Jump to content

Homer Johnston

Member
  • Content Count

    284
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

2 Followers

About Homer Johnston

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Homer Johnston

    Invasion 1944 v2.6 (CO)

    We're hoping to have some config bugs solved with our next update, which will (in theory) allow Sickboy to add I44 to his online classlist generator. In the meantime, there are some "ghetto" classlists available; see this ticket: https://dev-heaven.net/issues/28987
  2. Homer Johnston

    Road Painter 2

    First, you need an addon defining your roads so that they can be spawned in-game via createVehicle (or placed with the editor) Second, you have to define it for the tool in roadpainter.terrain\RoadParts.sqf... it's fairly well commented and a motivated person should be able to figure it out; add a new "Master" entry into the HOMJ_RP_RoadListMaster array, and then define your new road family by that name down below, similar to the other existing ones. I'm hoping to try adding the basic BIS rail pieces in the next update, I'm not sure yet how they'll work!
  3. Homer Johnston

    Invasion 1944 v2.6 (CO)

    A couple more work-in-progress tank videos to wet peoples' appetites. For best results, open it in youtube and turn on hi-def: SiT9ChLBF1o _kpy8RPkPjg
  4. Homer Johnston

    Road Painter 2

    Ah, yes; it is hardcoded to use ...ArmA 2\@HOMJ. I'll clarify that at some point. Thanks.
  5. Homer Johnston

    Road Painter 2

    There's no such thing as "real" roads... Once they're exported to the WRP file, the roads made by this are no different than any other road you've made. If the AI aren't following them, it's because of some other reason (combat behaviour, road doesn't benefit their pathfinding, etc). In any of my tests, they'll follow these roads just fine.
  6. Homer Johnston

    Road Painter 2

    Sounds like another annoying bug in Visitor... possibly a small error inside your PEW file that occurred earlier. I know I've heard of objects being non-selectable in Visitor but this is much worse than "normal" :( Perhaps we'll also need a Visitor script to search for and delete road p3ds too
  7. Homer Johnston

    Road Painter 2

    1. Yes 2. Hmm, not something I noticed in my tests. Do you know which road family you were using? Maybe some of them are bugged 3. I'm guessing you're working with a 2048x2048 heightmap, it will take some time (maybe several minutes). Longer especially if you have a very slow CPU. 4. not in the near future, I may have further interest in tool dev later on, or possibly for A3.
  8. Homer Johnston

    Road Painter 2

    Hmm... some questions for you: 1) does the "save session" button work and create a file with some data or is it also empty? 2) are you sure the export process is done when you check? (arma freezes while it is working, it unfreezes when done) 3) what OS are you using? The process of operations is: 1) Arma tells plugin "make new file" 2) Plugin makes new file, empty (0 bytes) 3) Arma copies data to windows clipboard 4) Arma tells plugin to write data from clipboard to file 5) plugin transfers data from clipboard to file (0 bytes should almost instantly change to XX megabytes)
  9. Homer Johnston

    Road Painter 2

    IMPORTANT NOTE: The file export/import functions require you to be using the latest beta version of Arma, not just 1.60 retail. Sorry for forgetting to mention earlier! Also, there may be bugs with the terrain smoother if roads pass under-water; I have to find time to test this (or hope one of you guys does :P) and will try to fix for next release
  10. Homer Johnston

    Road Painter 2

    Root post updated, v0.3 download link posted. god help us all. Let me know in this thread if you find any nasty issues, if needed I'll try to do a maintenance update within a couple weeks.
  11. Homer Johnston

    Road Painter 2

    Nice thought; I wasn't really aware of those commands. I'll be able to use them to speed one or two things up, but sadly the actual smoother algorithm simply involves millions (literally) of point->point distance calculations and it just isn't that fast. However, I'm also using a near-3-year-old CPU, and the number of calculations required depends on both the map cell size & your total smoothing width (i.e. 20m in my test). Proving Grounds is a pretty brutal heightmap to work on, compared to e.g. a 10m grid. There are a couple things I'll be able to do to speed it up, but it's still going to be a pretty slow process. Users will hopefully be able to quickly learn some settings they like (or just draw a short "test" path) and reuse them without needing to try out a bunch of different settings...
  12. Homer Johnston

    Road Painter 2

    Sigh, time passes too fast... here's a new little video to tide you folks over, and hopefully buy me just another week or so to run this thing through some rigorous tests and finalize some needed import/export options :) CGA2KnFN3DM
  13. Homer Johnston

    Invasion 1944 v2.6 (CO)

    As Pac said, please confirm if you are using 2.6 or 2.61; should be fixed in 2.61, but if it isn't then I would like to know. Further, there are no instructions to move anything into the ArmA 2 folder - just ArmA 2 OA (maybe you just weren't clear on that - no problem if so). You're correct and incorrect. If you just doubleclick on the exe it will do this; if you run with special launch parameters (-mod) then it won't.
  14. Homer Johnston

    Invasion 1944 v2.6 (CO)

    There is a rough list of items here in a .txt file: https://dev-heaven.net/issues/28987 In a few weeks, we'll probably have a more attractive classlist tree viewer, but for now that'll have to do. Let me know if you can't find your item in the file, there may still be bugs in the generator I'm using.
×