Mikero's DeWss can compress the audio, but it breaks it
that's news to me. Unless i'm alerted to these things via a ticket on dev-heaven there's not much i can do about it
Mikero's DeWss can compress the audio, but it breaks it
that's news to me. Unless i'm alerted to these things via a ticket on dev-heaven there's not much i can do about it
for reasons unknown then, the main island selection display does drill down, and does not show 'bohemia interactive'
this is necessary behaviour of bis binarise which must scan the root folder for other addons looking for land_xx classes in their config.cpp's. without which, any animated buildings you have on your island will not operate correctly.
this is actually a step up from arma2's binpbo where you were required to copy all configs from p:\every\thing\else to p:\your_project
there can be no workaround for this because of the necessity to scan every config.cpp it encounters. If your config is a work in progress, rename it, for the duration
latest update to pboProject incorporates the discoveries made by DeanosBeano, to whom, all honor and glory.
People using pboProject are reporting that the 'no icons' issue is now solved. See:
http://forums.bistudio.com/showthread.php?180033-Building-now-showing-on-MAP
https://dev.withsix.com/projects/mikero-pbodll/files
enjoy
Nicely explained. I'm scratching head at moment to see how to automate this in pboProject.
Just to be clear about this, the 'missing icons' is not a T/B issue
the problem is with a3's version of bis binarise. It can't read the properties of pre binarised p3d's to estimate the size of the model and hence, create a bounding box (or elliptical) icon.
It actually gives the WRONG error message in the log when attempting to do so, that it's discovered the p3d is UN binarised and can't proceed. It's actually the reverse.
This is NOT a fix. it's a welcome workaround for people to be able to use arma3's buildings. As much as it's needed, as a solution, it's many times worse than the original BinPbo's need to have duplicate copies of configs in P:\ *and* in your\project\. Now, not only are the configs (apparently) needed but so too, doubled up copies of p3d's
regardless, thank you for providing a solution
Terrain Builder cannot currently read binarised type59 p3d's
It also *seems* to have issues creating bounding boxes for type 58's
well everytime we diy, bis come along and move their own goalposts, breaking half their stuff and destroying ours. After a decade there should be a library of one squillion assets to this game, and a billion playable missions Instead, all the assets/missions of ofp are gone, all the assets/missions of arma2 are gone. So we end up in the same old cycle of 'upgrading' what we can in order to use them.
It doesn't matter that these early assets are of poorer quality, they are assets. Which, by choice, not force, can be improved if wanted. Otherwise a soccerball is a soccerball is a soccerball. And that asset is a storyline used in many missions, so it's visual quality isn't anywhere near it's value as an asset to a gold plated mission.
Abandoned Armies for ofp was so good, people would have paid $30 for the CD simply to have it. Ditto snakeman's astonishing 250+ pmc fury campaign. Weeks of playtime in either one, which, could have brought in the money for bis on every engine revision. no matter what, because people would have paid to simply play those missions on an 'improved' engine. Bis have never heard of either of them, and have never had the slightest interest in their users. Kegetys who?.
And the authors of those missions would have upgraded them accordingly instead of throwing their hands in the air in despair that all their months of work were for nothing.
Ask any author of any island who has spent six months developing it what (s)he thinks of 'new' engines. And the 100 + missions developed for it that are now no longer playable.
Instead we get this company inventing 'play on mars' and arma3 in the desperate hope that new is the magic formula, wiping out it's current player base in doing so, and never ever realising the magic formula was there from the beginning.
By great good fortune, Bis didn't touch Resistance for five years, and in not doing so developed a fan base and army of mission makers and developers to the game. Contrast that, with now, and their persistent errors and ignorance of their own engine.
there's a huge difference between revising a2 models and islands up to the standards of a3 versus the very simple and desirable outcome of being able to use existing assets at all. Q is not suggesting the former. Simply an ability to use what's there already, should you wish to, as poor as it may be (visually), on a3.
fact: a3 comes with a paucity of models and it seems that will be a permanent intention.
fact: bis want to offer more content as dlc, OR, rely on the community to do so.
fact: there's ten squillion assets already available in the various combinations of RV3 (arrowhead)
so how much rocket science is needed here folks to utilise these assets
Taking pluto's comments on board that most energy should be spent in developing a3, that doesn't mean the engine will degrade on a2 assets. Properly constructed, the engine simply operates in 'smooth mode' for a3 items and can work at one frame per second for all I care if an a2 model is involved. the principle is, simply make it backward compatible.
Taking configs as an example: it's not rocket science to ensure in the new engine that old a2 configs lacking new variables, are pre-set to default states.
so, this get's my vote for a very simple and god-help-me, obvious, need.