Never ending developer diary (ArmA 2)

VTE - The most detailed and comprehensive Vietnam modification for ArmA 2

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horror
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Re: Never ending developer diary (ArmA 2)

Post by horror » 2010-09-16 15:29:50

i will download , no problem here.

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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-09-17 13:32:58

v1.3.4 has been sent to testers and I'm already working on v1.3.5 which changelog has now 23 entries for today, things are running smooth.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-09-21 10:26:29

v1.3.5 is being sent to testers right now, here is the complete changelog:

Code: Select all

--- v1.3.5
- added menu cutscenes for all terrains.
- gamelogicks were not fully disabled, fixed.
- sw keep height vte_sandbag_single.p3d error, fixed.
- filled units[] and weapons[] on configs that required them.
- ov10d cockpit glass is buggy, fixed.
- ov10c cockpit glass is buggy, fixed.
- ov10a cockpit glass is buggy, fixed.
- ov10 cockpit glass is buggy, fixed.
- ov1c doesn't have any ffars loaded, fixed.
- ov1d doesn't have any ffars loaded, fixed.
- ov10c doesn't have machine guns, fixed.
- ammo truck nva was not working, fixed.
- ammo truck us was not working, fixed.
- m113 ambulance was not healing, fixed.
- fuel truck us was not working, fixed.
- repair truck us was not working, fixed.
- replaced nva/vc truck model with v3s civil.
- repair truck nva was not working, fixed.
- fuel truck nva was not working, fixed.
- strazni vez 1 lod, wrong rvmat, fixed.
- su76 has a us crew, fixed.
- zsu37 has a us crew, fixed.
- ah1g cockpit glass is buggy, fixed.
- ah1j cockpit glass is buggy, fixed.
- tokarev t33 pistol did not do enough damage, tweaked.
- ammobox not enough rocket launcher ammo, fixed.
- ammobox bren2 in nva box, fixed.
- ammobox garand in nva box, fixed.
- ammobox m1 carbine in nva box, fixed.
- ammobox no pistols in nva weapon box, fixed.
- ammobox has wrong ak47 magazines, fixed.
- bulldozer driver cannot be seen when driving, fixed.
- car15gl xm148 reload sound missing, fixed.
- terrains no environmental sounds, fixed.
- added car15 xm148 into us weapons box.
- k50m stringtables missing, fixed.
- trees itree04 tweaked geometrys.
- trees itree03 tweaked geometrys.
- trees itree02 tweaked geometrys.
- trees itree01 tweaked geometrys.
- trees iplant7 tweaked geometry.
- trees iplant6 tweaked geometry.
- trees iplant5 tweaked geometry.
- trees iplant4 tweaked geometry.
- trees iplant3 tweaked geometry.
- trees iplant2 tweaked geometry.
- trees ipalmt4 dont have geometry and fire geometry, fixed.
- trees ipalmt3 dont have geometry and fire geometry, fixed.
- trees ipalmt2 dont have geometry and fire geometry, fixed.
- trees ipalmt1 dont have geometry and fire geometry, fixed.
- trees ipalmt dont have geometry and fire geometry, fixed.
- trees ipalm2 dont have geometry and fire geometry, fixed.
- trees iban3 dont have geometry and fire geometry, fixed.
- trees iban2 dont have geometry and fire geometry, fixed.
- trees iban1 dont have geometry and fire geometry, fixed.
- trees bush01 dont have geometry and fire geometry, fixed.
- trees bush23 dont have geometry and fire geometry, fixed.
- trees bush30 dont have geometry and fire geometry, fixed.
- trees bush31 dont have geometry and fire geometry, fixed.
- trees tree24 dont have geometry and fire geometry, fixed.
- trees tree23 dont have geometry and fire geometry, fixed.
- trees tree22 dont have geometry and fire geometry, fixed.
- trees tree21 dont have geometry and fire geometry, fixed.
- trees tree20 dont have geometry and fire geometry, fixed.
- trees tree19 dont have geometry and fire geometry, fixed.
- added artillery and mortar weapons, magazines and ammo.
- m56 howitzer was on nva side, fixed.
- thompson too accurate, tweaked.
- l1a1 sights don't zoom in, fixed.
- k98k sights don't zoom in, fixed.
- m3a1 sights don't zoom in, fixed.
- m1 carbine sights don't zoom in, fixed.
- garand sights don't zoom in, fixed.
- enfieldn4 sights don't zoom in, fixed.
- xm177e sights don't zoom in, fixed.
- mp40 sights don't zoom in, fixed.
- mas36 sights don't zoom in, fixed.
- thompson sights don't zoom in, fixed.
- m45 sights don't zoom in, fixed.
- bar sights don't zoom in, fixed.
- m3a1 too accurate, tweaked.
- empty trucks cannot be boarded as driver, fixed.
- btr50 no engine sound, fixed.
- changed to 10000 rounds m60 ammo for pbr.
- changed to 5000 rounds m60 ammo for lssc.
- added missing ofp animals as config placeholders.
- added missing ofp land vehicles as hidden config placeholders.
- added missing ofp air vehicles as hidden config placehodlers.
I'm working hard to fix the remaining issues, please keep the feedback coming as its getting harder and harder for me to find bugs and new issues. Thanks guys.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-09-25 01:39:41

New v1.3.6 is being compiled right now, have to do bit file shuffling to get it to be small and working upgrade, but it should be available within today.

New infantry weapon sounds coming in from our sound guru tpM, which totally changes the battlefield environment. tpM is eagerly looking for feedback on these sounds.

