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Rg

TrueMods

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Update #3

For Truegameplay_Animation_TransitionSpeed + ACE users..

- Throwing a grenade while walking should not catapult you to your death ;)

BETA_v1 (Don't Mirror) http://dev-heaven.net/projects/rg-truemods/files

Update #2

For TrueUser_Fov + ACE users..

- CQB Sights for ACE weapons should have correct Fov now.

BETA_v2 (Don't Mirror) http://dev-heaven.net/projects/rg-truemods/files

TrueMods consists of two groups..

  1. TrueUser - Personal client-side addons that are safe for MP.
  2. TrueGameplay - Personal client-side addons that may be considered unsafe for MP. Idealy, this should be run by all players and server-side as well for fair MP since it alters gameplay (It can give the player both advantages and disadvantages depending on a persons opinion).

TrueMods is..

  • Meant for A2:CO (A2+OA). If you don't own both, shame on you. ;)
  • Compatible with ACE2 as I use that mod exclusively.
  • Was designed using "Very Small" GUI size, so it is strongly recommended to use that setting, but might work fine with others.
    For the best CQB/MOUT experience, use.. :shoot:
    1. TrueUser_Fov
    2. TrueGameplay_Animation_MovementSpeed
    3. TrueGameplay_Animation_TransitionSpeed
    4. ShackTac Movement addons

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Download (39.8 MB) (Mirrors Welcome)

TrueUser

Quick List
(With Pics)

TrueUser_
Fov

TrueUser_
Fov_AutoZoom

TrueUser_
NVGs

TrueUser_
Xhair

TrueUser_SkyBox_
Bluer

TrueUser_SkyBox_
NoMountains

TrueUser_IGUI_
Theme_TrueMods

TrueUser_IGUI_
Hud_Black

TrueUser_IGUI_
CommandBar

TrueUser_IGUI_
CommandBar_TextIcons

TrueUser_IGUI_
ActionMenu

TrueUser_IGUI_
Text_ExtraSmall

TrueUser_IGUI_GunHud_
Default_Bottom

TrueUser_IGUI_GunHud_
BigText_Top

TrueUser_IGUI_GunHud_
BigText_Bottom

TrueUser_IGUI_GPS_
Top

TrueUser_IGUI_GPS_
Middle

TrueUser_IGUI_GPS_
Bottom

x_
TrueUser_IGUI_
ActionMenu_NoIcons

x_
TrueUser_IGUI_
Text_HideAmmoCount

Full Descriptions

TrueUser_
Fov

- Fast quick zoom.

- Perfect FOV for MOUT/CQB.

- No disorientation & tunnel vision.

- FOV is consistent for all weapons & vehicles across the board when using your virtual eyes, not magnified optics.

Effects On Gameplay

-----------------

(+) Longer duration of battles/firefights.

(+) More emphasis on maneuvering/flanking/advancing for a closer shot (Think WGL in the OFP days, but with a quick zoom)

(+) Binocs and Optics are more significant due to greater challenge of spotting & identifying targets.

(+) Better balance of awareness for all players due to small FOV/LOD change when zoomed in.

(-) Might result in more TK's from the impatient.

Possible Negatives

---------------

- A few gun types feel too far away from your face (ex. AK's)

- Harder to spot and identify targets, but I see this as a positive from a gameplay standpoint.

- Zoom is further away from real-life size..

..I've conceded since my ArmA releases that it's impossible to achieve since everyone has a different sized monitor. I alone have upgraded my monitor twice since then and more players have larger monitors these days.

A2/OA is far from accurate as well. They went with resolution of image rather then real-life size, so you have have superhuman zoom. In fact, anyone that uses larger then about a 15" monitor, everything ingame is much larger then real-life size when at full zoom. If your using 17/19/22/24+, the game is already unrealistic in this area.

People should be using different FOVs depending on their monitor size, but thats impossible for game design and MP, hence this BALANCED mod that improves situational awareness, responsiveness, and gameplay.

TrueUser_
Fov_AutoZoom

- Same as above, just with automatic zoom when you press your optic key.

TrueUser_
NVGs

- Slightly larger view then the default NVG's for less disorientation.

