concfence removed reflections.
- VTE_city_building06 removed reflections.
- VTE_city_building04 removed reflections.
- VTE_city_building03 removed needless section.
- VTE_city_building03 removed reflections.
- VTE_city_building02 removed reflections.
- VTE_city_building01 removed needless section.
- VTE_city_building01 removed reflections.
- VTE_chickencoop2 removed reflections.
- VTE_bunker1 removed reflections.
- VTE_buddha_statue removed reflections.
- VTE_bstodola_open removed reflections.
- VTE_bstodola removed reflections.
- VTE_bstanice removed reflections.
- VTE_bruiny_obvod_3 removed reflections.
- VTE_bridge6 removed reflections.
- VTE_bridge4 removed reflections.
- VTE_bridge3 removed reflections.
- VTE_bridge1 removed reflections.
- VTE_bkrater removed reflections.
- VTE_bkostelik removed reflections.
- VTE_billboard tweaked normal map.
- VTE_billboard removed reflections on specific surfaces.
- VTE_bench removed reflections.
- VTE_bed2 removed reflections.
- VTE_bed1 removed reflections.
- VTE_bdum_zboreny removed reflections.
- VTE_bdum_rasovna_in removed reflections.
- removed not present proxys from VTE_bdum_rasovna_in.
- VTE_bdomek_ruina removed reflections.
- VTE_bdomek_hospoda tweaked normal map.
- VTE_bdomek_hospoda removed reflections.
- VTE_bbouda_plech removed reflections.
- VTE_barracks5 removed reflections.
- VTE_barracks4 removed reflections.
- VTE_barracks3 removed reflections on specific surfaces.
- VTE_barracks2 removed reflections on specific surfaces.
- VTE_barracks1 removed reflections.
- VTE_barbedwire2 removed reflections.
- VTE_barbedwire removed reflections.
- vte_ammobox removed reflections.
- ammobox_co removed alpha channel.
- afbshelter_co removed alpha channel.
- vte_afbshelter2 removed reflections.
- Missing axis vte_k50m.p3d:1, sel trigger, axis trigger_axis, fixed.
- Missing axis vte_k50m.p3d:VIEW_PILOT, sel trigger, axis trigger_axis, fixed.
- Missing axis vte_rpg2_loaded.p3d:1, sel trigger, axis trigger_axis, fixed.
- Missing axis vte_xm177e1.p3d:7, axis bolt_axis, fixed.
- Missing axis vte_xm177e1.p3d:VIEW_PILOT, axis bolt_axis, fixed.
- browning smdi texture tweaked for reflection.
- bren2 smdi texture tweaked for reflection.
- bar smdi texture tweaked for reflection.
- ak47 smdi texture tweaked for reflection.
- removed unused textures/materials from vte_wpn\tex.
- dp27 existing texture tweaked.
- dp27 has two textures, one removed.
- F5 (all), created better lower res LODs.
- F5 (all) look inside air intakes and you are able to see right though them, fixed.
- HUD: bone TargetDistanceMissile not found, fixed.
- added LODNoShadow = 1 to all vte_objects models.
- objects.hpp, gamelogics.hpp, air.hpp and sea.hpp has eventhandlers but not XEH, fixed.
- added ex41 pump action grenade launcher.
- l1a1 has shadow volume bug, fixed.
- deleted anzacsas steve the princess created 51km terrain.
- S56 is transparent, fixed.
- S56 You can walk trough the cargo bay, fixed.
- UH1-C Dustoff You can walk trough the cargo bay, fixed.
- UH1-C Slick You can walk trough the cargo bay, fixed.
- huey M60 doorgun needs to be replaced with new model, fixed.
- Ach47 pilot FFARs fire from above the cockpit, fixed.
- removed stupid BIS objects from mission editor.
- organized mission editor placed object list.
- vte_gbunker, foxhole is a geometry trap, cant get out, fixed (not perfect though).
- Bunker 1 can be walked through, fixed.
- artillery does not work, fixed (to some extend).
