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Everything posted by dimitriov
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If an admin could stick this ;) Hi guys, So, let's get started. Example linked in end of the post. 1) Mod organization : Post 2.5.6 static mods shall use the new database way of working. Which means this : In the Shapes folder, you need this kind of organization : With in this example : - Container_coll.EDM : The collision file for your object. You need to make it in 3dsMax. - Container_Desert.EDM : Your main file EDM - Container_destr.EDM : Your destroyed model - Container_Desert.lods : a txt file whose extension has been changed to "lods", with this included : model = { lods = { {"Container_Desert.edm",30000.0}, }, collision_shell = "Container_coll.edm"; } In this simple example : there is only one LOD, it will appear up to 30 000 m (not good for optimization for you info), and the collision model is selected. 2) The Database folder It only needs to contain one file, though you can create as many as you want, it should be named this way, the "DIM" being the name you want to give : In this file, you get this : A) The call for textures and shapes, written this way : mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures/Containers") B) The main function, which has to be written only once at the beginning, and which differs from the already given POLYCHOP user (little mistake in the destroyed shape file designation) : local function add_structure(f) if(f) then f.shape_table_data = { { file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self", classname = f.classname or "lLandVehicle", positioning = f.positioning or "BYNORMAL" -- {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} } } if f.ShapeNameDestr then f.shape_table_data[#f.shape_table_data + 1] = { name = f.ShapeNameDestr, file = f.ShapeNameDestr, } end f.mapclasskey = "P0091000076"; f.attribute = {wsType_Static, wsType_Standing} add_surface_unit(f) GT = nil; else error("Can't add structure") end; end C) Finally, your file description : add_structure({ Name = "Container_Desert", --ID name DisplayName = _("FARP CONTAINER DESERT"), --Ingame display name ShapeName = "Container_Desert", --Main shape name (Lods selection will be automatic) ShapeNameDestr = "container_destr", --Destroyed Shape Life = 10, --Life Rate = 10, --Score when destroyed category = 'Fortification', SeaObject = false, isPutToWater = false, }) THE SHAPE NAMES SHOULD NOT BE ENDED BY A .EDM, like "Container_Desert.EDM", else, the collision will not work ! 4) Finally, your entry.lua in the main folder : declare_plugin("J'ai une énorme queue", { image = "SOO.bmp", installed = true, dirName = current_mod_path, fileMenuName = _("SOO"), version = "2.5", state = "installed", info = _("Bloub"), }) ---------------------------------------------------------------------------------------- mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_liveries_path (current_mod_path.."/Liveries") mount_vfs_sound_path (current_mod_path.."/Sounds") ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- dofile(current_mod_path.."/Database/db_DIM_objects.lua") plugin_done() EXAMPLE / https://drive.google.com/file/d/1nqJ_-4qzJEQdYKL5QuO2gOJ44ro1-D9p/view?usp=sharing
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Issues seem to affect people randomly. Friend of mine wasn't able to export his files anymore while on my side I'm like you, not a single issue.