- More fade on the outer edge of the cone for an immersive blur effect.

TrueUser_
Xhair

- Changed infantry weapon crosshairs to a 2-Chevron, less precise/general aim system, where the intersection of both chevrons is where you aim.

TrueUser_SkyBox_

TrueUser_SkyBox_
Bluer

- Increased color saturation for a more vibrant sky.

TrueUser_SkyBox_
NoMountains

- Disabled mountain textures on the horizon.

TrueUser_IGUI_

TrueUser_IGUI_
Theme_TrueMods

- New UI look with lots of white text and blue highlighting (To be used with TrueUser_IGUI_Hud_Black).

- Command bar has new backgrounds.

TrueUser_IGUI_
Hud_Black

- Black transparency (similar to OFP, but with sharp edges) for your HUD (CommandMenu/ActionMenu/Hint/Ect..)

TrueUser_IGUI_
CommandBar

- Changed the command bar layout slightly for easier readability and more compact size.

TrueUser_IGUI_
CommandBar_TextIcons

- New command bar UI Icons that display weapon type as text, rather then the graphic Icon.

Simple abbreviations :

------------------

GL - GrenadeLauncher

AR - AutomaticRifleman

MG - Machinegunner

AA - Anti-Air

AT - Anti-Tank

MM - Marksman

SNP - Sniper

SD - Silenced

PST - Pistol

TrueUser_IGUI_
ActionMenu

- Action menu moved to the middle of your screen for quick accessibility.

TrueUser_IGUI_
Text_ExtraSmall

- Decreases UI text a bit further (Interface "Very Small" was not enough for text in my opinion).

TrueUser_IGUI_GunHud_

TrueUser_IGUI_GunHud_
Default_Bottom

- Default Gun HUD moved to BOTTOM RIGHT of your screen.

TrueUser_IGUI_GunHud_
BigText_Top

(Conflicts with "GPS_Top")

- Text enlarged for easy readability & style.

- Gun HUD remains at the TOP RIGHT of your screen.

TrueUser_IGUI_GunHud_
BigText_Bottom

(Conflicts with "GPS_Bottom")

- Text enlarged for easy readability & style.

- Gun HUD moved to BOTTOM RIGHT of your screen.

TrueUser_IGUI_GPS_

TrueUser_IGUI_GPS_
Top

(Conflicts with "GunHud_BigText_Top")

- GPS moved to the TOP RIGHT of your screen.

- GPS with no frame image that only takes up crucial screen space.

TrueUser_IGUI_GPS_
Middle

(Conflicts with "STHud", but can still be used as its still mostly viewable as a background image)

- GPS moved to the BOTTOM MIDDLE of your screen.

- No frame image that takes up crucial screen space.

TrueUser_IGUI_GPS_
Bottom

(Conflicts with "GunHud_BigText_Bottom")

- GPS moved to the BOTTOM RIGHT of your screen.

- No frame image that takes up crucial screen space.

x_
Extra's

x_
TrueUser_IGUI_
ActionMenu_NoIcons

- Gets rid of the action icons (you will have action menu text only).

x_
TrueUser_IGUI_
Text_HideAmmoCount

- Gets rid of your ammo & mag count.

TrueGameplay

Quick List

TrueGameplay_Animation_
MovementSpeed

TrueGameplay_Animation_
TransitionSpeed

TrueGameplay_Animation_
TurningSpeed

TrueGameplay_Animation_
SwimFatigue

Full Descriptions

TrueGameplay_Animation_
MovementSpeed

All movement speeds (Walk:Jog:Sprint) are now a balanced 1:2:3 ratio (rather then 1:3:4). Intuitive for player.

- Walk is faster for more agile movement & quicker CQB.

- Jog is slower for better player control, realism, & gameplay.

- Sprint is a tad bit slower for the same reasons as above.

* Speeds feel closer to OFP:WGL then default where it effects gameplay in a positive way.

* All changes give the player better anticipation & control of their unit, while retaining a realistic and natural feel.

TrueGameplay_Animation_
TransitionSpeed

Increased transition speeds to be less burdensome and give the

player a quicker "battle-ready" response.

This includes..