Here is the changelog:

Code: Select all

--- v1.3.6
- ipalmt geometry mass added.
- itree04 geometry mass added.
- itree03 geometry mass added.
- stump_tree04 geometry mass added.
- stump_tree03 geometry mass added.
- stump_tree01 geometry mass added.
- tree_rubber04 geometry mass added.
- tree_rubber03 geometry mass added.
- tree_rubber02 geometry mass added.
- tree_rubber01 geometry mass added.
- tree24 geometry mass added.
- tree23 geometry mass added.
- tree22 geometry mass added.
- tree21 geometry mass added.
- tree20 geometry mass added.
- tree19 geometry mass added.
- tree18 geometry and fire/view geometry added.
- tree17 geometry and fire/view geometry added.
- tree16 geometry and fire/view geometry added.
- tree15 geometry and fire/view geometry added.
- tree14 geometry and fire/view geometry added.
- tree13 geometry and fire/view geometry added.
- tree12 geometry and fire/view geometry added.
- tree11 geometry and fire/view geometry added.
- tree08 fire/view geometry tweaked.
- tree06c fire/view geometry tweaked.
- tree06b fire/view geometry tweaked.
- tree06a view geometry tweaked.
- tree06 view geometry tweaked.
- stump_tree04 fire/view geometry missing, added.
- stump_tree03 fire/view geometry missing, added.
- stump_tree02 fire/view geometry missing, added.
- stump_tree01 fire/view geometry missing, added.
- grass05 view geometry missing, added.
- grass04 view geometry missing, added.
- grass03 view geometry missing, added.
- grass02 view geometry missing, added.
- grass_tall_01 view geometry missing, added.
- bush_dry_03 view geometry missing, added.
- bush_dry_02 view geometry missing, added.
- bush_dry_01 view geometry missing, added.
- bush38 view geometry missing, added.
- bush37 view geometry missing, added.
- bush36 view geometry missing, added.
- bush35 view geometry missing, added.
- bush34 view geometry missing, added.
- bush33 view geometry missing, added.
- bush32 view geometry missing, added.
- bush29 view geometry missing, added.
- bush28 view geometry missing, added.
- bush27 view geometry missing, added.
- bush26 view geometry missing, added.
- bush25 view geometry missing, added.
- bush24 view geometry missing, added.
- bush22 view geometry missing, added.
- bush21 view geometry missing, added.
- bush20 view geometry missing, added.
- bush19 view geometry missing, added.
- bush18 view geometry missing, added.
- bush17 view geometry missing, added.
- bush16 view geometry missing, added.
- bush15 view geometry missing, added.
- bush14 view geometry missing, added.
- bush13 view geometry missing, added.
- bush12 view geometry missing, added.
- bush11 view geometry missing, added.
- bush10 view geometry missing, added.
- bush09 view geometry missing, added.
- bush08 view geometry missing, added.
- bush07 view geometry missing, added.
- bush06 view geometry missing, added.
- bush05 view geometry missing, added.
- colt commander pistol missing (9x19mm, 9rnd mag), added.
- weapon sounds from tpm, brand new ones added.
- bm8 small tweak for lowest res lod.
- bm8 windows are not transparent, fixed.
- mat-49 smg missing, added.
- mac-10 smg missing. 9x19, 32rnd mag, added.
- mac-10 silenced smg missing. 9x19, 32rnd mag, added.
- makarov pistol missing, added.
- makarov silenced pistol missing, added.
- m16a1 m203 grenade launcher missing, added.
That is another nice upgrade, important fixes like the geometry for vegetation.

I'm actually starting to get the feel how the public would welcome the mod in this state, yes there is tons of stuff to do no question about it... but I start to get frustrated and burnt out for editing again as its basically 24h/7 editing for me for quite while now.

I greatly enjoy the current version (actually even the 1.3.4 already) in MP and that counts for something that users can play the mod without huge problems.

But, it needs more fixing and developing etc. Feedback from private testers of course keeps me motivated, I tend to fix critical bugs as soon as they arrive (for example the new NVA vehicles having US crew, etc). So if you testers read this, please keep up the testing and feedback :)
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-09-27 04:00:01

Last night I started Visitor 3 and tried to align the bridges properly... but soon discovered what I already knew but had to give it a try just for sake of trying, that v3 sucks and its insane task to align those bridges manually, a task that I will certainly not going to do.

So for now on, until some ConvertWRP or other fix is found for the issue, all the objects are aligned to ground automatically which means all original values are erased.

Yes of course we could go back to the 1 texture HAXX0R method where objects are in original values but then everyone and their brother would cry out why it only has one texture/clutter, why their ArmA 2 CTD's with high viewdistance, why this why that.

If anyone has any ideas how to solve this, I'm all ears. If there is some nutcase v3 junkie who wants to align the bridges (at least) in v3, I can surely send the PEW files.

But for now, objects are aligned to 0 elevation which means special objects will float in the air. This is mostly bridges, but also harbor and some other special objects.

On the good news side, yesterday got some nice v1.3.7 edits done. Few nice fixes like missing cargo textures for M113, new m134 minigun and m197 chaingun sounds from tpM, b57, birddog and mig19 pilot proxy alignment etc.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-10-02 07:21:06

Its upgrade time. v1.3.7 is ready to be send for private testing.

