tpw

TPW MODS v20170120: enhanced realism and immersion for Arma 3 SP.

4020 posts in this topic

TPW MODS

TPW MODS is a modular and highly configurable suite of addons designed to enhance the realism and immersion of the Arma3 single player experience. You can use the TPW MODS of your choice to enhance existing missions and campaigns, or to simply turn any empty map into a living breathing combat zone with endless replayability. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS is under constant development, and continues to be refined and expanded largely due to user feedback and suggestions.  

 

 

Download (51MB)

Dropbox: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20170120.zip

Armaholic: http://www.armaholic.com/page.php?id=22592

PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion

 

 

Requires

Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/

 

 

Latest Version Changelog

20170120

  • [FOG 1.46] Rain induced fog will clear properly when rain stops. Complete overhaul of snow functionality: snow will not fall through cover (buildings, trees etc) but continue falling outside it; snow goggle fx; snow fx in vehicles. 
  • [HUD 1.60] HUD will no longer display icons for units/vehicles hidden by hideobject.
  • [RAINFX 1.13] Optimised ground droplet code.

 

20170111

  • [AIR 1.32, ANIMALS 1.36,  BOATS 1.33, CARS 1.50, CIVS 1.51, CROWD 1.04, SKIRMISH 1.36] Improved despawning of units to prevent glitches related to the updated createunit command in build 1.67. Reduced incidence of close crowd civs despawning in front of the player.
  • [FURNITURE 1.02] Improved furniture despawning.
  • [RAINFX 1.12] Fixed bug where rain droplet fx occasionally persisted after rain stopped / player under cover. Ground raindrop fx now use miniature reflective puddle objects rather than refractive particles.  

 

20170107

  • [CORE 1.30] Additional Tanoan buildings added to habitable building list
  • [FURNITURE 1.01] Furniture added to Altis/Stratis buildings. Fixed a few dodgy Tanoan object placement issues.

 

20170105

  • [HPP UPDATE REQUIRED]
  • [CORE 1.29, FOG 1.45] Xcam_Taunus added to region and climate lists. 
  • [FURNITURE 1.00] *NEW* Ambient furniture in enterable Tanoan houses and buildings. Stratis/Altis coming soon.

 

 

Features

Infantry realism

  • Units reacting realistically to suppressive fire by ducking/going prone and seeking cover (TPW EBS)*.
  • Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL).
  • Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT).
  • Units able to self heal using First Aid Kits (TPW BLEEDOUT).
  • Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)*.
  • Sounds for jumping, falling, rolling and turning prone, sounds for freefalling and under canopy (TPW FALL).
  • Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD).
  • Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH).
  • More realistic (slower) movement and stance change speeds.

* Deprecated due to engine improvements

Civilians

  • Region specific civilians in towns, walking around and interacting with each other, and reacting to weather and gunfire (TPW CIVS).
  • Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD).
  • Civilian traffic, which you may commandeer (TPW CARS).
  • Civilian cars parked by the side of the road near habitable houses (TPW PARK).
  • Civilian boats (TPW BOATS).
  • Ohally's CAF Aggressors Middle Eastern and African civilians, RDS A2 Eastern European civilians and cars, and Leight's Opfor Pack Middle Eastern civilians will be used appropriately if present.
  • Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present.
 
Ambience
  • Lights in civilian houses at night (TPW HOUSELIGHTS).
  • Working streetlights on A2/OA maps (TPW STREETLIGHTS)**.
  • Appropriate sized flocks of sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS).
  • Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR).
  • Ambient environmental noises (voices, traffic, radio, louspeakers), with support for user added sounds/music (TPW SOAP). 
  • Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP).
  • Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player (TPW SOAP).
  • Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP).
  • Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO).
  • Civs/animals/cars/parked cars/radio/houselights/streetlights/sounds easily excluded from entire areas of the map using triggers.
  • Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES).
  • Ambient furniture in enterable Tanoan and Altian building and houses (TPW FURNITURE).
** Deprecated due to CUP Terrains implementing working streetlights
 
Weather
  • Region specific climate (TPW FOG).
  • Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG).
  • Ground heat haze / mirage effects during hot weather (TPW FOG).
  • Dust storm functionality which may be called via script or trigger (TPW FOG).
  • Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG).
  • Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG).
  • Rain droplet effects on the ground near the player (TPW RAINFX).
  • Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX).
  • Puddles on the ground around the player during and after rain (TPW PUDDLE).
 
Documentation

 

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This is fantastic! Thank you for the great work.

I'd be interested to see if you can somehow script unit behavior when dismounting vehicles under fire. Currently, they stack up in a small pile behind the APC and get mowed down within a few seconds.

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Brilliant work tpw - I hope someone is able to make this collective MOD Dedicated Server (DS) & MP compatible as that would bring some nice immersion results to 'groups' gameplay :)

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i was just about to ask when are you collating your mods :rolleyes:

well done TPW.... great job

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Brilliant work on these mate. It would be great if someone could package up which ones work in a MP/Dedi environment.

Thanks!

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TPW CIVS : is there an option you can implent a blacklist area for spawning like the Ambient Combat Module had in arma 2 (BIS_ACM_1 etc. named markers where no enemy would spawn) this can be usefull if you want a area clear of civilians, i am building a small mission where the player owns a house on Altis but no other civs / cars are needed in my garden :P

(posted this in the old thread so therefore posting it in the new one now ;)

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Thanks for the feedback guys. It was a metric $%&^load (much more than an imperial $%&^load) of work to rework the scripts, redo the configs, reword the readmes and recompile and test it all. But now that it's all in one I think I can relax a bit because I have a much simpler framework that will be easier to update. And a single channel to communicate on.

