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Soul_Assassin
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User Since
Mar 6 2013, 7:50 AM (612 w, 6 d)

Recent Activity

Jul 10 2024

Soul_Assassin added a comment to T182469: Workbench Uploadsize not enought.

I think most players for Arma Reforger are actually on xbox, or maybe by now its 50/50.

Jul 10 2024, 3:58 PM · Arma Reforger Modding
Soul_Assassin added a comment to T182469: Workbench Uploadsize not enought.

Furthermore, workbench publishing should do more for fragmenting the mod internally

This is also a major concern for me. Installing an update for me means waiting 10 seconds for the download. And then waiting 10 minutes for it to re-write the files to incorporate the patches.
In Arma 3 that would rewrite one or two small PBO's with a few hundred MB. With 3rd party launchers that can do smart patching, it can even do it without rewriting by just plugging new data onto the end.
In Reforger I wait for it to rewrite gigabytes data.
That's even more terrible on consoles that are more write speed limited.

192 byte update? Sure one sec, let me rewrite 17GB of data.


This is just a example of the game itself, but same thing happens to mods alike.

Jul 10 2024, 2:51 PM · Arma Reforger Modding

Jul 8 2024

Soul_Assassin added a comment to T182469: Workbench Uploadsize not enought.

I second this point from RHS perspective. Splitting mods into multiple mods is NOT the right solution to the problem. Please up this limit accordingly. We are living in the 21st century, my browser eats 5 GB of RAM in a single session.

Jul 8 2024, 5:22 PM · Arma Reforger Modding

Aug 11 2023

Soul_Assassin created T174679: SCR_DestructionBaseHandler crashes when 'Detach After Destroyed` is enabled.
Aug 11 2023, 10:46 PM · Arma Reforger Modding

Jul 24 2023

Soul_Assassin added a comment to T174183: Wrong model in weapon inspection menu.

I would propose to consider adding possibility for non-cloth prefabs to have a "ground" item model. I understand that in most cases this might be useless but there are nontheless weapon attachments for example that might look weird on the ground using the same MeshObject model as they do when attached to the weapon.

Jul 24 2023, 5:33 PM · Arma Reforger Modding

Jun 21 2019

Soul_Assassin added a comment to T121534: Certain models get stuck on wrong resolution LOD.

Jun 21 2019, 2:25 PM · Arma 3

Dec 15 2016

Soul_Assassin added a comment to T83447: Tanks randomly accelerating and flipping over.

This is really really not fixed. Or if this is not a bug and just a matter of tweaks to the vehicle configuration please someone post a guide on what needs to be taken into account to get rid of this.

Dec 15 2016, 9:54 AM · Arma 3

Nov 26 2016

Soul_Assassin added a comment to T121534: Certain models get stuck on wrong resolution LOD.

Another Vanilla Apex model found affected:

Nov 26 2016, 3:29 PM · Arma 3

Jun 1 2016

Soul_Assassin removed a watcher for Arma 3: Soul_Assassin.
Jun 1 2016, 4:28 PM
Soul_Assassin created T117028: Create detailed up-to-date documentation of proper tracked vehicle PhysX configuration..
Jun 1 2016, 2:16 PM · Arma 3
Soul_Assassin added a watcher for Arma 3: Soul_Assassin.
Jun 1 2016, 2:03 PM

May 10 2016

Soul_Assassin added a comment to T81248: FFV turrets ignore lodTurneIn/Out & changes to LOD used for 1st person rendering.

This is unbelievable, how can this not get fixed before release?? :( all FFV work is now broken. Every vehicle that uses FFV and doesn't share exterior in interior lod is for nothing! Very disappointing :(

May 10 2016, 10:24 AM · Arma 3
Soul_Assassin added a comment to T79119: Memory points rfemur, lfemur, and other leg memory points returned incorrectly with SQF command selectionPosition..

Easy fix: delete all mem points and replace them with BIS Sample soldier mem points. The long story: LeftLeg and LeftUpLed (same for right) selections were missing in old setup.

May 10 2016, 9:10 AM · Arma 3
Soul_Assassin added a comment to T78452: Addon builder not binarizing rtm animation properly.

hmm then how would it binarise?