- added ithaca slug.
- ithaca can fire loads of shells before you need to reload, fixed.
- M21 bolt / upper side texturing is really bad, fixed.
- M14 bolt / upper side texturing is really bad, fixed.
- added LoBo SA2 fansong and launcher with missile.
- fixed and added itim_tukos CZM/VTE trucks.
- kittyhawk carrier not work in MP, fixed.
- ch34 door is transparent, fixed.
- huey gunship cargo proxys too low, fixed.
- enfield n4 has wrong magazines, fixed.
- m1 garand has wrong magazines, fixed.
- m1 carbine has wrong magazines, fixed.
- Grenade launcher the Buckshot shells don't make a proper sound when fired, fixed.
- M60 machine guns use different sound (inf, vehicle), fixed.
- huey gunship can see through the instrument panel, fixed.
- huey ara can see through the instrument panel, fixed.
- huey dustoff can see through the instrument panel, fixed.
- Huey slick can see through the instrument panel, fixed.
- vte_civilian_01 removed one unnecessary material.
- vte_civilian_02 had missing materials, fixed.
- vte_civilian_02 removed one unnecessary material.
- vte_civilian_01 had missing materials, fixed.
- m60 texture was missing _co, fixed.
- caligirls.ogg end 2:34min has nasty digital garbage scratch sound, fixed.
- vte_vc_rifleman_tl removed one unnecessary material.
- vte_vc_rifleman_rto removed one unnecessary material.
- vte_vc_rifleman_mg removed one unnecessary material.
- vte_vc_rifleman_at removed one unnecessary material.
- vte_vcgear1_co.paa had alpha channel bad values, fixed.
- vte_vc_rifleman removed one unnecessary material.
- vte_vc_rifleman2 removed one unnecessary material.
- vte_nva_rto removed one texture from last lod. 
- vte_nva_rfl removed one texture from last lod. 
- vte_nva_mg had bad 5.0 lod, fixed.
- data\us_soldieacu_co has alpha channels in boots, fixed.
- tiger stripe has alpha channels in boots, fixed.
- thompson foresight and back sights are not lined up right, fixed.
- l1a1 is not black, its with wooden stock/handle, fixed.
- all weapons/gear lodnoshadow checked on and other tweaks.
- added arma native terrain class names capitol city bold etc name fonts.
- ARA huey grenade launcher not firing, fixed.
- sampan get in units are stuck in their earlier animation, fixed.
- Changed all the default magazine pics to more unique.
- Car15 inventory picture is BIS modern M4, fixed.
- Aircav soldiers has "back pants" in some low res lod, fixed.
- M3A1 GreaseGun inventory pic only shows a silhouet of the gun, fixed.
- M113 ACAV add "some" zoom for machine guns, fixed.
- Helos / planes cant be damaged by crashing very easily, hopefully fixed.
- Generalize all the VTE_RAIDER<INSERT NAME HERE> weapons. done.
- bullet proof bush http://img35.imageshack.us/img35/5675/bulletproof.jpg, fixed.
- usmc soldier boots have transparent spots, fixed.
- aircav pilot has brown (desert) boots, fixed.
- ppsh41 has 71rnd magazines, but they only take 1 gear slot, fixed.
- M39hp hushpuppy has inventory picture border background, fixed.
- Birddog missing icon / picture image, added.
- c130 pilot seat cant see out of aircraft (center floor of cockpit), fixed.
- b52 pilot seat in center of cockpit, moved to right side.
- added three more vietnam era music tracks from ccr.
- added vte_markerround, rifle grenade smoke shell thingy.
- handguns have tracers, fixed.
- suppressed weapons have tracers, fixed.
- sub machine guns have tracers, fixed.
Check out the VTE dev heaven bug tracker for more bugs and changelog stuff. Feel free to report bugs and issues there.

Its been long road since the previous release and hopefully this last ArmA VTE release satisfies all ArmA players. VTE will now move into ArmA 2 and development continues there.
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