Short term to do list:

  • Rain fx using particles
  • Ambient furniture
  • Civ helicopter retexturing via hiddenselections
  • Multiple civs per vehicle
  • Civilian exclusion zones

Longer term to do list:

  • Ambient water (ponds, puddles etc)
  • Start collaborating and porting to MP and dedi

As always your input, suggestions, bug reports and support are greatly appreciated.

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Awesom work. If they ever do put a "Donate" button, be sure you and Taosenai will be the first ones to be clicked.

Yay!

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You are a master! I am sure it was a lot of work combining everything like this. Great work.

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Release frontpaged on the Armaholic homepage.

** all old pages will be directed to this new one later today so nobody recieves an error trying to visit any of the old pages and always get the most up to date version

===================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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Hmmm a project with tpw, Windwalking and Taosenai - the holy trinity! I wonder what they could come up with ;)

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Great work again. Merging the modules while still allowing to enable / disable each function separately was a very good idea.

It greatly facilitates mod management and updating.

A small question regarding EBS:

Is it possible that the current implementation / work around for handling damage dealt by explosions does not take into account PhysX?

I remember having seen soldiers being pushed around by 40mm explosions nearby, and this does not seem to function anymore.

( I don't know, whether that's realistic or hollywood. Anyway, I really liked it :-) )

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Hi TPW,

I am getting the following error message when I launch the game after installing your latest mod (bundle);

include file userconfig\TPW_MODS\TPW_MODS.hpp not found

I have been using TPW_LOS with good results but this latest mod/bundle is error'ing out for me.

Any ideas?

Sorry I figured it out - helps when you read the install instructions more carefully.

Edited by Dr@gon

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Hi TPW,

like everyone else I'm absolutely loving your work. Altis without your mods now just feels sterile. Also like everybody else I've got a suggestion for the mod; could you maybe add empty, parked, civilian vehicles near to some of the buildings? Basically like the civilian vehicle module in A2, although I always thought that it tended to over do the amount of parked vehicles compared to the amount driving around. At the moment your mod has the opposite feeling, with every vehicle on Altis been driven 24/7.

Could I also suggest that at some point you stop coding to give eating and sleeping a try :)? We need people with skills like yours for the long term and at this rate you'll be a gibbering wreck within a week.

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Thanks TPW

---------- Post added at 21:41 ---------- Previous post was at 21:34 ----------

Thanks for the feedback guys. It was a metric $%&^load (much more than an imperial $%&^load) of work to rework the scripts, redo the configs, reword the readmes and recompile and test it all. But now that it's all in one I think I can relax a bit because I have a much simpler framework that will be easier to update. And a single channel to communicate on.

Short term to do list:

  • Rain fx using particles
  • Ambient furniture
  • Civ helicopter retexturing via hiddenselections
  • Multiple civs per vehicle
  • Civilian exclusion zones

Longer term to do list:

  • Ambient water (ponds, puddles etc)
  • Start collaborating and porting to MP and dedi

As always your input, suggestions, bug reports and support are greatly appreciated.

I am glad you did this! It will help the exposure to put the information on your short term and long term list on your front page. You are making a name for yourself in this community sir. Keep up the great work.

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Great work again. Merging the modules while still allowing to enable / disable each function separately was a very good idea.

It greatly facilitates mod management and updating.

A small question regarding EBS:

Is it possible that the current implementation / work around for handling damage dealt by explosions does not take into account PhysX?

I remember having seen soldiers being pushed around by 40mm explosions nearby, and this does not seem to function anymore.

( I don't know, whether that's realistic or hollywood. Anyway, I really liked it :-) )

You are indeed correct oldy41. What currently happens is that the suppression shell completely blocks explosion damage from passing through to the unit. There is a detection loop running that tries to disable the shell when near various explosive classes, but it doesn't always switch the shell off in time. However the shell does register the explosion and the ammo that caused the explosion. Based on this I fudge a damage value based on the indirect damage attribute of the ammo, and the distance from the unit. This is then applied to the unit to wound/kill it. There is also an impulse attribute associated with the ammo that is presumably used to calculate whether a unit should be thrown around by the explosion. I have had little success trying to push ragdolls around (TPW FALL), but I can revisit it if you think it is worth the effort.

---------- Post added at 11:58 ---------- Previous post was at 11:57 ----------

Hi TPW,

like everyone else I'm absolutely loving your work. Altis without your mods now just feels sterile. Also like everybody else I've got a suggestion for the mod; could you maybe add empty, parked, civilian vehicles near to some of the buildings? Basically like the civilian vehicle module in A2, although I always thought that it tended to over do the amount of parked vehicles compared to the amount driving around. At the moment your mod has the opposite feeling, with every vehicle on Altis been driven 24/7.

Could I also suggest that at some point you stop coding to give eating and sleeping a try :)? We need people with skills like yours for the long term and at this rate you'll be a gibbering wreck within a week.

Thanks mate, I'm touched by your concern! I promise not to die at the keyboard. I've put parked cars on my to do list, hopefully they'll make an appearance in a way that doesn't $%&^ up the pathfinding for other AI drivers.

---------- Post added at 11:59 ---------- Previous post was at 11:58 ----------

Thanks TPW

---------- Post added at 21:41 ---------- Previous post was at 21:34 ----------

I am glad you did this! It will help the exposure to put the information on your short term and long term list on your front page. You are making a name for yourself in this community sir. Keep up the great work.

Thank you! I have added the to do list, and will try to keep it current.

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