v1.3.7 Changelog

Code: Select all

--- v1.3.7
- m113 mass is not right, tilts forward when breaking, fixed.
- m113 acav mass is not right, tilts forward when breaking, fixed.
- m113 driver cant get in, fixed.
- m113 acav driver cant get in, fixed.
- m113 no cargo space for passangers, fixed.
- truck5t mafia muzzleflash on constantly, fixed.
- truck5t mafia switched m60 to m2.
- truck5t fire geometrys not working, fixed.
- truck5t geometrys not working, fixed.
- truck5t mafia muzzleflash not animated, fixed.
- remington 11-48 shotgun missing, added.
- remington 870 shotgun missing, added.
- winchester model 1897 shotgun missing, added.
- winchester model 1912 shotgun missing, added.
- smith & wesson model 12 revolver is missing, added.
- smith & wesson model 15 revolver is missing, added.
- smith & wesson model 67 revolver is missing, added.
- mas-49 rifle is missing, added.
- aircav pilot textures were bad, improved.
- mpk/mpl sights were not aligned, fixed.
- mpk/mpl textures has unecessary texts, fixed.
- m60 needs to be a bit louder, tweaked.
- mig17 has the same weapon twice: gsh cannon/ gsh23 cannon, fixed.
- m3a1 fire rate is a bit too low now, tweaked.
- xm177e no reload sound, fixed.
- mas36 no reload sound, fixed.
- m45 has no reload sound, fixed.
- m3a1 reload sound volume is terribly low, fixed.
- remington model 700 sniper rifle missing, added.
- rpg2 units (some) have rpg7 instead, fixed.
- law eye memory point is way way too back.
- law res lod's were not all aligned correctly, fixed.
- law added geometry.
- rpg7 loaded proxy is missing. loaded shows empty model, fixed.
- 90mm recoilless launcher iron sights not working, fixed.
- rpg2 launcher iron sights not working, fixed.
- rpg7 launcher iron sights not working, fixed.
- law launcher iron sights not working, fixed.
- sa7 launcher missiles missing from nva box, added.
- sa7 launcher missing from nva box, added.
- napalm fire/smoke effect is not working, fixed.
- m113 cargo missing ca\tracked\data\cargo_co.paa, fixed.
- m113 cargo missing ca\tracked\data\walls_co.paa, fixed.
- m113 acav wrong texture paths, fixed.
- new m197 sound by tpm added.
- new m134 sound by tpm added.
- m3a1 magazine name is "m3a1", fixed.
- m3a1sd magazine name is "m3a1sd", fixed.
- m45 magazine name is "m45", fixed.
- mosin magazine name is "mosin", fixed.
- m39hp magazine name is "m39hp", fixed.
- mpk magazine name is "mpk", fixed.
- ppd40 magazine name is "ppd box", fixed.
- pps43 magazine name is "35rnd mp", fixed.
- rpd magazine name is "rpd box", fixed.
- sten magazine name is "sten", fixed.
- svt40 magazine name is "svt", fixed.
- thompson magazine name is "thompson", fixed.
- type68 magazine name is "type 68", fixed.
- uzi magazine name is "uzi", fixed.
- birddog pilot sits bit too low (not much though), fixed.
- mig19 pilot view is too low, fixed.
- b57 pilot position is too high, torso is outside of the cockpit, fixed.
- b57 missing view geometry, added.
- b57 last res lod was 225 points, added new one less than 100.
- b57 can't find the "get in" position, fixed.
- artillery shell explosion config tweaked.
- artillery has no shell explosion sound, fixed.
- nva sniper (mosin) has type56 rifle, fixed.
- vc rifleman (m14/mortar) has 20rnd m16 mags, fixed.
- rpk machine gun missing, added.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-10-13 11:03:26

On Friday I'll put out v1.3.8 upgrade which will be final upgrade before release candidate. This upcoming upgrade has some excellent fixes and additions, I'm very excited about it.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-10-15 14:53:20

Its upgrade time. v1.3.8 is ready to be send for private testing.

v1.3.8 Changelog

Code: Select all

--- v1.3.8
- ch53 added ugly paint job for jungle green camo.
- a1h skyraider added sea camo.
- a1h weapon loadout does not match weapon proxys, fixed (mostly).
- b52 adjusted mk82 loadout realism.
- b52 added m117 external stores.
- bis c130 added it to vte.
- ac130 removed turrets as they do not work. c130 as placeholder.
- mc130 new bis c130 got ugly paint job for SEA camo.
- uh1h new model added, m60 door guns, 12 men cargo.
- uh1h dustoff new model added, 3 men cargo.
- uh1h ara gunship new model added, ffar rockets, m75 grenade launcher.
- uh1h gunship new model added, ffar rockets, m134 miniguns.
- uh1h unarmed new model added, 12 men cargo.
- fueltank4 added.
- f100 with mk82, lau-3a loadout added.
- f100 with mk74, lau-3a loadout added.
- f100 with m117 loadout added.
- f100 with mk74 loadout added.
- f100 with mk82 loadout added.
- f100 with mk82r loadout added.
- f100 with mk74, mk82 loadout added.
- aircav model backpants bug fixed.
- infantry weapons added new arma 2 rvmat's.
- arvn2_rfl model performance tweaks.
- arvn1_rto model performance tweaks.
- arvn1_rfl model performance tweaks.
- army_rto model performance tweaks.
- army_rfl model performance tweaks.
- army_mg model performance tweaks.
- army_gren model performance tweaks.
- aircav_rto model performance tweaks.
- aircav_rfl2 model performance tweaks.
- aircav_rfl model performance tweaks.
- aircav_medic model performance tweaks.
- vc_rifleman_tl model performance tweaks.
- vc_rifleman_at model performance tweaks.
- usmfr_mg model performance tweaks.
- sf_rfl model performance tweaks.
- nva_rfl model performance tweaks.
- mike_rfl model performance tweaks.
- lrrpt_rfl model performance tweaks.
- aus_rfl model performance tweaks.
- ausas_tl model performance tweaks.
- ar15 cartidge ejecting is too low, tweaked.
- car15gl cartidge ejecting is too low, tweaked.
- m16a1 cartidge ejecting is too low, tweaked.
- car15gl model has 30rnd magazine, fixed.
- uzi animated bolt.
- thompson animated bolt.
- stensd animated bolt.
- sten animated bolt.
- remington700 animated bolt.
- ppsh animated bolt.
- pps43 animated bolt.
- ppd40 animated bolt.
- mas49 animated bolt.
- mas36 animated bolt.
- m60 animated bolt.
- m3a1 texture suffix was missing, fixed.
- m1carbine animated bolt.
- l1a1 animnated bolt.
- tet68 special objects aligned to ground.
- ov1d model performance tweaks.
- ov1c model performance tweaks.
- ov1b model performance tweaks.
- ov1a model performance tweaks.
- ov10d model performance tweaks.
- ov10c model performance tweaks.
- ov10a model performance tweaks.
- ov10 model performance tweaks.
- ch53 mg model performance tweaks.
- ch53 model performance tweaks.
- ch46 model performance tweaks.
- ch34 mg model performance tweaks.
- m35 mafia truck model performance tweaks.
- m163 vulcan model performance tweaks.
- bis m14 added it to vte.
- bis m79 added it to vte.
- bis colt1911 added it to vte.
- bis lee enfield n4 added it to vte.
- bis sa58 added it to vte. (its an ak47 copy).
- bis sa58s (folding stock) added it to vte. (its an ak47 copy).
- garand animated trigger.
- rpd animated bolt.
- rpk animated bolt.
- sks animated bolt.
- svt40 animated bolt.
- type56 animated bolt.
- type68 animated bolt.
- nva crew and pilot weapon changed to ak47s.
- bis ak47s (folding stock) added it to vte.
- bis ak47 added it to vte.
- vc ak47 soldier had type56 instead, fixed.
- terrain class names switched all of them to lower case (for linux ded server).
- us jeeps allow 5 persons to enter but only 2 are visible, fixed.
- aircav.hpp is missing old arma classes, fixed.
- mortar crews floats in the air, fixed.
- svt-40 tweaked recoil.
- m14 tweaked recoil.
- m163 vulcan gun barrel not animated, fixed.
- suu11 pod has no firing sound, fixed.
- suu11 pod has too long burst, fixed.
- suu11 pod no tracers, fixed.
- a1h skyraider restored original weapon loadouts.
- vc soldiers had shadow (broken), fixed.
- aircav soldiers had shadow (broken), fixed.
- usmc soldiers had shadow (broken), fixed.
- ah1 cobra gunner optics very low res, fixed.
- vte_arty inv dir replaced with newer equip dir.
- vte_weapons inv dir replaced with newer equip dir.
- generic mag image moved to equip dir.
- t34 missing, added. (selections missing, not animated).
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-10-22 10:52:04