- Stance changes (Stand/Crouch/Prone)

- Weapon changes (Rifle/Pistol/Launcher/Binocular)

- Grenade throw

- Over/Jump action

TrueGameplay_Animation_
TurningSpeed

Limited turn speed when..

- Sprinting to simulate low agility/momentum and reduce the exploit of "zig-zagging".

- Running/Kneeling/Prone to simulate lower agility.

TrueGameplay_Animation_
SwimFatigue

Lowered fatigue, so it is possible to swim up to ~5 minutes before loosing your gear.

Special thanks to..

BIS, Kju, & Dev-Heaven :)

Edited by Rg

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Wow, I'm very impressed with the UI changes. Will definitely use these! :D

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Nice release, this really adds a lot of atmosphere on top of the game itself.

Especially the skybox bluer and nomountain

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Thanks RG, finally the transition speeds addressed in a uniform manner without having to install ACE.

Bravo!

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The GUI shot ..... :239::dd:

I prefer very small GUI too, adds a crisp pro look to things, this just about tops it off, fantastic work.

Tried the movement addons, personally the speed of transitions and walking is a little like the animals speed and movement in arma2 :) not my cup of tea.

Edited by mrcash2009

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Great job Rg, thanks so much for releasing these mods. The GUI improvements alone are worth the price of admission!

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Was a bit :/ when I read this, then I installed it! Brilliant work, I can confirm it looks good on "SMALL" interface size, no more ugly boxes showing ammo etc.

Suggestions:

When you have a smoke grenade selected it would be cool if it said

SMOKE GRENADE

White

Smoke GRENADE

Red (In red text)

Smoke Grenade

Yellow (In Yellow Text)

You get the idea... not sure if it's possible though.

Edited by rexehuk

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Nice job, i'm going to be using this with ACE also:yay:

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Welcome back RG! I haven't seen you in a while. Unless I've missed you.

Thanks for doing an A2OA version! True FOV was always a favorite of mine in A1.

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I like the new HUD, i also use the iconless actionmenu and the longer-swimming pbo. Very nice. :)

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Could we have a small video showing the Fov changes and new zoom ?

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Rg, one thing I've noticed after playing with the mods for awhile is that truegameplay_animation_movementspeed causes units to do a strange "fast forward" shuffle walking, almost as though the time has been sped up. Is this intentional?

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yeah the walking speed seems to be ramped up, which I like when I'm using sites while walking. I noticed the normal running speed seems slower, I don't supposed there's a way to change that is there

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Walkspeed is faster and the animations are fine, as long as the unit doesn't have a pistol drawn, in which case they start supershuffling :)

Running is meant to be slower (more like jogging).

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@Bigpickle

I know that ACE2 includes a few transition speed tweaks, but I remember it just being for a few weapon changes. TrueGameplay_Animation_TransitionSpeed is literally every transition that was immediately noticeable. I probably missed a few somewhere considering just how many there are, but I definitely tweaked most. If you find any annoyingly slow transitions that I may have missed, let me know.

@rexehuk

Good suggestion, but not possible. All different modes types are one class, so a color change for that would be for all.

@RoME

Maybe I'll make something quick or at least a picture, but it's much quicker and more telling for the user to test it out himself.

@tpw

There is only one speed value that both you and AI share. I've noticed in default A2 other units animations don't always look synced due to they're constant morphing between speed modes (definitely in MP aswell) and I don't know how the game operates in this area, but it's probably just a case of it being a little more noticeable from the actual value changes and/or from the changes to the users perception.

@Steakslim

Run speeds were slowed down and walk was sped up for many reasons. Check out the description in the first post if you haven't already, but I should expand on the ratio a bit more..

The 1:2:3 ratio for speeds is that (Walk -> Jog) is now the same speed difference as (Jog -> Sprint), so there is now 3 distinct speed modes equally apart from one another. Default A2 is a slow walk and a fast jog/run that is almost as fast as the sprint, making sprint a useless mode that barely increases your speed but instead increases your fatigue by an unproportional amount.

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Ah I see. I guess I'll have a reason to finally bind my sprint key back into use (yes because of ACE i unbound sprint since it caused too great effect on stamina for very little gain in speed lol). BTW i'm really loving the walk speeds.

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