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[REPORTED]AI pathfinding Persian Gulf
dimitriov replied to dimitriov's topic in Ground AI Bugs (Non-Combined Arms)
Thank you very much for your work bignewy ;) -
[REPORTED]AI pathfinding Persian Gulf
dimitriov replied to dimitriov's topic in Ground AI Bugs (Non-Combined Arms)
I know it guys really and I understand that it's not as simple. But I use extensively CA on Caucasus, fact is that AI goes through the trees and so never gets stuck. There are some issues sometimes in villages etc (actually quite common). But on Normandy too (just tested) AI will go through trees and hedges for obvious reasons. Here on PG, AI tries to avoid every tree and hedge, and so ends stuck really to quickly. It is not acceptable to say "well stick to roads", when you buy a map, particularily a Middle East map, there are not many roads (plus in urban areas, AI leaves the road in most turns and ends stuck in a house), so you simply can't assume that I will stick to this. The more than 3 vehicles in a group is too well known yes, but again, I call this a workaround (and a painful one cause it takes far more time to create them and organize them properly, plus FPS cost as the more groups you have the most FPS you loose), not a fix. There is a real issue on this map. I understand that it may take time but again, I use CA extensively, if I can say something to the devs it is : Make the trees and compounds transparent for pathfinding, it will not ruin any realism, simply make everyone's life far simpler. (Plus I never saw a 50 tons tank avoiding every 1m tall hedge it met) ;) And again, this is a showstopper for 60% of my squad for example, the sole result of this is loosing customers which is sad as there is a lot of work on this map. Thank you for the report Bignewy ;) Nicolas -
[REPORTED]AI pathfinding Persian Gulf
dimitriov replied to dimitriov's topic in Ground AI Bugs (Non-Combined Arms)
Hi, Here you go for the miz, simply launch it, accelerate *3 or more and after 10 min count the stucked groups. I have 5 currenty using the diamond formation. I didn't wait again for 30 min but it'ws prettily clear that everyone will end stucked at the end. Snif snif what's inside this Oleg ? PG CA3.miz -
[REPORTED]AI pathfinding Persian Gulf
dimitriov posted a topic in Ground AI Bugs (Non-Combined Arms)
Hi, DCS 2.5.5.41962 Open Beta Ground AI is properly inefficient in terms of pathfinding on Persian Gulf, leading it to do not be able to navigate properly through any village whatever being the size of a group, and even in plain would there be some little farm houses or hedges. This is a real issue since most groups end blocked somewhere. The workaround is to set many WP but once you're over 10 moving groups it causes huge FPS losses (And my rig is not the kind of those who usually suffer FPS losses). This affects any vehicle type at any speed in any formation. Simply ask 5 different groups to make a circle shape path with 5 WP with an average 10 km lenght, you can try East of Shiraz in the YN07 plain. Making at least hedges and separated compounds transparent for pathfinding would be the simplest and fastest solution. Illustration : After 5 min of game, over 10 groups, 6 already were stuck would it be by a hedge or a simple house. After 20 minutes, every group was stuck somewhere. It is possible to design WP in order for themm to avoid villages, not single compounds or hedges. The current pathfinding system is very strange as the usual behavior of the AI is not to avoid buildings but being "attracted" by them. They usually start rolling 10 m from it and suddenly turn toward it and end into them. Same behavior is noticeable on Caucasus at a lower level though. PG currently is unsuitable for any kind of advanced ground mission making. This is a real showstopper and a huge reason why, for example in my squad, over 50 people only 15 bought the PG. Nicolas -
Problem is that it wouldn't work as expected in dcs. As far as a vehicle is in a forest, no matter if it can see above trees or not it is more or less fence out. I may make a little try with an edit of one of my vehicles to see if it is viable as it's true that it could be a cool vehicle. But no much hope there. For the spanish amx 30, the frenchpack model is not mine but chewme one, and he decided to leave the team so I cannot do it unless I would myself recreate an Amx 30 from scratch, which is doable but I'm a bit lazy for this vehicle. You guys should have bought leclerc lol, as the next frenchpack addition will be a leclerc with interior and systems. Nicolas
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@Rudel : I took the liberty of putting your pdf in the first post as it is a very nice and simple summary of the content :)
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Hi, the Tracma is not my model, it was created by Chewme who left the team, as goes for the AMX-30B2. I can edit all the others as I made them myself but not these two sorry.
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Hi guys. The walls can be found in the statics "DIM' tank wall". Nicolas
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Ka-50 Unguided Rockets Firing Possible Bug!