Artillery has been non working since ArmA first release, now the first time on the next release you get to see artillery working. When you have empty VTE arty or mortar, you board it and get action menu for artillery computer. From there you can just click on the map, the vehicle will target that spot, then you can click fire to fire a round.

I haven't yet tested the scripted artillery stuff, but I assume it should work as well. All in all, I am very relieved that finally the artillery is working :D

Now I'm working on the mines, absolutely NO guarantees that I'll get them working, all I've done is research so far. I'll post more mine updates when I have something done.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-10-26 11:29:21

Anti personnel mines are working.

Right now its "only" editor placed mines. Place mine in editor and when AI or player walks up to the mine, it explodes. This should be MP compatible (not tested yet).

It would be cool to have mines as magazines so you can deploy them on the field, but I am already very happy that we finally have working mines in VTE, finally after all this time since OFP CoC mines :)

I definitely won't promise anything, but I will look into the scripting of how to make mines which you can take from ammo box and deploy or even unarm on the field. Would be nice to get into the next release but honestly I'm already so relieved and happy with the editor placed mines that I will not lose any sleep over the "magazine" mine scripting at all.

Naturally if anyone is willing to help, it changes things.

Anyways, mines are here, now you got one more threat in the thick vegetation :twisted:
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-11-04 09:19:54

Promised update for Fox'09 so here goes. Nothing has been done by me since I got the editor placed anti personnel mines working. I did discover that unfortunately the AI artillery called from scripts do not work, they just won't shoot, so far I've not found solution for this.

I've been on an editing burnout for quite some time now and it doesn't seem to go away just by watching TV. Its quite serious as I've been editing 24h/7 for several months now since I begun my finalizing ArmA releases and fully starting ArmA 2 editing.

VTE release is very near and even if I'd just have to pack the current v1.3.9 build up and release that, it wouldn't be that bad... but I still want to align the bridges where I believe I found a fix now. It's just that in this editing burnout the lack of motivation is overwhelming and it doesn't help that the testing team without one exception haven't provided any feedback what so ever (on v1.3.8).

At this point, I'm planning on skipping the release candidate cycle as the testing team is not doing its job, so unless something changes, next release would be the full public one which I imagine of being "v1.4" then. And no, the release is most likely not be anytime soon... or maybe it is, if I suddenly get spark of motivation and few hours of time the release could be made ready. As usual, stay tuned...
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2010-11-15 18:07:08

So the v1.3.9 got released because I cannot even think about editing right now, I'm so burnt out. Its so bad that I can't even manage to get anything done for the online manual which is now a just early stage of the full manual what is should be.

This release was done now in this condition as I've been saying for few posts now already; I just cant edit at this point. Some of you who remember ArmA VTE final releases, one of them was delayed for like six MONTHS because I ended up in similar burnt out situation. This time I just packed the current version up and released it. v1.3.9 is not what I planned to release.

Of course the good thing is, that nobody fucking cares, so what does it matter. Its released now and I can clear this TODO from my schedule. I can relax now.

I will not touch VTE files anymore in this year, 100% guaranteed. Maybe next year I'll start to edit again, if PMC forums echoes emptiness until that time, I'll just edit for my own sake and not release anything. But now we are going bit offtopic even for this "diary" thing, sorry about that.

Now finally VTE full version is released publicly, enjoy...
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Re: Never ending developer diary (ArmA 2)

Post by TrueApothecary » 2010-11-21 07:22:45

Snake Man wrote:So the v1.3.9 got released because I cannot even think about editing right now, I'm so burnt out. Its so bad that I can't even manage to get anything done for the online manual which is now a just early stage of the full manual what is should be.

This release was done now in this condition as I've been saying for few posts now already; I just cant edit at this point. Some of you who remember ArmA VTE final releases, one of them was delayed for like six MONTHS because I ended up in similar burnt out situation. This time I just packed the current version up and released it. v1.3.9 is not what I planned to release.

Of course the good thing is, that nobody fucking cares, so what does it matter. Its released now and I can clear this TODO from my schedule. I can relax now.

I will not touch VTE files anymore in this year, 100% guaranteed. Maybe next year I'll start to edit again, if PMC forums echoes emptiness until that time, I'll just edit for my own sake and not release anything. But now we are going bit offtopic even for this "diary" thing, sorry about that.

Now finally VTE full version is released publicly, enjoy...
Don't be hard on yourself. Even if there are a few backs, you've put out an incredible amount of material in this mod. The sheer number of maps, vehicles, characters and features you've released is incredible. I'm not sure how you've managed to do it to be honest. Outstanding job.