May 10 2016, 8:52 AM · Arma 3
Soul_Assassin added a comment to T78452: Addon builder not binarizing rtm animation properly.

removing all the anim_f folders from P:\a3\ has solved this issue for me. Now packs fine.

May 10 2016, 8:52 AM · Arma 3
Soul_Assassin added a comment to T78452: Addon builder not binarizing rtm animation properly.

Agreed, what has been going on with the registry values can only be described as a pub crawl. Always a party with a new update.

May 10 2016, 8:52 AM · Arma 3
Soul_Assassin added a comment to T78452: Addon builder not binarizing rtm animation properly.

I have the same issue.

May 10 2016, 8:52 AM · Arma 3
Soul_Assassin added a comment to T78269: TankX simulation vehicles unable to move in water.

Yeah this is quite a misser. We also wonder why there has been 0 response.

May 10 2016, 8:47 AM · Arma 3
Soul_Assassin added a comment to T77602: AddonBuilder does not copy the built pbo into destination folder.

That is good to hear, but will there be a hotfix soon? Or in some weeks?

May 10 2016, 8:30 AM · Arma 3
Soul_Assassin added a comment to T77602: AddonBuilder does not copy the built pbo into destination folder.

2014-06-18 20:51:04,146 [INFO] - Copying PBO. [source]=C:\Users\Alex\AppData\Local\Temp\rhs_c_troops.pbo, [dest]=K:\Steam\steamapps\common\Arma 3\RHSAFRFDEV\addons\rhs_c_troops.pbo
2014-06-18 20:51:04,146 [INFO] - Done.

but alls it is is lies

May 10 2016, 8:30 AM · Arma 3
Soul_Assassin edited Steps To Reproduce on T77602: AddonBuilder does not copy the built pbo into destination folder.
May 10 2016, 8:30 AM · Arma 3
Soul_Assassin added a comment to T77602: AddonBuilder does not copy the built pbo into destination folder.

Our work has been at a standstill for 3 weeks already :(

May 10 2016, 8:30 AM · Arma 3
Soul_Assassin added a comment to T77539: AddonBuilder commandline fails to pack completely.

That is fantastic news :)! I hope the update will be soon!

May 10 2016, 8:28 AM · Arma 3
Soul_Assassin added a comment to T77539: AddonBuilder commandline fails to pack completely.

Addendum:

I got it to pack now, problem was with using capitalized arguments: -CLEAR - PREFIX etc (in a way it was before with old tools and in a way they are put in the help description (not in the example but I didnt notice)

Anyway the problem now is that the prefix is not being registered at all

for example for that perticular file the prefix should be:

rhsafrf\addons\rhs_c_troops

but no matter what I put in the -prefix or -project argument it always gets reset to rhs_c_troops thus leading to never being found.

May 10 2016, 8:28 AM · Arma 3
Soul_Assassin added a comment to T77539: AddonBuilder commandline fails to pack completely.

Thanks, will try it later. Didn't even consider based on old functionality.

May 10 2016, 8:28 AM · Arma 3
Soul_Assassin added a comment to T77539: AddonBuilder commandline fails to pack completely.

Hi cooper,

unfortunately no go. I still keep getting the "There can only be one source_path and destination_path at the same time"

http://i.imgur.com/QwpJR35.png

ive looked and stared at it, added and removed quotes around the paths, dont know whats going on.

May 10 2016, 8:28 AM · Arma 3
Soul_Assassin edited Steps To Reproduce on T77539: AddonBuilder commandline fails to pack completely.
May 10 2016, 8:28 AM · Arma 3

May 9 2016

Soul_Assassin added a comment to T61907: Zeroing doesn't work.

Something is wrong with the zeroing in any case. Looking through the configs it is clear that some of these scopes were indeed intended to be zeroable. Even more funky is that making a custom addon with zeroing enabled produces weird random results:

1 - Either range is not shown but pageUp and PageDown works.
2 - Or range is shown but ranging doesnt work. In all cases code used is:

weaponInfoType = "RscWeaponZeroing";
discreteDistance[] = {100,200,300,400,500,600,700,800};

Also a bit confusing whether these things should be used in the fireMode classes like that shown in the UGL, the main rifle class definition or the scope definition.

May 9 2016, 11:35 PM · Arma 3