dimitriov replied to Murey2's topic in Bugs and Problems
Hi guys, It's a pure SAS question. Already noticed that it too happened when rocket tubes were empty and that I pushed the trigger. The workaround is to fire with flight director engaged. -
Salut les gars ;) Nous sommes en pleine période de recrutement et il nous faut des pilotes sur A-10C, F-18, F-14, SA-342, Ka-50, AV-8B Harrier et Mirage-2000. Nous disposons d'une structure de formation complète pour chacun de ces appareils. Notre escadron met avant tout en avant la mentalité de groupe, et nous nous basons sur le volontariat et la motivation de nos éléments pour proposer des contenus tous les soirs à 21h, nous disposons d'un server dédié, d'un TS etc etc. Nous avons coutume d'organiser des vols dont l'effectif varie de 20 à 40 personnes. Les vols "principaux" se font le lundi et le mercredi soir 21h, le reste de la semaine est alloué aux trainings divers et vols détente. Ptite vidéo de pres : Si vous êtes intéressés, voici notre site : http://www.131st.net/ipb/ :) Nicolas
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French joke ;)
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Hi guys, I'm gonna need your help on this one. So as I'm more and more advancing on the Frenchpack, I'm starting to get short on ideas. Next FP will feature a Leclerc module with displays etc. Then, I may consider making an European pack. Nations would be : - España : BMR600M1, Caballeria VEC, Centauro - Großdeutschland : Wiesel - Italia : Centauro - UK (If you don't have left us yet you bloody traitors :megalol:) I'm perfectly opened for other countries if you use domestic made gear, not USSR/USA made vehicles. I need your suggestions. - The pack only includes ground vehicles. - The vehicle was still in use in the specific army in late 2000'. - The vehicle has a combat interest (forget about trucks). - The vehicle features sufficient public datas (Pictures, loads of them) to make it in a proper, realistic manner. If you can bring some websites with as much pictures as you can with your proposition, it's better. The initial goal is a 15 vehicles pack with same quality standard as the Frenchpack. First release would occur by mid summer 2020. Nicolas
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I don't either understand the rumor that a company which sells thousands of 10% finished early accesses 80 dollars would be near bankrupt and suddenly in need for any kind of help. If Eagle Dynamics wants to improve its income, it may start by selling finished products and not breaking customers trust like it tended to do recently ;) Feeding such rumor would simply bring a big part of the community to cease investing a single buck in ED, and this would be understandable. Trust is broken for many customers as of today, promising them that paying a certain amount of money each month would allow ED to finish its products would be some kind of suicide, and a deserved one. It's up to them now. They saw the consequences of failing their word with the F-18/F-16 "duel", would it be voluntarily or part of a management mistake. Their first goal should be to get the trust back, not to find ways to increase the cost of their sim. Not a free critic from me, I love this sim and am thankful toward the people who brought it to life. Though IMO the biggest threat to ED today is loss of trust, which, eventually, would bring very bad economic results. Answering this problem by raising the prices ? Madness. I would be quite pissed off if the boat sank, as there isn't any other sim like this one, though I'm pretty sure many customers would like real garantees that the promised work will be delivered in short terms. Otherwise, well, the boat may sink.
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So basically, I already spent 300 dollars in modules and you would propose me to pay each mont in order to use them ? ;)
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Ze Dim' New Static Pack
dimitriov replied to dimitriov's topic in Utility/Program Mods for DCS World
What's the building ? Not the radar the other one I mean. Bin Laden house ? -
That's their problem not mine ;)
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This will be a long run, I think then the XLR may be the sole addition for FP V4. IT would feature : - Very high detail model (DCS module level) - Interior (cosmetic only) - Complex armor scheme (Like on 10RCR which means every plate has its own value depending on the angle of impact) - Real engine noise - Real tracks animations (instead of the usual texture animation) - As realistic as possible shell characteristics - Smoke defense system - Diamant active protection system (anti-ATGM) - If possible Laser Warning Receiver
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I understand that US or Russian community don't really care about this mod so for me it's fine. Anti-french racism ? No simply people who don't see interest in using French vehicles on their missions. They are lame, I agree :P, but there is nothing to do to save them. Anyway, ED forums is not the sole place this mod is released, of course it is more for the french community. And well... I always created mods for myself before anyone else, so would there be 10 or 1000 downloads, it would relatively be the same for me. You'll simply miss a piece of art, that's all :P. (The amount of detail of each vehicle is an average 5 times superior to ED vehicles) I too hope ED will work on Track IR and VR for CA as the future Leclerc XLR which will be made for Frenchpack V4 will feature an interior plus many many things which shall give a better result than what you can get in other tank games (Except perhaps what you can get in a well known tank simulator). Nicolas