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Re: Never ending developer diary (ArmA 2)

Post by nettrucker » 2010-11-22 11:35:45

Hi Snakeman

thanks for this release. I appreciate it very much not withstanding the issues that are still to be fixed.
So the v1.3.9 got released because I cannot even think about editing right now, I'm so burnt out. Its so bad that I can't even manage to get anything done for the online manual which is now a just early stage of the full manual what is should be.
I'm sorry to hear this and I can understand it perfectly. The sheer amount of stuff which is containing the VTE pack is quite overwhelming, just to try out everything, you need a lot of time, but this is nothing compared to the sheer amount of work you have put into this mod to get it at this point. I also have the slight feeling (guess) that you did the major workload alone and on your own. I love this mod even it is not perfect yet. The sheer amount of maps which are included is insane, not withstanding the issue with the bridge alignment. I had a look at every single map and I love them. I don't know how many years it took, to get them to this point. Really outstanding. Performance is good no major issues and I'm running a low-middle end dual core.

In any case take a break, try to do stuff you have fun and leave the editing alone for a while if you can.
Of course the good thing is, that nobody fucking cares, so what does it matter. Its released now and I can clear this TODO from my schedule. I can relax now.
This isn't entirely accurate there are a lot of people who care. They might not always be present and give feedback, but I for myself are very grateful for all your hard work. If I wouldn't suffer RL issues I would have certainly asked you to partecipate in the testing phase, unfortunately my time on my hands is limited to a couple of hours a week sometimes even less.

Take it easy and just relax. In case the fun in editing and bug fixing comes back . . . good, otherwise just leave it, until you feel to pick up where you left and in case it's not going too happen anytime soon than just stay away from it until you recover from your burn out.

Just one more time . . . thanks for all your hard work and this huge mod.
My best wishes to you.
kind regards

p.s. thanks for helping me with the password issue.

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Re: Never ending developer diary (ArmA 2)

Post by Supergrunt » 2011-03-30 11:20:17

Snake Man wrote:So the v1.3.9 got released because I cannot even think about editing right now, I'm so burnt out. Its so bad that I can't even manage to get anything done for the online manual which is now a just early stage of the full manual what is should be.

This release was done now in this condition as I've been saying for few posts now already; I just cant edit at this point. Some of you who remember ArmA VTE final releases, one of them was delayed for like six MONTHS because I ended up in similar burnt out situation. This time I just packed the current version up and released it. v1.3.9 is not what I planned to release.

Of course the good thing is, that nobody fucking cares, so what does it matter. Its released now and I can clear this TODO from my schedule. I can relax now.

I will not touch VTE files anymore in this year, 100% guaranteed. Maybe next year I'll start to edit again, if PMC forums echoes emptiness until that time, I'll just edit for my own sake and not release anything. But now we are going bit offtopic even for this "diary" thing, sorry about that.

Now finally VTE full version is released publicly, enjoy...
just wanted to know how you are doing hope you are getting the needed rest ,

also got one little question is it possible that other people help you out in editing ?(there are surely people who would love to help out so that the mod can go on while you rest )

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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-03-30 13:03:54

Thanks for your kind words, I have rested, quite a lot already :)

Other people can help VTE our if they want, I'm happy to add any and all improvements people would send. Full credits would be given to anyone helping out, naturally. If someone wants to sort of join the team, just send me a private message to discuss it further.

Its funny that you posted today, as I was just browsing first time my VTE dir after months, well last year. I have plans to fix the floating objects (most commonly bridges) on the terrains as well upgrading to the new ArmA 2 engine support for shotguns. I have no schedule in mind, all I can say is there is plans for more VTE editing.
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Re: Never ending developer diary (ArmA 2)

Post by Supergrunt » 2011-03-30 18:27:22

its good to hear you are doing well

when you left you said there was some fixes (namely the get in vehicle bugs) any chance on a small hot fix for that ?

i would love to help out on the mod but to bad i am no good in modding only thing i am capable of doing is testing new releases and give feedback (althoug last time i needed to test VTE i got in trouble with time :( )

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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-03-30 19:29:21

Today I have no plans for hotfix, but this might change at moments notice if there is some easy fixes (get in vehicle doesn't sound like one). I'll keep you guys posted.
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Re: Never ending developer diary (ArmA 2)

Post by Supergrunt » 2011-04-01 09:48:41

don't rush in to things if you are not feeling up to it , its good to see you back and we want to keep it that way for a long time :wink:
(i would love to still see VTE in Arma 5 or beyond :P )

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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-04-11 01:52:07

As Mikero did the ConvertWRP fix regarding object ground alignment (thanks btw!) I've now had a chance to test it a bit, it looks very promising so far. I've got my batch file "tool pipeline" setup for batch converting the terrains. There is just few objects that doesn't seem to be effected and I need to find out why. This fix means no more floating objects like bridges and piers/harbors.

Today I sort of officially got back into VTE editing; I added real shotgun config :)

Yes now our shotguns fire pellets that spread like real shotgun pellets do. This if course requires ArmA 2 Operation Arrowhead version ... dunno what version was it they fixed the engine to support shotgun pellet spreading. So no more playing VTE with stock default ArmA 2 v1.09, sorry guys.

If you've checked our VTE multiplayer topic, you already know that PMC Tactical dedicated linux server is up and VTE v1.3.9 is running there. I've been on the server and all looks good (the shotgun fix is not yet included).

Guys, PMC is back for some hot Vietnam action! :twisted:
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-04-11 17:16:21

I spoke too soon. With more closer inspection in buldozer, the new ConvertWRP function aligns stuff too low depending bit on the object. But in most cases its like a house is buried so that door is half way underground. So the object alignment (bridge) fix breaks more things actually.

Back to square one. Sorry guys. I'll do what I can for the initial floating objects issue, but I'm not hopeful of the prospects of getting them done :(
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-04-16 03:37:05

The more I won't promise, the more I deliver :roll:

All the bridges, harbors/piers and huts etc that were floating earlier in VTE terrains, have now been fixed. I went and manually aligned them into the ground, took me several days to get it all done, but its fixed now.

