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Thread: [WIP] ArmaSideMap - External Moving Map for Arma2:OA

  1. #11
    Holy second screens batman - this is amazing. Something to show on my other screen at last! Will definitely give this a go when you get an alpha running! When is the iPad version out ;-)


    Ps. Anyone want to sell me a cheap iPad?

    Edit ----> Damn, didn't see Abs' post before mine - looks like there's already a way to do this on an iPad. Hmm definitely need one now!
    Last edited by Jedra; May 13 2012 at 19:28.
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  2. #12
    oh god this is purely awesome, now i'll never need to stop the car to look at the map
    sometimes, i wish i just sleep, dreaming and living in my own world, and never wake up .... awesome but you guys will miss me

  3. #13
    Good work!
    [KH]Jman
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  4. #14
    Second Lieutenant Kremator's Avatar
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    Looks great ! Will be getting this on my iPad

  5. #15
    Use for my second monitor when gaming ArmA2 ... I am looking forward to this
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  6. #16
    Quote Originally Posted by Doofy View Post
    Love the idea..there has been so many times during a op that i needed to check the map but could not because well you go blind when you check the map ..Cant see targets..This will add a touch of realism just because you can actually look at your map in real life while scanning for targets.. love the idea
    I agree. It's very realistic running and gunning with the map open.

  7. #17
    Master Sergeant Icewindo's Avatar
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    Quote Originally Posted by metalcraze View Post
    I agree. It's very realistic running and gunning with the map open.
    Nice work, but I also can see this leading to an unfair advantage in competive modes. The player shouldn't be able to fire at the same time the map opens but then again server admins can just block this mod if they feel they need to.

    edit:
    If I understand the OP correctly, this mod will require a script to be added to the missions, so no big deal?
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  8. #18
    Quote Originally Posted by metalcraze View Post
    I agree. It's very realistic running and gunning with the map open.
    lol its not realistic running and gunning with it open..But when your unit is set up somewere with a perimeter up and you are one of those guys on the perimeter..going to the map in game to get grids or anything else inst really the best thing to do at the junction.. because as soon as you hit the map button it blocks your screen.. I didnt mean run around with it open ..I meant it wont cover your screen when you want to look at a map.

  9. #19
    Quote Originally Posted by metalcraze View Post
    I agree. It's very realistic running and gunning with the map open.
    Quote Originally Posted by Icewindo View Post
    Nice work, but I also can see this leading to an unfair advantage in competive modes. The player shouldn't be able to fire at the same time the map opens but then again server admins can just block this mod if they feel they need to.

    edit:
    If I understand the OP correctly, this mod will require a script to be added to the missions, so no big deal?
    I worry too about this, but indeed there is no way one can benefit from this in a multiplayer mission without it's author condoning its use and under which conditions (i imagine one enabling different levels of authorized information which could be based on the player having a map or not in its inventory - maybe even create new map items which open those extra functionalities against a check of its availability). Nothing which can't be sorted out afaik. Though in regards on how exacly a mutiplayer mission maker goes about implementing these checks, these will be running in a a per-client basis... i am kind of in shaky grounds.

    On the side of required hardware to benefit from the extension (having a dual monitor setup/extra laptop), this is no different than having a proper joystick to fly vehicles against those only having a keyboard or using a TrackIR type of setup against those without. Therefor a non-issue imo.

    But I appreciate this input ever still, it is good to have this kind of stuff in mind so that any unpredicted issues can be accounted for. This one specifically won't be a problem and I will try to include demo missions for a multiplayer scenario too, probably borrowing help from some mp mission maker at a later stage.

  10. #20
    Well guys... download is on first page.

    I whish i had the time to wrap the alpha in a better package, but I simply have to hit the pillow. Not before some install and use notes:

    inside zip you'll find
    - @ASM (mod folder type install)
    - DemoMission (copy "SideMap_alpha.Desert_E" to your missions folder to test Desert map with ASM, nothing fancy at all, just the basic script loading stuff)
    - asmipc_source (as promised the source of the dll which interfaces with ArmaSideMap.exe - yes it's a mess, i know it, ever learning, will get better, code gurus input appreciated too)
    [source for the application itself i am keeping locked until get more confidence in what i have - but will no doubt be released under GPLv3 - just setling main features in]

    After the basic installation:
    - run "@ASM\SideMap\ArmaSideMap.exe" (SideMap folder can actually be copied anywhere - make a shortcut for the .exe for easy access)
    - let windows firewall recognize it the first time and open the exception (even if running local currently all communication is TCP/IP based)
    - launch Arma, make sure @ASM is loaded properly on the initial screen
    - load the above mission

    Soon enough you'll get the map loaded in ArmaSideMap, responding to your player's movement.
    You can move the window to your secondary display and maximize it there and have it side by side with Arma.
    I temporarily disabled the fullscreen mode since it is currently tied to my desktop dimensions.

    Image paging has been introduced, i had to tackle this early because of memory concerns (desert map is not a problem but bigger maps will be), it dynamicaly loads/unloads map tiles on demand
    You may notice slight bumps when this operation occurs (due to the fact tiles are too big currently 1000x1000px), plenty of room to optimize and make it smoother.
    Memory footprint reduced to between ~7Mb-24Mb (from previous ~70Mb), depending on the amount of tiles loaded. Zoom yet to be implemented but on track.

    Icon trails issue has been also circumvented. And markers overall will be much simpler to use.

    You can also move the map arbitrarily using WASD keys (when ASM has focus only), but do NOT do this if you have Arma running behind and sending data. These are running in different threads and NO LOCKS are in place. This should only represent an issue for those installing ASM in a remote computer. This will be taken care of.

    Let me add that the current state is very fragile, despite my best efforts, i realize how begginner i am, how i find so much stuff "over the knee" and lack of consistency, this leads to an easy to break app (ie. remove/move a file from the current folder structure and you break it). This is also one of the reasons source is not made open yet, i know there is much to improve before learning more, and i am a bit overwhelmed by the sheer breath of all the new stuff.

    I advise you to take care, not modifying "sidemap.sqf" mindlessly. Unreachable IP's HALT Arma before it quits trying, the same regarding wrong ports. Make sure you have exact IP of remote computer before modifying that. Leave por "5555" as it is (hardcoded in the .exe, will be customizable in the future). Please be warned.

    Regarding performance, I have capped frames per second at 33. CPU load oscilates from 3 to 10% on my Q6600@stock. Right now this is only noticeable where player's direction is concerned, it's position and map movement are less dependant due to its integer pixel limitation.

    I am sure to be missing much more but I really have to get some rest now. Hopefully next release will be more solid, both the application and all related information.

    Questions/Issues... I am all hears!

    PS: ASM requires MinGW runtime dlls, which are duplicated where they are needed in the folder structure, further down the road an installer will be the recommended route since these are shared and require PATH environment setting. Also SDL (Simple DirectMedia Layer) dlls are also included, without which this project would had never even hit the drawing board.
    Last edited by gammadust; May 26 2012 at 07:39.

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