We were talking about new upgrade on IRC today, this floating object fix being the most game play impacting so far. I was hoping to squeeze in few other fixes and tweaks, but we'll see, the multiplayer is quite interesting with ArmA 2 v1.59 so maybe I'll just compile new VTE version quickly for release.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-05-14 16:22:03

VTE development is under way, haven't given much thought but I guess it will be v1.3.11 next. I've been editing it few days now already, intense editing heh. I've been concentrating my efforts for multiplayer fixes, meaning that issues which nag MP play I've tried to fix first. So far I've been able to fix the most common bugs I've gathered in my long MP sessions.

Changelog:

Code: Select all

--- fixes v1.3.11
- map marker vc added.
- map marker nva added.
- map marker arvn added.
- flagcarrier vc added.
- flagcarrier nva added.
- flagcarrier arvn added.
- description short for all weapons added.
- description short for all magazines added.
- lrrpt_rfl few missing rvmats, fixed.
- lrrpe_rto few missing rvmats, fixed.
- lrrpe_rfl few missing rvmats, fixed.
- ausas_tl few missing rvmats, fixed.
- aus_rfl few missing rvmats, fixed.
- arvn2_rfl helmet missing rvmat, fixed.
- arvn1_rto helmet missing rvmat, fixed.
- arvn1_rfl helmet missing rvmat, fixed.
- aircav_rto face and hands turned into weird color in lower lods, fixed.
- aircav_rto removed one unecessary texture.
- aircav_rto few missing rvmats, fixed.
- aircav_rfl2 removed one unecessary texture.
- aircav_rfl2 few missing rvmats, fixed.
- aircav_rfl removed one unecessary texture.
- aircav_rfl few missing rvmats, fixed.
- aircav_medic removed one unecessary texture.
- aircav_medic few missing rvmats, fixed.
- nva_rto few missing rvmats, fixed.
- nva_mg few missing rvmats, fixed.
- nva_rfl few missing rvmats, fixed.
- sog_rfl few missing rvmats, fixed.
- environmental sounds changed and upgraded for all terrains.
- environmental sound meadow loon yell random sample added.
- environmental sound ocean random sample added.
- environmental sound rain town with random sample added.
- vc_rifleman2 added backpack capability.
- vc_rifleman_tl added backpack capability.
- vc_rifleman_rto added backpack capability.
- vc_rifleman_mg added backpack capability.
- vc_rifleman added backpack capability.
- usmc3 added backpack capability.
- usmc2 added backpack capability.
- usmc1 added backpack capability.
- sog_rto added backpack capability.
- seal_tl added backpack capability.
- seal_rfl added backpack capability.
- seal_pm added backpack capability.
- seal_mg added backpack capability.
- seal_gren added backpack capability.
- nva_rto added backpack capability.
- lrrpe_rto added backpack capability.
- civilian_02 added backpack capability.
- civilian_01 added backpack capability.
- arvn1_rto added backpack capability.
- army_rto added backpack capability.
- aircav_rto added backpack capability.
- aircav_rfl2 added backpack capability.
- aircav_rfl added backpack capability.
- aircav_pilot added backpack capability.
- aircav_medic added backpack capability.
- nva_mg added backpack capability.
- aus_rfl added backpack capability.
- arvn2_rfl added backpack capability.
- vc_rifleman_at added vcrpg1 pack.
- vte_backpack_vcrpg1 model created.
- usmfr_mg added alice 1 pack.
- sog_tl added alice 2 pack.
- sog_rfl2 added alice 2 pack.
- sog_rfl added alice 2 pack.
- sog_mg added alice 2 pack.
- sog_gren added alice 2 pack.
- sf_rfl added alice 1 pack.
- nva_rfl added nva 1 pack.
- vte_backpack_nva1 model created.
- mike_rfl added alice 1 pack.
- lrrpt_rfl added alice 1 pack.
- lrrpe_rfl added alice 2 pack.
- vte_backpack_alice2 model created.
- ausas_tl added alice 1 pack.
- arvn1_rfl added alice 1 pack.
- army_rfl added alice 1 pack.
- army_mg added alice 1 pack.
- army_gren added alice 1 pack.
- vte_backpack_alice1 model created.
- 40mm buckshot shell, added shotgun config.
- wharf2 convex component geometry-view, fixed.
- vcartybunker convex component geometry-view, fixed.
- vilhut01 strange convex component geometry, fixed.
- ihut4 strange convex component geometry-fire, fixed.
- ihut4 strange convex component geometry-view, fixed.
- itrailpaddy10_50 strange convex component geometry-view, fixed.
- fallenpalmt1 strange convex component geometry-view, fixed.
- tree21 strange convex component geometry-fire, fixed.
- tree21 strange convex component geometry-view, fixed.
- tree20 strange convex component geometry-view, fixed.
- tree19 strange convex component geometry-view, fixed.
- ipalms3 strange convex component geometry, fixed.
- ipalms3 strange convex component geometry-fire, fixed.
- ipalms3 strange convex component geometry-view, fixed.
- ipalms strange convex component geometry-view, fixed.
- chickencoop1 strange convex component geometry-fire, fixed.
- chickencoop1 strange convex component geometry-view, fixed.
- bush06 strange convex component geometry-view, fixed.
- bush05 strange convex component geometry-view, fixed.
- namesound errors repeated in rpt, fixed.
- huey doorgun left had muzzle flash on, fixed.
- aircraft smdi reflection/shinyness textures toned down a lot.
- cluster bomb script causes huge fps loss in mp, adjusted, needs testing in mp.
- m75 grenade (uh1 ara gunner) has no explosion sound, fixed.
- artillery vehicles were under vehicles armor, fixed.
- 81mm mortar cant get in when empty, fixed.
- config class missing, vte_bis_obj, fixed.
- vte_bis_obj had duplicate objects for default ca\, renamed them with vte tag.
- a1h skyraider long lost original sea camo texture added.
- script not found on vte_objects, several errors, fixed.
- script pmc\vte_core_cfg\scripts\vte_door.sqf not found, fixed.
- uh1 dustoff huey map icon missing, added.
- uh1 huey map icon is low res, fixed.
- 81mm mortar name says "boom", fixed.
- m101 name says "boom", fixed.
- ex41 did not load flares, fixed.
- m79 did not load flares, fixed.
- m14 added fullauto firemode.
- flares missing from ammo boxes, added.
- outhouse missing view / fire geometry, fixed.
- outhouse had shading problems, fixed.
Quite a list already. There is still list of that big for issues which I want to fix/tweak, but not necessarily for this next version.

I'm fed up with current version on our server and most likely will replaced it with latest build I have on my hdd. This of course means its my personal server playground, unless someone wants to download bran new full version and join me for testing?

Mission editing and providing missions for VTE players is strongly in my agenda also, the age old question how to create mission repository is on my mind. If everything else fails, I'll at least create some "official" VTE MP missions download page where the missions are added manually by me. But that's for later.

The never ending development loop is something that needs to be avoided, that's why the release should be very close, at least in the private-build-for-mp form. I've kept the development under control nicely that there wont be large changes which break half the mod, so release is always few days away max, its just up to my self control if I can pull the plug and release :)

Anyhow, excellent Vietnam times ahead guys, great MP missions await, damn, cant wait myself! ;)
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-05-17 15:35:55

Vietnam: The Experience v1.3.11 internal release is done. This version is aimed for our PMC Tactical linux dedicated server for some serious multiplayer testing to find out what else do we need to urgently fix before the public release. Here is highlights from the changelog:
  • 40mm grenade launcher buckshot working config added
  • ah1 skyraider south east asia camo texture added
  • artillery / mortar (m101, 81mm and 82mm) works from arty module
  • backpacks added. now you can pickup, open, close, drop them on the field
  • cluster bombs cause lag in mp, tweaked (feedback needed)
  • environmental sounds fixed/enhanced
  • high dispersion weapon values activated
  • m101 artillery new high poly model added
  • reload sounds on weapons fixed
  • soldier texture errors cleaned up
The actual changelog is too long to post here, I'm hoping it will still grow longer for the public release, that's why this testing commences now.

It would be very much appreciated if you guys joined to test, all you need to do is to ask me the download link and then join me in multiplayer. Very simple, easy and even fun! :)
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Re: Never ending developer diary (ArmA 2)

Post by Supergrunt » 2011-05-18 08:57:57

well it looks i will be home for some time so ill send you a PM with the request and ill join you as much as possible :D

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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-05-26 17:34:06

There is now v1.3.11 "upgrade 1" out for testers (if you want to be one, just ask), in this version there is lot of changes but the ones I find most notable are:
  • new NVA soldier model
  • new M21 model
  • M40 sniper rifle
  • shadows for all soldier models
  • ia drang terrains new conversion to reflect original more closely
  • weapon sight adjustment
Played some in the new ia drang conversion, it looks nice but needs bit more work for the vegetation density (its too sparse now). The new M40 sniper rile is wicked with sight (scope) adjustments from 100m to 1000m, took my first target hit from about 900m, was awesome. Map grid has also been fixed so now it is 6 digit, I'm not actually sure about the grid size heh, I think its 100m per grid (still considering 8 digit grid for even more accuracy), anyways with this you can easily calculate distances for those long range sniper shots.

It plays great on multiplayer, I/we have had tons of fun lately on our server (highly recommend anyone interested to join). There are several cool missions which require at bare minimum of 5+ players, so please join so we can have more complex missions running.

Before the public release I want to do few more tweaks and then perhaps call it v1.4 which should last quite a while before further updates. No idea about release dates yet, but I can't imagine it being for long now as I really need to move along with some other PMC projects.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-06-02 09:23:42

New VTE build (v1.3.11) is being uploaded to our Linux dedicated server for some MP testing. This is full install as the upgrading started to get bit messy again with already 4 upgrades. There has been loads of development going on since last post, here is the highlights:
  • Weapon shadows added
  • Handgun alignment was bit off, fixed
  • M35 trucks had no damage textures, fixed
  • T34/85 was not animated, fixed
  • Map grid is now 8 digit
The public release is not far off, just after some testing has been done in MP to ensure everything works OK. Would be really great if some of you guys join me to test it, all you need to do is ask for the download.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-06-03 12:04:53

Just day after the latest build I decided to wrap it up by finishing the development for VTE v1.4 final. I've sent the v1.4 release candidate 1 to testers now and our server has been upgraded with it. If there will be now critical bugs (which I'm expecting there wont be, naturally) this v1.4 will be released in mid/late June.

Now its only some testing and doing multiplayer missions for our server which I'm hoping to release also as bonus download when the release comes. Again if anyone wants to help us test this one, just send me a private message here and we'll get you going, there is great missions in our server which just wait to be played :)

Oh man its been tough editing for v1.4, not necessarily the longest development time but I feel that I've stepped my game up few notches by learning new stuff for this version. I feel very good about VTE right now.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2011-06-09 12:09:12

After I already thought the development for v1.4 was over, I got anxious to fix few more items, so there we go, another release candidate is being uploaded to our server for some MP testing. I will inform testers when its available.

Changelog

Code: Select all

--- fixes v1.4 release candidate 2
- ov10 and ov1 names made more distinct for mission editor.
- hud added to f105s.
- hud added to f100 super sabres.
- hud added to f5s.
- hud added to a6 intruders.
- hud added to a4 skyhawks.
- hud added to f4 phantoms.
- skybox_remove had missing area on the specific part of horizon, fixed.
- 40mm buckshot magazine name was too long (for gear menu), fixed.
- 40mm grenade ammobag picture is single grenade, fixed.
- m60 recoil pulls down, fixed.
- c130 has ramp opening struds stuck in open mode, fixed.
- blufor camo faces bug fixed.
- m113, m113acav and m163 vulcan vehicle mass fixed once and for all, no more vehicles flipping over.
- kittyhawk script sort of fixed. this = [this] execVM "\pmc\vte_core_cfg\scripts\vehicle\kittyhawk\build.sqf";
- aircav group composition is awful, fixed.
- car15gl model changed to newer skaven's car15 model, still old xm148 underneath.
- usmc soldiers had about 4600 unused vertices hidden in gear, removed.
- characters changed to use proxy head model.
- tree06c had faulty geometry (you could walk through it), fixed.
- tree06b had faulty geometry (you could walk through it), fixed.
- ia drang jungle density toned down (from 60 models to 40 models).
- asf road does not appear on terrain, fixed.
- bis_ces road does not appear on terrain, fixed.
- gravel specularity removed.
- itrailpath specularity removed.
- trailpath specularity removed.
- f4_tan_ag view-pilot aligned properly.
- f4_tan_aa view-pilot aligned properly.
- f4_grey_ag view-pilot aligned properly.
- f4_grey_aa view-pilot aligned properly.
- aircombat added more terrain types to satellite mask/texture.
- blu82 daisycutter explosion effects tweaked (not yet there finished).
- blu82 daisycutter does not do enough damage, fixed.
- mc130 texture tweaked.
- placeholder text name for all placeholder weapons.
- mohawk all specular maps toned down on reflection.
- bronco all specular maps toned down on reflection.
- running speeds tweaked.
- m60 fire rate adjusted to bit faster.
- birddog pilot/cargo proxys aligned better.
- birddog normal mapping improved.
- ah1 cobra normal mapping improved.
- ah1j view-pilot wrongly aligned, fixed.
- ah1g view-pilot wrongly aligned, fixed.
- ah1g had wrongly named rvmat, fixed.
- mig19 cant get in, fixed.
- mig17 engine sound horrible, fixed.
Now I'm definitely staying away from v1.4 editing, if there is some new critical bugs, those get fixed and tested in hotfix style, but if you'd ask me, this RC2 is going to be the public release just before PMC 10th Anniversary MP event.

Oh btw to give sad news for VTE fans, the MP event is planned as stock default ArmA 2 v1.59 (ie Operation Arrowhead and Combined Operations thing) as I just cant imagine there would be that many VTE players to join. If you are reading this and think you would definitely want to celebrate PMC 10th anniversary by playing VTE instead of stock default ArmA 2, please send me a PM or post into the anniversary topic. I would be happy to play VTE MP if there would be people joining.

I was thinking that v1.4 would be released in Jun 22nd, two days before the MP event (in which we don't play VTE).
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2012-10-30 08:59:45

Sorry haven't updated this topic at all, but VTE v1.5 has been under development for some weeks now. We have been playing MP a lot and as you've must seen from our youtube VTE videos by now, also the VTE MP event was great fun.

Lot of great fixes, additions and cool stuff all around has been done already.

We are doing some private testing so if anyone is really interested joining the testing team, send me a private message to ask more details.
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Re: Never ending developer diary (ArmA 2)

Post by EZJack » 2012-11-02 00:51:28

highly anticipating 1.5! :mrgreen:
anyway we can help let us know.

Snake Man
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2012-11-02 04:47:30

If you guys would be willing to test v1.5 that would help a lot. Its a big download and we have 7 upgrades on it already, so we are doing good progress.

Please send me private message if you are interested and I'll fill you in the small details.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2012-11-09 18:31:04

Development continues at mad pace. Yesterday we passed a feature freeze point, no more new stuff will be added. Now its just bug fixing and tweaking of existing features.

What we need is more testers, if you see this and want to help, please send me a private message to join. Thanks.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2012-11-25 18:06:37

VTE v1.5 development is done, now we just test.

Man its been crazy editing pace in this development cycle, so much stuff done, changelog is several pages long with great fixes and additions. I'm really proud of how far VTE came this time around.
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2013-04-23 08:22:34

Development continues. I'm planning on doing "quick" release with small download size, focusing mainly on config edits so its real small update which will be on top of v1.5 full release. Later we'll move into editing the major data files and not sure yet if that release is another update (but obviously, larger) or full release.

Anyways, we're back on it, there is no stopping us, hooayh!
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Re: Never ending developer diary (ArmA 2)

Post by banana » 2013-05-10 20:10:46

Hello,

the current Thompson model is from former OFP times, so we remade it. You can see the highpoly version, the high poly will
be used for normal map baking.

The lowpoly is done as well and work on the texture shall begin tomorrow.

Image

Image

Image

Snake Man
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Re: Never ending developer diary (ArmA 2)

Post by Snake Man » 2013-05-11 04:38:34

Ah, work continues, excellent. I really appreciate your effort! :D

I'm looking at the first image http://abload.de/thumb/1rrueo.png and I'm already getting scared that is the view-port just somehow oddly stretched like that, or at he actual model? (you remember how the MPL/K model was stretched beginning from your original blueprint).

However the two other pics, especially the last looks fine. When you post WIP pics, maybe you could next time add plain and simple side views directly from left or right side so there is no distortion.

Oh also as always, don't worry about anything except high res model + UV + texture, I can do ALL the rest, its my specialty. You can save time and effort by concentrating on the "main source" which is the high res LOD.
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Re: Never ending developer diary (ArmA 2)

Post by banana » 2013-05-11 15:48:45

It must be the view in the first picture, with all the sharp angles.

Anyway, making progress
Image

Image

Image

Image

banana
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Re: Never ending developer diary (ArmA 2)

Post by banana » 2013-05-17 20:00:06

Hello,
while working on a boat I found an unfinished BTR 50 on my hard drive. I immediately picked it
up and even added an interior. Pictures attached.

Image

Image

Image

Image

Image

and the old one for comparison

Image

banana
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Re: Never ending developer diary (ArmA 2)

Post by banana » 2013-05-19 15:48:20

while working on a boat I found an unfinished BTR 50 on my hard drive
With unfinished I meant one I priorly worked on.

There are not a lot boats available so we are expanding the selection.

This is the Tango ATC, it is quite unknown but is still kicking!

Image


Image


Image

Image

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